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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)
Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., Alcañiz, 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.