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Research · The collection

Thirteen papers. Thirteen holo cards.

Every paper on my publication list, as a card you can tilt, flip and keep. The front is the paper. The back says what it found, in plain English.

The collection

Four foils, one for each kind of paper.

Tap or click a card, or its Flip button, to turn it over. On a computer, move your pointer across a card to catch the light. Save keeps a copy you can share.

  1. No. 01Conference

    ACM VRST · 2026

    The Role of Display Type and Camera Perspective in Shaping VR Presence and Motion Sickness

    ACM VRSTSendai 2026
    yasassri.me/cards01/13
    What it’s about

    How the kind of display you use, and where the camera sits, shape two things in VR: how present you feel, and whether you feel sick. I present it at ACM VRST in Sendai, Japan, on 16–18 November 2026.

    Wickramasinghe, Y.S. (presenting author), et al. 32nd ACM Symposium on Virtual Reality Software and Technology (VRST 2026).

    No. 01 · ACM VRST 2026
  2. No. 02Journal

    MDPI MTI · 2025

    Evaluating Spatial Decision-Making and Player Experience in a Remote Multiplayer Augmented Reality Hide-and-Seek Game

    Study 0260 participants
    yasassri.me/cards02/13
    The finding

    Hide-and-seek between players in different places, compared with playing in the same room. AR changed where people hid and searched: they used mid-air and vertical space. A lightweight view-cone cue made players feel connected without avatars or video.

    Multimodal Technologies and Interaction, 9(8), 79. MDPI. Open access. With H. Lukosch, J. Everett & S. Lukosch.

    No. 02 · MDPI MTI 2025
  3. No. 03Conference

    ACM OzCHI · 2025

    On the Impact of Augmented Reality Game Mechanics on the Player Experience in Remote Multiplayer Gameplay

    Study 0338 participants
    yasassri.me/cards03/13
    The finding

    Real-time object manipulation, particle-effect feedback and time pressure, built into remote multiplayer AR play. These core AR mechanics deepened strategic search and engagement when they came with clear feedback and well-calibrated constraints.

    37th Australian Conference on Human-Computer Interaction (OzCHI ’25). ACM. With H. Lukosch, J. Everett & S. Lukosch.

    No. 03 · ACM OzCHI 2025
  4. No. 04Conference

    IEEE VR · 2025

    Augmented Hide-And-Seek: Evaluating Spatial Decision-Making and Player Experience in a Multiplayer Location-Based Game

    Study 0260 participants
    yasassri.me/cards04/13
    The finding

    Study 02 at IEEE VR: location-based AR hide-and-seek between remote players, compared with co-located play. AR shifted players’ strategies toward mid-air and vertical space.

    2025 IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR ’25). IEEE. With H. Lukosch, J. Everett & S. Lukosch.

    No. 04 · IEEE VR 2025
  5. No. 05Journal

    Elsevier · 2025

    Representing Remote Locations with Location-Based Augmented Reality Game Design

    Study 0130 participants
    yasassri.me/cards05/13
    The finding

    Three ways to show someone a remote room in AR: Window, Overlay and Tabletop. Overlay gave the strongest sense of “being there”; Window felt like the remote place extending into your own; Tabletop gave a detached, strategic overview.

    Entertainment Computing, 53, 100932. Elsevier. With H. Lukosch, J. Everett & S. Lukosch.

    No. 05 · Elsevier 2025
  6. No. 06Thesis

    PhD · University of Canterbury

    Designing Multiplayer Location-Based Augmented Reality Games that Connect Remote Players and Places

    3 studies128 participants
    yasassri.me/cards06/13
    The question

    How can augmented reality make meaningful use of the real world so remote players can play together, live? Three user studies answer it: how to represent a remote space, how players decide where to go in it, and which AR mechanics make distributed play meaningful.

    PhD thesis, Human Interface Technology, HIT Lab NZ, University of Canterbury. Supervised by S. Lukosch, H. Lukosch & J. Everett.

    No. 06 · PhD University of Canterbury
  7. No. 07Conference

    ACM SUI · 2024

    Trustful Trading in Shared Augmented Reality

    Shared AR36 participants
    yasassri.me/cards07/13
    What it’s about

    When people exchange virtual items in shared AR, do they trust each other? A 36-participant study of how design choices shape that trust.

    Ritter, M., Liew, K., Wickramasinghe, Y.S. & Lukosch, S. Proceedings of the 2024 ACM Symposium on Spatial User Interaction (SUI ’24). ACM.

    No. 07 · ACM SUI 2024
  8. No. 08Report

    HIT Lab NZ · 2024

    Trust and Trustworthiness While Exchanging Virtual Items in Shared Augmented Reality

    HIT Lab NZTech report
    yasassri.me/cards08/13
    What it’s about

    How trust and trustworthiness play out when people swap virtual items in shared AR. It shares its title with M. Ritter’s master’s thesis, which I co-supervised.

    Ritter, M., Lukosch, S., Liew, K. & Wickramasinghe, Y. Technical report, HIT Lab NZ, University of Canterbury.

    No. 08 · HIT Lab NZ 2024
  9. No. 09Conference

    ISAGA · 2023

    Designing Immersive Multiplayer Location-Based Augmented Reality Games with Remotely Shared Spaces

    ISAGA 2023pp. 204–214
    yasassri.me/cards09/13
    What it’s about

    An early paper from my PhD: how to design immersive multiplayer location-based AR games in which players in different places share one space.

    Wickramasinghe, Y.S., Lukosch, S. & Lukosch, H. 54th Conference of the International Simulation and Gaming Association (ISAGA 2023), pp. 204–214.

    No. 09 · ISAGA 2023
  10. No. 10Journal

    ManTech · 2022

    Generating Dynamic Indoor Environments with Virtual Reality Markups

    Journalpp. 34–75
    yasassri.me/cards10/13
    What it’s about

    Using markup to generate dynamic indoor environments in virtual reality. The same team’s 2017 IEEE paper introduced a VR markup framework.

    Wickramasinghe, W.A.U.Y.S., De Saram, P.S.R.S., Liyanage, C.P. & Rangika, L.N.R. Journal of Software Engineering & Software Testing, 6(3), 34–75.

    No. 10 · ManTech 2022
  11. No. 11Conference

    IRC · 2022

    A Review on Reimagining Medical Education with Virtual Reality in Emerging Medical Disciplines

    Reviewp. 36
    yasassri.me/cards11/13
    What it’s about

    A review of how virtual reality could reshape teaching in emerging medical disciplines. It grew from J. Inparajah’s final-year thesis at the University of Moratuwa, which I supervised.

    Inparajah, J. & Wickramasinghe, W. 15th International Research Conference, p. 36.

    No. 11 · IRC 2022
  12. No. 12Conference

    IEEE ICETSS · 2017

    Virtual Reality Markup Framework for Generating Interactive Indoor Environment

    IEEEICETSS 2017
    yasassri.me/cards12/13
    What it’s about

    A markup framework for generating interactive indoor environments in virtual reality: describe the space in markup, and the framework builds it.

    Wickramasinghe, W., De Saram, P., Liyanage, C.P., Rangika, L.N.R., et al. 2017 IEEE 3rd International Conference on Engineering Technologies and Social Sciences (ICETSS).

    No. 12 · IEEE ICETSS 2017
  13. No. 13Conference

    ITRU · 2015

    A Mobile Application with Augmented Reality to Enhance Sinhala Learning Experience for Children

    ITRU 2015Moratuwa
    yasassri.me/cards13/13
    What it’s about

    A mobile AR app to help children learn Sinhala. The earliest paper on this list, from my undergraduate years at the University of Moratuwa.

    Wickramasinghe, W. & Gunasekara, E.H.D.A. Research Symposium of the Information Technology Research Unit (ITRU 2015), University of Moratuwa.

    No. 13 · ITRU 2015
Beyond the cards

Want this research in your product, or on your stage?

I help teams decide whether an AR or VR idea deserves a budget, test immersive experiences with real players, and speak about designing shared worlds across distance.