Virtual Reality

Papers
(The TQCC of Virtual Reality is 11. 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 2021-04-01 to 2025-04-01.)
ArticleCitations
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis204
A real-time wearable AR system for egocentric vision on the edge176
Intelligence at play: game-based assessment using a virtual-reality application127
Virtual water wave simulation with multiple wavenumbers112
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study101
Pressure-sketch: a tablet-based design system in immersive VR90
Configuring a VR simulator for the evaluation of advanced human–machine interfaces for hydraulic excavators86
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop79
Taking real steps in virtual nature: a randomized blinded trial66
A virtual reality platform to simulate orientation and mobility training for the visually impaired66
Correction to: Predicting user visual attention in virtual reality with a deep learning model64
MagicChem: a MR system based on needs theory for chemical experiments61
The influence of personality, sound, and content difficulty on virtual reality sickness61
Exploring the design space of eyes-free target acquisition in virtual environments57
Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults54
Using an immersive virtual reality bicycle simulator to evaluate hazard detection and anticipation of overt and covert traffic situations in young bicyclists52
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality50
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach42
Light direction estimation and hand touchable interaction for augmented reality41
Correction: Mixed reality and sensor real-time feedback to increase muscle engagement during deep core exercising40
Using virtual environments to facilitate refugee integration in third countries37
Leading presence-based strategies to manipulate user experience in virtual reality environments36
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors35
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture35
Evaluating an augmented reality interface for sailing navigation: a comparative study with a immersive virtual reality simulator35
Using virtual reality to train infection prevention: what predicts performance and behavioral intention?34
Seamless-walk: natural and comfortable virtual reality locomotion method with a high-resolution tactile sensor33
The affordances of clinical simulation immersive technology within healthcare education: a scoping review33
Identifying presence of cybersickness symptoms using AI-based predictive learning algorithms32
The impact of misaligned idiotropic and visual axes on spatial ability under altered visuospatial conditions32
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention32
Remote virtual whiteboard assistance for improving task performance during lunar surface operations31
To social with social distance: a case study on a VR-enabled graduation celebration amidst the pandemic30
Towards an objective measurement of presence, place illusion, and plausibility illusion in virtual reality using electroencephalography29
Fast and robust virtual try-on based on parser-free generative adversarial network29
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality29
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children28
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study27
Evaluating the viewer experience of interactive virtual reality movies27
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training27
Automatic portals layout for VR navigation26
The influence of attentional engagement and spatial characteristics on time perception in virtual reality26
Sensory reweighting: a common mechanism for subjective visual vertical and cybersickness susceptibility25
Non-photorealistic rendering as a feedback strategy in virtual reality for rehabilitation25
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations24
NapWell: An EOG-based Sleep Assistant Exploring the Effects of Virtual Reality on Sleep Onset23
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality23
Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG22
Walking-in-place for omnidirectional VR locomotion using a single RGB camera22
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders21
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation21
A cross-platform application for the ecological and remote assessment of memory impairment in aging: ECO-MEMORY21
Effectiveness of virtual reality exposure treatment for posttraumatic stress disorder due to motor vehicle or industrial accidents20
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs20
Analysis of translation gains in virtual reality: the limits of space manipulation20
Visual aspect-oriented modeling of explorable extended reality environments20
The effects of a wheelchair simulation in a virtual world20
User behavior modeling for AR personalized recommendations in spatial transitions20
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion19
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.19
3D model-based tracking combining edges, keypoints and fiducial markers19
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals18
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation18
A simulator for both manual and powered wheelchairs in immersive virtual reality CAVE18
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study18
Immersive audio-visual scene reproduction using semantic scene reconstruction from 360 cameras17
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website17
A method for evaluating the learning concentration in head-mounted virtual reality interaction17
Evaluation of the Oculus Rift S tracking system in room scale virtual reality17
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM17
Processing presence: how users develop spatial presence through an immersive virtual reality game16
New approach for optimizing the interpretation and representation of the degree of historical-archaeological evidence in the virtual reconstructions16
Evaluation of the novelty effect in immersive Virtual Reality learning experiences16
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke16
CAVE and HMD: distance perception comparative study16
Effects of system- and media-driven immersive capabilities on presence and affective experience16
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking15
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience15
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook15
Training in virtual reality enables learning of a complex sports movement15
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences14
The effectiveness of a virtual reality attention task to predict depression and anxiety in comparison with current clinical measures14
User-centered redirected walking and resetting with virtual feelers14
Cognitive load in immersive media settings: the role of spatial presence and cybersickness14
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction14
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 accuracy14
Comparison of spatial orientation skill between real and virtual environment14
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness13
HoloGCS: mixed reality-based ground control station for unmanned aerial vehicle13
The effect of augmented virtuality on financial decision-making among adults and children13
Accurate and stable alignment of virtual and real spaces using consumer-grade trackers13
Correction to: Scene Walk: a non‑photorealistic viewing tool for first‑person video13
Designing a 3D gestural interface to support user interaction with time-oriented data as immersive 3D radar charts13
Immersive virtual reality for complex skills training: content analysis of experienced challenges12
A novel virtual reality simulation training system with haptic feedback for improving lateral ventricle puncture skill12
Democratizing AI in biomedical image classification using virtual reality12
A cognitive model for emotional regulation in virtual reality exposure12
Sensorimotor adaptation in VR: magnitude and persistence of the aftereffect increase with the number of interactions11
Hand-as-a-prop: using the hand as a haptic proxy for manipulation in virtual reality11
A micro-expression recognition algorithm based on feature enhancement and attention mechanisms11
Haptic/virtual reality orthopedic surgical simulators: a literature review11
The temporal pattern of VR sickness during 7.5-h virtual immersion11
Pneumatic and acoustic suit: multimodal haptic suit for enhanced virtual reality simulation11
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments11
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific11
The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality11
Suitability test of virtual reality applications for older people considering the spatial orientation ability11
Individualized foveated rendering with eye-tracking head-mounted display11
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