World's Best Scientists 2026 revealed!
Virtual Reality
H-index 28

Virtual Reality

1359-4338

Published by: Springer

https://www.springer.com/journal/10055

Ranking & Metrics

Discipline name Position Best Scientists Publications D-Index
Computer Science 341 56 67 17

Additional Metrics

Number of Best Scientists*: 137
Documents by Best Scientists*: 151
Top 100 Ranked Scientists*: 1
SCIMAGO H-index: 73
SCIMAGO SJR: 1.198
Impact Factor: 5

Overview

Top Research Topics at Virtual Reality?

The journal focuses largely on the fields of Virtual reality, Computer graphics, Human–computer interaction, Multimedia and Artificial intelligence. Virtual Reality facilitates discussions on Virtual reality that incorporate concepts from other fields like Virtual machine, Augmented reality, User interface and Simulation, Haptic technology. Virtual Reality explores topics in Computer graphics which can be helpful for research in disciplines like Object (computer science), Context (language use), Task (project management) and Rendering (computer graphics).

Some problems in Human–computer interaction that were presented in Virtual Reality overlapped with concepts under Visualization, Interface (computing) and Perception. Most of the works presented in it deals with Multimedia but it intersects with the subject of Instructional simulation. The journal dives deep in exploring the relationship between the study of Artificial intelligence and Computer vision.

  • Virtual reality (84.46%)
  • Computer graphics (47.90%)
  • Human–computer interaction (39.87%)

What are the most cited papers published in the journal?

  • “Making it real”: exploring the potential of augmented reality for teaching primary school science (307 citations)
  • Review on cybersickness in applications and visual displays (297 citations)
  • Industry use of virtual reality in product design and manufacturing: a survey (267 citations)

Research areas of the most cited articles at Virtual Reality:

The published papers mainly tackle studies in Virtual reality, Multimedia, Computer graphics, Human–computer interaction and Augmented reality. While work presented in the published papers provide substantial information on Virtual reality, it also covers topics in Virtual machine, User interface, Interface (computing) and Simulation, Haptic technology. The most cited publications focus on Computer graphics but sometimes tackle the closely related topic of Wearable computer which is concerned with Focus (computing).

What topics the last edition of the journal is best known for?

  • Artificial intelligence
  • Operating system
  • The Internet

The previous edition focused in particular on these issues:

The objective of Virtual Reality is to combine knowledge in the areas of Virtual reality, Computer graphics, Human–computer interaction, Augmented reality and Artificial intelligence. Virtual Reality holds forums on Virtual reality that merges themes from other disciplines such as Context (language use), Task (project management), Usability, User experience design and Haptic technology. Virtual Reality features research on Haptic technology in an attempt to reinforce studies in the field of Simulation.

While Computer graphics is the focus of the journal, it also provided insights into the studies of Virtual machine, Perception, Gaze, Visualization and Software. Human–computer interaction research featured in the journal incorporates concerns from various other topics such as Illusion, Interface (computing), Cognition and Set (psychology). The journal features Artificial intelligence research that overlaps with concepts in Computer vision.

The most cited articles from the last journal are:

  • Comparing the effectiveness of fire extinguisher virtual reality and video training (13 citations)
  • Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay (11 citations)
  • Virtual reality and augmented reality in social learning spaces: a literature review (9 citations)

Papers citation over time

A key indicator for each journal is its effectiveness in reaching other researchers with the papers published at that venue.

The chart below presents the interquartile range (first quartile 25%, median 50% and third quartile 75%) of the number of citations of articles over time.

The top authors publishing in Virtual Reality (based on the number of publications) are:

  • Mark Billinghurst (8 papers) absent at the last edition,
  • Woodrow Barfield (6 papers) absent at the last edition,
  • Giuseppe Riva (6 papers) published 2 papers at the last edition,
  • Judy M. Vance (5 papers) absent at the last edition,
  • James Millar Ritchie (5 papers) published 1 paper at the last edition.

The overall trend for top authors publishing in this journal is outlined below. The chart shows the number of publications at each edition of the journal for top authors.

Only papers with recognized affiliations are considered

The top affiliations publishing in Virtual Reality (based on the number of publications) are:

  • Zhejiang University (12 papers) published 5 papers at the last edition,
  • Iowa State University (10 papers) absent at the last edition,
  • University of Nottingham (9 papers) absent at the last edition,
  • Virginia Tech (9 papers) absent at the last edition,
  • Brunel University London (8 papers) absent at the last edition.

The overall trend for top affiliations publishing in this journal is outlined below. The chart shows the number of publications at each edition of the journal for top affiliations.

Publication chance based on affiliation

The publication chance index shows the ratio of articles published by the best research institutions in the journal edition to all articles published within that journal. The best research institutions were selected based on the largest number of articles published during all editions of the journal.

The chart below presents the percentage ratio of articles from top institutions (based on their ranking of total papers).Top affiliations were grouped by their rank into the following tiers: top 1-10, top 11-20, top 21-50, and top 51+. Only articles with a recognized affiliation are considered.

During the most recent 2021 edition, 8.39% of publications had an unrecognized affiliation. Out of the publications with recognized affiliations, 4.93% were posted by at least one author from the top 10 institutions publishing in the journal. Another 7.75% included authors affiliated with research institutions from the top 11-20 affiliations. Institutions from the 21-50 range included 15.49% of all publications and 71.83% were from other institutions.

Returning Authors Index

A very common phenomenon observed among researchers publishing scientific articles is the intentional selection of journals they have already attended in the past. In particular, it is worth analyzing the case when the authors participate in the same journal from year to year.

The Returning Authors Index presented below illustrates the ratio of authors who participated in both a given as well as the previous edition of the journal in relation to all participants in a given year.

Returning Institution Index

The graph below shows the Returning Institution Index, illustrating the ratio of institutions that participated in both a given and the previous edition of the conference in relation to all affiliations present in a given year.

The experience to innovation index

Our experience to innovation index was created to show a cross-section of the experience level of authors publishing in a journal. The index includes the authors publishing at the last edition of a journal, grouped by total number of publications throughout their academic career (P) and the total number of citations of these publications ever received (C).

The group intervals were selected empirically to best show the diversity of the authors' experiences, their labels were selected as a convenience, not as judgment. The authors were divided into the following groups:

  • Novice - P < 5 or C < 25 (the number of publications less than 5 or the number of citations less than 25),
  • Competent - P < 10 or C < 100 (the number of publications less than 10 or the number of citations less than 100),
  • Experienced - P < 25 or C < 625 (the number of publications less than 25 or the number of citations less than 625),
  • Master - P < 50 or C < 2500 (the number of publications less than 50 or the number of citations less than 2500),
  • Star - P ≥ 50 and C ≥ 2500 (both the number of publications greater than 50 and the number of citations greater than 2500).

The chart below illustrates experience levels of first authors in cases of publications with multiple authors.

Career Opportunities in Virtual Reality

As the field of Virtual Reality continues to expand, so does the demand for professionals specializing in VR research and application. Various career paths are available in the industry, ranging from VR software engineers, 3D artists, UX/UI designers, to VR quality assurance testers. In addition to these roles, there's also a growing need for educators equipped with the knowledge and skills to teach VR technologies and their applications.

One excellent way to enter the field is becoming a teacher assistant with a focus on VR. Teacher assistants play a critical role in supporting learning environments, particularly in specialized subjects like VR. They understand the technology, applications, and innovative potential that VR holds. Their knowledge then gets passed onto the pupils, sparking interest in the VR field and possibly catalyzing future careers in this rapidly evolving industry.

If you're interested in merging your passion for VR with a rewarding career in education, understanding how to embark on this journey is crucial. For practical steps, you can check out this comprehensive guide on how to become a preschool teacher assistant in Wisconsin. While the article is Wisconsin-specific, many of the principles and steps apply universally, providing an invaluable starting point for aspiring VR educators.

Top Publications

  • A review of cybersickness in head-mounted displays: raising attention to individual susceptibility

    Unknown

    (2022)
    178 Citations
  • Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse

    Unknown

    (2023)
    158 Citations
  • Evaluating the effectiveness of learning design with mixed reality (MR) in higher education

    Yuk-Ming Tang;Kin Man Au;Henry C. W. Lau;George T. S. Ho

    (2020)
    153 Citations
  • Lessons learned from supplementing archaeological museum exhibitions with virtual reality

    Anna Puig;Inmaculada Rodríguez;Josep Lluís Arcos;Juan A. Rodríguez-Aguilar

    (2020)
    80 Citations
  • Challenges in passenger use of mixed reality headsets in cars and other transportation

    Mark McGill;Julie R. Williamson;Alexander Ng;Frank E. Pollick

    (2020)
    71 Citations
  • Quantifying VR cybersickness using EEG

    Eric Krokos;Amitabh Varshney

    (2021)
    68 Citations
  • Enhancing stroke assessment simulation experience in clinical training using augmented reality

    Ci-Jyun Liang;Charles Start;Hanna Boley;Vineet R. Kamat

    (2021)
    39 Citations
  • Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world

    Elena Dzardanova;Vlasios Kasapakis;Damianos Gavalas;Stella Sylaiou

    (2021)
    34 Citations
  • Evaluation of augmented reality technology for the design of an evacuation training game

    Cagatay Catal;Akhan Akbulut;Berkay Tunali;Erol Ulug

    (2020)
    34 Citations
  • Evaluating the effectiveness of mixed reality music instrument learning with the theremin

    David Johnson;Daniela E. Damian;George Tzanetakis

    (2020)
    30 Citations

Related Online Degrees & Career Pathways

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Ultimately, pursuing Computer Science aligns with some of the highest paying degrees. Graduates can explore diverse, lucrative career paths in tech sectors such as software development, cybersecurity, and data science, making these online options both strategic and rewarding for career growth.

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