Research Publications & Presentations

As a research lab, the SURGE Lab seeks to produce research.  In addition, Dr. Hayes produced numerous relevant publications before bringing the SURGE Lab to UNT, from Purdue Fort Wayne.

  • Hayes, A., Johnson, V., Cockerham, D. (2024). More than fitness: User perceptions and hopes for getting fit in virtual reality. IEEE VR 2024. Poster Session and Extended Abstract. Orlando, FL.
  • Johnson, M, Johnson, B., Hayes, A. T., Cockerham, D. (2023) Perspectives on equitable access to VR technologies and immersive learning experiences. SITE Interactive Online 2023 Conference.
  • Hayes, A. T. Bradshaw-Ward, D*., Howard, E*., McAdams, M**., Cockerham, D. (2023).   Engaging Novice XR Users to XR for STEM Education: Enhancing User Comfort, Health and Safety in VR and AR. Proceedings of the IEEE VR Workshop on K-12+ Embodied Learning through Virtual and Augmented Reality (KELVAR). Shanghai, China.
  • Dolowitz, A*, Collier*, J. Hayes, A. T., Kumsal, C (Author & Presenter), 2022 AECT International Convention, Impacting Student Learning, "OTP- NATO’s HQ SACT’s Microlearning App Deployment," AECT Conference Proceedings, Las Vegas, Nevada, United States of America. (October 25, 2022).
  • Hayes, A. (2022). Will Virtual Reality Connect or Isolate Students? In M. V. Albert, L. Lin, M. J. Spector, & L. S. Dunn (Eds.), Bridging Human Intelligence and Artificial Intelligence (pp. 139–150). Springer International Publishing. https://doi.org/10.1007/978-3-030-84729-6_9
  • Wieland, P. S., & Hayes, A. (2021). Decentralized MTurk research during the 2020-2021 pandemic: A means for students and emerging faculty to pilot novel studies, and learn research best practices. 290–294. https://www.learntechlib.org/primary/p/220205/
  • Hayes, A. T., Dhimolea, T. K., Meng, N., & Tesh, G. (2021). Levels of Immersion for Language Learning from 2D to Highly Immersive Interactive VR. In Y.-J. Lan & S. Grant (Eds.), Contextual Language Learning: Real Language Learning on the Continuum from Virtuality to Reality (pp. 71–89). Springer. https://doi.org/10.1007/978-981-16-3416-1_4
  • Proceedings—Improve Foreign Language Speaking Proficiency in Immersive Environment | IEEE Conference Publication | IEEE Xplore. (2020).  from https://ieeexplore-ieee-org.libproxy.library.unt.edu/abstract/document/9155192/
  • Evaluating immersive experiences during Covid-19 and beyond | Interactions. (2020). Retrieved April 5, 2021, from https://dl.acm.org/doi/fullHtml/10.1145/3406098
  • Hayes, A. (2020). User-centered Design of a Gamified Immersive Virtual Library. Acta Ludologica, 3(2), 98–101.
  • Hayes, A. (2020). Engaging students through situated learning in game development: A case study of the global game jam & interdisciplinary teamwork, and community engagement. International Journal on E-Learning (IJEL).
  • Hayes, A., & Johnson, K. (2019). Cultural Embodiment in Virtual Reality Education and Training: A Reflection on Representation of Diversity. In M. Chang, E. Popescu, Kinshuk, N.-S. Chen, M. Jemni, R. Huang, J. M. Spector, & D. G. Sampson (Eds.), Foundations and Trends in Smart Learning (pp. 93–96). Springer. https://doi.org/10.1007/978-981-13-6908-7_13
  • Johns, J. Hayes, A., Grant, L. Caldwell, D. (2018). Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement. Proceedings from Human- Computer Interaction International, Las Vegas, NV.
  • Hayes, A. (2017). Using Mental Models to Design for Learning: Lessons from Game Development. Proceedings from Human-Computer Interaction International, Vancouver, BC.
  • Hayes, A. (2016). Human Factors in Instructional Design of Serious Games and Educational Simulations. 2nd International Symposium on Human Factors in Training, Education, and Learning Sciences. Orlando. FL.
  • Hayes, A., Hughes. C.E. (2016). Mixed Reality to train Medical Professionals on patient care skills. Proceedings from Medical Meets Virtual Reality Conference. Los Angeles, CA.
  • Hardin, S., Brown, S., Hayes A. (2015). The Effectiveness of TLE TeachLivETM in preparing current and future educators. Proceedings from IEEE VR 2015, Arles Provence, France.
  • Hayes, A. (2014). Approach to holistic development of serious games and learning simulations. Proceedings from Human-Computer Interaction International Heraklion, Crete: Greece: Springer.
  • Hardin, S., Hayes, A. (2013). Increasing teacher behaviors through technology. ACRES National Special Education Conference. Orlando, FL.
  • Hayes, A.,Straub, C., Dieker, L., Hynes, M., Hughes, C. (2013). TLE TeachLivETM exploration of a ludic teaching simulation. International Journal for Gaming and Simulation. Special Issue.
  • Hayes, A. (2012). A holistic approach to evaluation of simulations and serious games. Meaningful Play. Michigan State University, Lansing Michigan.
  • Hayes, A., Hardin, S. E., & Hughes, C. (2013). Perceived presence's role on learning outcomes in a mixed reality classroom of simulated students. Proceedings from Human-Computer Interaction International, Las Vegas, Nevada: Springer.
  • Hayes, P., Panbamrung, A. (2012). How computer-mediated communication increases literacy levels. Florida Literacy Conference, Open Books Open Minds. St Petersburg, Fl.
  • Panbamrung, A. & Hayes, P. (2012) Improving Literacy at all levels with CMC. Nonverbal Communication and Computer Mediated Communication to Enhance Online Learning. Presented at 17th Annual Sloan International Conference. Orlando, Florida.
  • Hayes, P., Panbamrung, A. (2011) Nonverbal communication and computer mediated communication to enhance online learning. Presented at 17th Annual Sloan International Conference for Online Learning.