Virtual Reality

Papers
(The TQCC of Virtual Reality is 16. 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 2021-12-01 to 2025-12-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.226
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM171
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality147
3D model-based tracking combining edges, keypoints and fiducial markers135
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study115
Leading presence-based strategies to manipulate user experience in virtual reality environments109
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion78
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs77
Intelligence at play: game-based assessment using a virtual-reality application71
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations67
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website63
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction60
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking58
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness55
Full body video-based self-avatars for mixed reality: from E2E system to user study50
The effect of embodied interaction designs on flow experience: examination in VR games48
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments47
Robust vision-based glove pose estimation for both hands in virtual reality47
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research46
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma45
X-Board: an egocentric adaptive AR assistant for perception in indoor environments44
Spatially dependent veiling glare degrades image quality in medical extended reality43
The effects of spatial configuration on relative translation gain thresholds in redirected walking41
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study40
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness39
Concert experiences in virtual reality environments39
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation39
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video36
Point specification in collaborative visualization for 3D scalar fields using augmented reality36
cleAR: an interoperable architecture for multi-user AR-based school curricula35
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space34
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning33
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference33
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality32
Hands-free multi-type character text entry in virtual reality32
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study31
Marketing in the metaverse era: toward an integrative channel approach31
Virtual reality interaction based on visual attention and kinesthetic information30
Accuracy study of the Oculus Touch v2 versus inertial sensor for a single-axis rotation simulating the elbow’s range of motion30
Utilization of virtual reality for operating room fire safety training: a randomized trial30
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results29
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis29
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies28
Design and evaluation of an adaptive virtual reality training system28
Do we see rendered surface materials differently in virtual reality? A psychophysics-based investigation27
A comprehensive method to design and assess mixed reality simulations27
Acceptance and use of virtual reality games: an extension of HMSAM25
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial25
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption25
Effects of enactment in virtual reality: a comparative experiment on memory for action24
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness24
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show24
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort23
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload23
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors23
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility23
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study22
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
The influence of attentional engagement and spatial characteristics on time perception in virtual reality22
A real-time wearable AR system for egocentric vision on the edge22
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality21
Automatic portals layout for VR navigation20
A virtual reality platform to simulate orientation and mobility training for the visually impaired20
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study20
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop20
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children19
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training19
The effect of augmented virtuality on financial decision-making among adults and children19
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention19
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality18
Suitability test of virtual reality applications for older people considering the spatial orientation ability18
Design and calibration of curved and see-through integral imaging 3D display17
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 accuracy17
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames17
Demographic differences in presence across seven studies17
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning16
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse16
Wordsphere: virtual reality text input interface16
A user experience analysis for a mobile Mixed Reality application for cultural heritage16
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study16
Recognizing shopper demographics from behavioral responses in a virtual reality store16
Mixed reality holograms for percutaneous lead extraction of cardiac implantable electronic devices16
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems16
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience16
The effects of touchless interaction on usability and sense of presence in a virtual environment16
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges16
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