Virtual Reality

Papers
(The H4-Index of Virtual Reality is 30. 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 2021-06-01 to 2025-06-01.)
ArticleCitations
Leading presence-based strategies to manipulate user experience in virtual reality environments185
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.144
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs114
3D model-based tracking combining edges, keypoints and fiducial markers110
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study104
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM94
Intelligence at play: game-based assessment using a virtual-reality application87
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion81
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations71
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation70
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality62
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking58
Remote virtual whiteboard assistance for improving task performance during lunar surface operations53
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality45
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction44
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website44
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments42
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke42
The effect of embodied interaction designs on flow experience: examination in VR games41
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness40
Full body video-based self-avatars for mixed reality: from E2E system to user study40
Robust vision-based glove pose estimation for both hands in virtual reality38
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma38
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research38
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness37
The effects of spatial configuration on relative translation gain thresholds in redirected walking37
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study35
Spatially dependent veiling glare degrades image quality in medical extended reality34
X-Board: an egocentric adaptive AR assistant for perception in indoor environments32
Concert experiences in virtual reality environments31
cleAR: an interoperable architecture for multi-user AR-based school curricula30
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities30
0.22311997413635