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15 Years of Research on Redirected Walking in Immersive Virtual Environments.

, , , , , , , and . IEEE Computer Graphics and Applications, 38 (2): 44-56 (2018)

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Scientific collaboratories: evaluating their potential., , and . Interactions, 10 (4): 9-10 (2003)Scene-adaptive high dynamic range display for low latency augmented reality., , , , , , and . I3D, page 15:1-15:7. ACM, (2017)The Hand Is More Easily Fooled than the Eye: Users Are More Sensitive to Visual Interpenetration than to Visual-Proprioceptive Discrepancy., , , , , and . Presence Teleoperators Virtual Environ., 15 (1): 1-15 (2006)The Big 50: Celebrating 50 ACM SIGGRAPH Conferences., , and . IEEE Computer Graphics and Applications, 43 (4): 12-80 (July 2023)Remembering Frederick P. Brooks, Jr. (1931-2022).. IEEE Computer Graphics and Applications, 43 (1): 109 (January 2023)Origins of Global Illumination., , , and . IEEE Computer Graphics and Applications, 40 (1): 20-27 (2020)Redirected Touching: Training and adaptation in warped virtual spaces., , and . 3DUI, page 79-86. IEEE Computer Society, (2013)Reliable forward walking parameters from head-track data alone., , , and . VR, page 81-82. IEEE Computer Society, (2012)MACBETH: The avatar which I see before me and its movement toward my hand., , , and . VR, page 295-296. IEEE Computer Society, (2007)Effects of Handling Real Objects and Avatar Fidelity On Cognitive Task Performance in Virtual Environments., , , and . VR, page 125-132. IEEE Computer Society, (2003)