Christoph Schmaderer

dblp:211/6399 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.

Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 56% Immersive interaction · 44%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research
cognitive load
0.612022
Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality · VR 2022
Immersive interaction
virtual reality
0.612022
Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality · VR 2022
Usability and user experience research
user study
0.212022
Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality · VR 2022

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

mental rotation task · 0.6letter recall task · 0.6
YearPublicationVenuePosition
2022 Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality
abstract
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.
Maximilian Rettinger, Christoph Schmaderer, Gerhard Rigoll
VR2