You are currently viewing a new version of our website. To view the old version click .
Applied Sciences
  • Article
  • Open Access

22 June 2021

Exploring the Role of Distraction in Weak Flow–Performance Link Based on VR Searching Tasks

,
,
,
and
School of Mechanical, Electrical and Information Engineering, Shandong University, Weihai 264209, China
*
Author to whom correspondence should be addressed.

Abstract

The weak association between flow experience and task performance (also known as weak flow-performance link) can reduce the positive effect of virtual reality (VR) applications. Distraction caused by incongruence between the primary task and interactive artifacts may be a direct factor leading to the weak link, but it has still not been tested. To empirically test this assumption and explore approaches to alleviate it, we developed the ‘VR searching paradigm’ and a prototype VR system, based on which three comparative experiments were conducted. Study 1 tested the effect of distraction and proved that high levels of distraction caused by incongruence can lead to the weak link (β = 0.198, p = 0.391). Next, two common design guidelines were proposed to deal with distraction. Study 2 tested the effect of reducing conspicuous but task-irrelevant distractors (guideline 1) on flow-performance link. Study 3 tested the effect of providing visual cues (utilizing distractors to achieve task-oriented selective attention), which is guideline 2, on flow-performance link. The results of studies 2 and 3 revealed that both guidelines helped enhance the task performance without damaging flow experience, alleviating the weak link problem (β = 0.351, p = 0.031; β = 0.255, p = 0.041). Our results provide the first piece of evidence that directly proves the effect of distraction on weak flow-performance link, which helps improve the explanation of the mechanism. Moreover, this paper is the first that proves the effectiveness of two easy approaches to alleviating the weak link by way of guiding the user’s task-relevant attention.

1. Introduction

Flow experience (shortened to ‘flow’) represents a highly enjoyable mental state where an individual is fully immersed and engaged in the process of an activity [,,,]. It is seen as a key component of high-quality user experience in virtual reality (VR) activities due to its contribution to the enhancement of task performance. However, the link between flow and task performance was found to be weak in studies conducted in many virtual environments, showing a weak flow-performance link [,,]. Bian defined it as weak association at first [] and renamed it weak flow-performance link in a follow-up paper []. If the enhancement of user experience cannot directly promote performance effectively, pursuing a good experience would be less meaningful and may even be counter-productive, especially for learning, training, and education [].
In a previous study, the weak association model (WAM) was proposed to explain the mechanism of weak flow-performance link in virtual environment (VE) []. It reveals that the reason leading to the weak link was the disjunction/incongruence between the primary task and interactive artifacts. It further points out the disjunction/incongruence caused by disjointed features distracts the user’s attention and interest away from the primary task, which might be a direct cause of the weak link. However, it has not been tested directly.
Games of different genres were used to test the WAM in previous studies []. Although diversity of genres can help prove the generalization of the theoretical model in different types of VEs, it might lead to extra variables that are difficult to control and may play a role in the results. Therefore, to clarify the mechanism of weak flow-performance link, the VE genre should be controlled. To solve this problem, a VR task paradigm needs to be developed to enhance the comparability of different conclusions on a broad scale.
In this paper, we further validate the WAM, and clarify the reason for weak flow-performance link hidden in poor VR design. Moreover, it develops effective approaches to alleviating this problem by guiding attention/distraction in VR activities. Our work provides methodological improvements to exploring flow-performance link. Moreover, it helps to clarify some UE problems and has practical significance for promoting optimal VR design. Overall, this paper makes the following contributions:
  • This paper improves the ‘VR searching paradigm’ and develops an experimental VR system, which is the first paradigm and experimental prototype system to specially explore flow-performance link in VR.
  • This paper provides the first empirical evidence directly proving the effect of distraction in weak flow-performance link, i.e., distraction caused by disjunction is an antecedent, which helps improve the explanation of underlying mechanism of weak link.
  • This paper is the first to provide design guidelines with a view to guiding task-relevant attention and prove its effectiveness at alleviating the weak flow-performance link and optimizing the VR design.

3. A VR Task Paradigm for Flow Study

In flow studies, experimental manipulations for inducing flow are essentially based on a variation of the difficulty levels of the respective task. The difficulty should be either experienced as too low, too high, or as largely compatible with the individual’s skill level []. According to this general logic, several previous paradigms were proposed by using different types of tasks (i.e., in the math, chess, knowledge quiz, and mental arithmetic paradigms). Flow studies in VEs also induce flow through manipulating difficulty levels of various tasks [], but there is no relatively fixed task paradigm. There may be two existing problems:
Level of task difficulty is hard to design properly. It should be noted that the specific operationalization used to vary the difficulty levels of the task affects the quality of flow experience during task engagement. Therefore, it is crucial to take into consideration that participants may frequently experience “interruption from flow”, “give up”, or not engage in the task any more after some experiences of failure. The ideal overload experience should reflect a continued struggle instead of a sudden change. Although some flow task paradigms have attempted to solve this problem, it still exists (e.g., in the mental arithmetic algorithm, although the algorithm is designed in a way that the difficulty level decreases—to a still relatively appropriate level—after a certain number of failures, the individual has experienced these failures and interrupted the flow state).
Existing task paradigms are not applicable to study the problem of weak flow-performance link, especially the role of distraction. One reason is that the existing flow task paradigms often avoid the emergence of distraction and therefore do not include the manipulation of distractors. Another reason is that some existing classic paradigms (e.g., in the math, chess, knowledge quizzes, and mental arithmetic paradigms) are not suitable for flow studies in VR activities, and there is still no paradigm sophisticated enough for a VR task.
To address these problems, a VR task paradigm for flow study is proposed in this paper. This paradigm should: (1) ensure the overload experience to reflect a continued struggle (only in this way can a continuous and fluent flow experience be induced) and (2) be able to manipulate distraction. Inspired by past studies [,], we proposed a novel task paradigm that is called the VR searching paradigm. The task paradigm is applicable to VR activities, and especially suitable for flow studies in the VEs. The principle of this paradigm is given as follows:
This paradigm is based on the LT and limited resource theory. In the VEs, a primary task with stable challenge level should run throughout the whole process consistently. The primary task here is a visual search and collection task when navigating in VR. Using this task, the difficulty is steady and easily matches the individual’s skill level, i.e., if the skill level is high, they will find the targets faster, if the skill level is low, they will find the targets slower. Therefore, it guarantees the task challenge’s good adaptivity to individuals’ skill during the entire task, and it is universal for people with different levels, unlike the abovementioned paradigms that require individuals to have a certain background of knowledge.
When performing the primary task, there are potential distractors that may distract the user’s attention and interest (see Figure 2). According to the manipulation of distractors (such as manipulating the type, fun, intensity, or number of the distractors), different levels of attention allocation will be induced, and this may lead to different levels of attention when performing the primary task. The more distractors there are, or the more attractive/disruptive they are, the more attention may be transferred, thus the flow from performing the primary task will decrease. By comparison, the less distractors there are, or the less attractive/disruptive they are, the less attention will be transferred, and then the flow from performing the primary task will increase. It should be noted that the distractors here are different from interruptions. Distractors do not suddenly intrude or appear in a VR scene to interrupt the process of engaging in the primary task, but constantly exist in the scene due to poor design. The task paradigms can help the flow study, especially in exploring the role of distraction in weak flow-performance link.
Figure 2. A task paradigm based on a VR searching task.
Next, a VR task system is developed according to this task paradigm.

4. Construction of Testing System

We developed a VR system according to one of Bian’s previous studies [], and designed the primary task and distractors according to the proposed “VR searching paradigm”.

4.1. Storyline Design

A VR underwater-treasure-hunting system is constructed for our experiments. To make it easy for the user to be involved in the VE and the task, we designed a storyline [].
At the beginning of the task, the user falls into a mysterious area under the sea (see Figure 3). The user is “cursed”, and then turned into a king crab (using avatars helps to enhance immersion, and the degree of immersion increases the body ownership, agency, as well as the feeling of presence []). There are eight treasure chests scattered on an underwater mountain with many curves and slopes. After finding all the treasure chests successfully within 4 min, the user can escape from the sea and become human again. Otherwise, they will “be a crab forever” and it is “game over”.
Figure 3. The user plays as a king crab in the VR treasure hunting system (from the third person view).

4.2. Natural Interaction

Our study mainly refers to the role of visual distraction. To avoid unnecessary distractions due to poor interactions, we adopted a first-person perspective and embodied interaction design.
To improve the sense of presence, the user navigates in the VE using the first-person view. A near to real underwater exploration experience is simulated with an HTC vive: (1) The controllers were embodied into a pair of virtual crab claws in the VE. (2) user’s angle of view was controlled by adjusting the head movement and orientation. By simply using a swivel chair (just for rotation, not actual movement), users can move like a real crab to control the orientation in the VE (Figure 4). (3) In addition, the user can control the movements and open the treasure chests by using the handle. (4) The player can interact with other marine creatures. By blowing out a virtual water column, the user can drive marine creatures away (Figure 5). (5) The feeling of water resistance under the water is simulated by using a visual motion delay effect [].
Figure 4. The equipment of our VR testing system.
Figure 5. If there is a marine creature in the way (left), the player can drive the marine creature away by blowing out a jet of water (right).
These interaction designs are integrated with an immersive VE, and they will eventually make the user feel like exploring the virtual world with their own body [], which can provide a good, embodied interaction experience.

4.3. Practice Scenarios

A training scenario was developed for the user to practice the necessary operations in advance. The system gives instruction to the user as “Your new body has some new abilities, so get used to it”. Then, the user follows visual and auditory instructions to practice. After practice, the system says, “Now that you’re familiar with your new body, there’s going to be a formal task”.

4.4. Formal Scenario: Primary Task and Distractors

The formal scenario is a mysterious sea area with various kinds of marine creatures. The primary task and distractors were designed according to the VR searching paradigm to investigate the player’s response.
The primary task is to find eight targets (i.e., treasure chests) as soon as possible within the limited time (Figure 6a). Distractors in this VE are various sea creatures randomly navigating in the virtual scene (Figure 6b). Although the player can interact with them, they do not play a role in the primary task (incongruence), thus may attract the user, and then interfere with his/her attention on the task. Based on this VR system, we conducted three empirical studies in the following sections.
Figure 6. The primary task is to find treasure chests (a); some examples of distractors are shown in (b).

8. Discussion

Our studies further verified the WAM. Some meaningful results were found through three empirical studies.

8.1. The VR Task Paradigm

In this paper, we developed a VR task paradigm. Based on this paradigm, we constructed a VR system and conducted a series of studies. From the research results, it is concluded that this paradigm can be well used to investigate flow experience and flow-performance link in VR activities.
This paradigm was proposed based on the LT and limited resource theory. From the perspective of cognitive resources allocation, it can be used to investigate how VR users’ attention resources are allocated in the process of completing tasks with distractors.
Different from the interruption diagram [], in which the primary task was interrupted in special phases, the primary task is not interrupted in our paradigm, and the distractors are constantly existing in the primary task. Moreover, it is different from the visual search paradigm in traditional cognitive experiments, which denotes the task of finding a target amongst a set of distractors. This is typically done by moving the eye gaze to potential target locations through an active scan of static graphics or images presented by fixed-position screens []. By contrast, the visual task in our paradigm is set in a more natural and interesting VR navigation scene, and it is interactive.
According to the paradigm, various experimental VR systems can be designed. Since this paper is a basic study, the task designed in this paper is relatively simple. Both the task design and indicators of performance can be further developed and expanded in more extensive research. We expect that this paradigm can be increasingly used in VR learning and training systems to further examine the relation between distraction and flow-performance link.

8.2. Role of Distraction in Weak Flow-Performance Link

According to WAM, the main reason leading to weak flow-performance link in VE is the incongruence between interactive artifacts and the primary task. Weak flow might be caused by irrelevant VE contents or using interaction artifacts (they can induce flow experience that is independent of the primary task) instead of performing the primary task [].
In fact, distraction is a key mediator, mediating the effect from the disjunction features to flow-performance link. The problem of weak flow-performance link arises when characteristics of disjunction cause a certain level of distraction. Although the role of distractions was briefly mentioned in WAM, previous studies did not directly examine it. The results of study 1 verified this point: By designing task-irrelevant distractors to accompany the primary task, we constructed a VR activity with disjointed features that cause a wide range and degree of distraction. Moreover, distraction levels directly predicted the weak link problem. Higher levels of distraction were followed by weaker flow-performance link, while lower levels of distraction were followed by stronger link. Therefore, these results revealed the direct effect of distractions on flow-performance link. Therefore, further paying attention to distraction and clarifying the effect of distractors on the user could be a breakthrough to avoid the problem of flow-performance link and optimize VR designs.

8.3. Design Guideline and Its Practical Implication

Based on the principle proposed in WAM [], we proposed two more specific design guidelines to deal with distractions in VR: (1) Reducing conspicuous but irrelevant distractors directly; and (2) increasing the congruence between distractors and primary task.
When conspicuous but irrelevant distractors induce distractions during the primary task, directly reducing the number of them is an easy and practical approach. This approach can effectively reduce distraction, improve task-relevant behaviors, and the performance of primary task. Not only that, but it can also strengthen the flow-performance link to a certain extent. However, this approach impairs the quality of flow experience to some extent. Some distractors can improve the vividness and interactivity of the virtual environment. Researchers have agreed that interactivity and vividness are two key variables affecting presence [,,,], and more vivid and interactive virtual environments are associated with higher levels of telepresence [,,,]. Therefore, distractors are not totally useless and they may have the potential to enhance the user’s feeling of presence and motivation of automatic exploration (autotelic experience) in VR, which helps achieve better flow experience. It may be better to take advantage of these distractors than to remove them entirely. Guideline 2 was proposed in this direction.
Guideline 2 gives another approach to dealing with distractions during the primary task. It is a constructive way to transfer the consequences of distraction into task-relevant ones through providing appropriate visual cues. In addition to the previous several studies that gave us inspiration, there are also some existing studies that are in line with this direction of design. Beck and Hollingworth [] used a gaze-contingent search paradigm to manipulate selection history directly and examine the competition between multiple cue-matching saccade target objects. Quiros’ et al. conducted A meta-analysis to explore a concurrent working memory load task that does not impair visual selective attention []. These works can also provide inspiration to adjust visual information. Finally, we optimized the disjointed VR system to a more congruent one and proved the second guideline is effective and practical too. This approach can help transfer the participants’ attention back to the primary task without reducing the number of distractors, and it does help participants improve task-related behavior and performance without damaging the quality of flow. In this way, much flow may be produced from performing the primary task and task-relevant behavior, and a stronger flow-performance link can be built.
These findings can provide reference for designers to find ways to optimize VR systems. As to how to make the best use of these guidelines, the specific features of each VR system and the type of the primary task need to be fully considered.

8.4. Discussion about the Applicability of the Findings

In fact, the findings discussed in this paper are more applicable to the VR systems for the purpose of learning, training, and education rather than pure entertainment. For the latter systems, the key points of the system design are vividness, interest, and richness, so they merely need to provide users with a good experience, not necessarily to transfer these experiences into better task performance. In this case, any spontaneous exploratory behavior is acceptable, even if it is irrelevant to the primary task. Therefore, the weak flow-performance link is not a real problem for these systems. For example, the VR system in this paper is more like an example of entertainment-oriented systems. A variety of distractors (marine creatures) can enrich the scene, bring interest and fun to the users, and then produce a good experience. For entertainment, there is no need to transfer the good experiences into task relevant performance, the enhancement of attention on distractors or task-irrelevant interactive behaviors are also acceptable. Although this may not be a real problem for entertainment-oriented systems, it could be a serious and usually imperceptible problem for learning- oriented systems (or education-oriented systems) []. As stated in the introduction, if the enhancement of experience quality cannot promote performance effectively, pursuing good experience would be meaningless or may even be counterproductive. Still, if take the system in this paper as an example, if the primary task is not simply finding things, but to find and learn some knowledge hidden in the chests (such as biological knowledge of marine creatures), then even if distractors make the VR environment lively and interesting, they distract users’ attention resource away from the primary task. Thus, it will break the further transferring from good experience into task-relevant performance and outcome.

8.5. Limitations and Future Work

There are still some shortcomings in this paper. First, the VR systems designed in this paper are more game-like. Although we believe that the fundamental conclusions are applicable to other learning systems, they need to be further tested in various virtual learning environments. Moreover, we will further perfect the VR task paradigm and enrich the statistical test methods of weak flow-performance link in the future. Second, this paper provides two design guidelines, but there must be others. Since distraction is a key predictor, all factors affecting distraction may affect flow-performance link. For instance, task demand is a key factor affecting the selective processing of target-related information [,]; increasing the demands on lessons would reduce distractions (i.e., increase selectivity) in the classroom []; the perceptual load of a task influenced the spatial selectivity of attention []. Lavie and Tsal have developed a framework that explains the early and late selection conditions based on difficulty of tasks []. Design guidelines can be further explored and extended from these aspects. Third, tracking users’ eye movements is an effective method for revealing distractions and visual information processing []. However, due to the limitation of equipment, this paper did not evaluate distraction directly by measuring eye movements. Hence, it is necessary to adopt effective ways to measure distracted eye movements in VR activities to further verify these findings in the future. Last, people with some different characteristics (such as cognition style, executive control resources, etc.) handle distractions differently [,,], Thus, understanding their role in the weak flow-performance link could also be a research direction.

9. Conclusions

Through a series of empirical studies, we draw the following conclusions:
(1) the VR task paradigm and prototype experimental system introduced in this paper can be used to investigate flow experience and the problem of weak flow-performance link in VR activities.
(2) Based on the views of WAM, this paper directly proves that in VEs where the artifacts are disjointed with the primary task, distraction caused by disjointed features is the antecedent of weak flow-performance link.
(3) This paper proposes two design guidelines of guiding selective attention to deal with distraction and prove their effectiveness in alleviating the weak flow-performance link in VR activities. One is directly reducing conspicuous but task-irrelevant distractors, and the other is increasing the congruence between distractors and primary tasks, i.e., adding visual cues to transfer distracted behavioral consequences to task-relevant behavior, and then contribute to task-oriented selective attention.
In future work, the specific features of VR systems and the types of primary task need to be fully explored to make the best use of these guidelines.

Author Contributions

Conceptualization, J.L. and C.Z.; methodology, W.L.; software, W.L. and H.H.; validation, Y.B. and C.Z.; formal analysis, Y.B. and H.H.; investigation, H.H.; resources, J.L.; data curation, Y.B.; writing—original draft preparation, W.L.; writing—review and editing, Y.B.; visualization, J.L.; supervision, J.L.; project administration, Y.B.; funding acquisition, Y.B. All authors have read and agreed to the published version of the manuscript.

Funding

This research was funded by the National Natural Science Foundation of China under Grant, grant number 61802232, “the Young Scholars Program of Shandong University, Weihai grant number 20820211005” and “China Postdoctoral Science Foundation 2021TQ0178”.

Institutional Review Board Statement

The study was conducted according to the guidelines of the Declaration of Helsinki and approved by the Ethics Committee of The First Affiliated Hospital of Jinan University, China (No. KY-2020-037).

Conflicts of Interest

The authors declare no conflict of interest.

Nomenclature

SymbolDescription
VRVirtual Reality
VE Virtual Environment
WAMWeak Association Model
UEUser Experience
LTLoad Theory
MMeans
βStandardized Regression Coefficient
pp-value, expressing the level of statistical significance
tt-score, a ratio between the difference between two groups and the difference within the groups

References

  1. Bian, Y.; Yang, C.; Gao, F.; Li, H.; Zhou, S.; Li, H.; Sun, X.; Meng, X. A framework for physiological indicators of flow in VR games: Construction and preliminary evaluation. Pers. Ubiquitous Comput. 2016, 20, 821–832. [Google Scholar] [CrossRef]
  2. Bian, Y.; Yang, C.; Zhou, C.; Liu, J.; Gai, W.; Meng, X.; Tian, F.; Shen, C. Exploring the weak association between flow experience and performance in virtual environments. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Montreal, QC, Canada, 21–26 April 2018; pp. 1–12. [Google Scholar]
  3. Csikszentmihalyi, M.; Csikzentmihaly, M. Flow: The Psychology of Optimal Experience; Harper & Row: New York, NY, USA, 1990; Volume 1990. [Google Scholar]
  4. Sweetser, P.; Wyeth, P. GameFlow: A model for evaluating player enjoyment in games. Comput. Entertain. 2005, 3, 3. [Google Scholar] [CrossRef]
  5. Engeser, S.; Rheinberg, F. Flow, moderators of challenge-skill-balance and performance. Motiv. Emot. 2008, 32, 158–172. [Google Scholar] [CrossRef]
  6. Engeser, S.E. Advances in Flow Research; Springer Science & Business Media: Berlin/Heidelberg, Germany, 2012. [Google Scholar]
  7. Bian, Y.; Zhou, C.; Chen, Y.; Zhao, Y.; Liu, J.; Yang, C. The Role of the Field Dependence-independence Construct on the Flow-performance Link in Virtual Reality. In Proceedings of the Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, 5–7 May 2020; pp. 1–9. [Google Scholar]
  8. Keller, J.; Bless, H. Flow and regulatory compatibility: An experimental approach to the flow model of intrinsic motivation. Personal. Soc. Psychol. Bull. 2008, 34, 196–209. [Google Scholar] [CrossRef] [PubMed] [Green Version]
  9. Keller, J.; Blomann, F. Locus of control and the flow experience: An experimental analysis. Eur. J. Personal. 2008, 22, 589–607. [Google Scholar] [CrossRef]
  10. Schiefele, U.; Roussakis, E. Experimental conditions for experiencing flow in computer games. Z. Psychol. 2006, 214, 207–219. [Google Scholar] [CrossRef]
  11. Huang-Pollock, C.L.; Nigg, J.T.; Carr, T.H. Deficient attention is hard to find: Applying the perceptual load model of selective attention to attention deficit hyperactivity disorder subtypes. J. Child Psychol. Psychiatry 2005, 46, 1211–1218. [Google Scholar] [CrossRef] [PubMed]
  12. Giesbrecht, B.; Sy, J.; Bundesen, C.; Kyllingsbæk, S. A new perspective on the perceptual selectivity of attention under load. Ann. N. Y. Acad. Sci. 2014, 1316, 71–86. [Google Scholar] [CrossRef] [PubMed]
  13. Norman, D.A.; Bobrow, D.G. On data-limited and resource-limited processes. Cogn. Psychol. 1975, 7, 44–64. [Google Scholar] [CrossRef]
  14. Wickens, C.D. The structure of attentional resources. Atten. Perform. 1980, 8, 239–257. [Google Scholar]
  15. Flynn, E.A.; Barker, K.N.; Gibson, J.T.; Pearson, R.E.; Berger, B.A.; Smith, L.A. Impact of interruptions and distractions on dispensing errors in an ambulatory care pharmacy. Am. J. Health-Syst. Pharm. 1999, 56, 1319–1325. [Google Scholar] [CrossRef]
  16. McKenna, F.P.; Dun-can, J.; Brown, I.D. Cognitive abilities and safety on the road: A re-examination of individual differences in dichotic listening and search for embedded figures. Ergonomics 1986, 29, 649–663. [Google Scholar] [CrossRef] [PubMed]
  17. Baran, M.; Chignell, M. Differences in cognitive ability and preference mediate effects of interruptions on simulated driving performance. Proc. Hum. Factors Ergon. Soc. Annu. Meet. 2006, 50, 2008–2011. [Google Scholar] [CrossRef]
  18. Harmat, L.; Andersen, F.Ø.; Ullén, F.; Wright, J.; Sadlo, G. Flow Experience: Empirical Research and Applications; Springer: Berlin/Heidelberg, Germany, 2016. [Google Scholar]
  19. Berta, R.; Bellotti, F.; De Gloria, A.; Pranantha, D.; Schatten, C. Electroencephalogram and physiological signal analysis for assessing flow in games. IEEE Trans. Comput. Intell. AI Games 2013, 5, 164–175. [Google Scholar] [CrossRef]
  20. Engelke, U.; Duenser, A.; Zeater, A. Covert Visual Search: Revisiting the Guided Search Paradigm. Int. J. Cogn. Inform. Nat. Intell. 2014, 8, 13–28. [Google Scholar] [CrossRef] [Green Version]
  21. Tuch, A.N.; Bargas-Avila, J.A.; Opwis, K.; Wilhelm, F.H. Visual complexity of websites: Effects on users’ experience, physiology, performance, and memory. Int. J. Hum. Comput. Stud. 2009, 67, 703–715. [Google Scholar] [CrossRef]
  22. Waltemate, T.; Gall, D.; Roth, D.; Botsch, M.; Latoschik, M.E. The impact of avatar personalization and immersion on virtual body ownership, presence, and emotional response. IEEE Trans. Vis. Comput. Graph. 2018, 24, 1643–1652. [Google Scholar] [CrossRef]
  23. Lee, E.C.; Cho, Y.H.; Lee, I.K. Simulating Water Resistance in a Virtual Underwater Experience Using a Visual Motion Delay Effect. In Proceedings of the 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 23–27 March 2019; pp. 259–266. [Google Scholar]
  24. Kilteni, K.; Groten, R.; Slater, M. The sense of embodiment in virtual reality. Presence Teleoper. Virtual Environ. 2012, 21, 373–387. [Google Scholar] [CrossRef] [Green Version]
  25. Cottrell, E.B. Experimental and quasi-experimental design. Educ. Exp. 1969, 107, 12. [Google Scholar]
  26. Gai, W.; Yang, C.; Bian, Y.; Shen, C.; Meng, X.; Wang, L.; Liu, J.; Dong, M.; Niu, C.; Lin, C. Supporting easy physical-to-virtual creation of mobile VR maze games: A new genre. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Denver, CO, USA, 6–11 May 2017; pp. 5016–5028. [Google Scholar]
  27. Zhou, C.; Li, H.; Bian, Y. Identifying the Optimal 3D Display Technology for Hands-On Virtual Experiential Learning: A Comparison Study. IEEE Access 2020, 8, 73791–73803. [Google Scholar] [CrossRef]
  28. Lambooij, M.; IJsselsteijn, W.A.; Heynderickx, I. Visual discomfort of 3D TV: Assessment methods and modeling. Displays 2011, 32, 209–218. [Google Scholar] [CrossRef]
  29. Grogorick, S.; Albuquerque, G.; Maqnor, M. Gaze guidance in immersive environments. In Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Tuebingen/Reutlingen, Germany, 18–22 March 2018; pp. 563–564. [Google Scholar]
  30. Renner, P.; Pfeiffer, T. Attention Guiding Using Augmented Reality in Complex Environments. In Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Tuebingen/Reutlingen, Germany, 18–22 March 2018; pp. 771–772. [Google Scholar]
  31. Beck, V.M.; Hollingworth, A. Competition in saccade target selection reveals attentional guidance by simultaneously active working memory representations. J. Exp. Psychol. Hum. Percept. Perform. 2017, 43, 225. [Google Scholar] [CrossRef] [PubMed]
  32. Meys, H.L.; Sanderson, P.M. The effect of individual differences on how people handle interruptions. Proc. Hum. Factors Ergon. Soc. Annu. Meet. 2013, 57, 868–872. [Google Scholar] [CrossRef]
  33. Coyle, J.R.; Thorson, E. The effects of progressive levels of interactivity and vividness in web marketing sites. J. Advert. 2001, 30, 65–77. [Google Scholar] [CrossRef]
  34. Huang, L.T.; Chiu, C.A.; Sung, K.; Farn, C.K. A comparative study on the flow experience in web-based and text-based interaction environments. Cyberpsychol. Behav. Soc. Netw. 2011, 14, 3–11. [Google Scholar] [CrossRef]
  35. Kim, T.; Biocca, F. Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion. J. Comput. Mediat. Commun. 1997, 3, JCMC325. [Google Scholar] [CrossRef]
  36. Klein, L.R. Creating virtual product experiences: The role of telepresence. J. Interact. Mark. 2003, 17, 41–55. [Google Scholar] [CrossRef]
  37. Cheng, L.K.; Chieng, M.H.; Chieng, W.H. Measuring virtual experience in a three-dimensional virtual reality interactive simulator environment: A structural equation modeling approach. Virtual Real. 2014, 18, 173–188. [Google Scholar] [CrossRef]
  38. Fortin, D.R.; Dholakia, R.R. Interactivity and vividness effects on social presence and involvement with a web-based advertisement. J. Bus. Res. 2005, 58, 387–396. [Google Scholar] [CrossRef]
  39. Li, H.; Daugherty, T.; Biocca, F. Characteristics of virtual experience in electronic commerce: A protocol analysis. J. Interact. Mark. 2001, 15, 13–30. [Google Scholar] [CrossRef]
  40. Welch, R.B.; Blackmon, T.T.; Liu, A.; Mellers, B.A.; Stark, L.W. The effects of pictorial realism, delay of visual feedback, and observer interactivity on the subjective sense of presence. Presence Teleoper. Virtual Environ. 1996, 5, 263–273. [Google Scholar] [CrossRef] [Green Version]
  41. Quirós-Godoy, M.; Botella, J.; de Liaño, B.G.G. A concurrent working memory load task does not impair visual selective attention: A meta-analysis. J. Vis. 2017, 17, 967. [Google Scholar] [CrossRef]
  42. Lavie, N.; De Fockert, J.W. Contrasting effects of sensory limits and capacity limits in visual selective attention. Percept. Psychophys. 2003, 65, 202–212. [Google Scholar] [CrossRef] [PubMed] [Green Version]
  43. Lavie, N.; Tsal, Y. Perceptual load as a major determinant of the locus of selection in visual attention. Percept. Psychophys. 1994, 56, 183–197. [Google Scholar] [CrossRef] [PubMed]
  44. Yantis, S.; Johnston, J.C. On the locus of visual selection: Evidence from focused attention tasks. J. Exp. Psychol. Hum. Percept. Perform. 1990, 16, 135. [Google Scholar] [CrossRef] [PubMed]
  45. Raptis, G.E.; Fidas, C.; Avouris, N. Effects of mixed-reality on players’ behaviour and immersion in a cultural tourism game: A cognitive processing perspective. Int. J. Hum. Comput. Stud. 2018, 114, 69–79. [Google Scholar] [CrossRef]
  46. Allen, R.J.; Baddeley, A.D.; Hitch, G.J. Executive and perceptual distraction in visual working memory. J. Exp. Psychol. Hum. Percept. Perform. 2017, 43, 1677. [Google Scholar] [CrossRef]
  47. Vellage, A.K.; Müller, N.G. Individual differences in working memory precision based on selective attention. Int. J. Psychophysiol. 2016, 100, 111–112. [Google Scholar] [CrossRef]
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Article Metrics

Citations

Article Access Statistics

Multiple requests from the same IP address are counted as one view.