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Adapting Virtual Embodiment Through Reinforcement Learning., , , , and . IEEE Trans. Vis. Comput. Graph., 28 (9): 3193-3205 (2022)Real-time neural network prediction for handling two-hands mutual occlusions., , , , and . Comput. Graph. X, (2019)Real-Time Marker-Based Finger Tracking with Neural Networks., , , and . VR, page 651-652. IEEE Computer Society, (2018)Reconciling Being in-Control vs. Being Helped for the Execution of Complex Movements in VR., , and . VR, page 529-537. IEEE, (2019)Asymetric telecollaboration in virtual reality., and . VR, page 289-290. IEEE Computer Society, (2017)Real-time finger tracking using active motion capture: a neural network approach robust to occlusions., , , and . MIG, page 6:1-6:10. ACM, (2018)Low-Contrast SSVEP Stimuli to Improve User Experience of Brain-Computer Interface Involving Virtual Reality., , , , , and . MetroXRAINE, page 793-798. IEEE, (2023)Assessing the Impact of Mixed Reality Immersion on Presence and Embodiment., , , and . MIG, page 2:1-2:10. ACM, (2021)Virtual zero gravity impact on internal gravity model., , , , and . VR, page 309-310. IEEE Computer Society, (2017)