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A Spring Model for Whole-Hand Virtual Grasping.

, and . Presence Teleoperators Virtual Environ., 15 (1): 47-61 (2006)

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Enhancing VR-based visualization with a 2D vibrotactile array., and . VRST, page 183-186. ACM, (2007)Detecting distracted students in educational VR environments using machine learning on eye gaze data., , and . Comput. Graph., (2022)Networked Virtual Reality and Enhanced Sensing for Remote Classes and Presentations., and . Everyday Virtual and Augmented Reality, Springer, (2023)Pedagogical Agent Responsive to Eye Tracking in Educational VR., , and . VR, page 1018-1019. IEEE, (2019)Contact Geometry and Visual Factors for Vibrotactile-Grid Location Cues., and . ISVC (1), volume 6453 of Lecture Notes in Computer Science, page 729-738. Springer, (2010)Study of 2D Vibration Summing for Improved Intensity Control in Vibrotactile Array Rendering., and . ISVC (2), volume 8888 of Lecture Notes in Computer Science, page 325-334. Springer, (2014)Evaluation of Headset-based Viewing and Desktop-based Viewing of Remote Lectures in a Social VR Platform., and . VRST, page 53:1-53:3. ACM, (2020)Deep Learning on Eye Gaze Data to Classify Student Distraction Level in an Educational VR Environment., , , and . ICAT-EGVE, page 37-46. Eurographics Association, (2021)Tether-Handle Interaction for Retrieving Out-of-Range Objects in VR., and . VRW, page 707-708. IEEE, (2023)Detecting Distracted Students in an Educational VR Environment Utilizing Machine Learning on EEG and Eye-Gaze Data., , and . VRW, page 703-704. IEEE, (2023)