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Visual blur in immersive virtual environments: does depth of field or motion blur affect distance and speed estimation?

, , , , , and . VRST, page 241-250. ACM, (2016)

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Turn Your Head Half Round: VR Rotation Techniques for Situations With Physically Limited Turning Angle., , , and . MuC, page 235-243. GI / ACM, (2019)Space walk: a combination of subtle redirected walking techniques integrated with gameplay and narration., and . SIGGRAPH Emerging Technologies, page 24:1-24:2. ACM, (2019)A Study on Multi-User Interaction-based Redirected Walking., , , , , , and . SUI, page 17:1-17:11. ACM, (2023)Where are you? Influence of Redirected Walking on Audio-Visual Position Estimation of Co-Located Users., , and . VR Workshops, page 550-551. IEEE, (2021)Detection Thresholds for Vertical Gains in VR and Drone-based Telepresence Systems., , , and . VR, page 101-107. IEEE, (2020)The Influence of Full-Body Representation on Translation and Curvature Gain., , , and . VR Workshops, page 154-159. IEEE, (2020)Macht Teleportieren faul? Strategien zur Steigerung der natürlichen Fortbewegung in VR., and . MuC (Workshopband), Gesellschaft für Informatik e.V., (2019)Frozen Factory: A Playful Virtual Experience for Multiple Co-Located Redirected Walking Users., , , , , , , , and . SIGGRAPH Asia XR, page 6:1-6:2. ACM, (2020)Redirected Walks Through Hazardous Environments: Detection Thresholds of Curvature Gains in 360 Video and 3D Telepresence Setups., , and . VR Workshops, page 381-385. IEEE, (2024)I Can See on My Feet While Walking: Sensitivity to Translation Gains with Visible Feet., , and . VR, page 305-312. IEEE Computer Society, (2018)