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Abstract
Numerous studies indicate that in many particular cases, spatial 3D digital envi-
ronments can offer more effective methods for information and knowledge sharing
than 2D graphical user interfaces. This effectiveness arises from the unique abil-
ity of 3D spaces to present users with different types of content, such as written
documents, web-based content, audio-visual materials, and even interactive 3D
models, all at once and in a spatially meaningful arrangement. For instance, in
a 3D virtual space, related documents can be placed closer to each other than
those focusing on different topics. Similarly, content meant to convey key points
can also be designed to appear relatively larger than less prominent documents.
Such spatial arrangements help convey semantic relationships implicitly, allowing
users to quickly understand the content and form more memorable impressions
with less effort. However, it is not fully understood when and how these poten-
tial benefits of 3D environments can be fully realized. In this paper, we focus on
this question, specifically in the context of desktop 3D environments, aiming to
understand the conditions under which they can lead to improved performance
and/or less cognitive load compared to 2D digital interfaces. In particular, we
present the results of two experiments in which we compared user performance,
1
eye tracking data (including pupil dilation), and a set of qualitative measures dur-
ing a learning task carried out in a 2D environment and two different 3D virtual
reality scenarios. The notable differences between these 3D scenarios – as well
as disparities in the corresponding results – allowed us to draw two conclusions:
first, that 3D spatial environments can indeed lead to the reduction of cognitive
load compared to 2D interfaces, and second, such reductions in cognitive load are
more effective in 3D spaces that require less (virtual) spatial locomotion, even
at the expense of a greater number of camera rotations. Together, these results
suggest that the ability of VR to reduce users’ cognitive load may have more to
do with the spatial qualities of the content arrangement than with the spatial
situatedness of the users.
1 Introduction
A large body of scientific research, along with the rapid evolution of practical
approaches has shown that virtual reality (VR) holds a unique transformative poten-
tial in the way people learn, whether as children and young adults in school or as
adults in a professional context [1–7]. First and foremost, the ability to visualize spa-
tial structures in three dimensions, regardless of scale, offers a key improvement over
traditional text-based descriptions or 2-dimensional drawings. Second, the fact that
VR allows such structures to be dynamically interacted with helps support construc-
tive learning approaches [8, 9], increasing users’ motivation to learn in general [10, 11].
A third, and perhaps less often cited advantage of VR, however, is the ability of users
to lay out 2D documents inside a 3D environment, allowing for more information to
be viewed at the same time in a spatial arrangement that strongly reflects associative
and semantic relationships between parts of the content [12–14].
At the same time, although some work has been carried out by researchers in the
past on VR ergonomics in specific use-case scenarios (see e.g. [15, 16], few generally
valid principles have been formulated with respect to the effects of VR design on user
capabilities. Note that this observation is related both to objective capabilities (ability
to learn) as well as subjective ones (e.g., the willingness to make the effort required
for learning). In this paper, we focus specifically on such questions, by assessing users’
effectiveness and cognitive load experienced within a learning scenario in 2 versions of
a desktop VR environment, as well as in a 2D web-based environment. We demonstrate
through these experiments that although the performance of the users is similar in the
3 cases, in one of the 3D cases, users are able to achieve similar results at a significantly
lower cognitive load compared to the other two scenarios. The differences between the
3D environments, then, allow us to formulate specific design recommendations for the
development of educational 3D virtual spaces.
The paper is structured as follows. In Section 2, we provide an overview of past
research results supporting the claim that, broadly speaking and in a variety of indi-
vidual cases, VR spaces can offer real benefits compared to 2D digital environments.
Next, in Section 3, we summarize the background behind cognitive load theory from
2
the perspective of this work. In Section 4, we present the experimental framework in
which we conducted the experiments reported in this paper, while the experiments
themselves are presented in the two subsequent sections. In particular, Section 5 sum-
marizes the results of a first experiment which has already been reported in detail in
[17]; at the same time, results of this experiment have also now been complemented
with more data obtained from users of the 2D interface, to ensure comparability of
the 3D versus 2D cases on a statistically more sound basis. In Section 6, in turn, we
present in detail the results of a second follow-up study in which a different 3D scenario
(but the same 2D scenario) was used. Differences in user performance and cognitive
load experienced between the two 3D scenarios and the 2D scenario are then reported
in Section 7 entitled Results. Finally, a discussion is provided on our interpretation of
the results in Section 8.
3
been developed for different levels of education, including primary education [39, 40],
secondary education [41–43], higher education [1, 44, 45], and private education centers
[46].
In addition to taking sustainability aspects into account, the focus of this research
is on the connection of virtual reality to cognitive load, and on the question of how
specific design choices can lead to differences in cognitive load experienced by users.
4
different channels. Based on this structure, it could be advantageous and can reduce
the extraneous cognitive load if, for example, the textual information that accom-
panies images and animations is presented in an auditory form, in this case the
information that is presented separately can also be interpreted separately, without
integration.
• The redundancy effect occurs when the same information is displayed from multiple
sources in different forms (text, image, graph-based, etc.). Unlike the split attention
effect, the information sources presented here can each be understood without any
mental integration; nevertheless, cognitive load can still be increased due to the
presentation of redundant information (although some reversals to this rule are
possible, see e.g. the expertise reversal effect and the guidance fading effect).
• The expertise reversal effect is connected to the expertise level of the user with
respect to a topic. When novice learners see information that has redundancies
across different modalities, such duplication of information may help them deepen
their understanding about the topic (as a partial reversal of the redundancy effect).
In the case of experts, however, such redundancy requires additional cognitive
resources, the use of which would otherwise be unnecessary.
• The guidance fading effect can be conceived of as a best practice in which the
amount of supplementary information provided to users in a task (e.g., explana-
tions, worked-out examples, etc.) gradually lessens as the expertise level of the users
increases. When this is violated, i.e., when novice-level users are presented with lit-
tle information, or when expert-level users are presented with too much information,
the cognitive load experienced by the users can be expected to increase.
• The imagination effect refers to the reduction of cognitive load through imagination,
or mental practice. This effect is generally stronger for experienced learners who
already have a good level of prior knowledge.
• The self-explanation effect refers to the benefits of adopting a meta-level perspective,
with learners engaging in mental dialog about a working example related to a given
topic. Similar to the imagination effect, the self-explanation effect is also generally
stronger in the case of experienced learners.
• The element interactivity effect refers to the compounding nature of cognitive load,
such that the impact of additional cognitive load can vary widely depending on the
level of cognitive load that is already intrinsically present within the given task. For
example, when the task intrinsically has a low cognitive load, addition cognitive
load may compound more slowly.
From the perspective of this research, the worked example effect or problem com-
pletion effect, as well as the split-attention, redundancy and modality effects are
particularly relevant, given that these are most influenced through the design of 2D /
3D digital environments, along with the selection of appropriate digital content.
5
3.2.1 Indirect measures of cognitive load
Sweller and his colleagues [55] built computational models to measure quantitative
distinctions between candidate models that can be assumed to serve as proxies for
the cognitive load. Such kinds of indirect measures include the analysis of knowledge
acquisition or learning performance, and can often be useful. Nevertheless, these mea-
sures cannot be used for continuous measurement throughout the process of learning
[50, 56–58].
6
a clear association between pupil dilation and the demands imposed by executive load
or working memory load [83–85].
To better understand why pupil dilation increases with increasing task demands, it
is important to consider the underlying biological and cognitive processes. The pupil
exhibits size variations in reaction to three specific types of stimuli: it narrows when
exposed to bright light (pupil light response) and when focusing on nearby objects
(pupil near response ); and conversely, it expands when there is heightened cognitive
activity, such as increased arousal or mental effort (psychosensory pupil response)
triggered either by an external stimulus or spontaneously [86].
The process of pupil dilation is governed by the iris dilator muscle. This particular
muscle is regulated by the sympathetic nervous system, which is a component of the
autonomic nervous system responsible for functions such as arousal, wakefulness, and
the fight-or-flight response. The connection between pupil dilation and the sympa-
thetic nervous system clarifies why the pupil tends to be larger when an individual is
experiencing heightened arousal [87, 88]. The size of the human pupil typically ranges
from approximately 2 to 8 mm in diameter [87, 89].
In recent times, measuring pupil dilation has become comparatively straight-
forward. The availability of affordable eye trackers has made it feasible to obtain
sufficient temporal resolution and accuracy for detecting even minor alterations in
pupil diameter.
7
4 Framework for the Experiments Conducted
In order to assess differences in the effectiveness of user workflows, as well as the cog-
nitive load they entail in 2D digital interfaces and different kinds of 3D environments,
we chose to develop a specific workflow and a set of experimental guidelines that could
be repeated in different environments.
4.2 2D setup
In the 2D case, we used a classical Google Sites page (https://sites.google.com/view/
2deyetracking-egyoldalas/f%C5%91oldal, accessed on 14 November, 2023), loaded into
a Chrome Browser, which included all of the learning materials serially embedded into
it, interleaved with the questionnaires (also in the form of embedded Google Forms
within the Google Sites page). Here, the documents pertaining to each of the four
topics and the associated questionnaire were embedded strictly in order; hence, users
could study 3 documents—PDF files, images or YouTube videos—and then fill out
the associated questionnaire for each of the topics, before proceeding to the next topic
(Figure 1).
4.3 3D setup
In the 3D case, the same documents and questionnaires were laid out in different
3D spaces within the MaxWhere platform (https://maxwhere.com) – a desktop 3D
platform that allows for 3D spaces to be created with freely arranged display panels
(so-called “smartboards” in MaxWhere jargon). Importantly, such smartboards can
contain any kind of document that a desktop browser could normally display (e.g.,
webpages, PDF files, images, audio-video files).
Whereas in the 2D case, the learning materials were serially embeeded into a Google
form and users had to scroll up and down to view different documents and to access
8
Fig. 1 Layout and design of the 2D webpage using which the 2D scenario experiments were con-
ducted.
the questionnaires, in 3D, free navigation was allowed and expected. Two examples of
how documents were laid out in 3D can be seen on Figures 2 and 3.
It is important to note that the exact same documents and questionnaires which
appeared embedded into the Google Sites page in the 2D case were presented to users
in the 3D case, with no additional content in either case. The only difference was
that the content appeared serially, from top to bottom in the 2D case, whereas it was
presented in a spatial layout in the 3D case. The relationship between the 2D and 3D
cases is shown in Figure 4).
9
Fig. 2 Spatial arrangement of 2D content in a 3D virtual space.
4.5 Procedure
Prior to the experiments, written consent was obtained from all participants to use
the collected data as follows. All data collected was anonymized and used solely for
10
Fig. 4 This figure shows by example that the same documents and questionnaires were used in both
the 3D case (left-hand side) and in the 2D case (right-hand side). No materials/questionnaires were
added to or removed from the experiment in either case. Here, we can see that the PDF document
on the topic of the “Universe” appears on the tilted panel at the back in the 3D case as well as on
the upper half of this specific view of the 2D case. Whereas in the 2D case, the questionnaire appears
directly below the learning material, in the 3D space, it can be found on the left-hand side of the
screenshot.
the purpose of the statistical analyses reported in this paper. All of the experiments
were conducted in accordance with the ethical principles laid out in the Declaration
of Helsinki.
At the start of the session, test subjects carrying out the required task in 3D
indicated whether they were familiar with the MaxWhere software and, if so, approx-
imately how much time they had spent using the software. Participants who were
not familiar with the software spent approximately 30 minutes learning about it and
acquiring basic user skills. Basic knowledge includes confident navigation in the soft-
ware, activating and deactivating the display panels and interacting with the content
that is displayed on them. Mastery of confident use of the software was assessed by
the test administrators.
Following this, the participants were seated in a quiet room in front of a laptop
computer. The room was dimly lit without any direct light source so as not to introduce
unwanted artifacts into the eye tracking data. For each test subject, the eye-tracker
was calibrated prior to the experiment.
Following the calibration, the test administrator explained the task to be carried
out. The order in which the questionnaires were filled out, with the selection of the
first and the last questionnaire, was left up to the participants (in the 2D case, this was
less of an issue, although no strict order was enforced in the 2D case either, regardless
of the fact that the documents on the subtopics and the corresponding questionnaires
followed each other in a serial order).
11
Fig. 5 Layout and design of the 3D space in which the first experiment was conducted, as reported
in [17]
12
perform better in 3D than in 2D (save for the completion time in the case of the
Satellites topic)—although they certainly did not perform worse.
The fact that the 3D environment included a high volume of visual clutter led us
to the conclusion that reducing this clutter — perhaps by using a more minimalistic
3D space with less need for navigation (other than rotation of view) — could lead to
higher yields in performance in the 3D case.
Regarding subjective evaluations of difficulty and pupil diameter measurements,
it was observed that there was no correlation between the two. This was a surprising
result. Leaving aside the possiblity that the tasks were actually more difficult when
the subjects perceived them to be easier, this counter-intuitive finding may have also
been due to the amount of visual clutter, and thus, a degree of excitement experienced
by the test subjects.
13
Fig. 6 Exterior of the 3D space in which the 3D case of the second experiment was conducted.
In the 3D virtual space, the contents were placed on a total of 21 display panels.
The questionnaires were placed in the middle of each cluster, above them was the
title slide, and to the right, left and bottom were the documents that contained the
answers to the questions contained in the questionnaires.
6.1 Subjects
A total of 40 test subjects participated in the research, with an average age of 26.57
(SD: 6.96), 20 women and 20 men.
All of the participants were Hungarian native speakers and individuals with neu-
rotypical development, who participated in the experiment on a voluntary basis.
Informed consent was obtained from all participants prior to the experiment, which
was carried out based on and in accordance with the institutional endorsement of the
authors’ affiliation. All of the data collected during the experiment was anonymized
and used exclusively as input to the statistical analyses detailed in later parts of this
paper.
In the research, the participants were divided into two groups. 20 people (14 women,
6 men), average age of 27.35 (SD: 6.72) participated in the measurement in 3D virtual
space. 5 out of the 20 subjects wore glasses during the experiment. 20 people (14 men,
6 women) participated in the 2D measurement, average age of 25.8 (7.29), 2 out of
them wore glasses during the measurement.
14
6.2 Methods
The methods employed in the second experiment were the same as in the first exper-
iment, as described earlier in Section 4 on the framework used for our experiments.
In particular, the subjects participating in the 2D and 3D also measurement had to
provide feedback on which subtopic they found to be the most difficult in retrospect, as
well as some demographic data (gender, age, highest education). In addition to the data
listed above, the participants in the 3D measurement had to fill out a series of questions
related to their navigation experiences, as well as an IPQ questionnaire consisting of
14 questions, in which they had to evaluate their General Presence, Spatial Presence,
Involvement, and Experienced Realism experiences on a 7-point Likert scale.
7 Results
7.1 Score-based performance in 2D and 3D
The result of the Mann-Whitney test revealed no statistical difference in the final
scores of the four tasks between the 3D (M=22.387, SD=2.167) and 2D (M=22.125,
SD=1.879) groups.
15
Table 1 Descriptives of the pupil dilation data of the 2D and 3D groups.
Table 2 Descriptives of the pupil dilation data of the previous 3D and current 3D
(referred to as “3D sublimus” group in the table) groups.
The results showed that the group who filled out the questionnaire in the 3D space
(N=20) had smaller pupil dilation with the mean rank of this group being 11.30, while
the group who used the Spaceship 3D space for the same task (N=9) had a mean
rank of 22.23. A Mann-Whitney test revealed that this difference was statistically
significant, U=16, p < 0.001, r=0.65 (Table 2 and Figure 8).
The Spearman coefficient has not shown a correlation between the difficulty of the
questionnaires and pupil dilation, and no correlation has been shown between pupil
dilation and completion time either.
16
Fig. 8 Comparison of the pupil diameter size between the previous 3D research results and the
current ones (referred to as the “3D sublimus” case).
8 Discussion
In this research, 40 people were examined, divided into 2 groups (3D experimental,
2D control). One group of 20 people had to fill out four main questionnaires on a
classic 2D dimensional online learning interface, the answers to the questions were
found in the related documents. The other group of 20 people had to perform the
same tasks in a 3D virtual space, with the difference that the related content did not
follow one another linearly, as on the 2D website, but rather spread out around the
questionnaires spatially. Among the cognitive load effects mentioned in the theoretical
introduction, the split-attention and the modality effect are extremely common in
the case of online teaching materials, since teachers regularly transmit information in
the form of documents that are related in content but separate from each other. The
aim of the research was to create a virtual environment that can reduce the cognitive
load for the students, as well as soften the impact of these two effects. The results of
pupillometry measurements showed a significant difference between the two groups.
Therefore, it can be said that using the results of prior research, it was possible to
create a virtual space that, during task solving (which affects executive functions such
as switching and updating, as well as planning and strategy), reduced the cognitive
load on the people performing tasks in the 3D desktop virtual environment.
In the case of the created space, although the information came from several modal-
ities and several documents, the possibilities of VR still allowed their interpretation
and overview as one element, one unit or block. During the measurements, it was
17
shown that the subjects used an intermediate view between the enlarged view of indi-
vidual documents and the navigation, when the blocks, or certain elements within a
block, appeared together in front of the user. Thus, users’ behavior seemed to point
to the fact that there was a need for an overview type mode of interaction that can
be observed in real life too. Since the created virtual space lacked any specific any
specific kinds of decorative elements, it was assumed that users could focus on the
content and the solution of the task. Even so, there was no significant difference in
completion time and overall score between the two groups.
Although the group working in 3D produced comparable results at a lower cognitive
load, further studies are needed to establish what results this would show in the case
of more of subjects. In addition, the mixing of modalities can be observed, in the case
of videos in the virtual space. While the questionnaire window is active in front of
users, they are able to respond in real-time to the questions based on what was said
in the previously started video, by just hearing the information. This can also be done
easily on 2D interfaces, but in 3D such interactions seem especially natural, as users
are given the subjective impression that they just need to “turn their heads” to focus
on a different display panel.
Due to the differences between the two 3D spaces (the second one being a less
decorative space with less visual disruptors), as well as the significant differences in
pupil dilation measurements, we conclude that the disruptors accentuated the cog-
nitive load-increasing effect of the split attention effect. Further measurements are
necessary in order to determine whether this negative influence of disruptors carries
over to scenarios where long-term memorization is required and e.g. the principles of
the memory palace technique could come into play. In order to investigate this, we
plan to use not only eye-tracking but also to carry out EEG measurements.
These results allow us to conclude that desktop VR environments can serve as a
good alternative to 2D interfaces in distance learning, and it is worth considering their
introduction into the wider public education system.
9 Conclusion
The presented study involving 40 participants, divided into 3D experimental and 2D
control groups, aimed to investigate the impact of virtual environments on cognitive
load during task solving. The 3D group, engaging in tasks within a spatially distributed
virtual space, exhibited a significant reduction in cognitive load compared to the 2D
group, as indicated by pupillometry measurements. The designed 3D environment,
which presented information through various modalities and documents, allowed for
an integrated interpretation, thereby enhancing task-solving efficiency. Subjects often
adopted an alternating view between documents, balancing document details and spa-
tial navigation and thus demonstrating the usefulness of viewpoints supporting the
ability to consider multiple documents at the same time, in much the same way as in
the real physical world. While the 3D group consistently demonstrated better results,
further studies with a larger subject pool are necessary for comprehensive validation.
Comparing a complex 3D environment with a simplified version in this study
also highlighted the adverse impacts of disruptors on cognitive load, particularly in
18
increasing the split-attention effect. Future research, including eye-tracking and EEG
measurements, is planned to explore the potential long-term benefits of disruptors and
their impact on memorization. These findings suggest that well-designed desktop VR
environments can offer a promising alternative for distance work and learning, with the
potential for enhanced cognitive outcomes. Results encourage the consideration and
implementation of desktop VR in broader professional and educational communities,
emphasizing its potential as a future direction for improved task-solving experiences.
Acknowledgments. The research presented in this paper was supported by the
Hungarian Research Network (HUN-REN), and was carried out within the HUN-REN
Cognitive Mapping of Decision Support Systems research group.
Declarations
• Funding: This research received no external funding.
• Conflict of interest/Competing interests (check journal-specific guidelines for which
heading to use): Not applicable.
• Ethics approval: The study was conducted in accordance with the Declara-
tion of Helsinki, and ethical approval was granted by the Doctoral School of
Multidisciplinary Engineering Sciences of Széchenyi István University.
• Consent to participate: Each participant read and accepted the declaration of
consent before the measurements.
• Consent for publication: Each participant read and accepted the declaration of con-
sent before the measurements and accepted that the data provided can be used and
published in scientific form
• Availability of data and materials: The datasets generated through these experi-
ments and analyzed in the study are available upon request via the following link:
https://drive.google.com/file/d/1NHJLFX0CGaGIR5J7brNDQCjD5h1HAi9S/
view?usp=sharing
• Code availability: Not applicable.
• Authors’ contributions: Conceptualization, A.S. and Á.B.C.; Methodology, A.S.;
Software, Á.B.C.; Validation, A.S. and Á.B.C.; Writing—original draft preparation,
A.S. and Á.B.C.; Writing—review and editing, A.S. and Á.B.C. All authors have
read and agreed to the published version of the manuscript.
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