The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:

  • Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
  • Development and evaluation of systems, tools, techniques and software that advance the field, including:
    • Display technologies, including Head Mounted Displays, simulators and immersive displays.
    • Haptic technologies, including novel devices, interaction and rendering
    • Interaction management, including gesture control, eye gaze, biosensors and wearables
    • Tracking technologies
  • VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
  • Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
  • Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
  • Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR

To complement original research articles, the journal also welcomes papers that provide state of the art reviews of specific aspects of VR/MR/AR. Such papers must be rigorous and represent a valuable resource for researcher and practitioners.

The journal’s audience includes those undertaking research in academia and industry, and developers and users of applications. Since readers may therefore be unfamiliar with all aspects of a specific topic being discussed, emphasis will be placed on clear, well-written, and accessible articles which will appeal to a multidisciplinary audience.

  • Covers a wide range of topics, to fully capture the multidisciplinary nature of the field. From business and commerce to telecommunications, entertainment and gaming to medicine, Virtual Reality covers a wide range of specific application areas.
  • Features clear, well-written, and accessible articles that will appeal to a multidisciplinary audience.

Journal information

Editors-in-Chief
  • Robert D. Macredie,
  • Daniel Ballin
Publishing model
Hybrid. Open Access options available

Journal metrics

3.634 (2019)
Impact factor
2.941 (2019)
Five year impact factor
125 days
Submission to first decision
308 days
Submission to acceptance
97,705 (2019)
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About this journal

Electronic ISSN
1434-9957
Print ISSN
1359-4338
Abstracted and indexed in
  1. ACM Digital Library
  2. CNKI
  3. Current Contents/Engineering, Computing and Technology
  4. DBLP
  5. EBSCO Applied Science & Technology Source
  6. EBSCO Computer Science Index
  7. EBSCO Computers & Applied Sciences Complete
  8. EBSCO Engineering Source
  9. EBSCO Ergonomics Abstracts
  10. EBSCO STM Source
  11. EI Compendex
  12. INSPEC
  13. Japanese Science and Technology Agency (JST)
  14. Journal Citation Reports/Science Edition
  15. ProQuest Advanced Technologies & Aerospace Database
  16. ProQuest Central
  17. ProQuest Computer Science
  18. ProQuest Computer and Information Systems Abstracts
  19. ProQuest Research Library
  20. ProQuest SciTech Premium Collection
  21. ProQuest Technology Collection
  22. SCImago
  23. SCOPUS
  24. Science Citation Index Expanded (SciSearch)
  25. UGC-CARE List (India)
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