Citation Impact

Citing Papers

A Review of Metaverse’s Definitions, Architecture, Applications, Challenges, Issues, Solutions, and Future Trends
2022 Standout
Social Interactions in Massively Multiplayer Online Role-Playing Gamers
2007
System design effects on social presence and telepresence in virtual communities
2004
Digitalization to achieve sustainable development goals: Steps towards a Smart Green Planet
2021 Standout
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
2016
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model
2016 Standout
Features and uses of high-fidelity medical simulations that lead to effective learning: a BEME systematic review
2005 Standout
Learning in a Virtual World: Experience With Using Second Life for Medical Education
2010
From presence to consciousness through virtual reality
2005 Standout
Excessive Internet gaming and decision making: Do excessive World of Warcraft players have problems in decision making under risky conditions?
2011
Virtual reality in the assessment, understanding, and treatment of mental health disorders
2017 Standout
Talk to the Virtual Hands: Self-Animated Avatars Improve Communication in Head-Mounted Display Virtual Environments
2011
Virtual Reality and Simulation: Training the Future Emergency Physician
2002
Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses
2009
Internet gaming addiction: current perspectives
2013
State-of-the-Art in Visual Attention Modeling
2012 Standout
Deliberate Practice and the Acquisition and Maintenance of Expert Performance in Medicine and Related Domains
2004 Standout
Intravenous catheter training system: Computer-based education versus traditional learning methods
2003
Multimodal spatial mapping and visualisation of Dinaledi Chamber and Rising Star Cave
2016
The end of geography or the explosion of place? Conceptualizing space, place and information technology
1998
Beaming: An Asymmetric Telepresence System
2012
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
2015 Standout
The immersive impact of meta-media in a virtual world
2011
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
Digital Chameleons
2005
Who plays, how much, and why? Debunking the stereotypical gamer profile
2008
Cyborg Urbanization: Complexity and Monstrosity in the Contemporary City
2005 Standout
TOWARD A THEORY OF PARADOX: A DYNAMIC EQUILIBRIUM MODEL OF ORGANIZING.
2011 Standout
VIRTUAL ANTI-BULLYING VILLAGE PROJECT FOR COPING WITH BULLYING AND CYBERBULLYING WITHIN A 3D VIRTUAL LEARNING ENVIRONMENT: EVALUATION RESEARCH
2014
The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments
2003 Standout
The rise of motivational information systems: A review of gamification research
2018 Standout
Supporting participation in planning new roads by using virtual reality systems
2007
An institution-based view of international business strategy: a focus on emerging economies
2008 Standout
Home and away
2007 Standout
“It doesn’t matter what you are!” Explaining social effects of agents and avatars
2010
Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching
2009
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Proxemics with multiple dynamic characters in an immersive virtual environment
2010
The specificity of the scientific field and the social conditions of the progress of reason
1975
Full Body Acting Rehearsal in a Networked Virtual Environment — A Case Study
2012
Why populism?
2017 Standout
Fusing Blockchain and AI With Metaverse: A Survey
2022
Networked Graphics: Building Networked Games and Virtual Environments
2009
Modernity, Self-Identity and the Sequestration of Death
1993
Science of science
2018 StandoutScience
What are the learning affordances of 3‐D virtual environments?
2009 Standout
Synthesizing information systems knowledge: A typology of literature reviews
2014 Standout
Virtual research assistants: Replacing human interviewers by automated avatars in virtual worlds
2013
Some Elements of a Sociology of Translation: Domestication of the Scallops and the Fishermen of St Brieuc Bay
1984 Standout
Virtual laboratories for education in science, technology, and engineering: A review
2016 Standout
3D Collaborative Environments in Archaeology: Experiencing the Reconstruction of the Past
2009
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
2009 Standout
A Virtual Presence Counter
2000
The Concept of `Paradox' in the Work of Max Weber
2008
An experimental study on the role of touch in shared virtual environments
2000
Geospatial revolution and remote sensing LiDAR in Mesoamerican archaeology
2012 Standout
Design of Secure Mutual Authentication Scheme for Metaverse Environments Using Blockchain
2022 Standout
Personal space in virtual reality
2006
Consuming dark tourism: A Thanatological Perspective
2008 Standout
Sustainable Management of Digital Transformation in Higher Education: Global Research Trends
2020 Standout
The age of Homo naledi and associated sediments in the Rising Star Cave, South Africa
2017 Standout
Human Trust in Artificial Intelligence: Review of Empirical Research
2020 Standout
Knowledge Collaboration in Online Communities
2011 Standout
Max Weber, Formal Rationality, and Health Lifestyles
1993
A Survey on Metaverse: Fundamentals, Security, and Privacy
2022 Standout
A Metaverse: Taxonomy, Components, Applications, and Open Challenges
2022
Small group behaviour experiments in the Coven project
1998
Users of the world, unite! The challenges and opportunities of Social Media
2009 Standout
Health Lifestyle Theory and the Convergence of Agency and Structure
2005 Standout
The avatar in marketing: Synthesis, integrative framework and perspectives
2013
Partial, conditional, and moderated moderated mediation: Quantification, inference, and interpretation
2017 Standout
Using Presence Questionnaires in Reality
2000
The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
2008
3D Virtual worlds and the metaverse
2013 Standout
Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments
2008
A ‘time–space odyssey’: management control systems in two multinational organisations
2004 Standout
Living up to the chatbot hype: The influence of anthropomorphic design cues and communicative agency framing on conversational agent and company perceptions
2018 Standout
The Scientific Research Potential of Virtual Worlds
2007 StandoutScience
Applying Common Identity and Bond Theory to Design of Online Communities
2007
Are Surgery Training Programs Ready for Virtual Reality? A Survey of Program Directors in General Surgery
2001
Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis
2013 Standout
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
2001
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
2019 Standout
Are physically embodied social agents better than disembodied social agents?: The effects of physical embodiment, tactile interaction, and people's loneliness in human–robot interaction
2006
Problematic Internet use and psychosocial well-being among MMO players
2009
MMORPGS and cognitive performance: A study with 1280 Brazilian high school students
2010
Internet addiction assessment tools: dimensional structure and methodological status
2013 Standout
A Space for Place in Sociology
2000 Standout
The thick description and comparison of societal systems of capitalism
2005
Books to be practiced: Memory, the power of the visual, and the success of accounting
2008 Standout
The future for (second) life and learning
2009
Accounting for God: accounting and accountability practices in the Society of Jesus (Italy, XVI–XVII centuries)
2004 Standout
A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use
2013 Standout
Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions
2019 Standout
Presence in Shared Virtual Environments and Virtual Togetherness
2000
Social presence in two- and three-dimensional videoconferencing
2005
Interpersonal Distance in Immersive Virtual Environments
2003
The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life
2016
Consumers acceptance of artificially intelligent (AI) device use in service delivery
2019 Standout
Internet Gaming Addiction: A Systematic Review of Empirical Research
2011
Genealogies of calculation
1993
Evaluating the effects of behavioral realism in embodied agents
2009
You can be too rich
2009
Retail spatial evolution: paving the way from traditional to metaverse retailing
2009
Through a Glass Darkly: Information Technology Design, Identity Verification, and Knowledge Contribution in Online Communities
2007
A meta-analysis of the cognitive and motivational effects of serious games.
2013 Standout
Virtual reality: Applications and implications for tourism
2009 Standout
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
2006
Toward a Taxonomy of Copresence
2003
Acting Rehearsal in Collaborative Multimodal Mixed Reality Environments
2012
Homuncular Flexibility in Virtual Reality
2015
Consumer Use and Business Potential of Virtual Worlds: The Case of “Second Life”
2009

Works of Ralph Schroeder being referenced

Cubes in the Cube: A Comparison of a Puzzle-Solving Task in a Virtual and a Real Environment
2001
Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (Computer Supported Cooperative Work)
2006
The social life of avatars: presence and interaction in shared virtual environments
2002
Interaction Between Users of Immersion Projection Technology Systems
2005
Avatars at work and play : collaboration and interaction in shared virtual environments
2006
The Usability of Collaborative Virtual Environments and Methods for the Analysis of Interaction
2006
Collaborating in networked immersive spaces: as good as being there together?
2001
Max Weber and the Sociology of Culture.
1993
Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology
1997
Possible Worlds: The Social Dynamic Of Virtual Reality Technology
1997
e-Sciences as research technologies: reconfiguring disciplines, globalizing knowledge
2008
Successes and Failures in Co-Present Situations
2005
Social Theory after the Internet: Media, Technology, and Globalization
2018
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
2000
Laser scanning for conservation and research of African cultural heritage sites: the case study of Wonderwerk Cave, South Africa
2009
Being There Together and the Future of Connected Presence
2006
The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction
2006
Activeworlds: geography and social interaction in virtual reality
2001
Max Weber: From History to Modernity
1995
Collaboration and communication in multi-user virtual environments: A comparison of desktop and immersive virtual reality systems for molecular visualization
1999
Virtual reality in the real world
1993
Max Weber: Essays in Reconstruction
1988
Small group behaviour in a virtual and real environment
1998
Defining Virtual Worlds and Virtual Environments
1970
The Emerging Governance of E-Infrastructure
2013
Cyberculture, cyborg post-modernism and the sociology of virtual reality technologies
1994
Rankless by CCL
2026