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Interactive and Immersive Displays

Interactive and Immersive Displays is a research topic within Human-Computer Interaction. Science Explorer counts 23k research works in it since 1950. 9.9% of them reached the world's top 10% most cited for their field and year.

This cluster of papers focuses on tangible user interfaces, including interaction techniques, gesture recognition, multi-touch sensing, public displays, mobile interaction, user-defined gestures, surface computing, tabletop displays, and virtual environments. It explores the design and evaluation of tangible user interfaces in human-computer interaction.

  • Tangible User Interfaces
  • Interaction Techniques
  • Gesture Recognition
  • Multi-touch Sensing
  • Public Displays
  • Mobile Interaction
  • User-defined Gestures
  • Surface Computing
  • Tabletop Displays
  • Virtual Environments
Research works
23k
fractional, since 1950
In the world top 10%
2.3k
per year above
Top-10% rate
9.9%
share of its works in the world top 10%
Growth, 2018-21 → 2022-25
+4%
the tick is no change
Largest producer
United States
25% of the 10 largest, 2022-now
Interactive and Immersive Displays

Which countries lead Interactive and Immersive Displays research?

By volume, the United States and China publish the most (849 and 770 works in 2022-now).

By volume, 2022-now

  1. 1 United States 849 works
  2. 2 China 770 works
  3. 3 Japan 382 works
  4. 4 India 324 works
  5. 5 Germany 282 works
  6. 6 United Kingdom 212 works
  7. 7 South Korea 178 works
  8. 8 Canada 163 works
  9. 9 France 112 works
  10. 10 Italy 107 works

How concentrated that is

The same countries as shares of everything the list above accounts for. A node where two countries do two thirds of the work and one spread evenly across twelve read alike as a ranking and not at all alike here.

United States: 25.1%China: 22.8%Japan: 11.3%India: 9.6%6 others listed: 31.2%25%largest
United States849 · 25.1%China770 · 22.8%Japan382 · 11.3%India324 · 9.6%6 others listed1,054 · 31.2%

Shares of the rows listed above, not of the whole node.

Which institutions lead Interactive and Immersive Displays research?

By volume in 2022-now, Carnegie Mellon University publishes the most Interactive and Immersive Displays research, followed by Korea Advanced Institute of Science and Technology and Chinese Academy of Sciences.

Who are the leading researchers in Interactive and Immersive Displays?

The most-cited researchers publishing on Interactive and Immersive Displays include Zhong Lin Wang, Xiangyu Zhang and Wei Huang.

  1. 1 Zhong Lin Wang United States 491k citations
  2. 2 Xiangyu Zhang 327k citations
  3. 3 Wei Huang China 267k citations
  4. 4 Kai You Wang China 224k citations
  5. 5 Lei Jiang China 214k citations
  6. 6 Trevor J. Darrell United States 206k citations
  7. 7 Seeram Ramakrishna Singapore 186k citations

Ranked by citations received across their whole record, among researchers with at least three works on this topic.

What are the most cited papers in Interactive and Immersive Displays?

The most cited paper in Interactive and Immersive Displays is "A Survey of Augmented Reality" (Ronald T. Azuma, 1997), with 9,848 citations. Next come "Fog computing and its role in the internet of things" (6,098) and "Epidermal Electronics" (4,753).

Most cited papers
#PaperReleasedCitations
1 A Survey of Augmented Reality Ronald T. Azuma · PRESENCE Virtual and Augmented Reality Aug 1997 9,848
2 Fog computing and its role in the internet of things Flavio Bonomi, Rodolfo A. Milito, Jiang Zhu et al. Conference paperOpen access 17 Aug 2012 6,098
3 Epidermal Electronics Dae‐Hyeong Kim et al. · Science Open access 11 Aug 2011 4,753
4 Recent advances in augmented reality Ronald T. Azuma, Yohan Baillot, Reinhold Behringer et al. · IEEE Computer Graphics and Applications 2001 4,162
5 Tangible bits Hiroshi Ishii, Brygg Ullmer Conference paper 27 Mar 1997 3,822
All 100 most cited papers, with filters and sorting

Where is Interactive and Immersive Displays research done?

The largest centres of Interactive and Immersive Displays research in 2022-now are Beijing (China), Tokyo (Japan), Seoul (South Korea) and Shanghai (China). Among places with at least 20 works in it, it is an unusually large share of all research in Sharon and Eindhoven.

Largest cities, 2022-now

  1. 1 BeijingChina 178 works
  2. 2 TokyoJapan 176 works
  3. 3 SeoulSouth Korea 70 works
  4. 4 ShanghaiChina 69 works
  5. 5 LondonUnited Kingdom 53 works
  6. 6 DaejeonSouth Korea 51 works
  7. 7 Hong KongChina 47 works
  8. 8 HangzhouChina 47 works
  9. 9 PittsburghUnited States 46 works
  10. 10 NanjingChina 39 works

Where it is the local speciality

  1. SharonUS · 26.0 works55×
  2. EindhovenNL · 20.1 works10×
← less than its size predicts1×more →

Location quotient: how much more of its research is in Interactive and Immersive Displays than the world average.

See Interactive and Immersive Displays on the map

Where is the best place to study Interactive and Immersive Displays?

Among universities, judged by research, Carnegie Mellon University, University of Washington and University of Chicago score highest, combining excellence, specialisation, size, growth and international reach. Research strength is one signal when choosing where to study; it does not measure teaching.

0%10%20%30%mean 20.32%fractional works in this field (log) →share of work in the world top 10% →University of ChicagoHong Kong Polytechni…University of Washin…Carnegie Mellon Univ…
above the meannear itbelow it

One dot per university in the first ten of the table below, at the default weights. The upper left is the interesting corner: small places doing unusually strong work.

Excellenceshare of its work in the world top 10%, 2022-now and all time averaged
40%
Specialisationhow much of its work is in this field, counted up to 10× the world share
10%
Sizeits output in this field, on a log scale
30%
Growthoutput growth, counted from -20% to +20%
10%
Internationalshare of its work with a co-author abroad
10%
Each slider sets a weight; the share it gets of the score is beside it.
#UniversityScoreTop 10%SpecialisationWorksGrowth
1Carnegie Mellon UniversityUnited States 78.718.2%26.2×43 -0.8%
2University of WashingtonUnited States 67.221.7%5.5×25 -9.6%
3University of ChicagoUnited States 63.327.0%3.6×12 +94.1%
4Hong Kong Polytechnic UniversityChina 62.426.8%3.7×12 +76.2%
5Korea Advanced Institute of Science and TechnologySouth Korea 62.19.0%23.1×43 +8.1%
6Tsinghua UniversityChina 62.017.6%3.6×33 +3.8%
7University of Colorado BoulderUnited States 59.120.8%9.7×17 +4.0%
8Ştefan cel Mare University of SuceavaRomania 58.920.5%47.1×15 +51.3%
9City University of Hong KongChina 58.819.0%5.9×13 +19.9%
10Monash UniversityAustralia 58.022.6%4.3×16 -3.5%

Universities only. The score blends excellence (40%), size (30%), specialisation (10%), growth (10%), international reach (10%), 2022-now; growth compares 2018-21 with 2022-25 and counts up to +20%, since a jump from a small base is mostly noise.

Every institution in Interactive and Immersive Displays, country by country

Is Interactive and Immersive Displays research growing?

Output in 2022-2025 was 4% higher than in 2018-2021, peaking in 2025. The fastest-growing topics are Interactive and Immersive Displays.

still counting19801990200020102020
grewheldshrank

The same series as a ribbon: one cell per year, darker for more. The line above answers how much; this answers when.

Its share of all research

Growing output can still be a shrinking share: all of science grows. This is Interactive and Immersive Displays as a percentage of every work published that year, 0.017% in 2024.

still counting0.010%0.020%0.030%Interactive and Immersive Displays0.021% in 202519801990200020102020

Fractional works of Interactive and Immersive Displays over all fractional works that year. How the balance of science has shifted.

How much of it reaches the world top 10%

Year by year.

still counting5%10%15%Interactive and Immersive Displays9.8% in 2025200020102020

Of each year's works in it, the share that reached the world's 10% most cited for their field and year. A field is the world for its own topics, so there is no other line to hold it against.

Which topics inside it are moving

Growth and decline on one axis around a shared zero. Two lists side by side hide the thing that matters: whether the growth dwarfs the decline, or the other way round.

Discussion

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