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Reducing the Human Factor in Virtual Reality Research to Increase Reproducibility and Replicability.

, , and . ISMAR Adjunct, page 100-105. IEEE, (2021)

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Reducing the Human Factor in Virtual Reality Research to Increase Reproducibility and Replicability., , and . ISMAR Adjunct, page 100-105. IEEE, (2021)Identification of Unreliable Data in in-VR Surveys using Biosignal Sensors., and . CW, page 268-273. IEEE, (2023)Rethinking Text: Unleashing the Full Potential of Media to Provide a Better Reading Experience.. Int. J. Art Cult. Des. Technol., 7 (2): 1-11 (2018)Co-designing Object Shapes with Artificial Intelligence., , , and . ArtsIT/DLI, volume 328 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 309-327. Springer, (2019)Lessons Learned in Transferring a Lecture on Virtual Reality into Immersive Virtual Reality., and . DELFI, volume P-322 of LNI, page 117-122. Gesellschaft für Informatik e.V., (2022)Immersive Shopping Presentation of Goods in Virtual Reality., and . CERC, volume 2348 of CEUR Workshop Proceedings, page 119-130. CEUR-WS.org, (2019)An NLP Analysis of ChatGPT's Personality Simulation Capabilities and Implications for Human-centric Explainable AI Interfaces., and . ICNLSP, page 168-177. Association for Computational Linguistics, (2023)Accessibility of Different Natural User Interfaces for People with Intellectual Disabilities., , , and . CW, page 211-218. IEEE, (2020)How does Augmented Reality Improve the Play Experience in Current Augmented Reality Enhanced Smartphone Games?, , and . CW, page 407-410. IEEE, (2019)Evaluation of Different Passive Methods for Liveness Detection., and . ISDFS, page 1-6. IEEE, (2024)