| Discipline name | Position | Best Scientists | Publications | D-Index |
|---|---|---|---|---|
| Computer Science | 341 | 56 | 67 | 17 |
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.
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).
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.
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:
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:
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.
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.
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.
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.
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:
The chart below illustrates experience levels of first authors in cases of publications with multiple authors.
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.
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(2022)Unknown
(2023)Yuk-Ming Tang;Kin Man Au;Henry C. W. Lau;George T. S. Ho
(2020)Anna Puig;Inmaculada Rodríguez;Josep Lluís Arcos;Juan A. Rodríguez-Aguilar
(2020)Mark McGill;Julie R. Williamson;Alexander Ng;Frank E. Pollick
(2020)Eric Krokos;Amitabh Varshney
(2021)Ci-Jyun Liang;Charles Start;Hanna Boley;Vineet R. Kamat
(2021)Elena Dzardanova;Vlasios Kasapakis;Damianos Gavalas;Stella Sylaiou
(2021)Cagatay Catal;Akhan Akbulut;Berkay Tunali;Erol Ulug
(2020)David Johnson;Daniela E. Damian;George Tzanetakis
(2020)Exploring online education options can be a practical step for those interested in studying Computer Science in the USA. Many students seek flexibility and efficiency, making online degree programs a popular choice. These programs often balance rigorous content with accessible formats, allowing learners to manage coursework alongside other commitments.
For individuals eager to enter the workforce quickly, earning a degree in 6 months online can be a viable option. Accelerated paths enable students to fast-track their education, gaining foundational knowledge swiftly without sacrificing quality.
Similarly, accelerated online programs offer an efficient route to a bachelor’s degree. These programs cater to motivated learners who want a comprehensive education in a condensed timeframe, often resulting in earlier career entry or advancement.
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.