#VIRE#ImpactFactor increased again!
The 2024 2-year #ImpactFactor is 0.6 higher than the previous year and is now 5.0!
The 5-year Impact Factor is now 6.6.
More stats on https://t.co/I9FnioAC8l
The #CallForPapers for the #Collection on Prototyping and Developing Real-World Applications for #ExtendedReality has been extended to 31 March 2025.
https://t.co/kgzdIZhHiV
The #CallForPapers for the #Collection on Prototyping and Developing Real-World Applications for #ExtendedReality is now open! The submission deadline is 31 January 2025, but the review process will start as soon as each paper is submitted.
https://t.co/kgzdIZhHiV
The 2023 Impact Factors were just released, and we are delighted to inform you that #VIRE’s #ImpactFactor increased by 0.2 to 4.4!
The 5-year Impact Factor is 5.4.
More stats on https://t.co/I9FnioA4iN
#FallPrevention with augmented reality? In our new publication in @VIREJournal we @HPRC10 show that we can improve balance by displaying artificial visual cues. One step closer to bring this to life as an assistive device 💪 https://t.co/SkaDN2L6Pt
Have you already ready #VIRE#September issue last month? If not, take a look at the 78 articles (including 42 #OpenAccess) about #VR, #AR, #MR, #XR here: https://t.co/iUHd83cyEe
#VirtualReality#June issue is now available online with 60 articles. 24 of these are #OpenAccess so you can read them for #free at https://t.co/Z2nylIENRs
Could training in #VR help football players to practice headers without risk? Findings from our researchers published in @VIREJournal suggest that this could be a safer and effective way to train. Find out more: https://t.co/qzqv6KdiMa
Radhakrishnan et al. at @AarhusUni_int compared #VR and traditional #training in a motor skill task measuring #physiological arousal. The study is described in this #VIRE article: https://t.co/lSsuhNVUAG.