Virtual Reality

Papers
(The TQCC of Virtual Reality is 19. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study288
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion197
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM155
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations135
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality106
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking89
3D model-based tracking combining edges, keypoints and fiducial markers84
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.79
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction65
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs64
Intelligence at play: game-based assessment using a virtual-reality application64
The effect of embodied interaction designs on flow experience: examination in VR games63
Full body video-based self-avatars for mixed reality: from E2E system to user study62
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness59
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments58
Robust vision-based glove pose estimation for both hands in virtual reality57
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness56
The effects of spatial configuration on relative translation gain thresholds in redirected walking53
X-Board: an egocentric adaptive AR assistant for perception in indoor environments46
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research44
Spatially dependent veiling glare degrades image quality in medical extended reality43
Concert experiences in virtual reality environments40
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma38
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study37
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation36
Virtual reality interaction based on visual attention and kinesthetic information36
cleAR: an interoperable architecture for multi-user AR-based school curricula36
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality35
Marketing in the metaverse era: toward an integrative channel approach34
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video34
Hands-free multi-type character text entry in virtual reality34
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference34
Design and evaluation of an adaptive virtual reality training system32
Utilization of virtual reality for operating room fire safety training: a randomized trial32
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results29
Acceptance and use of virtual reality games: an extension of HMSAM28
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies28
Effects of enactment in virtual reality: a comparative experiment on memory for action28
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis28
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 trial27
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality26
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness26
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors26
The influence of attentional engagement and spatial characteristics on time perception in virtual reality25
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study24
A virtual reality platform to simulate orientation and mobility training for the visually impaired24
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture24
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop24
Automatic portals layout for VR navigation24
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training22
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study22
A real-time wearable AR system for egocentric vision on the edge22
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children22
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention21
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality21
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning21
Design and calibration of curved and see-through integral imaging 3D display21
Suitability test of virtual reality applications for older people considering the spatial orientation ability21
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 accuracy21
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study20
Demographic differences in presence across seven studies20
A user experience analysis for a mobile Mixed Reality application for cultural heritage19
Recognizing shopper demographics from behavioral responses in a virtual reality store19
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames19
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse19
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