Virtual Reality

Papers
(The median citation count of Virtual Reality is 10. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study248
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion191
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs181
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM144
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations109
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality94
Intelligence at play: game-based assessment using a virtual-reality application85
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.77
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction75
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking73
3D model-based tracking combining edges, keypoints and fiducial markers63
The effect of embodied interaction designs on flow experience: examination in VR games59
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness58
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments57
Full body video-based self-avatars for mixed reality: from E2E system to user study56
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma55
Robust vision-based glove pose estimation for both hands in virtual reality55
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness53
X-Board: an egocentric adaptive AR assistant for perception in indoor environments53
The effects of spatial configuration on relative translation gain thresholds in redirected walking52
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research50
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study49
Spatially dependent veiling glare degrades image quality in medical extended reality43
Concert experiences in virtual reality environments40
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation40
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality39
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video38
cleAR: an interoperable architecture for multi-user AR-based school curricula36
Marketing in the metaverse era: toward an integrative channel approach36
Virtual reality interaction based on visual attention and kinesthetic information35
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference34
Utilization of virtual reality for operating room fire safety training: a randomized trial34
Hands-free multi-type character text entry in virtual reality34
Design and evaluation of an adaptive virtual reality training system32
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies31
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis31
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results29
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness29
Effects of enactment in virtual reality: a comparative experiment on memory for action29
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort28
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial26
Acceptance and use of virtual reality games: an extension of HMSAM26
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption26
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload25
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training24
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors24
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop24
A real-time wearable AR system for egocentric vision on the edge24
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study24
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality23
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children23
The influence of attentional engagement and spatial characteristics on time perception in virtual reality23
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture22
Automatic portals layout for VR navigation22
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study22
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention22
Recognizing shopper demographics from behavioral responses in a virtual reality store22
A virtual reality platform to simulate orientation and mobility training for the visually impaired22
Demographic differences in presence across seven studies20
Design and calibration of curved and see-through integral imaging 3D display20
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study20
A user experience analysis for a mobile Mixed Reality application for cultural heritage20
A comparative study of CT-based volumetric assessment methods for total lung capacity with the development of an adjustment factor: incorporating VR imaging for improved accuracy20
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning20
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality20
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse19
Wordsphere: virtual reality text input interface19
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames19
Suitability test of virtual reality applications for older people considering the spatial orientation ability19
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems19
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges19
E-faceatlasAR: extend atlas of facial acupuncture points with auricular maps in augmented reality for self-acupressure18
Mixed reality holograms for percutaneous lead extraction of cardiac implantable electronic devices18
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal18
Egocentric upper limb segmentation in unconstrained real-life scenarios17
Visualization in virtual reality: a systematic review17
SAPIENS in XR: operationalizing interaction-attention in extended reality17
A visuo-haptic mixed reality manual milling training simulator17
Immersive virtual reality and passive haptic interfaces to improve procedural learning in a formal training course for first responders16
Retraction Note: Subjective visual vertical in virtual reality (Curator SVV): validation and normative data16
Using narrative 360° video as a tool to promote breast self-examination16
How to shoot yourself right with a smartphone?16
Mild simulator sickness can alter heart rate variability, mental workload, and learning outcomes in a 360° virtual reality application for medical education: a post hoc analysis of a randomized contro16
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience15
The distinction between first-person perspective and third-person perspective in virtual bodily self-consciousness15
The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development15
FreesoundVR: soundscape composition in virtual reality using online sound repositories15
An augmented reality application and experiment for understanding and learning spatial transformation matrices15
A collaborative AR application for education: from architecture design to user evaluation14
A systematic evaluation of an RTK-GPS device for wearable augmented reality14
Virtual reality natural experiences for mental health: comparing the effects between different immersion levels14
Virtual reality for fire safety training: study of factors involved in immersive learning14
A low-cost AR application to control arm prosthesis14
VR unseen gaze: inducing feeling of being stared at in virtual reality14
Wand: $$360^{\circ }$$ video projection mapping using a $$360^{\circ }$$ camera14
Real and perceived feet orientation under fatiguing and non-fatiguing conditions in an immersive virtual reality environment14
DexHand: dexterous hand manipulation motion synthesis for virtual reality13
Seamless-walk: natural and comfortable virtual reality locomotion method with a high-resolution tactile sensor13
Training in virtual reality enables learning of a complex sports movement13
A cross-platform application for the ecological and remote assessment of memory impairment in aging: ECO-MEMORY13
Correction: Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising13
Taking real steps in virtual nature: a randomized blinded trial13
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis13
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals13
A comprehensive survey on AR-enabled local collaboration12
Psychological predictors of consumer-level virtual reality technology adoption and usage12
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games12
H-GOMS: a model for evaluating a virtual-hand interaction system in virtual environments12
Machine learning classification analysis for an adaptive virtual reality Stroop task12
Brain activity during cybersickness: a scoping review12
Construction and effect of relationships with agents in a virtual reality environment12
Haptic/virtual reality orthopedic surgical simulators: a literature review12
Improving student learning outcomes using narrative virtual reality as pre-training12
Affective experience in a virtual crowd regulates perceived travel time12
Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention12
User experiences of medical students with 360-degree virtual reality applications to prepare them for the clerkships12
Using a virtual reality interview simulator to explore factors influencing people’s behavior12
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges11
Is social presence (alone) a general predictor for good remote collaboration? comparing video and augmented reality guidance in maintenance procedures11
The value of collision feedback in robotic surgical skills training11
The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments11
Development of a customizable interactions questionnaire (CIQ) for evaluating interactions with objects in augmented/virtual reality11
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal11
Local geometric edge features based registration for textureless object in augmented reality assisted assembly11
Assessing the validity of VR as a training tool for medical students11
Development of educational virtual reality attitude scale: A validity and reliability study11
Overground walking while using a virtual reality head mounted display increases variability in trunk kinematics and reduces dynamic balance in young adults11
Navigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheeling11
Rendering massive indoor point clouds in virtual reality10
Eye-tracking on virtual reality: a survey10
Sensory cue integration of visual and vestibular stimuli: a case study for 4D rides10
The study of virtual reality influence on the process of professional training of miners10
Effects of coordinate system and position of AR notification while walking10
Constructing hermeneutical relations: a postphenomenological inquiry into immersive VR memory palaces10
Correction: cleAR: an interoperable architecture for multi-user AR-based school curricula10
Virtual and real ATM use performance in patients with acquired brain injury and healthy controls10
Shaping the auditory peripersonal space with motor planning in immersive virtual reality10
Text readability in augmented reality: a multivocal literature review10
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