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CaliBrainVR: Using Psycho-physiological Measures to Calibrate Virtual Reality Training.

, , , , , , and . QoMEX, page 123-126. IEEE, (2023)

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Art and Science Interaction Lab - A highly flexible and modular interaction science research facility., , , , , , , , and . CoRR, (2021)ExperienceDNA - A Framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology., , , , , , , , and . HCI (20), volume 12781 of Lecture Notes in Computer Science, page 171-186. Springer, (2021)Users' Perceptions of a Digital Stress Self-monitoring Application: Research Insights to Design a Practical Innovation., , , , , and . HCI (7), volume 13308 of Lecture Notes in Computer Science, page 325-341. Springer, (2022)Fake People, Real Effects - The Presence of Virtual Onlookers Can Impair Performance and Learning., , , , , , , , and . HCI (10), volume 12190 of Lecture Notes in Computer Science, page 440-452. Springer, (2020)The development of a free stereopsis test for active shutter displays., and . QoMEX, page 26-27. IEEE, (2013)Towards measuring cognitive load through multimodal physiological data., , , , , , , and . Cogn. Technol. Work., 23 (3): 567-585 (2021)Performance of Four Subjective Video Quality Assessment Protocols and Impact of Different Rating Preprocessing and Analysis Methods., , , , , and . IEEE J. Sel. Top. Signal Process., 11 (1): 48-63 (2017)Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame., , , , , , and . IEEE Trans. Games, 14 (4): 623-631 (2022)Electrophysiological evidence for the involvement of proactive and reactive control in a rewarded stop-signal task., , , , , and . NeuroImage, (2015)MobileDNA: Relating Physiological Stress Measurements to Smartphone Usage to Assess the Effect of a Digital Detox., , , , , , , , , and 1 other author(s). HCI (29), volume 851 of Communications in Computer and Information Science, page 356-363. Springer, (2018)