Virtual Reality

Papers
(The median citation count of Virtual Reality is 2. 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
Fear and loathing in VR: the emotional and physiological effects of immersive games26
Acceptance of dance training system based on augmented reality and technology acceptance model (TAM)25
A mobile VR-based respiratory biofeedback game to foster diaphragmatic breathing24
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation24
Exploring the effect of an augmented reality literacy programme for reading and spelling difficulties for children diagnosed with ADHD24
Revisiting affordance perception in contemporary virtual reality23
Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator23
Enhancing stroke assessment simulation experience in clinical training using augmented reality23
Conceptualising touch in VR22
Designing virtual environments for attitudes and behavioral change in plastic consumption: a comparison between concrete and numerical information21
A novel method for VR sickness reduction based on dynamic field of view processing20
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges19
Comparison of gaze accuracy and precision in real-world and virtual reality19
Performance enhancement of facial electromyogram-based facial-expression recognition for social virtual reality applications using linear discriminant analysis adaptation18
A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums18
Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR18
The effectiveness of a virtual reality attention task to predict depression and anxiety in comparison with current clinical measures18
Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update18
Three-dimensional modeled environments versus 360 degree panoramas for mobile virtual reality training18
Automatic detection and classification of emotional states in virtual reality and standard environments (LCD): comparing valence and arousal of induced emotions17
Assessing the learning and transfer of gaze behaviours in immersive virtual reality17
Social viewing in cinematic virtual reality: a design space for social movie applications17
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world17
Immersive training of first responder squad leaders in untethered virtual reality16
Visualization in virtual reality: a systematic review16
A virtual classroom can elicit teachers’ speech characteristics: evidence from acoustic measurements during in vivo and in virtuo lessons, compared to a free speech control situation16
A framework for fidelity evaluation of immersive virtual reality systems16
Comparing augmented reality visualization methods for assembly procedures16
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study16
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific16
Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality15
Comparison of spatial orientation skill between real and virtual environment15
A scoping review of the educational uses of 6DoF HMDs15
Influence of navigation parameters on cybersickness in virtual reality15
MagicChem: a MR system based on needs theory for chemical experiments15
My hands? Importance of personalised virtual hands in a neurorehabilitation scenario15
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience15
Eye movements to absent objects during mental imagery and visual memory in immersive virtual reality15
Spatial and attentional aftereffects of virtual reality and relations to cybersickness14
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience14
Effects of voluntary heart rate control on user engagement and agency in a virtual reality game14
Sustained inattentional blindness in virtual reality and under conventional laboratory conditions14
Immersive virtual reality as an empirical research tool: exploring the capability of a machine learning model for predicting construction workers’ safety behaviour14
The effect of paper-based manual and stereoscopic-based mobile augmented reality systems on knowledge retention14
The influence of personality, sound, and content difficulty on virtual reality sickness13
A use case study comparing augmented reality (AR) and electronic document-based maintenance instructions considering tasks complexity and operator competency level13
The potential of immersive virtual reality for representations in design education13
Assessment of consumer VR-headsets’ objective and subjective field of view (FoV) and its feasibility for visual field testing13
Quantitative evaluation of visual guidance effects for 360-degree directions13
“Passive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patients”12
Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator12
Virtual reality applied to physiotherapy: a review of current knowledge12
Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence11
Exploiting fashion x-commerce through the empowerment of voice in the fashion virtual reality arena11
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space11
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation11
Contributions of pictorial and binocular cues to the perception of distance in virtual reality11
Follower behavior under stress in immersive VR11
The effects of touchless interaction on usability and sense of presence in a virtual environment11
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption11
Single-channel EEG measurement of engagement in virtual rehabilitation: a validation study11
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems11
Augmented reality instructions for construction toys enabled by accurate model registration and realistic object/hand occlusions10
Virtual body representation for rehabilitation influences on motor performance of cerebral palsy children10
Cost–benefit analysis of virtual reality-based training for emergency rescue workers: a socio-technical systems approach10
Towards socialVR: evaluating a novel technology for watching videos together10
A comprehensive method to design and assess mixed reality simulations10
Development of a virtual reality laboratory stressor10
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach10
Hand-adaptive user interface: improved gestural interaction in virtual reality10
Haptic-enabled virtual training in orthognathic surgery10
The ObReco-360°: a new ecological tool to memory assessment using 360° immersive technology10
Training in virtual reality enables learning of a complex sports movement10
The relationships between the exploration of virtual space, its presence and entertainment in virtual reality, 360º and 2D9
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion9
Framework for developing alternative reality environments to engineer large, complex systems9
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation9
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings9
Usability, user experience and mental workload in a mobile Augmented Reality application for digital storytelling in cultural heritage9
Investigation of spatial ability test completion times in virtual reality using a desktop display and the Gear VR9
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction9
Towards estimating affective states in Virtual Reality based on behavioral data8
Designing effective virtual reality environments for pain management in burn-injured patients8
An experimental investigation of menu selection for immersive virtual environments: fixed versus handheld menus8
Marketing in the metaverse era: toward an integrative channel approach8
Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality8
Surgical navigation system for brachytherapy based on mixed reality using a novel stereo registration method8
Satisfied or not: user experience of mobile augmented reality in using natural language processing techniques on review comments8
Exploring colour in context using Virtual Reality: Does a room change how you feel?8
Rehabilitation of visual functions in adult amblyopic patients with a virtual reality videogame: a case series8
From TAM to AVRTS: development and validation of the attitudes toward Virtual Reality Technology Scale8
Short- and long-term learning of job interview with a serious game in virtual reality: influence of eyestrain, stereoscopy, and apparatus8
Multimodal markers for technology-independent integration of augmented reality devices and surgical navigation systems8
Comparison of the effect of 360° versus two-dimensional virtual reality video on history taking and physical examination skills learning among undergraduate medical students: a randomized controlled t8
Kinematics of aimed movements in ecological immersive virtual reality: a comparative study with real world7
Machine learning classification analysis for an adaptive virtual reality Stroop task7
Mixed reality system for nondestructive evaluation training7
Comparing touch-based and head-tracking navigation techniques in a virtual reality biopsy simulator7
The assessment of virtual reality training in antromastoidectomy simulation7
Simulation-based surgical training systems in laparoscopic surgery: a current review7
Participatory design and evaluation of virtual reality physical rehabilitation for people living with dementia7
Harmonize: a shared environment for extended immersive entertainment7
Educational UTAUT-based virtual reality acceptance scale: a validity and reliability study7
Immersive machine learning for social attitude detection in virtual reality narrative games7
Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults7
Evaluation of the Oculus Rift S tracking system in room scale virtual reality7
The virtualization of human–robot interactions: a user-centric workload assessment7
Trick the body trick the mind: avatar representation affects the perception of available action possibilities in virtual reality7
Robustness and static-positional accuracy of the SteamVR 1.0 virtual reality tracking system7
BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task7
Fooling the size–weight illusion—Using augmented reality to eliminate the effect of size on perceptions of heaviness and sensorimotor prediction7
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality7
NapWell: An EOG-based Sleep Assistant Exploring the Effects of Virtual Reality on Sleep Onset7
An evaluation of a virtual atlas of portion sizes (VAPS) mobile augmented reality for portion size estimation6
Arousing a wide range of emotions within educational virtual reality simulation about major depressive disorder affects knowledge retention6
Comparative evaluation of WIMP and immersive natural finger interaction: a user study on CAD assembly modeling6
Landmine detection training simulation using virtual reality technology6
Brain activity during cybersickness: a scoping review6
Tadpole VR: virtual reality visualization of a simulated tadpole spinal cord6
Enhancing mirror therapy via scaling and shared control: a novel open-source virtual reality platform for stroke rehabilitation6
Cognitive load in immersive media settings: the role of spatial presence and cybersickness6
Implementation of escape room system based on augmented reality involving deep convolutional neural network6
Virtual Observations: a software tool for contextual observation and assessment of user’s actions in virtual reality6
The effect of reducing distraction on the flow-performance link in virtual experiential learning environment6
Futuristic VR image presentation technique for better mobile commerce effectiveness6
Predicting user visual attention in virtual reality with a deep learning model6
PE-DLS: a novel method for performing real-time full-body motion reconstruction in VR based on Vive trackers6
A novel virtual reality simulation training system with haptic feedback for improving lateral ventricle puncture skill6
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders6
Evaluation of a VR prototype for neuropsychological rehabilitation of attentional functions6
Aesthetic judgments of 3D arts in virtual reality and online settings6
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal6
Evoking emotions in virtual reality: schema activation via a freeze-frame stimulus6
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study6
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website6
A study on the verification of the effect of sensory extension through cutaneous sensation on experiential learning using VR5
Assessment of prospective memory after stroke utilizing virtual reality5
Virtual fieldwork on a ship’s bridge: virtual reality-reconstructed operation scenarios as contextual substitutes for fieldwork in design education5
Processing presence: how users develop spatial presence through an immersive virtual reality game5
A method for evaluating the learning concentration in head-mounted virtual reality interaction5
Deep-learning-based real-time silent speech recognition using facial electromyogram recorded around eyes for hands-free interfacing in a virtual reality environment5
Immersive and desktop virtual reality in virtual fashion stores: a comparison between shopping experiences5
The effects of spatial configuration on relative translation gain thresholds in redirected walking5
Contextual priming to increase the sense of presence in virtual reality: exploratory study5
The temporal pattern of VR sickness during 7.5-h virtual immersion5
Immersive audio-visual scene reproduction using semantic scene reconstruction from 360 cameras5
Walking-in-place for omnidirectional VR locomotion using a single RGB camera5
ViewfinderVR: configurable viewfinder for selection of distant objects in VR5
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience5
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities5
The efficiency of visually guided movement in real and virtual space5
Democratizing AI in biomedical image classification using virtual reality5
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games5
Using virtual reality for professional training practices: exploring the factors of applying stereoscopic 3D technologies in knowledge transfer5
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis5
The application of markerless motion capture (MMC) technology in rehabilitation programs: a systematic review and meta-analysis5
Incorporating AR/VR-assisted learning into informal science institutions: A systematic review4
The study of virtual reality influence on the process of professional training of miners4
Validity of primary driving tasks in head-mounted display-based driving simulators4
Effects of display lag on vection and presence in the Oculus Rift HMD4
Examining the impact of VR and MR on future teachers' creativity performance and influencing factors by scene expansion in instruction designs4
Playing your pain away: designing a virtual reality physical therapy for children with upper limb motor impairment4
Using virtual reality to optimize assessment of sociomoral skills4
A sliding mode-based approach to motion cueing for virtual reality gaming using motion simulators4
Quantitative measures of the visually evoked sensation of body movement in space (Vection) using Electrovestibulography (EVestG)4
Acceptance and use of virtual reality games: an extension of HMSAM4
Mixed reality or LEGO game play? Fostering social interaction in children with Autism4
Development of alternative reality environments for spacecraft habitat design evaluation4
Soundspace VR: spatial navigation using sound in virtual reality4
Hyper-reoriented walking in minimal space4
A haptic-feedback virtual reality system to improve the Box and Block Test (BBT) for upper extremity motor function assessment4
A VR-based volumetric medical image segmentation and visualization system with natural human interaction4
Taking real steps in virtual nature: a randomized blinded trial4
Leading presence-based strategies to manipulate user experience in virtual reality environments4
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show4
Reducing cybersickness by implementing texture blur in the virtual reality content4
Is social presence (alone) a general predictor for good remote collaboration? comparing video and augmented reality guidance in maintenance procedures4
Can you hear it? Stereo sound-assisted guidance in augmented reality assembly4
Development of educational virtual reality attitude scale: A validity and reliability study4
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research4
Immersive virtual reality as support for the mental health of elderly women: a randomized controlled trial4
Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG4
Using virtual environments to facilitate refugee integration in third countries4
Moving from VR into AR using bio-cybernetic loops and physiological sensory devices for intervention on anxiety disorders3
A pilot randomized controlled trial of virtual reality delivered relaxation for chronic low back pain3
Improvement of robustness against electrode shift for facial electromyogram-based facial expression recognition using domain adaptation in VR-based metaverse applications3
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 contro3
The sentiment of a virtual rock concert3
E-faceatlasAR: extend atlas of facial acupuncture points with auricular maps in augmented reality for self-acupressure3
Sensorimotor adaptation in VR: magnitude and persistence of the aftereffect increase with the number of interactions3
A cognitive model for emotional regulation in virtual reality exposure3
Using an immersive virtual reality bicycle simulator to evaluate hazard detection and anticipation of overt and covert traffic situations in young bicyclists3
A simulator for both manual and powered wheelchairs in immersive virtual reality CAVE3
Effects of first- and third-person perspectives created using a head-mounted display on dart-throwing accuracy3
Effects of electrical brain stimulation on brain indices and presence experience in immersive, interactive virtual reality3
A virtual reality bus ride as an ecologically valid assessment of balance: a feasibility study3
Presence and simulator sickness predict the usability of a virtual reality attention task3
Immersive virtual reality and passive haptic interfaces to improve procedural learning in a formal training course for first responders3
Psychological predictors of consumer-level virtual reality technology adoption and usage3
Using interpretative phenomenological analysis to gain a qualitative understanding of presence in virtual reality3
Accurate and stable alignment of virtual and real spaces using consumer-grade trackers3
Visual aspect-oriented modeling of explorable extended reality environments3
Exploring the design space of eyes-free target acquisition in virtual environments3
Virtual reality application for real-time pedalling cadence estimation based on hip ROM tracking with inertial sensors: a pilot study3
Identifying physiological correlates of cybersickness using heartbeat-evoked potential analysis3
cleAR: an interoperable architecture for multi-user AR-based school curricula3
The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development3
An interactive extended reality-based tutorial system for fundamental manual metal arc welding training3
Concert experiences in virtual reality environments3
Suitability test of virtual reality applications for older people considering the spatial orientation ability3
Co-design of avatars to embody auditory hallucinations of patients with schizophrenia3
Configuring a VR simulator for the evaluation of advanced human–machine interfaces for hydraulic excavators3
The effects of a wheelchair simulation in a virtual world2
Effects of system- and media-driven immersive capabilities on presence and affective experience2
Analysis of translation gains in virtual reality: the limits of space manipulation2
To social with social distance: a case study on a VR-enabled graduation celebration amidst the pandemic2
Emotional responses to watching and touching 3d emotional face in a virtual environment2
A virtual reality platform to simulate orientation and mobility training for the visually impaired2
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study2
The affordances of clinical simulation immersive technology within healthcare education: a scoping review2
New approach for optimizing the interpretation and representation of the degree of historical-archaeological evidence in the virtual reconstructions2
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture2
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