The impacts of lens and stereo camera separation on perceived slant in Virtual Reality head-mounted displays | 0 | 0.34 | 2022 |
The Role of Binocular Vision in Avoiding Virtual Obstacles While Walking. | 0 | 0.34 | 2021 |
Effects of Motion Picture Frame Rate on Material and Texture Appearance | 0 | 0.34 | 2021 |
Sensors For Fire And Smoke Monitoring | 0 | 0.34 | 2021 |
Contributions of Stereopsis and Aviation Experience to Simulated Rotary Wing Altitude Estimation. | 0 | 0.34 | 2020 |
Subjective Assessment of Stereoscopic Image Quality: The Impact of Visually Lossless Compression | 0 | 0.34 | 2020 |
Comparing head gesture, hand gesture and gamepad interfaces for answering Yes/No questions in virtual environments | 0 | 0.34 | 2020 |
Effect of a Constant Camera Rotation on the Visibility of Transsaccadic Camera Shifts | 1 | 0.34 | 2020 |
Correction to: Comparing head gesture, hand gesture and gamepad interfaces for answering Yes/No questions in virtual environments | 0 | 0.34 | 2020 |
The Impact Of Radial Distortions In Vr Headsets On Perceived Surface Slant | 1 | 0.36 | 2020 |
Validity Testing the NeuLog Galvanic Skin Response Device. | 0 | 0.34 | 2020 |
Effects of frame rate on vection and postural sway | 0 | 0.34 | 2019 |
Transsaccadic Awareness of Scene Transformations in a 3D Virtual Environment. | 2 | 0.35 | 2019 |
Higher-order cognitive processes moderate body tilt effects in vection | 0 | 0.34 | 2019 |
Perspectives on the definition of visually lossless quality for mobile and large format displays. | 0 | 0.34 | 2018 |
The Effects Of Visual And Control Latency On Piloting A Quadcopter Using A Head-Mounted Display | 0 | 0.34 | 2018 |
Sensitivity to natural 3D image transformations during eye movements | 0 | 0.34 | 2018 |
Designing for the exceptional user: Nonhuman animal-computer interaction (ACI). | 0 | 0.34 | 2017 |
Industry and business perspectives on the distinctions between visually lossless and lossy video quality: Mobile and large format displays. | 0 | 0.34 | 2017 |
Gaze-Contingent Auditory Displays for Improved Spatial Attention in Virtual Reality. | 0 | 0.34 | 2017 |
Learning Gait Parameters for Locomotion in Virtual Reality Systems. | 0 | 0.34 | 2016 |
Impact of depth of field simulation on visual fatigue: Who are impacted? and how? | 4 | 0.45 | 2016 |
Airborne Optical and Thermal Remote Sensing for Wildfire Detection and Monitoring. | 12 | 0.91 | 2016 |
The effects of depth warping on perceived acceleration in stereoscopic animation | 0 | 0.34 | 2016 |
Evidence that Viewers Prefer Higher Frame-Rate Film | 6 | 0.79 | 2015 |
Evaluation of the impact of high frame rates on legibility in S3D film | 0 | 0.34 | 2015 |
Perceptual Tolerance to Stereoscopic 3D Image Distortion | 4 | 0.65 | 2015 |
Challenges Related to Nonhuman Animal-Computer Interaction: Usability and 'Liking' | 4 | 0.55 | 2014 |
Gaze-contingent depth of field in realistic scenes: the user experience | 9 | 0.62 | 2014 |
Effects of Long-Term Exposure on Sensitivity and Comfort with Stereoscopic Displays | 1 | 0.43 | 2014 |
Cyber (Motion) Sickness In Active Stereoscopic 3d Gaming | 1 | 0.38 | 2013 |
Audio-visual integration in stereoscopic 3D | 0 | 0.34 | 2013 |
Robust Homography For Real-Time Image Un-Distortion | 0 | 0.34 | 2013 |
Shape perception of thin transparent objects with stereoscopic viewing | 0 | 0.34 | 2013 |
Effect of crosstalk on depth magnitude in thin structures | 5 | 0.53 | 2012 |
Calibration for high-definition camera rigs with marker chessboard. | 4 | 0.59 | 2012 |
Modeling locomotor control: The advantages of mobile gaze | 0 | 0.34 | 2011 |
On The Distinction Between Perceived & Predicted Depth In S3d Films | 0 | 0.34 | 2011 |
The Effect of Crosstalk on the Perceived Depth From Disparity and Monocular Occlusions | 22 | 1.23 | 2011 |
Contingency evaluation of gaze-contingent displays for real-time visual field simulations | 0 | 0.34 | 2010 |
Pilot gaze and glideslope control | 2 | 0.35 | 2010 |
Thermal Imaging as a Way to Classify Cognitive Workload | 4 | 0.42 | 2010 |
Real-time simulation of visual defects with gaze-contingent display | 4 | 0.52 | 2008 |
Personal space in virtual reality | 13 | 0.74 | 2006 |
Effects of network delay on a collaborative motor task with telehaptic and televisual feedback | 21 | 0.98 | 2004 |
An Optical-Inertial Tracking System for Fully-Enclosed VR Displays | 2 | 0.42 | 2004 |
Simulating Self-Motion II: A Virtual Reality Tricycle | 3 | 0.83 | 2002 |
Egocentric Direction and the Visual Guidance of Robot Locomotion Background, Theory and Implementation | 6 | 1.02 | 2002 |
Simulating Self-Motion I: Cues for the Perception of Motion | 26 | 2.77 | 2002 |
Tolerance of Temporal Delay in Virtual Environments | 58 | 4.09 | 2001 |