Evaluating Grasping Visualizations and Control Modes in a VR Game | 0 | 0.34 | 2021 |
Virtual hands in VR: motion capture, synthesis, and perception | 0 | 0.34 | 2020 |
The Security-Utility Trade-off for Iris Authentication and Eye Animation for Social Virtual Avatars. | 0 | 0.34 | 2020 |
Performance Is Not Everything: Audio Feedback Preferred Over Visual Feedback for Grasping Task in Virtual Reality | 0 | 0.34 | 2020 |
The Effect of Hand Size and Interaction Modality on the Virtual Hand Illusion | 4 | 0.40 | 2019 |
Perceptual Comparison of Procedural and Data-Driven Eye Motion Jitter. | 0 | 0.34 | 2019 |
Guiding gaze: expressive models of reading and face scanning | 1 | 0.36 | 2019 |
Virtual Grasping Feedback and Virtual Hand Ownership. | 3 | 0.41 | 2019 |
Perceptual adjustment of eyeball and pupil diameter jitter amplitudes for virtual characters. | 0 | 0.34 | 2018 |
Touch with foreign hands: the effect of virtual hand appearance on visual-haptic integration | 3 | 0.38 | 2018 |
Perceptual Adjustment of Eyeball Rotation and Pupil Size Jitter for Virtual Characters. | 1 | 0.35 | 2018 |
Perceptual evaluation of synthetic gaze jitter. | 0 | 0.34 | 2018 |
The effect of animation controller and avatar on player perceptions. | 0 | 0.34 | 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 |
Data-driven finger motion synthesis with interactions. | 0 | 0.34 | 2016 |
Need a hand?: how appearance affects the virtual hand illusion. | 22 | 0.89 | 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 |
The effect of realism on the virtual hand illusion | 1 | 0.35 | 2016 |
Analysis In Support Of Realistic Timing In Animated Fingerspelling | 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 |
Eye movement synthesis. | 5 | 0.41 | 2016 |
Do cartoons feel pain?: using the virtual hand illusion to test human response to degrees of realism | 0 | 0.34 | 2015 |
State of the Art in Hand and Finger Modeling and Animation | 18 | 0.92 | 2015 |
Eye movement synthesis with 1/f pink noise. | 3 | 0.39 | 2015 |
Embodying Computational Thinking: Initial Design of an Emerging Technological Learning Tool. | 3 | 0.54 | 2015 |
Dancing alice: exploring embodied pedagogical strategies for learning computational thinking | 12 | 0.76 | 2014 |
Character animation and embodiment in teaching computational thinking | 0 | 0.34 | 2014 |
Player perception of delays and jitter in character responsiveness | 6 | 0.43 | 2014 |
Trade-offs between responsiveness and naturalness for player characters | 3 | 0.69 | 2014 |
Automatic Hand-Over Animation using Principle Component Analysis. | 12 | 0.61 | 2013 |
The effect of posture and dynamics on the perception of emotion | 9 | 0.49 | 2013 |
Data-driven finger motion synthesis for gesturing characters | 15 | 0.69 | 2012 |
How responsiveness affects players' perception in digital games | 14 | 0.75 | 2012 |
The perception of finger motions | 12 | 0.65 | 2010 |
The saliency of anomalies in animated human characters | 34 | 1.63 | 2010 |
Evaluating the effect of motion and body shape on the perceived sex of virtual characters | 11 | 0.78 | 2009 |
Investigating the role of body shape on the perception of emotion | 29 | 1.67 | 2009 |
Evaluating the emotional content of human motions on real and virtual characters | 21 | 0.87 | 2008 |
Modeling and Animating Virtual Humans | 2 | 0.37 | 2007 |
Virtual shapers & movers: form and motion affect sex perception | 13 | 1.33 | 2007 |