Simon Hoermann

Orcid: 0000-0002-4201-844X

According to our database1, Simon Hoermann authored at least 45 papers between 2011 and 2023.

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

Timeline

Legend:

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Bibliography

2023
Slingshot: A Novel Gesture Locomotion System for Fast-paced Gameplay in Virtual Reality.
Proceedings of the 29th ACM Symposium on Virtual Reality Software and Technology, 2023

2022
Ex-Cit XR: Expert-elicitation and validation of Extended Reality visualisation and interaction techniques for disengaging and transitioning users from immersive virtual environments.
Frontiers Virtual Real., 2022

Virtual Triplets: Human-Agent Shared Control of Virtual Avatars.
Proceedings of the Symposium on Spatial User Interaction, 2022

Ex-Cit XR: Expert-elicitation of XR Techniques for Disengaging from IVEs.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

Evaluating the Expectations and Motivational Drivers in an Undergraduate Geology Classroom Using the Magma Pop Serious Game.
Proceedings of the Games and Learning Alliance: 11th International Conference, 2022

2021
Aerial firefighter radio communication performance in a virtual training system: radio communication disruptions simulated in VR for Air Attack Supervision.
Vis. Comput., 2021

Using a Fully Expressive Avatar to Collaborate in Virtual Reality: Evaluation of Task Performance, Presence, and Attraction.
Frontiers Virtual Real., 2021

Human Factors Research in Immersive Virtual Reality Firefighter Training: A Systematic Review.
Frontiers Virtual Real., 2021

Content-rich and Expansive Virtual Environments Using Passive Props As World Anchors.
Proceedings of the VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology, Virtual Event / Osaka, Japan, December 8, 2021

Is Agile Not Agile Enough? A Study on How Agile is Applied and Misapplied in the Video Game Development Industry.
Proceedings of the 15th IEEE/ACM Joint International Conference on Software and System Processes, 2021

2020
The Impact of Multi-sensory Stimuli on Confidence Levels for Perceptual-cognitive Tasks in VR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

The Effects of Multi-sensory Aerial Firefighting Training in Virtual Reality on Situational Awareness, Workload, and Presence.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Design of a Gameful Application for Individuals with Acquired Brain Injuries to Relearn Social Functioning.
Proceedings of the Games and Learning Alliance - 9th International Conference, 2020

Exploring Spatial Scale Perception in Immersive Virtual Reality for Risk Assessment in Interior Design.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
A SWOT Analysis of the Field of Virtual Reality for Firefighter Training.
Frontiers Robotics AI, 2019

Towards an articulated avatar in VR: Improving body and hand tracking using only depth cameras.
Entertain. Comput., 2019

Exploring the Use of a Robust Depth-sensor-based Avatar Control System and its Effects on Communication Behaviors.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

Investigating a Physical Dial as a Measurement Tool for Cybersickness in Virtual Reality.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

Redirected Jumping: Perceptual Detection Rates for Curvature Gains.
Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology, 2019

Conceptualizing Fidelity for HCI in Applied Gaming.
Proceedings of the HCI in Games, 2019

Requirements Analysis of a Serious Game for Deaf Players.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Software Engineering Practices and Methods in the Game Development Industry.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
Towards Robust 3D Skeleton Tracking Using Data Fusion from Multiple Depth Sensors.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

LUTE: A Locomotion Usability Test Environmentfor Virtual Reality.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

Evaluating the Effects of Realistic Communication Disruptions in VR Training for Aerial Firefighting.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

The Effects of Olfactory Stimulation and Active Participation on Food Cravings in Virtual Reality.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

The Effect of Immersive Displays on Situation Awareness in Virtual Environments for Aerial Firefighting Air Attack Supervisor Training.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Reducing the Attentional Demands of In-Vehicle Touchscreens with Stencil Overlays.
Proceedings of the 10th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2018

2017
Mild stress stimuli built into a non-immersive virtual environment can elicit actual stress responses.
Behav. Inf. Technol., 2017

Triggerwalking: a biomechanically-inspired locomotion user interface for efficient realistic virtual walking.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

The Social AR Continuum: Concept and User Study.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2017

Evaluating and Comparing Game-controller based Virtual Locomotion Techniques.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2017

Evaluating the Effects of Hand-gesture-based Interaction with Virtual Content in a 360° Movie.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2017

2016
Social presence and mode of Videocommunication in a Collaborative Virtual Environment.
Proceedings of the 20th Pacific Asia Conference on Information Systems, 2016

Helping young people going through tough times: perspectives for a peer-to-peer chat support system.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

2015
Social presence with virtual glass.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Learning from rehabilitation: A bi-manual interface approach.
Proceedings of the 2015 IEEE Symposium on 3D User Interfaces, 2015

2014
Manipulating the Experience of Reality for Rehabilitation Applications.
Proc. IEEE, 2014

Eye-to-eye contact for life-sized videoconferencing.
Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures, 2014

2013
A leap-supported, hybrid AR interface approach.
Proceedings of the Augmentation, Application, Innovation, Collaboration, OzCHI '13, Adelaide, Australia - November 25, 2013

Visual Occlusion in an Augmented Reality Post-Stroke Therapy Scenario.
Proceedings of the 14th Annual ACM SIGCHI_NZ conference on Computer-Human Interaction, 2013

2012
Visual manipulations for motor rehabilitation.
Comput. Graph., 2012

<i>TheraMem</i>: physical rehabilitation with augmented reflection technology.
Proceedings of the 13th Annual Conference of the NZ ACM Special Interest Group on Human-Computer Interaction, 2012

2011
Beyond the Looking Glass: Fooling the Brain with the Augmented Mirror Box.
Presence Teleoperators Virtual Environ., 2011

Out of reach? - A novel AR interface approach for motor rehabilitation.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011


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