Virtual Reality

Papers
(The H4-Index of Virtual Reality is 33. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.227
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM180
3D model-based tracking combining edges, keypoints and fiducial markers152
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study143
Leading presence-based strategies to manipulate user experience in virtual reality environments116
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking114
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality87
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion79
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs72
Intelligence at play: game-based assessment using a virtual-reality application68
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website62
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations60
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction59
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness57
Full body video-based self-avatars for mixed reality: from E2E system to user study52
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments50
The effect of embodied interaction designs on flow experience: examination in VR games50
Robust vision-based glove pose estimation for both hands in virtual reality48
X-Board: an egocentric adaptive AR assistant for perception in indoor environments47
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma47
The effects of spatial configuration on relative translation gain thresholds in redirected walking44
Spatially dependent veiling glare degrades image quality in medical extended reality44
Concert experiences in virtual reality environments42
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness41
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research41
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study40
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video38
cleAR: an interoperable architecture for multi-user AR-based school curricula37
Point specification in collaborative visualization for 3D scalar fields using augmented reality37
Hands-free multi-type character text entry in virtual reality36
Virtual reality interaction based on visual attention and kinesthetic information34
Marketing in the metaverse era: toward an integrative channel approach33
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference33
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