Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Rico Krueger

dblp:239/5640 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0002-5372-741XORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Design research and methods · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
1.012026
Open-Source Toolkits for Experiments in Virtual Reality: A Scoping Review · IEEE Trans. Vis. Comput. Graph. 2026
Design research and methods
research methodology
0.312026
Open-Source Toolkits for Experiments in Virtual Reality: A Scoping Review · IEEE Trans. Vis. Comput. Graph. 2026

Methods — techniques the papers use, named apart from their topics

scoping review · 2.0
YearPublicationVenuePosition
2026 Open-Source Toolkits for Experiments in Virtual Reality: A Scoping Review
abstract
Virtual reality (VR) is increasingly influencing how researchers study human behavior. Yet, running large-scale VR experiments remains a challenge. The software is complex, capturing data from many sources at once is difficult, and analysis at scale takes significant effort. This paper reviews 67 open-source, research-oriented toolkits that support some or all stages of running VR studies, including the planning, design and management of experiments, collecting and synchronizing data, analyzing and visualizing results, and even running studies remotely or across different types of devices. We group existing peer-reviewed tools into five categories and highlight trends in the field. We discuss Unity's strong influence, the ongoing balance between easy-to-use interfaces and flexible coding approaches, the increased adoption of Lab Streaming Layer (LSL) for time-synchronized data capture, and growing interest in real-world and AI-supported analysis. Based on this overview, we offer practical recommendations to make VR research more consistent and sustainable, such as using shared formats for data and events, ensuring accurate timing and replay, and developing data exports that remain usable over time. We also compile a maintenance snapshot, which highlights technological and operational risks. We conclude with a roadmap targeting reproducibility, including considerations for a cross-platform VR experiment description language and distributed, replayable datasets. This review aims to help researchers choose and combine tools more effectively and give developers directions for supporting a more robust and reliable VR research ecosystem.
Lui Thomsen, Rico Krueger
IEEE Trans. Vis. Comput. Graph.2