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Staging Location-Based Virtual Reality to Improve Immersive Experiences., , , and . EAI Endorsed Trans. Creative Technol., 6 (21): e5 (2020)Entering a new Dimension in Virtual Reality Research: An Overview of Existing Toolkits, their Features and Challenges., , , , and . CW, page 180-187. IEEE, (2021)Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces., , , and . ArtsIT/DLI, volume 265 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 58-68. Springer, (2018)Reducing the Human Factor in Virtual Reality Research to Increase Reproducibility and Replicability., , and . ISMAR Adjunct, page 100-105. IEEE, (2021)Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies., and . Multimodal Technol. Interact., 7 (6): 56 (May 2023)What User Interface to Use for Virtual Reality? 2D, 3D or Speech-A User Study., , , and . CW, page 50-57. IEEE, (2018)Asymmetric Normalization in Social Virtual Reality Studies., , and . VR Workshops, page 51-53. IEEE, (2022)Staging Virtual Reality Exhibits for Bystander Involvement in Semi-public Spaces., , and . ArtsIT/DLI, volume 328 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 261-272. Springer, (2019)Differences in the Uncanny Valley between Head-Mounted Displays and Monitors., , and . CW, page 41-48. IEEE, (2020)2D, 3D or speech? A case study on which user interface is preferable for what kind of object interaction in immersive virtual reality., , , and . Comput. Graph., (2019)