Self-attribution of distorted reaching movements in immersive virtual reality.
Henrique Galvan DebarbaRonan BoulicRoy SalomonOlaf BlankeBruno HerbelinPublished in: Comput. Graph. (2018)
Keyphrases
- virtual reality
- virtual environment
- virtual world
- virtual reality technology
- three dimensional
- computer graphics
- augmented reality
- virtual space
- computer animation
- photorealistic
- virtual reality environments
- visual data mining
- tangible user interface
- virtual humans
- virtual museum
- computer generated forces
- real time
- virtual training
- signal processing
- interactive virtual