Virtual Reality

Papers
(The H4-Index of Virtual Reality is 31. 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 2021-08-01 to 2025-08-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.200
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM125
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study125
Intelligence at play: game-based assessment using a virtual-reality application119
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking99
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality95
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction89
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke76
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion73
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs67
Remote virtual whiteboard assistance for improving task performance during lunar surface operations64
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality52
Leading presence-based strategies to manipulate user experience in virtual reality environments51
3D model-based tracking combining edges, keypoints and fiducial markers48
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations48
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website47
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness46
The effect of embodied interaction designs on flow experience: examination in VR games42
Full body video-based self-avatars for mixed reality: from E2E system to user study41
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments41
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study41
Robust vision-based glove pose estimation for both hands in virtual reality40
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma40
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities38
X-Board: an egocentric adaptive AR assistant for perception in indoor environments38
The effects of spatial configuration on relative translation gain thresholds in redirected walking37
Spatially dependent veiling glare degrades image quality in medical extended reality37
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research32
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness32
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation31
cleAR: an interoperable architecture for multi-user AR-based school curricula31
Concert experiences in virtual reality environments31
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