| Virtual memory palaces: immersion aids recall |
46 |
| Systematic review and meta-analysis of augmented reality in educational settings |
21 |
| A systematic review of the application of interactive virtual reality to sport |
19 |
| Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning |
14 |
| Verification of the possibility and effectiveness of experiential learning using HMD-based immersive VR technologies |
13 |
| Control mapping in virtual reality: effects on spatial presence and controller naturalness |
13 |
| Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments |
11 |
| Behavioural intentions of using virtual reality in learning: perspectives of acceptance of information technology and learning style |
11 |
| EEG-based BCI and video games: a progress report |
10 |
| Haptic virtual reality and immersive learning for enhanced organic chemistry instruction |
10 |
| Virtual and augmented reality effects on K- higher and tertiary education students' twenty-first century skills |
10 |
| Virtual dives into the underwater archaeological treasures of South Italy |
9 |
| Can't touch this: the impact of augmented reality versus touch and non-touch interfaces on perceived ownership |
9 |
| Assessing hands-free interactions for VR using eye gaze and electromyography |
9 |
| Virtual reality software package for implementing motor learning and rehabilitation experiments |
7 |
| An augmented reality application for improving shopping experience in large retail stores |
7 |
| Virtual reality crowd simulation: effects of agent density on user experience and behaviour |
6 |
| Operator training simulators in virtual reality environment for process operators: a review |
6 |
| The effect of a virtual reality learning environment on learners' spatial ability |
6 |
| Virtual reality to improve group work skill and self-directed learning in problem-based learning narratives |
5 |
| Evaluation of visual feedback techniques for virtual grasping with bare hands using Leap Motion and Oculus Rift |
5 |
| Shopping in virtual reality: a study on consumers' shopping experience in a stereoscopic virtual reality |
5 |
| Leveraging advertising to a higher dimension: experimental research on the impact of virtual reality on brand personality impressions |
5 |
| Real-time manufacturing modeling and simulation framework using augmented reality and stochastic network analysis |
4 |
| Kinesthetic interactions in museums: conveying cultural heritage by making use of ancient tools and (re-) constructing artworks |
4 |
| VR aftereffect and the relation of cybersickness and cognitive performance |
4 |
| Virtual grasps recognition using fusion of Leap Motion and force myography |
4 |
| Simulator sickness in patients with neck pain and vestibular pathology during virtual reality tasks |
3 |
| Editorial: themed issue on enhanced educational experience in virtual and augmented reality |
3 |
| Hybrid learning environment: Collaborative or competitive learning? |
3 |
| Teaching qualitative research methods with Second Life, a 3-dimensional online virtual environment |
3 |
| Elucidating the impact of critical determinants on purchase decision in virtual reality products by Analytic Hierarchy Process approach |
3 |
| Dense 3D facial reconstruction from a single depth image in unconstrained environment |
3 |
| Semantic framework for interactive animation generation and its application in virtual shadow play performance |
2 |
| Designing a camera placement assistance system for human motion capture based on a guided genetic algorithm |
2 |
| Augmented reality-based remote coaching for fast-paced physical task |
2 |
| A comparative study between a virtual reality heart anatomy system and traditional medical teaching modalities |
2 |
| Real-time body tracking in virtual reality using a Vive tracker |
2 |
| Mixed prototypes for the evaluation of usability and user experience: simulating an interactive electronic device |
2 |
| Increasing student engagement through virtual interactions: How? |
2 |
| The influence of the availability of visual cues on the accurate perception of spatial dimensions in architectural virtual environments |
2 |
| Exploiting sensing devices availability in AR/VR deployments to foster engagement |
1 |
| Personalized planning and training system for brachytherapy based on virtual reality |
1 |
| A game prototype for understanding the safety issues of a lifeboat launch |
1 |
| A brush device with visual and haptic feedback for virtual painting of 3D virtual objects |
1 |
| Emotional reactions to the 3D virtual body and future willingness: the effects of self-esteem and social physique anxiety |
1 |
| Comparing methods for numerical input in immersive virtual environments |
1 |
| Haptically enabled simulation system for firearm shooting training |
1 |
| Testing the effectiveness of virtual reality as a defusion technique for coping with unwanted thoughts |
1 |
| Subjective visual vertical in virtual reality (Curator SVV): validation and normative data |
1 |