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DepthMove: Hands-free Interaction in Virtual Reality Using Head Motions in the Depth Dimension.

, , , and . VR, page 1257-1258. IEEE, (2019)

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Designing Individualised Virtual Reality Applications for Supporting Depression: A Feasibility Study., , , , , , , , and . EICS, page 6-11. ACM, (2021)Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives., , , , , and . Comput. Animat. Virtual Worlds, (2018)DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn Displays., , , , and . ISMAR, page 103-114. IEEE, (2019)DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems., , , , and . VR, page 1060-1061. IEEE, (2019)Design and Development of a Low-cost Device for Weight and Center of Gravity Simulation in Virtual Reality., , , , and . ICMI, page 453-460. ACM, (2021)Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays., , , , and . ISMAR, page 131-140. IEEE, (2022)A Novel Lesion Segmentation Algorithm based on U-Net Network for Tuberculosis CT Image., , and . ICCAIS, page 909-914. IEEE, (2021)Socially Distanced: Have user evaluation methods for Immersive Technologies changed during the COVID-19 pandemic?, , , , and . ISMAR Adjunct, page 415-420. IEEE, (2021)Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior Patterns., , , , , and . VISIGRAPP (1): GRAPP, HUCAPP, IVAPP, page 159-169. SCITEPRESS, (2024)Pointing and Selection Methods for Text Entry in Augmented Reality Head Mounted Displays., , , and . ISMAR, page 279-288. IEEE, (2019)