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Motion and Meaning: Sample-Level Nonlinear Analyses of Virtual Reality Tracking Data., , and . ISMAR Adjunct, page 147-152. IEEE, (2021)Stimulus Sampling With 360-Videos: Examining Head Movements, Arousal, Presence, Simulator Sickness, and Preference on a Large Sample of Participants and Videos., , , , and . IEEE Trans. Affect. Comput., 13 (3): 1416-1425 (2022)Socially Late, Virtually Present: The Effects of Transforming Asynchronous Social Interactions in Virtual Reality., , , and . CHI, page 794:1-794:19. ACM, (2024)The Belated Guest: Exploring the Design Space for Transforming Asynchronous Social Interactions in Virtual Reality., , and . VR Workshops, page 617-618. IEEE, (2023)A Large-Scale Study of Proxemics and Gaze in Groups., , , , and . VR, page 409-417. IEEE, (2023)Effect of Data Degradation on Motion Re-Identification., , , , , , and . WoWMoM, page 85-90. IEEE, (2025)Effect of Data Degradation on Motion Re-Identification., , , , , , and . CoRR, (2024)Effect of Duration and Delay on the Identifiability of VR Motion., , , , , , , , , and . CoRR, (2024)Descriptive Linguistic Patterns of Group Conversations in VR., , , , , and . VR Workshops, page 785-786. IEEE, (2023)Effect of Duration and Delay on the Identifiability of VR Motion., , , , , , , , , and . WoWMoM, page 70-75. IEEE, (2025)