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 2021-11-01 to 2025-11-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.221
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM160
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website137
3D model-based tracking combining edges, keypoints and fiducial markers128
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study109
Leading presence-based strategies to manipulate user experience in virtual reality environments104
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion86
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 application70
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations68
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction63
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking60
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness55
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality55
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments52
Full body video-based self-avatars for mixed reality: from E2E system to user study50
The effect of embodied interaction designs on flow experience: examination in VR games46
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities45
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness44
The effects of spatial configuration on relative translation gain thresholds in redirected walking43
Robust vision-based glove pose estimation for both hands in virtual reality43
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study42
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research42
Spatially dependent veiling glare degrades image quality in medical extended reality41
X-Board: an egocentric adaptive AR assistant for perception in indoor environments41
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma39
Concert experiences in virtual reality environments38
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation36
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video36
Hands-free multi-type character text entry in virtual reality36
Point specification in collaborative visualization for 3D scalar fields using augmented reality35
Virtual reality interaction based on visual attention and kinesthetic information35
cleAR: an interoperable architecture for multi-user AR-based school curricula33
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