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Text Input for Non-Stationary XR Workspaces: Investigating Tap and Word-Gesture Keyboards in Virtual and Augmented Reality.

, , and . IEEE Trans. Vis. Comput. Graph., 29 (5): 2658-2669 (2023)

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Classroom management competency enhancement for student teachers using a fully immersive virtual classroom, , , , , and . Computers & Education, (2022)Extensible Motion-based Identification of XR Users with Non-Specific Motion., , , , and . CoRR, (2023)Interactive Gamified Virtual Reality Training for Affine Transformations., , and . DeLFI/GMW Workshops, volume 2092 of CEUR Workshop Proceedings, CEUR-WS.org, (2017)The Virtual Maze: a Tool for Measuring Trust towards Virtual Humans., , , , and . IVA, page 65:1-65:3. ACM, (2023)4D Augmented City Models, Photogrammetric Creation and Dissemination., , , and . DECH/UHDL, volume 817 of Communications in Computer and Information Science, page 196-212. Springer, (2017)Any "Body" There? Avatar Visibility Effects in a Virtual Reality Game., , , , , , , , , and . VR, page 17-24. IEEE Computer Society, (2018)Algorithmen erleben in VR., , , , and . INFOS, volume P-336 of LNI, page 415-416. Gesellschaft für Informatik, Bonn, (2023)Develop your strengths by gaming: Towards an inventory of gamificationable skills, and . Proccedings der INFORMATIK 2013, 43. Jahrestagung der Gesellschaft für Informatik, Workshop Virtuelle Welten und Gamification, volume P-220 of LNI, page 2346-2357. Gesellschaft für Informatik e.V., (2013)Investigating Gesture-based Commands for First-Person Shooter Games in Virtual Reality, , , and . Mensch und Computer 2019-Workshopband, (2019)Utilize Speech and Gestures to Realize Natural Interaction in a Virtual Environment, , , and . IECON\u002798: Proceedings of the 24th annual Conference of the IEEE Industrial Electronics Society, 4, page 2028-2033. (1998)