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The wobbly table: Increased social presence via subtle incidental movement of a real-virtual table., , , , , , and . VR, page 11-17. IEEE Computer Society, (2016)Interpersonal Scenarios: Virtual Real?, , , , , , , , and . VR, page 59-66. IEEE Computer Society, (2006)Ubiquitous collaborative activity virtual environments., , and . CSCW, page 647-650. ACM, (2012)VR4VR: vocational rehabilitation of individuals with disabilities in immersive virtual reality environments., , , , , , and . PETRA, page 54:1-54:4. ACM, (2015)Virtual Reality Interaction Techniques for Individuals with Autism Spectrum Disorder: Design Considerations and Preliminary Results., , , , , and . HCI (2), volume 9732 of Lecture Notes in Computer Science, page 127-137. Springer, (2016)A crowd sensing incentive algorithm for data collection for consecutive time slot problems., , and . LATINCOM, page 1-5. IEEE, (2014)The validity of a virtual human experience for interpersonal skills education., , , , and . CHI, page 1049-1058. ACM, (2007)Effects of Environmental Clutter and Motion on User Performance in Virtual Reality Games., , , and . FGE@CHI PLAY, volume 1715 of CEUR Workshop Proceedings, CEUR-WS.org, (2016)Virtual Experiences for Social Perspective-Taking., , , and . VR, page 99-102. IEEE Computer Society, (2009)Sensing and Visualization Tools for Objective Assessment and Debriefing of High-Risk Neonatal Resuscitation Training Scenarios., , , , , and . MMVR, volume 196 of Studies in Health Technology and Informatics, page 416-422. IOS Press, (2014)