TY - GEN
T1 - Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality
AU - Rettinger, Maximilian
AU - Schmaderer, Christoph
AU - Rigoll, Gerhard
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - In contrast to the real world, users are not able to perceive bystanders in virtual reality (VR). Bystanders may distract users and influence their cognitive load. This involves users to feel discomfort at the thought of unintentionally touching or even bumping into a physical bystander while interacting with the virtual environment. Not knowing the intentions of a bystander or whether one is present can unsettle the user. We investigate how a bystander affects a user's cognitive load since it has a decisive impact on applications such as VR training. In a between-subjects lab study (N = 42), three conditions were compared: 1) no bystander, 2) an invisible bystander, and 3) a visible bystander (as an avatar). Over a series of iterations, the participants were asked to memorize four pairs of letters, perform a mental rotation task and then recall the pairs of letters. The results of our study demonstrate that a bystander acting as an avatar in the virtual environment increases the user's cognitive load more than an invisible bystander. Moreover, the cognitive load of a VR user is significantly increased by a bystander. Therefore, our work suggests that either the examiner must be separated from the participant or the examiner's influence (as a bystander) must be included in the analysis.
AB - In contrast to the real world, users are not able to perceive bystanders in virtual reality (VR). Bystanders may distract users and influence their cognitive load. This involves users to feel discomfort at the thought of unintentionally touching or even bumping into a physical bystander while interacting with the virtual environment. Not knowing the intentions of a bystander or whether one is present can unsettle the user. We investigate how a bystander affects a user's cognitive load since it has a decisive impact on applications such as VR training. In a between-subjects lab study (N = 42), three conditions were compared: 1) no bystander, 2) an invisible bystander, and 3) a visible bystander (as an avatar). Over a series of iterations, the participants were asked to memorize four pairs of letters, perform a mental rotation task and then recall the pairs of letters. The results of our study demonstrate that a bystander acting as an avatar in the virtual environment increases the user's cognitive load more than an invisible bystander. Moreover, the cognitive load of a VR user is significantly increased by a bystander. Therefore, our work suggests that either the examiner must be separated from the participant or the examiner's influence (as a bystander) must be included in the analysis.
KW - Collaborative and social computing
KW - Empirical studies in collaborative and social computing
KW - Human computer interaction (HCI)
KW - Human-centered computing
KW - Interaction paradigms
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85129430828&partnerID=8YFLogxK
U2 - 10.1109/VR51125.2022.00025
DO - 10.1109/VR51125.2022.00025
M3 - Conference contribution
AN - SCOPUS:85129430828
T3 - Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022
SP - 77
EP - 82
BT - Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 29th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022
Y2 - 12 March 2022 through 16 March 2022
ER -