Virtual Reality

Papers
(The H4-Index of Virtual Reality is 31. 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 2021-09-01 to 2025-09-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.208
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study134
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM125
Intelligence at play: game-based assessment using a virtual-reality application102
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality101
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion97
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs80
Remote virtual whiteboard assistance for improving task performance during lunar surface operations68
3D model-based tracking combining edges, keypoints and fiducial markers64
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website58
Leading presence-based strategies to manipulate user experience in virtual reality environments53
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations53
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking52
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke52
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction48
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness43
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality43
The effect of embodied interaction designs on flow experience: examination in VR games42
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments42
Full body video-based self-avatars for mixed reality: from E2E system to user study41
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma40
Spatially dependent veiling glare degrades image quality in medical extended reality40
Robust vision-based glove pose estimation for both hands in virtual reality40
The effects of spatial configuration on relative translation gain thresholds in redirected walking40
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness39
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities34
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research34
X-Board: an egocentric adaptive AR assistant for perception in indoor environments34
Concert experiences in virtual reality environments34
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study33
cleAR: an interoperable architecture for multi-user AR-based school curricula32
Hands-free multi-type character text entry in virtual reality31
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation31
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