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"Tap, squeeze and stir" the virtual world: Touching the different states of matter through 6DoF haptic interaction.

, , , and . VR, page 123-126. IEEE Computer Society, (2011)

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A Review of Classification Algorithms for EEG-based Brain-Computer Interfaces, , , , and . (2007)Virtual and Augmented Reality., , and . IEEE Computer Graphics and Applications, 38 (2): 28-30 (2018)Studying Exocentric Distance Perception in Optical See-Through Augmented Reality., , , , and . ISMAR, page 115-122. IEEE, (2019)A VR simulator for training and prototyping of telemanipulation of nanotubes., and . VRST, page 101-104. ACM, (2008)Toward Universal Tangible Objects: Optimizing Haptic Pinching Sensations in 3D Interaction., , , and . VR, page 321-330. IEEE, (2019)Using Vibration Patterns to Provide Impact Position Information in Haptic Manipulation of Virtual Objects., , and . EuroHaptics, volume 5024 of Lecture Notes in Computer Science, page 589-598. Springer, (2008)Introducing Mental Workload Assessment for the Design of Virtual Reality Training Scenarios., , , and . VR, page 662-671. IEEE, (2020)Multi-sensory display of self-avatar's physiological state: virtual breathing and heart beating can increase sensation of effort in VR., , , , and . IEEE Trans. Vis. Comput. Graph., 28 (11): 3596-3606 (2022)Being an Avatar "for Real": A Survey on Virtual Embodiment in Augmented Reality., , and . IEEE Trans. Vis. Comput. Graph., 28 (12): 5071-5090 (2022)Avatar and Sense of Embodiment: Studying the Relative Preference Between Appearance, Control and Point of View., , , and . IEEE Trans. Vis. Comput. Graph., 26 (5): 2062-2072 (2020)