Virtual Reality

Papers
(The TQCC of Virtual Reality is 17. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.227
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM180
3D model-based tracking combining edges, keypoints and fiducial markers152
PanoEmo, a set of affective 360-degree panoramas: a psychophysiological study143
Leading presence-based strategies to manipulate user experience in virtual reality environments116
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking114
Effects of physical walking on eyes-engaged target selection with ray-casting pointing in virtual reality87
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion79
Wearable augmentative and alternative communication (wAAC): a novel solution for people with complex communication needs72
Intelligence at play: game-based assessment using a virtual-reality application68
Real-time camera-based eye gaze tracking using convolutional neural network: a case study on social media website62
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations60
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction59
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness57
Full body video-based self-avatars for mixed reality: from E2E system to user study52
A novel low cybersickness dynamic rotation gain enhancer based on spatial position and orientation in virtual environments50
The effect of embodied interaction designs on flow experience: examination in VR games50
Robust vision-based glove pose estimation for both hands in virtual reality48
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma47
X-Board: an egocentric adaptive AR assistant for perception in indoor environments47
Spatially dependent veiling glare degrades image quality in medical extended reality44
The effects of spatial configuration on relative translation gain thresholds in redirected walking44
Concert experiences in virtual reality environments42
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research41
Do individual constraints induce flexibility of visual field dependence following a virtual immersion? Effects of perceptive style and cybersickness41
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study40
Ray tracing-based construction of 3D background model for real-time stereoscopic rendering of live immersive video38
Point specification in collaborative visualization for 3D scalar fields using augmented reality37
cleAR: an interoperable architecture for multi-user AR-based school curricula37
Hands-free multi-type character text entry in virtual reality36
Virtual reality interaction based on visual attention and kinesthetic information34
Marketing in the metaverse era: toward an integrative channel approach33
Older adults’ user experience of virtual tourism: exploring presence and experiential value with respect to age difference33
Toward inertial position tracking for head-mounted displays: a dataset and a deep learning approach evaluation32
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality32
Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space32
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study32
Utilization of virtual reality for operating room fire safety training: a randomized trial31
360-degree video-based body-ownership illusion for inducing embodiment: development and feasibility results30
Physiological responses to the virtual reality-based Trier social stress test in patients with psychosis30
Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologies29
A comprehensive method to design and assess mixed reality simulations28
Accuracy study of the Oculus Touch v2 versus inertial sensor for a single-axis rotation simulating the elbow’s range of motion28
Design and evaluation of an adaptive virtual reality training system28
Do we see rendered surface materials differently in virtual reality? A psychophysics-based investigation27
Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial26
Acceptance and use of virtual reality games: an extension of HMSAM25
Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersickness25
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort25
Extended reality technologies in small and medium-sized European industrial companies: level of awareness, diffusion and enablers of adoption25
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility25
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show25
Effects of enactment in virtual reality: a comparative experiment on memory for action25
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture24
Automatic portals layout for VR navigation24
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors24
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload24
A virtual reality platform to simulate orientation and mobility training for the visually impaired24
Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop22
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention22
The influence of attentional engagement and spatial characteristics on time perception in virtual reality22
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training22
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children20
Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson’s disease: a preliminary study20
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study20
ARbility: re-inviting older wheelchair users to in-store shopping via wearable augmented reality20
A real-time wearable AR system for egocentric vision on the edge20
Suitability test of virtual reality applications for older people considering the spatial orientation ability19
The effect of augmented virtuality on financial decision-making among adults and children19
Learning game innovations in immersive game environments: a factor analytic study of students’ learning inventory in virtual reality19
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 accuracy18
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames18
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study17
Recognizing shopper demographics from behavioral responses in a virtual reality store17
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse17
A user experience analysis for a mobile Mixed Reality application for cultural heritage17
Design and calibration of curved and see-through integral imaging 3D display17
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems17
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning17
Demographic differences in presence across seven studies17
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