Did I Hit the Door? Effects of Self-Avatars and Calibration in a Person-Plus-Virtual-Object System on Perceived Frontal Passability in VR | 0 | 0.34 | 2022 |
Effects of Small Talk With a Crowd of Virtual Humans on Users' Emotional and Behavioral Responses | 0 | 0.34 | 2022 |
Objects May Be Farther Than They Appear: Depth Compression Diminishes Over Time with Repeated Calibration in Virtual Reality | 0 | 0.34 | 2022 |
Empirical Evaluation And Pathway Modeling Of Visual Attention To Virtual Humans In An Appearance Fidelity Continuum | 0 | 0.34 | 2021 |
Empirically Evaluating the Effects of Perceptual Information Channels on the Size Perception of Tangibles in Near-Field Virtual Reality | 1 | 0.35 | 2021 |
Using Audio Reverberation to Compensate Distance Compression in Virtual Reality | 0 | 0.34 | 2021 |
Comparative Evaluation of Digital Writing and Art in Real and Immersive Virtual Environments | 0 | 0.34 | 2021 |
Design and Empirical Evaluation of a Novel Near-field Interaction Metaphor on Distant Object Manipulation in VR | 0 | 0.34 | 2021 |
An Evaluation of Screen Parallax, Haptic Feedback, and Sensory-Motor Mismatch on Near-Field Perception-Action Coordination in VR | 0 | 0.34 | 2021 |
Effects of Language Familiarity in Simulated Natural Dialogue with a Virtual Crowd of Digital Humans on Emotion Contagion in Virtual Reality | 1 | 0.35 | 2021 |
How the Presence and Size of Static Peripheral Blur Affects Cybersickness in Virtual Reality | 0 | 0.34 | 2020 |
Revisiting affordance perception in contemporary virtual reality | 1 | 0.35 | 2020 |
Design and Initial Evaluation of a VR based Immersive and Interactive Architectural Design Discussion System | 0 | 0.34 | 2020 |
Comparative Evaluation of Viewing and Self-Representation on Passability Affordances to a Realistic Sliding Doorway in Real and Immersive Virtual Environments | 1 | 0.35 | 2020 |
An Evaluation of the Efficiency of Popular Personal Space Pointing versus Controller based Spatial Selection in VR | 0 | 0.34 | 2020 |
Comparative Evaluation of the Effects of Motion Control on Cybersickness in Immersive Virtual Environments | 1 | 0.35 | 2020 |
A Structural Equation Modeling Approach to Understand the Relationship between Control, Cybersickness and Presence in Virtual Reality | 0 | 0.34 | 2020 |
Effects of Interacting with a Crowd of Emotional Virtual Humans on Users’ Affective and Non-Verbal Behaviors | 0 | 0.34 | 2020 |
Towards an Immersive Virtual Simulation for Studying Cybersickness during Spatial Knowledge Acquisition. | 0 | 0.34 | 2020 |
A Fitts’ Law Evaluation of Visuo-haptic Fidelity and Sensory Mismatch on User Performance in a Near-field Disc Transfer Task in Virtual Reality | 2 | 0.35 | 2020 |
Empirical Evaluation of the Interplay of Emotion and Visual Attention in Human-Virtual Human Interaction. | 1 | 0.35 | 2019 |
Comparative Evaluation of User Perceived Quality Assessment of Design Strategies for HTTP-based Adaptive Streaming | 0 | 0.34 | 2019 |
iVRNote: Design, Creation and Evaluation of an Interactive Note-Taking Interface for Study and Reflection in VR Learning Environments | 0 | 0.34 | 2019 |
Effects of Stereoscopic Viewing and Haptic Feedback, Sensory-Motor Congruence and Calibration on Near-Field Fine Motor Perception-Action Coordination in Virtual Reality | 0 | 0.34 | 2019 |
Interaction with proactive and reactive agents in box manipulation tasks in virtual environments | 0 | 0.34 | 2019 |
Towards an Immersive Driving Simulator to Study Factors Related to Cybersickness. | 0 | 0.34 | 2019 |
Evaluating Multiple Levels of an Interaction Fidelity Continuum on Performance and Learning in Near-Field Training Simulations. | 3 | 0.53 | 2018 |
Effects of anthropomorphic fidelity of self-avatars on reach boundary estimation in immersive virtual environments | 3 | 0.38 | 2018 |
How character customization affects learning in computational thinking | 3 | 0.56 | 2017 |
Programming moves: Design and evaluation of applying embodied interaction in virtual environments to enhance computational thinking in middle school students | 5 | 0.56 | 2016 |
Supporting computational thinking through gamification | 0 | 0.34 | 2016 |
An Empirical Evaluation of Visuo-Haptic Feedback on Physical Reaching Behaviors During 3D Interaction in Real and Immersive Virtual Environments. | 1 | 0.35 | 2016 |
General Chair Message | 0 | 0.34 | 2016 |
Towards a comparative evaluation of visually guided physical reach motions during 3D interactions in real and virtual environments | 0 | 0.34 | 2016 |
Combating Perceptions of Computer Scientists: A Short-term Intervention (Abstract Only). | 0 | 0.34 | 2016 |
Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations. | 15 | 0.69 | 2016 |
A comparative evaluation of viewing metaphors on psychophysical skills education in an interactive virtual environment. | 3 | 0.42 | 2016 |
Investigating the impact of perturbed visual and proprioceptive information in near-field immersive virtual environment | 0 | 0.34 | 2015 |
An evaluation of virtual human appearance fidelity on user's positive and negative affect in human-virtual human interaction | 1 | 0.36 | 2015 |
The role of dimensional symmetry on bimanual psychomotor skills education in immersive virtual environments | 3 | 0.41 | 2015 |
Carryover effects of calibration to visual and proprioceptive information on near field distance judgments in 3D user interaction | 3 | 0.39 | 2015 |
Effects of virtual human animation on emotion contagion in simulated inter-personal experiences. | 13 | 0.87 | 2014 |
Effects of visual and proprioceptive information in visuo-motor calibration during a closed-loop physical reach task in immersive virtual environments | 8 | 0.61 | 2014 |
Character animation and embodiment in teaching computational thinking | 0 | 0.34 | 2014 |
Gaze Analytics Pipeline for Unity 3D Integration - Signal Filtering and Analysis. | 4 | 0.49 | 2014 |
An evaluation of immersive viewing on spatial knowledge acquisition in spherical panoramic environments | 0 | 0.34 | 2014 |
Poster: Comparing Usability Of A Single Versus Dual Interaction Metaphor In A Multitask Healthcare Simulation | 0 | 0.34 | 2013 |
Serious games for training, rehabilitation and workforce development. | 0 | 0.34 | 2013 |
Effects of calibration to visual and haptic feedback on near-field depth perception in an immersive virtual environment | 9 | 0.59 | 2012 |
An evolving multi-agent scenario generation framework for simulations in preventive medicine education | 4 | 0.53 | 2012 |