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Human-Avatar Interaction in Metaverse: Framework for Full-Body Interaction., , , , , and . MMAsia, page 10:1-10:7. ACM, (2022)Making Learning Engaging and Productive: $SimLab$, a VR Lab to Bridge Between Classroom Theory and Industrial Practice in Chemical Engineering Education., , , , and . HCI (47), volume 14730 of Lecture Notes in Computer Science, page 160-179. Springer, (2024)AnchorLoc: Large-Scale, Real-Time Visual Localisation Through Anchor Extraction and Detection., , , and . PerCom, page 125-134. IEEE, (2024)QoE Optimization for VR Streaming: a Continual RL Framework in Digital Twin-empowered MEC., , , , and . GLOBECOM, page 6249-6254. IEEE, (2023)FovOptix: Human Vision-Compatible Video Encoding and Adaptive Streaming in VR Cloud Gaming., , , and . MMSys, page 67-77. ACM, (2024)Network Traffic in the Metaverse: The Case of Social VR., , , , and . ICDCS Workshops, page 109-114. IEEE, (2023)The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults., , , , , , , , and . CoRR, (2024)Talaria: in-engine synchronisation for seamless migration of mobile edge gaming instances., , and . CoNEXT, page 375-381. ACM, (2021)Driving Big Data: A First Look at Driving Behavior via a Large-Scale Private Car Dataset., , , , , , , and . ICDE Workshops, page 61-68. IEEE, (2019)Nebula: Reliable Low-latency Video Transmission for Mobile Cloud Gaming., , , and . WWW, page 3407-3417. ACM, (2022)