共 50 条
- [2] Presence and Platform: Effects of Embodiment Comparing a 2D Computer and 3D VR Game PROCEEDINGS OF 2020 6TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN 2020), 2020, : 31 - 37
- [4] Comparison of VR Movies and Traditional 2D Movies: A Study on Brain Waves PROCEEDINGS OF 2020 IEEE 4TH INFORMATION TECHNOLOGY, NETWORKING, ELECTRONIC AND AUTOMATION CONTROL CONFERENCE (ITNEC 2020), 2020, : 2507 - 2511
- [5] The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game VIRTUAL, AUGMENTED AND MIXED REALITY, PT I, VAMR 2024, 2024, 14706 : 277 - 289
- [7] Study of 2D Foveated Video Quality in Virtual Reality APPLICATIONS OF DIGITAL IMAGE PROCESSING XLIII, 2020, 11510
- [8] FieldSweep: A 2D Tracking System With Embedded Magnets and a Smartphone EXTENDED ABSTRACTS OF THE 2021 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'21), 2021,
- [9] App for session monitoring and subjective quality assessment of 2D and 360VR video in real time 2019 IEEE INTERNATIONAL CONFERENCE ON CONSUMER ELECTRONICS (ICCE), 2019,