PRESENCE Virtual and Augmented Reality

79.4k citations
1.1k papers · · active since 2016

Impact in

Papers in

PRESENCE Virtual and Augmented Reality

1.1k papers receiving 71.6k citations

Peers

PRESENCE Virtual and Augmented Reality
Comparison fields: 5 of 223
  • Human-Computer Interaction 44.3k
  • Computer Vision and Pattern Recognition 22.6k
  • Cognitive Neuroscience 17.9k
  • Social Psychology 14.9k
  • Automotive Engineering 6.0k
Replace ACM Transactions on Computer-Human Interaction with:
ACM Transactions on Computer-Human Interaction United States
Virtual Reality United States
Personal and Ubiquitous Computing United States
Interacting with Computers United Kingdom
Computers Environment and Urban Systems United States
IEEE Transactions on Systems Man and Cybernetics - Part A Systems and Humans United States
Design Studies United Kingdom
IEEE Transactions on Systems Man and Cybernetics Part B (Cybernetics) United States
IEEE Robotics & Automation Magazine United States
Autonomous Robots United States
PRESENCE Virtual and Augmented Reality relative to ACM Transactions on Computer-Human Interaction United States ACM Transactions on Computer-Human Interaction's profile →
Citations per field
00.5×2×3×4×4.6×
ACM Transactions on Computer-Human Interaction · 1×
Citations per year

Countries where authors publish in PRESENCE Virtual and Augmented Reality

Since Specialization
Citations

This map shows the geographic impact of research published in PRESENCE Virtual and Augmented Reality. It shows the number of citations coming from papers published by authors working in each country. You can also color the map by specialization and compare the number of citations received by papers published in PRESENCE Virtual and Augmented Reality with the expected number of citations based on a country's size and research output (numbers larger than one mean the country cites PRESENCE Virtual and Augmented Reality more than expected).

Fields of papers published in PRESENCE Virtual and Augmented Reality

Since Specialization
Physical SciencesHealth SciencesLife SciencesSocial Sciences

This network shows the impact of papers published in PRESENCE Virtual and Augmented Reality. Nodes represent research fields, and links connect fields that are likely to share authors. Colored nodes show fields that tend to cite the papers published in PRESENCE Virtual and Augmented Reality.

About PRESENCE Virtual and Augmented Reality

The 1.1k papers published in PRESENCE Virtual and Augmented Reality in the last decades have received a total of 79.4k indexed citations . Papers published in PRESENCE Virtual and Augmented Reality usually cover Human-Computer Interaction (602 papers), Cognitive Neuroscience (301 papers), Computer Graphics and Computer-Aided Design (57 papers), Computer Vision and Pattern Recognition (319 papers) and Social Psychology (172 papers) specifically the topics of Virtual Reality Applications and Impacts (530 papers), Augmented Reality Applications (194 papers), Tactile and Sensory Interactions (162 papers), Teleoperation and Haptic Systems (150 papers), Spatial Cognition and Navigation (98 papers), Visual perception and processing mechanisms (92 papers), Interactive and Immersive Displays (76 papers) and Human-Automation Interaction and Safety (65 papers). The most active scholars publishing in PRESENCE Virtual and Augmented Reality are Ronald T. Azuma, Mel Slater, Bob G. Witmer, Michael Jay Singer, Frank A. Biocca, Thomas B. Sheridan, Carrie Heeter, Nick Yee, Sylvia Wilbur and Grigore Burdea.

Rankless uses publication and citation data sourced from OpenAlex, an open and comprehensive bibliographic database. While OpenAlex provides broad and valuable coverage of the global research landscape, it—like all bibliographic datasets—has inherent limitations. These include incomplete records, variations in author disambiguation, differences in journal indexing, and delays in data updates. As a result, some metrics and network relationships displayed in Rankless may not fully capture the entirety of a scholar's output or impact.

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