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Most Cited

  • Article
  • Open Access
86 Citations
18,418 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...

  • Communication
  • Open Access
75 Citations
11,605 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
54 Citations
8,996 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
41 Citations
14,082 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...

  • Article
  • Open Access
24 Citations
6,116 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
21 Citations
5,500 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
19 Citations
12,279 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
17 Citations
7,645 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...

  • Systematic Review
  • Open Access
15 Citations
8,513 Views
26 Pages

Immersive Learning: A Systematic Literature Review on Transforming Engineering Education Through Virtual Reality

  • Artwell Regis Muzata,
  • Ghanshyam Singh,
  • Mikhail Sergeevich Stepanov and
  • Innocent Musonda

Integrating Virtual Reality (VR) with developing technology has become crucial in today’s schools to transform in-the-moment instruction. A change in perspective has occurred because of VR, enabling teachers to create immersive learning experie...

  • Article
  • Open Access
12 Citations
6,073 Views
25 Pages

Moirai: A No-Code Virtual Serious Game Authoring Platform

  • Andrei Torres,
  • Bill Kapralos,
  • Celina Da Silva,
  • Eva Peisachovich and
  • Adam Dubrowski

19 December 2022

Serious games, that is, games whose primary purpose is education and training, are gaining widespread popularity in higher education contexts and have been associated with increased learner memory retention, engagement, and motivation even among lear...

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Virtual Worlds - ISSN 2813-2084