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Tele-Experiments - Experiments on Spatial Cognition Using VRML-Based Multimedia.

, , , and . VRML, page 101-. ACM, (1998)

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User Experience Observations on Factors That Affect Performance in a Road-Crossing Training Application for Children Using the CAVE., , , and . HCI (15), volume 8524 of Lecture Notes in Computer Science, page 91-101. Springer, (2014)The Perception of Spatial Layout in a Virtual World., and . Biologically Motivated Computer Vision, volume 1811 of Lecture Notes in Computer Science, page 10-19. Springer, (2000)BuzzwireVR: An Immersive Game to Supplement Fine-Motor Movement Therapy., , , and . ICAT-EGVE, page 149-156. Eurographics Association, (2018)Tele-Experiments - Experiments on Spatial Cognition Using VRML-Based Multimedia., , , and . VRML, page 101-. ACM, (1998)Aliens versus Humans: Do Avatars Make a Difference in How We Play the Game?, and . VS-GAMES, page 1-7. IEEE, (2014)Psychophysiological responses to virtual crowds: Implications for wearable computing., , , and . ACII, page 35-41. IEEE Computer Society, (2015)Steering Versus Teleport Locomotion for Head Mounted Displays., and . AVR (2), volume 10325 of Lecture Notes in Computer Science, page 431-446. Springer, (2017)Using Realistic Virtual Environments in the Study of Spatial Encoding., and . Spatial Cognition, volume 1849 of Lecture Notes in Computer Science, page 317-332. Springer, (2000)Studying Children's Navigation in Virtual Reality., , , and . HCI (23), volume 9753 of Lecture Notes in Computer Science, page 187-197. Springer, (2016)Virtual Buzzwire: Assessment of a Prototype VR Game for Stroke Rehabilitation., , and . VR, page 531-532. IEEE Computer Society, (2018)