Virtual Reality

Papers
(The TQCC of Virtual Reality is 8. 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 2020-02-01 to 2024-02-01.)
ArticleCitations
Virtual reality and augmented reality in social learning spaces: a literature review134
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature118
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook107
Evaluating the effectiveness of learning design with mixed reality (MR) in higher education84
Virtual reality consumer experience escapes: preparing for the metaverse78
Adaptive virtual reality-based training: a systematic literature review and framework73
Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay69
Comparing the effectiveness of fire extinguisher virtual reality and video training63
Using virtual reality for dynamic learning: an extended technology acceptance model60
A review of the evidence for training effectiveness with virtual reality technology59
Estimating cybersickness from virtual reality applications51
Virtual reality and 360° panorama technology: a media comparison to study changes in sense of presence, anxiety, and positive emotions50
Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality50
Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality47
Virtual, mixed, and augmented reality: a systematic review for immersive systems research45
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences44
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility39
Testing the construct validity of a soccer-specific virtual reality simulator using novice, academy, and professional soccer players39
Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns38
Quantifying VR cybersickness using EEG37
Level of immersion affects spatial learning in virtual environments: results of a three-condition within-subjects study with long intersession intervals36
Performance evaluation of AR/VR training technologies for EMS first responders35
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload32
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning31
Immersive virtual reality as physical therapy in older adults: present or future (systematic review)30
Nature in virtual reality improves mood and reduces stress: evidence from young adults and senior citizens28
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment27
Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest?26
Acceptance of dance training system based on augmented reality and technology acceptance model (TAM)25
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke25
Exploring the effect of an augmented reality literacy programme for reading and spelling difficulties for children diagnosed with ADHD23
Fear and loathing in VR: the emotional and physiological effects of immersive games23
Conceptualising touch in VR22
A VR training system for learning and skills development for construction workers22
A mobile VR-based respiratory biofeedback game to foster diaphragmatic breathing22
Enhancing stroke assessment simulation experience in clinical training using augmented reality22
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation21
Designing virtual environments for attitudes and behavioral change in plastic consumption: a comparison between concrete and numerical information21
Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator21
Revisiting affordance perception in contemporary virtual reality20
A novel method for VR sickness reduction based on dynamic field of view processing19
Comparison of gaze accuracy and precision in real-world and virtual reality19
A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums18
The effectiveness of a virtual reality attention task to predict depression and anxiety in comparison with current clinical measures18
Social viewing in cinematic virtual reality: a design space for social movie applications17
Three-dimensional modeled environments versus 360 degree panoramas for mobile virtual reality training17
Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR17
Assessing the learning and transfer of gaze behaviours in immersive virtual reality16
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific16
Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update16
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world16
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 situation16
Performance enhancement of facial electromyogram-based facial-expression recognition for social virtual reality applications using linear discriminant analysis adaptation16
Automatic detection and classification of emotional states in virtual reality and standard environments (LCD): comparing valence and arousal of induced emotions16
MagicChem: a MR system based on needs theory for chemical experiments15
My hands? Importance of personalised virtual hands in a neurorehabilitation scenario15
Influence of navigation parameters on cybersickness in virtual reality15
Comparing augmented reality visualization methods for assembly procedures15
Comparison of spatial orientation skill between real and virtual environment15
Immersive training of first responder squad leaders in untethered virtual reality15
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges15
Sustained inattentional blindness in virtual reality and under conventional laboratory conditions14
The effect of paper-based manual and stereoscopic-based mobile augmented reality systems on knowledge retention14
Visualization in virtual reality: a systematic review14
Eye movements to absent objects during mental imagery and visual memory in immersive virtual reality14
A scoping review of the educational uses of 6DoF HMDs14
Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality14
The potential of immersive virtual reality for representations in design education13
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study13
A use case study comparing augmented reality (AR) and electronic document-based maintenance instructions considering tasks complexity and operator competency level13
A framework for fidelity evaluation of immersive virtual reality systems13
Quantitative evaluation of visual guidance effects for 360-degree directions13
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience13
Spatial and attentional aftereffects of virtual reality and relations to cybersickness13
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience13
Immersive virtual reality as an empirical research tool: exploring the capability of a machine learning model for predicting construction workers’ safety behaviour12
Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator12
“Passive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patients”12
Effects of voluntary heart rate control on user engagement and agency in a virtual reality game12
Assessment of consumer VR-headsets’ objective and subjective field of view (FoV) and its feasibility for visual field testing12
Single-channel EEG measurement of engagement in virtual rehabilitation: a validation study11
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation11
The effects of touchless interaction on usability and sense of presence in a virtual environment11
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption11
The influence of personality, sound, and content difficulty on virtual reality sickness11
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach10
Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence10
Virtual reality applied to physiotherapy: a review of current knowledge10
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems10
Hand-adaptive user interface: improved gestural interaction in virtual reality10
Training in virtual reality enables learning of a complex sports movement10
A comprehensive method to design and assess mixed reality simulations10
Haptic-enabled virtual training in orthognathic surgery10
The ObReco-360°: a new ecological tool to memory assessment using 360° immersive technology10
Follower behavior under stress in immersive VR10
Contributions of pictorial and binocular cues to the perception of distance in virtual reality10
Virtual body representation for rehabilitation influences on motor performance of cerebral palsy children10
The relationships between the exploration of virtual space, its presence and entertainment in virtual reality, 360º and 2D9
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation9
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings9
Exploiting fashion x-commerce through the empowerment of voice in the fashion virtual reality arena9
Augmented reality instructions for construction toys enabled by accurate model registration and realistic object/hand occlusions9
Investigation of spatial ability test completion times in virtual reality using a desktop display and the Gear VR9
Development of a virtual reality laboratory stressor9
Towards socialVR: evaluating a novel technology for watching videos together9
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space9
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion9
Framework for developing alternative reality environments to engineer large, complex systems9
Satisfied or not: user experience of mobile augmented reality in using natural language processing techniques on review comments8
Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality8
Towards estimating affective states in Virtual Reality based on behavioral data8
Cost–benefit analysis of virtual reality-based training for emergency rescue workers: a socio-technical systems approach8
An experimental investigation of menu selection for immersive virtual environments: fixed versus handheld menus8
From TAM to AVRTS: development and validation of the attitudes toward Virtual Reality Technology Scale8
Surgical navigation system for brachytherapy based on mixed reality using a novel stereo registration method8
Exploring colour in context using Virtual Reality: Does a room change how you feel?8
Virtual reality: an aid as cognitive learning environment—a case study of Hindi language8
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction8
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