Virtual Reality

Papers
(The median citation count of Virtual Reality is 10. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study288
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion197
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM155
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations135
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality106
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking89
3D model-based tracking combining edges, keypoints and fiducial markers84
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.79
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction65
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs64
Intelligence at play: game-based assessment using a virtual-reality application64
The effect of embodied interaction designs on flow experience: examination in VR games63
Full body video-based self-avatars for mixed reality: from E2E system to user study62
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness59
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments58
Robust vision-based glove pose estimation for both hands in virtual reality57
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness56
The effects of spatial configuration on relative translation gain thresholds in redirected walking53
X-Board: an egocentric adaptive AR assistant for perception in indoor environments46
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research44
Spatially dependent veiling glare degrades image quality in medical extended reality43
Concert experiences in virtual reality environments40
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma38
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study37
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation36
Virtual reality interaction based on visual attention and kinesthetic information36
cleAR: an interoperable architecture for multi-user AR-based school curricula36
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality35
Marketing in the metaverse era: toward an integrative channel approach34
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video34
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
Design and evaluation of an adaptive virtual reality training system32
Utilization of virtual reality for operating room fire safety training: a randomized trial32
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results29
Acceptance and use of virtual reality games: an extension of HMSAM28
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies28
Effects of enactment in virtual reality: a comparative experiment on memory for action28
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis28
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort28
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial27
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality26
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness26
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors26
The influence of attentional engagement and spatial characteristics on time perception in virtual reality25
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study24
A virtual reality platform to simulate orientation and mobility training for the visually impaired24
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture24
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop24
Automatic portals layout for VR navigation24
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study22
A real-time wearable AR system for egocentric vision on the edge22
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children22
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training22
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality21
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning21
Design and calibration of curved and see-through integral imaging 3D display21
Suitability test of virtual reality applications for older people considering the spatial orientation ability21
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 accuracy21
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention21
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study20
Demographic differences in presence across seven studies20
A user experience analysis for a mobile Mixed Reality application for cultural heritage19
Recognizing shopper demographics from behavioral responses in a virtual reality store19
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames19
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse19
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal18
Egocentric upper limb segmentation in unconstrained real-life scenarios18
Mixed reality holograms for percutaneous lead extraction of cardiac implantable electronic devices18
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges18
SAPIENS in XR: operationalizing interaction-attention in extended reality18
Wordsphere: virtual reality text input interface18
Immersive virtual reality and passive haptic interfaces to improve procedural learning in a formal training course for first responders17
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience17
How to shoot yourself right with a smartphone?17
An augmented reality application and experiment for understanding and learning spatial transformation matrices17
Visualization in virtual reality: a systematic review17
Using narrative 360° video as a tool to promote breast self-examination16
The distinction between first-person perspective and third-person perspective in virtual bodily self-consciousness16
A visuo-haptic mixed reality manual milling training simulator16
Mild simulator sickness can alter heart rate variability, mental workload, and learning outcomes in a 360° virtual reality application for medical education: a post hoc analysis of a randomized contro16
FreesoundVR: soundscape composition in virtual reality using online sound repositories16
The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development16
Retraction Note: Subjective visual vertical in virtual reality (Curator SVV): validation and normative data16
A collaborative AR application for education: from architecture design to user evaluation15
Virtual reality for fire safety training: study of factors involved in immersive learning15
Real and perceived feet orientation under fatiguing and non-fatiguing conditions in an immersive virtual reality environment15
DexHand: dexterous hand manipulation motion synthesis for virtual reality15
A systematic evaluation of an RTK-GPS device for wearable augmented reality15
VR unseen gaze: inducing feeling of being stared at in virtual reality15
A low-cost AR application to control arm prosthesis15
Virtual reality natural experiences for mental health: comparing the effects between different immersion levels15
Wand: $$360^{\circ }$$ video projection mapping using a $$360^{\circ }$$ camera15
A cross-platform application for the ecological and remote assessment of memory impairment in aging: ECO-MEMORY14
Seamless-walk: natural and comfortable virtual reality locomotion method with a high-resolution tactile sensor14
Correction: Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising14
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis13
Improving student learning outcomes using narrative virtual reality as pre-training13
Brain activity during cybersickness: a scoping review13
Machine learning classification analysis for an adaptive virtual reality Stroop task13
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games13
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals13
Affective experience in a virtual crowd regulates perceived travel time13
Using a virtual reality interview simulator to explore factors influencing people’s behavior13
User experiences of medical students with 360-degree virtual reality applications to prepare them for the clerkships13
The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments13
A comprehensive survey on AR-enabled local collaboration13
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges12
Development of a customizable interactions questionnaire (CIQ) for evaluating interactions with objects in augmented/virtual reality12
Psychological predictors of consumer-level virtual reality technology adoption and usage12
Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention12
Development of educational virtual reality attitude scale: A validity and reliability study12
Assessing the validity of VR as a training tool for medical students12
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal12
Overground walking while using a virtual reality head mounted display increases variability in trunk kinematics and reduces dynamic balance in young adults11
Sensory cue integration of visual and vestibular stimuli: a case study for 4D rides11
Eye-tracking on virtual reality: a survey11
Is social presence (alone) a general predictor for good remote collaboration? comparing video and augmented reality guidance in maintenance procedures11
Effects of coordinate system and position of AR notification while walking11
Virtual and real ATM use performance in patients with acquired brain injury and healthy controls11
Shaping the auditory peripersonal space with motor planning in immersive virtual reality11
Navigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheeling11
The value of collision feedback in robotic surgical skills training11
Constructing hermeneutical relations: a postphenomenological inquiry into immersive VR memory palaces11
Correction: cleAR: an interoperable architecture for multi-user AR-based school curricula11
Local geometric edge features based registration for textureless object in augmented reality assisted assembly11
The study of virtual reality influence on the process of professional training of miners10
Designing augmented reality for future commercial aviation: a user-requirement analysis with commercial aviation pilots10
New approach for optimizing the interpretation and representation of the degree of historical-archaeological evidence in the virtual reconstructions10
From virtual to physical environments when judging action opportunities: are diagnostics and trainings transferable?10
Text readability in augmented reality: a multivocal literature review10
Virtual reality environments for stress reduction and management: a scoping review10
Rendering massive indoor point clouds in virtual reality10
User behavior modeling for AR personalized recommendations in spatial transitions10
The impact of misaligned idiotropic and visual axes on spatial ability under altered visuospatial conditions10
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