Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual Reality Sickness Questionnaire (VRSQ), are two tools that measure cybersickness. However, both tools suffer from important limitations which raise concerns about their suitability. Two versions of the…
Virtual Worlds Template
Write in a clean editor, then format for Virtual Worlds in one click — DocuGuru applies the official MDPI template with numbered references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the Virtual Worlds format
Virtual Worlds is a peer-reviewed journal published by MDPI, covering Virtual Reality Applications and Impacts, Augmented Reality Applications, Educational Games and Gamification. Over its lifetime it has published 154 papers, which have received 1,278 citations.
| Publisher | MDPI |
|---|---|
| Reference style | Numbered (MDPI) Numbered — [1], [2] in the text 1. Smith, A.; Jones, B.; Lee, C. A Representative Article Title. Virtual Worlds 2023, 12, 45–58.
Formats any DOI in Virtual Worlds style. No sign-up. |
| Publishes research in | Virtual Reality Applications and Impacts Augmented Reality Applications Educational Games and Gamification Tactile and Sensory Interactions Human-Automation Interaction and Safety |
| ISSN | 2813-2084 |
| Citation impact (2-yr) | 3.18 |
| h-index | 18 |
| i10-index | 30 |
| Open access | Yes — indexed in DOAJ |
| Top institutions publishing here | National and Kapodistrian University of Athens |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in Virtual Worlds per year
Citation impact of Virtual Worlds by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in Virtual Worlds
As virtual and augmented reality simulation technologies advance, the use of such technologies in medicine is widespread. The advanced virtual and augmented systems coupled with a complex interactive, immersive environment create a metaverse. The metaverse enables us to connect with others in a virtual world free of spatial restrictions and time constraints. In the educational…
Fully immersive virtual reality (VR) applications have modified the way people access cultural heritage—from the visiting of virtual museums containing large collections of paintings to the visiting of ancient buildings. In this paper, we propose to review the software that are currently available that deal with cultural heritage in fully immersive virtual reality. It goes…
The metaverse has increasingly attracted the attention of academics and practitioners, who attempt to better understand its theoretical foundations and business application areas. This paper provides an overarching picture of what has already been studied and investigated in metaverse academic investigation. It adopts a systematic literature review and a bibliometric analysis. The study designs a…
Background: Given that VR is used in multiple domains, understanding the effects of cybersickness on human cognition and motor skills and the factors contributing to cybersickness is becoming increasing important. This study aimed to explore the predictors of cybersickness and its interplay with cognitive and motor skills. Methods: 30 participants, 20–45 years old, completed the…