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Embodying Physics-Aware Avatars in Virtual Reality., , , , and . CHI, page 254:1-254:15. ACM, (2023)X-Rings: A Hand-mounted 360° Shape Display for Grasping in Virtual Reality., , , and . UIST, page 732-742. ACM, (2021)Demonstrating HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile Robots., , , , and . UIST (Adjunct Volume), page 131-133. ACM, (2021)Hearing the Way Forward: Exploring Ambient Navigational Awareness with Reduced Cognitive Load through Spatial Audio-AR., , , , , and . CHI Extended Abstracts, page 155:1-155:7. ACM, (2023)Asymmetry of Grasp in Haptic Perception., , and . SAP, page 3:1-3:5. ACM, (2020)The Self-Avatar Follower Effect in Virtual Reality., , , , and . VR, page 18-25. IEEE, (2020)Augmented Object Intelligence: Making the Analog World Interactable with XR-Objects., , , , , , , and . CoRR, (2024)Non-linear modeling of eye gaze perception as a function of gaze and head direction., and . QoMEX, page 275-280. IEEE, (2014)Empowering patients to perform physical therapy at home., , and . EMBC, page 6308-6311. IEEE, (2014)Motor imagery based brain-computer interface: A study of the effect of positive and negative feedback., , , , and . EMBC, page 6323-6326. IEEE, (2011)