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The CaveUT system: immersive entertainment based on a game engine.

, , , and . Advances in Computer Entertainment Technology, page 184-187. ACM, (2005)

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A High-level Event System for Augmented Reality., , and . ISMAR, page 269-270. IEEE Computer Society, (2007)Any "Body" There? Avatar Visibility Effects in a Virtual Reality Game., , , , , , , , , and . VR, page 17-24. IEEE Computer Society, (2018)Anthropomorphism and Illusion of Virtual Body Ownership, , and . International Conference on Artificial Reality and Telexistence/Eurographics Symposium on Virtual Environments (ICAT/EGVE), page 1-8. (2015)Event-based Causality in Virtual Reality, , , , and . Systems, Man and Cybernetics, 1, page 156-163. IEEE International Conference, (2004)Immersive FPS Games: User Experience and Performance, , , , , and . Proceedings of the 2013 ACM International Workshop on Immersive Media Experiences, page 7--12. New York, NY, USA, ACM, (2013)Input Device Adequacy for Multimodal and Bimanual Object Manipulation in Virtual Environments, , , , and . Virtuelle und Erweiterte Realität, 10. Workshop der GI-Fachgruppe VR/AR, page 145--156. Shaker Verlag, (September 2013)Alpha IVBO - Construction of a Scale to Measure the Illusion of Virtual Body Ownership., , , and . CHI Extended Abstracts, page 2875-2883. ACM, (2017)Influence of Avatar Realism on Stressfull Situation in VR, , , and . Proceedings of the IEEE VR 2015, page 227-228. (2015)Breaking Bad Behavior: Immersive Training of Class Room Management, , , , , and . Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology, page 317--318. New York, NY, USA, ACM, (2016)Pushing Out the Classroom Walls: A Scalability Benchmark for a Virtual Audience Behaviour Model in Virtual Reality, , , , , and . (2020)