Virtual Reality

Papers
(The TQCC of Virtual Reality is 13. 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 2021-07-01 to 2025-07-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.192
3D model-based tracking combining edges, keypoints and fiducial markers148
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study121
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM116
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation114
Intelligence at play: game-based assessment using a virtual-reality application97
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website91
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke85
Remote virtual whiteboard assistance for improving task performance during lunar surface operations73
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs71
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion64
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations62
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality54
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality47
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking47
Leading presence-based strategies to manipulate user experience in virtual reality environments46
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction46
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness45
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments43
The effect of embodied interaction designs on flow experience: examination in VR games42
Full body video-based self-avatars for mixed reality: from E2E system to user study40
The effects of spatial configuration on relative translation gain thresholds in redirected walking39
Robust vision-based glove pose estimation for both hands in virtual reality39
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma39
X-Board: an egocentric adaptive AR assistant for perception in indoor environments38
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness37
Concert experiences in virtual reality environments35
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities35
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study33
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research32
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
Spatially dependent veiling glare degrades image quality in medical extended reality31
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation30
Hands-free multi-type character text entry in virtual reality30
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video29
Marketing in the metaverse era: toward an integrative channel approach29
Virtual reality interaction based on visual attention and kinesthetic information28
Point specification in collaborative visualization for 3D scalar fields using augmented reality28
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality28
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference27
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning26
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study26
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space26
Do we see rendered surface materials differently in virtual reality? A psychophysics-based investigation25
Utilization of virtual reality for operating room fire safety training: a randomized trial25
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results25
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
A comprehensive method to design and assess mixed reality simulations24
Design and evaluation of an adaptive virtual reality training system23
Accuracy study of the Oculus Touch v2 versus inertial sensor for a single-axis rotation simulating the elbow’s range of motion23
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort23
Reducing cybersickness by implementing texture blur in the virtual reality content23
Effects of enactment in virtual reality: a comparative experiment on memory for action22
Satisfied or not: user experience of mobile augmented reality in using natural language processing techniques on review comments22
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness21
Acceptance and use of virtual reality games: an extension of HMSAM21
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload21
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show21
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial20
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility20
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors20
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption20
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study19
Automatic portals layout for VR navigation19
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention19
Exploring the design space of eyes-free target acquisition in virtual environments18
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children18
A virtual reality platform to simulate orientation and mobility training for the visually impaired17
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop17
The influence of attentional engagement and spatial characteristics on time perception in virtual reality17
A real-time wearable AR system for egocentric vision on the edge17
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture17
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training17
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study17
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality17
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality16
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
Suitability test of virtual reality applications for older people considering the spatial orientation ability16
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames15
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study15
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 accuracy15
Recognizing shopper demographics from behavioral responses in a virtual reality store15
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse15
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience15
Demographic differences in presence across seven studies15
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems15
E-faceatlasAR: extend atlas of facial acupuncture points with auricular maps in augmented reality for self-acupressure14
A user experience analysis for a mobile Mixed Reality application for cultural heritage14
Correction to: Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation14
An interactive extended reality-based tutorial system for fundamental manual metal arc welding training14
Wordsphere: virtual reality text input interface14
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning14
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world13
Mixed reality holograms for percutaneous lead extraction of cardiac implantable electronic devices13
SAPIENS in XR: operationalizing interaction-attention in extended reality13
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges13
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