40 results on '"Kocur, Martin"'
Search Results
2. Does it need an app? – Differences between app-guided breathing and natural relaxation in adolescents after acute stress
3. A SandBox to Sandbox: A Tangible Terrain Generator for Prototyping Game Worlds
4. Multifactorial stress reactivity to virtual TSST-C in healthy children and adolescents—It works, but not as well as a real TSST-C
5. A SandBox to Sandbox: A Tangible Terrain Generator for Prototyping Game Worlds
6. Ubiquity of VR: Towards Investigating Ways of Interrupting VR Users to Obtain Their Attention in Public Spaces
7. Psychosocial stress induction in vivo vs. in virtuo and the influence of a health app on the acute stress reaction in youths: a study protocol for a randomized controlled trial
8. Looking fear in the eye: Gamified virtual reality exposure towards spiders for children using attention based feedback.
9. Multifactorial stress reactivity to virtual TSST-C in healthy children and adolescents—it works, but not as well as a real TSST-C
10. Validating virtual reality for time perception research: Virtual reality changes expectations about the duration of physical processes, but not the sense of time
11. Understanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality
12. Looking fear in the eye: Gamified virtual reality exposure towards spiders for children using attention based feedback
13. PumpVR: Rendering the Weight of Objects and Avatars through Liquid Mass Transfer in Virtual Reality
14. The Effects of Avatar and Environment on Thermal Perception and Skin Temperature in Virtual Reality
15. Looking Fear in the Eye: Gamified Virtual Reality Exposure towards Spiders for Children Using Attention Based Feedback
16. SpEYEders: Gamified Virtual Reality Exposure towards Spiders for Children Utilizing Eye Tracking Based Feedback for Visual Attention
17. Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality
18. The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different
19. Utilizing the Proteus Effect to Improve Performance Using Avatars in Virtual Reality
20. How to Induce a Physical and Virtual Rubber Hand Illusion
21. Towards Inducing Weight Perception in Virtual Reality Through a Liquid-based Haptic Controller
22. The Door: Timing Effects of Fourth Wall Breaks on Immersion and Game Experience in an Adventure Game
23. SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders
24. Computer-Assisted Avatar-Based Treatment for Dysfunctional Beliefs in Depressive Inpatients: A Pilot Study
25. Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality
26. 'Healthy' Deceits with Mixed Reality
27. Towards an Investigation of Embodiment Time in Virtual Reality
28. Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance
29. The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality
30. The Impact of Missing Fingers in Virtual Reality
31. Preparing an Online Lecture That We Wouldn't Hate to Attend
32. Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games
33. Hover Loop: A New Approach to Locomotion in Virtual Reality
34. Utilizing the Proteus Effect to Improve Interactions using Full-Body Avatars in Virtual Reality
35. AudienceAR - Utilising Augmented Reality and Emotion Tracking to Address Fear of Speech
36. The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom
37. SentiBooks
38. Which Factors Influence Attitudes Towards Using Autonomous Vehicles?
39. Money laundering
40. The Extent of the Proteus Effect as a Behavioral Measure for Assessing User Experience in Virtual Reality
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.