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Can I Squeeze Through? Effects of Self-Avatars and Calibration in a Person-Plus-Virtual-Object System on Perceived Lateral Passability in VR.

, , , , , , , and . IEEE Trans. Vis. Comput. Graph., 29 (5): 2348-2357 (2023)

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Investigating the Effects of Display Fidelity of Popular Head-Mounted Displays on Spatial Updating and Learning in Virtual Reality., , , , , , , , and . ISVC (1), volume 12509 of Lecture Notes in Computer Science, page 666-679. Springer, (2020)Effects of Stereoscopic Viewing and Haptic Feedback, Sensory-Motor Congruence and Calibration on Near-Field Fine Motor Perception-Action Coordination in Virtual Reality., , , , and . VR, page 28-37. IEEE, (2019)Towards a comparative evaluation of visually guided physical reach motions during 3D interactions in real and virtual environments., , , and . 3DUI, page 237-238. IEEE Computer Society, (2016)Supporting computational thinking through gamification., and . 3DUI, page 245-246. IEEE Computer Society, (2016)Effects of immersion on spatial updating in virtual panoramas., , , , , , , and . SAP, page 129. ACM, (2012)Comparison of Travel Techniques in a Complex, Multi-Level 3D Environment., , and . 3DUI, page 32. IEEE Computer Society, (2007)A Virtual Peer for Investigating Social Influences on Children's Bicycling., , , , , , and . VR, page 91-98. IEEE Computer Society, (2009)Empirical Evaluation of Virtual Human Conversational and Affective Animations on Visual Attention in Inter-Personal Simulations., , , and . VR, page 25-32. IEEE Computer Society, (2018)Towards Evaluating the Effects of Stereoscopic Viewing and Haptic Interaction on Perception-Action Coordination., , , and . VR, page 515-516. IEEE Computer Society, (2018)Comparative Evaluation of Viewing and Self-Representation on Passability Affordances to a Realistic Sliding Doorway in Real and Immersive Virtual Environments., , , , , , and . VR, page 519-528. IEEE, (2020)