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Definition of guidelines for virtual reality application design based on visual attention

In virtual reality applications, head-mounted displays allow users to explore virtual surroundings, thus creating a high sense of immersion. However, due to the novelty of the technology and the possibility of freely enjoying a 360 ∘ virtual world, users can get distracted and divert their attention...

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Bibliographic Details
Published in:Multimedia tools and applications 2024-05, Vol.83 (16), p.49615-49640
Main Authors: Baldoni, Sara, Hadj Sassi, Mohamed Saifeddine, Carli, Marco, Battisti, Federica
Format: Article
Language:English
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Summary:In virtual reality applications, head-mounted displays allow users to explore virtual surroundings, thus creating a high sense of immersion. However, due to the novelty of the technology and the possibility of freely enjoying a 360 ∘ virtual world, users can get distracted and divert their attention from the content of the application. In this work, we define a set of guidelines for the design of virtual reality applications for enhancing the users’ attention. To the best of our knowledge, this is one of the first attempts to provide general guidelines for virtual application design based on visual attention. More specifically, we analyze the different categories of factors that contribute to the user’s responsiveness and define a set of experiments for measuring the user’s promptness with respect to visual stimuli with different features and in the presence of audio/visual distractions. Experimental tests have been carried out with 36 volunteers. The users’ reaction time has been recorded and the performed analysis allowed the definition of a set of guidelines based on individual, operational, and technological factors for the design of virtual reality applications optimized in terms of user attention. In particular, statistical tests demonstrated that the presence of distractions leads to significantly different reaction times with respect to the case of no distractions, and that users belonging to different age intervals have significantly different behaviors. Moreover, the optimal placement of objects has been identified and the impact of cybersickness has been analyzed.
ISSN:1573-7721
1380-7501
1573-7721
DOI:10.1007/s11042-023-17488-y