Virtual Reality

Papers
(The H4-Index of Virtual Reality is 32. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-05-01 to 2025-05-01.)
ArticleCitations
Remote virtual whiteboard assistance for improving task performance during lunar surface operations180
Leading presence-based strategies to manipulate user experience in virtual reality environments139
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.117
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality107
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs102
3D model-based tracking combining edges, keypoints and fiducial markers94
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study90
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM77
Intelligence at play: game-based assessment using a virtual-reality application74
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke70
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion70
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website69
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations68
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction60
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality54
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking52
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness43
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation43
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences42
The effect of embodied interaction designs on flow experience: examination in VR games40
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments40
Concert experiences in virtual reality environments39
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study39
Full body video-based self-avatars for mixed reality: from E2E system to user study39
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities38
X-Board: an egocentric adaptive AR assistant for perception in indoor environments37
Robust vision-based glove pose estimation for both hands in virtual reality36
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma36
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness35
Spatially dependent veiling glare degrades image quality in medical extended reality35
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research34
The effects of spatial configuration on relative translation gain thresholds in redirected walking33
cleAR: an interoperable architecture for multi-user AR-based school curricula32
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