πŸ“‘Published Research

(I tried organizing the best I could)

General Content

Anandapadmanaban, E. (2020). Virtual Mission Control Center Virtual Reality Framework for Augmenting Mission Control Operations. DSpace@MIT. https://dspace.mit.edu/handle/1721.1/129128

Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995, December). Augmented reality: A class of displays on the reality-virtuality continuum. In Telemanipulator and Telepresence Technologies (Vol. 2351, pp. 282–292).

Skarbez, R., Smith, M., & Whitton, M. C. (2021). Revisiting Milgram and Kishino’s reality-virtuality continuum. Frontiers in Virtual Reality, 2, 27.

VR Specific Content

Desurvire, H., & Kreminski, M. (2018). Are game design and user research Guidelines specific to virtual Reality effective in creating a more optimal Player Experience? Yes, VR PLAY. Design, User Experience, and Usability: Theory and Practice, 40–59. doi: 10.1007/978-3-319-91797-9_4

McMahan, R. P., Bowman, D. A., Zielinski, D. J., & Brady, R. B. (2012). Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE Transactions on Visualization and Computer Graphics, 18(4), 626–633.

Mott, M., Cutrell, E., Gonzalez Franco, M., Holz, C., Ofek, E., Stoakley, R., & Ringel Morris, M. (2019). Accessible by design: An opportunity for virtual reality. 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). https://doi.org/10.1109/ismar-adjunct.2019.00122

AR Specific Content

Dey, A., Billinghurst, M., Lindeman, R. W., & Swan, J. (2018). A systematic review of 10 years of augmented reality usability studies: 2005 to 2014. Frontiers in Robotics and AI, 5, 37.

Gale, N., Mirza-Babaei, P., & Pedersen, I. (2015). Heuristic Guidelines for Playful Wearable Augmented Reality Applications. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15, (), 529-534. https://doi.org/10.1145/2793107.2810309.

Roberts, J., Mernacaj, J., Chambers, S., Ayalon, D., & King, E. (2020). Lines of Play: Using Vector Tools to Place Game Objects in Augmented Reality. Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '20, (), 30-32. https://doi.org/10.1145/3383668.3419860

Interfaces, Input, and Interactions

Bailenson, J. N., Blascovich, J., Beall, A. C., & Loomis, J. M. (2003). Interpersonal distance in immersive virtual environments. Personality and Social Psychology Bulletin, 29(7), 819–833.

Hayes, A. T. (2015). The Experience of Physical and Social Presence in a Virtual Learning Environment as Impacted by the Affordance of Movement Enabled by Motion Tracking (thesis). Electronic Theses and Dissertations, 2004-2019. Retrieved from https://stars.library.ucf.edu/etd/5014/.

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321–1329.

Mirza-Babaei, P., Gale, N., Costa, J., Nacke, L., & Johnson, D. (2014). Understanding expectations with multiple controllers in an augmented reality videogame. Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play - CHI PLAY '14, (), 201-206. https://doi.org/10.1145/2658537.2658705

O’Brien, H. L., & Toms, E. G. (2008). What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technology, 59(6), 938–955. doi: 10.1002/asi.20801

Olson, D. M., Sutherland, E. A., Zaman, C. H., & Harrell, D. F. (2017). Foundations of interaction in the virtual reality medium. Encyclopedia of Computer Graphics and Games, 1–7. https://doi.org/10.1007/978-3-319-08234-9_174-1

Wentzel, J., Junuzovic, S., Devine, J., Porter, J., & Mott, M. (2022). Understanding how people with limited mobility use multi-modal input. CHI Conference on Human Factors in Computing Systems. doi:10.1145/3491102.3517458

Audio and Haptics

Berger, C., Gonzalez-Franco, M., Ofek, E., Hinckleyer, K. (2018). The uncanny valley of haptics. Science Robotics, 3. https://www.microsoft.com/en-us/research/publication/uncanny-valley-haptics-2/

Psychology, Visual, and Cognitive Sciences

Bowman, D. A., Gabbard, J. L., & Hix, D. (2002). A survey of usability evaluation in virtual environments: Classification and comparison of methods. Presence: Teleoperators & Virtual Environments, 11(4), 404–424.

Cutting, J. E., & Vishton, P. M. (1995). Perceiving layout and knowing distances: The integration, relative potency, and contextual use of different information about depth. In Perception of Space and Motion (pp. 69–117). Cambridge: Academic Press.

Gilinsky, A. S. (1951). Perceived size and distance in visual space. Psychological Review, 58(6), 460.

Heeter, C. (1992). Being There: The Subjective Experience of Presence. Presence: Teleoperators and Virtual Environments. Cambridge, MA: MIT Press.

Hoffman, D. M., et al. (2008). Vergence: Accommodation conflicts hinder visual performance and cause visual fatigue. Journal of Vision, 8(3), 33. doi: 10.1167/8.3.33

Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373–387.

Michotte, A. (1963). The Perception of Causality. Oxfordshire: Taylor and Francis.

Minsky, M. (1980). Telepresence, pp. 45–51. New York: Omni.

Olson, D. M. (2019). Exploring the role of racial and ethnic socialization in virtual reality (VR)

narratives. DSpace@MIT. https://dspace.mit.edu/handle/1721.1/121658

Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., AlcaΓ±iz, M.(2007). Affective interactions using virtual reality: The link between presence and emotions. CyberPsychology & Behavior, 10(1), 45–56.

Slater, M. (2003). A note on presence terminology. Presence Connect, 3, 3.

Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557.

Sorokowska, A., Sorokowski, P., Hilpert, P., Cantarero, K., Frackowiak, T., Ahmadi, K., . . . Pierce, J. D. (2017). Preferred interpersonal distances: A global comparison. Journal of Cross-Cultural Psychology, 48(4), 577-592. doi:10.1177/0022022117698039

Sra, M. (2018). A framework for enhancing the sense of presence in virtual and mixed reality. DSpace@MIT. https://dspace.mit.edu/handle/1721.1/119074

Warren, W. H. (2019). Perceiving surface layout: Ground theory, affordances, and the objects of perception. In Perception as Information Detection: Reflections on Gibson’s Ecological Approach to Visual Perception, pp. 151–173, Taylor and Francis, Milton Park.

Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240. https://doi.org/10.1162/105474698565686

Yee, N., Bailenson, J. N., & Ducheneaut, N. (2009). The proteus effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36(2), 285–312.

The content I include here are resources I personally like to provide as educational resources. This does not include every piece of content on VR/AR. I have not purposedfully excluded any individual creator, researcher, studio, or company. Apologies in advance for any dead links.

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