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Mobility impaired users respond differently than healthy users in virtual environments., , and . Comput. Animat. Virtual Worlds, 26 (5): 509-526 (2015)Get off the Couch: An Approach to Utilize Sedentary Commercial Games as Exergames., , , , and . CHI PLAY, page 47-56. ACM, (2015)DiVRsify: Break the Cycle and Develop VR for Everyone., , and . CoRR, (2021)3D Interaction with Virtual Objects in Real Water., and . VS-GAMES, page 1-7. IEEE, (2019)Automatic Detection and Prediction of Cybersickness Severity using Deep Neural Networks from user's Physiological Signals., , , , , , , and . ISMAR, page 400-411. IEEE, (2020)Studying Adversarial Attacks on Behavioral Cloning Dynamics., , , and . ICTAI, page 452-459. IEEE, (2020)Game cane: An assistive 3DUI for rehabilitation games., , , and . 3DUI, page 43-46. IEEE Computer Society, (2014)You're in for a Bumpy Ride! Uneven Terrain Increases Cybersickness While Navigating with Head Mounted Displays., and . VR, page 428-435. IEEE, (2022)How 3D Virtual Humans Built by Adolescents with ASD Affect Their 3D Interactions., , and . ASSETS, page 155-162. ACM, (2015)Usability issues with 3D user interfaces for adolescents with high functioning autism., , and . ASSETS, page 99-106. ACM, (2014)