Virtual Reality

Papers
(The TQCC of Virtual Reality is 12. 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 2021-06-01 to 2025-06-01.)
ArticleCitations
Leading presence-based strategies to manipulate user experience in virtual reality environments185
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.144
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs114
3D model-based tracking combining edges, keypoints and fiducial markers110
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study104
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM94
Intelligence at play: game-based assessment using a virtual-reality application87
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion81
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations71
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation70
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality62
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking58
Remote virtual whiteboard assistance for improving task performance during lunar surface operations53
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality45
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction44
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website44
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments42
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke42
The effect of embodied interaction designs on flow experience: examination in VR games41
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness40
Full body video-based self-avatars for mixed reality: from E2E system to user study40
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research38
Robust vision-based glove pose estimation for both hands in virtual reality38
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma38
The effects of spatial configuration on relative translation gain thresholds in redirected walking37
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness37
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study35
Spatially dependent veiling glare degrades image quality in medical extended reality34
X-Board: an egocentric adaptive AR assistant for perception in indoor environments32
Concert experiences in virtual reality environments31
Intelligence augmentation: rethinking the future of work by leveraging human performance and abilities30
cleAR: an interoperable architecture for multi-user AR-based school curricula30
Marketing in the metaverse era: toward an integrative channel approach29
Hands-free multi-type character text entry in virtual reality29
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation29
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation29
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
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space28
Point specification in collaborative visualization for 3D scalar fields using augmented reality28
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study27
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference26
Do we see rendered surface materials differently in virtual reality? A psychophysics-based investigation25
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning25
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results25
Virtual reality interaction based on visual attention and kinesthetic information25
Utilization of virtual reality for operating room fire safety training: a randomized trial24
Accuracy study of the Oculus Touch v2 versus inertial sensor for a single-axis rotation simulating the elbow’s range of motion24
Reducing cybersickness by implementing texture blur in the virtual reality content24
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis23
A comprehensive method to design and assess mixed reality simulations23
Design and evaluation of an adaptive virtual reality training system23
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies23
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort22
Effects of enactment in virtual reality: a comparative experiment on memory for action21
Short- and long-term learning of job interview with a serious game in virtual reality: influence of eyestrain, stereoscopy, and apparatus21
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial21
Satisfied or not: user experience of mobile augmented reality in using natural language processing techniques on review comments21
Designing effective virtual reality environments for pain management in burn-injured patients20
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness20
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility20
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption20
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show20
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload19
Acceptance and use of virtual reality games: an extension of HMSAM19
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors19
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop18
A real-time wearable AR system for egocentric vision on the edge18
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention18
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study18
Comparison of spatial orientation skill between real and virtual environment17
Exploring the design space of eyes-free target acquisition in virtual environments17
Automatic portals layout for VR navigation17
The influence of attentional engagement and spatial characteristics on time perception in virtual reality16
A simulator for both manual and powered wheelchairs in immersive virtual reality CAVE16
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children16
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality16
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture16
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study16
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality15
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training15
Design and calibration of curved and see-through integral imaging 3D display15
The effect of augmented virtuality on financial decision-making among adults and children15
Suitability test of virtual reality applications for older people considering the spatial orientation ability15
A virtual reality platform to simulate orientation and mobility training for the visually impaired15
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience14
Demographic differences in presence across seven studies14
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning14
Recognizing shopper demographics from behavioral responses in a virtual reality store13
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 accuracy13
E-faceatlasAR: extend atlas of facial acupuncture points with auricular maps in augmented reality for self-acupressure13
A user experience analysis for a mobile Mixed Reality application for cultural heritage13
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems13
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse13
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames13
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study13
An interactive extended reality-based tutorial system for fundamental manual metal arc welding training13
SAPIENS in XR: operationalizing interaction-attention in extended reality12
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal12
The effects of touchless interaction on usability and sense of presence in a virtual environment12
Correction to: Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation12
Wordsphere: virtual reality text input interface12
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges12
Egocentric upper limb segmentation in unconstrained real-life scenarios12
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world12
0.065283060073853