Table 1

Summary of representative studies related to spatial attention allocation in XR

Author and yearScenarioTechnologyAttention aspectAttention measurementResult
None-shopping context
Mestre et al. (2011) 
  • -

    Physical exercising by a VR biking system

  • -

    Large-screen VR

  • -

    Attention allocation on mediated environment vs self across time

  • -

    Attentional duration by annotating the head direction (recorded by videos)

  • -

    Attentional focus measured by self-reports on a visual analog scale

  • -

    Attentional duration at the VR display screen reduced across course phases

  • -

    Auditory stimulation had a dissociative effect on participants’ attention, but it helped to maintain the participants’ commitment to the task in the long term

Hillaire et al. (2009) 
  • -

    Navigation in the virtual environment

  • -

    Desk VR

  • -

    Horizontal attention allocation

  • -

    2D attentional position on the screen being recorded by VR system

  • -

    3D attentional direction in world space recorded by VR system

  • -

    Attention behavior in VR was similar to that in physical reality

Berton et al. (2019) 
  • -

    Navigation in the virtual environment of different VR setups

  • -

    CAVE VR

  • -

    Screen VR

  • -

    Head-mounted display (HMD) VR

  • -

    Horizontal attention allocation

  • -

    Attentional visits and attentional duration annotated by head and eye movements (recorded by video and VR system)

  • -

    Attention allocation (calculated by the ratio of time spent looking at each object during the whole interaction)

  • -

    Attention behavior in VR was similar to that in physical reality

  • -

    Attention behavior in HMD VR was more in line with the physical reality situation than the other setups

Biocca et al. (2006) 
  • -

    Attention guidance system

  • -

    Mobile AR

  • -

    Attention allocation on a specific AOI

  • -

    Attentional performance by the item searching test (including search time, error and variability)

  • -

    The attention funnel (an AR solution) led to better orientation performance and a lower mental workload when compared to the other conditions

Medenica et al. (2011) 
  • -

    Driving guidance device: personal navigation device (PND)

  • -

    HMD AR

  • -

    Attention allocation on mediated environment vs self

  • -

    Attentional duration annotated by the eye-tracking device and videos

  • -

    Driving performance recorded by the driving simulator software

  • -

    AR PND allowed drivers to spend more time looking at the road ahead than SV PNDs

  • -

    AR PND allowed for the best driving performance

Dixon et al. (2014) 
  • -

    AR surgical guidance device

  • -

    Screen AR

  • -

    HMD AR

  • -

    Attention allocation on exogenous/endogenous cues

  • -

    Attentional visits annotated by head direction (recorded by videos)

  • -

    Attentional performance of the cue-recognition task (including accuracy, task completion time)

  • -

    HMD AR distracted users due to lack of inattentional blindness

Huang et al. (2019) 
  • -

    XR learning

  • -

    Mobile VR

  • -

    Mobile AR

  • -

    Attention allocation on mediated environment vs self

  • -

    Attentional focus self-reported on a scale

  • -

    VR let students to pay more attention to the mediated environment than AR did

Shopping context
Pfeiffer et al. (2020) 
  • -

    VR shelf displaying management

  • -

    CAVE VR

  • -

    Attention allocation on specific AOIs

  • -

    Gaze visit, gaze duration and saccade duration annotated by the eye-tracking device

  • -

    Gaze behavior in VR was similar to that in physical reality

Yang et al. (2020) 
  • -

    In-store advertising

  • -

    Mobile AR

  • -

    Static pictorial display

  • -

    LCD screen video

  • -

    Attention allocation on a specific AOI: the ad

  • -

    Gaze duration annotated by the eye-tracking device

  • -

    Attention focus self-reported on a scale

  • -

    AR advertisements increased consumers’ curiosity and attention, and thus positively influenced their attitudes toward the ads

  • -

    That effect existed based on novelty

Wychgel (2020) 
  • -

    In-store advertising

  • -

    Hyper-box AR

  • -

    Static pictorial display

  • -

    LCD screen video

  • -

    Attention allocation on a specific AOI: the ad

  • -

    Gaze visit, gaze duration and saccade duration annotated by the eye-tracking device

  • -

    Attention focus self-reported on a scale

  • -

    There was no difference of attention among the three technologies

Source(s): Author's own creation/work

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