Virtual Reality

Papers
(The H4-Index of Virtual Reality is 27. 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 2020-03-01 to 2024-03-01.)
ArticleCitations
Virtual reality and augmented reality in social learning spaces: a literature review142
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature127
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook112
Virtual reality consumer experience escapes: preparing for the metaverse85
Adaptive virtual reality-based training: a systematic literature review and framework78
Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay71
Using virtual reality for dynamic learning: an extended technology acceptance model64
Comparing the effectiveness of fire extinguisher virtual reality and video training64
A review of the evidence for training effectiveness with virtual reality technology63
Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality55
Estimating cybersickness from virtual reality applications55
Virtual reality and 360° panorama technology: a media comparison to study changes in sense of presence, anxiety, and positive emotions52
Virtual, mixed, and augmented reality: a systematic review for immersive systems research51
Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality48
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences47
Testing the construct validity of a soccer-specific virtual reality simulator using novice, academy, and professional soccer players42
Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns41
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility41
Quantifying VR cybersickness using EEG39
Performance evaluation of AR/VR training technologies for EMS first responders38
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload35
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning34
Immersive virtual reality as physical therapy in older adults: present or future (systematic review)31
Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest?30
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment29
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke29
Nature in virtual reality improves mood and reduces stress: evidence from young adults and senior citizens29
A VR training system for learning and skills development for construction workers27
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