Higher Cognitive Load Increases Unintended Positional Drift during Navigation in Virtual Reality Hugo Brument VR & AR Research Unit TU Wien Vienna, Austria hugo.brument@tuwien.ac.at Martin Gerdenich TU Wien Vienna, Austria e11776233@student.tuwien.ac.at Hannes Kaufmann VR & AR Research Unit TU Wien Vienna, Austria hannes.kaufmann@tuwien.ac.at Abstract Steering techniques are common for traveling in Virtual Reality (VR) applications. However, these techniques can generate Unin- tended Positional Drift (UPD), a phenomenon characterized by the user’s unconscious or unintentional physical movements of the users in the workspace. Although some research work has already investigated the influence of heading (i.e., how the virtual trajec- tory direction is updated) and cognitive load on travel performance using steering techniques, they did not investigate whether these factors could increase UPD. In this paper, we thus replicated and extended an existing user study to assess the influence of heading and cognitive task (CT) on UPD while navigating with steering techniques in VR. Participants had to perform a multidirectional travel task (based on the ISO 9241-9) while doing a CT (two-back task). We considered conditions with and without performing the CT, where we varied the steering heading (head, hand, torso). We compared our results with those of a previous study and found that the heading did not influence users’ travel and cognitive per- formance. However, we noticed the influence of workload on the user’s UPD. This work contributes to understanding UPD, which tends to be an overlooked topic, and the cognitive implications of navigation in VR. We discuss the design implications of these results for improving navigation in VR. CCS Concepts •Human-centered computing→ Virtual reality; User studies. Keywords Virtual Reality, Locomotion Technique, Cognitive Load, Unintended Positional Drift ACM Reference Format: Hugo Brument, Martin Gerdenich, and Hannes Kaufmann. 2025. Higher Cognitive Load Increases Unintended Positional Drift during Navigation in Virtual Reality. In 31st ACM Symposium on Virtual Reality Software and Technology (VRST ’25), November 12–14, 2025, Montreal, QC, Canada. ACM, New York, NY, USA, 10 pages. https://doi.org/10.1145/3756884.3765968 This work is licensed under a Creative Commons Attribution-NonCommercial- ShareAlike 4.0 International License. VRST ’25, Montreal, QC, Canada © 2025 Copyright held by the owner/author(s). ACM ISBN 979-8-4007-2118-2/25/11 https://doi.org/10.1145/3756884.3765968 1 Introduction Many locomotion techniques (LTs) have been proposed for navi- gating in Virtual Reality (VR), which can be classified according to the required motion involvement of the user [28]. Additionally, numerous research works and user studies have investigated and compared (LTs) for navigating in Virtual Environments (VEs) [48]. These studies usually assess some factors such as the travel per- formances [11], their potential cybersickness issues [36], or their usability [17]. However, the cognitive implications have been con- sidered more for real LTs, such as walking [27, 44] or redirected walking [4, 38], than virtual techniques, such as steering [26]. In particular, some work compared the influence of cognitive load for steering techniques using a dual paradigm task [25], where they found that the heading (i.e., how the future direction is provided) can increase the user’s cognitive load. Users actively engage their entire bodies during VR interaction, even when using virtual LTs. It can be either by involving conscious physical movements, such as walking or reaching, or unconsciously, as spontaneous reactions to virtual stimuli, without being able to see the limits and obstacles in the actual workspace due to wearing a Head-Mounted Display (HMD). These movements, from now on referred to as Unintended Positional Drift (UPD), harm the VR user experience but are typically disregarded in the design of VR applications. UPD can negatively impact locomotion in VR with an HMD [22, 23, 35], such as users reaching the boundaries of the workspace or obstacles without noticing them. Studies have shown that steering techniques yield UPD (i.e., moving physically while virtually navigating the VE) [5, 6]. Still, the related work investigating the cognitive demands of steering did not consider whether steering techniques and cognitive load could increase UPD. In this paper, we replicated the study presented by Lai. et al [25] we extended it by adding a control condition, i.e., no cognitive task (CT), to assess whether the CT will increase UPD during steering navigation in VR. We confirmed the results from Lai. et al, where the heading (head, hand, or torso) did not influence participants’ cognitive performance. However, we found additional results where the CT increased UPD. Our results contribute to understanding the cognitive demands of virtual LTs and UPD during navigation in VR. We discuss the design of LTs and how to consider UPD in VR literature better. 2 Related Work In the related work, we focus on steering LT evaluations and UPD. For further information about the related work on steering tech- niques in general, please refer to [48]. Since our study includes a CT, we briefly cover the influence of cognitive load on navigation VRST ’25, November 12–14, 2025, Montreal, QC, Canada Brument et al., with steering techniques only. For further information about how cognitive load can be assessed with different paradigms, please refer to the following survey [24, 29] or the related work written by Lai et al. [25, 26]. 2.1 Evaluation of Steering Techniques in VR The first evaluation of steering techniques was introduced by Bow- man et al., where they showed that head and hand steering provided similar task completion time, but hand steering provided better dis- tance estimation than head steering [2]. In addition, they also did not find any significant differences for time to navigate in virtual corridors [3]. Since then, many other studies have investigated how the design of steering techniques or external factors can influence users’ navigation performance, cybersickness, and cognitive load. 2.1.1 Performance Evaluations. In terms of performance evalua- tions, Suma et al. did not find an influence of heading (head, hand, torso) on maintaining distance with a virtual target [41]. However, Christou et al. found hand steering faster than gaze steering during a wayfinding task [10]. Similar results were found in another study in a point origin task [46]. In contrast, Suma et al. found that gaze steering allowed users to navigate faster in a VE maze with fewer collisions than hand steering [43]. In comparison, Zielasko et al. showed that task torso steering reduced the number of collisions with the VE compared to head or hand steering [49]. Yet, Gao et al. showed that head steering resulted in the lowest trial failures and torso the highest in a goal-directed locomotion task [15]. Overall, while several studies showed the influence of heading in terms of performance (time, collisions with the VE), there are conflicting results. One reason for inconclusive travel performance results is that most navigation studies are task-dependent, reducing the generalization of findings. 2.1.2 Cognitive Evaluations. Previous studies have not found sig- nificant differences in cognitive performance among steering tech- niques. Using a scoring method that combined travel time with post-task information recall, Bowman et al. reported no notable differences across the three techniques [3]. Suma et al. found no significant differences between gaze and head steering in cognitive tasks involving sketch maps and object recall [42]. Another study found no significant differences in dual-task cognitive performance or post-task word recognition [41]. Brument et al. found that torso steering combined with different speed updates can influence the user’s perception of physical demand during a slalom task [7]. Re- cently, Lai et al. compared the cognitive implications of head, hand, and torso steering [25]. The three steering yielded comparable cog- nitive performance during a dual task involving multidirectional travel and a verbal memory task. 2.1.3 Cybersickness Evaluations. Overall, previous studies have not found significant differences in simulator sickness across steer- ing techniques. In two separate studies, Suma et al. reported no differences between head and hand steering [41, 42]. Brument et al. also did not find differences in cybersickness between head, hand, and torso steering during repetitive curvilinear trajectories [8]. In contrast, Lai et al. showed that head steering led to less simulator sickness than hand or torso steering [25]. Langbehn et al. showed that steering provided higher cybersickness than other LTs such as WIP or teleportation [27]. Regarding the influence of body position, Clifton and Palmisano found no difference between using steering techniques while standing or sitting [12]. In contrast, Kim et al. found that standing led to higher cybersickness than sitting [21]. The type of control can explain this contradiction during the task, where Clifton et al. chose a passive task (automatic motion). 2.2 Unintended Positional Drift 2.2.1 Definitions. First introduced by Nilsson et al. [34], UPD is a phenomenon where users move unintentionally in the RE using a different technique than natural walking, like walking-in-place (WIP), or steering. Although research explicitly addressing the prob- lem of UPD is rare, UPD could have a high impact during prolonged VR sessions due to the limited workspace in standard VR setups. Nilsson et al. [34] split the potential approaches to reduce UPD into two categories: focusing on the navigation control law’s input modalities or the workspace’s physical constraints. They inves- tigated the impact of input gestures during WIP locomotion on UPD [32], showing that the difference in gesture impacted users’ UPD. They also obtained similar results in another study, in which the difference in UPD was probably caused again by the leg move- ments defined by commonWIP gestures [33]. More recently, a study compared the influence of four different LT (WIP, Running in Place, teleportation, and steering) on UPD. Results showed that it is easier to stay within the center of the workspace with teleportation and steering than with WIP or Running in Place [23]. 2.2.2 Factors influencing UPD. While the current literature ad- dressed UPD by understanding the factors that could influence it for WIP [22], few contributions address virtual LTs. Brument et al. found that trajectory curvature increased UPD during a slalom task [5]. Additional studies showed that rotation gains applied to steering navigation can influence the rotation performed and thus reduce UPD [6]. Choudhary et al. showed they could induce UPD by manipulating the virtual camera’s rotation magnitude and for- ward translation flow during physical rotation [9]. Nilson et al. assessed different modalities for minimizing UPD, including addi- tional sensory feedback (auditory, visual, audiovisual, and passive haptic) [35]. The results showed that both passive haptic feedback and feedback types with gradual onset were the most efficient at reducing UPD. The passive haptic feedback tended to be more helpful and less distracting than some feedback with a gradual onset. Finally, Montano et al. demonstrated that the UPD could also occur using scale adaptive techniques (that dynamically adapt a user’s displacements) during walking [31]. They noticed that due to the mismatch between the computed position in VR and the position in the workspace, these accumulated differences between the user’s physical and (scaled) movements in VR resulted in UPD. They quantified the UPD using scale techniques and proposed a UPD correction model to minimize UPDwhile walking in VEs. They demonstrated that UPD could be reduced by increasing the distance traveled in the VE without being overtly redirected. 2.3 Summary and Contribution The literature about evaluations of steering is extensive, since many factors (e.g., human, task, and LT design) can influence users’ experi- ence while navigating with them. Among these factors, the heading Higher Cognitive Load Increases Unintended Positional Drift during Navigation in Virtual Reality VRST ’25, November 12–14, 2025, Montreal, QC, Canada is an important factor when designing LTs as it directly influences the travel. Moreover, cognitive load is also critical in LT evaluations as users often interact more (e.g., selecting or manipulating objects) while traveling. Yet there is a lack of research regarding how both heading and cognitive load may influence UPD and travel behavior. This has recently drawn attention during some evaluations of steer- ing techniques in VEs [5, 23]. UPD can negatively impact steering locomotion, which is one of the most common LT used in con- sumer VR applications [40]. Due to eventual discrepancies between the physical and virtual motion, users may not be aware of their physical position in the workspace. They may reach workspace boundaries or collide with obstacles. Thus, studying the cognitive implications of steering techniques on UPD could help improve the design of LTs for navigating in VR. We used the experiment by Lai et al. [25] as a basis for our user study. We did not have access to either the experimental platform or their dataset; thus, we reproduced the experiment based on the research paper, which had enough description to replicate it fully. They compared how a dual task involving a multidirectional travel task and a verbal memory task could influence users’ navigation in VR using Head, Hand, or Torso steering. They showed that (1) the heading in steering techniques does not influence cognitive load during navigation in VR, where similar cognitive load metrics were observed; (2) Travel performances (time to travel between poles, misalignment with the poles) were similar between the LTs; (3) Hand Steering led to higher cybersickness than Head or Torso steering. Although their work provides insight regarding the influ- ence of heading during navigation in VR, their study lacks a control condition where no cognitive task is present to see whether the cognitive load influences travel performance and cybersickness. In addition, we are interested in how LT and cognitive load can influence UPD, as we believe that considering UPD is fundamental for improving the design of steering LTs. Since most VR consumers may have a small workspace, understanding how UPD occurs may help VR designers mitigate it to prevent users from reaching the boundaries of their workspace. In this paper, we only focused on the steering LTs study and not teleportation-based LTs presented in the original paper, since steering may influence more UPD than teleportation [23]. Thus, our extension study includes a baseline condition without a cognitive task as an independent variable and the computation of UPD as a dependent variable. Our results can give insights into (1) validating the results from the original work about the influence of heading in multitasking in VR. (2) How can the combination of heading and cognitive load tasks influence steering navigation in VR under a control condition? (3) Improve our understanding of UPD, which is still an overlooked topic in VR. 3 User Study We adopted and replicated the same dual-task methodology with standardized cognitive and travel tasks that Lai et al. used [25]. In this section, we describe the study design, including the travel and cognitive tasks, new independent and dependent variables to address the research gap from the initial user study, new hypotheses that were missing, the apparatus and procedure of the study, and finally, the data processing and analyses. Figure 1: Top view of the multidirectional travel task used in the user study. The yellow pole represents the current pole to reach, and the number represents the order of the sequence. Figure 2: The two-back CT used in the user study. 3.1 Study Design 3.1.1 Travel Task. The travel task is based on the ISO 9241-9 task, where the user has to make several selections of objects displayed around a ring, in which the target switches sides of the ring while continuing clockwise. We used 12 semi-transparent gray poles to indicate targets (Figure 1). The yellow column was the next destination to reach. Participants were asked to stop and stay within the yellow pole for two seconds. We displayed a visual timer in front of the user’s viewport to provide feedback. We set the poles’ width and height, respectively, to 0.5 and 2.30 meters to guarantee users do not feel constrained within the poles. The distance of poles from the center is 5 meters. 3.1.2 Cognitive Task. We used a two-back working memory task, where participants observed a sequence of letters and responded by pressing the controller’s trigger only when the current letter matched the one presented two stimuli earlier [45] (Figure 2). Let- ters were randomly selected from a predefined set (A, B, C, D), each displayed for 500 ms, with a pseudo-randomized inter-stimulus interval ranging from 1100 to 1500 ms. VRST ’25, November 12–14, 2025, Montreal, QC, Canada Brument et al., 3.1.3 Steering Locomotion Technique. We implemented three steer- ing LTs: Gaze, Hand, and Torso-directed steering. We reproduced the approach from Lai et al. [25]: We used the Vive trackpad to initiate the travel. Forward and backward motion was enabled by pressing the trackpad forward or backward. The continuous motion while pressing the trackpad was constant (1.44m/s), with maximum and minimal linear acceleration set to respectively -1 and 1𝑚.𝑠−2, as recommended to match comfortable real walking navigation [7]. The heading direction (i.e., travel direction) was defined by three dif- ferent body segments (Figure 3). We projected the HMD’s forward vector onto the ground in the head steering LT. We projected the hand controller onto the ground in the hand steering LT. We pro- jected the HTC Vive tracker onto the ground in the torso steering LT. The tracker was attached to the front of the user’s chest using a strap. The user could choose which hand to hold the controller and all decided to use their right hand. 3.1.4 Independent Variables. Our study had a 3 LT-Heading (Head Steering, Hand Steering, Torso Steering) x 2 CT (CT-With, CT- Without) within-subject design (Table 1). We selected the CT (sub- subsection 3.1.2) and the same steering techniques (subsubsec- tion 3.1.3) as in Lai. et al [25]. In addition, we added a control con- dition where users conducted the travel task (subsubsection 3.1.1) without the CT. The experiment was split into six blocks, where each combination of LT-Heading andCTwas tested once per block and counterbalanced using a Latin square design. A block consisted of 12 trials, each defined as the travel between two poles (Figure 1). Table 1: Conditions tested in the replicated study. Independent Variable Levels LT-Heading Head, Hand, Torso Cognitive Task (CT) With-CT, Without-CT 3.1.5 Dependent Variables. Regarding travel performance, we mea- sured for each trial (i.e., travel between two poles) the time to per- form the trial and the number of missed terminations (i.e., where participants would terminate travel outside of the pole for at least two seconds or leave the pole before two seconds). Regarding CT metrics, we collected the number of true positive (TP, i.e., pressing during a correct two back match), false positive (FP, i.e., not pressing during a correct two backmatch), true negative (TN, i.e., not pressing during an incorrect two back match) and false negative (FN, i.e., pressing during an incorrect two back match). We then calculated the accuracy, precision, recall, and F-measure using Equation 1 Accuracy measures the overall correctness of predictions without distinguishing between correct matches and non-matches. F-measure balances precision and recall into a single metric using a harmonic mean to evaluate the success of the user’s performance when the match stimuli appear more often than the non-match stimuli. 𝐴𝑐𝑐𝑢𝑟𝑎𝑐𝑦 = (𝑇𝑃 +𝑇𝑁 )/(𝑇𝑃 +𝑇𝑁 + 𝐹𝑃 + 𝐹𝑁 ) 𝑃𝑟𝑒𝑐𝑖𝑠𝑖𝑜𝑛 = 𝑇𝑃/(𝑇𝑃 + 𝐹𝑃) 𝑅𝑒𝑐𝑎𝑙𝑙 = 𝑇𝑃/(𝑇𝑃 + 𝐹𝑁 ) 𝐹 −𝑚𝑒𝑎𝑠𝑢𝑟𝑒 = (𝑃𝑟𝑒𝑐𝑖𝑠𝑖𝑜𝑛 ∗ 𝑅𝑒𝑐𝑎𝑙𝑙)/(𝑃𝑟𝑒𝑐𝑖𝑠𝑖𝑜𝑛 + 𝑅𝑒𝑐𝑎𝑙𝑙) (1) In addition to the replicated study, we computed UPD metrics to see how much users would drift in the workspace. We recorded the highest absolute value of UPD on both X (UPD-ABS-X-MAX) and Z (UPD-ABS-Z-MAX) axes (i.e., the displacement between the beginning and the end of the block) to assess whether the LT-Heading or CT could influence it. These metrics measure the dispersion after performing the travel task. We also computed the maximal norm of the UPD (UPD-Norm-Max) to assess whether users would have more physical movement after one block. Regarding subjective measures, we collected after each block the answers from the Simulator Sickness Questionnaire (SSQ) for each trial to assess any simulator sickness effects [20]. Additionally, we decided to collect for each block the raw values of the NASA Task Load Index (NASA-TLX) to have insights about the subjective cognitive load perception of users [18]. 3.2 Hypotheses The initial study did not have hypotheses. Since this work replicates it, we formulated the hypotheses based on their findings (RH, which stands for replication hypotheses). We added new hypotheses (NH, which stands for new hypotheses) based on the extension of the dependent and independent variables tested. Regarding cognitive load, the previous study did not reveal an effect of LT-Heading. We suggest observing similar results regarding objective metrics. In addition, since our study considers a control condition where participants are performing the task without the verbal memory task, we expect that perceived cognitive load will be lower in the control condition: • [RH1.1] - There will be an effect of LT-Heading on the user’s accuracy and F-measure of the cognitive task. • [NH1.2] - There will be an effect of LT-Heading on the user’s raw TLX scores. • [NH1.3] - RawTLX scoreswill be lower duringCT-Without. Regarding travel performance, we expect a similar observation where the LT-Heading will not affect the user’s time to perform the task or missed termination. However, since our study considers a control condition where participants are performing the task without the verbal memory task, we expect that performance will be higher in the control condition: • [RH2.1] - There will be an effect of LT-Heading on travel performance (time, missed termination). • [NH2.2] - Travel performance will be better (faster time, lower missed termination) during CT-Without. Regarding cybersickness, the previous study showed that Hand steering led to higher cybersickness scores than Head Steering. We expect similar results since Hand Steering is a less common technique and the Hand is detached from the body trunk, thus the decoupling of heading compared to ourHead or Torso increases user discomfort. Furthermore, we expect that an increase in cognitive load will increase SSQ scores as a similar study showed [39]: • [RH3.1] - Hand Steering will result in higher SSQ scores than Head or Torso Steering. [NH3.2] - CT-With will in- crease SSQ scores compared to CT-Without. Last, our work investigates UPD, whichwas not considered in the previous study. Since UPD occurs during steering, we suggest that Higher Cognitive Load Increases Unintended Positional Drift during Navigation in Virtual Reality VRST ’25, November 12–14, 2025, Montreal, QC, Canada Figure 3: Left - A participant wearing an HMD and a tracker on the Torso. Right - Overview of the VE used in the study. increased cognitive load will result in increased UPD, as users may notice less unintentional drift in the workspace as they are more focused on performing the verbal memory task.We also suggest that LT-Headingwill influence UPD, where Hand steering will result in higher UPD than Head or Torso, since the hand is decoupled from the orientation process when navigating in VEs: [NH4.1] - Hand Steering will increase UPD in the workspace. [NH4.2] - Increased cognitive load will increase UPD in the workspace. 3.3 Participants and Apparatus An a priori power analysis was conducted using G*Power version 3.1.9.7 [14] to determine the minimum sample size required to test the study hypotheses. The results indicated that the sample size required to achieve 80% power to detect a medium effect (as no effect size was reported in the original study), with a significance criterion of 𝛼 = 0.05, was N = 24 for ANOVAwith a 2x3 fully within- subjects design. Thus, 24 participants (10 female) aged from 21 to 39 years old (30.10±5.86) participated in the experiment. The sample was mostly students and researchers recruited from our faculty and all had a right-hand dominance. 16 participants reported using VR every week, and 8 only a few times or never. The standards of the Declaration of Helsinki were followed when conducting the study. They signed an informed consent form and were naive to the purpose of the experiment. We used an HTC Vive Pro system (HMD, controllers, and one tracker on the torso) with a 4m x 4m workspace. The controller was used to navigate (trackpad) and answer the CT (trigger). We suspended the cables above the user’s head to prevent any tripping on them. The HTC Vive audio strap provided audio feedback for the two-back task. The application was developed using Unity (2020.3.30f1), and the VE consisted of a virtual storage building with textures on the walls and floor to generate motion flow without any salient features (Figure 3). We used gray poles to indicate the travel zones and a yellow pole to indicate the current pole to reach. A black and yellow platform was set at the center of the multidirectional task for calibration. We guaranteed the application was run at the HMD’s refresh rate (90Hz). 3.4 Procedure At the beginning of the experiment, each participant signed a con- sent form and completed a demographic form to collect information about their background and experience with VR. Then, they filled out a pre-SSQ questionnaire to assess their initial cybersickness be- fore experiencing VR, and the experimenter explained the dual task (LT usage and 2-back memory task). The users were equipped with the HTC Vive Pro and the HTC Vive tracker to complete a training including (1) performing the multidirectional task with each LT without the memory task, (2) performing the memory task alone without navigating and (3) a training of the study task involving both navigation and memory task while reaching an accuracy of at least 75%. After training, participants performed one block con- sisting of an LT-Heading (Head, Hand, or Torso) and the presence of the CT or not. The participant was instructed to complete the dual task as fast and accurately as possible regarding travel and CT. Once the task was done, the participant took off the HMD and filled out the SSQ questionnaire. Participants had a three-minute break to minimize cybersickness symptoms. They repeated the process (performing the task and filling the SSQ) for the five remaining blocks. Each participant took approximately 45 to 60 minutes to complete the study procedure. 3.5 Data Analysis Every participant completed the experiment and was considered in the data analyses. We collected 144 block measures (6 per LT- Heading and CT combination for 24 users), resulting in 1728 trials (i.e., travel from one pole to another, done for 12 poles). For the data analysis, we removed the first trial (i.e., the travel from the calibration center to the first pole) as we were interested in the continuous motion from one pole to another pole, resulting in 1584 trials to analyze (264 per condition). For normally distributed metrics, assessed using the Shapiro- Wilk test, we analyzed variance (ANOVA) with repeated measures factors. Greenhouse-Geisser adjustments were applied to the de- grees of freedom when the sphericity assumption was violated. For metrics that deviated from a normal distribution, we used the non-parametric Aligned Rank Transform (ART) test [47]. The post- hoc analysis involved pairwise t-tests with Bonferroni corrections for customarily distributed dependent variables or the multifactor contrast test procedure presented in [13] for the non-normally dis- tributed ones. SSQ and raw NASA-TLX scores were analyzed with Friedman ANOVA with pairwise Wilcoxon post-hoc comparison with Bonferroni corrections. 4 Results 4.1 Travel Performance A block lasted around 115.90±12.36 second. For the time to perform the trial (line 1 of Table 2), we did not observe an effect of LT- Heading, but we did for the CT (medium effect size). Post-hoc tests confirmed that participants took longer to perform the travel task during CT-With than CT-Without. For the missed terminations (line 2 of Table 2), we did not observe an effect of LT-Heading, but we did for the CT (medium effect size). Post-hoc tests confirmed that participants had more missed terminations (i.e., not staying two seconds within the pole or leaving the pole before the end of the countdown) during CT-With than CT-Without. VRST ’25, November 12–14, 2025, Montreal, QC, Canada Brument et al., Table 2: Mean and standard deviation, reported as M±SD, for the metrics gathered during the study, grouped by LT-Heading and CT. The effect columns report whether there was a significant effect of the independent variable. Post-hoc tests for main effects are reported using superscripts. Two levels sharing the same superscript are not significantly different. Head Hand Torso Effect CT-Without CT-With Effect Time 9.75±1.39 9.77±1.29 9.76±1.30 𝐹2,1555 =0.77, 𝑝 ==.46 9.58±1.341 9.93±1.292 𝐹1,1555 =90.90, 𝑝 < .001, 𝜂2𝑝 = .05 Missed Termination 1.12±2.65 1.23±1.87 0.97±1.69 𝐹2,115 =1.33, 𝑝 ==.26 0.65±1.102 1.59±1.102 𝐹1,115 =7.65, 𝑝 < .01, 𝜂2𝑝 = .04 Accuracy 0.73±0.11 0.71±0.10 0.75±0.09 𝐹2,46 =2.08, 𝑝 ==.13 - - - F-measure 0.65±0.17 0.63±0.18 0.62±0.17 𝐹1,46 =0.32, 𝑝 ==.72 - - - UPD-ABS-X-MAX 0.50±0.23 0.46±0.21 0.49±0.29 𝐹2,115 =0.41, 𝑝 ==.66 0.42±0.151 0.55±0.302 𝐹1,115 =0.41, 𝑝 < .01, 𝜂2𝑝 = .08 UPD-ABS-Z-MAX 0.55±0.22 0.52±0.18 0.53±0.22 𝐹2,115 =0.07, 𝑝 ==.92 0.53±0.18 0.54±0.24 𝐹1,115 =0.01, 𝑝 ==.96 UPD-Norm-MAX 0.76±0.27 0.71±0.25 0.75±0.30 𝐹2,115 =0.87, 𝑝 ==.42 0.68±0.191 0.79±0.332 𝐹1,115 =0.07, 𝑝 = .01, 𝜂2𝑝 = .04 SSQ-Disorientation 27.26±47.26 22.91±30.31 30.74±56.92 𝐹2,115 =0.16, 𝑝 ==.84 27.64±51.10 26.29±40.50 𝐹1,115 =3.01, 𝑝 ==.08 SSQ-Oculomotor 14.52±31.53 15.79±26.93 23.37±39.98 𝐹2,115 =2.58, 𝑝 ==.08 16.21±36.501 19.58±29.822 𝐹1,115 =5.38, 𝑝 < .02, 𝜂2𝑝 = .04 SSQ-Nausea 18.08±34.99 14.11±26.47 25.63±45.26 𝐹2,115 =1.44, 𝑝 ==.23 19.61±40.91 18.94±31.68 𝐹1,115 =5.38, 𝑝 ==.06 SSQ-Total 17.84±33.31 15.66±24.28 23.76±40.23 𝐹2,115 =0.57, 𝑝 ==.56 18.80±36.721 19.37±29.382 𝐹1,115 =5.54, 𝑝 < .02, 𝜂2𝑝 = .05 TLX-Mental 44.79±33.72 43.22±32.18 43.12±32.18 𝐹1,115 =0.24, 𝑝 = .80 16.87±15.501 70.55±20.582 𝐹1,115 =319, 𝑝 < .001, 𝜂2𝑝 = .73 TLX-Physical 24.58±19.01 22.50±16.24 23.85±17.26 𝐹1,115 =0.09, 𝑝 = .90 18.47±14.251 28.81±18.842 𝐹1,115 =28.06, 𝑝 < .001, 𝜂2𝑝 = .19 TLX-Temporal 40.31±27.74 35.41±24.46 38.33±27.15 𝐹1,115 =1.91, 𝑝 = .15 17.43±13.501 58.61±18.972 𝐹1,115 =310.11, 𝑝 < .001, 𝜂2𝑝 = .20 TLX-Performance 36.35±28.96 35.93±28.96 38.02±28.39 𝐹1,115 =0.35, 𝑝 = .70 16.87±19.721 56.66±20.172 𝐹1,115 =164.10, 𝑝 < .001, 𝜂2𝑝 = .42 TLX-Effort 47.18±30.99 44.68±31.47 48.85±28.39 𝐹1,115 =0.61, 𝑝 = .54 30.90±29.131 62.91±23.052 𝐹1,115 =84.44, 𝑝 < .001, 𝜂2𝑝 = .58 TLX-Frustration 34.06±27.61 34.06±24.40 37.08±25.69 𝐹1,115 =0.30, 𝑝 = .74 19.23±17.931 50.90±22.582 𝐹1,115 =107.53, 𝑝 < .001, 𝜂2𝑝 = .48 TLX-Total 37.88±23.00 35.97±22.47 38.21±22.12 𝐹1,115 =0.96, 𝑝 = .38 19.96±13.851 54.74±14.332 𝐹1,115 =284.85, 𝑝 < .001, 𝜂2𝑝 = .04 Figure 4: The cognitive load F-measures of LT-Heading with standard deviation bars. Yellow contains the results of our study, and black represents the original study’s results (stan- dard deviation due to lack of report on the data). 4.2 Cognitive Load Regarding objective cognitive measurements, Figure 4 shows the bar plot with the mean and standard deviation of our results and the initial study. Based on a visual inspection, the magnitude of the results is similar. In our study, we also did not observe an effect of LT-Heading on the accuracy and F-measure (respectively line 3 and 4 of Table 2). Regarding the raw NASA-TLX scores, the lines 12 to 20 from Table 2 report each subscale and total scores. We did not observe an effect of LT-Heading on any NASA-TLX raw scores, but we found an effect of the CT on every subscale and total scores of the NASA-TLX (high effect size). Post-hoc analysis showed that subjective cognitive load perception was significantly higher during CT-With than CT-Without (Figure 5). Figure 5: Boxplot of NASA-TLX raw scores during CT-With (green) and CT-Without (blue) for each subscale. 4.3 Cybersickness Overall, no participants reported strong cybersickness during the experiment. Lines 8 to 11 of Table 2 report the SSQ scores per LT- Heading and CT. We did not find an order effect of SSQ subscales and Total scores (Figure 6); thus, we did not consider them in the analysis.We did not find any effect of LT-Heading on any subscales or the total scores of the SSQ. However, we found an effect of CT on the Oculomotor subscales, where post-hoc analysis showed that Oculomotor scores were higher during CT-With than CT-Without (small effect size). Total SSQ scores were also higher during CT-With than CT-Without (small effect size). Higher Cognitive Load Increases Unintended Positional Drift during Navigation in Virtual Reality VRST ’25, November 12–14, 2025, Montreal, QC, Canada Figure 6: Total SSQ score per condition order. 4.4 Unintended Positional Drift Figure 7 shows the highest UPD recorded during a block between CT-With and CT-Without. We computed a fit ellipse using a 2D Gaussian distribution and a 95% confidence interval, and the ellipse parameters are reported in Table 3. Visually, we can observe that the spread of UPD (i.e., width and height of the ellipse, at the end of the trial is bigger during CT-With than CT-Without. These observations were confirmed when computing the UPD metric statistically (lines 5 to 7 in Table 2). We found that the CT increased the absolute maximum UPD on the X axis during a block (medium effect size), which was confirmed with post-hoc analyses. However, we did not observe increased maximum UPD on the Z axis. In addition, we found that the maximal norm of the UPD increased during CT-With at the end of the block (small effect size). Table 3: Parameters of the 95% Ellipse fit for UPD distribution after a block for CT-With and CT-Without. CT-Without CT-With Centroid [-0.03;0.07] [-0.02;0.07] Width/Height 1.67 1.14 Height 1.14 1.42 Angle 48.27 -169.83 Area 1.50 2.64 5 Discussion Overall, we mostly confirmed every result found in the original study, strengthening the design guidelines provided previously, and emphasizing that the LT-Heading does not matter in terms of performance, usability, and cognitive load during repetitive steering navigation tasks. We discuss in further detail the new implications of our replicated study. 5.1 Comparison with the Original Study Regarding cognitive performance, we found a F-measure similar to the initial study, rejecting [RH1.1] (Figure 4). Yet, it is worth noticing that by comparing the variability of their study and ours in terms of F-measure, our participants had a higher variability Figure 7: Maximum UPD position recorded during CT- Without (blue) and CT-With (green) blocks. Ellipse fits are computed at a 95% confidence interval. in terms of performance. VR practitioners could consider any LT- Heading when designing VR applications without being worried about the influence on cognitive performance. However, other fac- tors such as the transfer function [15] or the orientation of the body segment [8] can be influenced by the design of LTs. Similarly to the original study, we did not find an effect of LT-Heading on time to travel and missed termination, rejecting [RH1.2]. Our participants were one second faster on average than in the initial study. No implications of LT-Heading need to be con- sidered in terms of navigation performance, where performance seems to be more affected by the transfer function (i.e., how the speed is updated), as already observed in past studies [7, 15]. Regarding cybersickness, Lai et al. found that Head steering may induce significantly lower SSQ scores than Hand or Torso steering [25]. Overall, our cybersickness scores were low, andwe did not find an effect of LT-Heading on SSQ scores, rejecting [RH3.1]. Our results might be due to hardware factors, such as using a newer HMD (HTC Vive Pro) than theirs (HTC Vive), which provides a higher field of view. Second, our sample may have a larger number of younger VR-experienced users, which could explain why some participants did not feel sick. Last, one issue might be about the SSQ scoring, where Lai et al. only administered the SSQ after performing the condition, without considering pre-SSQ as a baseline to calibrate, which could create higher changes in cybersickness scores. Table 4 shows the differences between our study sample and the one from the original study. Both studies had the same range of experienced VR users. Yet, our study had a better gender distribu- tion than the original study, but it covered a higher range of age distribution. Overall, we found similar results in terms of travel and cognitive performance across LT, which shows that cognitive load may not influence experienced user navigation with steering techniques in VR. VRST ’25, November 12–14, 2025, Montreal, QC, Canada Brument et al., Table 4: Sample description between both user studies. Metric Our study Lai et .al [25] Participants (male,female) 24 (14,10) 30 (25,5) Age range (min-max) 21-39 18-66 Age (Mean;SD) 30.1;5.86 25.10;No SD reported Regular Experience with VR 16 17 5.2 Consider Cognitive Load during VR Navigation In addition to the LT-Heading condition tested in the initial study of Lai et al. [26], we added a control condition to assess how users subjectively perceive cognitive load, but also whether the absence of the CT would influence the metrics. As observed in Table 2, we did not find differences in raw NASA-TLX scores between Head, Hand, and Torso Steering, rejecting [NH1.2]. Yet, we showed that every subscale and total raw scores of the NASA-TLX question- naire were higher when performing the cognitive task (Figure 5), confirming [NH1.3]. This additional subjective questionnaire we administered helped us to confirm the objective measurements in terms of cognitive performance ([RH1.1]). The LT-Heading can be thus chosenwithout concerns regarding any cognitive load increase. Still, we gathered some post-experiment feedback that participants preferred more hand or torso steering, since the letters displayed were in front of the user’s head, which was also used as a heading direction, leading to some confusing situations at the beginning. It is worth noticing that some techniques, such as teleportation, may help decrease cognitive load [26] and could be considered an alternative option if spatial awareness is not required. Table 2 shows that users were faster to perform the travel task and had fewer missed terminations, which confirmed [NH2.2]. While past research work showed the cognitive demands of LT dur- ing navigation in VR [26], the medium effect sizes observed in our study prevent us from fully claiming that, in this situation,CT had a substantial impact on users’ performance overall. Nevertheless, VR practitioners should carefully consider cognitive load for ecological applications. We suggest that the repetitiveness of the task may prevent participants from performing poorly, where a low variabil- ity was observed in terms of time to travel between two poles. Yet, users reported sometimes having a short break between two poles to try to "reset" the sequence of letters to maximize the accuracy of the memory task as instructed. As we expect VR practitioners to be aware of the cognitive implications when designing naviga- tion tasks, our results confirm this design guideline, where we may expect longer execution time as the cognitive load increases [30]. Last, we noticed that SSQ Oculomotor and SSQ Total scores were higher during CT-With than CT-Without, confirming [NH2.3]. Due to the small and medium effect sizes and the slight differences in scores, it is hard to conclude. The small effect on the Oculomotor subscale might be due to the repetitiveness of the letters being displayed, creating some blinks over time, which could induce discomfort. Overall, cybersickness was not an issue and was mainly mitigated through block breaks. While our work was not targeted at mitigating cybersickness, VR practitioners should still be aware and take care of the cognitive load and task attention correlated with cybersickness [39]. 5.3 Consider UPD during VR Navigation We extended the replication of the study by including UPD metrics. Unfortunately, we could not get access to the dataset from Lai et al. [25] to compute UPD metrics and compare them with our work, which motivated us even more to replicate the study. UPD is still overlooked in the literature, even though it is a side effect of navigating with virtual LTs that must be addressed. On one hand, the accumulation of UPD can pose safety risks—such as reaching the boundaries of the physical workspace or colliding with real- world obstacles—and can also negatively impact user experience, as resets may interrupt presence. Overlooking these side effects may not be optimal if the goal is to deliver a high-quality VR navigation experience using virtual LTs. We had two hypotheses related to the influence of LT-Heading and CT on UPD. We did not observe an increased UPD between Head, Hand, and Torso steering, thus rejecting [NH4.1]. We be- lieved that using the hand to define the future direction during the travel task may be more confusing to participants as the hand is not part of the top-down body reorientation mechanisms during rotations (i.e., we need to rotate the head and the torso to turn, but the hand position and orientation do not matter) [16]. One reason may be that users were cautious when using the Hand steering, where they had to point with their arm fully extended to perform the task, and put the controller to their chest or waist to perform similarly to the torso steering. While other factors related to the design of LTs could influence UPD, this first study showed that the LT-Heading does not increase or decrease UPD. On the contrary, we noticed that the CT increased UPD, which validated [NH4.2]. As shown in Figure 7, a higher cognitive load led to an increase in UPD, especially on the X axis (medium size effect), confirming that UPD spreads more on the lateral side than for- ward and backward sides [5]. Moreover, some participants already exceeded the minimum workspace requirements for room-scale VR (2×1.5m for SteamVR and 2×2m for Meta Quest). This raises concern regarding the design of LTs, as such a study in a minimal workspace would have required interrupting participants or enforc- ing movement boundaries through guardian systems. While we were able to observe and report the UPD effect during short-term interactions, developing generalizable theories about UPD remains challenging due to the sparsity of the design space—both in terms of influencing factors and task variety. Promising directions for future research are to explore the long-term effects of UPD and the usage of virtual avatars to provide better spatial coordination between virtual and real environments [1]. Over time, users may become more aware of UPD and adapt their movement to stay centered within the workspace, and adapting to the cognitive load may also reduce UPD over time. In addition, the type of CT may also influence UPD, where considering audio-only feedback [19] or vibrations [37] to minimize visual distractions and enable better navigation. Thus, we argue that UPD must be a metric more considered and reported in studies, to understand this phenomenon better, but also extend the concept of minimizing UPD to optimizing workspaces, where the potential users’ drift could be taken into account to prevent them from hitting obstacles in the workspace. Gathering daily data of regular VR users over time would be the best way to Higher Cognitive Load Increases Unintended Positional Drift during Navigation in Virtual Reality VRST ’25, November 12–14, 2025, Montreal, QC, Canada investigate the relationship between VR users and their workspace, particularly how they get accustomed to UPD. 5.4 Limitations and Future Work This replicated study confirmed previous findings, and our exten- sion allowed us to provide further insight about how cognitive load and heading in steering techniques can influence UPD. Yet, future work should investigate additional research to address our limited knowledge regarding UPD. First, future research should explore a broader range of tasks and environments beyond repetitive trajectories. Since UPD is likely task-dependent, our study limits the generalization of our find- ings. In addition, UPD has been mostly assessed in controlled and repetitive trajectories. We must investigate more ecological tasks to understand how UPD occurs in VR applications. Second, the long-term effects of UPD also need to be explored. We believe that UPD diminishes with increased user experience or awareness of the phenomenon. Future studies examining user adaptation to UPD could provide valuable insights into effective mitigation strategies. Finally, additional human factors might influence UPD. We are aware that our study lacks diversity regarding other demographic factors, such as cultural background, age distribution, and prior knowledge or experiencewith cognitive tasks. Still, in future studies, we aim to consider gender effects and beginner users as UPD might also be user-dependent and more likely to occur for first-time VR users, who may be even more immersed and not notice UPD. More- over, we would like to investigate more cybersickness-inducing tasks to eventually observe a correlation between cybersickness and UPD, as it remains unclear whether they could influence each other. 6 Conclusion Considering cognitive load during locomotion in VR is essential, as most VR applications require simultaneously performing one-to- many interactions and navigating. Previous VR studies have only looked at LT factors, overlooking cognitive load. In addition, the analysis of UPD in the literature is limited, particularly in finding the main reasons for such a phenomenon. We were interested in seeing whether cognitive load could influence UPD by replicating a user study that did not analyze it. 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