Virtual Reality

Papers
(The median citation count of Virtual Reality is 7. 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 2021-08-01 to 2025-08-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.200
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM125
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study125
Intelligence at play: game-based assessment using a virtual-reality application119
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking99
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality95
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction89
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke76
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion73
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs67
Remote virtual whiteboard assistance for improving task performance during lunar surface operations64
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality52
Leading presence-based strategies to manipulate user experience in virtual reality environments51
3D model-based tracking combining edges, keypoints and fiducial markers48
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations48
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website47
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness46
The effect of embodied interaction designs on flow experience: examination in VR games42
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study41
Full body video-based self-avatars for mixed reality: from E2E system to user study41
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments41
Robust vision-based glove pose estimation for both hands in virtual reality40
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma40
X-Board: an egocentric adaptive AR assistant for perception in indoor environments38
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities38
Spatially dependent veiling glare degrades image quality in medical extended reality37
The effects of spatial configuration on relative translation gain thresholds in redirected walking37
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research32
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness32
Concert experiences in virtual reality environments31
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation31
cleAR: an interoperable architecture for multi-user AR-based school curricula31
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study30
Hands-free multi-type character text entry in virtual reality30
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation30
Virtual reality interaction based on visual attention and kinesthetic information29
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality29
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video28
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference28
Marketing in the metaverse era: toward an integrative channel approach27
Point specification in collaborative visualization for 3D scalar fields using augmented reality27
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning27
Do we see rendered surface materials differently in virtual reality? A psychophysics-based investigation26
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space26
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results26
Accuracy study of the Oculus Touch v2 versus inertial sensor for a single-axis rotation simulating the elbow’s range of motion25
Reducing cybersickness by implementing texture blur in the virtual reality content25
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis24
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies24
Utilization of virtual reality for operating room fire safety training: a randomized trial24
A comprehensive method to design and assess mixed reality simulations24
Design and evaluation of an adaptive virtual reality training system23
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort22
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show21
Effects of enactment in virtual reality: a comparative experiment on memory for action21
Satisfied or not: user experience of mobile augmented reality in using natural language processing techniques on review comments21
Acceptance and use of virtual reality games: an extension of HMSAM20
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility20
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness20
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial20
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload19
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption19
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors19
Exploring the design space of eyes-free target acquisition in virtual environments18
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture18
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study18
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children18
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop18
Automatic portals layout for VR navigation18
The influence of attentional engagement and spatial characteristics on time perception in virtual reality18
A real-time wearable AR system for egocentric vision on the edge17
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality17
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention17
A virtual reality platform to simulate orientation and mobility training for the visually impaired17
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training17
Suitability test of virtual reality applications for older people considering the spatial orientation ability16
Demographic differences in presence across seven studies16
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study16
Design and calibration of curved and see-through integral imaging 3D display16
The effect of augmented virtuality on financial decision-making among adults and children16
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 accuracy16
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience15
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse15
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames15
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning15
A user experience analysis for a mobile Mixed Reality application for cultural heritage15
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality15
Recognizing shopper demographics from behavioral responses in a virtual reality store15
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems15
An interactive extended reality-based tutorial system for fundamental manual metal arc welding training14
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world14
Correction to: Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation14
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study14
Visualization in virtual reality: a systematic review13
E-faceatlasAR: extend atlas of facial acupuncture points with auricular maps in augmented reality for self-acupressure13
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges13
Using narrative 360° video as a tool to promote breast self-examination13
Mixed reality holograms for percutaneous lead extraction of cardiac implantable electronic devices13
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal13
The effects of touchless interaction on usability and sense of presence in a virtual environment13
How to shoot yourself right with a smartphone?13
Wordsphere: virtual reality text input interface13
SAPIENS in XR: operationalizing interaction-attention in extended reality13
Egocentric upper limb segmentation in unconstrained real-life scenarios13
Soundspace VR: spatial navigation using sound in virtual reality12
Immersive virtual reality and passive haptic interfaces to improve procedural learning in a formal training course for first responders12
A visuo-haptic mixed reality manual milling training simulator12
Retraction Note: Subjective visual vertical in virtual reality (Curator SVV): validation and normative data12
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 contro12
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience12
The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development12
The distinction between first-person perspective and third-person perspective in virtual bodily self-consciousness11
Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest?11
Real and perceived feet orientation under fatiguing and non-fatiguing conditions in an immersive virtual reality environment11
Participatory design and evaluation of virtual reality physical rehabilitation for people living with dementia11
DexHand: dexterous hand manipulation motion synthesis for virtual reality11
Immersive virtual reality as an empirical research tool: exploring the capability of a machine learning model for predicting construction workers’ safety behaviour11
A low-cost AR application to control arm prosthesis11
FreesoundVR: soundscape composition in virtual reality using online sound repositories11
A collaborative AR application for education: from architecture design to user evaluation11
A systematic evaluation of an RTK-GPS device for wearable augmented reality11
An augmented reality application and experiment for understanding and learning spatial transformation matrices11
Wand: $$360^{\circ }$$ video projection mapping using a $$360^{\circ }$$ camera11
The potential of immersive virtual reality for representations in design education11
VR unseen gaze: inducing feeling of being stared at in virtual reality11
Virtual reality for fire safety training: study of factors involved in immersive learning10
Correction: Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising10
Pressure-sketch: a tablet-based design system in immersive VR10
Seamless-walk: natural and comfortable virtual reality locomotion method with a high-resolution tactile sensor10
Visual aspect-oriented modeling of explorable extended reality environments10
Virtual reality natural experiences for mental health: comparing the effects between different immersion levels10
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders10
A cross-platform application for the ecological and remote assessment of memory impairment in aging: ECO-MEMORY10
Effectiveness of virtual reality exposure treatment for posttraumatic stress disorder due to motor vehicle or industrial accidents10
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach10
The predictive role of body image and anti-fat attitudes on attentional bias toward body area in haptic virtual reality environment10
The effect of reducing distraction on the flow-performance link in virtual experiential learning environment10
Analysis of translation gains in virtual reality: the limits of space manipulation10
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals10
Taking real steps in virtual nature: a randomized blinded trial10
Configuring a VR simulator for the evaluation of advanced human–machine interfaces for hydraulic excavators10
Correction to: Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities10
Training in virtual reality enables learning of a complex sports movement9
Preliminary results of the impact of 3D-visualization resources in the area of graphic expression on the motivation of university students9
H-GOMS: a model for evaluating a virtual-hand interaction system in virtual environments9
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games9
Effects of system- and media-driven immersive capabilities on presence and affective experience9
User experiences of medical students with 360-degree virtual reality applications to prepare them for the clerkships9
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings9
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment9
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis9
Correction to: Scene Walk: a non‑photorealistic viewing tool for first‑person video9
Using a virtual reality interview simulator to explore factors influencing people’s behavior9
Haptic/virtual reality orthopedic surgical simulators: a literature review9
Improving student learning outcomes using narrative virtual reality as pre-training9
The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments8
Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention8
Hyper-reoriented walking in minimal space8
Is social presence (alone) a general predictor for good remote collaboration? comparing video and augmented reality guidance in maintenance procedures8
The value of collision feedback in robotic surgical skills training8
Brain activity during cybersickness: a scoping review8
Quantitative evaluation of visual guidance effects for 360-degree directions8
Affective experience in a virtual crowd regulates perceived travel time8
Psychological predictors of consumer-level virtual reality technology adoption and usage8
Controlling camera movement in VR colonography8
Development of educational virtual reality attitude scale: A validity and reliability study8
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges8
Assessing the validity of VR as a training tool for medical students8
Construction and effect of relationships with agents in a virtual reality environment8
A comprehensive survey on AR-enabled local collaboration8
Navigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheeling8
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal8
Development of a customizable interactions questionnaire (CIQ) for evaluating interactions with objects in augmented/virtual reality8
Machine learning classification analysis for an adaptive virtual reality Stroop task8
Effects of coordinate system and position of AR notification while walking7
Sensory cue integration of visual and vestibular stimuli: a case study for 4D rides7
Correction: cleAR: an interoperable architecture for multi-user AR-based school curricula7
Local geometric edge features based registration for textureless object in augmented reality assisted assembly7
From virtual to physical environments when judging action opportunities: are diagnostics and trainings transferable?7
Eye-tracking on virtual reality: a survey7
Shaping the auditory peripersonal space with motor planning in immersive virtual reality7
Virtual and real ATM use performance in patients with acquired brain injury and healthy controls7
Enhancing spatial skills of young children with special needs using the Osmo Tangram based on tangible technology versus a Tangram card game7
Overground walking while using a virtual reality head mounted display increases variability in trunk kinematics and reduces dynamic balance in young adults7
Rendering massive indoor point clouds in virtual reality7
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