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 2021-04-01 to 2025-04-01.)
ArticleCitations
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis204
A real-time wearable AR system for egocentric vision on the edge176
Intelligence at play: game-based assessment using a virtual-reality application127
Virtual water wave simulation with multiple wavenumbers112
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study101
Pressure-sketch: a tablet-based design system in immersive VR90
Configuring a VR simulator for the evaluation of advanced human–machine interfaces for hydraulic excavators86
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop79
Taking real steps in virtual nature: a randomized blinded trial66
A virtual reality platform to simulate orientation and mobility training for the visually impaired66
Correction to: Predicting user visual attention in virtual reality with a deep learning model64
MagicChem: a MR system based on needs theory for chemical experiments61
The influence of personality, sound, and content difficulty on virtual reality sickness61
Exploring the design space of eyes-free target acquisition in virtual environments57
Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults54
Using an immersive virtual reality bicycle simulator to evaluate hazard detection and anticipation of overt and covert traffic situations in young bicyclists52
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality50
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach42
Light direction estimation and hand touchable interaction for augmented reality41
Correction: Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising40
Using virtual environments to facilitate refugee integration in third countries37
Leading presence-based strategies to manipulate user experience in virtual reality environments36
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors35
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture35
Evaluating an augmented reality interface for sailing navigation: a comparative study with a immersive virtual reality simulator35
Using virtual reality to train infection prevention: what predicts performance and behavioral intention?34
Seamless-walk: natural and comfortable virtual reality locomotion method with a high-resolution tactile sensor33
The affordances of clinical simulation immersive technology within healthcare education: a scoping review33
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention32
Identifying presence of cybersickness symptoms using AI-based predictive learning algorithms32
The impact of misaligned idiotropic and visual axes on spatial ability under altered visuospatial conditions32
Remote virtual whiteboard assistance for improving task performance during lunar surface operations31
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