Virtual Reality

Papers
(The H4-Index of Virtual Reality is 28. 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 2020-10-01 to 2024-10-01.)
ArticleCitations
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature179
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook153
Virtual reality consumer experience escapes: preparing for the metaverse136
Using virtual reality for dynamic learning: an extended technology acceptance model96
A review of the evidence for training effectiveness with virtual reality technology92
Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality88
Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns73
Virtual, mixed, and augmented reality: a systematic review for immersive systems research70
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility65
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload64
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences57
Quantifying VR cybersickness using EEG50
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges46
Nature in virtual reality improves mood and reduces stress: evidence from young adults and senior citizens46
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning45
Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest?44
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment43
Fear and loathing in VR: the emotional and physiological effects of immersive games41
Immersive virtual reality as physical therapy in older adults: present or future (systematic review)40
Visualization in virtual reality: a systematic review37
A mobile VR-based respiratory biofeedback game to foster diaphragmatic breathing35
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke35
Acceptance of dance training system based on augmented reality and technology acceptance model (TAM)33
Enhancing stroke assessment simulation experience in clinical training using augmented reality32
A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums31
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation31
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study30
Exploring the effect of an augmented reality literacy programme for reading and spelling difficulties for children diagnosed with ADHD28
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