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Nutzung von Kontext in ubiquitaeren Informationssystemen, and . it+ ti-Informationstechnik und technische Informatik, Sonderheft “Ubiquitous Computing-der allgegenwärtige Computer”, 42 (2): 83--90 (2001)EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments., , , , , and . VR, page 474-483. IEEE, (2019)Classifying Head Movements to Separate Head-Gaze and Head Gestures as Distinct Modes of Input., , , , , and . CHI, page 253:1-253:14. ACM, (2023)A physical notice board with digital logic and display., , and . EUSAI (adjunct), page 35-38. ACM, (2004)Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay., and . CHI PLAY, page 625-637. ACM, (2019)Comparing indirect and direct touch in a stereoscopic interaction task., and . 3DUI, page 105-108. IEEE Computer Society, (2015)Exploring Eye Expressions for Enhancing EOG-Based Interaction., , , , , and . INTERACT (4), volume 14145 of Lecture Notes in Computer Science, page 68-79. Springer, (2023)BimodalGaze: Seamlessly Refined Pointing with Gaze and Filtered Gestural Head Movement., , , , and . ETRA, page 8:1-8:9. ACM, (2020)Real-time head-based deep-learning model for gaze probability regions in collaborative VR., , , , , and . ETRA, page 6:1-6:8. ACM, (2022)SaccadeMachine: software for analyzing saccade tests (anti-saccade and pro-saccade)., , , , and . ETRA, page 72:1-72:8. ACM, (2019)