Polona Caserman

Orcid: 0000-0002-3252-4533

According to our database1, Polona Caserman authored at least 22 papers between 2015 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance.
Multim. Tools Appl., April, 2024

2023
Virtual Reality Simulator for Police Training with AI-Supported Cover Detection.
Proceedings of the Serious Games - 9th Joint International Conference, 2023

The Influence of Personalized Music on Sense of Presence, Motivation, and Player Experience in Virtual Reality.
Proceedings of the Serious Games - 9th Joint International Conference, 2023

2022
Real-time Body Tracking.
Dataset, May, 2022

Impact of Full-Body Avatars in Immersive Multiplayer Virtual Reality Training for Police Forces.
IEEE Trans. Games, 2022

Full-Body Motion Recognition in Immersive- Virtual-Reality-Based Exergame.
IEEE Trans. Games, 2022

2021
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook.
Virtual Real., 2021

Recognizing Full-Body Exercise Execution Errors Using the Teslasuit.
Sensors, 2021

2020
A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality Applications.
IEEE Trans. Vis. Comput. Graph., 2020

Become a Scrum Master: Immersive Virtual Reality Training to Learn Scrum Framework.
Proceedings of the Serious Games - Joint International Conference, 2020

2019
Real-time body tracking in virtual reality using a Vive tracker.
Virtual Real., 2019

Identifying Cybersickness through Heart Rate Variability alterations.
Int. J. Virtual Real., 2019

Development of a Directed Teleport Function for Immersive Training in Virtual Reality.
Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications, 2019

Analysis of Inverse Kinematics Solutions for Full-Body Reconstruction in Virtual Reality.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019

Effects of End-to-end Latency on User Experience and Performance in Immersive Virtual Reality Applications.
Proceedings of the Entertainment Computing and Serious Games, 2019

2018
Recognition of Full-Body Movements in VR-Based Exergames Using Hidden Markov Models.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

A Concept of a Training Environment for Police Using VR Game Technology.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

2017
Conceptual Approach Towards Recursive Hardware Abstraction Layers.
Proceedings of the Serious Games - Third Joint International Conference, 2017

An Evaluation of Extrapolation and Filtering Techniques in Head Tracking for Virtual Environments to Reduce Cybersickness.
Proceedings of the Serious Games - Third Joint International Conference, 2017

PDDanceCity: An Exergame for Patients with Idiopathic Parkinson's Disease and Cognitive Impairment.
Proceedings of the Mensch und Computer 2017, 2017

2016
Real-time step detection using the integrated sensors of a head-mounted display.
Proceedings of the 2016 IEEE International Conference on Systems, Man, and Cybernetics, 2016

2015
Blitzmerker: Learning Idioms with a Mobile Game.
Proceedings of the Serious Games - First Joint International Conference, 2015


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