Name
Affiliation
Papers
SIMON HOERMANN
University of Otago, Dunedin, New Zealand
33
Collaborators
Citations 
PageRank 
75
54
13.53
Referers 
Referees 
References 
172
445
149
Search Limit
100445
Title
Citations
PageRank
Year
Content-rich and Expansive Virtual Environments Using Passive Props As World Anchors00.342021
Aerial firefighter radio communication performance in a virtual training system: radio communication disruptions simulated in VR for Air Attack Supervision10.382021
Is Agile Not Agile Enough? A Study on How Agile is Applied and Misapplied in the Video Game Development Industry00.342021
Exploring Spatial Scale Perception in Immersive Virtual Reality for Risk Assessment in Interior Design00.342020
The Effects of Multi-sensory Aerial Firefighting Training in Virtual Reality on Situational Awareness, Workload, and Presence00.342020
The Impact of Multi-sensory Stimuli on Confidence Levels for Perceptual-cognitive Tasks in VR00.342020
Design of a Gameful Application for Individuals with Acquired Brain Injuries to Relearn Social Functioning.00.342020
Towards an articulated avatar in VR: Improving body and hand tracking using only depth cameras.10.352019
Exploring the Use of a Robust Depth-sensor-based Avatar Control System and its Effects on Communication Behaviors20.372019
A SWOT Analysis of the Field of Virtual Reality for Firefighter Training.40.492019
Investigating a Physical Dial as a Measurement Tool for Cybersickness in Virtual Reality20.382019
Redirected Jumping: Perceptual Detection Rates for Curvature Gains30.382019
Conceptualizing Fidelity for HCI in Applied Gaming.00.342019
Towards Robust 3D Skeleton Tracking Using Data Fusion from Multiple Depth Sensors00.342018
Evaluating the Effects of Realistic Communication Disruptions in VR Training for Aerial Firefighting00.342018
LUTE: A Locomotion Usability Test Environmentfor Virtual Reality00.342018
Reducing The Attentional Demands Of In-Vehicle Touchscreens With Stencil Overlays00.342018
Evaluating the Effects of Hand-gesture-based Interaction with Virtual Content in a 360° Movie.00.342017
Evaluating and Comparing Game-controller based Virtual Locomotion Techniques.00.342017
Mild stress stimuli built into a non-immersive virtual environment can elicit actual stress responses20.412017
The Social AR Continuum: Concept and User Study.00.342017
Triggerwalking: a biomechanically-inspired locomotion user interface for efficient realistic virtual walking.30.462017
Social presence and mode of Videocommunication in a Collaborative Virtual Environment.20.372016
Helping young people going through tough times: perspectives for a peer-to-peer chat support system.00.342016
Learning from rehabilitation: A bi-manual interface approach00.342015
Social presence with virtual glass10.352015
Eye-to-eye contact for life-sized videoconferencing.00.342014
A leap-supported, hybrid AR interface approach90.862013
Visual Occlusion in an Augmented Reality Post-Stroke Therapy Scenario.10.372013
Visual manipulations for motor rehabilitation.00.342012
TheraMem: physical rehabilitation with augmented reflection technology00.342012
Out of reach? - A novel AR interface approach for motor rehabilitation151.152011
Beyond the looking glass: Fooling the brain with the augmented mirror box80.822011