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Reality Stack I/O: A Versatile and Modular Framework for Simplifying and Unifying XR Applications and Research.

, and . ISMAR-Adjunct, page 74-76. IEEE, (2023)

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3D fixations in real and virtual scenarios, , , and . Journal of Eye Movement Research, (2007)Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments, , and . Journal of Virtual Reality and Broadcasting, (January 2009)A Simplified Inverse Kinematic Approach for Embodied VR Applications, , , and . Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference, (2016)VR-Assisted vs Video-Assisted Teacher Training., , , , , and . VR, page 625-626. IEEE Computer Society, (2018)The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey., , and . VS-GAMES, page 1-2. IEEE Computer Society, (2018)Sprachgestützte gestische Interaktion zur Steuerung Virtueller Konstruktion, and . Tagungsband zum Workshop des Forschungsverbundes NRW -- Die Virtuelle Wissensfabrik -- vom 23./24. September 1999, GMD, (1999)A Subjective Quality Assessment of Temporally Reprojected Specular Reflections in Virtual Reality, , and . 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), page 825-826. (2023)Brain Activity in Virtual Reality: Assessing Signal Quality of High-Resolution EEG While Using Head-Mounted Displays, , , , , , and . Proceedings of the 26th IEEE Conference on Virtual Reality and 3D User Interfaces (VR), page 970-971. IEEE, (2019)Body and Time: Virtual Embodiment and its effect on Time Perception, , , , and . IEEE Transactions on Visualization and Computer Graphics (TVCG), 29 (5): 2626 - 2636 (May 2023)IEEE VR Best Paper Nominee 🏆.Think Twice: The Influence of Immersion on Decision Making during Gambling in Virtual Reality, , and . Proceedings of the 27th IEEE Virtual Reality conference (VR '20), page 483-492. Atlanta, USA, IEEE, (March 2020)