Virtual Reality

Papers
(The H4-Index of Virtual Reality is 33. 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 2022-05-01 to 2026-05-01.)
ArticleCitations
3D model-based tracking combining edges, keypoints and fiducial markers242
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study181
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality170
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion138
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs108
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM90
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations80
Intelligence at play: game-based assessment using a virtual-reality application75
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking71
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction70
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.60
The effect of embodied interaction designs on flow experience: examination in VR games56
Full body video-based self-avatars for mixed reality: from E2E system to user study56
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness55
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments53
Robust vision-based glove pose estimation for both hands in virtual reality52
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness52
Spatially dependent veiling glare degrades image quality in medical extended reality50
X-Board: an egocentric adaptive AR assistant for perception in indoor environments50
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma49
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research48
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study44
Concert experiences in virtual reality environments42
The effects of spatial configuration on relative translation gain thresholds in redirected walking41
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality39
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation37
Virtual reality interaction based on visual attention and kinesthetic information37
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video36
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference35
cleAR: an interoperable architecture for multi-user AR-based school curricula35
Hands-free multi-type character text entry in virtual reality34
Marketing in the metaverse era: toward an integrative channel approach34
Design and evaluation of an adaptive virtual reality training system33
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