Virtual Reality

Papers
(The TQCC 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 2020-09-01 to 2024-09-01.)
ArticleCitations
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature174
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook150
Virtual reality consumer experience escapes: preparing for the metaverse134
Using virtual reality for dynamic learning: an extended technology acceptance model94
A review of the evidence for training effectiveness with virtual reality technology90
Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality81
Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns72
Virtual, mixed, and augmented reality: a systematic review for immersive systems research69
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility64
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload62
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences55
Quantifying VR cybersickness using EEG50
Nature in virtual reality improves mood and reduces stress: evidence from young adults and senior citizens45
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges44
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning44
Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest?43
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment43
Fear and loathing in VR: the emotional and physiological effects of immersive games40
A VR training system for learning and skills development for construction workers38
Visualization in virtual reality: a systematic review37
Immersive virtual reality as physical therapy in older adults: present or future (systematic review)37
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
A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums31
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation31
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study28
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 metaverse24
Marketing in the metaverse era: toward an integrative channel approach23
Performance enhancement of facial electromyogram-based facial-expression recognition for social virtual reality applications using linear discriminant analysis adaptation23
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
Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR22
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
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
Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update21
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience21
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience21
Virtual reality applied to physiotherapy: a review of current knowledge21
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems21
Comparison of spatial orientation skill between real and virtual environment21
A scoping review of the educational uses of 6DoF HMDs20
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction20
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
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
Social viewing in cinematic virtual reality: a design space for social movie applications19
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation19
MagicChem: a MR system based on needs theory for chemical experiments18
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption18
Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality18
Quantitative evaluation of visual guidance effects for 360-degree directions17
Assessment of consumer VR-headsets’ objective and subjective field of view (FoV) and its feasibility for visual field testing17
Cost–benefit analysis of virtual reality-based training for emergency rescue workers: a socio-technical systems approach17
Immersive virtual reality as an empirical research tool: exploring the capability of a machine learning model for predicting construction workers’ safety behaviour17
“Passive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patients”17
Eye movements to absent objects during mental imagery and visual memory in immersive virtual reality17
Assessing the learning and transfer of gaze behaviours in immersive virtual reality17
Evaluating the effectiveness of virtual reality for safety-relevant training: a systematic review17
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis17
The potential of immersive virtual reality for representations in design education16
Spatial and attentional aftereffects of virtual reality and relations to cybersickness16
Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence16
The effects of touchless interaction on usability and sense of presence in a virtual environment16
Towards socialVR: evaluating a novel technology for watching videos together16
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
Contributions of pictorial and binocular cues to the perception of distance in virtual reality15
A use case study comparing augmented reality (AR) and electronic document-based maintenance instructions considering tasks complexity and operator competency level15
Immersive and desktop virtual reality in virtual fashion stores: a comparison between shopping experiences15
The influence of personality, sound, and content difficulty on virtual reality sickness15
A comprehensive method to design and assess mixed reality simulations15
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space15
Evaluation of the Oculus Rift S tracking system in room scale virtual reality14
Augmented reality instructions for construction toys enabled by accurate model registration and realistic object/hand occlusions14
Simulation-based surgical training systems in laparoscopic surgery: a current review14
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience14
Immersive machine learning for social attitude detection in virtual reality narrative games13
Acceptance and use of virtual reality games: an extension of HMSAM13
The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development13
BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task13
The virtualization of human–robot interactions: a user-centric workload assessment12
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities12
Evaluation of the novelty effect in immersive Virtual Reality learning experiences12
Concert experiences in virtual reality environments12
Virtual body representation for rehabilitation influences on motor performance of cerebral palsy children12
Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults12
Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator12
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion12
Educational UTAUT-based virtual reality acceptance scale: a validity and reliability study12
Cognitive load in immersive media settings: the role of spatial presence and cybersickness12
Immersive virtual reality and passive haptic interfaces to improve procedural learning in a formal training course for first responders11
Brain activity during cybersickness: a scoping review11
ViewfinderVR: configurable viewfinder for selection of distant objects in VR11
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal11
Towards estimating affective states in Virtual Reality based on behavioral data11
Usability, user experience and mental workload in a mobile Augmented Reality application for digital storytelling in cultural heritage11
Machine learning classification analysis for an adaptive virtual reality Stroop task11
Fooling the size–weight illusion—Using augmented reality to eliminate the effect of size on perceptions of heaviness and sensorimotor prediction10
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach10
The relationships between the exploration of virtual space, its presence and entertainment in virtual reality, 360º and 2D10
Trick the body trick the mind: avatar representation affects the perception of available action possibilities in virtual reality10
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
Kinematics of aimed movements in ecological immersive virtual reality: a comparative study with real world10
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
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website10
Designing effective virtual reality environments for pain management in burn-injured patients10
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation10
Harmonize: a shared environment for extended immersive entertainment10
0.032603979110718