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Interaction between real and virtual humans during walking: perceptual evluation of a simple device., , , , and . APGV, page 117-124. ACM, (2010)FrankenFolk: distinctiveness and attractiveness of voice and motion., , , and . SAP, page 1. ACM, (2016)Path patterns: analyzing and comparing real and simulated crowds., , and . I3D, page 49-57. ACM, (2016)Auditory-visual virtual environment for the treatment of fear of crowds., , , , , and . VRIC, page 2:1-2:3. ACM, (2015)Holonomic Collision Avoidance for Virtual Crowds., , and . Symposium on Computer Animation, page 103-111. Eurographics Association, (2014)Experiment-based modeling, simulation and validation of interactions between virtual walkers., , , , and . Symposium on Computer Animation, page 189-198. ACM, (2009)Semantic Crowd Re-targeting: Implementation for Real-time Applications and User Evaluations., , , , , , , , and . VR Workshops, page 117-122. IEEE, (2021)Using LSTM for Automatic Classification of Human Motion Capture Data., , and . VISIGRAPP (1: GRAPP), page 236-243. SciTePress, (2019)Egocentric Gesture Recognition for Head-Mounted AR Devices., , and . ISMAR Adjunct, page 109-114. IEEE, (2018)HI Robot: Human intention-aware robot planning for safe and efficient navigation in crowds., , , , and . IROS, page 3320-3326. IEEE, (2016)