Virtual Reality

Papers
(The TQCC of Virtual Reality is 8. 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 2020-05-01 to 2024-05-01.)
ArticleCitations
Virtual reality and augmented reality in social learning spaces: a literature review154
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature136
Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook120
Virtual reality consumer experience escapes: preparing for the metaverse99
Using virtual reality for dynamic learning: an extended technology acceptance model72
Comparing the effectiveness of fire extinguisher virtual reality and video training71
A review of the evidence for training effectiveness with virtual reality technology67
Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality65
Virtual, mixed, and augmented reality: a systematic review for immersive systems research57
Estimating cybersickness from virtual reality applications57
Virtual reality and 360° panorama technology: a media comparison to study changes in sense of presence, anxiety, and positive emotions55
A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences51
Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality50
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility49
Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns49
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload44
Quantifying VR cybersickness using EEG43
Nature in virtual reality improves mood and reduces stress: evidence from young adults and senior citizens35
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment35
Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest?35
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning35
Immersive virtual reality as physical therapy in older adults: present or future (systematic review)33
Task-specific virtual reality training on hemiparetic upper extremity in patients with stroke31
A VR training system for learning and skills development for construction workers30
Fear and loathing in VR: the emotional and physiological effects of immersive games28
Acceptance of dance training system based on augmented reality and technology acceptance model (TAM)27
Exposure to virtual nature: the impact of different immersion levels on skin conductance level, heart rate, and perceived relaxation26
Enhancing stroke assessment simulation experience in clinical training using augmented reality26
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges26
Exploring the effect of an augmented reality literacy programme for reading and spelling difficulties for children diagnosed with ADHD25
Conceptualising touch in VR25
A mobile VR-based respiratory biofeedback game to foster diaphragmatic breathing25
A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums23
Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator23
Comparison of gaze accuracy and precision in real-world and virtual reality22
Designing virtual environments for attitudes and behavioral change in plastic consumption: a comparison between concrete and numerical information21
A novel method for VR sickness reduction based on dynamic field of view processing21
Visualization in virtual reality: a systematic review21
Three-dimensional modeled environments versus 360 degree panoramas for mobile virtual reality training21
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world19
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific19
The effectiveness of a virtual reality attention task to predict depression and anxiety in comparison with current clinical measures19
Comparing augmented reality visualization methods for assembly procedures18
Performance enhancement of facial electromyogram-based facial-expression recognition for social virtual reality applications using linear discriminant analysis adaptation18
A framework for fidelity evaluation of immersive virtual reality systems18
Social viewing in cinematic virtual reality: a design space for social movie applications18
Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update18
Sustained inattentional blindness in virtual reality and under conventional laboratory conditions18
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience18
Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR18
Assessing the learning and transfer of gaze behaviours in immersive virtual reality17
Assessment of consumer VR-headsets’ objective and subjective field of view (FoV) and its feasibility for visual field testing17
Automatic detection and classification of emotional states in virtual reality and standard environments (LCD): comparing valence and arousal of induced emotions17
Comparison of spatial orientation skill between real and virtual environment17
A virtual classroom can elicit teachers’ speech characteristics: evidence from acoustic measurements during in vivo and in virtuo lessons, compared to a free speech control situation17
MagicChem: a MR system based on needs theory for chemical experiments17
Immersive training of first responder squad leaders in untethered virtual reality16
Immersive virtual reality as an empirical research tool: exploring the capability of a machine learning model for predicting construction workers’ safety behaviour16
My hands? Importance of personalised virtual hands in a neurorehabilitation scenario16
Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality16
A scoping review of the educational uses of 6DoF HMDs16
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study16
The effect of paper-based manual and stereoscopic-based mobile augmented reality systems on knowledge retention16
Influence of navigation parameters on cybersickness in virtual reality15
Eye movements to absent objects during mental imagery and visual memory in immersive virtual reality15
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems15
Teleguidance-based remote navigation assistance for visually impaired and blind people—usability and user experience15
Virtual reality applied to physiotherapy: a review of current knowledge15
Training in virtual reality enables learning of a complex sports movement15
Spatial and attentional aftereffects of virtual reality and relations to cybersickness14
The potential of immersive virtual reality for representations in design education14
Quantitative evaluation of visual guidance effects for 360-degree directions14
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space14
Marketing in the metaverse era: toward an integrative channel approach13
Cost–benefit analysis of virtual reality-based training for emergency rescue workers: a socio-technical systems approach13
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption13
A use case study comparing augmented reality (AR) and electronic document-based maintenance instructions considering tasks complexity and operator competency level13
Contributions of pictorial and binocular cues to the perception of distance in virtual reality13
The influence of personality, sound, and content difficulty on virtual reality sickness13
Towards socialVR: evaluating a novel technology for watching videos together13
Single-channel EEG measurement of engagement in virtual rehabilitation: a validation study12
Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator12
“Passive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patients”12
Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence12
The effects of touchless interaction on usability and sense of presence in a virtual environment11
Evaluation of visual-induced motion sickness from head-mounted display using heartbeat evoked potential: a cognitive load-focused approach11
Hand-adaptive user interface: improved gestural interaction in virtual reality11
Augmented reality instructions for construction toys enabled by accurate model registration and realistic object/hand occlusions11
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation11
Exploiting fashion x-commerce through the empowerment of voice in the fashion virtual reality arena11
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction11
A comprehensive method to design and assess mixed reality simulations11
The relationships between the exploration of virtual space, its presence and entertainment in virtual reality, 360º and 2D10
Multimodal markers for technology-independent integration of augmented reality devices and surgical navigation systems10
Virtual body representation for rehabilitation influences on motor performance of cerebral palsy children10
The ObReco-360°: a new ecological tool to memory assessment using 360° immersive technology10
Comparison of the effect of 360° versus two-dimensional virtual reality video on history taking and physical examination skills learning among undergraduate medical students: a randomized controlled t10
Educational UTAUT-based virtual reality acceptance scale: a validity and reliability study10
Immersive machine learning for social attitude detection in virtual reality narrative games10
Evaluation of the Oculus Rift S tracking system in room scale virtual reality10
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation10
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion10
Development of a virtual reality laboratory stressor10
Framework for developing alternative reality environments to engineer large, complex systems10
The virtualization of human–robot interactions: a user-centric workload assessment9
Usability, user experience and mental workload in a mobile Augmented Reality application for digital storytelling in cultural heritage9
Brain activity during cybersickness: a scoping review9
Towards estimating affective states in Virtual Reality based on behavioral data9
Designing effective virtual reality environments for pain management in burn-injured patients9
An experimental investigation of menu selection for immersive virtual environments: fixed versus handheld menus9
BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task9
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings9
Satisfied or not: user experience of mobile augmented reality in using natural language processing techniques on review comments9
Investigation of spatial ability test completion times in virtual reality using a desktop display and the Gear VR9
The assessment of virtual reality training in antromastoidectomy simulation9
Simulation-based surgical training systems in laparoscopic surgery: a current review9
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website8
Evaluation of a VR prototype for neuropsychological rehabilitation of attentional functions8
Exploring colour in context using Virtual Reality: Does a room change how you feel?8
Rehabilitation of visual functions in adult amblyopic patients with a virtual reality videogame: a case series8
Harmonize: a shared environment for extended immersive entertainment8
Cognitive load in immersive media settings: the role of spatial presence and cybersickness8
Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults8
Short- and long-term learning of job interview with a serious game in virtual reality: influence of eyestrain, stereoscopy, and apparatus8
Kinematics of aimed movements in ecological immersive virtual reality: a comparative study with real world8
Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality8
Mixed reality system for nondestructive evaluation training8
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders8
Surgical navigation system for brachytherapy based on mixed reality using a novel stereo registration method8
ViewfinderVR: configurable viewfinder for selection of distant objects in VR8
Trick the body trick the mind: avatar representation affects the perception of available action possibilities in virtual reality8
Evoking emotions in virtual reality: schema activation via a freeze-frame stimulus8
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis8
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