Virtual Reality Applications and Impacts
Virtual Reality Applications and Impacts is a research topic within Human-Computer Interaction. Science Explorer counts 37k 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 explores the concept of virtual presence and embodiment in virtual reality (VR) research. It delves into topics such as presence, embodiment, virtual reality technology, immersion, body ownership, peripersonal space, self-representation, cybersickness, social interaction, and learning outcomes in VR environments.
- Presence
- Embodiment
- Virtual Reality
- Immersion
- Body Ownership
- Peripersonal Space
- Self-Representation
- Cybersickness
- Social Interaction
- Learning Outcomes
- Research works
- 37k fractional, since 1950
- In the world top 10%
- 3.7k per year above
- Top-10% rate
- 9.9% share of its works in the world top 10%
- Growth, 2018-21 → 2022-25
- +82% the tick is no change
- Largest producer
China
23% of the 10 largest, 2022-now
Which countries lead Virtual Reality Applications and Impacts research?
By volume, China and the United States publish the most (2.3k and 2.1k works in 2022-now).
By volume, 2022-now
- 1
China 2.3k works
- 2
United States 2.1k works
- 3
Germany 1k works
- 4
India 802 works
- 5
Japan 798 works
- 6
United Kingdom 755 works
- 7
Italy 597 works
- 8
South Korea 570 works
- 9
Türkiye 517 works
- 10
Spain 425 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.
Shares of the rows listed above, not of the whole node.
Which institutions lead Virtual Reality Applications and Impacts research?
By volume in 2022-now, Centre National de la Recherche Scientifique publishes the most Virtual Reality Applications and Impacts research, followed by The University of Tokyo and Korea Advanced Institute of Science and Technology.
By volume, 2022-now
- 1
Centre National de la Recherche Scientifique
France 99 works
- 2
The University of Tokyo
Japan 76 works
- 3
Korea Advanced Institute of Science and Technology
South Korea 56 works
- 4
Hong Kong Polytechnic University
China 52 works
- 5
Binus University
Indonesia 47 works
- 6
University College London
United Kingdom 45 works
- 7
Purdue University West Lafayette
United States 44 works
- 8
Xi’an Jiaotong-Liverpool University
China 44 works
- 9
University of Central Florida
United States 40 works
- 10
University of Aveiro
Portugal 38 works
Who are the leading researchers in Virtual Reality Applications and Impacts?
The most-cited researchers publishing on Virtual Reality Applications and Impacts include Xiangyu Zhang, Karl John Friston and Mark A. Bradford.
- 1 Xiangyu Zhang 327k citations
- 2
Karl John Friston
United Kingdom 310k citations
- 3
Mark A. Bradford
United States 268k citations
- 4
Kai You Wang
China 224k citations
- 5
Vivian Andrea Welch
Canada 218k citations
- 6
David C. Schwebel
United States 210k citations
Ranked by citations received across their whole record, among researchers with at least three works on this topic.
Where is Virtual Reality Applications and Impacts research done?
The largest centres of Virtual Reality Applications and Impacts research in 2022-now are Beijing (China), Tokyo (Japan), Seoul (South Korea) and London (United Kingdom). Among places with at least 20 works in it, it is an unusually large share of all research in Mytilene.
Largest cities, 2022-now
Where it is the local speciality
- MytileneGR · 22.4 works15×
Location quotient: how much more of its research is in Virtual Reality Applications and Impacts than the world average.
Where is the best place to study Virtual Reality Applications and Impacts?
Among universities, judged by research, Hong Kong Polytechnic University, University of Copenhagen and Education University of Hong Kong score highest, combining citation excellence, specialisation, size, growth and international reach. Research strength is one signal when choosing where to study; it does not measure teaching.
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.
Universities only. The score blends citation 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 Virtual Reality Applications and Impacts, country by countryIs Virtual Reality Applications and Impacts research growing?
Output in 2022-2025 was 82% higher than in 2018-2021, peaking in 2025. The fastest-growing topics are Virtual Reality Applications and Impacts.
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 Virtual Reality Applications and Impacts as a percentage of every work published that year, 0.070% in 2024.
Fractional works of Virtual Reality Applications and Impacts 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.
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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