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 2022-05-01 to 2026-05-01.)
ArticleCitations
3D model-based tracking combining edges, keypoints and fiducial markers242
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study181
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality170
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion138
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs108
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM90
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations80
Intelligence at play: game-based assessment using a virtual-reality application75
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking71
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction70
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.60
Full body video-based self-avatars for mixed reality: from E2E system to user study56
The effect of embodied interaction designs on flow experience: examination in VR games56
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness55
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments53
Robust vision-based glove pose estimation for both hands in virtual reality52
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness52
X-Board: an egocentric adaptive AR assistant for perception in indoor environments50
Spatially dependent veiling glare degrades image quality in medical extended reality50
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma49
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research48
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study44
Concert experiences in virtual reality environments42
The effects of spatial configuration on relative translation gain thresholds in redirected walking41
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality39
Virtual reality interaction based on visual attention and kinesthetic information37
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation37
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video36
cleAR: an interoperable architecture for multi-user AR-based school curricula35
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference35
Hands-free multi-type character text entry in virtual reality34
Marketing in the metaverse era: toward an integrative channel approach34
Design and evaluation of an adaptive virtual reality training system33
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies32
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis31
Utilization of virtual reality for operating room fire safety training: a randomized trial31
Accuracy study of the Oculus Touch v2 versus inertial sensor for a single-axis rotation simulating the elbow’s range of motion30
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results29
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort28
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness28
Effects of enactment in virtual reality: a comparative experiment on memory for action27
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption26
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial26
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload26
Acceptance and use of virtual reality games: an extension of HMSAM25
A virtual reality platform to simulate orientation and mobility training for the visually impaired24
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors24
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality24
The influence of attentional engagement and spatial characteristics on time perception in virtual reality23
Automatic portals layout for VR navigation23
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study23
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children22
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop22
A real-time wearable AR system for egocentric vision on the edge22
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention22
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture22
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study22
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training21
Demographic differences in presence across seven studies20
Suitability test of virtual reality applications for older people considering the spatial orientation ability20
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 accuracy20
Design and calibration of curved and see-through integral imaging 3D display20
A user experience analysis for a mobile Mixed Reality application for cultural heritage20
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality20
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems20
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames19
Wordsphere: virtual reality text input interface19
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse19
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study19
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning19
Recognizing shopper demographics from behavioral responses in a virtual reality store19
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal18
SAPIENS in XR: operationalizing interaction-attention in extended reality18
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges18
Egocentric upper limb segmentation in unconstrained real-life scenarios18
Mixed reality holograms for percutaneous lead extraction of cardiac implantable electronic devices18
E-faceatlasAR: extend atlas of facial acupuncture points with auricular maps in augmented reality for self-acupressure17
Immersive virtual reality and passive haptic interfaces to improve procedural learning in a formal training course for first responders17
Visualization in virtual reality: a systematic review17
How to shoot yourself right with a smartphone?17
Retraction Note: Subjective visual vertical in virtual reality (Curator SVV): validation and normative data16
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience16
FreesoundVR: soundscape composition in virtual reality using online sound repositories16
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 contro15
The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development15
The distinction between first-person perspective and third-person perspective in virtual bodily self-consciousness15
Using narrative 360° video as a tool to promote breast self-examination15
Virtual reality for fire safety training: study of factors involved in immersive learning14
A collaborative AR application for education: from architecture design to user evaluation14
A systematic evaluation of an RTK-GPS device for wearable augmented reality14
A visuo-haptic mixed reality manual milling training simulator14
Virtual reality natural experiences for mental health: comparing the effects between different immersion levels14
VR unseen gaze: inducing feeling of being stared at in virtual reality14
A low-cost AR application to control arm prosthesis14
DexHand: dexterous hand manipulation motion synthesis for virtual reality14
Wand: $$360^{\circ }$$ video projection mapping using a $$360^{\circ }$$ camera14
Real and perceived feet orientation under fatiguing and non-fatiguing conditions in an immersive virtual reality environment14
An augmented reality application and experiment for understanding and learning spatial transformation matrices14
Seamless-walk: natural and comfortable virtual reality locomotion method with a high-resolution tactile sensor13
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis13
A cross-platform application for the ecological and remote assessment of memory impairment in aging: ECO-MEMORY13
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals13
H-GOMS: a model for evaluating a virtual-hand interaction system in virtual environments13
Taking real steps in virtual nature: a randomized blinded trial13
Correction: Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising13
Training in virtual reality enables learning of a complex sports movement13
Machine learning classification analysis for an adaptive virtual reality Stroop task12
Improving student learning outcomes using narrative virtual reality as pre-training12
User experiences of medical students with 360-degree virtual reality applications to prepare them for the clerkships12
Affective experience in a virtual crowd regulates perceived travel time12
Haptic/virtual reality orthopedic surgical simulators: a literature review12
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games12
Construction and effect of relationships with agents in a virtual reality environment12
Using a virtual reality interview simulator to explore factors influencing people’s behavior12
A comprehensive survey on AR-enabled local collaboration12
The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments11
Brain activity during cybersickness: a scoping review11
Development of a customizable interactions questionnaire (CIQ) for evaluating interactions with objects in augmented/virtual reality11
Development of educational virtual reality attitude scale: A validity and reliability study11
Overground walking while using a virtual reality head mounted display increases variability in trunk kinematics and reduces dynamic balance in young adults11
Assessing the validity of VR as a training tool for medical students11
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges11
Psychological predictors of consumer-level virtual reality technology adoption and usage11
Eye-tracking on virtual reality: a survey11
The value of collision feedback in robotic surgical skills training11
Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention11
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal11
Navigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheeling11
Effects of coordinate system and position of AR notification while walking11
Is social presence (alone) a general predictor for good remote collaboration? comparing video and augmented reality guidance in maintenance procedures11
Rendering massive indoor point clouds in virtual reality10
Shaping the auditory peripersonal space with motor planning in immersive virtual reality10
From virtual to physical environments when judging action opportunities: are diagnostics and trainings transferable?10
Virtual and real ATM use performance in patients with acquired brain injury and healthy controls10
Constructing hermeneutical relations: a postphenomenological inquiry into immersive VR memory palaces10
Text readability in augmented reality: a multivocal literature review10
Designing augmented reality for future commercial aviation: a user-requirement analysis with commercial aviation pilots10
Local geometric edge features based registration for textureless object in augmented reality assisted assembly10
Sensory cue integration of visual and vestibular stimuli: a case study for 4D rides10
Enhancing spatial skills of young children with special needs using the Osmo Tangram based on tangible technology versus a Tangram card game10
Correction: cleAR: an interoperable architecture for multi-user AR-based school curricula10
The study of virtual reality influence on the process of professional training of miners10
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