@article {doi:10.1177/14614448221084655,
	title = {\&ldquo;This would be sweet in VR\&rdquo;: On the discursive newness of virtual reality},
	journal = {New Media \& Society},
	year = {Accepted},
	pages = {14614448221084655},
	abstract = {When virtual reality (VR) entered the consumer market in 2016, it was accompanied by claims of its potential as a {\textquotedblleft}revolutionary{\textquotedblright} new technology. This article examines these claims of newness by focusing on statements made by industry leaders and other professionals. The findings suggest repetitions of problematic discourse, in which colonialist language of {\textquotedblleft}pioneering{\textquotedblright} expansion appears to be used to mobilize developers who are dominantly young, White, and male. I argue that recontextualizing the {\textquotedblleft}newness{\textquotedblright} of VR opens opportunities to contest its depoliticized histories and to question its imagined futures. Situating VR within a much longer history of digital and non-digital technologies not only challenges the notions of newness that are foundational to industry-led VR discourse, but also offers a critical alternative.},
	doi = {10.1177/14614448221084655},
	url = {https://doi.org/10.1177/14614448221084655},
	author = {Daniel Harley}
}
@article {doi:10.1177/13548565231178915,
	title = {Virtual narratives, physical bodies: Designing diegetic sensory experiences for virtual reality},
	journal = {Convergence},
	year = {Accepted},
	pages = {13548565231178915},
	abstract = {This article presents a reflection on four virtual reality (VR) research projects to foreground questions about how physical and sensory interactions are incorporated into VR narratives. The four projects explore a range of experiences, from interactions with digitally mediated and found objects, to sensory interactions and outdoor play. Bringing these projects together here offers an opportunity to contribute insight into conceptualizations of diegetic design and the {\textquoteleft}design space{\textquoteright} of VR, providing questions and considerations towards designing sensory experiences for narratives in VR.},
	doi = {10.1177/13548565231178915},
	url = {https://doi.org/10.1177/13548565231178915},
	author = {Daniel Harley}
}
@article {doi:10.1177/13548565221122911,
	title = {The promise of beginnings: Unpacking {\textquoteleft}diversity{\textquoteright} at Oculus VR},
	journal = {Convergence},
	volume = {29},
	number = {2},
	year = {2023},
	pages = {417-431},
	abstract = {This paper presents a case study of the inaugural year of Launch Pad, a diversity initiative by Meta{\textquoteright}s virtual reality (VR) subsidiary, originally known as Oculus. As industry-led discourse presented VR as a vision of opportunity and change in the tech industry, Launch Pad presented a vision of social progress through improved diversity. However, a variety of contextualizing factors within that first year complicate these visions of progress, including the gendered and racialized norms of the tech industry, the politics of Oculus{\textquoteright}s co-founder and the mixed feelings of the first beneficiaries of the program. I argue that even if Launch Pad is a good faith effort to address historical and current forms of marginalization and underrepresentation in the tech industry, such efforts must go much further than mentorship and tokenized inclusion, requiring a genuine recognition of the need for systemic change.},
	doi = {10.1177/13548565221122911},
	url = {https://doi.org/10.1177/13548565221122911},
	author = {Daniel Harley}
}
@conference {10.1145/3563657.3596005,
	title = {Sharing Play Spaces: Design Lessons from Reddit Posts Showing Virtual Reality in the Home},
	booktitle = {Proceedings of the 2023 ACM Designing Interactive Systems Conference},
	series = {DIS {\textquoteright}23},
	year = {2023},
	pages = {509{\textendash}522},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {With the increasing availability of consumer virtual reality (VR) devices for personal and recreational use, the domestic contexts of VR design are increasingly important. Given that much of the current interaction design research for VR is conducted in lab-based settings, there is a need for design considerations that engage with the complexities of these real-world spaces. We present an analysis of visual data (e.g., GIFs, videos, photographs) collected from a manual search of Reddit posts that show {\textquotedblleft}play spaces{\textquotedblright} and other home-based contexts of VR. Our findings offer insight into the diverse and dynamic characteristics of VR spaces, with set-ups ranging from bedrooms to garages, and with the people, objects, impediments, and affordances of individual spaces demonstrating a variety of ways that VR is used in the home. We conclude by discussing directions for future interaction design research that seeks to incorporate physical actions and environments while also engaging with the complex realities of domestic VR.},
	keywords = {domestic, home, interaction design, play, Reddit, social, virtual reality, visual analysis},
	isbn = {9781450398930},
	doi = {10.1145/3563657.3596005},
	url = {https://doi.org/10.1145/3563657.3596005},
	author = {Harley, Daniel and MacArthur, Cayley}
}
@conference {10.1145/3490149.3501311,
	title = {Together Alone: A Tangible Online Narrative},
	booktitle = {Proceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction},
	series = {TEI {\textquoteright}22},
	year = {2022},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {We present an online narrative using video conferencing that is designed to facilitate collaborative storytelling using physical objects. Although research into the use of video conferencing platforms for storytelling and games is limited, we suggest that there is much to learn from a design space that includes interpretations of popular game formats like escape rooms, role-playing games, and board games. Drawing on examples from online and offline contexts, we focus on the tangible and embodied characteristics of these forms of play to identify narrative design opportunities for video conferencing platforms. We contribute the documentation of our research through design process, resulting in three preliminary design recommendations to help facilitate tangible and embodied remote storytelling.},
	keywords = {board games, embodied, escape room, Games, narrative design, role-playing, tangible, Video conferencing},
	isbn = {9781450391474},
	doi = {10.1145/3490149.3501311},
	url = {https://doi.org/10.1145/3490149.3501311},
	author = {Harley, Daniel and Grambart, Stefan and Skazufka Bergel, Rodrigo and Mazalek, Ali}
}
@conference {10.1145/3430524.3440635,
	title = {Playing by Ear: Designing for the Physical in a Sound-Based Virtual Reality Narrative},
	booktitle = {Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction},
	series = {TEI {\textquoteright}21},
	year = {2021},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {We present two proof-of-concept narrative VR experiences with a focus on sound-based physical interactions. Responding to a call to expand upon current design conceptualizations, we draw on tangible sound-based design in order to develop considerations for the body and physical environments within VR narratives. We propose that a focus on the actions the player is asked to perform (e.g., touch, stand, kneel, grasp, walk, listen, reach, dance) can contribute to an understanding of VR as a sensory, embodied medium that offers ways to playfully engage with physical reality rather than simulate it entirely.},
	keywords = {design, embedded, embodied, mixed reality, narrative, sound, storytelling, tangible, virtual reality},
	isbn = {9781450382137},
	doi = {10.1145/3430524.3440635},
	url = {https://doi.org/10.1145/3430524.3440635},
	author = {Harley, Daniel and P. Tarun, Aneesh and J. Stinson, Bonnie and Tibu, Tudor and Mazalek, Ali}
}
@conference {10.1145/3411764.3445701,
	title = {You{\textquoteright}re Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender \& Cybersickness},
	booktitle = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	series = {CHI {\textquoteright}21},
	year = {2021},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {While multiple studies suggest that female-identified participants are more likely to experience cybersickness in virtual reality (VR), our systematic review of 71 eligible VR publications (59 studies and 12 surveys) pertaining to gender and cybersickness reveals a number of confounding factors in study design (e.g., a variety of technical specifications, tasks, content), a lack of demographic data, and a bias in participant recruitment. Our review shows an ongoing need within VR research to more consistently include and report on women{\textquoteright}s experiences in VR to better understand the gendered possibility of cybersickness. Based on the gaps identified in our systematic review, we contribute study design recommendations for future work, arguing that gender considerations are necessary at every stage of VR study design, even when the study is not {\textquoteleft}about{\textquoteright} gender.},
	keywords = {cybersickness, gender, sex, simulator sickness, systematic review, virtual environments, virtual reality},
	isbn = {9781450380966},
	doi = {10.1145/3411764.3445701},
	url = {https://doi.org/10.1145/3411764.3445701},
	author = {MacArthur, Cayley and Grinberg, Arielle and Harley, Daniel and Hancock, Mark}
}
@article {doi:10.1177/1354856519860237,
	title = {Palmer Luckey and the rise of contemporary virtual reality},
	journal = {Convergence},
	volume = {26},
	number = {5-6},
	year = {2020},
	pages = {1144-1158},
	abstract = {Despite a lack of consumer interest as recently as 2012, virtual reality (VR) technologies entered the mainstream in 2014 backed by multinational corporations, including Facebook and Google. At the heart of this transition is Palmer Luckey, founder of Oculus and purported {\textquoteleft}face{\textquoteright} of VR. This article develops a case study centred on Palmer Luckey to examine the rise of contemporary VR within the overlapping, contemporaneous contexts of video game culture and the misogynistic gamergate movement. As gamergate expanded its scope with far-right political fervour, Luckey{\textquoteright}s political ambitions also expanded in scope. I argue that Luckey{\textquoteright}s promotion under the banner of {\textquoteleft}progress{\textquoteright} serves to reify White, male systems of power that are both established and contested within cultures of technological development.},
	doi = {10.1177/1354856519860237},
	url = {https://doi.org/10.1177/1354856519860237},
	author = {Daniel Harley}
}
@article {doi:10.1177/0027432120952081,
	title = {Sound Beginnings: Learning, Communicating, and Making Sense with Sound},
	journal = {Music Educators Journal},
	volume = {107},
	number = {2},
	year = {2020},
	pages = {66-69},
	abstract = {The ongoing work by educators responding to calls for equity, diversity, and inclusion in music education shows the breadth of difficult work that has been accomplished as well as the challenging work that lies ahead. Our work explores efforts to rethink music education{\textemdash}for all{\textemdash}from the ground up, which requires disrupting many of the norms through which music education has been conventionally understood. In this article, we bring together lessons learned to offer five recommendations for music pedagogy and sound-based inquiry that support a more inclusive understanding of music{\textemdash}one that situates aural/sound/music learning experiences as actively critical and collaborative practices. We suggest that by developing a contextualized, community-based, learner-oriented model, we might be better equipped to create opportunities for all learners.},
	doi = {10.1177/0027432120952081},
	url = {https://doi.org/10.1177/0027432120952081},
	author = {Kurt Thumlert and Daniel Harley and Jason Nolan}
}
@article {intel:/content/journals/10.1386/public_00019_7,
	title = {Virtual Bodies Inc.},
	journal = {Public},
	volume = {30},
	number = {60},
	year = {2020},
	pages = {250-259},
	publisher = {Intellect},
	type = {Journal Article},
	abstract = {Abstract As a response to contemporary discourse that declaims the transformative potential of virtual reality (VR), I examine corporate discourse that literally and figuratively objectifies bodies, framing technological mediations as natural and necessary. I argue that these corporate ambitions for bodies in VR have physical, raced, gendered, and political implications, reproducing unequal relations while normalizing an understanding of bodies and worlds as commodifiable data.},
	keywords = {data},
	issn = {2048-6928},
	doi = {https://doi.org/10.1386/public_00019_7},
	url = {https://intellectdiscover.com/content/journals/10.1386/public_00019_7},
	author = {Harley, Daniel}
}
@conference {10.1145/3322276.3322341,
	title = {Mobile Realities: Designing for the Medium of Smartphone-VR},
	booktitle = {Proceedings of the 2019 on Designing Interactive Systems Conference},
	series = {DIS {\textquoteright}19},
	year = {2019},
	pages = {1131{\textendash}1144},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {We present two proof of concept experiences for a virtual reality (VR) game that draws on several medium-specific qualities of mobile, location-based, and tangible storytelling. In contemporary smartphone-VR, experiences are limited by short playtimes, limited interactions, and limited movement within a physical space. To address these limitations, we suggest a reconceptualization of smartphone-VR. Rather than design that deems the smartphone the least capable VR platform, we propose design that adds VR to an already rich mobile storytelling platform. We argue that by drawing on otherwise separate storytelling media, designers can circumvent limitations related to smartphone-VR while also extending the range of smartphone-based storytelling. We conclude by reflecting on possible implications of this extended design space.},
	keywords = {ar, diegetic, embodied, Games, interactive narratives, location-based, mobile virtual reality, smartphone-vr, storytelling, tangible, vr},
	isbn = {9781450358507},
	doi = {10.1145/3322276.3322341},
	url = {https://doi.org/10.1145/3322276.3322341},
	author = {Harley, Daniel and Tarun, Aneesh P. and Elsharawy, Sara and Verni, Alexander and Tibu, Tudor and Bilic, Marko and Bakogeorge, Alexander and Mazalek, Ali}
}
@conference {10.1145/3173225.3173241,
	title = {Sensory VR: Smelling, Touching, and Eating Virtual Reality},
	booktitle = {Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction},
	series = {TEI {\textquoteright}18},
	year = {2018},
	pages = {386{\textendash}397},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {We present two proof of concept sensory experiences designed for virtual reality (VR). Our experiences bring together smell, sound, taste, touch, and sight, focusing on low-cost, non-digital materials and on passive interactions. We also contribute a design rationale and a review of sensory interactions, particularly those designed for VR. We argue that current sensory experiences designed for VR often lack a broader consideration of the senses, especially in their neglect of the non-digital. We discuss some implications of non-digital design for sensory VR, suggesting that there may be opportunities to expand conceptions of what sensory design in VR can be.},
	keywords = {diegetic design, interactive narratives, non-digital., sensory design, tangible and embodied interaction, virtual reality},
	isbn = {9781450355681},
	doi = {10.1145/3173225.3173241},
	url = {https://doi.org/10.1145/3173225.3173241},
	author = {Harley, Daniel and Verni, Alexander and Willis, Mackenzie and Ng, Ashley and Bozzo, Lucas and Mazalek, Ali}
}
@conference {10.1145/3064663.3064680,
	title = {Tangible VR: Diegetic Tangible Objects for Virtual Reality Narratives},
	booktitle = {Proceedings of the 2017 Conference on Designing Interactive Systems},
	series = {DIS {\textquoteright}17},
	year = {2017},
	pages = {1253{\textendash}1263},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {We present a system for diegetic tangible objects in virtual reality (VR) narratives. The system integrates a custom-designed sensor unit, built with low-cost off-the-shelf hardware, to track objects in VR and to support a variety of custom-made and found tangibles. In its current form, the sensor unit tracks the objects{\textquoteright} orientation and supports the authoring of specifically designed interactions for each tangible object. We contribute our design rationale, sensor unit, and four proof of concept prototypes, including a cube, a stuffed animal, a treasure chest, and a wooden boat, demonstrating how we leverage passive and active haptics to create a closer link between real and virtual worlds. For developers and users of VR, we expand interaction possibilities to include the physical characteristics of tangible objects. For the field of tangible narratives, we expand the current use of diegetic objects.},
	keywords = {interactive narratives, narrative design, tangible design, tangible diegetic objects, tangible interaction, virtual reality},
	isbn = {9781450349222},
	doi = {10.1145/3064663.3064680},
	url = {https://doi.org/10.1145/3064663.3064680},
	author = {Harley, Daniel and Tarun, Aneesh P. and Germinario, Daniel and Mazalek, Ali}
}
@conference {10.1145/2839462.2856537,
	title = {Grasping Cultural Context through Multisensory Interactions},
	booktitle = {Proceedings of the TEI {\textquoteright}16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction},
	series = {TEI {\textquoteright}16},
	year = {2016},
	pages = {482{\textendash}487},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {This paper describes the research and design of three tangible and embodied prototypes that aim to enable users to meaningfully engage with an artifact{\textquoteright}s historical context and use. Together, these prototypes engage users in a cultural heritage experience that is sensorially embodied through a {\textquoteright}multimodal{\textquoteright} ensemble of visual, aural, tactile, and olfactory interactions. A preliminary user test suggests that future work on multisensory interaction should focus on developing accessible design principles and considerations that support a sensorially embodied and tangible understanding of historical artifacts. We suggest that multisensory interactions present significant opportunities for interactive exhibits to expand our access to cultural history and its artifacts.},
	keywords = {cultural artifacts, experience design, interactive museum, Multisensory interaction, senses, sensory, smell, tangible and embodied interfaces},
	isbn = {9781450335829},
	doi = {10.1145/2839462.2856537},
	url = {https://doi.org/10.1145/2839462.2856537},
	author = {Kwan, Jamie and Chu, Jean Ho and Harley, Daniel and McBride, Melanie and Mazalek, Ali}
}
@conference {10.1145/2901790.2901829,
	title = {Sensing History: Contextualizing Artifacts with Sensory Interactions and Narrative Design},
	booktitle = {Proceedings of the 2016 ACM Conference on Designing Interactive Systems},
	series = {DIS {\textquoteright}16},
	year = {2016},
	pages = {1294{\textendash}1302},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {We present three prototypes that aim to elicit historical and experiential qualities of 16th century prayer-nuts through narrative design and sensory interactions. Our goal is to enhance the presentation of cultural artifacts that must be presented behind glass to ensure their conservation. We aim to provide visitors with opportunities to form personalized connections with the past through historical, sensory, and embodied information that is otherwise unavailable. We use narrative design as a strategy to conceptualize and ground an experience that considers the contexts of users, their interactions, and the space in which the interactions occur. Together, our prototypes create an experience that is embodied, visual, aural, tactile, and olfactory. We present a brief review of related work, descriptions of the prototypes, our design rationale, and the results of our user study.},
	keywords = {cultural artifacts, experience design, interactive museum, narrative design, sensory interaction, tangible and embodied interfaces},
	isbn = {9781450340311},
	doi = {10.1145/2901790.2901829},
	url = {https://doi.org/10.1145/2901790.2901829},
	author = {Chu, Jean Ho and Harley, Daniel and Kwan, Jamie and McBride, Melanie and Mazalek, Ali}
}
@conference {10.1145/2839462.2839471,
	title = {Towards a Framework for Tangible Narratives},
	booktitle = {Proceedings of the TEI {\textquoteright}16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction},
	series = {TEI {\textquoteright}16},
	year = {2016},
	pages = {62{\textendash}69},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {This paper presents a preliminary framework to inform the analysis and design of tangible narratives. Researchers and designers have been using tangible user interfaces (TUIs) for storytelling over the past two decades, but to date no comprehensive analysis of these systems exists. We argue that storytelling systems that use digitally-enhanced physical objects form a unique medium with identifiable narrative characteristics. Our framework isolates these characteristics and focuses on the user{\textquoteright}s perspective to identify commonalities between existing systems, as well as gaps that can be addressed by new systems. We find that the majority of systems in our sample require the user to perform exploratory actions from an external narrative position. We note that systems that cast the user in other interactive roles are rare but technologically feasible, suggesting that there are many underexplored possibilities for tangible storytelling.},
	keywords = {analysis, framework, interactive storytelling, narrative design, Tangible narratives, tangible user interfaces},
	isbn = {9781450335829},
	doi = {10.1145/2839462.2839471},
	url = {https://doi.org/10.1145/2839462.2839471},
	author = {Harley, Daniel and Chu, Jean Ho and Kwan, Jamie and Mazalek, Ali}
}
@conference {10.1145/2677199.2680559,
	title = {Mapping Place: Supporting Cultural Learning through a Lukasa-inspired Tangible Tabletop Museum Exhibit},
	booktitle = {Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction},
	series = {TEI {\textquoteright}15},
	year = {2015},
	pages = {261{\textendash}268},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {Museums are exploring new ways of using emerging digital technologies to enhance the visitor experience. In this context, our research focuses on designing, developing and studying interactions for museum exhibits that introduce cultural concepts in ways that are tangible and embodied. We introduce here a tangible tabletop installation piece that was designed for a museum exhibition contrasting Western and African notions of mapping history and place. Inspired by the Lukasa board, a mnemonic device used by the Luba peoples in Central Africa, the tabletop piece enables visitors to learn and understand symbolic and nonlinguistic mapping concepts that are central to the Lukasa by creating and sharing stories with each other. In this paper we share our design process, a user study focusing on children and learning, and design implications on how digital and tangible interaction technologies can be used for cultural learning in museum exhibits.},
	keywords = {collaboration, cultural history, interaction design, interactive tabletop, learning, museum exhibit, storytelling, tangible interaction},
	isbn = {9781450333054},
	doi = {10.1145/2677199.2680559},
	url = {https://doi.org/10.1145/2677199.2680559},
	author = {Chu, Jean Ho and Clifton, Paul and Harley, Daniel and Pavao, Jordanne and Mazalek, Ali}
}
@conference {10.1145/2658537.2662988,
	title = {CHI PLAY 2014: the bellman: subtle interactions in a linear narrative},
	booktitle = {Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play},
	series = {CHI PLAY {\textquoteright}14},
	year = {2014},
	pages = {343{\textendash}346},
	publisher = {Association for Computing Machinery},
	organization = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {This paper presents an Internet adaptation of a novella called The Bellman. The design is inspired by unconventional games, particularly with regard to how interaction affects a narrative. The Bellman explores how simple mechanics can be part of the storytelling, and can have an impact on the player{\textquoteright}s emotional response. The Bellman is available at www.thebellman.ca.},
	keywords = {Games, interactive, Internet, narrative, storytelling},
	isbn = {9781450330145},
	doi = {10.1145/2658537.2662988},
	url = {https://doi.org/10.1145/2658537.2662988},
	author = {Harley, Daniel and Lachman, Richard}
}
