Virtual Reality

Papers
(The TQCC of Virtual Reality is 19. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study248
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion191
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs181
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM144
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations109
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality94
Intelligence at play: game-based assessment using a virtual-reality application85
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.77
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction75
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking73
3D model-based tracking combining edges, keypoints and fiducial markers63
The effect of embodied interaction designs on flow experience: examination in VR games59
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness58
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments57
Full body video-based self-avatars for mixed reality: from E2E system to user study56
Robust vision-based glove pose estimation for both hands in virtual reality55
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma55
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness53
X-Board: an egocentric adaptive AR assistant for perception in indoor environments53
The effects of spatial configuration on relative translation gain thresholds in redirected walking52
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research50
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study49
Spatially dependent veiling glare degrades image quality in medical extended reality43
Concert experiences in virtual reality environments40
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation40
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality39
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video38
Marketing in the metaverse era: toward an integrative channel approach36
cleAR: an interoperable architecture for multi-user AR-based school curricula36
Virtual reality interaction based on visual attention and kinesthetic information35
Hands-free multi-type character text entry in virtual reality34
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference34
Utilization of virtual reality for operating room fire safety training: a randomized trial34
Design and evaluation of an adaptive virtual reality training system32
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis31
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies31
Effects of enactment in virtual reality: a comparative experiment on memory for action29
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results29
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness29
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort28
Acceptance and use of virtual reality games: an extension of HMSAM26
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 overload25
A real-time wearable AR system for egocentric vision on the edge24
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study24
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training24
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors24
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop24
The influence of attentional engagement and spatial characteristics on time perception in virtual reality23
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality23
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children23
Recognizing shopper demographics from behavioral responses in a virtual reality store22
A virtual reality platform to simulate orientation and mobility training for the visually impaired22
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
Automatic portals layout for VR navigation22
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study22
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention22
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning20
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality20
Demographic differences in presence across seven studies20
Design and calibration of curved and see-through integral imaging 3D display20
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study20
A user experience analysis for a mobile Mixed Reality application for cultural heritage20
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
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems19
Correction to: Eye tracking in virtual reality: a broad review of applications and challenges19
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse19
Wordsphere: virtual reality text input interface19
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames19
Suitability test of virtual reality applications for older people considering the spatial orientation ability19
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