Azuma, R.T.A. (1997): A Survey of Augmented Reality. In: Presence: Teleoperators and Virtual Environments 1997 (4), pp. 355–385.
Bangcuyo, R.G./Smith, K.J./Zumach, J.L./Pierce, A.M./Guttman, G.A./Simons, C.T. (2015): The use of immersive technologies to improve consumer testing: The role of ecological validity, context and engagement in evaluating coffee. In: Food Quality and Preference 41, pp. 84–95.
Bruns, M. (2015): Virtual Reality: Eine Analyse der Schlüsseltechnologie aus der Perspektive des strategischen Managements.
Dörner, R./Broll, W./Grimm, P./Jung, B. (Hrsg.) (2013): Virtual und Augmented Reality (VR/AR). Grundlagen und Methoden der Virtuellen und Augmentierten Realität. Berlin
Hannum, M./Forzley, S./Popper, R./Simons, C.T. (2019): Does environment matter? Assessments of wine in traditional booths compared to an immersive and actual wine bar. In: Food Quality and Preference, Vol. 76.
Lichters, M./Glassl, S./Röseler, L./Nährig, K./Möslein, R./Scharf, A./Lantz, I. (2016): The use of immersive technologies in consumer testing revised: The role of contextual cues in evaluating cappuccinos in Sensory Labs, Virtual Realities, and at the actual Point of Consumption.
Lutsch, D./Scharf, A./Zanger, C. (2012): Multimodal Package Design; in: Food Quality and Preference, Vol. 39, January 2015, pp. 209-220.
Mehler-Bicher, A./Steiger, L. (2014): Augmented Reality. Theorie und Praxis, 2. Auflage, Munich.
Milgram, P./Takemura, H./Utsumi, A./Kishino, F. (1994): Augmented reality: a class of displays on the reality-virtuality continuum, pp. 282–292.
Milgram, Paul; H. Takemura; A. Utsumi; F. Kishino (1994). “Augmented Reality: A class of displays on the reality virtuality continuum”. Proceedings of Telemanipulator and Telepresence Technologies. pp. 2351–34. Retrieved 2007-03-15.
Ritter, S.M. (2012): Understanding an enhancing creative thinking. (PhD Thesis)
Ritter, S. M., Kühn, S., Müller, B. C. N., van Baaren, R. B., Brass, M., & Dijksterhuis, A. (2014). The creative brain: Schema-violations enhance TPJ activity and boos cognitive flexibility. Creativity Research Journal, 26, 144-150.
Scharf, A./Glassl, S. (2016): Sensory Branding: Bedeutung unverwechselbarer sensorischer Eigenschaften für die Markenführung; in: Baumgarth, C./Schmidt, H. J. (Hrsg.): Forum Markenforschung 2016, Springer Gabler 2018.
Scharf, T. A. (2017): Durchführung von Produkttests in virtuellen Realitäten (VR) –
Ein empirischer Vergleich mit Tests im Sensoriklabor und in natürlicher Umgebung am Beispiel von Pilsbieren (Bachelor Thesis).
Schart, D./Tschanz, N. (2015): Praxishandbuch Augmented Reality. Für Marketing, Medien und Public Relations, Konstanz u.a.
Sinesio, Fiorella, Anna Saba, Marina Peparaio, Eleonora Saggia Civitelli, Flavio Paoletti, and Elisabetta Moneta (2018): Capturing consumer perception of vegetable freshness in a simulated real-life taste situation; in: Food Research International, 105 (March), pp. 764–71.
Van Wyk, M. M. (2011). The use of cartoons as a teaching tool to enhance student learning in economics education. Journal of Social Science, 26(2), 117-130