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 2022-06-01 to 2026-06-01.)
ArticleCitations
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study248
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion191
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs181
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM144
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations109
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality94
Intelligence at play: game-based assessment using a virtual-reality application85
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.77
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction75
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking73
3D model-based tracking combining edges, keypoints and fiducial markers63
The effect of embodied interaction designs on flow experience: examination in VR games59
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness58
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments57
Full body video-based self-avatars for mixed reality: from E2E system to user study56
Robust vision-based glove pose estimation for both hands in virtual reality55
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma55
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness53
X-Board: an egocentric adaptive AR assistant for perception in indoor environments53
The effects of spatial configuration on relative translation gain thresholds in redirected walking52
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research50
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study49
Spatially dependent veiling glare degrades image quality in medical extended reality43
Concert experiences in virtual reality environments40
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation40
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality39
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video38
Marketing in the metaverse era: toward an integrative channel approach36
cleAR: an interoperable architecture for multi-user AR-based school curricula36
Virtual reality interaction based on visual attention and kinesthetic information35
Hands-free multi-type character text entry in virtual reality34
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference34
Utilization of virtual reality for operating room fire safety training: a randomized trial34
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