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Social presence and mode of Videocommunication in a Collaborative Virtual Environment., , , , and . PACIS, page 126. (2016)Expertise and Experience in VR-supported learning: Achieving a deep non-verbal comprehension of four-dimensional space., , and . Int. J. Hum. Comput. Stud., (2021)Stats on-site - Sports spectator experience through situated visualizations., , and . Comput. Graph., (2022)Flexible XR Prototyping - A Sports Spectating Example., , and . ISMAR Adjunct, page 167-170. IEEE, (2022)Eye-to-eye contact for life-sized videoconferencing., , , , , and . OZCHI, page 145-148. ACM, (2014)TheraMem: physical rehabilitation with augmented reflection technology., and . CHINZ, page 89. ACM, (2012)Smart-phone augmented reality for public participation in urban planning., , and . OZCHI, page 11-20. ACM, (2011)Mild stress stimuli built into a non-immersive virtual environment can elicit actual stress responses., , , and . Behav. Inf. Technol., 36 (9): 913-934 (2017)Mutual Gaze Support in Videoconferencing Reviewed., and . Commun. Assoc. Inf. Syst., (2015)Techniques for view transition in multi-camera outdoor environments., , , , and . Graphics Interface, page 193-200. ACM / Canadian Human-Computer Communications Society, (2010)