This study aimed to discuss the research efforts in developing virtual reality (VR) technology for different training applications. To begin with, we describe how VR training experiences are typically created and delivered using the current software and hardware. We then discuss the challenges and solutions of applying VR training to different application domains, such as…
Frontiers in Virtual Reality Template
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About the Frontiers in Virtual Reality format
Frontiers in Virtual Reality is a peer-reviewed journal published by Frontiers, covering Virtual Reality Applications and Impacts, Augmented Reality Applications, Tactile and Sensory Interactions. Over its lifetime it has published 972 papers, which have received 14,359 citations.
| Publisher | Frontiers |
|---|---|
| Reference style | Author–year (Harvard) Author–year — (Smith, 2023) in the text Smith, A., Jones, B. and Lee, C. (2023) 'A representative article title', Frontiers in Virtual Reality, 12(3), pp. 45–58.
Formats any DOI in Frontiers in Virtual Reality style. No sign-up. |
| Publishes research in | Virtual Reality Applications and Impacts Augmented Reality Applications Tactile and Sensory Interactions Action Observation and Synchronization Human-Automation Interaction and Safety |
| ISSN | 2673-4192 |
| Citation impact (2-yr) | 3.55 |
| h-index | 54 |
| i10-index | 354 |
| Article processing charge | $1,900 |
| Open access | Yes — indexed in DOAJ |
| Top institutions publishing here | Centre National de la Recherche Scientifique |
| Journal website | www.frontiersin.org |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in Frontiers in Virtual Reality per year
Citation impact of Frontiers in Virtual Reality by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in Frontiers in Virtual Reality
In this paper we consider ethical issues that could emerge with the widespread adoption ofvirtual and augmented reality (XR) as a consumer product. Our major focus is on a likelyfuture where, with technological advances, virtual and augmented reality may becomeindistinguishable from reality thanks to the improvements in sensory feedback, in the abilityto interact with virtual…
Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual…
We review the concept of presence in virtual reality, normally thought of as the sense of “being there” in the virtual world. We argued in a 2009 paper that presence consists of two orthogonal illusions that we refer to as Place Illusion (PI, the illusion of being in the place depicted by the VR) and…
The aim of this paper is to further the understanding of embodiment by 1) analytically determining the components defining embodiment, 2) increasing comparability and standardization of the measurement of embodiment across experiments by providing a universal embodiment questionnaire that is validated and reliable, and 3) motivating researchers to use a standardized questionnaire. In this paper…