Virtual Reality

Papers
(The median citation count of Virtual Reality is 4. 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
Nature in virtual reality improves mood and reduces stress: evidence from young adults and senior citizens46
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges46
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
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation31
A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums31
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
Conceptualising touch in VR27
Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator26
Three-dimensional modeled environments versus 360 degree panoramas for mobile virtual reality training26
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse25
Performance enhancement of facial electromyogram-based facial-expression recognition for social virtual reality applications using linear discriminant analysis adaptation24
Marketing in the metaverse era: toward an integrative channel approach24
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific23
Immersive training of first responder squad leaders in untethered virtual reality23
Comparing augmented reality visualization methods for assembly procedures22
The effectiveness of a virtual reality attention task to predict depression and anxiety in comparison with current clinical measures22
Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR22
Virtual reality applied to physiotherapy: a review of current knowledge21
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience21
Comparison of spatial orientation skill between real and virtual environment21
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world21
Training in virtual reality enables learning of a complex sports movement21
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience21
Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update21
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems21
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction21
A scoping review of the educational uses of 6DoF HMDs20
Assessment of consumer VR-headsets’ objective and subjective field of view (FoV) and its feasibility for visual field testing20
A framework for fidelity evaluation of immersive virtual reality systems20
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study20
Automatic detection and classification of emotional states in virtual reality and standard environments (LCD): comparing valence and arousal of induced emotions19
Exploiting fashion x-commerce through the empowerment of voice in the fashion virtual reality arena19
Social viewing in cinematic virtual reality: a design space for social movie applications19
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 situation19
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation19
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption18
MagicChem: a MR system based on needs theory for chemical experiments18
Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality18
Evaluating the effectiveness of virtual reality for safety-relevant training: a systematic review18
Immersive virtual reality as an empirical research tool: exploring the capability of a machine learning model for predicting construction workers’ safety behaviour17
Eye movements to absent objects during mental imagery and visual memory in immersive virtual reality17
The potential of immersive virtual reality for representations in design education17
“Passive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patients”17
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis17
Assessing the learning and transfer of gaze behaviours in immersive virtual reality17
Quantitative evaluation of visual guidance effects for 360-degree directions17
Cost–benefit analysis of virtual reality-based training for emergency rescue workers: a socio-technical systems approach17
A comprehensive method to design and assess mixed reality simulations16
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 t16
Influence of navigation parameters on cybersickness in virtual reality16
Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence16
Spatial and attentional aftereffects of virtual reality and relations to cybersickness16
Towards socialVR: evaluating a novel technology for watching videos together16
Immersive and desktop virtual reality in virtual fashion stores: a comparison between shopping experiences16
The effects of touchless interaction on usability and sense of presence in a virtual environment16
A use case study comparing augmented reality (AR) and electronic document-based maintenance instructions considering tasks complexity and operator competency level15
Acceptance and use of virtual reality games: an extension of HMSAM15
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space15
The influence of personality, sound, and content difficulty on virtual reality sickness15
Contributions of pictorial and binocular cues to the perception of distance in virtual reality15
The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development15
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience15
Concert experiences in virtual reality environments14
Augmented reality instructions for construction toys enabled by accurate model registration and realistic object/hand occlusions14
Evaluation of the Oculus Rift S tracking system in room scale virtual reality14
BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task14
Cognitive load in immersive media settings: the role of spatial presence and cybersickness14
Evaluation of the novelty effect in immersive Virtual Reality learning experiences13
Usability, user experience and mental workload in a mobile Augmented Reality application for digital storytelling in cultural heritage13
Immersive machine learning for social attitude detection in virtual reality narrative games13
The relationships between the exploration of virtual space, its presence and entertainment in virtual reality, 360º and 2D12
Educational UTAUT-based virtual reality acceptance scale: a validity and reliability study12
Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults12
The virtualization of human–robot interactions: a user-centric workload assessment12
Brain activity during cybersickness: a scoping review12
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion12
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 body representation for rehabilitation influences on motor performance of cerebral palsy children12
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities12
Immersive virtual reality and passive haptic interfaces to improve procedural learning in a formal training course for first responders11
Towards estimating affective states in Virtual Reality based on behavioral data11
ViewfinderVR: configurable viewfinder for selection of distant objects in VR11
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal11
Trick the body trick the mind: avatar representation affects the perception of available action possibilities in virtual reality11
Machine learning classification analysis for an adaptive virtual reality Stroop task11
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation10
Investigation of spatial ability test completion times in virtual reality using a desktop display and the Gear VR10
The ObReco-360°: a new ecological tool to memory assessment using 360° immersive technology10
Designing effective virtual reality environments for pain management in burn-injured patients10
Multimodal markers for technology-independent integration of augmented reality devices and surgical navigation systems10
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings10
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach10
Kinematics of aimed movements in ecological immersive virtual reality: a comparative study with real world10
Harmonize: a shared environment for extended immersive entertainment10
Fooling the size–weight illusion—Using augmented reality to eliminate the effect of size on perceptions of heaviness and sensorimotor prediction10
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website10
The effect of reducing distraction on the flow-performance link in virtual experiential learning environment9
Participatory design and evaluation of virtual reality physical rehabilitation for people living with dementia9
The sentiment of a virtual rock concert9
The effects of spatial configuration on relative translation gain thresholds in redirected walking9
Home-based immersive virtual reality physical rehabilitation in paediatric patients for upper limb motor impairment: a feasibility study9
Enhancing mirror therapy via scaling and shared control: a novel open-source virtual reality platform for stroke rehabilitation9
Surgical navigation system for brachytherapy based on mixed reality using a novel stereo registration method9
Satisfied or not: user experience of mobile augmented reality in using natural language processing techniques on review comments9
Rehabilitation of visual functions in adult amblyopic patients with a virtual reality videogame: a case series9
Robustness and static-positional accuracy of the SteamVR 1.0 virtual reality tracking system9
Using interpretative phenomenological analysis to gain a qualitative understanding of presence in virtual reality9
Immersive virtual reality as support for the mental health of elderly women: a randomized controlled trial9
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality9
Short- and long-term learning of job interview with a serious game in virtual reality: influence of eyestrain, stereoscopy, and apparatus9
Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality9
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research9
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games9
The assessment of virtual reality training in antromastoidectomy simulation9
Implementation of escape room system based on augmented reality involving deep convolutional neural network9
Soundspace VR: spatial navigation using sound in virtual reality8
Predicting user visual attention in virtual reality with a deep learning model8
Assessment of prospective memory after stroke utilizing virtual reality8
Using an immersive virtual reality bicycle simulator to evaluate hazard detection and anticipation of overt and covert traffic situations in young bicyclists8
Processing presence: how users develop spatial presence through an immersive virtual reality game8
Evaluation of a VR prototype for neuropsychological rehabilitation of attentional functions8
Is social presence (alone) a general predictor for good remote collaboration? comparing video and augmented reality guidance in maintenance procedures8
Mixed reality system for nondestructive evaluation training8
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames8
A method for evaluating the learning concentration in head-mounted virtual reality interaction8
A virtual reality platform to simulate orientation and mobility training for the visually impaired8
Aesthetic judgments of 3D arts in virtual reality and online settings8
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 contro8
A haptic-feedback virtual reality system to improve the Box and Block Test (BBT) for upper extremity motor function assessment8
Democratizing AI in biomedical image classification using virtual reality8
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders8
Exploring colour in context using Virtual Reality: Does a room change how you feel?7
Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention7
A VR-based volumetric medical image segmentation and visualization system with natural human interaction7
The temporal pattern of VR sickness during 7.5-h virtual immersion7
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 estimation7
Deep-learning-based real-time silent speech recognition using facial electromyogram recorded around eyes for hands-free interfacing in a virtual reality environment7
The application of markerless motion capture (MMC) technology in rehabilitation programs: a systematic review and meta-analysis7
Toward the validation of VR-HMDs for medical education: a systematic literature review7
The efficiency of visually guided movement in real and virtual space7
Haptic/virtual reality orthopedic surgical simulators: a literature review7
A novel virtual reality simulation training system with haptic feedback for improving lateral ventricle puncture skill7
Immersive audio-visual scene reproduction using semantic scene reconstruction from 360 cameras7
Arousing a wide range of emotions within educational virtual reality simulation about major depressive disorder affects knowledge retention7
Mixed reality or LEGO game play? Fostering social interaction in children with Autism7
An interactive extended reality-based tutorial system for fundamental manual metal arc welding training7
PE-DLS: a novel method for performing real-time full-body motion reconstruction in VR based on Vive trackers7
Virtual fieldwork on a ship’s bridge: virtual reality-reconstructed operation scenarios as contextual substitutes for fieldwork in design education7
Using virtual reality for professional training practices: exploring the factors of applying stereoscopic 3D technologies in knowledge transfer7
Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG7
Comparative evaluation of WIMP and immersive natural finger interaction: a user study on CAD assembly modeling7
Incorporating AR/VR-assisted learning into informal science institutions: A systematic review6
Effects of display lag on vection and presence in the Oculus Rift HMD6
Playing your pain away: designing a virtual reality physical therapy for children with upper limb motor impairment6
Analysis of translation gains in virtual reality: the limits of space manipulation6
Improvement of robustness against electrode shift for facial electromyogram-based facial expression recognition using domain adaptation in VR-based metaverse applications6
HapMotion: motion-to-tactile framework with wearable haptic devices for immersive VR performance experience6
A cognitive model for emotional regulation in virtual reality exposure6
CAVE and HMD: distance perception comparative study6
The impact of misaligned idiotropic and visual axes on spatial ability under altered visuospatial conditions6
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show6
A virtual reality bus ride as an ecologically valid assessment of balance: a feasibility study6
An authoring tool for democratizing the creation of high-quality VR experiences6
Taking real steps in virtual nature: a randomized blinded trial6
Leading presence-based strategies to manipulate user experience in virtual reality environments6
The study of virtual reality influence on the process of professional training of miners5
Reducing cybersickness by implementing texture blur in the virtual reality content5
Identifying physiological correlates of cybersickness using heartbeat-evoked potential analysis5
Hyper-reoriented walking in minimal space5
Contextual priming to increase the sense of presence in virtual reality: exploratory study5
Using virtual environments to facilitate refugee integration in third countries5
To social with social distance: a case study on a VR-enabled graduation celebration amidst the pandemic5
Effects of first- and third-person perspectives created using a head-mounted display on dart-throwing accuracy5
VR-based fire evacuation in underground rail station considering staff’s behaviors: model, system development and experiment5
Can you hear it? Stereo sound-assisted guidance in augmented reality assembly5
An innovative mixed reality approach for maxillofacial osteotomies and repositioning5
Psychological predictors of consumer-level virtual reality technology adoption and usage5
Walking-in-place for omnidirectional VR locomotion using a single RGB camera5
Accuracy study of the Oculus Touch v2 versus inertial sensor for a single-axis rotation simulating the elbow’s range of motion5
Validity of primary driving tasks in head-mounted display-based driving simulators5
A preliminary investigation into the efficacy of training soccer heading in immersive virtual reality5
Body ownership illusion through virtual reality as modulator variable for limbs rehabilitation after stroke: a systematic review5
A user experience analysis for a mobile Mixed Reality application for cultural heritage5
The influence of attentional engagement and spatial characteristics on time perception in virtual reality5
Design and calibration of curved and see-through integral imaging 3D display4
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments4
The affordances of clinical simulation immersive technology within healthcare education: a scoping review4
Quantitative measures of the visually evoked sensation of body movement in space (Vection) using Electrovestibulography (EVestG)4
Moving from VR into AR using bio-cybernetic loops and physiological sensory devices for intervention on anxiety disorders4
Rendering massive indoor point clouds in virtual reality4
Effects of coordinate system and position of AR notification while walking4
Examining the impact of VR and MR on future teachers' creativity performance and influencing factors by scene expansion in instruction designs4
Lightweight real-time hand segmentation leveraging MediaPipe landmark detection4
SAPIENS in XR: operationalizing interaction-attention in extended reality4
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality4
Recognizing shopper demographics from behavioral responses in a virtual reality store4
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture4
Exploring the design space of eyes-free target acquisition in virtual environments4
Intelligence at play: game-based assessment using a virtual-reality application4
Dropout rate in randomised controlled trials of balance and gait rehabilitation in multiple sclerosis: is it expected to be different for virtual reality-based interventions? A systematic review with 4
Design principles for social exchange in social virtual reality-enabled virtual teams4
Planar fiducial markers: a comparative study4
cleAR: an interoperable architecture for multi-user AR-based school curricula4
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality4
A micro-expression recognition algorithm based on feature enhancement and attention mechanisms4
Preliminary results of the impact of 3D-visualization resources in the area of graphic expression on the motivation of university students4
Sensorimotor adaptation in VR: magnitude and persistence of the aftereffect increase with the number of interactions4
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study4
Visual aspect-oriented modeling of explorable extended reality environments4
A simulator for both manual and powered wheelchairs in immersive virtual reality CAVE4
Using 360-degree immersive videos to assess multiple transdiagnostic symptoms: A study focusing on fear of negative evaluation, paranoid thoughts, negative automatic thoughts, and craving4
Exploring the future building: representational effects on projecting oneself into the future office space4
Designing for collaborative learning in immersive virtual reality: a systematic literature review4
Development of educational virtual reality attitude scale: A validity and reliability study4
Development of a customizable interactions questionnaire (CIQ) for evaluating interactions with objects in augmented/virtual reality4
User experiences of medical students with 360-degree virtual reality applications to prepare them for the clerkships4
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