OpenAlex Citation Counts

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OpenAlex is a bibliographic catalogue of scientific papers, authors and institutions accessible in open access mode, named after the Library of Alexandria. It's citation coverage is excellent and I hope you will find utility in this listing of citing articles!

If you click the article title, you'll navigate to the article, as listed in CrossRef. If you click the Open Access links, you'll navigate to the "best Open Access location". Clicking the citation count will open this listing for that article. Lastly at the bottom of the page, you'll find basic pagination options.

Requested Article:

Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance
Martin Kocur, Melanie Kloss, Valentin Schwind, et al.
(2020), pp. 193-205
Closed Access | Times Cited: 64

Showing 26-50 of 64 citing articles:

Bodylab
Daniel Zeidler, Matthew McGinity
Proceedings of the ACM on Computer Graphics and Interactive Techniques (2023) Vol. 6, Iss. 2, pp. 1-12
Open Access | Times Cited: 6

Do You Need Another Hand? Investigating Dual Body Representations During Anisomorphic 3D Manipulation
Diane Dewez, Ludovic Hoyet, Anatole Lécuyer, et al.
IEEE Transactions on Visualization and Computer Graphics (2022) Vol. 28, Iss. 5, pp. 2047-2057
Open Access | Times Cited: 9

The Possibility of Inducing the Proteus Effect for Social VR Users
Akimi Oyanagi, Takuji Narumi, Jean-Luc Lugrin, et al.
Lecture notes in computer science (2022), pp. 143-158
Closed Access | Times Cited: 9

A psychosocial investigation of exercise preferences in real and virtual environments
Robyn L. Moffitt
Psychology of sport and exercise (2023) Vol. 70, pp. 102530-102530
Open Access | Times Cited: 4

Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior
Sebastian Oberdörfer, Sandra Birnstiel, Marc Erich Latoschik
Virtual Reality (2024) Vol. 28, Iss. 2
Open Access | Times Cited: 1

The Influence of Extended Reality and Virtual Characters' Embodiment Levels on User Experience in Well-Being Activities
Tanja Kojić, Maurizio Vergari, Marco Podratz, et al.
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (2024), pp. 855-856
Open Access | Times Cited: 1

Investigating the Impact of Odors and Visual Congruence on Motion Sickness in Virtual Reality
Lisa Reichl, Martin Kocur
(2024) Vol. 76, pp. 1-12
Closed Access | Times Cited: 1

Computer-Assisted Avatar-Based Treatment for Dysfunctional Beliefs in Depressive Inpatients: A Pilot Study
Martin Kocur, Martin Dechant, Christian Wolff, et al.
Frontiers in Psychiatry (2021) Vol. 12
Open Access | Times Cited: 9

Exercise in virtual reality with a muscular avatar influences performance on a weightlifting exercise
Marcin Czub, Paweł Janeta
Cyberpsychology Journal of Psychosocial Research on Cyberspace (2021) Vol. 15, Iss. 3
Open Access | Times Cited: 9

Impact of an overweight body representation in virtual reality on locomotion in a motor imagery task
Louise Dupraz, Julien Barra, Marine Beaudoin, et al.
Psychological Research (2022) Vol. 87, Iss. 2, pp. 462-473
Closed Access | Times Cited: 6

The (Gami)fictional Ego-Center: Projecting the Location of the Self Into an Avatar
Maximilian A. Friehs, Sarah Schäfer, Christian Frings
Frontiers in Psychology (2022) Vol. 13
Open Access | Times Cited: 6

Exploring the effects of virtual hand appearance on midair typing efficiency
Dixuan Cui, Christos Mousas
Computer Animation and Virtual Worlds (2023) Vol. 34, Iss. 3-4
Open Access | Times Cited: 3

“Do you get déjà vu”: Persuasiveness Effects of Communicating with an Avatar of Similar Appearance in Social Virtual Reality
Meng Ting Shih, Yi‐Chieh Lee, Chih‐Mao Huang, et al.
(2023), pp. 1-8
Closed Access | Times Cited: 2

Ubiquity of VR: Towards Investigating Ways of Interrupting VR Users to Obtain Their Attention in Public Spaces
Yu Wang, Raphael Johannes Schimmerl, Martin Kocur, et al.
Lecture notes in computer science (2023), pp. 40-52
Closed Access | Times Cited: 2

The Superhero Pose: Enhancing Physical Performance in Exergames by Embodying Celebrity Avatars in Virtual Reality
Nouran Sadek, Passant Elagroudy, Ali Nihad Khalil, et al.
(2022), pp. 1-11
Closed Access | Times Cited: 4

Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic Review
Ifeanyi Paul Odenigbo, Jaisheen Kour Reen, Chimamaka Eneze, et al.
(2022)
Closed Access | Times Cited: 4

Nonverbal Communication in Immersive Virtual Reality through the Lens of Presence: A Critical Review
Ioannis Xenakis, Damianos Gavalas, Vlasios Kasapakis, et al.
PRESENCE Virtual and Augmented Reality (2022) Vol. 31, pp. 147-187
Closed Access | Times Cited: 3

Meals for Monsters: a Mobile Application for the Feasibility of Gaming and Social Mechanisms
Samantha Olinsky, Pooja M. Desai, Selen Türkay, et al.
(2021), pp. 1-9
Closed Access | Times Cited: 4

Investigating the Perceived Abilities of Popular Game Characters' Clothes
Selina Behrens, Martin Kocur
Proceedings of Mensch und Computer 2019 (2024), pp. 611-616
Closed Access

Physiological and Perceptual Effects of Avatars' Muscularity while Rowing in Virtual Reality
Martin Kocur, Thomas Noack, Valentin Schwind, et al.
Proceedings of Mensch und Computer 2019 (2024), pp. 44-52
Closed Access

The Impact of Visual Feedback and Avatar Presence on Balance in Virtual Reality
Stefan Resch, R.B. Tiwari, Heer Rakeshkumar Vankawala, et al.
Proceedings of Mensch und Computer 2019 (2024), pp. 555-559
Closed Access

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