A Bibliometric Analysis of Virtual Reality Applications in Anthropology between 2010 and 2023

Author:

Butilă Eugen Valentin1,Burlacu Mihai1,Boboc Răzvan Gabriel1

Affiliation:

1. Transilvania University of Brasov

Abstract

Abstract As a relatively new technology that has gone through several iterations in the last decade, virtual reality (VR) applications have been used in a plethora of activities pertaining to various sciences, including anthropology. In this paper, we expound a bibliometric analysis of the reviews and research articles regarding the use of VR applications in anthropology between 2010 and 2023. The analysed publications were obtained from the Scopus database, and Microsoft Excel and VOSViewer were used to analyse the data. Utilizing bibliometric methods, the analysis encompasses a thorough examination of scholarly publications, identifying and scrutinizing prominent journals, prolific authors, affiliated institutions, and key research themes within the realm of VR applications in anthropology. The objective is to provide a systematic and insightful overview of the evolution, current state, and emerging trends in the integration of VR within the anthropological discourse, shedding light on the interdisciplinary nature and impact of this innovative technology on anthropological research and practice.

Publisher

Research Square Platform LLC

Reference44 articles.

1. Lyubiviy, Y. V. & Samchuk, R. V. VIRTUALIZATION OF IDENTITY IN THE CONTEXT OF SELF-REALIZATION OF A PERSONALITY. Anthropol. Meas. Philos. Res., 102–112, doi:10.15802/ampr.v0i18.221397 (2020).

2. Model of Playfulness and Flow in Virtual Reality Interactions;Reid DA;Presence: Teleoperators and Virtual Environments,2004

3. Kostakos, P., Alavesa, P., Oppenlaender, J. & Hosio, S. (eds G. Jacucci, F. Paterno, M. Rohs, & C. Santoro) (Association for Computing Machinery).

4. Han, J., Heo, J. & You, E. (eds N. D. Vo et al.) 27–36 (CEUR-WS).

5. Immersive machine learning for social attitude detection in virtual reality narrative games;Dobre GC;Virtual Reality,2022

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