Virtual Reality

Papers
(The TQCC of Virtual Reality is 9. 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 2021-02-01 to 2025-02-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.185
Evaluating the viewer experience of interactive virtual reality movies136
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study101
Walking-in-place for omnidirectional VR locomotion using a single RGB camera95
Intelligence at play: game-based assessment using a virtual-reality application82
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations73
Non-photorealistic rendering as a feedback strategy in virtual reality for rehabilitation64
A cross-platform application for the ecological and remote assessment of memory impairment in aging: ECO-MEMORY61
Light direction estimation and hand touchable interaction for augmented reality61
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality55
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors54
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs52
Virtual water wave simulation with multiple wavenumbers45
The effectiveness of a virtual reality attention task to predict depression and anxiety in comparison with current clinical measures44
Training in virtual reality enables learning of a complex sports movement44
Automatic portals layout for VR navigation43
User behavior modeling for AR personalized recommendations in spatial transitions35
A real-time wearable AR system for egocentric vision on the edge33
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture31
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study30
Using an immersive virtual reality bicycle simulator to evaluate hazard detection and anticipation of overt and covert traffic situations in young bicyclists27
Seamless-walk: natural and comfortable virtual reality locomotion method with a high-resolution tactile sensor27
CAVE and HMD: distance perception comparative study25
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study25
Exploring the design space of eyes-free target acquisition in virtual environments25
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training25
Configuring a VR simulator for the evaluation of advanced human–machine interfaces for hydraulic excavators24
Immersive audio-visual scene reproduction using semantic scene reconstruction from 360 cameras24
New approach for optimizing the interpretation and representation of the degree of historical-archaeological evidence in the virtual reconstructions24
The effects of a wheelchair simulation in a virtual world24
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach23
Fast and robust virtual try-on based on parser-free generative adversarial network22
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals22
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children22
Processing presence: how users develop spatial presence through an immersive virtual reality game22
Evaluation of the Oculus Rift S tracking system in room scale virtual reality21
Visual aspect-oriented modeling of explorable extended reality environments21
The influence of personality, sound, and content difficulty on virtual reality sickness21
Identifying presence of cybersickness symptoms using AI-based predictive learning algorithms21
The impact of misaligned idiotropic and visual axes on spatial ability under altered visuospatial conditions21
Cost–benefit analysis of virtual reality-based training for emergency rescue workers: a socio-technical systems approach20
A simulator for both manual and powered wheelchairs in immersive virtual reality CAVE20
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction20
To social with social distance: a case study on a VR-enabled graduation celebration amidst the pandemic20
Evaluating an augmented reality interface for sailing navigation: a comparative study with a immersive virtual reality simulator19
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention19
The affordances of clinical simulation immersive technology within healthcare education: a scoping review19
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis19
NapWell: An EOG-based Sleep Assistant Exploring the Effects of Virtual Reality on Sleep Onset18
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience18
Effects of system- and media-driven immersive capabilities on presence and affective experience18
MagicChem: a MR system based on needs theory for chemical experiments18
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation17
Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults17
Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG17
Using virtual environments to facilitate refugee integration in third countries17
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke17
3D model-based tracking combining edges, keypoints and fiducial markers16
Surgical navigation system for brachytherapy based on mixed reality using a novel stereo registration method16
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality16
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook16
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop16
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website16
Evaluation of the novelty effect in immersive Virtual Reality learning experiences16
Effectiveness of virtual reality exposure treatment for posttraumatic stress disorder due to motor vehicle or industrial accidents15
Towards an objective measurement of presence, place illusion, and plausibility illusion in virtual reality using electroencephalography15
The influence of attentional engagement and spatial characteristics on time perception in virtual reality15
Remote virtual whiteboard assistance for improving task performance during lunar surface operations15
Cognitive load in immersive media settings: the role of spatial presence and cybersickness15
Sensory reweighting: a common mechanism for subjective visual vertical and cybersickness susceptibility15
Using virtual reality for professional training practices: exploring the factors of applying stereoscopic 3D technologies in knowledge transfer15
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality14
A virtual reality platform to simulate orientation and mobility training for the visually impaired14
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion14
A method for evaluating the learning concentration in head-mounted virtual reality interaction14
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking14
Leading presence-based strategies to manipulate user experience in virtual reality environments13
Pressure-sketch: a tablet-based design system in immersive VR13
Using virtual reality to train infection prevention: what predicts performance and behavioral intention?13
Comparison of spatial orientation skill between real and virtual environment12
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation12
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders12
Analysis of translation gains in virtual reality: the limits of space manipulation12
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM12
Taking real steps in virtual nature: a randomized blinded trial12
Correction to: Predicting user visual attention in virtual reality with a deep learning model12
The ObReco-360°: a new ecological tool to memory assessment using 360° immersive technology11
Correction: Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising11
A novel virtual reality simulation training system with haptic feedback for improving lateral ventricle puncture skill11
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments11
Co-design of avatars to embody auditory hallucinations of patients with schizophrenia11
Fooling the size–weight illusion—Using augmented reality to eliminate the effect of size on perceptions of heaviness and sensorimotor prediction11
Demographic differences in presence across seven studies10
Sensorimotor adaptation in VR: magnitude and persistence of the aftereffect increase with the number of interactions10
Using a virtual reality interview simulator to explore factors influencing people’s behavior10
Hand-as-a-prop: using the hand as a haptic proxy for manipulation in virtual reality10
Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays10
Assessment of consumer VR-headsets’ objective and subjective field of view (FoV) and its feasibility for visual field testing10
Three-dimensional modeled environments versus 360 degree panoramas for mobile virtual reality training10
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning10
Training street-level “sense of scale” as a spatial perception ability in recorded virtual reality: A Solomon four-group design approach10
Kinematics of direct reaching in head-mounted and stereoscopic widescreen virtual environments10
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 accuracy9
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness9
Towards estimating affective states in Virtual Reality based on behavioral data9
Recognizing shopper demographics from behavioral responses in a virtual reality store9
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings9
Evaluating the effectiveness of virtual reality for safety-relevant training: a systematic review9
Full body video-based self-avatars for mixed reality: from E2E system to user study9
Suitability test of virtual reality applications for older people considering the spatial orientation ability9
HoloGCS: mixed reality-based ground control station for unmanned aerial vehicle9
User-centered redirected walking and resetting with virtual feelers9
A use case study comparing augmented reality (AR) and electronic document-based maintenance instructions considering tasks complexity and operator competency level9
Enhancing mirror therapy via scaling and shared control: a novel open-source virtual reality platform for stroke rehabilitation9
Designing a 3D gestural interface to support user interaction with time-oriented data as immersive 3D radar charts9
Assessment of a mixed reality smart home controller: HoloHome pilot study on healthy adults9
Immersive virtual reality as support for the mental health of elderly women: a randomized controlled trial9
The effect of augmented virtuality on financial decision-making among adults and children9
Individualized foveated rendering with eye-tracking head-mounted display9
The assessment of virtual reality training in antromastoidectomy simulation9
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