Hayes, A. T. (2017). Ethical Delivery of Information in Virtual, Augmented and Reality.
Hayes, A. T. (2022). Will Immersive Environments Connect or Isolate Students. EDUCATIONAL COMMUNICATIONS AND TECHNOLOGY: ISSUES AND INNOVATIONS.
Hayes, A. T., Kucher, T., Meng, N. (2021). Levels of immersion for language learning from 2D to highly immersive interactive VR. Singapore: Contextual Language Learning. https://link-springer-com.libproxy.library.unt.edu/chapter/10.1007/978-981-16-3416-1_4
Hayes, A. T. (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.
Meng, N., Li, Q., Knight, L. J., Hayes, A. T. (2020). Panel-Improve Foreign Language Speaking Proficiency in Immersive Environment. Other. 411-412. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85091634243&doi=10.23919%2fiLRN47897.2020.9155192&partnerID=40&md5=c3257e1a74c9bf794adb982425fcb7f4
Fowler, M., Hayes, A. T., Kanika, B. (2019). The Social Net of Sentiment: Improving the Base Sentiment Analysis of High Impact Events with Lexical Category Exploration. Fort Wayne: the Intelligent Systems Conference (IntelliSys). 2101 E. Coliseum Blvd, #102
Hayes, A. T., K. (2019). Inclusivity in Cultural Embodiment in Virtual Reality Education and Training Experiences: A Reflection on Diverse Representations. 4. International Conference on Smart Learning Environments.
Johns, J. D., Hayes, A. T., Grant, L., Caldwell, D. (2018). Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement. Learning and Collaboration Technologies. Learning and Teaching. 150-163. Springer International Publishing. http://dx.doi.org/10.1007/978-3-319-91152-6_12
Licato, J., Hayes, A. T. (2017). Foreword. Other. 1. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85031297354&partnerID=40&md5=9e1497295a03f8fba102f7c3d77f70e5
Hayes, A. T. (2017). Using Mental Models to Design for Learning: Lessons from Game Development. Lecture Notes in Computer Science. 433-442. Springer International Publishing. http://dx.doi.org/10.1007/978-3-319-58509-3_34
Hayes, A. T., Hughes, C. E. (2016). Using Human in The Loop Simulation in Virtual and Mixed Reality for Medical Training.
Hayes, A. T. (2014). Measuring Social Presence and Impact of Social Presence in TeachLivE: Ludic Convergence. Other. 19.
Hayes, A., Kaplan-Rakowski, R., D., Archibald, A., Lucke, H., Heap, T., Taylor, D. (2022). Implementing low-cost 360° video technology to promote core skills in journalism courses. Journalism & Mass Communication Educator. AECT.
Hayes, A. (2022). Engaging Students through Situated Learning in Game Development: A Case Study of the Global Game Jam & Interdisciplinary Teamwork, and Community Engagement. 3. Granbury, TC: AACE. https://www-learntechlib-org.libproxy.library.unt.edu/p/221218/
Hayes, A. T. Iterative Design and Integration of a Microlearning Mobile App for Performance Improvement and Support for NATO Employees. TECH Trends. Denton: Springer.
Hayes, A., Bailenson, J., C. (2022). Identifying and Coding Behavioral Indicators of Social Presence with a Social Presence Behavioral Coding System. Frontiers in Psychology. https://www.frontiersin.org/articles/10.3389/frvir.2022.773448/full
Hayes, A. (2020). User Centered Design of a Gamified Immersive Virtual Library. Denton:.
Hayes, A. T., Johnson, K. R. (2019). Cultural Embodiment in Virtual Reality Education and Training: A Reflection on Representation of Diversity. Other. 93-96. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85063724039&doi=10.1007%2f978-981-13-6908-7_13&partnerID=40&md5=755df7519e0d8a5bdbfb810ea9012619
Johns, J., Hayes, A. T., Grant, L., Caldwell, D. (2018). Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement. Other. 10925 LNCS, 150-163. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85050476701&doi=10.1007%2f978-3-319-91152-6_12&partnerID=40&md5=f9d49e2fca95a369c58683421467d800
Hayes, A. T. (2017). Using mental models to design for learning: Lessons from game development. Other. 10295 LNCS, 433-442. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85025136759&doi=10.1007%2f978-3-319-58509-3_34&partnerID=40&md5=c96a94b17c92418d6e70f211281b0e77
Hayes, A. (2014). An approach to holistic development of serious games and learning simulations. Other. 8524 LNCS(PART 2), 42-49. https://www.scopus.com/inward/record.uri?eid=2-s2.0-84903710334&doi=10.1007%2f978-3-319-07485-6_5&partnerID=40&md5=4ab4298f82ee9f552b6fdf327cd1a6c9
Hayes, A., Straub, C., Dieker, L., Hughes, C., Hynes, M. (2013). Ludic learning: Exploration of TLE TeachLivE™ and effective teacher training. Other. 5(2), 20-33. https://www.scopus.com/inward/record.uri?eid=2-s2.0-84887453745&doi=10.4018%2fjgcms.2013040102&partnerID=40&md5=4921bfb4e153c1c8e6fed8cbe71588c3
Hayes, A. T., Straub, C. L., Dieker, L. A., Hughes, C. E., Hynes, M. C. (2013). Ludic learning: Exploration of TLE TeachLivE™ and effective teacher training. Other. 5(2), 20--33. IGI Global.
Hayes, A., Hardin, S., Hughes, C. (2013). Perceived Presence's role on learning outcomes in a mixed reality classroom of simulated students. Other. 8022 LNCS(PART 2), 142-151. https://www.scopus.com/inward/record.uri?eid=2-s2.0-84884889257&doi=10.1007%2f978-3-642-39420-1_16&partnerID=40&md5=bf1bcbf0fb76ff90e093a7de6493baaa
Whitten, E., Enicks, A., Wallace, L., Morgan, D. (2013). Study of a mixed reality virtual environment used to increase teacher effectiveness in a pre-service preparation program. Other. 38.
Steed, A., Ortega, F., Williams, A., Kruijff, E., Stuerzlinger, W., Batmaz, A., Won, A., Rosenberg, E., Simeone, A., Hayes, A. T. (2020). Evaluating immersive experiences during Covid-19 and beyond. Other. 27(4), 62-67. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85094624626&doi=10.1145%2f3406098&partnerID=40&md5=b02686d966f654cc777712c4f9c7f0c1
Hayes, A. T. (2016). The Future of Virtual, Augmented, and Mixed Reality.