0.6(top 50%)
impact factor
894(top 20%)
papers
4.2K(top 20%)
citations
27(top 20%)
h-index
0.8(top 50%)
impact factor
1.2K
all documents
4.7K
doc citations
46(top 20%)
g-index

Top Articles

#TitleJournalYearCitations
1Smart and Digital City: A Systematic Literature ReviewProgress in IS2014407
2Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research AgendaProgress in IS2018168
3Smart CityProgress in IS201497
4Trust in Science and the Science of TrustProgress in IS201689
5Smart City ImplementationProgress in IS201778
6Digital Business ModelsProgress in IS201977
7Digital Futures, Digital TransformationProgress in IS201667
8Virtual Reality as a Travel Promotional Tool: Insights from a Consumer Travel FairProgress in IS201861
9Comparing Smart and Digital City: Initiatives and Strategies in Amsterdam and Genoa. Are They Digital and/or Smart?Progress in IS201461
10Virtual and Augmented Reality Technologies to Enhance the Visitor Experience in Cultural TourismProgress in IS201959
11Smart City and Value CreationProgress in IS201454
12Introduction to Design Science ResearchProgress in IS202051
13Augmented Reality and Virtual RealityProgress in IS201849
14Technological Innovations Transforming the Consumer Retail Experience: A Review of LiteratureProgress in IS201848
15Immersive Virtual Reality (IVR) in Higher Education: Development and ImplementationProgress in IS201942
16Digital LeadershipProgress in IS201839
17Exploring the Early Adopters of Augmented Reality Smart Glasses: The Case of Microsoft HoloLensProgress in IS201839
18Augmented Reality Smart Glasses: Definition, Concepts and Impact on Firm Value CreationProgress in IS201837
19A Survey of Drone use for Entertainment and AVR (Augmented and Virtual Reality)Progress in IS201837
20Empowered Cities? An Analysis of the Structure and Generated Value of the Smart City GhentProgress in IS201436
21Gamification and BehaviourProgress in IS201735
22Smart City Definition, Goals and PerformanceProgress in IS201735
23Introduction to Gamification: Foundation and Underlying TheoriesProgress in IS201734
24A Literature Survey of Information Systems Facilitating the Identification of Industrial SymbiosisProgress in IS201833
25Enterprise Resource Planning and Supply Chain ManagementProgress in IS201331
26How Augmented Reality and Virtual Reality is Being Used to Support People Living with Dementia—Design Challenges and Future DirectionsProgress in IS201830
27Research on the Use, Characteristics, and Impact of e-Commerce Product Recommendation Agents: A Review and Update for 2007–2012Progress in IS201429
28Digital Transformation of the Consulting Industry—Introduction and OverviewProgress in IS201829
29How can Tourist Attractions Profit from Augmented Reality?Progress in IS201829
30A Tool, not a Toy: Using Virtual Reality to Evaluate the Communication Between Autonomous Vehicles and PedestriansProgress in IS201929
31The Digital Transformation of HealthcareProgress in IS201826
32The Global Digital DividesProgress in IS201525
33Online Advertising Intrusiveness and Consumers’ Avoidance BehaviorsProgress in IS201424
34Key Factors in the Process of Trust. On the Analysis of Trust under Digital ConditionsProgress in IS201623
35Using ICT in Smart CityProgress in IS201723
36Engaging the Crowd of Stakeholders in Requirements Engineering via GamificationProgress in IS201723
37e-HRM Research and Practice: Facing the Challenges AheadProgress in IS201423
38The Co-production of Social Innovation: The Case of Living LabProgress in IS201423
39Reference Architecture for the Telecommunications IndustryProgress in IS201722
40The Sensorama Revisited: Evaluating the Application of Multi-sensory Input on the Sense of Presence in 360-Degree Immersive Film in Virtual RealityProgress in IS201822
41The Impact of Impact Sourcing: Framing a Research AgendaProgress in IS201422
42Trust and Communication in a Digitized WorldProgress in IS201621
43Co-working Spaces, Collaborative Practices and EntrepreneurshipProgress in IS201921
44What We Don’t Know. The Effect of Realism in Virtual Reality on Experience and BehaviourProgress in IS201920
45Enterprise Architecture for Small and Medium-Sized Enterprises: A Starting Point for Bringing EA to SMEs, Based on Adoption ModelsProgress in IS201419
46Functional, Hedonic or Social? Exploring Antecedents and Consequences of Virtual Reality Rollercoaster UsageProgress in IS201819
47Augmented Reality and Virtual RealityProgress in IS201919
48Social Collaboration and GamificationProgress in IS201718
49A Virtual Reality and Retailing Literature Review: Current Focus, Underlying Themes and Future DirectionsProgress in IS201918
50Estimating the Environmental Impact of Agriculture by Means of Geospatial and Big Data Analysis: The Case of CataloniaProgress in IS201818