| 2016 | Simultaneous mapping and redirected walking for ad hoc free walking in virtual environments. | Thomas Nescher, Markus Zank, Andreas M. Kunz |
| 2016 | Measurement of wind direction perception by the entire head. | Takuya Nakano, Yasuyuki Yanagida |
| 2016 | Fast and accurate relocalization for keyframe-based SLAM using geometric model selection. | Atsunori Moteki, Nobuyasu Yamaguchi, Ayu Karasudani, Toshiyuki Yoshitake |
| 2016 | Rethinking temporospatiality in everyday virtual environments. | Ahmed E. Mostafa, Won Hyung A. Ryu, Sonny Chan, Ehud Sharlin, Mario Costa Sousa |
| 2016 | Evaluation of hand and stylus based calibration for optical see-through head-mounted displays using leap motion. | Kenneth R. Moser, J. Edward Swan II |
| 2016 | Calibration and interaction in optical see-through augmented reality using leap motion. | Kenneth R. Moser, Sujan Anreddy, J. Edward Swan II |
| 2016 | A handy system for natural composition of CG and real scene with real-time reflection of lighting changes. | Hirofumi Morioka, Hidehiko Okubo, Hideki Mitsumine |
| 2016 | Through the eyes of a bystander: The promise and challenges of VR as a bullying prevention tool. | Kelly A. McEvoy, Oyewole Oyekoya, Adrienne Holz Ivory, James D. Ivory |
| 2016 | VR study of human-multicopter interaction in a residential setting. | Thiago Marinho, Arun Lakshmanan, Venanzio Cichella, Christopher Widdowson, Hang Cui, Robert Mitchell Jones, Bentic Sebastian, Camille Goudeseune |
| 2016 | Using projection AR to add design studio pedagogy to a CS classroom. | Blair MacIntyre, Dingtian Zhang, Ryan Jones, Amber Solomon, Elizabeth DiSalvo, Mark Guzdial |
| 2016 | FaceBo: Real-time face and body tracking for faithful avatar synthesis. | Jean-Luc Lugrin, David Zilch, Daniel Roth, Gary Bente, Marc Erich Latoschik |
| 2016 | An intelligent multimodal mixed reality real-time strategy game. | Sascha Link, Berit Barkschat, Chris Zimmerer, Martin Fischbach, Dennis Wiebusch, Jean-Luc Lugrin, Marc Erich Latoschik |
| 2016 | The effect of realism on the virtual hand illusion. | Lorraine Lin, Sophie Jrg |
| 2016 | Effects of vibrotactile stimulation during virtual sandboarding. | Stine L. R. Lind, Lui Thomsen, Mie C. S. Egeberg, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin |
| 2016 | A low-cost, low-latency approach to dynamic immersion in occlusive head-mounted displays. | Robert W. Lindeman |
| 2016 | Keynote speaker: Towards immersive multimodal display: Interactive auditory rendering for complex virtual environments. | Ming C. Lin |
| 2016 | The wobbly table: Increased social presence via subtle incidental movement of a real-virtual table. | Myungho Lee, Kangsoo Kim, Salam Daher, Andrew Raij, Ryan Schubert, Jeremy N. Bailenson, Greg Welch |
| 2016 | Effects of field of regard and stereoscopy and the validity of MR simulation for visual analysis of scientific data. | Wallace Santos Lages, Bireswar Laha, Wesley Miller, Johannes Novotny, David H. Laidlaw, John J. Socha, Doug A. Bowman |
| 2016 | Influence by others' opinions: Social pressure from agents in immersive virtual environments. | Christos Kyrlitsias, Despina Michael |
| 2016 | A multi-modal interactive tablet with tactile feedback, rear and lateral operation for maximum front screen visibility. | Itsuo Kumazawa, Shu Yano, Souma Suzuki, Shunsuke Ono |
| 2016 | The Amnesia Atlas VR. A photographic media interface as memory-prosthesis. | Volker Kuchelmeister, Jill Bennett |
| 2016 | Control methods in a supernatural flight simulator. | Dennis Krupke, Paul Lubos, Lena Demski, Jonas Brinkhoff, Gregor Weber, Fabian Willke, Frank Steinicke |
| 2016 | Head mounted projection for enhanced gaze in social interactions. | David M. Krum, Sin-Hwa Kang, Thai Phan, Lauren Cairco Dukes, Mark T. Bolas |
| 2016 | Gaze prediction using machine learning for dynamic stereo manipulation in games. | George Alex Koulieris, George Drettakis, Douglas W. Cunningham, Katerina Mania |
| 2016 | Neozoa: An immersive, interactive sandbox for the study of competing. | Andreas Knote, Sarah Edenhofer, Sebastian von Mammen |