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VIA VR: A Technology Platform for Virtual Adventures for Healthcare and Well-Being, , , , , , and . 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), page 1--2. IEEE, (2019)Accelerated Stereo Rendering with Hybrid Reprojection-Based Rasterization and Adaptive Ray-Tracing., , , and . VR, page 828-835. IEEE, (2020)The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy, , , , and . Frontiers in Virtual Reality, (2021)A Simplified Inverse Kinematic Approach for Embodied VR Applications, , , and . Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference, (2016)Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments, , and . Journal of Virtual Reality and Broadcasting, (January 2009)3D fixations in real and virtual scenarios, , , and . Journal of Eye Movement Research, (2007)VR-Assisted vs Video-Assisted Teacher Training., , , , , and . VR, page 625-626. IEEE Computer Society, (2018)The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey., , and . VS-GAMES, page 1-2. IEEE Computer Society, (2018)VRGait: An Immersive Virtual Reality System for Gait-Specific Neurorehabilitation and Therapy, , , and . European Congress of NeuroRehabilitation 2017: ECNR2017, Lausanne, (2017)Controllers & Inputs: Masters of Puppets, , , and . volume Avatar, Assembled – The Social and Technical Anatomy of Digital Bodies, 106 of Digital Formations, chapter Controllers & Inputs: Masters of Puppets, page 281-290. Peter Lang, (2017)