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1. Ubiq: A System to Build Flexible Social Virtual Reality Experiences

2. Metameric Varifocal Holography

3. Telelife: The Future of Remote Living

4. Directions for 3D User Interface Research from Consumer VR Games

5. A Way to a Universal VR Accessibility Toolkit

6. Mixing Modalities of 3D Sketching and Speech for Interactive Model Retrieval in Virtual Reality

7. Effectiveness of Social Virtual Reality

8. Some Lessons Learned Running Virtual Reality Experiments Out of the Laboratory

9. What We Measure in Mixed Reality Experiments

10. Real-time Collaboration Between Mixed Reality Users in Geo-referenced Virtual Environment

11. Docking Haptics: Extending the Reach of Haptics by Dynamic Combinations of Grounded and Worn Devices

12. Mixing realities for sketch retrieval in Virtual Reality

13. FrankenGAN: Guided Detail Synthesis for Building Mass-Models Using Style-Synchonized GANs

14. Perceptual Rasterization for Head-mounted Display Image Synthesis

15. From Embodied Abuse to Mass Disruption: Generative, Inter-Reality Threats in Social, Mixed-Reality Platforms.

16. Three technical challenges of scaling from social virtual reality to metaverse(s): interoperability, awareness and accessibility.

17. The impact of first-person avatar customization on embodiment in immersive virtual reality.

18. Fovea Prediction Model in VR

33. Defining interaction within immersive virtual environments

34. Designing a Demonstrator Virtual Learning Environment to Teach the Threshold Concept of Space Syntax: Seeing from the User’s Perspective

37. Impact of Immersiveness on Persuasiveness, Politeness, and Social Adherence in Human-Agent Interactions within Small Groups

38. Telelife: The Future of Remote Living

45. Planning Plausible Human Animation with Environment-Aware Motion Sampling

47. Lessons learnt running distributed and remote mixed reality experiments

50. Minimising Pedestrian Navigational Ambiguities Through Geoannotation and Temporal Tagging

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