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However, due to the novelty of the technology and the possibility of freely enjoying a <jats:inline-formula><jats:alternatives><jats:tex-math>$$360^\\circ $$<\/jats:tex-math><mml:math xmlns:mml=\"http:\/\/www.w3.org\/1998\/Math\/MathML\">\n                  <mml:msup>\n                    <mml:mn>360<\/mml:mn>\n                    <mml:mo>\u2218<\/mml:mo>\n                  <\/mml:msup>\n                <\/mml:math><\/jats:alternatives><\/jats:inline-formula> 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\u2019 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\u2019s responsiveness and define a set of experiments for measuring the user\u2019s 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\u2019 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.<\/jats:p>","DOI":"10.1007\/s11042-023-17488-y","type":"journal-article","created":{"date-parts":[[2023,11,3]],"date-time":"2023-11-03T09:02:59Z","timestamp":1699002179000},"page":"49615-49640","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":8,"title":["Definition of guidelines for virtual reality application design based on visual attention"],"prefix":"10.1007","volume":"83","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-5642-3430","authenticated-orcid":false,"given":"Sara","family":"Baldoni","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Mohamed Saifeddine","family":"Hadj Sassi","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Marco","family":"Carli","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Federica","family":"Battisti","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2023,11,3]]},"reference":[{"key":"17488_CR1","unstructured":"Pimentel K, Teixeira K (1994) Virtual reality: through the new looking glass. 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