Wu, E, Piekenbrock, M, Nakumura, T & Koike, H. (2021). SPinPong - Virtual reality table tennis skill acquisition using visual, haptic and temporal cues. IEEE Transactions on visualization and computer graphics, 27 (5), 2566-2576. Zugriff am 10.05.2021 unter https://doi.org/10.1109/TVCG.2021.3067761
APA-Zitierstil (7. Ausg.)Wu, E., Piekenbrock, M., Nakumura, T., & Koike, H. (2021). SPinPong - Virtual reality table tennis skill acquisition using visual, haptic and temporal cues. IEEE Transactions on visualization and computer graphics, 27(5), 2566-2576.
Chicago-Zitierstil (17. Ausg.)Wu, E., M. Piekenbrock, T. Nakumura, und H. Koike. "SPinPong - Virtual Reality Table Tennis Skill Acquisition Using Visual, Haptic and Temporal Cues." IEEE Transactions on Visualization and Computer Graphics 27, no. 5 (2021): 2566-2576.
MLA-Zitierstil (9. Ausg.)Wu, E., et al. "SPinPong - Virtual Reality Table Tennis Skill Acquisition Using Visual, Haptic and Temporal Cues." IEEE Transactions on Visualization and Computer Graphics, vol. 27, no. 5, 2021, pp. 2566-2576.