Virtual Reality

Papers
(The median citation count of Virtual Reality is 5. 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
To social with social distance: a case study on a VR-enabled graduation celebration amidst the pandemic30
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality29
Towards an objective measurement of presence, place illusion, and plausibility illusion in virtual reality using electroencephalography29
Fast and robust virtual try-on based on parser-free generative adversarial network29
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children28
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training27
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study27
Evaluating the viewer experience of interactive virtual reality movies27
Automatic portals layout for VR navigation26
The influence of attentional engagement and spatial characteristics on time perception in virtual reality26
Sensory reweighting: a common mechanism for subjective visual vertical and cybersickness susceptibility25
Non-photorealistic rendering as a feedback strategy in virtual reality for rehabilitation25
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations24
NapWell: An EOG-based Sleep Assistant Exploring the Effects of Virtual Reality on Sleep Onset23
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality23
Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG22
Walking-in-place for omnidirectional VR locomotion using a single RGB camera22
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders21
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation21
A cross-platform application for the ecological and remote assessment of memory impairment in aging: ECO-MEMORY21
Effectiveness of virtual reality exposure treatment for posttraumatic stress disorder due to motor vehicle or industrial accidents20
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs20
Analysis of translation gains in virtual reality: the limits of space manipulation20
Visual aspect-oriented modeling of explorable extended reality environments20
The effects of a wheelchair simulation in a virtual world20
User behavior modeling for AR personalized recommendations in spatial transitions20
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion19
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.19
3D model-based tracking combining edges, keypoints and fiducial markers19
A simulator for both manual and powered wheelchairs in immersive virtual reality CAVE18
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study18
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals18
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation18
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM17
Immersive audio-visual scene reproduction using semantic scene reconstruction from 360 cameras17
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website17
A method for evaluating the learning concentration in head-mounted virtual reality interaction17
Evaluation of the Oculus Rift S tracking system in room scale virtual reality17
Effects of system- and media-driven immersive capabilities on presence and affective experience16
Processing presence: how users develop spatial presence through an immersive virtual reality game16
New approach for optimizing the interpretation and representation of the degree of historical-archaeological evidence in the virtual reconstructions16
Evaluation of the novelty effect in immersive Virtual Reality learning experiences16
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke16
CAVE and HMD: distance perception comparative study16
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking15
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience15
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook15
Training in virtual reality enables learning of a complex sports movement15
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences14
The effectiveness of a virtual reality attention task to predict depression and anxiety in comparison with current clinical measures14
User-centered redirected walking and resetting with virtual feelers14
Cognitive load in immersive media settings: the role of spatial presence and cybersickness14
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction14
A comparative study of CT-based volumetric assessment methods for total lung capacity with the development of an adjustment factor: incorporating VR imaging for improved accuracy14
Comparison of spatial orientation skill between real and virtual environment14
The effect of augmented virtuality on financial decision-making among adults and children13
Accurate and stable alignment of virtual and real spaces using consumer-grade trackers13
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness13
Correction to: Scene Walk: a non‑photorealistic viewing tool for first‑person video13
Designing a 3D gestural interface to support user interaction with time-oriented data as immersive 3D radar charts13
HoloGCS: mixed reality-based ground control station for unmanned aerial vehicle13
A cognitive model for emotional regulation in virtual reality exposure12
Immersive virtual reality for complex skills training: content analysis of experienced challenges12
A novel virtual reality simulation training system with haptic feedback for improving lateral ventricle puncture skill12
Democratizing AI in biomedical image classification using virtual reality12
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific11
The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality11
Suitability test of virtual reality applications for older people considering the spatial orientation ability11
Individualized foveated rendering with eye-tracking head-mounted display11
Sensorimotor adaptation in VR: magnitude and persistence of the aftereffect increase with the number of interactions11
Hand-as-a-prop: using the hand as a haptic proxy for manipulation in virtual reality11
A micro-expression recognition algorithm based on feature enhancement and attention mechanisms11
Haptic/virtual reality orthopedic surgical simulators: a literature review11
The temporal pattern of VR sickness during 7.5-h virtual immersion11
Pneumatic and acoustic suit: multimodal haptic suit for enhanced virtual reality simulation11
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments11
Assessment of a mixed reality smart home controller: HoloHome pilot study on healthy adults10
Immersive virtual reality as support for the mental health of elderly women: a randomized controlled trial10
The ObReco-360°: a new ecological tool to memory assessment using 360° immersive technology10
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games10
User experiences of medical students with 360-degree virtual reality applications to prepare them for the clerkships10
Using a virtual reality interview simulator to explore factors influencing people’s behavior10
Enhancing mirror therapy via scaling and shared control: a novel open-source virtual reality platform for stroke rehabilitation10
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings10
Demographic differences in presence across seven studies10
Preliminary results of the impact of 3D-visualization resources in the area of graphic expression on the motivation of university students10
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality10
Augmented reality-based border management10
The effect of embodied interaction designs on flow experience: examination in VR games10
Using interpretative phenomenological analysis to gain a qualitative understanding of presence in virtual reality10
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment9
Virtual fieldwork on a ship’s bridge: virtual reality-reconstructed operation scenarios as contextual substitutes for fieldwork in design education9
Design and calibration of curved and see-through integral imaging 3D display9
Full body video-based self-avatars for mixed reality: from E2E system to user study9
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse9
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning9
Co-design of avatars to embody auditory hallucinations of patients with schizophrenia9
Training street-level “sense of scale” as a spatial perception ability in recorded virtual reality: A Solomon four-group design approach9
Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking9
Correction to: Human interaction with virtual reality: investigating pre-evacuation efficiency in building emergency9
Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays9
Immersive machine learning for social attitude detection in virtual reality narrative games9
Assessment of consumer VR-headsets’ objective and subjective field of view (FoV) and its feasibility for visual field testing9
Home-based immersive virtual reality physical rehabilitation in paediatric patients for upper limb motor impairment: a feasibility study9
The assessment of virtual reality training in antromastoidectomy simulation9
H-GOMS: a model for evaluating a virtual-hand interaction system in virtual environments9
A user experience analysis for a mobile Mixed Reality application for cultural heritage9
Towards estimating affective states in Virtual Reality based on behavioral data9
Evaluating the effectiveness of virtual reality for safety-relevant training: a systematic review9
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience8
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames8
Harmonize: a shared environment for extended immersive entertainment8
Correction to: Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation8
Feasibility study to identify machine learning predictors for a Virtual Environment Grocery Store8
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems8
Improving student learning outcomes using narrative virtual reality as pre-training8
Recognizing shopper demographics from behavioral responses in a virtual reality store8
Mixed reality holograms for percutaneous lead extraction of cardiac implantable electronic devices8
Spatially dependent veiling glare degrades image quality in medical extended reality8
Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising8
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study8
Playing your pain away: designing a virtual reality physical therapy for children with upper limb motor impairment8
Robust vision-based glove pose estimation for both hands in virtual reality8
A mapping-based redirected walking algorithm for large-scale VR8
ARGo: augmented reality-based mobile Go stone collision game7
The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments7
A mixed reality application for total hip arthroplasty7
Predicting user visual attention in virtual reality with a deep learning model7
BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task7
An innovative mixed reality approach for maxillofacial osteotomies and repositioning7
Examining the potential of VR program Tilt Brush in reducing anxiety7
A comprehensive survey on AR-enabled local collaboration7
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities7
Construction and effect of relationships with agents in a virtual reality environment7
Passive identification of subjective preferences toward individual items using eye-tracking in a virtual reality environment7
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness7
Action recognition based on multimode fusion for VR online platform7
Egocentric upper limb segmentation in unconstrained real-life scenarios7
Wordsphere: virtual reality text input interface7
Assessing the validity of VR as a training tool for medical students7
Affective experience in a virtual crowd regulates perceived travel time7
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study7
Developing a virtual reality environment for educational and therapeutic application to investigate psychological reactivity to bullying7
Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention7
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal7
The potential of using virtual reality-based self-paced treadmill to assess road-crossing safety and self-evaluation with traumatic brain injuries: a series case study6
PE-DLS: a novel method for performing real-time full-body motion reconstruction in VR based on Vive trackers6
An interactive extended reality-based tutorial system for fundamental manual metal arc welding training6
X-Board: an egocentric adaptive AR assistant for perception in indoor environments6
Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention6
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges6
Quantitative evaluation of visual guidance effects for 360-degree directions6
Design and evaluation of a high− fidelity virtual reality manufacturing planning system6
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma6
New technologies for the classification of proximal humeral fractures: Comparison between Virtual Reality and 3D printed models—a randomised controlled trial6
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research6
Machine learning classification analysis for an adaptive virtual reality Stroop task6
How the physical appearance of companions affects females with high or low social physique anxiety: a virtual reality exercise study6
Body ownership illusion through virtual reality as modulator variable for limbs rehabilitation after stroke: a systematic review6
Acceptance of dance training system based on augmented reality and technology acceptance model (TAM)6
Virtual reality technology using a 360° video: development and evaluation of an educational tool for intraoral radiography using the bisecting angle technique6
Assessing the perceptual equivalence of a firefighting training exercise across virtual and real environments5
Quantifying VR cybersickness using EEG5
A virtual reality data visualization tool for dimensionality reduction methods5
The effects of touchless interaction on usability and sense of presence in a virtual environment5
An authoring tool for democratizing the creation of high-quality VR experiences5
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges5
E-faceatlasAR: extend atlas of facial acupuncture points with auricular maps in augmented reality for self-acupressure5
Educational UTAUT-based virtual reality acceptance scale: a validity and reliability study5
Holograms for seamless integration of remote students in the classroom5
A haptic-feedback virtual reality system to improve the Box and Block Test (BBT) for upper extremity motor function assessment5
Visualization in virtual reality: a systematic review5
Assessment of prospective memory after stroke utilizing virtual reality5
The effects of spatial configuration on relative translation gain thresholds in redirected walking5
Brain activity during cybersickness: a scoping review5
ORUN-VR2: a VR serious game on the projectile kinematics: design, evaluation, and learning outcomes5
Concert experiences in virtual reality environments5
SAPIENS in XR: operationalizing interaction-attention in extended reality5
A VR-based volumetric medical image segmentation and visualization system with natural human interaction5
Robustness and static-positional accuracy of the SteamVR 1.0 virtual reality tracking system5
Comparing augmented reality visualization methods for assembly procedures5
The efficiency of visually guided movement in real and virtual space5
Effects of personalized movement models in virtual reality on pain expectancy and motor behavior in patients with chronic back pain: a feasibility study5
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion5
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world5
Virtual reality consumer experience escapes: preparing for the metaverse5
HapMotion: motion-to-tactile framework with wearable haptic devices for immersive VR performance experience5
Psychological predictors of consumer-level virtual reality technology adoption and usage5
“Passive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patients”5
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