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The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different.

, , , , , and . VRST, page 31:1-31:12. ACM, (2022)

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Hover Loop: A New Approach to Locomotion in Virtual Reality., , , , , , and . CHI PLAY (Companion), page 111-116. ACM, (2019)The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality., , , , and . VRST, page 27:1-27:11. ACM, (2020)The Impact of Missing Fingers in Virtual Reality., , and . VRST, page 4:1-4:5. ACM, (2020)The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different., , , , , and . VRST, page 31:1-31:12. ACM, (2022)Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games., , , , and . ETRA Short Papers, page 63:1-63:6. ACM, (2020)Investigating the Perceived Abilities of Popular Game Characters' Clothes., and . MuC, page 611-616. ACM, (2024)AudienceAR - Utilising Augmented Reality and Emotion Tracking to Address Fear of Speech., , , , and . MuC, page 913-916. GI / ACM, (2019)SentiBooks: Enhancing Audiobooks via Affective Computing and Smart Light Bulbs., , , , , and . MuC, page 863-866. GI / ACM, (2019)Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality., , , , , , and . VRST, page 29:1-29:12. ACM, (2022)Physiological and Perceptual Effects of Avatars' Muscularity while Rowing in Virtual Reality., , , , and . MuC, page 44-52. ACM, (2024)