Here I will present my top 5 references for my research topic “Locomotion in immersive virtual environments”. Note that this is only a small selection of the interesting titles (about 50) I found until now. Additionally, I have not read all of them in depth yet, so their value for my project is not perfectly clear.
The terms “locomotion”-, “travel”- and “motion”- techniques may be used synonymously. They are generic terms for an interaction technique used in a virtual environment to change the viewpoint of the user (in a natural way).
 Bowman, D. a., Koller, D., and Hodges, L. F. Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques. In IEEE 1997 Annual International Symposium on Virtual Reality, 45–52. DOI=10.1109/VRAIS.1997.583043.
This article provides a taxonomy of motion techniques and compares some selected ones. Thus it may give valuable guidelines on how to generally compare motion techniques.
 Harm, D. L. 2002. Motion sickness neurophysiology, physiological correlates, and treatment. In Handbook of virtual environments. Design, implementation, and applications, K. M. Stanney, Ed. Human factors and ergonomics. Lawrence Erlbaum Associates, Mahwah, NJ, 637–661.
The handbook for virtual environments gives in depth information on designing virtual environments. This particular chapter covers the causes of motion sickness and possible treatments. These information may help to understand how to avoid motion sickness when moving in an immersive virtual environment.
 Laura Lynn Arns. 2002. A new taxonomy for locomotion in virtual environments.
This Phd. Thesis may not be the best quality resource (grey literature) but it seems to provide in depth information on the design as well as a taxonomy of locomotion techniques. References in this thesis might also lead to higher quality resources.
 Riecke, B. E. 2010. Compelling Self-Motion Through Virtual Environments without Actual Self-Motion – Using Self-Motion Illusions (“ Vection ”) to Improve User Experience in VR. Virtual Reality, 149–176.
To make the user believe he is moving, while he is actually not, is one of the main challenges for locomotion in a virtual environment. This article provides an in depth discussion on how to use (visually induced) self-motion illusions, so called “vection” exactly for this purpose.
 Steed, A. and Bowman, D. A. 2013. Displays and Interaction for Virtual Travel. In Human Walking in Virtual Environments, F. Steinicke, Y. Visell, J. Campos and A. Lécuyer, Eds. Springer New York, New York, NY, 147–175. DOI=10.1007/978-1-4419-8432-6_7.
The book “Human Walking in Virtual Environments” contains guidelines and approaches to enable (natural) walking in VR. I chose especially this chapter because it gives a general overview on the required hardware for input and output as well as an outline on travel techniqurs suited for immersive virtual environments. You may recognize the second author (D. A. Bowman) from the first entry of my list. He is one of the main authors in the field of human computer interaction.