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Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments.

, , , , and . VR, page 75-80. IEEE Computer Society, (2015)

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Going Through, Going Around: A Study on Individual Avoidance of Groups., , and . IEEE Trans. Vis. Comput. Graph., 21 (4): 520-528 (2015)Walking with Virtual People: Evaluation of Locomotion Interfaces in Dynamic Environments., , , and . IEEE Trans. Vis. Comput. Graph., 24 (7): 2251-2263 (2018)A Velocity-Curvature Space Approach for Walking Motions Analysis., , , and . MIG, volume 5884 of Lecture Notes in Computer Science, page 104-115. Springer, (2009)A step-by-step modeling, analysis and annotation of locomotion., , , and . Comput. Animat. Virtual Worlds, 22 (5): 421-433 (2011)Imperceptible relaxation of collision avoidance constraints in virtual crowds., , , and . ACM Trans. Graph., 30 (6): 138 (2011)Visual Perspective and Feedback Guidance for VR Free-Throw Training., , and . IEEE Computer Graphics and Applications, 35 (5): 55-65 (2015)Message from the ISMAR 2023 Science and Technology Conference Program Chairs., , , , , and . ISMAR, page xiii. IEEE, (2023)Effect of Social Settings on Proxemics During Social Interactions in Real and Virtual Conditions., , , , , , , , and . EuroVR, volume 12499 of Lecture Notes in Computer Science, page 3-19. Springer, (2020)Avoiding virtual humans in a constrained environment: Exploration of novel behavioural measures., , , , and . Comput. Graph., (February 2023)Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density., , , , , and . VR, page 322-331. IEEE, (2020)