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Online, VR, AR, Lab, and In-Situ: Comparison of Research Methods to Evaluate Smart Artifacts.

, , , and . CHI, page 507. ACM, (2019)

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Audio VR: did video kill the radio star?, , and . Interactions, 27 (3): 46-51 (2020)Preparing an Online Lecture That We Wouldn't Hate to Attend., , , , , and . IEEE Pervasive Comput., 19 (3): 51-55 (2020)Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality., , , , , , and . VRST, page 29:1-29:12. ACM, (2022)WristConduct: Biometric User Authentication Using Bone Conduction at the Wrist., , , , and . MuC, page 371-375. ACM, (2022)A Dataset to Investigate First-Person Shooter Players., , , and . CHI PLAY, page 51-56. ACM, (2022)It's Not Always Better When We're Together: Effects of Being Accompanied in Virtual Reality., , , , and . CHI Extended Abstracts, page 1-8. ACM, (2020)Understanding the Social Acceptability of Mobile Devices using the Stereotype Content Model., , , and . CHI, page 361. ACM, (2019)Using Presence Questionnaires in Virtual Reality., , , and . CHI, page 360. ACM, (2019)Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator., , , and . CHI PLAY, page 221-230. ACM, (2015)Social Acceptability in Context: Stereotypical Perception of Shape, Body Location, and Usage of Wearable Devices., , , and . Big Data Cogn. Comput., 6 (4): 100 (2022)