This appendix is a list of studies or industries that have not been explored by this series of articles.
## References from University of Bremen study
- 1. William Bares, Scott McDermott, Christina Boudreaux, and Somying Thainimit. 2000. Virtual 3D camera composition from frame constraints. In Proceedings of the eighth ACM international conference on Multimedia. ACM, 177–186.
- 2. Lonni Besançon, Paul Issartel, Mehdi Ammi, and Tobias Isenberg. 2017. Mouse, tactile, and tangible input for 3D manipulation. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, 4727–4740.
- 3. Doug Bowman, Ernst Kruijff, Joseph J LaViola Jr, and Ivan P Poupyrev. 2005. 3D User Interfaces: Theory and Practice. Addison-Wesley.
- 4. Doug A Bowman, Sabine Coquillart, Bernd Froehlich, Michitaka Hirose, Yoshifumi Kitamura, Kiyoshi Kiyokawa, and Wolfgang Stuerzlinger. 2008. 3d user interfaces: New directions and perspectives. IEEE computer graphics and applications 28, 6 (2008), 20–36.
- 5. David K Elson and Mark O Riedl. 2007. A Lightweight Intelligent Virtual Cinematography System for Machinima Production. AIIDE 2 (2007), 3. 6. Lawrence J Hettinger and Gary E Riccio. 1992. Visually induced motion sickness in virtual environments. Presence: Teleoperators & Virtual Environments 1, 3 (1992), 306–310.
- 7. Ryosuke Ichikari, Keisuke Kawano, Asako Kimura, Fumihisa Shibata, and Hideyuki Tamura. 2006. Mixed Reality Pre-visualization and Camera-work Authoring in Filmmaking. In Proceedings of the 5th IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR ’06). IEEE Computer Society, Washington, DC, USA, 239–240.
- 8. Jason Jerald. 2015. The VR book: human-centered design for virtual reality. Morgan & Claypool. 9. Shohei Mori, Ryosuke Ichikari, Fumihisa Shibata, Asako Kimura, and Hideyuki Tamura. 2011. Enabling On-set Stereoscopic MR-based Previsualization for 3D Filmmaking. In SIGGRAPH Asia 2011 Sketches (SA ’11). ACM, New York, NY, USA, 14:1–14:2.
- 10. Michael Nitsche. 2008. Experiments in the use of game technology for pre-visualization. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share. ACM, 160–165.
- 11. Jeffrey A Okun and Susan Zwerman. 2010. The VES handbook of visual effects: industry standard VFX practices and procedures. Taylor & Francis.
- 12. Ryuhei Tenmoku, Ryosuke Ichikari, Fumihisa Shibata, Asako Kimura, and Hideyuki Tamura. 2006. Design and prototype implementation of MR pre-visualization workflow. In DVD-ROM Proc. Int. Workshop on Mixed Reality Technology for Filmmaking. 1–7.
- 13. Ryuhei Tenmoku, Fumihisa Shibata, and Hideyuki Tamura. 2009. Constructing Action Scenes for Mixed Reality Previsualization. In ACM SIGGRAPH ASIA 2009 Sketches (SIGGRAPH ASIA ’09). ACM, New York, NY, USA, 37:1–37:1.
- 14. Colin Ware and Steven Osborne. 1990. Exploration and virtual camera control in virtual three dimensional environments. In ACM SIGGRAPH Computer Graphics, Vol. 24. ACM, 175–183.
## Article premises
- On the rehearsal as a social enterprise
- On Creatives and AI
## Websites
- Further exploration into three.js capabilities as exemplified by My Room in 3d https://my-room-in-3d.vercel.app
- RSC's application of XR and Spatial in previsualisation https://workingnotworking.com/projects/217033-the-european-games-2015-previs-animation
## Research papers
- Geometry Crafter https://huggingface.co/TencentARC/GeometryCrafter
- Depth Crafter https://huggingface.co/papers/2409.02095
- Articulated Kinematics Distillation from Video Diffusion Models https://huggingface.co/papers/2504.01204
- Previs-Real:Interactive virtual previsualization system for news shooting rehearsal and evaluation https://www.researchgate.net/publication/387551966_Previs-RealInteractive_virtual_previsualization_system_for_news_shooting_rehearsal_and_evaluation
- Use of Digital Twins in marine biological surveying https://www.researchgate.net/publication/390190454_Exploring_the_Use_of_Data_in_a_Digital_Twin_for_the_Marine_and_Coastal_Environment
- Volkmar, G. Muender, T. Weing, D. & Malaka, R. (2020) Evaluation of Natural User Interfaces in the Creative Industries. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems.
- Evaluation of Natural User Interfaces (acm.org)
- An Exploration of Theatre Rehearsals in Social Virtual Reality - researchgate - https://www.researchgate.net/publication/370178024_An_Exploration_of_Theatre_Rehearsals_in_Social_Virtual_Reality
- Exploring the use of a digital twin in theatre stage design - https://www.researchgate.net/publication/374552658_Exploring_the_use_of_a_digital_twin_in_theatre_stage_design
- Deeper background research on VR use for previsualisation practice across creative disciplines
- Empowering Creative People: Virtual Reality for Previsualization, published 2018 https://dl.acm.org/doi/10.1145/3170427.3188612
- Deep background research on history and projected development of VR/XR
- Historical timeline of research and developments in VR from 1990 to 2000 https://cgvr.cs.uni-bremen.de/papers/ieeevr24/Archiving-VR.pdf
- Roadmapping Extended Reality: Fundamentals and Applications, published July 2022 https://onlinelibrary.wiley.com/doi/book/10.1002/9781119865810
- University of Bremen's recent work using VR simulation tools for surgery and other medical applications https://cgvr.cs.uni-bremen.de/publications/
## References from University of Lapland study
- Dixon (2006) provides an overview of the use of VR in the performing arts, including works that recreated of ancient theatres in VR.
- VR is a medium characterized by its interactivity, spatiality, and real-time nature (Whyte, 2002).
## Military Use of VR/XR
- Anduril
- Microsoft
## Medical Industry application of VR hands-on simulation at large