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Most Cited

  • Article
  • Open Access
76 Citations
16,190 Views
20 Pages

Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQ

  • Panagiotis Kourtesis,
  • Josie Linnell,
  • Rayaan Amir,
  • Ferran Argelaguet and
  • Sarah E. MacPherson

Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual Reality Sickness Questionnaire (VRSQ), are two tools that measure...

  • Article
  • Open Access
74 Citations
18,794 Views
27 Pages

The metaverse has increasingly attracted the attention of academics and practitioners, who attempt to better understand its theoretical foundations and business application areas. This paper provides an overarching picture of what has already been st...

  • Communication
  • Open Access
69 Citations
10,842 Views
14 Pages

As virtual and augmented reality simulation technologies advance, the use of such technologies in medicine is widespread. The advanced virtual and augmented systems coupled with a complex interactive, immersive environment create a metaverse. The met...

  • Review
  • Open Access
48 Citations
7,537 Views
25 Pages

Heritage Building Information Modeling (HBIM) is an essential technology for heritage documentation, conservation, and management. It enables people to understand, archive, advertise, and virtually reconstruct their built heritage. Creating highly ac...

  • Article
  • Open Access
31 Citations
10,157 Views
32 Pages

Background: Given that VR is used in multiple domains, understanding the effects of cybersickness on human cognition and motor skills and the factors contributing to cybersickness is becoming increasing important. This study aimed to explore the pred...

  • Review
  • Open Access
29 Citations
7,937 Views
17 Pages

Virtual Reality Induced Symptoms and Effects: Concerns, Causes, Assessment & Mitigation

  • Nathan O. Conner,
  • Hannah R. Freeman,
  • J. Adam Jones,
  • Tony Luczak,
  • Daniel Carruth,
  • Adam C. Knight and
  • Harish Chander

The utilization of commercially available virtual reality (VR) environments has increased over the last decade. Motion sickness that is commonly reported while using VR devices is still prevalent and reported at a higher than acceptable rate. The vir...

  • Article
  • Open Access
21 Citations
5,325 Views
17 Pages

While VR-based training has been proven to improve learning effectiveness over conventional methods, there is a lack of study on its learning effectiveness due to the implementation of training modes. This study aims to investigate the learning effec...

  • Article
  • Open Access
18 Citations
4,967 Views
16 Pages

This study investigates how virtual and augmented reality role games impact self-learning in higher education settings. A qualitative research–action approach that involved creating augmented reality micro-stories to encourage creativity and cr...

  • Review
  • Open Access
17 Citations
10,582 Views
17 Pages

Metaverse is an upcoming transformative technology that will impact our future society with immersive experiences. The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities...

  • Article
  • Open Access
16 Citations
6,854 Views
20 Pages

Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences

  • Anastasios Theodoropoulos,
  • Dimitra Stavropoulou,
  • Panagiotis Papadopoulos,
  • Nikos Platis and
  • George Lepouras

The popularity of VR technology has led to the development of public VR setups in entertainment venues, museums, and exhibitions. Interactive VR CAVEs can create compelling gaming experiences for both players and the spectators, with a strong sense o...