On the Usability of Consumer Locomotion Techniques in Serious Games: Comparing Arm Swinging, Treadmills and Walk-in-Place. - Davide Calandra 001; Fabrizio Lamberti; Massimo Migliorini (ICCE-Berlin, 2019)

An Immersive Virtual Reality Platform for Training CBRN Operators. - Fabrizio Lamberti; Federico De Lorenzis; Filippo Gabriele Pratticò; Massimo Migliorini (COMPSAC, 2021)

A Multi-role, Multi-user, Multi-technology Virtual Reality-based Road Tunnel Fire Simulator for Training Purposes. - Davide Calandra 001; Filippo Gabriele Pratticò; Massimo Migliorini; Vittorio Verda; Fabrizio Lamberti (VISIGRAPP (1: GRAPP), 2021)

Challenges in Virtual Reality Training for CRBN Events. - Georg Regal; Helmut Schrom-Feiertag; Massimo Migliorini; Massimiliano Guarneri; Daniele Di Giovanni; Andrea D'Angelo; Markus Murtinger (XR (2), 2022)

A Study on Affordable Manipulation in Virtual Reality Simulations: Hand-Tracking versus Controller-Based Interaction. - Federico De Lorenzis; Marina Nadalin; Massimo Migliorini; Francesca Scarrone; Fabrizio Lamberti; Jacopo Fiorenza (VR Workshops, 2023)

Challenges in Virtual Reality Training for CBRN Events. - Georg Regal; Daniele Pretolesi; Helmut Schrom-Feiertag; Jaison Puthenkalam; Massimo Migliorini; Elios De Maio; Francesca Scarrone; Marina Nadalin; Massimiliano Guarneri; Grace P. Xerri; Daniele Di Giovanni; Paola Tessari; et al. (Multimodal Technol. Interact., 2023)

Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences. - Rojin Bayat; Elios De Maio; Jacopo Fiorenza; Massimo Migliorini; Fabrizio Lamberti (GEM, 2024)