<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3-mathml3.dtd">
<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" article-type="research-article" dtd-version="1.3" xml:lang="EN">
<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">Front. Virtual Real.</journal-id>
<journal-title-group>
<journal-title>Frontiers in Virtual Reality</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Virtual Real.</abbrev-journal-title>
</journal-title-group>
<issn pub-type="epub">2673-4192</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="publisher-id">1613269</article-id>
<article-id pub-id-type="doi">10.3389/frvir.2026.1613269</article-id>
<article-version article-version-type="Version of Record" vocab="NISO-RP-8-2008"/>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Hypothesis and Theory</subject>
</subj-group>
</article-categories>
<title-group>
<article-title>Immersive sensemaking for binary reverse engineering: a survey and synthesis</article-title>
<alt-title alt-title-type="left-running-head">Brown et al.</alt-title>
<alt-title alt-title-type="right-running-head">
<ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2026.1613269">10.3389/frvir.2026.1613269</ext-link>
</alt-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<name>
<surname>Brown</surname>
<given-names>Dennis G.</given-names>
</name>
<xref ref-type="aff" rid="aff1"/>
<xref ref-type="corresp" rid="c001">&#x2a;</xref>
<uri xlink:href="https://loop.frontiersin.org/people/2795070"/>
<role vocab="credit" vocab-identifier="https://credit.niso.org/" vocab-term="Writing &#x2013; original draft" vocab-term-identifier="https://credit.niso.org/contributor-roles/writing-original-draft/">Writing - original draft</role>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Mulder</surname>
<given-names>Emily</given-names>
</name>
<xref ref-type="aff" rid="aff1"/>
<role vocab="credit" vocab-identifier="https://credit.niso.org/" vocab-term="Writing &#x2013; original draft" vocab-term-identifier="https://credit.niso.org/contributor-roles/writing-original-draft/">Writing - original draft</role>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Mulder</surname>
<given-names>Samuel</given-names>
</name>
<xref ref-type="aff" rid="aff1"/>
<uri xlink:href="https://loop.frontiersin.org/people/3333905"/>
<role vocab="credit" vocab-identifier="https://credit.niso.org/" vocab-term="Writing &#x2013; original draft" vocab-term-identifier="https://credit.niso.org/contributor-roles/writing-original-draft/">Writing - original draft</role>
</contrib>
</contrib-group>
<aff id="aff1">
<institution>Program Understanding Laboratory, Department of Computer Science and Software Engineering, Auburn University</institution>, <city>Auburn</city>, <state>AL</state>, <country country="US">United States</country>
</aff>
<author-notes>
<corresp id="c001">
<label>&#x2a;</label>Correspondence: Dennis G. Brown, <email xlink:href="mailto:dgb0028@auburn.edu">dgb0028@auburn.edu</email>
</corresp>
</author-notes>
<pub-date publication-format="electronic" date-type="pub" iso-8601-date="2026-02-18">
<day>18</day>
<month>02</month>
<year>2026</year>
</pub-date>
<pub-date publication-format="electronic" date-type="collection">
<year>2026</year>
</pub-date>
<volume>7</volume>
<elocation-id>1613269</elocation-id>
<history>
<date date-type="received">
<day>16</day>
<month>04</month>
<year>2025</year>
</date>
<date date-type="rev-recd">
<day>10</day>
<month>01</month>
<year>2026</year>
</date>
<date date-type="accepted">
<day>12</day>
<month>01</month>
<year>2026</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#xa9; 2026 Brown, Mulder and Mulder.</copyright-statement>
<copyright-year>2026</copyright-year>
<copyright-holder>Brown, Mulder and Mulder</copyright-holder>
<license>
<ali:license_ref start_date="2026-02-18">https://creativecommons.org/licenses/by/4.0/</ali:license_ref>
<license-p>This is an open-access article distributed under the terms of the <ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">Creative Commons Attribution License (CC BY)</ext-link>. The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.</license-p>
</license>
</permissions>
<abstract>
<p>Binary reverse engineering (RE) is critical for many use cases but is cognitively demanding, suffering from compounded uncertainty and lack of full automation. We survey and synthesize interdisciplinary research in cognitive systems engineering, reverse engineering, and immersive analytics to explore how virtual reality (VR) can be applied to better support human cognition for the binary RE task. We identify relevant work using a hybrid literature review process consisting of targeted database searches and thematic synthesis. Our survey includes relevant work in cognitive/mental models of RE, related cognitive theories (such as embodied cognition and cognitive load), and affordances in VR tied to those theories. We synthesize the survey findings to identify several conceptual threads spanning the three surveyed areas and cluster those threads into three overarching themes: enhancing abductive iteration, augmenting working memory, and supporting information organization. Each of these themes yields a recommended set of affordances in VR to prioritize in system design and future research. Our work bridges cognitive theory with immersive technology, providing a foundation for innovative reverse engineering environments and similar analytical use cases.</p>
</abstract>
<kwd-group>
<kwd>binary reverse engineering</kwd>
<kwd>cognition</kwd>
<kwd>program comprehension</kwd>
<kwd>sensemaking</kwd>
<kwd>virtual reality</kwd>
</kwd-group>
<funding-group>
<funding-statement>The author(s) declared that financial support was not received for this work and/or its publication.</funding-statement>
</funding-group>
<counts>
<fig-count count="7"/>
<table-count count="2"/>
<equation-count count="0"/>
<ref-count count="100"/>
<page-count count="25"/>
</counts>
<custom-meta-group>
<custom-meta>
<meta-name>section-at-acceptance</meta-name>
<meta-value>Virtual Reality and Human Behaviour</meta-value>
</custom-meta>
</custom-meta-group>
</article-meta>
</front>
<body>
<sec sec-type="intro" id="s1">
<label>1</label>
<title>Introduction</title>
<p>Understanding the purpose and behavior of existing executable software without access to design documents, source code, or other supporting artifacts is critical to many tasks such as maintaining legacy systems, ensuring security, and mitigating potential malicious impacts. For example, an analyst may attempt to recover the control logic of an obfuscated function whose purpose is not immediately evident, tracing disjoint basic blocks through multiple jump tables and compiler optimizations. The resulting control flow may appear unrelated to any recognizable high-level structure, leaving the analyst to hypothesize intent from scattered clues and inferred data dependencies. This process is commonly called <italic>binary reverse engineering</italic> (RE)<xref ref-type="fn" rid="fn1">
<sup>1</sup>
</xref>.</p>
<p>Comprehending non-trivial binary programs is quite difficult (<xref ref-type="bibr" rid="B61">Meng and Miller, 2016</xref>). Most binaries are the product of compiling, optimizing, and linking source code, where each step removes meaningful information such as symbols, comments, or high-level structure. As a result, automated approaches to binary RE remain limited. Analysts employ tools that analyze, disassemble, and decompile binary programs, including those that incorporate artificial intelligence (<xref ref-type="bibr" rid="B45">Hex-Rays, 2023</xref>; <xref ref-type="bibr" rid="B91">US National Security Agency, 2026</xref>; <xref ref-type="bibr" rid="B70">Pancake, 2026</xref>; <xref ref-type="bibr" rid="B24">David et al., 2020</xref>; <xref ref-type="bibr" rid="B58">Maier et al., 2019</xref>). While the automated analyses from these tools assist with data extraction, they rarely reduce cognitive complexity; rather, they shift it. The opportunity is not to simplify the task itself, but to support human analysts in coping with its complexity through representational, organizational, and embodied means.</p>
<p>Improving this human-centric process requires better understanding of how analysts think and act while engaging with binary RE tasks. Prior research on RE has cast the task as a form of sensemaking (<xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>), developed cognitive models of the process (<xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>; <xref ref-type="bibr" rid="B59">Mantovani et al., 2022</xref>; <xref ref-type="bibr" rid="B32">Dudenhofer and Bryant, 2017</xref>), and examined cognitive load in RE (<xref ref-type="bibr" rid="B82">Smits, 2022</xref>). These studies suggest that the complexity of binary RE is best understood not only in terms of the code itself, but also in how humans organize information, form hypotheses, and iterate abductively in the face of uncertainty.</p>
<p>Immersive Virtual Reality (VR) offers new opportunities to support this kind of cognitive work by enabling an analogue of physical embodiment with respect to the analytical problem of binary RE. In this paper, we define immersive VR as systems that make a user feel present in a different environment. These systems occupy the user&#x2019;s senses as much as technology permits; typically this will include head-tracked stereoscopic visuals that fill the user&#x2019;s field of view, spatial audio, and tracking in six degrees of freedom (DoF) for user interaction (e.g., using a head-mounted display (HMD) and controllers in a standalone VR or PC VR system). While related technologies such as desktop VR (displayed on a computer monitor), augmented reality (AR), or mixed reality (MR) share overlapping features, our focus is on immersive VR for its support of fully immersive embodied interactions (we will explain further in <xref ref-type="sec" rid="s6-1">Section 6.1</xref>). We focus on embodied cognition not as an aesthetic or technological preference but as a cognitive mechanism for externalizing mental models, with the potential to allow analysts to anchor abstract relationships in spatial structures, use physical movement to manage cognitive load, and transform transient reasoning into persistent, manipulable representations. Research in Immersive Analytics (IA) (<xref ref-type="bibr" rid="B16">Chandler et al., 2015</xref>; <xref ref-type="bibr" rid="B33">Dwyer et al., 2018</xref>; <xref ref-type="bibr" rid="B35">Ens et al., 2022</xref>) has already demonstrated how egocentric, spatially organized environments can enhance sensemaking in other analytic domains, suggesting promising applications to binary RE.</p>
<p>This paper investigates how immersive sensemaking might increase cognitive performance on complex binary RE tasks and improve outcomes for the joint cognitive system of human and machine. Our literature searches found no similar work investigating immersive sensemaking for binary RE. To fill this gap, we conduct a cross-disciplinary literature review and synthesis of adjacent research on sensemaking in RE and on immersive environments, identifying high-level themes that can guide future empirical and design efforts. We answer the following Research Questions (RQs):<list list-type="simple">
<list-item>
<p>RQ1. What are common and significant characteristics of cognitive models of sensemaking employed by binary RE practitioners?</p>
</list-item>
<list-item>
<p>RQ2. What are underlying elements of cognitive theory that bridge sensemaking in binary RE and immersive sensemaking?</p>
</list-item>
<list-item>
<p>RQ3. How have the affordances of immersive VR been employed to improve cognition and sensemaking in analytic tasks?</p>
</list-item>
<list-item>
<p>RQ4. How can these findings be used to inform improvements in the practice of binary RE?</p>
</list-item>
</list>
</p>
<p>
<italic>Our primary hypothesis</italic> is that binary RE is an abductive sensemaking task, and immersive VR offers cognitively grounded affordances to externalize and stabilize that process.</p>
<p>The first main contribution of this paper is a review and integration of research from reverse engineering, cognitive science, and immersive analytics relevant to binary RE. The second main contribution is a synthesis of these findings into a framework mapping cognitive aspects of binary RE to embodied mechanisms in immersive VR, which extends theory by framing binary RE as a form of embodied sensemaking. Finally, the third main contribution is identifying three cross-cutting themes in which immersive VR is most likely to improve the binary RE process (abductive iteration, working memory, and information organization) with design implications and illustrative examples.</p>
<p>This article extends and generalizes ideas explored in a recent conference publication by the authors (<xref ref-type="bibr" rid="B13">Brown et al., 2024</xref>), which presented an initial VR system prototype informed by cognitive systems engineering principles. In contrast, the present work focuses on systematically synthesizing the underlying cognitive models, theories, and immersive affordances that motivate such designs, providing a unifying framework rather than a system-centric contribution.</p>
<p>The paper proceeds as follows. <xref ref-type="sec" rid="s2">Section 2</xref> expands on the unique challenges of binary RE and provides the conceptual foundation for the remainder of the paper. <xref ref-type="sec" rid="s3">Section 3</xref> describes our survey methodology. In <xref ref-type="sec" rid="s4">Section 4</xref>, we explore prior research in sensemaking and cognitive models of RE; <xref ref-type="sec" rid="s5">Section 5</xref> presents cognitive theory and serves as a bridge from <xref ref-type="sec" rid="s4">Section 4</xref> to <xref ref-type="sec" rid="s6">Section 6</xref>, which considers how visualization and immersion affordances have been applied to sensemaking tasks. We then synthesize findings into high-level themes and recommendations in <xref ref-type="sec" rid="s7">Section 7</xref>, followed by discussion of limitations and future directions in <xref ref-type="sec" rid="s8">Section 8</xref>.</p>
</sec>
<sec id="s2">
<label>2</label>
<title>Background and conceptual foundations</title>
<p>The central premise of this work is that effective support for binary RE depends on aligning system design with the analyst&#x2019;s cognitive processes. Immersion and embodiment are not merely presentation choices but mechanisms for externalizing thought, distributing memory, and stabilizing reasoning in space. Binary RE presents an unusually rich setting for examining these mechanisms, with inherent ambiguity and demand for sustained hypothesis management; it presents opportunities for studying cognition in complex, information-dense analytic work.</p>
<sec id="s2-1">
<label>2.1</label>
<title>Binary RE complexity</title>
<p>Binary RE is unlikely ever to be fully automated due to both theoretical and practical limitations. Rice&#x2019;s Theorem (<xref ref-type="bibr" rid="B74">Rice, 1954</xref>) implies that determining whether a program exhibits any non-trivial property is undecidable. In practice, modern binaries interleave code and data, employ aggressive compiler optimizations, and often include obfuscation techniques, all of which complicate disassembly and analysis. Even state-of-the-art tools, including those augmented by machine learning or large language models, introduce uncertainty starting with potentially ambiguous disassembly output in the first step and compounding uncertainty in subsequent steps. Human expertise is required to resolve these uncertainties and determine when an approximation is sufficient to meet analytic goals.</p>
<p>The difficulty is increased by ambiguity about what properties should be investigated. For example, an analyst may be asked whether a program contains a hidden trigger or backdoor. Such questions are challenging even with access to source code, as programs rarely come with detailed formal specifications. Determining the &#x201c;correct&#x201d; behavior of a binary thus becomes a matter of iterative hypothesis testing, where the analyst continually generates, refines, and discards explanations as new evidence emerges.</p>
<p>Finally, software itself represents an extreme case of engineered complexity. Programs are designed through layers of abstraction, modularization, and interface contracts to allow teams of developers to collaborate on systems far larger than any individual could comprehend in full (<xref ref-type="bibr" rid="B22">Crockford, 2008</xref>). During compilation, however, many of these organizing features are stripped away: identifiers are removed, comments discarded, data structures flattened, and high-level constructs translated into low-level instructions. For instance, a function originally named <monospace>encrypt_data()</monospace> may survive only as an anonymous address in the binary, leaving the analyst to reconstruct both its role and its relationship to other components. Without the scaffolding of source-level abstractions, the analyst must recreate organizational layers that the original developers used to manage complexity, making the task cognitively demanding and error-prone.</p>
</sec>
<sec id="s2-2">
<label>2.2</label>
<title>Cognitive systems engineering (CSE)</title>
<p>Cognitive Systems Engineering (CSE) provides a theoretical lens for studying how people interact with complex systems. Importantly, CSE is not a single method, but an <italic>approach</italic> that integrates multiple methods for analyzing the combined performance of humans and machines as a <italic>joint cognitive system</italic> (<xref ref-type="bibr" rid="B49">Hollnagel and Woods, 2005</xref>). Rather than focusing only on individual cognition or only on technology, CSE emphasizes how cognitive work is distributed across people, artifacts, and environments. For binary RE, this perspective highlights the importance of designing tools and workflows that reduce unnecessary cognitive burdens and enable analysts to allocate limited resources such as working memory more effectively. In this way, CSE provides a foundation for considering how immersive technologies might augment human reasoning in reverse engineering tasks.</p>
</sec>
<sec id="s2-3">
<label>2.3</label>
<title>Key concepts</title>
<p>This paper draws on terminology from cognitive science, human-computer interaction, and immersive analytics as analytic lenses for framing binary reverse engineering (RE) as a sensemaking activity grounded in human cognition. We use <italic>sensemaking</italic> to denote the iterative, abductive process by which analysts construct and revise explanations under uncertainty. We distinguish <italic>cognitive models</italic>, researcher-proposed representations of this process, from <italic>mental models</italic>, analysts&#x2019; internal task representations. Our use of <italic>immersive sensemaking</italic> follows prior work showing that spatial externalization can reduce memory demands and stabilize intermediate hypotheses. Accordingly, we draw on theories of <italic>external and embodied cognition</italic> to motivate immersive VR as a means of enabling spatial persistence, embodied interaction, and externalization of reasoning, rather than as a display technology alone. We reference <italic>cognitive load</italic> to characterize cognitive constraints in binary RE and to reason about how immersive affordances may mitigate extraneous demands.</p>
</sec>
</sec>
<sec sec-type="methods" id="s3">
<label>3</label>
<title>Methodology</title>
<p>Given the cognitive nature of our inquiry, we chose to approach it from the perspective of CSE, which broadly involves three steps: (1) identify the problem areas of a task; (2) understand the circumstances and influences that give rise to those problems; and (3) pursue practical solutions to the identified problem areas (<xref ref-type="bibr" rid="B49">Hollnagel and Woods, 2005</xref>). Our RQs listed in <xref ref-type="sec" rid="s1">Section 1</xref> map to the steps of CSE: RQ1 seeks to identify problem areas of the cognitive requirements of the binary RE task (CSE step 1); RQ2 seeks to identify elements of cognitive theory related to those problem areas (CSE step 2); RQ3 seeks to describe how immersive VR has been used to improve analytical processes in prior work (CSE step 2 and leading to step 3); and RQ4 asks how our findings can be applied to improve the process of binary RE (CSE step 3).</p>
<p>Because our research questions span multiple research areas (binary RE, program comprehension, and program understanding; cognition and sensemaking; visualization and immersive analytics), we executed a CSE-guided integrative literature review and synthesis structured around these domains. The survey proceeded in three parts, answering RQ1 in <xref ref-type="sec" rid="s4">Section 4</xref>, RQ2 in <xref ref-type="sec" rid="s5">Section 5</xref>, and RQ3 in <xref ref-type="sec" rid="s6">Section 6</xref>. We then used our findings to synthesize results to address RQ4 in <xref ref-type="sec" rid="s7">Section 7</xref>. <xref ref-type="fig" rid="F1">Figure 1</xref> is a PRISMA-inspired chart (including studies found after search, screening, and snowballing) that illustrates how findings from cognitive models, cognitive theory, and immersive analytics are integrated to derive the synthesis themes.</p>
<fig id="F1" position="float">
<label>FIGURE 1</label>
<caption>
<p>The three-part survey generated elements in three research domains that we synthesize in <xref ref-type="sec" rid="s7">Section 7</xref>.</p>
</caption>
<graphic xlink:href="frvir-07-1613269-g001.tif">
<alt-text content-type="machine-generated">Flowchart displaying surveys for three research questions: RQ1 reviews 22 publications on cognitive models, extracting 15 elements; RQ2 reviews 20 publications on cognitive theory, extracting 15 elements; RQ3 reviews 43 publications on VR affordances, extracting 24 elements. Elements from each group are synthesized for RQ4 to form threads and identify three main themes.</alt-text>
</graphic>
</fig>
<p>Our approach was intentionally exploratory rather than exhaustive. While we drew selectively on procedural elements of systematic reviews [e.g., the search transparency recommended by <xref ref-type="bibr" rid="B64">Mour&#xe3;o et al. (2020)</xref>], our objective was conceptual integration, not formal replicability or statistical generalization. In this sense, our process aligns more closely with an integrative literature review (<xref ref-type="bibr" rid="B90">Torraco, 2005</xref>; <xref ref-type="bibr" rid="B83">Snyder, 2019</xref>), which seeks to consolidate diverse bodies of knowledge to develop or extend theoretical perspectives. Although Torraco and Snyder wrote from within the social and organizational sciences, the methodological logic they articulate is domain-independent: the challenge of synthesizing conceptually diverse domains to generate new frameworks arises equally in interdisciplinary computing research. This framing therefore provides a rigorous yet flexible foundation for connecting cognitive models, theoretical constructs, and immersive technologies in the context of binary RE.</p>
<p>To enhance transparency and traceability, we document our search process as follows. We applied explicit inclusion criteria (detailed in the following subsections), combining targeted database searches with iterative snowballing (<xref ref-type="bibr" rid="B64">Mour&#xe3;o et al., 2020</xref>). Searches were conducted in ACM Digital Library, IEEE Xplore, ScienceDirect, Scopus, and Web of Science. Initial results established a seed corpus, which was iteratively expanded through backward (references) and forward (citations) snowballing.</p>
<p>This process yielded both focused work on binary RE and select adjacent research in source-level software RE or immersive analytics. Works in adjacent domains were included when their underlying cognitive structures were analogous to those in binary RE; for example, when they modeled iterative hypothesis testing, external representation use, or mental-model construction. These mechanisms parallel the reasoning strategies analysts employ when reconstructing stripped program semantics. This inclusion ensured that our synthesis remained conceptually grounded while drawing on sufficient empirical breadth to inform theory-building. <xref ref-type="table" rid="T1">Table 1</xref> provides a high-level overview of the publication periods represented in the reviewed literature for each research question, intended to orient readers to the temporal distribution of the dataset rather than to imply bibliometric trends.</p>
<table-wrap id="T1" position="float">
<label>TABLE 1</label>
<caption>
<p>Temporal distribution of reviewed publications grouped by research question.</p>
</caption>
<table>
<thead valign="top">
<tr>
<th align="center">Publication period</th>
<th align="center">RQ1</th>
<th align="center">RQ2</th>
<th align="center">RQ3</th>
<th align="center">RQ1 &#x2b; 2 &#x2b; 3</th>
</tr>
</thead>
<tbody valign="top">
<tr>
<td align="left">Pre 2000</td>
<td align="center">7</td>
<td align="center">6</td>
<td align="center">3</td>
<td align="center">16</td>
</tr>
<tr>
<td align="left">2000&#x2013;2005</td>
<td align="center">3</td>
<td align="center">1</td>
<td align="center">2</td>
<td align="center">6</td>
</tr>
<tr>
<td align="left">2006&#x2013;2010</td>
<td align="center">1</td>
<td align="center">2</td>
<td align="center">5</td>
<td align="center">8</td>
</tr>
<tr>
<td align="left">2011&#x2013;2015</td>
<td align="center">5</td>
<td align="center">3</td>
<td align="center">5</td>
<td align="center">13</td>
</tr>
<tr>
<td align="left">2016&#x2013;2020</td>
<td align="center">3</td>
<td align="center">4</td>
<td align="center">10</td>
<td align="center">17</td>
</tr>
<tr>
<td align="left">2021&#x2013;2025</td>
<td align="center">3</td>
<td align="center">4</td>
<td align="center">18</td>
<td align="center">25</td>
</tr>
<tr>
<td align="left">Total Publications</td>
<td align="center">22</td>
<td align="center">20</td>
<td align="center">43</td>
<td align="center">85</td>
</tr>
</tbody>
</table>
</table-wrap>
<sec id="s3-1">
<label>3.1</label>
<title>Survey methodology for RQ1</title>
<p>The goal of the first part of our survey is to identify common elements of published cognitive models of sensemaking in binary RE (RQ1). We sought publications that present clear cognitive or mental models of the sensemaking process for unfamiliar binary programs. Our database searches used the following search over titles, abstracts, and key words (modified as needed to match syntax requirements of each search engine): <italic>((binary OR executable) AND (&#x201c;reverse engineering&#x201d; OR &#x201c;program comprehension&#x201d; OR &#x201c;program understanding&#x201d;) AND (&#x201c;mental model&#x2a;&#x201d; OR &#x201c;cognitive model&#x2a;&#x201d; OR sensemaking))</italic>. These searches yielded a total of 73 unique publications, and after review, we found that six met the inclusion criterion: publications presenting cognitive or mental models of the sensemaking process in software understanding, with first preference given to publications specifically covering binary RE.</p>
<p>Next, we employed iterative backward (references) and forward (citations) snowballing starting with this core group of publications. This process revealed additional work in cognitive models for program understanding, not only for binary programs, but also <italic>select</italic> related work in the much larger and more mature body of knowledge covering source code understanding. Authors covering models of binary RE often referenced prior work in source-related program understanding to provide a foundation for their work, so we selectively included this foundational work to provide context. These publications are analyzed in <xref ref-type="sec" rid="s4">Section 4</xref>.</p>
</sec>
<sec id="s3-2">
<label>3.2</label>
<title>Survey methodology for RQ2</title>
<p>Our second goal is to extract and explore the fundamental cognitive phenomena related to the identified cognitive model elements and to immersive experiences (RQ2). We took two approaches with this part of the survey. First, in order to provide context for fundamental cognitive concepts related to our scenario, we performed several targeted database searches of specific cognitive phenomena and summarized the results. In this way, <xref ref-type="sec" rid="s5">Section 5</xref> serves as a primer and as a bridge to the final survey section. Second, we performed additional targeted searches for publications discussing the identified phenomena in the specific context of software reverse engineering, which we summarize in the latter part of the section. Inclusion criteria: publications addressing fundamental cognitive concepts relevant to sensemaking (e.g., working memory, external cognition, or embodiment) and works that explore these concepts in the paradigm of software RE. These publications are analyzed in <xref ref-type="sec" rid="s5">Section 5</xref>.</p>
</sec>
<sec id="s3-3">
<label>3.3</label>
<title>Survey methodology for RQ3</title>
<p>In this part of the survey, we sought publications that specifically discuss visual and/or immersive affordances for sensemaking for abstract analytic problems, using that criterion as our filter. Again, we combined database searches with snowballing. Using the search string <italic>(immersi&#x2a; OR &#x201c;virtual reality&#x201d;) AND sensemaking</italic> we found 23 unique publications; eight met our inclusion criteria: publications discussing visualization or immersive affordances that support sensemaking in abstract analytic tasks, with emphasis on immersive VR and preference for those that explicitly apply to software RE. With that core group of papers, we reviewed additional publications identified through snowballing and included those that met the criteria. In this process, we found several papers meeting our criteria that specifically cover software engineering and RE, so we put them in their own subsection. These publications are analyzed in <xref ref-type="sec" rid="s6">Section 6</xref>.</p>
</sec>
<sec id="s3-4">
<label>3.4</label>
<title>Limitations of method</title>
<p>This study adopts a CSE-guided integrative synthesis rather than a systematic literature review. While this approach provides the flexibility needed to bridge several disciplinary domains, it also entails interpretive subjectivity. Our inclusion of source-level software RE and immersive analytics work introduces a degree of conceptual extrapolation, and we acknowledge the risk of overgeneralizing beyond binary RE. However, these decisions were made deliberately to capture theoretical and cognitive parallels relevant to our research questions.</p>
<p>Because the survey aimed to identify conceptual linkages rather than to produce a comprehensive inventory, our coverage is necessarily selective. Some potentially relevant studies may have been missed, particularly in rapidly evolving areas such as immersive analytics and cognitive augmentation. Nevertheless, by documenting our search process and inclusion logic, we aim to provide sufficient transparency for readers to assess the interpretive validity and boundary conditions of our conclusions.</p>
<p>Having established our approach and the rationale for our source selection, we now turn to examining published cognitive models that describe how analysts reason about unfamiliar binaries. This analysis forms the foundation for understanding the cognitive requirements of binary RE and sets the stage for linking these models to broader theories of cognition and immersion.</p>
</sec>
</sec>
<sec id="s4">
<label>4</label>
<title>Characteristics of cognitive models of sensemaking in binary RE</title>
<p>In this section, we address RQ1, &#x201c;What are common and significant characteristics of cognitive models of sensemaking employed by binary RE practitioners?&#x201d; by surveying studies that describe or model the cognitive process of binary RE, including selected source-level RE work when explicitly cited as foundational. We examine publications investigating the cognitive process of binary RE. In the CSE framework referenced in <xref ref-type="sec" rid="s3">Section 3</xref>, we identify the problem areas (step 1). Because binary RE shares theoretical roots with source-code RE, which has been studied more extensively, we draw on relevant findings from both domains to characterize recurring cognitive structures, reasoning patterns, and expertise differences that define how practitioners make sense of binaries.</p>
<sec id="s4-1">
<label>4.1</label>
<title>Discovering cognitive models of binary RE</title>
<p>The <italic>mental model</italic> concept originated with <xref ref-type="bibr" rid="B21">Craik (1943)</xref>, who asserted that humans build internal representations of the external world and use them to reason about why things happen and anticipate what might happen next. The research of <xref ref-type="bibr" rid="B51">Johnson-Laird (1983)</xref> in experimental psychology corroborated Craik&#x2019;s claims by finding that people employ mental models in their working memory to perform reasoning (<xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>). <italic>Cognitive models</italic>, as formal representations of mental models, can be particularly powerful because they combine elements of both the problem domain or task area and the characteristics of human cognition (<xref ref-type="bibr" rid="B4">Anderson and Lebiere, 1998</xref>).</p>
<p>To characterize how analysts mentally represent and reason about program structure, <xref ref-type="bibr" rid="B79">Shneiderman and Mayer (1979)</xref> developed an early cognitive model of how programmers build up an internal semantic representation of a program based on evidence discovered in a series of experiments they performed. They asserted that the model must describe common programming tasks (composition, comprehension, debugging, modification, and learning) in terms of cognitive structures that programmers form in their memories and cognitive processes to use and build that knowledge. Knowledge is categorized as semantic (general concepts independent of language) or syntactic (&#x201c;precise, detailed, and arbitrary&#x201d; details, primarily language-specific). They cast the task of RE as subtasks of debugging, modification, and learning in which the programmer uses syntactic knowledge to form a multi-level internal semantic representation of the program. Lower levels (e.g., sequences of operations) and higher levels (what the program does) can be formed independently, and this encoding process is similar to the chunking process of <xref ref-type="bibr" rid="B62">Miller (1956)</xref>, where smaller chunks of statements join to form larger chunks. The internal semantic representation of the program is strongly retained and widely accessible. This work identifies hierarchical semantic abstraction as a foundational cognitive characteristic of program understanding and, by extension, binary RE sensemaking. <xref ref-type="fig" rid="F2">Figure 2</xref> illustrates their concept.</p>
<fig id="F2" position="float">
<label>FIGURE 2</label>
<caption>
<p>RE process per Shneiderman and Mayer; diagram adapted from (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>) and reframed as the central process in software reverse engineering.</p>
</caption>
<graphic xlink:href="frvir-07-1613269-g002.tif">
<alt-text content-type="machine-generated">Flowchart illustrating program comprehension, starting with observing a program, then passing through short term memory, knowledge (with semantic and syntactic branches), working memory with high and low-level concepts, leading to program comprehension.</alt-text>
</graphic>
</fig>
<p>To explain how understanding evolves through hypothesis testing, <xref ref-type="bibr" rid="B11">Brooks (1983)</xref> introduced an iterative model in which comprehension proceeds through branching hypotheses that are confirmed or discarded. As a branch is found to be incorrect, the programmer cuts that branch and backtracks and may follow another higher-level branch or add a new one. This process is essentially abductive reasoning applied to code understanding, described by <xref ref-type="bibr" rid="B97">Weigand and Hartung (2012)</xref> as a process of making observations, forming hypotheses, creating mental models of code that support the hypotheses, and searching for information to prove or disprove the hypotheses. These models establish abductive iteration as a defining cognitive mechanism of sensemaking in RE, framing comprehension as a continuous cycle of hypothesis formation and revision.</p>
<p>Extending these concepts to low-level code, <xref ref-type="bibr" rid="B100">Zayour and Lethbridge (2000)</xref> conducted a cognitive analysis of RE performed on proprietary assembly-like language. They identified two primary cognitive difficulties of disorientation following recursions and disorientation in understanding the most relevant execution paths in the code. In response, they proposed two high-level cognitive design requirements. The first is to minimize how many artifacts the engineer needs to keep in working memory by maintaining visual proximity between artifacts; linking new and existing information with meaningful encoding or chunking; and facilitating backtracking in execution paths. The second is to minimize fading of working memory by reducing the time artifacts need to be maintained in working memory and minimizing the number of steps between artifact acquisition. They used their findings to drive implementation of a RE assistive process in their DynaSee tool, which performs several filtering steps on program execution (remove redundancies, detect patterns, rank code routines) before visualizing trace patterns. This study highlights working memory limitations and contextual reinstatement as key cognitive challenges in binary RE.</p>
<p>The Data-Frame Theory was established by <xref ref-type="bibr" rid="B53">Klein et al. (2007)</xref> in which a frame&#x2014;an explanatory structure such as a story, map, script, or plan that relates entities to other entities&#x2014;is simultaneously fitted to discovered data and also drives the discovery of further data. The frame provides a foundation for understanding until flaws are detected. <italic>Sensemaking</italic> happens when the frame is re-fitted to new evidence in response to those flaws, and it is enabled by abductive reasoning (<xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>). The approach to modeling taken by <xref ref-type="bibr" rid="B14">Bryant et al. (2012)</xref> is to frame binary RE as a sensemaking task, in which the engineer develops a mental model or hypothesis about the situation and its constituent elements, and adapts that model through iterations of goal-directed information seeking. Through a process of cognitive task analysis and verbal protocol analysis, they identified nine sensemaking functions in binary RE and developed a state machine representing the process, represented in <xref ref-type="fig" rid="F3">Figure 3</xref>. Within their model, Bryant et al. included both procedural and declarative knowledge. Procedural knowledge consists of stored patterns of interaction. They categorized the declarative, or factual, knowledge into twelve subdomains covering the fundamental training and experience needed by reverse engineers (programming, debugging, program loading and execution, instruction sets, etc.). Additional declarative knowledge comes from abstract and concrete causal relationships within the data, e.g., constraints on prior knowledge or predicates applied to constants. This model characterizes binary RE as a structured cycle of goal-directed information seeking guided by abductive sensemaking.</p>
<fig id="F3" position="float">
<label>FIGURE 3</label>
<caption>
<p>RE process per Bryant et al., based on sensemaking; diagram adapted from (<xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>) and reframed as the central process in software reverse engineering.</p>
</caption>
<graphic xlink:href="frvir-07-1613269-g003.tif">
<alt-text content-type="machine-generated">Flowchart illustrating an iterative process for program comprehension, beginning with observing a program and moving through constructing goals, planning, carrying out plans, generating hypotheses, testing, seeking data, evaluating arguments, and updating knowledge, with interconnected feedback loops and labeled transitions.</alt-text>
</graphic>
</fig>
<p>To facilitate and encourage collaboration through communication of information in analysts&#x2019; mental models, <xref ref-type="bibr" rid="B87">Tennor (2015)</xref> surveyed and analyzed cognitive aspects of binary RE and proposed that the binary RE community build vocabularies and ontologies. In this vein, <xref ref-type="bibr" rid="B81">Sisco et al. (2017)</xref> sought to mathematically formalize Bryant et al.&#x2019;s concept of binary RE as a sensemaking task and developed a supporting ontology. They asserted that reverse engineers analyze programs using four foundational patterns: navigation (searching for items, e.g., beacons<xref ref-type="fn" rid="fn2">
<sup>2</sup>
</xref>); translation (determining how the code would be implemented in a higher-level language); experimentation (deducing how program values change over different flows); and elaboration (identifying and explaining the major components and properties of the program). Reverse engineers use these patterns to build knowledge as interrelated mental objects with various constraints on their relationships. Further, <xref ref-type="bibr" rid="B81">Sisco et al. (2017)</xref> proposed an ontology for representing this knowledge composed of <italic>ologs</italic>: category-based types, aspects, and facts; this representation allows commutation and a higher level of expressiveness than is supported by common alternatives such as Web Ontology Language (OWL) and Resource Description Framework (RDF). The team generated ologs for fundamental assembly instructions, program data, control flow, and operating system events, and used those ologs to formalize information flow in the experimentation pattern. Their work demonstrates how cognitive structures of binary RE can be computationally modeled to support reasoning and tool interoperability.</p>
<p>In a push toward building automated agents to assist with binary RE, <xref ref-type="bibr" rid="B31">Dudenhofer (2019)</xref> proposed the Cognitive Understanding of Reverse Engineering (CURE) model to capture sensemaking steps in binary RE. The model, shown in <xref ref-type="fig" rid="F4">Figure 4</xref>, is founded on the iterative cycle of abductive reasoning and experimentation: form a hypothesis; explore to find information to prove or disprove a hypothesis; recognize cues in the code or related artifacts, e.g., beacons, and store them in working memory; use that information to refine the hypothesis or form the next hypothesis; and repeat the cycle. The model inspired an application, the CURE Assistant, which works with an existing binary RE framework to identify code snippets matching those in an extensible catalog of recipes and present possible program behaviors to the analyst. This contribution bridges cognitive modeling with applied system design, illustrating how abductive iteration and cue recognition can be embedded in computational aids.</p>
<fig id="F4" position="float">
<label>FIGURE 4</label>
<caption>
<p>RE process per Dudenhofer, based on abductive iteration; diagram adapted from (<xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>) and reframed as the central process in software reverse engineering.</p>
</caption>
<graphic xlink:href="frvir-07-1613269-g004.tif">
<alt-text content-type="machine-generated">Flowchart illustrating program comprehension, beginning with &#x22;Observe Program&#x22; and progressing through stages such as explore, observation, hypothesis creation, goal focus, locate, and elaborate, with &#x22;Mental Model Hypothesis&#x22; integrating behavior and structure for comprehension. Arrows indicate iterative steps and feedback involving knowledge, abstract concepts, and specific details like parameters and data usage.</alt-text>
</graphic>
</fig>
<p>Complementing this perspective, <xref ref-type="bibr" rid="B94">Votipka et al. (2020)</xref> presented a three-phase process model for binary RE: (1) Examining and executing the full program for an overview, then choosing focus areas; (2) Reviewing specific program slices chosen in the first phase, scanning for beacons and data and control flows, and generating specific hypotheses; and (3) Inspecting lines of assembly code and traces to test the hypotheses, as shown in <xref ref-type="fig" rid="F5">Figure 5</xref>. They also identified several categories of beacons for use across the phases: APIs and strings across all phases; UI elements in the first phase; and constants, variable names, control flow structures, compiler optimizations, function prototypes, and program flow in the second and third phases. In developing this process, they identified one significant similarity between binary RE and source-code-based RE: mental simulation of code execution; and two primary differences between binary RE and source-code-based RE: binary RE involves more overview while source-code-based RE is more focused and pinpointed, and binary RE uses a more diverse set of beacons, common recognizable schema or patterns. Their work culminated in five guidelines for designing RE tools: (1) Match interaction with analysis phases; (2) Present input and output in the context of code; (3) Allow data transfer between static and dynamic contexts; (4) Allow selection of analysis methods; and (5) Support readability improvements. Their findings confirm that beacon-driven attention and iterative refinement are stable cognitive strategies across RE contexts.</p>
<fig id="F5" position="float">
<label>FIGURE 5</label>
<caption>
<p>RE process per (<xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>) divided into three distinct phases; diagram adapted from (<xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>) and reframed as the central process in software reverse engineering.</p>
</caption>
<graphic xlink:href="frvir-07-1613269-g005.tif">
<alt-text content-type="machine-generated">Flowchart showing three phases: Phase 1, overview with steps to list strings/APIs, run the program, and review metadata; Phase 2, sub-component scanning with scanning beacons and data/control flow analysis; Phase 3, focused experimentation with execution, comparison to reference, and line-by-line reading. Arrows connect phases from observing a program to achieving program comprehension.</alt-text>
</graphic>
</fig>
<p>Finally, <xref ref-type="bibr" rid="B67">Nyre-Yu et al. (2022)</xref> conducted a task analysis of static binary RE. They found evidence reinforcing previous findings that binary RE and source-code-based RE share similarities in cognitive processes: identifying goals and plans, creating hypotheses, and exploring to gather information. They asserted that analysts very commonly ask &#x201c;where is this used in the code?&#x201c;, &#x201c;where is the method being called?&#x201c;, &#x201c;how can I get calling information?&#x201c;, &#x201c;where does this information/data go?&#x201c;, &#x201c;where is the data coming from?&#x201d; and &#x201c;what is the context of this vulnerability/code?&#x201d; (<xref ref-type="bibr" rid="B67">Nyre-Yu et al., 2022</xref>). They also observed the revisiting of past states reported by <xref ref-type="bibr" rid="B94">Votipka et al. (2020)</xref>, however, they did not find common patterns across participants. The team also identified repetitive actions that are targets for automation: accessing library function documentation and accessing the task definition. This study supports the generality of abductive sensemaking and the importance of contextual inquiry in RE cognition.</p>
</sec>
<sec id="s4-2">
<label>4.2</label>
<title>Differences between novices and experts in performing binary RE</title>
<p>To further address RQ1, we examine how expertise modulates the shared cognitive structures identified above. Studies comparing novices and experts reveal how experience shapes sensemaking efficiency, abstraction level, and memory strategies.</p>
<p>Looking toward source-code-based RE again as a close analog of binary RE, <xref ref-type="bibr" rid="B93">Vessey (1985)</xref> studied experts and novices in a code comprehension and debugging task, observing that while both experts and novices employ breadth-first approaches, experts apply a system view that novices do not; novices also employ depth-first approaches while experts do not. Additionally, experts perform chunking effectively to proceed steadily through a program, while novices perform chunking much less effectively, resulting in jumping around within a program to understand it. A survey by <xref ref-type="bibr" rid="B84">Storey (2005)</xref> found that experts use more external memory aids (<xref ref-type="bibr" rid="B29">D&#xe9;tienne and Bott, 2001</xref>), and that novices focus mainly on objects while experts also consider functional relationships and algorithms. <xref ref-type="bibr" rid="B80">Siegmund et al. (2014)</xref> asserted there are two basic models of RE: top-down and bottom-up. Rather than distinguishing between &#x201c;expert&#x201d; and &#x201c;novice,&#x201d; they focused on level of domain knowledge. Analysts who have domain knowledge they can apply to the program use the top-down process and use beacons to form hypotheses. Otherwise, without domain knowledge, they use the bottom-up process to analyze the program line-by-line. These findings show that expertise in RE manifests as the ability to abstract, chunk, and navigate information hierarchically.</p>
<p>
<xref ref-type="bibr" rid="B20">Cowley, (2014)</xref> conducted a job analysis to identify performance predictors for binary RE practitioners. In addition to situational (team and organizational) predictors, Cowley identified individual predictors for novices and experts. From those predictors, the author determined five milestones along the progression from novice to expert. Milestones to the intermediate level include (1) proficiency in relevant tools; (2) significant reduction in assistance needed to complete tasks; and (3) parity with experts in identification and employment of binary RE strategies. The final two milestones complete the transition to a true expert, including (4) organizational recognition through promotion; and (5) establishing a track record of solving binary RE problems without assistance. Their model delineates the developmental trajectory of expertise.</p>
<p>Finally, <xref ref-type="bibr" rid="B59">Mantovani et al. (2022)</xref> studied nearly 300&#xa0;h of activity performed by 72 novice and expert reverse engineers performing a static analysis task. They observed that most often, novices move forward from <monospace>main()</monospace> and jump around between code blocks, visiting some more than once, while experts move both forward and backward from <monospace>main()</monospace> and move more linearly through code blocks. Additionally, experts are quicker to identify what they can ignore. Their observations further confirm that expert cognition in RE involves efficient selective attention, exploration up and down the hierarchy, and filtering irrelevant information.</p>
<p>The studies reviewed in this section address RQ1 by converging on several recurring characteristics of sensemaking in binary reverse engineering. Across cognitive and mental models, binary RE is consistently framed as an abductive, hypothesis-driven process supported by hierarchical mental representations that link low level syntactic detail to higher-level semantic intent. Analysts rely heavily on perceptual cues, external artifacts, and memory aids to manage uncertainty and cognitive load, with systematic differences observed between novices and experts in abstraction, navigation, and selective attention. These findings delineate the cognitive problem space of binary RE and establish the empirical basis for examining how underlying cognitive theory can explain (and potentially alleviate) the observed challenges, which we explore in the following section.</p>
</sec>
</sec>
<sec id="s5">
<label>5</label>
<title>Underlying cognitive theory and applications to binary RE</title>
<p>This section establishes the theoretical lens used to interpret cognitive model findings in <xref ref-type="sec" rid="s4">Section 4</xref> and to derive immersive VR design implications in <xref ref-type="sec" rid="s7">Section 7</xref>. Rather than serving as general background, we selected these theories for their explanatory power in understanding how immersive affordances can extend or alleviate cognitive demands in binary RE. In this section we seek to understand the circumstances and causes of difficulties practitioners encounter (CSE step 2) and answer RQ2, &#x201c;What are underlying elements of cognitive theory bridging sensemaking in binary RE and immersive sensemaking?&#x201d; We briefly review the underlying theory behind external and embodied cognition along with cognitive load, and then consider methods that may reduce cognitive load or otherwise optimize the cognitive processes of binary RE practitioners.</p>
<sec id="s5-1">
<label>5.1</label>
<title>External and embodied cognition</title>
<p>Cognition involves many specific and interdependent processes: <xref ref-type="bibr" rid="B36">Eysenck and Brysbaert, (2018)</xref> identified attention; perception; memory; learning; reading, speaking, and listening; and problem-solving, planning, reasoning, and decision-making; each with their own design implications. <xref ref-type="bibr" rid="B66">Norman, (1993)</xref> described cognition as multimodal&#x2014;that there are many different types of thinking&#x2014;and specifically addressed experiential cognition and reflective cognition. Experiential cognition is when a person is experiencing and responding to the environment without the need for significant mental effort (which also happens with extensive expertise), while reflective cognition happens when a person is putting substantial thought into considering and making decisions or forming new ideas. Norman further discussed both forms in relation to effective tools for enhancing one or the other, such that a tool designed to aid reflective thought is inappropriate for experiential cognition and <italic>vice versa</italic> (<xref ref-type="bibr" rid="B66">Norman, 1993</xref>). This distinction highlights the design challenge later addressed in <xref ref-type="sec" rid="s7">Section 7</xref>: immersive systems must support both experiential (embodied) and reflective (analytical) modes of sensemaking without imposing extraneous cognitive transitions.</p>
<p>Cognition also occurs in varied places, times, and situations, and there is movement in the field toward understanding cognition <italic>in situ</italic>&#x2014;rather than limiting the scope of reasoning about cognition to what occurs in the mind, considering how the environment can improve and affect cognition (<xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>). This perspective of circumstance provides the conceptual bridge to immersive environments, where the environment itself can be designed as part of the cognitive system rather than merely its container.</p>
<p>External cognition, per <xref ref-type="bibr" rid="B77">Scaife and Rogers, (1996)</xref>, concerns the cognitive interaction with external manifestations of knowledge in the environment, e.g., images, video, virtual reality, etc. The primary cognitive benefits of external cognitive activities include using external knowledge representations (e.g., notes and reminders) to reduce memory load; using computational tools (e.g., calculators) to make tasks easier; and annotating and reordering or restructuring external representations of knowledge (e.g., checking off to-do lists or arranging desktop icons) (<xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>). In the context of binary RE, these mechanisms explain how spatially persistent visualizations or manipulable code artifacts in immersive VR can serve as external memory and reasoning supports.</p>
<p>In considering the impact of the environment on cognition, <xref ref-type="bibr" rid="B39">Gibson, (1977)</xref> coined the term <italic>affordance</italic> as a &#x201c;specific combination of the properties of its substance and its surfaces&#x201d; perceived in relation to the viewer. Norman further elaborated that an affordance is most importantly constrained by properties that indicate how something could be used: &#x201c;When affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction needed.&#x201d; (<xref ref-type="bibr" rid="B65">Norman, 1988</xref>). Affordances leverage internal cognition to enable the phenomena of external cognition and embodied cognition. These principles establish the foundation for mapping environmental structure to cognitive function, a key premise for immersive sensemaking systems developed in later sections.</p>
<p>Embodied cognition (<xref ref-type="bibr" rid="B92">van Gelder and Port, 1998</xref>), closely linked to dynamical systems theory, proposes that cognition happens in real time, with the brain simultaneously receiving input from, processing, and interacting within and with the nervous system, physical body, and external environment. In this theory, cognition is deeply impacted by sensorimotor interaction with the environment and is profoundly grounded in the ability to act (<xref ref-type="bibr" rid="B40">Glenberg et al., 2013</xref>). The <italic>Embodiment Thesis</italic> of <xref ref-type="bibr" rid="B78">Shapiro and Spaulding (2021)</xref> states: &#x201c;Many features of cognition are embodied in that they are deeply dependent upon characteristics of the physical body of an agent, such that the agent&#x2019;s beyond-the-brain body plays a significant causal role, or a physically constitutive role, in that agent&#x2019;s cognitive processing.&#x201d;</p>
<p>In line with the concept of the joint cognitive system of human and machine described earlier, <xref ref-type="bibr" rid="B52">Kirsh, (2013)</xref> made the case that tools are absorbed into the body schema and change how we think, that we think with not just our minds but also our bodies (enabled by kinesthetic perception), and that we even think with tools. Similarly, <xref ref-type="bibr" rid="B50">Hornecker et al. (2017)</xref> presented the position that our sensorimotor interactions with, and manipulation of, the world develop our capacity for abstract thought, starting with simple concepts such as in/out, over/under, up/down&#x2014;that body and mind are inseparable even in the domain of abstract thought. <xref ref-type="bibr" rid="B3">Ale et al. (2022)</xref> suggested that embodied memory is a potentially rich research area, in which physical objects or locations serve as memory palaces; and that whole-body stimuli can expedite storage and retrieval of memory (e.g., using physical motion or aroma triggers to encode and store memories). This notion of embodied memory directly supports later design implications for spatial persistence in immersive VR, where physical arrangement becomes a mechanism for memory consolidation and recall.</p>
<p>External and embodied cognition frame how interaction with the environment through perception, movement, and manipulation constitutes part of the reasoning process. Within this study, they provide the theoretical justification for examining immersive VR affordances such as spatial organization, persistence, and embodied manipulation as cognitive extensions rather than visualization features.</p>
</sec>
<sec id="s5-2">
<label>5.2</label>
<title>Cognitive load theory</title>
<p>While external and embodied cognition emphasize how cognition extends into the environment, Cognitive Load Theory (CLT) focuses on the limits of internal processing and gives indicators of how design can optimize it. CLT provides an analytic framework for identifying which aspects of immersive systems may reduce extraneous load or redistribute intrinsic and germane load during RE tasks.</p>
<p>CLT, per <xref ref-type="bibr" rid="B85">Sweller and Chandler, (1994)</xref>, assumes that humans take in and process information through two main channels&#x2014;through hearing and through visualizing. Further, only a finite amount of processing can occur in each channel at any point in time. The magnitude of the cognitive load depends not only on sheer number, but on how much interactivity occurs between elements. The ability to process this information is limited by working memory, but can be improved through employing a suitable schema with which to leverage long-term memory and reduce cognitive load. Cognitive load theory currently incorporates three categories: <italic>intrinsic</italic> load inherent in the cognitive task at hand; <italic>extraneous</italic> load caused by how information is presented; and <italic>germane</italic> load. Germane load represents the ability of our mind to connect what we are learning with long term memory, and linked to intrinsic, is the demand on our cognition of using or focusing working memory for intrinsic learning (<xref ref-type="bibr" rid="B86">Sweller et al., 2019</xref>). <xref ref-type="bibr" rid="B69">Paas et al. (2004)</xref> asserted that cognitive performance will degrade at either end of the load spectrum (underloading or overloading). For immersive system design, these categories inspire testable hypotheses about the impact of affordances of VR on the categories of cognitive load.</p>
<p>
<xref ref-type="bibr" rid="B48">Hollender et al. (2010)</xref> surveyed 65 papers on cognitive load related to human-computer interaction. They cataloged methods to leverage phenomena to reduce extraneous cognitive load as follows. The worked example effect is from learning from studying solved sample problems. The split-attention effect is from presenting information from multiple visual sources in an integrated way to reduce load required to perform mental integration. The modality effect is from presenting multiple information sources through different modalities (e.g., visual and aural) to allow the inputs in each modality to be processed simultaneously. The redundancy effect is from reducing the level of redundant information presented in different modalities/sources, thereby reducing the load of reconciling the underlying concepts across the inputs from those modalities. They also reviewed methods to increase germane cognitive load and foster schemata development (most applicable in educational settings, and a way to increase the capacity of working memory): specifically introducing a variety of tasks; linking concrete information to abstract concepts; and self-explanation. Also, in an educational context, they reviewed methods to adjust intrinsic cognitive load via adjusting the sizes and quantity of information chunks presented over time. Each of these mechanisms has a direct analog in immersive environments, where information can be integrated across modalities and dynamically reorganized to balance cognitive load during complex analysis.</p>
</sec>
<sec id="s5-3">
<label>5.3</label>
<title>Applications to software reverse engineering</title>
<p>Having established key theoretical constructs, we next examine how they have been studied in relation to software and reverse engineering tasks to reveal how theory manifests in practice.</p>
<p>
<xref ref-type="bibr" rid="B44">Helgesson and Runeson, (2021)</xref> studied cognitive load drivers in software engineering and proposed a set of perspectives with which to reason about these drivers. The <italic>Task</italic> perspective accounts for CLT&#x2019;s intrinsic load, which results from the inherent cognitive intensity of software engineering. The <italic>Environment</italic> perspective accounts for CLT&#x2019;s germane load, which results from constructing mental schemata for processes and tools, plus additional load from re-learning new processes and tools that are meant to replace old ones, but can set up competing mental schemata. The remaining perspectives comprise CLT&#x2019;s extraneous load: <italic>Structural</italic> (e.g., technical debt); <italic>Information</italic> (e.g., poor/missing code documentation); <italic>Tool</italic> (e.g., friction from unintuitive, cumbersome, or unreliable tools), <italic>Communication</italic> (e.g., lack of communications amongst the development team), <italic>Interruption</italic> (the cognitive cost due to resumption lag), and <italic>Temporal</italic> (e.g., tracing a component&#x2019;s change history in version control). This decomposition illustrates how the CLT framework can be used to classify challenges in RE workflows and identify targets of opportunity for improvement.</p>
<p>In observing how programmers comprehend code, <xref ref-type="bibr" rid="B80">Siegmund et al. (2014)</xref> took a novel approach by employing functional magnetic resonance imaging (fMRI) to find the brain regions activated during source-code-based RE. In a controlled study of 17 computer science undergraduates, designed to elicit bottom-up source code comprehension and minimize extrinsic cognitive load, they observed activation of five Brodmann areas (of 52 Brodmann areas associated with cognitive process) (<xref ref-type="bibr" rid="B10">Brodman, 2006</xref>) using fMRI. Those five areas are associated with division of attention, silent word reading, verbal/numerical working memory, and problem solving. Based on further analysis, Siegmund et al. theorized that bottom-up RE uses two areas for keeping values in mind, another area for analyzing words and symbols, and the remaining two areas for integrating statements and chunks. Their localization of working memory and problem-solving areas provides evidence supporting VR design strategies that externalize intermediate states of binary analysis in which VR spatially maps these cognitive subcomponents to persistent artifacts.</p>
<p>
<xref ref-type="bibr" rid="B82">Smits, (2022)</xref> performed a study of reducing cognitive load in reverse engineering. Under the assumption that the complexity and volume of outputs from RE tools induces cognitive overload, Smits implemented two primary techniques for managing cognitive overload: (1) <italic>Information Filtering</italic> to remove extraneous information so as to reduce extraneous load; and (2) <italic>Information Organization</italic> to organize data in a manner familiar to the user to reduce germane load. The two techniques would therefore increase the capacity available for intrinsic load. The implementation focused on improving the common Control Flow Graph (CFG) visualization with the concept of the <italic>Proximity View</italic>: Simplify the view by removing most instructions, variables, and constants; keep only variables and constants that are arguments for function call nodes; and insert empty nodes to maintain the graph structure. A user study of 41 participants comparing this view to a traditional view demonstrated that subjects in the Proximity View group had statistically significant better performance in challenges solved, but took longer to solve them. This finding reinforces the theoretical expectation that reducing extraneous load through information filtering can enhance performance, aligning empirical evidence with CLT predictions and supporting immersive design approaches that simplify and spatially organize data.</p>
<p>These reviewed studies demonstrate that principles from external and embodied cognition and CLT are not merely conceptual but have measurable implications for software RE. These precedents validate their use as the theoretical foundation for deriving immersive design implications in <xref ref-type="sec" rid="s7">Section 7</xref>.</p>
<p>The cognitive theories reviewed in this section address RQ2 by explaining why the characteristics identified in prior models of binary RE arise and persist. External cognition and embodied cognition provide a foundation for understanding how analysts distribute reasoning across internal mental processes and external representations, while concepts such as embodied memory and spatial persistence illuminate mechanisms for stabilizing intermediate hypotheses. CLT further characterizes the limits of working memory and identifies design strategies for reducing extraneous load without oversimplifying the task itself. These theories form the interpretive bridge between observed sensemaking behavior in binary RE and the potential of immersive systems to support that behavior, motivating the examination of immersive affordances and prior visualization work in the next section.</p>
</sec>
</sec>
<sec id="s6">
<label>6</label>
<title>Cognitive augmentation of sensemaking using visualization and immersion</title>
<p>The third step of CSE directs that we should pursue practical solutions to the problem areas that we have identified. In pursuit of such solutions, we present prior work in applying immersive technologies to improve cognition and performance in analytic tasks in general, with a few examples specifically for software reverse engineering. This section answers RQ3, &#x201c;How have the affordances of immersive VR been employed to improve cognition and sensemaking in analytic tasks?&#x201d; Specifically, we synthesize findings that demonstrate where immersive affordances, such as spatial organization, embodiment, and adaptive feedback, enhance or hinder cognitive performance.</p>
<sec id="s6-1">
<label>6.1</label>
<title>Why immersive VR</title>
<p>Virtual reality provides a uniquely embodied and spatial medium for analytic reasoning. Unlike 2D or semi-immersive displays, immersive VR allows the analyst to inhabit the data space, using movement and gesture to externalize thought processes that would otherwise remain internal. This property makes immersive VR particularly well suited to tasks, such as binary RE, that demand the coordination of multiple partial models held in working memory.</p>
<p>Immersion also affords egocentric spatial organization: analysts can arrange related code artifacts around their perceptual field, anchor hypotheses in persistent spatial locations, and use body-based reference frames to recall relationships. These capabilities extend cognitive offloading beyond what is possible on desktop systems.</p>
<p>However, immersive systems do not universally outperform traditional tools. Their advantages are most pronounced when spatial reasoning or representational flexibility is central to the task. In contrast, highly procedural or text-centric subtasks may favor conventional interfaces due to precision and familiarity. Thus, the value of immersive VR arises not from technological novelty but from cognitive fit in its ability to align external representation with the analyst&#x2019;s reasoning process. In this way, immersive VR directly addresses RQ3 by providing a workspace that embodies the analyst&#x2019;s mental model and extends the external cognition mechanisms described in <xref ref-type="sec" rid="s5">Section 5</xref>.</p>
</sec>
<sec id="s6-2">
<label>6.2</label>
<title>Leveraging affordances of immersive technologies for analytic tasks</title>
<p>To address RQ3, we first examine how spatial and embodied affordances of immersive environments support analytic reasoning and sensemaking. As described in <xref ref-type="sec" rid="s5">Section 5</xref>, affordances are perceivable aspects of the environment that foster interaction and enable external and embodied cognition. Some common affordances of virtual, augmented, and mixed reality (VR, AR, MR) include immersive visual and aural displays; spatial interaction (motion tracking); gesture and voice recognition; haptic feedback; and additional emerging modalities.</p>
<p>A note on terminology: In this paper we discuss affordances and in particular, affordances in VR. We use the term &#x201c;affordance&#x201d; to refer to a perceivable aspect of the environment that fosters interaction and enables external and embodied cognition. &#x201c;Affordance in VR&#x201d; refers to an environmental feature available in the VR experience. Most of the features we have implemented so far are intrinsically 2D, such as code listing windows, but they can be created, sized, oriented, and placed arbitrarily in the 3D space by the user to carry out a task. This approach builds a foundation for evaluating the effects of external and embodied cognition and is the subject of active research in other use cases (<xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>).</p>
<p>One key feature of an immersive environment is an abundance of space. Although the work of <xref ref-type="bibr" rid="B5">Andrews et al. (2010)</xref> focused on the use of large two-dimensional displays, they proposed several benefits that working in a large spatial environment brings to the sensemaking process. They completed an observational study of participants performing well-known data analytic tasks using their desktop computing environment, which included a 32-megapixel display of approximately 100 inches by 31 inches. Generally, participants used the space to arrange and organize documents and applications in ways that reflected their relationships. The study showed evidence of a number of avenues to exploit for improving cognition by using a large spatial environment including persistence, context, physical navigation, presence of detail, memory refresh, situational awareness, and spatial semantics. These concepts are listed in full in the section summary, citing the authors, and will be further explored in <xref ref-type="sec" rid="s7">Section 7</xref>. The findings by Andrews et al. endorse concepts we covered in <xref ref-type="sec" rid="s5">Section 5</xref> regarding external cognition and memory (augmenting working memory and structuring external knowledge representations) and embodied cognition (exploiting and extending the body schema).</p>
<p>Follow-up work in this area considered the effect of available space on sensemaking, but in immersive 3D. Lisle et al. performed observational studies (<xref ref-type="bibr" rid="B56">Lisle et al., 2020</xref>; <xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>) of users examining large sets of historical documents. Participants donned a VR headset to select, read, and organize 2D documents in a virtual room in support of performing analysis tasks as directed. The researchers identified three main organizational structures used by participants (semicircular, environmental, and planar). Participants demonstrated higher performance when they used labels and highlights, examples of external cognition, during task execution. Building on this line of work, <xref ref-type="bibr" rid="B25">Davidson et al. (2024)</xref> examined how professional intelligence analysts conduct multi-session sensemaking. They found that experts consistently constructed spatial structures such as timelines, clustered evidence groupings, scratch spaces, and <italic>ad hoc</italic> network representations to externalize hypotheses and incrementally refine mental models over time. While high-level organizational patterns mirrored those seen in novice users, professional analysts produced richer external artifacts and more deliberate spatial-to-report transformation paths, underscoring the role of immersive space as a cognitive workspace rather than a purely visual medium. Further, <xref ref-type="bibr" rid="B28">Derksen et al. (2025)</xref> conducted a user study comparing task performance (retrieving scatter plots) in virtual environments with varying levels of environmental features. They found that the time and effort users put into arranging the plots had a greater positive impact on performance than the richness of the virtual environment, suggesting that allowing users to organize their space supports spatial memory in immersive analytic tasks. These studies demonstrate that spatial arrangement itself is a cognitive resource: the act of organizing artifacts in 3D space strengthens memory and comprehension, directly answering RQ3 by showing how immersive affordances offload working memory and enable embodied reasoning.</p>
<p>Additional research in immersive sensemaking indicates that its benefits derive primarily from users&#x2019; ability to externalize and organize information in space rather than from immersion itself. <xref ref-type="bibr" rid="B89">Tong et al. (2025)</xref> found that task performance and comprehension were largely unaffected by display modality in a hybrid PC &#x2b; VR environment, while user preference and workload were strongly influenced by how effectively users could arrange and interact with artifacts. Across conditions, spatial layouts and structured workflows served as external memory aids, with organization effort contributing more to sensemaking effectiveness than environmental richness. <xref ref-type="bibr" rid="B99">Yang et al. (2025)</xref> examined immersive support for the information foraging phase of sensemaking through the LITFORAGER system. Their observational study showed that spatial organization, clustering, and multimodal interaction enabled users to externalize hypotheses and manage cognitive load while iteratively transitioning between foraging and synthesis. These findings reinforce the view that immersive environments are most effective when they function as cognitive workspaces supporting externalized reasoning across the sensemaking loop.</p>
<p>In their hybrid survey/position paper, <xref ref-type="bibr" rid="B63">Moloney et al. (2018)</xref> consider the question of whether VR technology provides affordances for analyzing big data. Their survey covers 47 selected publications in the field of visual data mining, which employs visual cognition to augment algorithmic analysis by differentiating variables by mapping them to distinct graphic attributes to harness human visual perception and creativity. Starting with the Computer Aided Virtual Environment (CAVE) in 1992, they provide a timeline of advances through &#x2018;VR 2.0&#x2019; and IA, and present future research challenges proposed by research teams. The authors perform an analysis of affordance theory in immersive VR as it exists in the literature and present a position on the shift from allocentric (attention focused externally) visual analytics&#x2014;traditional visual analytics (<xref ref-type="bibr" rid="B23">Cui, 2019</xref>), which is performed using a 2D screen, even for 3D visualizations&#x2014;to egocentric (attention focused internally) spatial coding and the affordance of VR. The key principles they identified include tuning the environment to human perception; using mimetic/naturalistic references; coordinating multiple modes of interaction; and aligning data selection with naturally-occurring distribution patterns.</p>
<p>
<xref ref-type="bibr" rid="B41">Gra&#x10d;anin, (2018)</xref> makes the case that VR and MR technology can provide significant advantages in forming insights about complex data sets by leveraging the theory of affordances to increase embodied resources. The author proposes a framework for creating stimuli in an MR environment based on data from sensors and the user&#x2019;s interactions with the system, which can reveal the most effective immersive and embodied stimuli through an iterative feedback process. Gra&#x10d;anin concludes that the immersion provided by VR may not be sufficient to fully leverage embodied cognition, and that the physical/real-world affordances provided by MR resolve that gap. <xref ref-type="bibr" rid="B8">Billinghurst et al. (2019)</xref> similarly have developed a VR system incorporating a feedback loop using sensor data to adapt the interaction. Their work has demonstrated that electroencephalogram (EEG) measurements can assess cognitive load in VR training tasks, and the simulations can be adapted based on those measures to benefit training transfer effects. In related research, <xref ref-type="bibr" rid="B1">Ahmadi et al. (2023)</xref> further refined the findings to pinpoint that power spectral density measurements of the EEG alpha band may reliably indicate cognitive load in moderate VR tasks. These works demonstrate that immersive affordances not only extend cognition but can also monitor and adapt to cognitive state, an important dimension of augmentation relevant to RQ3.</p>
<p>
<xref ref-type="bibr" rid="B7">Batch et al. (2020)</xref> conducted an experiment to determine the effects of using IA for tasks in economic analysis. They used an iterative, human-centered approach with subject matter experts to extend the ImAxes tool (<xref ref-type="bibr" rid="B19">Cordeil et al., 2017</xref>), which provides embodied data axes in a VR environment. They employed a VR headset instead of AR due to better resolution and field of view. Some of their findings were surprises&#x2014;e.g., fatigue was not a significant factor; no clear concerns about legibility; and participants with little gaming/VR experience used the tool effectively. Participants created egocentric presentation layouts, but did not appear to use the physical space to group similar views near each other, simply using the closest free space. Although this observation contradicted their hypothesis, the authors assert that what they did observe is consistent with the &#x2018;sensemaking loop&#x2019; described by <xref ref-type="bibr" rid="B71">Pirolli and Card (2005)</xref>: in the early bottom-up search for information when executing a task, retained information is left somewhat unstructured except to store it in a &#x201c;shoebox&#x201d; for later processing. These findings of Batch et al. corroborate those of <xref ref-type="bibr" rid="B5">Andrews et al. (2010)</xref> when employing large two-dimensional displays for sensemaking tasks. Ultimately, Batch et al. concluded that participants still did not fully use the three-dimensional space available in the environment beyond their immediate proximity, and speculate causes may include the small size of the physical space in which the study was conducted; ability to perform the techniques or gestures required to move the visualizations; and lack of automatic layout, indicating a need for constraints and organization frameworks.</p>
<p>
<xref ref-type="bibr" rid="B72">Prather et al. (2020)</xref> surveyed 104 papers on cognitive augmentation using immersive technologies, specifically work employing biosensor-based measures of user cognitive capabilities in immersive and semi-immersive environments. The authors performed this survey to support their aim of designing and developing cross-reality (XR) systems where task parameters are adapted to optimize the user&#x2019;s cognitive load, particular in &#x2018;Industry 4.0&#x2019; use cases where machines carry out repetitive and increasingly complex tasks. These systems would perform as intelligent cognitive assistants to enhance human capabilities. Their survey found that existing research is predominantly in the health and rehabilitation domain rather than industrial engineering. Many efforts target affective/emotional wellness with an emphasis on short-term therapeutic tools rather than an enduring assistive system. Over one-third of papers described work in adapting the user experience based on physiological data (predominantly electroencephalography (EEG)), with a small but significant number of them applying Artificial Intelligence (AI) and Machine Learning (ML) to that data. The authors included no papers that directly addressed CLT, but several addressed mitigation of mental exertion.</p>
<p>Some recent experimental findings in research on immersive technology and cognitive load pinpoint where the technology is most and least effective. <xref ref-type="bibr" rid="B38">Frederiksen et al. (2020)</xref> performed a study of cognitive load in surgical training using immersive and non-immersive VR. The immersive VR method increased cognitive load significantly more than non-immersive VR in both nonstressor and stressor phases, which was attributed to extraneous cognitive load due to the high level of interaction with immersive VR elements. <xref ref-type="bibr" rid="B26">de Melo et al. (2020)</xref> sought to reduce cognitive load with a virtual embodied AI-based assistant that used a human-appearing avatar in the virtual world to provide guidance to participants in completing tasks. In a controlled experiment comparing the embodied assistant to voice-only assistant and no assistant, embodied assistants led to lower cognitive load than voice-only assistants and both were lower than no assistant. <xref ref-type="bibr" rid="B2">Albus et al. (2021)</xref> studied the effects of the signaling principle in VR learning environments. Per <xref ref-type="bibr" rid="B60">Mayer, (2005)</xref>, using signals to direct a user to pay attention to specific information can create deeper understanding; this is the signaling principle. Compare this concept to beacons described earlier. In their study of a learning exercise with and without annotations (signals), Albus et al. found that the signals increased germane cognitive load, but did not reduce extraneous cognitive load, and did not result in significantly better deep understanding. <xref ref-type="bibr" rid="B17">Chen et al. (2022)</xref> performed a controlled experiment measuring engineering creativity in a secondary education setting, with and without VR. They found that while VR improved cognition, motivation, and the novelty and usefulness of the designs, it did not improve creative thinking. Additionally, VR improved extraneous and germane cognitive load, but had no effect on intrinsic load. These studies delineate the mechanisms by which immersive affordances enhance cognition by balancing engagement, organization, and load.</p>
<p>The emerging field of Immersive Analytics (IA) (<xref ref-type="bibr" rid="B16">Chandler et al., 2015</xref>; <xref ref-type="bibr" rid="B33">Dwyer et al., 2018</xref>) further realizes these principles. <xref ref-type="bibr" rid="B35">Ens et al. (2022)</xref> characterized the second generation of IA as grounded in spatial memory, proprioception, tangible interaction, and collaboration, calling for systematic comparison between immersive and non-immersive experiences. Their synthesis highlights that cognitive benefit derives from spatial and embodied interaction itself rather than display fidelity, reinforcing that the primary value of immersion is its alignment with human cognitive architecture.</p>
</sec>
<sec id="s6-3">
<label>6.3</label>
<title>Visualization applied to software reverse engineering</title>
<p>To connect RQ3 to the specific problem domain, we next examine visualization research that applies immersive or spatial metaphors to software RE tasks, identifying which affordances demonstrably support cognition.</p>
<p>The bulk of prior work in this application area is aimed at the 2D desktop interaction metaphor, and we provide a few notable examples. Early work by <xref ref-type="bibr" rid="B96">Waguespack (1989)</xref> implemented visualizations to aid novice Pascal programmers, for example, representing data types as different shapes, and using a variety of visual representations to differentiate type declarations, variable instances, and literal values. Structures are represented as containers of constituent components. This work demonstrated the utility of <italic>chunking</italic>: collecting lower-level details in a single higher-level abstraction that can help understanding of a large problem, then providing the ability to decompose as necessary for detailed analysis. <xref ref-type="bibr" rid="B18">Conti et al. (2008)</xref> implemented a 2D application to visualize binary and data files as bitmaps; e.g., representing 1&#xa0;byte per pixel with shading based on the byte&#x2019;s value or presence in an address range. Rendering a binary file in that way, compared to viewing it in a hex editor, gives a view of the entire file at a glance at the expense of low-level details. The method complements the text-based viewer to quickly identify major segments in the file, recurring or unusual patterns, and so on. <xref ref-type="bibr" rid="B42">Gr&#xe9;gio et al. (2012)</xref> demonstrated two 2D/pseudo-3D visualization methods of behavior of suspected malware: timeline plots and icons arranged in a spiral. Both methods display operating system actions taken by the code on objects (e.g., read file; terminate process; etc.) over a period of time in a single, compact view that complements traditional logs. The visualizations were particularly useful in identifying where two sample programs acted similarly, indicating shared code across different programs, or different revisions of the same program. These efforts collectively show that making abstract program structures visible enhances cognitive efficiency.</p>
<p>Considering a narrower application area, <xref ref-type="bibr" rid="B95">Wagner et al. (2015)</xref> surveyed a pool of 220 papers related to code visualization and identified 25 papers specifically about malware visualization systems. From those papers, they identified nine <italic>data providers</italic> behind those visualization systems. The data providers collect information about the suspected malware and provide it to the visualization systems&#x2014;automated and manual applications that execute static and dynamic analysis techniques to collect data useful in profiling and classifying the malware. The visualization systems were binned into three broad groups: individual malware analysis, malware comparison, and malware summarization. Additionally, they were categorized based on well-established taxonomies from the visualization community: the type of provided data, visualization techniques used, mapping and representation space, temporal aspects, interactivity, and goal/action. They identified challenges in bridging between the three broad groups, integrating disparate data sources, characterizing and abstracting problems, improving expert interaction, and integrating analytical methods with the visualizations. By identifying the limits of 2D visual metaphors, this survey indirectly motivates the exploration of immersive alternatives as a means to overcome fragmentation in analysts&#x2019; mental representations.</p>
<p>Moving from 2D to immersive 3D contexts, a recent systematic literature review by <xref ref-type="bibr" rid="B75">Rojas-Stambuk et al. (2026)</xref> surveyed the use of extended reality across software development activities, analyzing 77 primary studies published between 1995 and early 2025. Their review shows that XR tools are predominantly applied to software comprehension and maintenance tasks through structural visualizations, while evaluation practices remain heterogeneous and often methodologically limited. While this work provides a broad task- and technology-oriented overview of XR in software engineering, it does not examine the cognitive processes underlying analyst sensemaking or how immersive affordances support reasoning, which is the focus of the present survey.</p>
<p>
<xref ref-type="bibr" rid="B34">Elliott et al. (2015)</xref> explored the use of VR in software engineering to address problems in navigating and comprehending code. Their work builds upon prior research in how developers use the affordance of <italic>spatial memory</italic> in traditional 2D development environments, such as using scrollbar and tab positions as cues (<xref ref-type="bibr" rid="B54">Ko et al., 2006</xref>), or using an &#x201c;infinitely&#x201d;-scrollable document canvas (<xref ref-type="bibr" rid="B27">DeLine and Rowan, 2010</xref>; <xref ref-type="bibr" rid="B9">Bragdon et al., 2010</xref>). This work extends that concept to the affordances of VR applied to software development: spatial cognition, cues, and presence; manipulation and motion to improve perception and retention; and immediate feedback on the state of the system. With these affordances implemented in their RIFTSKETCH (live development) and IMMERSION (code review) tools, the authors provide a proof-of-concept and a vision of VR-based development in the future, though no formal user studies were conducted.</p>
<p>In a user study conducted by <xref ref-type="bibr" rid="B30">Dominic et al. (2022)</xref>, 26 graduate students were tested on comprehending simple Java programs of the type that one may find in first-year programming course homework assignments. They compared the traditional desktop experience with a VR configuration entitled &#x201c;VirtualDesk&#x201d; using a headset and tracked keyboard and mouse that were mapped 1:1 to the real world. The study did not implement specific affordances of VR as proposed by <xref ref-type="bibr" rid="B34">Elliott et al. (2015)</xref>, but instead compared the performance of RE using common 2D tools on a traditional desktop environment against using the same tools in VR. Their results show 75% of programs were comprehended correctly in the traditional desktop experience compared to 65% in VR. Additionally, their results from conducting the NASA Task Load Index (TLX) survey (<xref ref-type="bibr" rid="B43">Hart, 1986</xref>) showed significantly more task load&#x2014;the demand or difficulty in performing a task&#x2014;in VR. Finally, results of a survey of self-reported concentration and productivity showed that users in VR had lower levels of concentration and no significant difference in perceived productivity. These findings illustrate that without purposeful cognitive affordances, immersion can impose extraneous load, and underscore that immersion alone is insufficient; affordances must be purposefully aligned with the analyst&#x2019;s reasoning process to yield cognitive benefit.</p>
<p>One rich facet of human-computer interface theory is the use of metaphors to influence the design of affordances. <xref ref-type="bibr" rid="B55">Lakoff, (1994)</xref> curated an extensive list of metaphors encountered in linguistics. Metaphors leverage common experiences amongst most users to facilitate understanding of new concepts. Many of these metaphors can apply to perception and cognition in interactive applications, e.g., &#x201c;seeing is touching,&#x201d; &#x201c;the visual field is a container,&#x201d; &#x201c;theories are constructed objects,&#x201d; etc., <xref ref-type="bibr" rid="B6">Averbukh et al. (2019)</xref> surveyed applications of VR for (high-level) program visualization and visual programming, and in particular, the metaphors employed in those applications. They reviewed the city, molecule, and heliocentric cosmic metaphors, asserting they share important qualities: &#x201c;unlimited context, organization of inner structure, naturalness, and resistance to scaling,&#x201d; and that these natural metaphors simplify spatial orientation and navigation in the VR world.</p>
<p>The city metaphor recurs in many VR-based visualization efforts. One early instance was by <xref ref-type="bibr" rid="B37">Fittkau et al. (2015)</xref>, who implemented a VR experience to aid the RE process that uses the metaphor of a program as a city block: the buildings are classes and packages, and the execution trace is represented as straight-line &#x201c;footpaths&#x201d; between the buildings. Participants experienced the tool ExplorViz via immersive VR, using gestures to translate, rotate, zoom, and select. The experience was intended to provide analysts a novel tool while employing familiar metaphors. These participants rated the experience of answering basic comprehension questions with this tool as suitable for performing RE, and as an alternative, albeit needing adaptations, to a classic experience.</p>
<p>In another exploration using the city metaphor, <xref ref-type="bibr" rid="B68">Oberhauser and Lecon, (2017)</xref> employed immersive VR to aid RE by providing participants the ability to fly through a 3D representation of code in their tool Gamified Virtual Reality FlyThruCode (GVR-FTC). Two metaphors, &#x201c;universe&#x201d; and &#x201c;terrestrial,&#x201d; related the code components to familiar concepts, where packages/classes/dependencies were represented as solar systems/planets/light beams and cities/buildings/pipes respectively, and the scale of objects represented various metrics such as number of class methods. The team evaluated the tool using two games that motivated players to comprehend the dependency structure and modularization of a code project compared to a common text editor. Although their small sample precluded statistical claims, participants achieved higher comprehension in VR, reinforcing the link between spatial representation and understanding.</p>
<p>In a larger-scale experiment, <xref ref-type="bibr" rid="B76">Romano et al. (2019)</xref> compared the relative effectiveness of three tools on the task of source code RE. The baseline was a traditional integrated development environment (IDE) with extensions for code metrics and smells, which was compared to a city-metaphor-based virtual reality environment in both immersive (Code2City<sub>VR</sub>) and non-immersive (Code2City) forms. This implementation of the city metaphor (<xref ref-type="bibr" rid="B15">Capece et al., 2017</xref>) creates a building (parallelepiped) for each class, where class properties are reflected in the size and color of the building. Romano et al. studied 42 participants solving RE tasks based on two large open-source Java projects. Both VR-based tools resulted in significantly better correctness in the completion of RE tasks than the IDE. Additionally, the time to complete the tasks was significantly shorted in the immersive environment than both the non-immersive VR and the IDE.</p>
<p>More recently, <xref ref-type="bibr" rid="B46">Hoff et al. (2022)</xref> performed a similar experiment for source code RE comparing their approach, Immersive Software Archaeology, with another VR method and an IDE. Their approach is focused on providing an overview, with multiple levels of abstraction, of a software system&#x2019;s architecture. The higher levels of abstraction (architectural) were represented by solar system/planets/continents, and the lower levels (design) were represented by cities/building/floors. Their study of 54 participants demonstrated that their solution provided similar or better performance in tasks exercising accessing information and finding horizontal and vertical relationships in the system&#x2019;s architecture. Further, this team implemented collaborative note-taking features in their immersive code analysis system (<xref ref-type="bibr" rid="B47">Hoff et al., 2024</xref>), adding shareable drawing, audio recording, and screenshot capabilities. An initial case study showed that participants found the system beneficial and they produced correct results.</p>
<p>Finally, we mention a variation of the city metaphor. <xref ref-type="bibr" rid="B98">Weninger et al. (2020)</xref> introduced the concept of <italic>Memory Cities</italic> to visualize how an application uses heap memory over time, rather than using it to visualize code. Objects on the heap are grouped and represented as buildings in a 3D visualization. Attributes such as color, opacity, area, and height represent various metrics of the heap, and the buildings evolve as the program executes. The authors describe how their tool helps users identify memory leaks in two use cases and plan user studies in the future.</p>
<p>These findings illustrate that immersive visualization transforms abstract program reasoning into a spatially embodied activity, thereby answering RQ3 in the specific context of RE.</p>
<p>The visualization and immersive analytics studies we reviewed in this section address RQ3 by demonstrating how spatial organization, embodied interaction, and adaptive feedback can augment sensemaking in complex analytic tasks. The evidence shows that immersive environments are most effective when they enable users to externalize reasoning, organize information spatially, and exploit bodily interaction as a cognitive resource, rather than when immersion is treated as an end in itself. At the same time, the literature highlights risks of increased extraneous cognitive load when immersive affordances are poorly aligned with task demands. These findings clarify which immersive mechanisms are most relevant to the cognitive requirements of binary RE and set the stage for synthesizing insights across reverse engineering, cognitive theory, and immersive analytics to inform design implications, which we present next.</p>
</sec>
</sec>
<sec id="s7">
<label>7</label>
<title>Synthesis</title>
<p>RQ4 asks, &#x201c;How can we use these findings to effect improvements in the practice of binary RE?&#x201d; To answer this question, we examine the connections between the findings in the previous sections and identify the most salient themes in order to propose directions in the information and interaction design for this problem domain. This section continues CSE step 3, pursuing practical solutions.</p>
<sec id="s7-1">
<label>7.1</label>
<title>Overview of elements and connecting threads</title>
<p>Consider the findings of our literature survey partitioned into three groups matching the three previous sections:<list list-type="bullet">
<list-item>
<p>Group A: characteristics of sensemaking/cognitive models of binary RE (RQ1)</p>
</list-item>
<list-item>
<p>Group B: concepts of cognitive theory (RQ2)</p>
</list-item>
<list-item>
<p>Group C: VR affordances/tools/techniques for immersive sensemaking (RQ3)</p>
</list-item>
</list>
</p>
<p>Conceptual <italic>threads</italic> (also called <italic>strands</italic> in similar work) tie an individual cognitive model element from group A to a cognitive phenomenon in group B demonstrated by the model element, and then to a VR technique in group C that, when implemented in an immersive binary RE tool, could improve that phenomenon. <xref ref-type="fig" rid="F6">Figure 6</xref> provides an overview of these threads tying together the elements from each group. Element labels are abbreviated in this figure; <xref ref-type="table" rid="T2">Table 2</xref> supplements <xref ref-type="fig" rid="F6">Figure 6</xref> to provides the full text and references for each element, recording the findings from <xref ref-type="sec" rid="s4">Sections 4</xref> through 6. We present the entire body of threads in the figure to illustrate just one snapshot of the many logical avenues of potential research this problem domain provides before we further narrow our focus in the next subsection.</p>
<fig id="F6" position="float">
<label>FIGURE 6</label>
<caption>
<p>Threads connecting elements of <bold>(A)</bold> cognitive models of binary RE (RQ1), <bold>(B)</bold> concepts of cognitive theory (RQ2), and <bold>(C)</bold> VR affordances/tools/techniques (RQ3). The box and line colors help the reader trace connections and do not have inherent meaning.</p>
</caption>
<graphic xlink:href="frvir-07-1613269-g006.tif">
<alt-text content-type="machine-generated">Complex flowchart connecting three columns: &#x22;Cognitive models of binary PC,&#x22; &#x22;Concepts of cognitive theory,&#x22; and &#x22;VR affordances/tools/techniques,&#x22; using color-coded lines to illustrate relationships between items in each category for cognitive modeling and VR tool design.</alt-text>
</graphic>
</fig>
<table-wrap id="T2" position="float">
<label>TABLE 2</label>
<caption>
<p>Further details and references for the elements in <xref ref-type="fig" rid="F6">Figure 6</xref>.</p>
</caption>
<table>
<thead valign="top">
<tr>
<th align="left">Cognitive models of binary RE (RQ1)</th>
<th align="left">Concepts of cognitive theory (RQ2)</th>
<th align="left">VR affordances/tools/techniques (RQ3)</th>
</tr>
</thead>
<tbody valign="top">
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C1. Signalling (<xref ref-type="bibr" rid="B2">Albus et al., 2021</xref>; <xref ref-type="bibr" rid="B60">Mayer, 2005</xref>)</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C2. Incorporate common reverse engineering tools</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C3. User-organization of visualizations in 3D space (<xref ref-type="bibr" rid="B7">Batch et al., 2020</xref>)</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C4. Spatial semantics: spatial organization provides added semantic layer (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>; <xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>; <xref ref-type="bibr" rid="B25">Davidson et al., 2024</xref>; <xref ref-type="bibr" rid="B89">Tong et al., 2025</xref>; <xref ref-type="bibr" rid="B99">Yang et al., 2025</xref>)</td>
</tr>
<tr>
<td align="left">A1. Uses multi-level internal semantic representation of the program (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>)</td>
<td align="left">B1. External Cognition: Use external knowledge representations to reduce memory load, e.g., notes and reminders (<xref ref-type="bibr" rid="B77">Scaife and Rogers, 1996</xref>; <xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>)</td>
<td align="left">C5. Incremental formalism: structure is emergent with understanding (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>)</td>
</tr>
<tr>
<td align="left">A2. Abductive iteration: Sets goals and follows plans (<xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>; <xref ref-type="bibr" rid="B67">Nyre-Yu et al., 2022</xref>)</td>
<td align="left">B2. External Cognition: Use computational tools (e.g., calculators) to make tasks easier (<xref ref-type="bibr" rid="B77">Scaife and Rogers, 1996</xref>; <xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>)</td>
<td align="left">C6. Physical navigation: enables efficient access to information through quick body movements (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>; <xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>)</td>
</tr>
<tr>
<td align="left">A3. Abductive iteration: Forms increasingly complete hypotheses (<xref ref-type="bibr" rid="B11">Brooks, 1983</xref>; <xref ref-type="bibr" rid="B97">Weigand and Hartung, 2012</xref>; <xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>; <xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>)</td>
<td align="left">B3. External Cognition: Annotate and reorder or restructure external representations of knowledge (<xref ref-type="bibr" rid="B77">Scaife and Rogers, 1996</xref>; <xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>)</td>
<td align="left">C7. That immersion must be accompanied by embodiment (<xref ref-type="bibr" rid="B41">Gra&#x10d;anin, 2018</xref>)</td>
</tr>
<tr>
<td align="left">A4. Abductive iteration: Tests hypothesis through experimentation (<xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>; <xref ref-type="bibr" rid="B81">Sisco et al., 2017</xref>; <xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>; <xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>)</td>
<td align="left">B4. Embodied Cognition: Cognitive processing is influenced by the body and sensorimotor interactions (<xref ref-type="bibr" rid="B40">Glenberg et al., 2013</xref>; <xref ref-type="bibr" rid="B50">Hornecker et al., 2017</xref>; <xref ref-type="bibr" rid="B78">Shapiro and Spaulding, 2021</xref>)</td>
<td align="left">C8. Embodied assistant (<xref ref-type="bibr" rid="B26">de Melo et al., 2020</xref>)</td>
</tr>
<tr>
<td align="left">A5. Abductive iteration: Updates framing of the problem based on results (<xref ref-type="bibr" rid="B53">Klein et al., 2007</xref>; <xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>; <xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>; <xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>)</td>
<td align="left">B5. Embodied Cognition: Tools extend the body schema (<xref ref-type="bibr" rid="B52">Kirsh, 2013</xref>)</td>
<td align="left">C9. Context: physical location helps to restore state-of-mind (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>; <xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>)</td>
</tr>
<tr>
<td align="left">A6. Creates disorientation following recursions and execution paths (<xref ref-type="bibr" rid="B100">Zayour and Lethbridge, 2000</xref>)</td>
<td align="left">B6. Embodied Memory: Physical objects or locations serve as memory palaces (<xref ref-type="bibr" rid="B3">Ale et al., 2022</xref>)</td>
<td align="left">C10. Persistence: exploits spatial (position and representation) memory to remember information (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>; <xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>; <xref ref-type="bibr" rid="B25">Davidson et al., 2024</xref>; <xref ref-type="bibr" rid="B89">Tong et al., 2025</xref>; <xref ref-type="bibr" rid="B99">Yang et al., 2025</xref>)</td>
</tr>
<tr>
<td align="left">A7. Taxes working memory (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>; <xref ref-type="bibr" rid="B100">Zayour and Lethbridge, 2000</xref>)</td>
<td align="left">B7. Embodied Memory: Whole-body stimuli can expedite storage and retrieval of memory (<xref ref-type="bibr" rid="B3">Ale et al., 2022</xref>)</td>
<td align="left">C11. Use abstractions of environments to which human perception is attuned (<xref ref-type="bibr" rid="B63">Moloney et al., 2018</xref>)</td>
</tr>
<tr>
<td align="left">A8. Requires declarative and procedural knowledge retrieval and generation (<xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>)</td>
<td align="left">B8. CLT: Balance immediate problem-solving (intrinsic load) and long-term schema development (germane load) (<xref ref-type="bibr" rid="B86">Sweller et al., 2019</xref>)</td>
<td align="left">C12. Use representations tuned to intermediate zone where human perception is most discerning (<xref ref-type="bibr" rid="B63">Moloney et al., 2018</xref>)</td>
</tr>
<tr>
<td align="left">A9. Uses translation&#x2013;determining how the code would be implemented in a higher-level language (<xref ref-type="bibr" rid="B81">Sisco et al., 2017</xref>)</td>
<td align="left">B9. CLT: Worked example effect of learning from studying solved sample problems (<xref ref-type="bibr" rid="B48">Hollender et al., 2010</xref>)</td>
<td align="left">C13. Refresh: serendipitous glances refresh memory of information (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>; <xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>)</td>
</tr>
<tr>
<td align="left">A10. Uses beacons; beacons for binary RE are more diverse than for source-code-based RE (<xref ref-type="bibr" rid="B11">Brooks, 1983</xref>; <xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>; <xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>)</td>
<td align="left">B10. CLT: Split-attention effect of presenting information from multiple sources in an integrated way to reduce load from mental integration (<xref ref-type="bibr" rid="B48">Hollender et al., 2010</xref>)</td>
<td align="left">C14. Awareness: scanning the space quickly assesses overall status (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>; <xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>)</td>
</tr>
<tr>
<td align="left">A11. Relies upon overview of the binary executable (<xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>)</td>
<td align="left">B11. CLT: Modality effect of presenting multiple information sources through different modalities (primarily visual and aural) to reduce the integration load (<xref ref-type="bibr" rid="B48">Hollender et al., 2010</xref>)</td>
<td align="left">C15. Use a relevant metaphor to visualize programs (e.g., city block) (<xref ref-type="bibr" rid="B37">Fittkau et al., 2015</xref>; <xref ref-type="bibr" rid="B68">Oberhauser and Lecon, 2017</xref>; <xref ref-type="bibr" rid="B15">Capece et al., 2017</xref>; <xref ref-type="bibr" rid="B6">Averbukh et al., 2019</xref>; <xref ref-type="bibr" rid="B76">Romano et al., 2019</xref>; <xref ref-type="bibr" rid="B46">Hoff et al., 2022</xref>)</td>
</tr>
<tr>
<td align="left">A12. Uses external memory aids (<xref ref-type="bibr" rid="B29">D&#xe9;tienne and Bott, 2001</xref>; <xref ref-type="bibr" rid="B84">Storey, 2005</xref>)</td>
<td align="left">B12. CLT: Remove redundancy of information presented in different modalities/sources to reduce the load of reconciling the underlying concepts (<xref ref-type="bibr" rid="B48">Hollender et al., 2010</xref>)</td>
<td align="left">C16. Gamified VR for RE (<xref ref-type="bibr" rid="B68">Oberhauser and Lecon, 2017</xref>)</td>
</tr>
<tr>
<td align="left">A13. Relies upon determining what to ignore (<xref ref-type="bibr" rid="B59">Mantovani et al., 2022</xref>)</td>
<td align="left">B13. CLT: Both underloading and overloading can degrade performance; underloading is unlikely due to the high instrinsic load of RE (<xref ref-type="bibr" rid="B69">Paas et al., 2004</xref>; <xref ref-type="bibr" rid="B44">Helgesson and Runeson, 2021</xref>)</td>
<td align="left">C17. EEG-based adjustment of cognitive load (<xref ref-type="bibr" rid="B8">Billinghurst et al., 2019</xref>)</td>
</tr>
<tr>
<td align="left">A14. Experts use a breadth-first approach with system thinking; novices, both depth- and breadth-first without system thinking (<xref ref-type="bibr" rid="B93">Vessey, 1985</xref>)</td>
<td align="left">B14. CLT: Reduce extraneous load: Use human-centered design to reduce the wasted time and friction of poor tools and interactions used to solve a problem (<xref ref-type="bibr" rid="B44">Helgesson and Runeson, 2021</xref>)</td>
<td align="left">C18. Mimetic references overlaid with constructed affordances (<xref ref-type="bibr" rid="B63">Moloney et al., 2018</xref>)</td>
</tr>
<tr>
<td align="left">A15. Experts use a top-down approach if the program domain is familiar, otherwise, bottom-up (<xref ref-type="bibr" rid="B80">Siegmund et al., 2014</xref>)</td>
<td align="left">B15. RE activates areas of the brain associated with working memory, written language, and integration (<xref ref-type="bibr" rid="B80">Siegmund et al., 2014</xref>)</td>
<td align="left">C19. Presence of detail: detailed information enables rapid access and synthesis based on rich content (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>)</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C20. Cross-modal mapping (<xref ref-type="bibr" rid="B63">Moloney et al., 2018</xref>)</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C21. Visualize binary and data files as bitmaps, complementing a text viewer (<xref ref-type="bibr" rid="B18">Conti et al., 2008</xref>)</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C22. Timeline plots and icons arranged in a spiral, complementing log files (<xref ref-type="bibr" rid="B42">Gr&#xe9;gio et al., 2012</xref>)</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C23. Application of Chunking: collecting lower-level details in a single higher-level abstraction that can help understanding of a large problem (<xref ref-type="bibr" rid="B96">Waguespack, 1989</xref>)</td>
</tr>
<tr>
<td align="left">&#x200b;</td>
<td align="left">&#x200b;</td>
<td align="left">C24. Note taking (<xref ref-type="bibr" rid="B47">Hoff et al., 2024</xref>)</td>
</tr>
</tbody>
</table>
</table-wrap>
<p>These threads were established through an interpretive conceptual mapping process. This method draws from narrative and thematic synthesis traditions in qualitative research (e.g., <xref ref-type="bibr" rid="B88">Thomas and Harden, 2008</xref>), which emphasize identifying conceptual relationships rather than quantifying frequency or effect. Each thread represents a hypothesized cognitive linkage between an observed mechanism in binary RE, a theoretical construct, and an immersive affordance that could support it. This mapping process involved iterative review, annotation, and comparison of extracted concepts, guided by the logic of conceptual coherence (whether a theoretical construct could plausibly explain or enhance the cognitive process observed). While interpretive, this approach aligns with accepted practices in integrative review and design research, where synthesis aims not at replicability in the statistical sense but at theoretical transparency and explanatory depth. It provides a structured yet flexible means of linking diverse research into a coherent theoretical framework.</p>
</sec>
<sec id="s7-2">
<label>7.2</label>
<title>Primary themes, examples, and recommendations</title>
<p>Each conceptual thread identified previously represents a proposed cognitive linkage connecting models of binary RE, cognitive theories, and immersive affordances. Following principles of affinity diagramming and thematic analysis commonly used in design research and qualitative synthesis, we iteratively compared and clustered these threads based on conceptual similarity and their relevance to cognitive mechanisms observed in reverse engineering. Because prior research on embodied immersion in binary RE is limited, we incorporated insights from adjacent domains, such as source-level software RE and software visualization, when their underlying cognitive processes were theoretically analogous. This section translates the synthesis findings into concrete design recommendations for immersive virtual reality environments supporting binary reverse engineering.</p>
<p>After several iterations of this process, the clusters settled into three distinct higher-order themes that characterize critical aspects of the process of binary RE where immersive environments may support analytic reasoning in this domain:<list list-type="bullet">
<list-item>
<p>Enhancing abductive iteration (hypothesis loop).</p>
</list-item>
<list-item>
<p>Augmenting working memory.</p>
</list-item>
<list-item>
<p>Supporting information organization and discovery of important features.</p>
</list-item>
</list>
</p>
<p>These themes represent higher-order integrating constructs derived from iterative conceptual comparison rather than quantitative aggregation, which is consistent with recognized qualitative synthesis approaches in cognitive systems engineering and human&#x2013;computer interaction.</p>
<p>
<xref ref-type="fig" rid="F7">Figure 7</xref> depicts the three themes and the most closely related elements from groups A, B, and C. These three themes touch upon every element from group A, cognitive modeling of binary RE, which is important because we want to find the most effective ways to augment as many of the cognitive model elements as possible. Moving into the group B elements of cognitive theory, we are more selective in our areas of concentration. Finally, we derive a central set of VR affordances from group C on which we will focus our efforts in future work. We will examine each theme more closely in the remainder of this section.</p>
<fig id="F7" position="float">
<label>FIGURE 7</label>
<caption>
<p>Primary themes for analysis with most closely-related elements; highlighted area indicates highest-priority VR affordances. As in <xref ref-type="fig" rid="F6">Figure 6</xref>, the box and line colors help the reader trace connections and do not have inherent meaning. Dotted lines indicate cross-theme relationships.</p>
</caption>
<graphic xlink:href="frvir-07-1613269-g007.tif">
<alt-text content-type="machine-generated">Flowchart showing three themes for VR affordances and cognitive theory: enhancing abductive iteration, augmenting working memory, and supporting information organization. Boxes are color-coded and linked across three columns: cognitive models, cognitive concepts, and VR tools, illustrating connections among them.</alt-text>
</graphic>
</fig>
<sec id="s7-2-1">
<label>7.2.1</label>
<title>Enhancing abductive iteration (hypothesis loop)</title>
<p>One very prevalent theme in cognitive models of RE is the iterative pattern of sensemaking using abductive reasoning. In this analysis, that pattern is broken into four elements of abductive iteration: <italic>setting goals/following plans, forming hypotheses, experimenting to test hypotheses, and updating what is known</italic> (<xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>; <xref ref-type="bibr" rid="B67">Nyre-Yu et al., 2022</xref>; <xref ref-type="bibr" rid="B11">Brooks, 1983</xref>; <xref ref-type="bibr" rid="B97">Weigand and Hartung, 2012</xref>; <xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>; <xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>; <xref ref-type="bibr" rid="B81">Sisco et al., 2017</xref>; <xref ref-type="bibr" rid="B53">Klein et al., 2007</xref>). The cognitive model elements of <italic>multi-level internal semantic representation</italic> (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>) and <italic>heavy dependence on working memory</italic> (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>; <xref ref-type="bibr" rid="B100">Zayour and Lethbridge, 2000</xref>) also broadly apply to this theme.</p>
<p>Recommendations: Immersive system design for binary RE should prioritize mechanisms grounded in cognitive load theory that manage the iterative sensemaking loop. In particular, designs should <italic>balance the intrinsic and germane loads</italic> (<xref ref-type="bibr" rid="B86">Sweller et al., 2019</xref>) while minimizing extraneous load through human-centered interaction choices (<xref ref-type="bibr" rid="B44">Helgesson and Runeson, 2021</xref>). Because this theme concerns the overall execution of the reverse engineering task, it necessarily overlaps with other themes such as information organization and memory support. However, in this subsection, the recommendations focus specifically on facilitating abductive iteration; recommendations related to information organization and memory are addressed in later subsections.</p>
<p>Within the iterative sensemaking process, the primary opportunity for cognitive augmentation lies in supporting the analyst&#x2019;s ability to identify, externalize, and revisit goals and hypotheses over time. Immersive systems should therefore make reasoning state perceptually explicit, enabling analysts to track current goals, active hypotheses, accumulated evidence, and prior decision points to which they may return after reaching dead ends. Implementing these reasoning stages as spatially-persistent and manipulable artifacts allows abductive iteration to function as an embodied workflow rather than an internal, transient process.</p>
<p>To operationalize these recommendations, immersive environments should employ affordances such as <italic>incremental formalism</italic> (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>), in which representations evolve as understanding deepens; <italic>spatial semantics</italic> (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>), in which spatial arrangement conveys meaning; and <italic>embodied assistants</italic> (<xref ref-type="bibr" rid="B26">de Melo et al., 2020</xref>) that track analytic progress and provide interactive support for querying, annotation, and reflection. These affordances translate abductive reasoning into embodied sensemaking mechanisms, providing a direct and actionable bridge from cognitive theory to immersive system design.</p>
<p>Example: Consider this illustrative scenario of a reverse engineer tasked with understanding a stripped binary suspected of containing an encryption routine. Early in the process, the analyst forms a tentative hypothesis that a particular function implements key scheduling (using round-specific keys derived from a master key). In a conventional desktop environment, testing this hypothesis requires navigating across multiple windows and mentally tracking the relationship between disassembly listings, control-flow graphs, and cross-references. In an immersive VR environment, the analyst could spatially cluster the suspected function with related artifacts; for example, placing the disassembly, control-flow graph, and call graph nodes in a shared region of space. As new evidence emerges (e.g., data flow patterns inconsistent with key scheduling), the analyst can quickly reconfigure the cluster, moving the function to a different region and reorganizing related artifacts. This embodied interaction allows abductive hypotheses to be represented and manipulated externally, reducing working memory demands and making the iterative refinement process more tangible. From a cognitive theory perspective, this exemplifies how embodied cognition transforms an internal reasoning loop into an externally manipulable process, supporting abduction through spatial interaction rather than symbolic recall.</p>
</sec>
<sec id="s7-2-2">
<label>7.2.2</label>
<title>Augmenting working memory</title>
<p>The limitations of working memory impact the effectiveness and efficiency with which analytical problems are solved, binary RE or otherwise. Closely-related elements from cognitive models of RE include <italic>multi-level internal semantic representation</italic> (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>), <italic>taxing working memory</italic> (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>; <xref ref-type="bibr" rid="B100">Zayour and Lethbridge, 2000</xref>), <italic>generation, storage, and retrieval of declarative and procedural knowledge</italic> (<xref ref-type="bibr" rid="B14">Bryant et al., 2012</xref>), <italic>using external memory aids</italic> (<xref ref-type="bibr" rid="B29">D&#xe9;tienne and Bott, 2001</xref>; <xref ref-type="bibr" rid="B84">Storey, 2005</xref>), and <italic>determining what to ignore</italic> (<xref ref-type="bibr" rid="B59">Mantovani et al., 2022</xref>).</p>
<p>Recommendations: The cognitive theory most relevant to this theme motivates several concrete design recommendations for immersive systems intended to support working memory. In particular, immersive designs should leverage <italic>external knowledge representations</italic> (<xref ref-type="bibr" rid="B77">Scaife and Rogers, 1996</xref>; <xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>) to reduce memory load by offloading information that work otherwise be maintained internally, <italic>employ memory-palace-like spatial structures and physical referents</italic> (<xref ref-type="bibr" rid="B3">Ale et al., 2022</xref>) to support storage and retrieval through embodied interaction, and <italic>reduce redundancy across modalities</italic> (<xref ref-type="bibr" rid="B48">Hollender et al., 2010</xref>) to streamline information intake into working memory. These principles imply that immersive systems for binary RE should deliberately exploit spatial persistence and multimodal cues to construct persistent &#x201c;memory scaffolds&#x201d; that function as an external working memory buffer.</p>
<p>Several design strategies inform operationalizing these recommendations in immersive VR. Systems should employ <italic>spatial persistence</italic> (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>) to exploit users&#x2019; spatial memory, use <italic>physical and spatial metaphors</italic> (<xref ref-type="bibr" rid="B37">Fittkau et al., 2015</xref>; <xref ref-type="bibr" rid="B68">Oberhauser and Lecon, 2017</xref>; <xref ref-type="bibr" rid="B15">Capece et al., 2017</xref>; <xref ref-type="bibr" rid="B6">Averbukh et al., 2019</xref>; <xref ref-type="bibr" rid="B76">Romano et al., 2019</xref>; <xref ref-type="bibr" rid="B46">Hoff et al., 2022</xref>) to represent information and operations in ways that align with embodied cognition, and apply <italic>cross-modal mappings</italic> (<xref ref-type="bibr" rid="B63">Moloney et al., 2018</xref>) to distribute information across multiple sensory channels. Providing integrated <italic>note-taking mechanisms</italic> (<xref ref-type="bibr" rid="B47">Hoff et al., 2024</xref>) further supports working memory offloading and enables information sharing among collaborators. In parallel, immersive systems should continue to minimize extraneous cognitive load, ensuring that limited working memory resources remain available for the intrinsic demands of the RE task. More than mere aesthetic choices, persistence, physical metaphors, and multimodality emerge as theoretically grounded design mechanisms for augmenting working memory in immersive binary RE environments.</p>
<p>Example: In one scenario demonstrating this theme, a reverse engineer faces a task that exceeds the capacity of working memory, such as tracing how a value propagates across several functions. On a desktop display, this often requires toggling between multiple windows or repeatedly scrolling through code, with the analyst mentally rehearsing intermediate results to avoid losing track. In VR, the analyst could pin each relevant function&#x2019;s disassembly or control flow graph in the surrounding space, arranging them sequentially along a path. This configuration externalizes the execution trace, allowing the analyst to offload memory-intensive details to the environment and instead focus on reasoning about higher-level program behavior. This mapping follows directly from external cognition theory, which puts forward that offloading intermediate results to the environment reduces cognitive effort and frees working memory for integrative reasoning.</p>
</sec>
<sec id="s7-2-3">
<label>7.2.3</label>
<title>Supporting information organization and feature discovery</title>
<p>Of the three themes, <italic>supporting information organization and feature discovery</italic> is the most context-dependent; while the themes of iterative abductive process and enhancements to working memory can apply to almost any analytic problem, this theme is most tightly-integrated with the problem domain and its existing methods and tools.</p>
<p>Recommendations: The elements of cognitive models of binary RE most relevant to this theme motivate several concrete design recommendations for immersive systems. In particular, immersive environments should address challenges such as <italic>disorientation following execution paths</italic> (<xref ref-type="bibr" rid="B100">Zayour and Lethbridge, 2000</xref>), <italic>translating the binary back to source code</italic> (<xref ref-type="bibr" rid="B81">Sisco et al., 2017</xref>), <italic>identification and marking of beacons</italic> (<xref ref-type="bibr" rid="B11">Brooks, 1983</xref>; <xref ref-type="bibr" rid="B31">Dudenhofer, 2019</xref>; <xref ref-type="bibr" rid="B94">Votipka et al., 2020</xref>), and <italic>supporting breadth-first or top-down analysis strategies based on analyst expertise</italic> (<xref ref-type="bibr" rid="B93">Vessey, 1985</xref>; <xref ref-type="bibr" rid="B80">Siegmund et al., 2014</xref>). Related elements that intersect with the other themes include supporting <italic>multi-level internal semantic representations</italic> of program structure (<xref ref-type="bibr" rid="B79">Shneiderman and Mayer, 1979</xref>) and enabling analysts to determine what to ignore (<xref ref-type="bibr" rid="B59">Mantovani et al., 2022</xref>). These observations suggest that immersive systems for binary RE should be designed to help analysts maintain orientation, manage abstraction, and selectively focus attention throughout the RE process.</p>
<p>Several elements of cognitive theory further inform how the design goals can be operationalized. Immersive systems for RE should support <italic>annotating and restructuring external knowledge representations</italic> (<xref ref-type="bibr" rid="B77">Scaife and Rogers, 1996</xref>; <xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>) to reflect how experts capture intermediate understanding and restructure artifacts during analysis. Designs should also integrate <italic>computational tools</italic> (<xref ref-type="bibr" rid="B77">Scaife and Rogers, 1996</xref>; <xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>) that automate or semi-automate discovery of program characteristics, while leveraging the <italic>modality effect</italic> (<xref ref-type="bibr" rid="B48">Hollender et al., 2010</xref>) to distribute information across complementary channels, for example, through visual or aural signalling. In addition, as a crossover with the working memory theme, immersive environments for binary RE should employ <italic>external knowledge representations to reduce memory load</italic> (<xref ref-type="bibr" rid="B77">Scaife and Rogers, 1996</xref>; <xref ref-type="bibr" rid="B73">Preece et al., 2019</xref>). These principles imply that organizing the VR workspace to mirror analysts&#x2019; cognitive categorization strategies can directly support sensemaking by aligning spatial semantics with mental models, translating embodied cognition and cognitive load theory into interaction design.</p>
<p>To implement these recommendations, immersive VR systems for binary RE should incorporate several specific affordances. First, systems should <italic>integrate common reverse engineering tools</italic> in ways that allow analysts to interact with them naturally within the immersive environment, potentially requiring novel interaction paradigms. Second, <italic>signalling mechanisms</italic> (<xref ref-type="bibr" rid="B2">Albus et al., 2021</xref>; <xref ref-type="bibr" rid="B60">Mayer, 2005</xref>) should be employed to guide attention toward salient artifacts, drawing either on analyst-generated annotations or cues inferred from automated tools. Third, <italic>spatial semantics</italic> (<xref ref-type="bibr" rid="B5">Andrews et al., 2010</xref>) should be used to encode meaning through spatial organization itself, complementing the underlying data representations. Finally, <italic>user-driven organization of visualizations</italic> (<xref ref-type="bibr" rid="B7">Batch et al., 2020</xref>) should be supported, allowing analysts to express and externalize their evolving understanding through spatial arrangement. These affordances close the theoretical loop by operationalizing embodied and external cognition in the spatial-semantic design of immersive systems for binary RE.</p>
<p>We note that there are three similar affordances in VR across the themes that may seem redundant, so we want to differentiate them. <italic>Spatial semantics</italic> exploits spatial position and representation to help the practitioner <italic>understand</italic>. <italic>Persistence</italic> exploits the same to help the practitioner <italic>remember</italic>. <italic>User organization</italic> exploits the same to help the user <italic>express knowledge</italic>. All three affordances are part of exploiting the immersive space to improve performance (<xref ref-type="bibr" rid="B57">Lisle et al., 2021</xref>).</p>
<p>Example: Consider the following scenario to make this theme more concrete. As hypotheses accumulate during RE, analysts must decide how to group and prioritize artifacts for efficient access. On a flat desktop, this typically reduces to managing tabs or overlapping windows, which can obscure relationships. In VR, the analyst might establish spatial regions to represent semantic categories, such as input-handling routines, cryptographic primitives, and error-checking functions. Artifacts can then be placed in these regions, with proximity reflecting relevance. This spatial organization provides a persistent external map of the analyst&#x2019;s conceptual structure, making it easier to retrieve related artifacts, notice inconsistencies, or integrate new findings without disrupting the overall organization. In cognitive theory terms, this spatial structuring of information implements external cognition and embodied memory, turning abstract mental organization into a visible, manipulable schema.</p>
</sec>
</sec>
<sec id="s7-3">
<label>7.3</label>
<title>Discussion and design implications</title>
<p>Our analysis and synthesis of prior work across cognitive models of binary RE and cognitive theory revealed three integrative themes: enhancing abductive iteration, augmenting working memory, and supporting information organization and feature discovery. These themes provide a cognitive foundation for understanding how immersive environments can support the sensemaking processes central to binary RE. Each theme aligns elements of cognitive theory into a corresponding family of design strategies for VR, forming a coherent theoretical bridge between cognition and design.</p>
<p>From the perspective of abductive iteration, the link between reasoning and interaction is critical. Abductive reasoning describes the human tendency to iteratively form, test, and revise hypotheses when confronted with incomplete or ambiguous evidence. When embodied within VR, this cognitive cycle becomes a spatial and perceptual loop rather than a purely symbolic one: hypotheses can be made tangible, manipulated, and spatially organized to reflect the analyst&#x2019;s evolving reasoning state. This translation of abductive cognition into embodied interaction illustrates how cognitive theory motivates concrete interface features such as spatial clustering, incremental formalism, and embodied assistance.</p>
<p>For working memory augmentation, cognitive theory provides direct guidance on how immersive systems can extend the mind&#x2019;s limited capacity. External cognition and embodied memory suggest that reasoning is distributed between internal and external representations. Accordingly, persistence, multimodal feedback, and spatial metaphors in VR serve as cognitive aids that effectively offload short-term memory load. These affordances are rooted in well-established mechanisms of cognitive offloading and embodied recall.</p>
<p>The theme of information organization and feature discovery connects cognitive models of program understanding with theories of external representation and conceptual metaphor. Analysts mentally categorize artifacts according to function and meaning; VR enables these conceptual structures to be externalized as spatial organizations that mirror cognitive categories. Spatial semantics, signalling, and user-driven organization instantiate embodied and external cognition principles, supporting orientation and feature discovery through embodied structure rather than purely visual hierarchy.</p>
<p>Across all three themes, the design implications converge as follows: immersive systems should not only visualize information but also physically instantiate the cognitive processes of reasoning, remembering, and organizing. In this sense, VR becomes a medium for extending cognitive work, translating theoretical mechanisms into design affordances that can be empirically tested.</p>
</sec>
</sec>
<sec sec-type="conclusion" id="s8">
<label>8</label>
<title>Conclusion</title>
<p>The process of binary RE is inherently complex and cognitively demanding, requiring very specialized expertise to perform it effectively. The problem is only getting harder as computer architectures become more varied and complex and binary obfuscation techniques become more sophisticated. Augmenting the cognitive process of binary RE is crucial to maintaining or improving the current level of effectiveness of experts performing this task.</p>
<p>To understand how we might augment the process, we surveyed prior work in three progressive groups: characteristics of mental or cognitive models of sensemaking in binary RE, cognitive theory and applications to binary RE, and cognitive augmentation of sensemaking using visualization and immersive technologies. In our synthesis, we identified several common and salient elements in each group, assembled threads of related elements, and further mapped those threads to three primary themes. First, reverse engineering can be framed as a process of abductive iteration, where hypotheses are formed, tested, and refined over time, which places a significant burden on working memory that is often mitigated through external aids and spatial structuring of information. Second, cognitive theories, such as cognitive load theory, external cognition, and embodied cognition, offer concrete principles for designing tools that support sensemaking, learning, and memory. Finally, prior work in immersive analytics demonstrates a range of VR affordances and techniques, such as spatial organization, physical navigation, contextual persistence, and embodied interaction, which can be leveraged to reduce cognitive load and enhance exploratory reasoning in reverse engineering tasks.</p>
<p>Our synthesis extends theory by framing binary RE as a form of embodied sensemaking&#x2014;not as a primarily symbolic or code-centric activity, but as a spatial-embodied reasoning process in which cognition is distributed across mental, visual, and environmental representations. It takes a novel view complementing traditional binary RE research that assumes understanding occurs chiefly through linguistic and propositional reasoning. Instead, our synthesis puts bodily and spatial strategies (gestural organization, perceptual anchoring, and environmental memory) at the front as active components of analytic thought. We envision immersive environments that do not replace analytical reasoning but rather extend it.</p>
<p>We also argue that immersive virtual environments can be framed as cognitive workspaces that shape how sensemaking, learning, and decision-making are organized, including implications that may extend beyond individual moments of use. By synthesizing evidence on how immersive representations influence attention, memory, and hypothesis formation in complex analytical tasks such as binary reverse engineering, this work highlights mechanisms through which XR-based experiences may support the development of reusable cognitive strategies. These findings suggest how XR can meaningfully augment professional reasoning in real-world work contexts by structuring analytic activity, without presuming long-term transfer effects.</p>
<sec id="s8-1">
<label>8.1</label>
<title>Limitations and threats to validity</title>
<p>While this survey and synthesis paper offers a structured view of how immersive environments might augment binary RE, several limitations must be acknowledged.<list list-type="bullet">
<list-item>
<p>Selection Bias: Search results depend on database coverage and keyword choices. Relevant studies using alternate terminology, particularly in cognitive psychology or human factors research, may have been missed. The synthesis therefore reflects the accessible portion of the literature rather than an exhaustive corpus.</p>
</list-item>
<list-item>
<p>Interpretive Subjectivity: Theme identification involved judgment in grouping and abstracting concepts across domains. Different researchers might cluster threads differently. The presented framework should thus be viewed as a plausible synthesis, not the only one.</p>
</list-item>
<list-item>
<p>Domain Generalization: Many cognitive principles considered here were developed in source-level software RE rather than binary RE <italic>per se</italic>. Their transferability rests on theoretical similarity in reasoning patterns, but empirical validation within the context of binary RE remains necessary.</p>
</list-item>
<list-item>
<p>Temporal Relevance: Several foundational works predate contemporary visualization and VR technologies. They are retained because their cognitive models remain theoretically valid; nonetheless, replication using modern platforms is essential to confirm continued applicability.</p>
</list-item>
</list>
</p>
<p>We present our contributions as a conceptual model for future empirical work rather than a definitive account. This work does not cite any sources that have tested this novel model on human participants as we did not find any. The intention is to articulate a direction of inquiry that subsequent experimental studies can refine, extend, or challenge.</p>
</sec>
<sec id="s8-2">
<label>8.2</label>
<title>Recommendations for future research</title>
<p>Despite these limitations, the synthesis provides a coherent vision for directing future inquiry. The three primary themes, enhancing abductive iteration, augmenting working memory, and supporting information organization, translate into tangible design and research opportunities. This section outlines recommendations for future research directions informed by the limitations and opportunities identified in this review.</p>
<p>Empirical studies can examine whether immersive spatial interaction measurably improves the process of binary RE. One approach is simply to perform a form of A/B testing to compare overall analyst performance between a traditional desktop environment and an immersive environment. A finer-grained approach would evaluate how strongly different VR design features correspond to specific cognitive mechanisms. One experiment could evaluate how spatially persistent arrangements of code artifacts affect reasoning (e.g., continuity and recall) to test predictions from cognitive load theory. Process-tracing or eye-tracking studies could measure how analysts engage in abductive iteration when goals and hypotheses are represented as manipulable spatial structures. Further experiments could assess whether user-organized visualizations in immersive spaces promote faster convergence on code understanding. These studies would establish an empirical foundation linking embodied interaction to measurable analytic performance.</p>
<p>Open questions in immersive analytics, such as how to balance visual complexity with cognitive clarity, or how spatial interaction influences inference, can be explored within the domain of binary RE. In this domain, real analytic reasoning offers a testbed for studying spatial cognition, attentional dynamics, and embodied goal/hypothesis formation. Integrating physiological or behavioral measures (e.g., workload, spatial memory performance) can further align these investigations with ongoing debates in cognitive systems engineering about adaptive, human-centered tool design.</p>
<p>Additionally, the framework proposed here offers practical heuristics that can guide collaborative tool development. Designers can integrate cognitive alignment as a central criterion, creating environments that mirror how analysts think, not just what they see. Cognitive scientists can use these systems to experimentally probe embodied reasoning, while visualization researchers refine how spatial metaphors convey semantic relationships. Such reciprocal collaboration can bridge disciplinary boundaries, converting theoretical constructs into validated, shareable design principles for immersive analytic systems.</p>
<p>Finally, subsequent to the initial development of this manuscript, we explored one concrete instantiation of the design principles synthesized here by integrating a large language model (LLM) as a visualization agent within an immersive binary reverse engineering environment. That conference study (<xref ref-type="bibr" rid="B12">Brown and Mulder, 2025</xref>) investigates the feasibility and limitations of LLM-driven generation of spatial program visualizations, complementing the present work&#x2019;s broader theoretical synthesis.</p>
</sec>
</sec>
</body>
<back>
<sec sec-type="data-availability" id="s9">
<title>Data availability statement</title>
<p>The original contributions presented in the study are included in the article/supplementary material, further inquiries can be directed to the corresponding author.</p>
</sec>
<sec sec-type="author-contributions" id="s10">
<title>Author contributions</title>
<p>DB: Writing &#x2013; original draft. EM: Writing &#x2013; original draft. SM: Writing &#x2013; original draft.</p>
</sec>
<sec sec-type="COI-statement" id="s12">
<title>Conflict of interest</title>
<p>The author(s) declared that this work was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
</sec>
<sec sec-type="ai-statement" id="s13">
<title>Generative AI statement</title>
<p>The author(s) declared that generative AI was not used in the creation of this manuscript.</p>
<p>Any alternative text (alt text) provided alongside figures in this article has been generated by Frontiers with the support of artificial intelligence and reasonable efforts have been made to ensure accuracy, including review by the authors wherever possible. If you identify any issues, please contact us.</p>
</sec>
<sec sec-type="disclaimer" id="s14">
<title>Publisher&#x2019;s note</title>
<p>All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.</p>
</sec>
<ref-list>
<title>References</title>
<ref id="B1">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Ahmadi</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Bai</surname>
<given-names>H.</given-names>
</name>
<name>
<surname>Chatburn</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Najatabadi</surname>
<given-names>M. A.</given-names>
</name>
<name>
<surname>W&#xfc;nsche</surname>
<given-names>B. C.</given-names>
</name>
<name>
<surname>Billinghurst</surname>
<given-names>M.</given-names>
</name>
</person-group> (<year>2023</year>). &#x201c;<article-title>Comparison of physiological cues for cognitive load measures in vr</article-title>,&#x201d; in <source>2023 IEEE conference on virtual reality and 3D user interfaces abstracts and workshops (VRW)</source>, <fpage>837</fpage>&#x2013;<lpage>838</lpage>. <pub-id pub-id-type="doi">10.1109/VRW58643.2023.00261</pub-id>
</mixed-citation>
</ref>
<ref id="B2">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Albus</surname>
<given-names>P.</given-names>
</name>
<name>
<surname>Vogt</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Seufert</surname>
<given-names>T.</given-names>
</name>
</person-group> (<year>2021</year>). <article-title>Signaling in virtual reality influences learning outcome and cognitive load</article-title>. <source>Comput. and Educ.</source> <volume>166</volume>, <fpage>104154</fpage>. <pub-id pub-id-type="doi">10.1016/j.compedu.2021.104154</pub-id>
</mixed-citation>
</ref>
<ref id="B3">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Ale</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Sturdee</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Rubegni</surname>
<given-names>E.</given-names>
</name>
</person-group> (<year>2022</year>). <article-title>A systematic survey on embodied cognition: 11 years of research in child&#x2013;computer interaction</article-title>. <source>Int. J. Child-Computer Interact.</source> <volume>33</volume>, <fpage>100478</fpage>. <pub-id pub-id-type="doi">10.1016/j.ijcci.2022.100478</pub-id>
</mixed-citation>
</ref>
<ref id="B4">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Anderson</surname>
<given-names>J. R.</given-names>
</name>
<name>
<surname>Lebiere</surname>
<given-names>C.</given-names>
</name>
</person-group> (<year>1998</year>). <source>The atomic components of thought</source>. <publisher-loc>Mahwah, New Jersey</publisher-loc>: <publisher-name>Lawrence Erlbaum associates</publisher-name>.</mixed-citation>
</ref>
<ref id="B5">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Andrews</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Endert</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>North</surname>
<given-names>C.</given-names>
</name>
</person-group> (<year>2010</year>). &#x201c;<article-title>Space to think: large high-resolution displays for sensemaking</article-title>,&#x201d;. <publisher-loc>New York, NY, USA</publisher-loc>: <publisher-name>Association for Computing Machinery</publisher-name>, <fpage>55</fpage>&#x2013;<lpage>64</lpage>. <pub-id pub-id-type="doi">10.1145/1753326.1753336</pub-id>
</mixed-citation>
</ref>
<ref id="B6">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Averbukh</surname>
<given-names>V.</given-names>
</name>
<name>
<surname>Averbukh</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Vasev</surname>
<given-names>P.</given-names>
</name>
<name>
<surname>Gvozdarev</surname>
<given-names>I.</given-names>
</name>
<name>
<surname>Levchuk</surname>
<given-names>G.</given-names>
</name>
<name>
<surname>Melkozerov</surname>
<given-names>L.</given-names>
</name>
<etal/>
</person-group> (<year>2019</year>). &#x201c;<article-title>Metaphors for software visualization systems based on virtual reality</article-title>,&#x201d; in <source>Augmented reality, virtual reality</source>. <source>Computer graphics</source>. Editors <person-group person-group-type="editor">
<name>
<surname>De Paolis</surname>
<given-names>L. T.</given-names>
</name>
<name>
<surname>Bourdot</surname>
<given-names>P.</given-names>
</name>
</person-group> (<publisher-name>Cham: Springer International Publishing</publisher-name>), <fpage>60</fpage>&#x2013;<lpage>70</lpage>.</mixed-citation>
</ref>
<ref id="B7">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Batch</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Cunningham</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Cordeil</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Elmqvist</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Dwyer</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Thomas</surname>
<given-names>B. H.</given-names>
</name>
<etal/>
</person-group> (<year>2020</year>). <article-title>There is no spoon: evaluating performance, space use, and presence with expert domain users in immersive analytics</article-title>. <source>IEEE Trans. Vis. Comput. Graph.</source> <volume>26</volume>, <fpage>536</fpage>&#x2013;<lpage>546</lpage>. <pub-id pub-id-type="doi">10.1109/TVCG.2019.2934803</pub-id>
<pub-id pub-id-type="pmid">31484124</pub-id>
</mixed-citation>
</ref>
<ref id="B8">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Billinghurst</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Thomas</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>Chahl</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Bornkessel-Schlesewsky</surname>
<given-names>I.</given-names>
</name>
<name>
<surname>Immink</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Schlesewsky</surname>
<given-names>M.</given-names>
</name>
</person-group> (<year>2019</year>). <article-title>Enhancing human performance using virtual reality, wearable computing, cognitive neuroscience and mental training</article-title>
</mixed-citation>
</ref>
<ref id="B9">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Bragdon</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Reiss</surname>
<given-names>S. P.</given-names>
</name>
<name>
<surname>Zeleznik</surname>
<given-names>R.</given-names>
</name>
<name>
<surname>Karumuri</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Cheung</surname>
<given-names>W.</given-names>
</name>
<name>
<surname>Kaplan</surname>
<given-names>J.</given-names>
</name>
<etal/>
</person-group> (<year>2010</year>). <article-title>Code bubbles: rethinking the user interface paradigm of integrated development environments</article-title>. <source>2010 ACM/IEEE 32nd Int. Conf. Softw. Eng.</source> <volume>1</volume>, <fpage>455</fpage>&#x2013;<lpage>464</lpage>. <pub-id pub-id-type="doi">10.1145/1806799.1806866</pub-id>
</mixed-citation>
</ref>
<ref id="B10">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Brodman</surname>
<given-names>K.</given-names>
</name>
</person-group> (<year>2006</year>). <source>Brodmann&#x2019;s localisation in the cerebral cortex</source>. <publisher-loc>New York</publisher-loc>: <publisher-name>Springer</publisher-name>.</mixed-citation>
</ref>
<ref id="B11">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Brooks</surname>
<given-names>R.</given-names>
</name>
</person-group> (<year>1983</year>). <article-title>Towards a theory of the comprehension of computer programs</article-title>. <source>Int. J. Man-Machine Stud.</source> <volume>18</volume>, <fpage>543</fpage>&#x2013;<lpage>554</lpage>. <pub-id pub-id-type="doi">10.1016/S0020-7373(83)80031-5</pub-id>
</mixed-citation>
</ref>
<ref id="B12">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Brown</surname>
<given-names>D. G.</given-names>
</name>
<name>
<surname>Mulder</surname>
<given-names>S.</given-names>
</name>
</person-group> (<year>2025</year>). &#x201c;<article-title>Large language models as visualization agents for immersive binary reverse engineering</article-title>,&#x201d; in <source>2025 IEEE working conference on software visualization (VISSOFT)</source>, <fpage>84</fpage>&#x2013;<lpage>88</lpage>. <pub-id pub-id-type="doi">10.1109/VISSOFT67405.2025.00019</pub-id>
</mixed-citation>
</ref>
<ref id="B13">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Brown</surname>
<given-names>D. G.</given-names>
</name>
<name>
<surname>Bauer</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Wittbrodt</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Mulder</surname>
<given-names>S.</given-names>
</name>
</person-group> (<year>2024</year>). &#x201c;<article-title>A cognitive approach to improving binary reverse engineering with immersive virtual reality</article-title>,&#x201d; in <source>2024 IEEE working conference on software visualization (VISSOFT)</source>, <fpage>116</fpage>&#x2013;<lpage>121</lpage>. <pub-id pub-id-type="doi">10.1109/VISSOFT64034.2024.00023</pub-id>
</mixed-citation>
</ref>
<ref id="B14">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Bryant</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Mills</surname>
<given-names>R.</given-names>
</name>
<name>
<surname>Peterson</surname>
<given-names>G.</given-names>
</name>
<name>
<surname>Grimaila</surname>
<given-names>M.</given-names>
</name>
</person-group> (<year>2012</year>). <article-title>Software reverse engineering as a sensemaking task</article-title>. <source>J. Inf. Assur. Secur.</source> <volume>6</volume>, <fpage>483</fpage>&#x2013;<lpage>494</lpage>.</mixed-citation>
</ref>
<ref id="B15">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Capece</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Erra</surname>
<given-names>U.</given-names>
</name>
<name>
<surname>Romano</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Scanniello</surname>
<given-names>G.</given-names>
</name>
</person-group> (<year>2017</year>). &#x201c;<article-title>Visualising a software system as a city through virtual reality</article-title>,&#x201d; in <source>Augmented reality, virtual reality</source>. <source>Computer graphics</source>. Editors <person-group person-group-type="editor">
<name>
<surname>De Paolis</surname>
<given-names>L. T.</given-names>
</name>
<name>
<surname>Bourdot</surname>
<given-names>P.</given-names>
</name>
<name>
<surname>Mongelli</surname>
<given-names>A.</given-names>
</name>
</person-group> (<publisher-loc>Cham</publisher-loc>: <publisher-name>Springer International Publishing</publisher-name>), <fpage>319</fpage>&#x2013;<lpage>327</lpage>.</mixed-citation>
</ref>
<ref id="B16">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Chandler</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Cordeil</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Czauderna</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Dwyer</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Glowacki</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Goncu</surname>
<given-names>C.</given-names>
</name>
<etal/>
</person-group> (<year>2015</year>). &#x201c;<article-title>Immersive analytics</article-title>,&#x201d; in <source>2015 big data visual analytics (BDVA)</source>, <fpage>1</fpage>&#x2013;<lpage>8</lpage>. <pub-id pub-id-type="doi">10.1109/BDVA.2015.7314296</pub-id>
</mixed-citation>
</ref>
<ref id="B17">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Chen</surname>
<given-names>Y.-C.</given-names>
</name>
<name>
<surname>Chang</surname>
<given-names>Y.-S.</given-names>
</name>
<name>
<surname>Chuang</surname>
<given-names>M.-J.</given-names>
</name>
</person-group> (<year>2022</year>). <article-title>Virtual reality application influences cognitive load-mediated creativity components and creative performance in engineering design</article-title>. <source>J. Comput. Assisted Learn.</source> <volume>38</volume>, <fpage>6</fpage>&#x2013;<lpage>18</lpage>. <pub-id pub-id-type="doi">10.1111/jcal.12588</pub-id>
</mixed-citation>
</ref>
<ref id="B18">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Conti</surname>
<given-names>G.</given-names>
</name>
<name>
<surname>Dean</surname>
<given-names>E.</given-names>
</name>
<name>
<surname>Sinda</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Sangster</surname>
<given-names>B.</given-names>
</name>
</person-group> (<year>2008</year>). &#x201c;<article-title>Visual reverse engineering of binary and data files</article-title>,&#x201d; in <source>Visualization for computer security</source>. Editors <person-group person-group-type="editor">
<name>
<surname>Goodall</surname>
<given-names>J. R.</given-names>
</name>
<name>
<surname>Conti</surname>
<given-names>G.</given-names>
</name>
<name>
<surname>Ma</surname>
<given-names>K.-L.</given-names>
</name>
</person-group> (<publisher-loc>Berlin, Heidelberg</publisher-loc>: <publisher-name>Springer Berlin Heidelberg</publisher-name>), <fpage>1</fpage>&#x2013;<lpage>17</lpage>.</mixed-citation>
</ref>
<ref id="B19">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Cordeil</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Cunningham</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Dwyer</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Thomas</surname>
<given-names>B. H.</given-names>
</name>
<name>
<surname>Marriott</surname>
<given-names>K.</given-names>
</name>
</person-group> (<year>2017</year>). &#x201c;<article-title>Imaxes: immersive axes as embodied affordances for interactive multivariate data visualisation</article-title>,&#x201d; in <source>Proceedings of the 30th annual ACM symposium on user interface software and technology</source> (<publisher-loc>New York, NY, USA</publisher-loc>: <publisher-name>Association for Computing Machinery</publisher-name>), <fpage>71</fpage>&#x2013;<lpage>83</lpage>. <pub-id pub-id-type="doi">10.1145/3126594.3126613</pub-id>
</mixed-citation>
</ref>
<ref id="B20">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Cowley</surname>
<given-names>J.</given-names>
</name>
</person-group> (<year>2014</year>). <article-title>Job analysis results for malicious-code reverse engineers: a case study</article-title>
</mixed-citation>
</ref>
<ref id="B21">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Craik</surname>
<given-names>K. J. W.</given-names>
</name>
</person-group> (<year>1943</year>). <source>The nature of explanation</source>. <publisher-loc>Cambridge</publisher-loc>: <publisher-name>Cambridge University Press</publisher-name>.</mixed-citation>
</ref>
<ref id="B22">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Crockford</surname>
<given-names>D.</given-names>
</name>
</person-group> (<year>2008</year>). <source>JavaScript: the good parts</source>. <publisher-loc>Sebastopol, CA, United States</publisher-loc>: <publisher-name>O&#x2019;Reilly Media, Inc</publisher-name>.</mixed-citation>
</ref>
<ref id="B23">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Cui</surname>
<given-names>W.</given-names>
</name>
</person-group> (<year>2019</year>). <article-title>Visual analytics: a comprehensive overview</article-title>. <source>IEEE Access</source> <volume>7</volume>, <fpage>81555</fpage>&#x2013;<lpage>81573</lpage>. <pub-id pub-id-type="doi">10.1109/ACCESS.2019.2923736</pub-id>
</mixed-citation>
</ref>
<ref id="B24">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>David</surname>
<given-names>Y.</given-names>
</name>
<name>
<surname>Alon</surname>
<given-names>U.</given-names>
</name>
<name>
<surname>Yahav</surname>
<given-names>E.</given-names>
</name>
</person-group> (<year>2020</year>). <article-title>Neural reverse engineering of stripped binaries using augmented control flow graphs</article-title>. <source>Proc. ACM Program. Lang.</source> <volume>4</volume>, <fpage>1</fpage>&#x2013;<lpage>28</lpage>. <pub-id pub-id-type="doi">10.1145/3428293</pub-id>
</mixed-citation>
</ref>
<ref id="B25">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Davidson</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>Lisle</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Tahmid</surname>
<given-names>I. A.</given-names>
</name>
<name>
<surname>Whitley</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>North</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Bowman</surname>
<given-names>D. A.</given-names>
</name>
</person-group> (<year>2024</year>). <article-title>Investigating professional analyst strategies in immersive space to think</article-title>. <source>IEEE Trans. Vis. Comput. Graph.</source> <volume>31</volume>, <fpage>5364</fpage>&#x2013;<lpage>5378</lpage>. <pub-id pub-id-type="doi">10.1109/TVCG.2024.3444594</pub-id>
<pub-id pub-id-type="pmid">39172604</pub-id>
</mixed-citation>
</ref>
<ref id="B26">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>de Melo</surname>
<given-names>C. M.</given-names>
</name>
<name>
<surname>Kim</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>Norouzi</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Bruder</surname>
<given-names>G.</given-names>
</name>
<name>
<surname>Welch</surname>
<given-names>G.</given-names>
</name>
</person-group> (<year>2020</year>). <article-title>Reducing cognitive load and improving warfighter problem solving with intelligent virtual assistants</article-title>. <source>Front. Psychol.</source> <volume>11</volume>, <fpage>554706</fpage>. <pub-id pub-id-type="doi">10.3389/fpsyg.2020.554706</pub-id>
<pub-id pub-id-type="pmid">33281659</pub-id>
</mixed-citation>
</ref>
<ref id="B27">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>DeLine</surname>
<given-names>R.</given-names>
</name>
<name>
<surname>Rowan</surname>
<given-names>K.</given-names>
</name>
</person-group> (<year>2010</year>). <article-title>Code canvas: zooming towards better development environments</article-title>. <source>ACM/IEEE 32nd Int. Conf. Softw. Eng.</source> <volume>2</volume>, <fpage>207</fpage>&#x2013;<lpage>210</lpage>. <pub-id pub-id-type="doi">10.1145/1810295.1810331</pub-id>
</mixed-citation>
</ref>
<ref id="B28">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Derksen</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Kuhlen</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Botsch</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Weissker</surname>
<given-names>T.</given-names>
</name>
</person-group> (<year>2025</year>). <article-title>Minimalism or creative chaos? On the arrangement and analysis of numerous scatterplots in immersive 3d knowledge spaces</article-title>. <source>IEEE Transactions Visualization Computer Graphics</source> <volume>PP</volume>, <fpage>3003</fpage>&#x2013;<lpage>3013</lpage>. <pub-id pub-id-type="doi">10.1109/TVCG.2025.3549546</pub-id>
<pub-id pub-id-type="pmid">40072856</pub-id>
</mixed-citation>
</ref>
<ref id="B29">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>D&#xe9;tienne</surname>
<given-names>F.</given-names>
</name>
<name>
<surname>Bott</surname>
<given-names>F.</given-names>
</name>
</person-group> (<year>2001</year>). <source>Software design&#x2014;Cognitive aspects</source>. <publisher-loc>Berlin, Heidelberg</publisher-loc>: <publisher-name>Springer-Verlag</publisher-name>.</mixed-citation>
</ref>
<ref id="B30">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Dominic</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Tubre</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>Kunkel</surname>
<given-names>D.</given-names>
</name>
<name>
<surname>Rodeghero</surname>
<given-names>P.</given-names>
</name>
</person-group> (<year>2022</year>). <article-title>The human experience of comprehending source code in virtual reality</article-title>. <source>Empir. Softw. Engg</source> <volume>27</volume>, <fpage>173</fpage>. <pub-id pub-id-type="doi">10.1007/s10664-022-10196-5</pub-id>
<pub-id pub-id-type="pmid">36159895</pub-id>
</mixed-citation>
</ref>
<ref id="B31">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Dudenhofer</surname>
<given-names>P. P.</given-names>
</name>
</person-group> (<year>2019</year>). &#x201c;<article-title>Modeling and automating the cyber reverse engineering cognitive process</article-title>,&#x201d; in <source>23rd colloquium for information systems security education</source>.</mixed-citation>
</ref>
<ref id="B32">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Dudenhofer</surname>
<given-names>P. P.</given-names>
</name>
<name>
<surname>Bryant</surname>
<given-names>A. R.</given-names>
</name>
</person-group> (<year>2017</year>). <article-title>Establishing a cognitive understanding of cyber reverse engineering tasks</article-title>
</mixed-citation>
</ref>
<ref id="B33">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Dwyer</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Marriott</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>Isenberg</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Klein</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>Riche</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Schreiber</surname>
<given-names>F.</given-names>
</name>
<etal/>
</person-group> (<year>2018</year>). <source>Immersive analytics: an introduction</source>. <publisher-loc>Cham</publisher-loc>: <publisher-name>Springer International Publishing</publisher-name>, <fpage>1</fpage>&#x2013;<lpage>23</lpage>. <pub-id pub-id-type="doi">10.1007/978-3-030-01388-2</pub-id>
</mixed-citation>
</ref>
<ref id="B34">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Elliott</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Peiris</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>Parnin</surname>
<given-names>C.</given-names>
</name>
</person-group> (<year>2015</year>). <article-title>Virtual reality in software engineering: affordances, applications, and challenges</article-title>. <source>2015 IEEE/ACM 37th IEEE Int. Conf. Softw. Eng.</source> <volume>2</volume>, <fpage>547</fpage>&#x2013;<lpage>550</lpage>. <pub-id pub-id-type="doi">10.1109/ICSE.2015.191</pub-id>
</mixed-citation>
</ref>
<ref id="B35">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Ens</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>Cordeil</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>North</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Dwyer</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Besan&#xe7;on</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Prouzeau</surname>
<given-names>A.</given-names>
</name>
<etal/>
</person-group> (<year>2022</year>). &#x201c;<article-title>Immersive analytics 2.0: spatial and embodied sensemaking</article-title>,&#x201d; in <source>Extended abstracts of the 2022 CHI conference on human factors in computing systems</source> (<publisher-loc>New York, NY, USA</publisher-loc>: <publisher-name>Association for Computing Machinery</publisher-name>). <pub-id pub-id-type="doi">10.1145/3491101.3503726</pub-id>
</mixed-citation>
</ref>
<ref id="B36">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Eysenck</surname>
<given-names>M. W.</given-names>
</name>
<name>
<surname>Brysbaert</surname>
<given-names>M.</given-names>
</name>
</person-group> (<year>2018</year>). <source>Fundamentals of cognition 3rd edition</source>. <publisher-loc>London</publisher-loc>: <publisher-name>Routledge</publisher-name>.</mixed-citation>
</ref>
<ref id="B37">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Fittkau</surname>
<given-names>F.</given-names>
</name>
<name>
<surname>Krause</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Hasselbring</surname>
<given-names>W.</given-names>
</name>
</person-group> (<year>2015</year>). &#x201c;<article-title>Exploring software cities in virtual reality</article-title>,&#x201d; in <source>2015 IEEE 3rd working conference on software visualization (VISSOFT)</source>, <fpage>130</fpage>&#x2013;<lpage>134</lpage>.</mixed-citation>
</ref>
<ref id="B38">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Frederiksen</surname>
<given-names>J. G.</given-names>
</name>
<name>
<surname>S&#xf8;rensen</surname>
<given-names>S. M. D.</given-names>
</name>
<name>
<surname>Konge</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Svendsen</surname>
<given-names>M. B. S.</given-names>
</name>
<name>
<surname>Nobel-J&#xf8;rgensen</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Bjerrum</surname>
<given-names>F.</given-names>
</name>
<etal/>
</person-group> (<year>2020</year>). <article-title>Cognitive load and performance in immersive virtual reality <italic>versus</italic> conventional virtual reality simulation training of laparoscopic surgery: a randomized trial</article-title>. <source>Surg. Endosc.</source> <volume>34</volume>, <fpage>1244</fpage>&#x2013;<lpage>1252</lpage>. <pub-id pub-id-type="doi">10.1007/s00464-019-06887-8</pub-id>
<pub-id pub-id-type="pmid">31172325</pub-id>
</mixed-citation>
</ref>
<ref id="B39">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Gibson</surname>
<given-names>J. J.</given-names>
</name>
</person-group> (<year>1977</year>). &#x201c;<article-title>The theory of affordances</article-title>,&#x201d; in <source>Perceiving, acting, and knowing: toward an ecological psychology</source>. Editors <person-group person-group-type="editor">
<name>
<surname>Shaw</surname>
<given-names>R.</given-names>
</name>
<name>
<surname>Bransford</surname>
<given-names>J.</given-names>
</name>
</person-group> (<publisher-name>Lawrence Erlbaum Associates</publisher-name>), <fpage>67</fpage>&#x2013;<lpage>82</lpage>.</mixed-citation>
</ref>
<ref id="B40">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Glenberg</surname>
<given-names>A. M.</given-names>
</name>
<name>
<surname>Witt</surname>
<given-names>J. K.</given-names>
</name>
<name>
<surname>Metcalfe</surname>
<given-names>J.</given-names>
</name>
</person-group> (<year>2013</year>). <article-title>From the revolution to embodiment: 25 years of cognitive psychology</article-title>. <source>Perspect. Psychol. Sci.</source> <volume>8</volume>, <fpage>573</fpage>&#x2013;<lpage>585</lpage>. <comment>PMID: 26173215</comment>. <pub-id pub-id-type="doi">10.1177/1745691613498098</pub-id>
<pub-id pub-id-type="pmid">26173215</pub-id>
</mixed-citation>
</ref>
<ref id="B41">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Gra&#x10d;anin</surname>
<given-names>D.</given-names>
</name>
</person-group> (<year>2018</year>). &#x201c;<article-title>Immersion versus embodiment: embodied cognition for immersive analytics in mixed reality environments</article-title>,&#x201d; in <source>Augmented cognition: intelligent technologies</source>. Editors <person-group person-group-type="editor">
<name>
<surname>Schmorrow</surname>
<given-names>D. D.</given-names>
</name>
<name>
<surname>Fidopiastis</surname>
<given-names>C. M.</given-names>
</name>
</person-group> (<publisher-loc>Cham</publisher-loc>: <publisher-name>Springer International Publishing</publisher-name>), <fpage>355</fpage>&#x2013;<lpage>368</lpage>.</mixed-citation>
</ref>
<ref id="B42">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Gr&#xe9;gio</surname>
<given-names>A. R. A.</given-names>
</name>
<name>
<surname>Baruque</surname>
<given-names>A. O. C.</given-names>
</name>
<name>
<surname>Afonso</surname>
<given-names>V. M.</given-names>
</name>
<name>
<surname>Filho</surname>
<given-names>D. S. F.</given-names>
</name>
<name>
<surname>de Geus</surname>
<given-names>P. L.</given-names>
</name>
<name>
<surname>Jino</surname>
<given-names>M.</given-names>
</name>
<etal/>
</person-group> (<year>2012</year>). &#x201c;<article-title>Interactive, visual-aided tools to analyze malware behavior</article-title>,&#x201d; in <source>Computational science and its applications &#x2013; ICCSA 2012</source>. Editors <person-group person-group-type="editor">
<name>
<surname>Murgante</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>Gervasi</surname>
<given-names>O.</given-names>
</name>
<name>
<surname>Misra</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Nedjah</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Rocha</surname>
<given-names>A. M. A. C.</given-names>
</name>
<name>
<surname>Taniar</surname>
<given-names>D.</given-names>
</name>
<etal/>
</person-group> (<publisher-loc>Berlin, Heidelberg</publisher-loc>: <publisher-name>Springer Berlin Heidelberg</publisher-name>), <fpage>302</fpage>&#x2013;<lpage>313</lpage>.</mixed-citation>
</ref>
<ref id="B43">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Hart</surname>
<given-names>S. G.</given-names>
</name>
</person-group> (<year>1986</year>). <article-title>NASA task load index (TLX)</article-title>, <volume>Vol. 1</volume>.<issue>0</issue>,</mixed-citation>
</ref>
<ref id="B44">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Helgesson</surname>
<given-names>D.</given-names>
</name>
<name>
<surname>Runeson</surname>
<given-names>P.</given-names>
</name>
</person-group> (<year>2021</year>). &#x201c;<article-title>Towards grounded theory perspectives of cognitive load in software engineering</article-title>,&#x201d; in <source>Psychology of programming interest group annual workshop 2021; conference date: 21-06-2021 through 25-06-2021</source>.</mixed-citation>
</ref>
<ref id="B45">
<mixed-citation publication-type="web">
<collab>Hex-Rays</collab> (<year>2023</year>). <article-title>IDA pro binary code analysis tool</article-title>. <comment>Available online at: <ext-link ext-link-type="uri" xlink:href="https://hex-rays.com/ida-pro/">https://hex-rays.com/ida-pro/</ext-link> (Accessed February 9, 2026).</comment>
</mixed-citation>
</ref>
<ref id="B46">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Hoff</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Gerling</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Seidl</surname>
<given-names>C.</given-names>
</name>
</person-group> (<year>2022</year>). &#x201c;<article-title>Utilizing software architecture recovery to explore large-scale software systems in virtual reality</article-title>,&#x201d; in <source>2022 working conference on software visualization (VISSOFT)</source>, <fpage>119</fpage>&#x2013;<lpage>130</lpage>. <pub-id pub-id-type="doi">10.1109/VISSOFT55257.2022.00020</pub-id>
</mixed-citation>
</ref>
<ref id="B47">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Hoff</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Lungu</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Seidl</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Lanza</surname>
<given-names>M.</given-names>
</name>
</person-group> (<year>2024</year>). &#x201c;<article-title>Collaborative software exploration with multimedia note taking in virtual reality</article-title>,&#x201d; in <source>2024 IEEE/ACM 32nd international conference on program comprehension (ICPC)</source>, <fpage>346</fpage>&#x2013;<lpage>357</lpage>.</mixed-citation>
</ref>
<ref id="B48">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Hollender</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Hofmann</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Deneke</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Schmitz</surname>
<given-names>B.</given-names>
</name>
</person-group> (<year>2010</year>). <article-title>Integrating cognitive load theory and concepts of human&#x2013;computer interaction</article-title>. <source>Comput. Hum. Behav.</source> <volume>26</volume>, <fpage>1278</fpage>&#x2013;<lpage>1288</lpage>. <pub-id pub-id-type="doi">10.1016/j.chb.2010.05.031</pub-id>
</mixed-citation>
</ref>
<ref id="B49">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Hollnagel</surname>
<given-names>E.</given-names>
</name>
<name>
<surname>Woods</surname>
<given-names>D.</given-names>
</name>
</person-group> (<year>2005</year>). <source>Joint cognitive systems: foundations of cognitive systems engineering</source>. <publisher-loc>Boca Raton, FL, United States</publisher-loc>: <publisher-name>CRC Press</publisher-name>.</mixed-citation>
</ref>
<ref id="B50">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Hornecker</surname>
<given-names>E.</given-names>
</name>
<name>
<surname>Marshall</surname>
<given-names>P.</given-names>
</name>
<name>
<surname>J&#xf6;rn Hurtienne</surname>
<given-names>J.</given-names>
</name>
</person-group> (<year>2017</year>). &#x201c;<article-title>Locating theories of embodiment along three axes: 1St&#x2013;3d person, body-context, practice-cognition</article-title>,&#x201d; in <source>CHI 2017 workshop on soma-based design theory</source>.</mixed-citation>
</ref>
<ref id="B51">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Johnson-Laird</surname>
<given-names>P. N.</given-names>
</name>
</person-group> (<year>1983</year>). <source>
<italic>Mental models</italic>. Cognitive science series</source>. <publisher-name>Cambridge University Press</publisher-name>.</mixed-citation>
</ref>
<ref id="B52">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Kirsh</surname>
<given-names>D.</given-names>
</name>
</person-group> (<year>2013</year>). <article-title>Embodied cognition and the magical future of interaction design</article-title>. <source>ACM Trans. Computer-Human Interact.</source> <volume>20</volume>, <fpage>1</fpage>&#x2013;<lpage>30</lpage>. <pub-id pub-id-type="doi">10.1145/2442106.2442109</pub-id>
</mixed-citation>
</ref>
<ref id="B53">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Klein</surname>
<given-names>G.</given-names>
</name>
<name>
<surname>Phillips</surname>
<given-names>J. K.</given-names>
</name>
<name>
<surname>Rall</surname>
<given-names>E. L.</given-names>
</name>
<name>
<surname>Peluso</surname>
<given-names>D. A.</given-names>
</name>
</person-group> (<year>2007</year>). &#x201c;<article-title>A data-frame theory of sensemaking</article-title>,&#x201d; in <source>Expertise out of context: proceedings of the sixth international conference on naturalistic decision making</source>. Editor <person-group person-group-type="editor">
<name>
<surname>Hoffman</surname>
<given-names>R. R.</given-names>
</name>
</person-group> (<publisher-name>Lawrence Erlbaum Associates Publishers</publisher-name>), <fpage>113</fpage>&#x2013;<lpage>155</lpage>.</mixed-citation>
</ref>
<ref id="B54">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Ko</surname>
<given-names>A. J.</given-names>
</name>
<name>
<surname>Myers</surname>
<given-names>B. A.</given-names>
</name>
<name>
<surname>Coblenz</surname>
<given-names>M. J.</given-names>
</name>
<name>
<surname>Aung</surname>
<given-names>H. H.</given-names>
</name>
</person-group> (<year>2006</year>). <article-title>An exploratory study of how developers seek, relate, and collect relevant information during software maintenance tasks</article-title>. <source>IEEE Trans. Softw. Eng.</source> <volume>32</volume>, <fpage>971</fpage>&#x2013;<lpage>987</lpage>. <pub-id pub-id-type="doi">10.1109/TSE.2006.116</pub-id>
</mixed-citation>
</ref>
<ref id="B55">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Lakoff</surname>
<given-names>G.</given-names>
</name>
</person-group> (<year>1994</year>). <article-title>
<italic>Master metaphor list</italic> (university of California)</article-title>
</mixed-citation>
</ref>
<ref id="B56">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Lisle</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Chen</surname>
<given-names>X.</given-names>
</name>
<name>
<surname>Gitre</surname>
<given-names>J. E.</given-names>
</name>
<name>
<surname>North</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Bowman</surname>
<given-names>D. A.</given-names>
</name>
</person-group> (<year>2020</year>). &#x201c;<article-title>Evaluating the benefits of the immersive space to think</article-title>,&#x201d; in <source>2020 IEEE conference on virtual reality and 3D user interfaces abstracts and workshops (VRW)</source> (<publisher-name>IEEE</publisher-name>), <fpage>331</fpage>&#x2013;<lpage>337</lpage>. <pub-id pub-id-type="doi">10.1109/VRW50115.2020.00073</pub-id>
</mixed-citation>
</ref>
<ref id="B57">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Lisle</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Davidson</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>Gitre</surname>
<given-names>E. J.</given-names>
</name>
<name>
<surname>North</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Bowman</surname>
<given-names>D. A.</given-names>
</name>
</person-group> (<year>2021</year>). &#x201c;<article-title>Sensemaking strategies with immersive space to think</article-title>,&#x201d; in <source>2021 IEEE virtual reality and 3D user interfaces (VR)</source>, <fpage>529</fpage>&#x2013;<lpage>537</lpage>. <pub-id pub-id-type="doi">10.1109/VR50410.2021.00077</pub-id>
</mixed-citation>
</ref>
<ref id="B58">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Maier</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Gascon</surname>
<given-names>H.</given-names>
</name>
<name>
<surname>Wressnegger</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Rieck</surname>
<given-names>K.</given-names>
</name>
</person-group> (<year>2019</year>). &#x201c;<article-title>Typeminer: recovering types in binary programs using machine learning</article-title>,&#x201d; in <source>International conference on detection of intrusions and malware, and vulnerability assessment</source>.</mixed-citation>
</ref>
<ref id="B59">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Mantovani</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Aonzo</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Fratantonio</surname>
<given-names>Y.</given-names>
</name>
<name>
<surname>Balzarotti</surname>
<given-names>D.</given-names>
</name>
</person-group> (<year>2022</year>). &#x201c;<article-title>RE-Mind: a first look inside the mind of a reverse engineer</article-title>,&#x201d; in <source>
<italic>31st USENIX security symposium (USENIX security 22)</italic> (USENIX)</source>.</mixed-citation>
</ref>
<ref id="B60">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Mayer</surname>
<given-names>R. E.</given-names>
</name>
</person-group> (<year>2005</year>). <source>Cognitive theory of multimedia learning</source>. <publisher-name>Cambridge University Press</publisher-name>, <fpage>31</fpage>&#x2013;<lpage>48</lpage>. <comment>Cambridge Handbooks in Psychology</comment>. <pub-id pub-id-type="doi">10.1017/CBO9780511816819.004</pub-id>
</mixed-citation>
</ref>
<ref id="B61">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Meng</surname>
<given-names>X.</given-names>
</name>
<name>
<surname>Miller</surname>
<given-names>B. P.</given-names>
</name>
</person-group> (<year>2016</year>). &#x201c;<article-title>Binary code is not easy</article-title>,&#x201d; in <source>Proceedings of the 25th international symposium on software testing and analysis</source> (<publisher-loc>New York, NY, USA</publisher-loc>: <publisher-name>Association for Computing Machinery</publisher-name>), <fpage>24</fpage>&#x2013;<lpage>35</lpage>. <comment>ISSTA 2016</comment>. <pub-id pub-id-type="doi">10.1145/2931037.2931047</pub-id>
</mixed-citation>
</ref>
<ref id="B62">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Miller</surname>
<given-names>G. A.</given-names>
</name>
</person-group> (<year>1956</year>). <article-title>The magical number seven, plus or minus two: some limits on our capacity for processing information</article-title>. <source>Psychol. Rev.</source> <volume>63</volume>, <fpage>81</fpage>&#x2013;<lpage>97</lpage>. <pub-id pub-id-type="doi">10.1037/h0043158</pub-id>
<pub-id pub-id-type="pmid">13310704</pub-id>
</mixed-citation>
</ref>
<ref id="B63">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Moloney</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Spehar</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>Globa</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Wang</surname>
<given-names>R.</given-names>
</name>
</person-group> (<year>2018</year>). <article-title>The affordance of virtual reality to enable the sensory representation of multi-dimensional data for immersive analytics: from experience to insight</article-title>. <source>J. Big Data</source> <volume>5</volume>, <fpage>53</fpage>. <pub-id pub-id-type="doi">10.1186/s40537-018-0158-z</pub-id>
</mixed-citation>
</ref>
<ref id="B64">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Mour&#xe3;o</surname>
<given-names>E.</given-names>
</name>
<name>
<surname>Pimentel</surname>
<given-names>J. F.</given-names>
</name>
<name>
<surname>Murta</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Kalinowski</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Mendes</surname>
<given-names>E.</given-names>
</name>
<name>
<surname>Wohlin</surname>
<given-names>C.</given-names>
</name>
</person-group> (<year>2020</year>). <article-title>On the performance of hybrid search strategies for systematic literature reviews in software engineering</article-title>. <source>Inf. Softw. Technol.</source> <volume>123</volume>, <fpage>106294</fpage>. <pub-id pub-id-type="doi">10.1016/j.infsof.2020.106294</pub-id>
</mixed-citation>
</ref>
<ref id="B65">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Norman</surname>
<given-names>D.</given-names>
</name>
</person-group> (<year>1988</year>). <source>The psychology of everyday things</source>. <publisher-name>Basic Books</publisher-name>.</mixed-citation>
</ref>
<ref id="B66">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Norman</surname>
<given-names>D. A.</given-names>
</name>
</person-group> (<year>1993</year>). <source>Things that make us smart: defending human attributes in the age of the machine</source>. <publisher-loc>USA</publisher-loc>: <publisher-name>Addison-Wesley Longman Publishing Co., Inc</publisher-name>.</mixed-citation>
</ref>
<ref id="B67">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Nyre-Yu</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Butler</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>Bolstad</surname>
<given-names>C.</given-names>
</name>
</person-group> (<year>2022</year>). &#x201c;<article-title>A task analysis of static binary reverse engineering for security</article-title>,&#x201d; in <source>
<italic>55th Hawaii international conference on system sciences, HICSS 2022, virtual event/maui, Hawaii, USA, January 4-7, 2022</italic> (ScholarSpace)</source>, <fpage>1</fpage>&#x2013;<lpage>10</lpage>.</mixed-citation>
</ref>
<ref id="B68">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Oberhauser</surname>
<given-names>R.</given-names>
</name>
<name>
<surname>Lecon</surname>
<given-names>C.</given-names>
</name>
</person-group> (<year>2017</year>). <article-title>Gamified virtual reality for program code structure comprehension</article-title>. <source>Int. J. Virtual Real.</source> <volume>17</volume>, <fpage>79</fpage>&#x2013;<lpage>88</lpage>. <pub-id pub-id-type="doi">10.20870/IJVR.2017.17.2.2894</pub-id>
</mixed-citation>
</ref>
<ref id="B69">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Paas</surname>
<given-names>F.</given-names>
</name>
<name>
<surname>Renkl</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Sweller</surname>
<given-names>J.</given-names>
</name>
</person-group> (<year>2004</year>). <article-title>Cognitive load theory: instructional implications of the interaction between information structures and cognitive architecture</article-title>. <source>Instr. Sci.</source> <volume>32</volume>, <fpage>1</fpage>&#x2013;<lpage>8</lpage>. <pub-id pub-id-type="doi">10.1023/B:TRUC.0000021806.17516.d0</pub-id>
</mixed-citation>
</ref>
<ref id="B70">
<mixed-citation publication-type="web">
<collab>Pancake</collab> (<year>2026</year>). <article-title>Radare2: libre reversing framework for unix geeks</article-title>. <comment>Available online at: <ext-link ext-link-type="uri" xlink:href="https://www.radare.org/n/radare2.html">https://www.radare.org/n/radare2.html</ext-link> (Accessed February 9, 2026).</comment>
</mixed-citation>
</ref>
<ref id="B71">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Pirolli</surname>
<given-names>P.</given-names>
</name>
<name>
<surname>Card</surname>
<given-names>S.</given-names>
</name>
</person-group> (<year>2005</year>). <source>The sensemaking process and leverage points for analyst technology as identified through cognitive task analysis</source>, <fpage>2</fpage>&#x2013;<lpage>4</lpage>.</mixed-citation>
</ref>
<ref id="B72">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Prather</surname>
<given-names>E.</given-names>
</name>
<name>
<surname>Badr</surname>
<given-names>A. S.</given-names>
</name>
<name>
<surname>Sim&#xf5;es</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>de Amicis</surname>
<given-names>R.</given-names>
</name>
</person-group> (<year>2020</year>). &#x201c;<article-title>A systematic literature review on dynamic cognitive augmentation through immersive reality: challenges and perspectives</article-title>,&#x201d; in <source>Defense &#x2b; commercial sensing</source>.</mixed-citation>
</ref>
<ref id="B73">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Preece</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Rogers</surname>
<given-names>Y.</given-names>
</name>
<name>
<surname>Sharp</surname>
<given-names>H.</given-names>
</name>
</person-group> (<year>2019</year>). <source>Interaction design: beyond human-computer interaction</source>. <edition>5 edn</edition>. <publisher-loc>Hoboken, NJ: Wiley</publisher-loc>.</mixed-citation>
</ref>
<ref id="B74">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Rice</surname>
<given-names>H. G.</given-names>
</name>
</person-group> (<year>1954</year>). <article-title>Classes of recursively enumerable sets and their decision problems</article-title>. <source>J. Symbolic Log.</source> <volume>19</volume>, <fpage>121</fpage>&#x2013;<lpage>122</lpage>. <pub-id pub-id-type="doi">10.2307/2268870</pub-id>
</mixed-citation>
</ref>
<ref id="B75">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Rojas-Stambuk</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Sandoval Alcocer</surname>
<given-names>J. P.</given-names>
</name>
<name>
<surname>Merino</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Neyem</surname>
<given-names>A.</given-names>
</name>
</person-group> (<year>2026</year>). <article-title>On the use of extended reality to support software development activities: a systematic literature review</article-title>. <source>Inf. Softw. Technol.</source> <volume>191</volume>, <fpage>107999</fpage>. <pub-id pub-id-type="doi">10.1016/j.infsof.2025.107999</pub-id>
</mixed-citation>
</ref>
<ref id="B76">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Romano</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Capece</surname>
<given-names>N.</given-names>
</name>
<name>
<surname>Erra</surname>
<given-names>U.</given-names>
</name>
<name>
<surname>Scanniello</surname>
<given-names>G.</given-names>
</name>
<name>
<surname>Lanza</surname>
<given-names>M.</given-names>
</name>
</person-group> (<year>2019</year>). <article-title>On the use of virtual reality in software visualization: the case of the city metaphor</article-title>. <source>Inf. Softw. Technol.</source> <volume>114</volume>, <fpage>92</fpage>&#x2013;<lpage>106</lpage>. <pub-id pub-id-type="doi">10.1016/j.infsof.2019.06.007</pub-id>
</mixed-citation>
</ref>
<ref id="B77">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Scaife</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Rogers</surname>
<given-names>Y.</given-names>
</name>
</person-group> (<year>1996</year>). <article-title>External cognition: how do graphical representations work?</article-title> <source>Int. J. Human-Computer Stud.</source> <volume>45</volume>, <fpage>185</fpage>&#x2013;<lpage>213</lpage>. <pub-id pub-id-type="doi">10.1006/ijhc.1996.0048</pub-id>
</mixed-citation>
</ref>
<ref id="B78">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Shapiro</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>Spaulding</surname>
<given-names>S.</given-names>
</name>
</person-group> (<year>2021</year>). &#x201c;<article-title>Embodied cognition</article-title>,&#x201d; in <source>The stanford encyclopedia of philosophy</source>. Editor <person-group person-group-type="editor">
<name>
<surname>Zalta</surname>
<given-names>E. N.</given-names>
</name>
</person-group> (<publisher-name>Metaphysics Research Lab, Stanford University</publisher-name>). <comment>Winter 2021 edn</comment>.</mixed-citation>
</ref>
<ref id="B79">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Shneiderman</surname>
<given-names>B.</given-names>
</name>
<name>
<surname>Mayer</surname>
<given-names>R.</given-names>
</name>
</person-group> (<year>1979</year>). <article-title>Syntactic/Semantic interactions in programmer behavior: a model and experimental results</article-title>. <source>Int. J. Comput. and Inf. Sci.</source> <volume>8</volume>, <fpage>219</fpage>&#x2013;<lpage>238</lpage>. <pub-id pub-id-type="doi">10.1007/BF00977789</pub-id>
</mixed-citation>
</ref>
<ref id="B80">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Siegmund</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>K&#xe4;stner</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Apel</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Parnin</surname>
<given-names>C.</given-names>
</name>
<name>
<surname>Bethmann</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Leich</surname>
<given-names>T.</given-names>
</name>
<etal/>
</person-group> (<year>2014</year>). &#x201c;<article-title>Understanding understanding source code with functional magnetic resonance imaging</article-title>,&#x201d; in <source>Proceedings of the 36th international conference on software engineering</source> (<publisher-loc>New York, NY, USA</publisher-loc>: <publisher-name>Association for Computing Machinery</publisher-name>), <fpage>378</fpage>&#x2013;<lpage>389</lpage>. <comment>ICSE 2014</comment>. <pub-id pub-id-type="doi">10.1145/2568225.2568252</pub-id>
</mixed-citation>
</ref>
<ref id="B81">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Sisco</surname>
<given-names>Z. D.</given-names>
</name>
<name>
<surname>Dudenhofer</surname>
<given-names>P. P.</given-names>
</name>
<name>
<surname>Bryant</surname>
<given-names>A. R.</given-names>
</name>
</person-group> (<year>2017</year>). <article-title>Modeling information flow for an autonomous agent to support reverse engineering work</article-title>. <source>J. Def. Model. Simul.</source> <volume>14</volume>, <fpage>245</fpage>&#x2013;<lpage>256</lpage>. <pub-id pub-id-type="doi">10.1177/1548512916670784</pub-id>
</mixed-citation>
</ref>
<ref id="B82">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Smits</surname>
<given-names>S.</given-names>
</name>
</person-group> (<year>2022</year>). <source>Enhancing binary analysis through cognitive load theory</source>. <comment>Master&#x2019;s thesis</comment>. <publisher-loc>Tempe, AZ, United States</publisher-loc>: <publisher-name>Arizona State University</publisher-name>.</mixed-citation>
</ref>
<ref id="B83">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Snyder</surname>
<given-names>H.</given-names>
</name>
</person-group> (<year>2019</year>). <article-title>Literature review as a research methodology: an overview and guidelines</article-title>. <source>J. Bus. Res.</source> <volume>104</volume>, <fpage>333</fpage>&#x2013;<lpage>339</lpage>. <pub-id pub-id-type="doi">10.1016/j.jbusres.2019.07.039</pub-id>
</mixed-citation>
</ref>
<ref id="B84">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Storey</surname>
<given-names>M.-A.</given-names>
</name>
</person-group> (<year>2005</year>). &#x201c;<article-title>Theories, methods and tools in program comprehension: past, present and future</article-title>,&#x201d; in <source>13th international workshop on program comprehension (IWPC&#x2019;05)</source>, <fpage>181</fpage>&#x2013;<lpage>191</lpage>. <pub-id pub-id-type="doi">10.1109/WPC.2005.38</pub-id>
</mixed-citation>
</ref>
<ref id="B85">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Sweller</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Chandler</surname>
<given-names>P.</given-names>
</name>
</person-group> (<year>1994</year>). <article-title>Why some material is difficult to learn</article-title>. <source>Cognition Instr.</source> <volume>12</volume>, <fpage>185</fpage>&#x2013;<lpage>233</lpage>. <pub-id pub-id-type="doi">10.1207/s1532690xci1203_1</pub-id>
</mixed-citation>
</ref>
<ref id="B86">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Sweller</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Van Merrienboer</surname>
<given-names>J. J. G.</given-names>
</name>
<name>
<surname>Paas</surname>
<given-names>F.</given-names>
</name>
</person-group> (<year>2019</year>). <article-title>Cognitive architecture and instructional design: 20 years later</article-title>. <source>Educ. Psychol. Rev.</source> <volume>31</volume>, <fpage>261</fpage>&#x2013;<lpage>292</lpage>. <pub-id pub-id-type="doi">10.1007/s10648-019-09465-5</pub-id>
</mixed-citation>
</ref>
<ref id="B87">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Tennor</surname>
<given-names>M. K.</given-names>
</name>
</person-group> (<year>2015</year>). <source>Reverse engineering cognition. Tech. rep</source>. <publisher-loc>McLean, VA</publisher-loc>: <publisher-name>MITRE Corporation</publisher-name>.</mixed-citation>
</ref>
<ref id="B88">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Thomas</surname>
<given-names>J.</given-names>
</name>
<name>
<surname>Harden</surname>
<given-names>A.</given-names>
</name>
</person-group> (<year>2008</year>). <article-title>Methods for the thematic synthesis of qualitative research in systematic reviews</article-title>. <source>BMC Med. Res. Methodol.</source> <volume>8</volume>, <fpage>45</fpage>. <pub-id pub-id-type="doi">10.1186/1471-2288-8-45</pub-id>
<pub-id pub-id-type="pmid">18616818</pub-id>
</mixed-citation>
</ref>
<ref id="B89">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Tong</surname>
<given-names>W.</given-names>
</name>
<name>
<surname>Li</surname>
<given-names>H.</given-names>
</name>
<name>
<surname>Xia</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Kam-Kwai</surname>
<given-names>W.</given-names>
</name>
<name>
<surname>Pong</surname>
<given-names>T.-C.</given-names>
</name>
<name>
<surname>Qu</surname>
<given-names>H.</given-names>
</name>
<etal/>
</person-group> (<year>2025</year>). <article-title>Exploring spatial hybrid user interface for visual sensemaking</article-title>. <source>IEEE Trans. Vis. Comput. Graph.</source> <volume>31</volume>, <fpage>7062</fpage>&#x2013;<lpage>7077</lpage>. <pub-id pub-id-type="doi">10.1109/TVCG.2025.3538771</pub-id>
<pub-id pub-id-type="pmid">40031735</pub-id>
</mixed-citation>
</ref>
<ref id="B90">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Torraco</surname>
<given-names>R. J.</given-names>
</name>
</person-group> (<year>2005</year>). <article-title>Writing integrative literature reviews: guidelines and examples</article-title>. <source>Hum. Resour. Dev. Rev.</source> <volume>4</volume>, <fpage>356</fpage>&#x2013;<lpage>367</lpage>. <pub-id pub-id-type="doi">10.1177/1534484305278283</pub-id>
</mixed-citation>
</ref>
<ref id="B91">
<mixed-citation publication-type="web">
<collab>US National Security Agency</collab> (<year>2026</year>). <article-title>Ghidra software reverse engineering suite of tools</article-title>. <comment>Available online at: <ext-link ext-link-type="uri" xlink:href="https://ghidra-sre.org/">https://ghidra-sre.org/</ext-link> (Accessed February 9, 2026).</comment>
</mixed-citation>
</ref>
<ref id="B92">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>van Gelder</surname>
<given-names>T.</given-names>
</name>
<name>
<surname>Port</surname>
<given-names>R. F.</given-names>
</name>
</person-group> (<year>1998</year>). &#x201c;<article-title>It&#x2019;s about time: an overview of the dynamical approach to cognition</article-title>,&#x201d; in <source>Mind as Motion: Explorations in the Dynamics of Cognition</source> (<publisher-loc>Cambridge, MA, United States</publisher-loc>: <publisher-name>The MIT Press</publisher-name>). <pub-id pub-id-type="doi">10.7551/mitpress/4622.003.0002</pub-id>
</mixed-citation>
</ref>
<ref id="B93">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Vessey</surname>
<given-names>I.</given-names>
</name>
</person-group> (<year>1985</year>). <article-title>Expertise in debugging computer programs: a process analysis</article-title>. <source>Int. J. Man-Machine Stud.</source> <volume>23</volume>, <fpage>459</fpage>&#x2013;<lpage>494</lpage>. <pub-id pub-id-type="doi">10.1016/s0020-7373(85)80054-7</pub-id>
</mixed-citation>
</ref>
<ref id="B94">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Votipka</surname>
<given-names>D.</given-names>
</name>
<name>
<surname>Rabin</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Micinski</surname>
<given-names>K.</given-names>
</name>
<name>
<surname>Foster</surname>
<given-names>J. S.</given-names>
</name>
<name>
<surname>Mazurek</surname>
<given-names>M. L.</given-names>
</name>
</person-group> (<year>2020</year>). &#x201c;<article-title>An observational investigation of reverse engineers&#x2019; processes</article-title>,&#x201d; in <source>29th USENIX security symposium (USENIX security 20)</source> (<publisher-loc>Berkeley, CA, United States</publisher-loc>: <publisher-name>USENIX Association</publisher-name>), <fpage>1875</fpage>&#x2013;<lpage>1892</lpage>.</mixed-citation>
</ref>
<ref id="B95">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Wagner</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Fischer</surname>
<given-names>F.</given-names>
</name>
<name>
<surname>Luh</surname>
<given-names>R.</given-names>
</name>
<name>
<surname>Haberson</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Rind</surname>
<given-names>A.</given-names>
</name>
<name>
<surname>Keim</surname>
<given-names>D. A.</given-names>
</name>
<etal/>
</person-group> (<year>2015</year>). &#x201c;<article-title>A survey of visualization systems for malware analysis</article-title>,&#x201d; in <source>Eurographics conference on visualization (EuroVis) - STARs</source>. Editors <person-group person-group-type="editor">
<name>
<surname>Borgo</surname>
<given-names>R.</given-names>
</name>
<name>
<surname>Ganovelli</surname>
<given-names>F.</given-names>
</name>
<name>
<surname>Viola</surname>
<given-names>I.</given-names>
</name>
</person-group> (<publisher-loc>Eindhoven, The Netherlands</publisher-loc>: <publisher-name>The Eurographics Association</publisher-name>). <pub-id pub-id-type="doi">10.2312/eurovisstar.20151114</pub-id>
</mixed-citation>
</ref>
<ref id="B96">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Waguespack</surname>
<given-names>L. J.</given-names>
</name>
</person-group> (<year>1989</year>). <article-title>Visual metaphors for teaching programming concepts</article-title>. <source>SIGCSE Bull.</source> <volume>21</volume>, <fpage>141</fpage>&#x2013;<lpage>145</lpage>. <pub-id pub-id-type="doi">10.1145/65294.71203</pub-id>
</mixed-citation>
</ref>
<ref id="B97">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Weigand</surname>
<given-names>K. A.</given-names>
</name>
<name>
<surname>Hartung</surname>
<given-names>R.</given-names>
</name>
</person-group> (<year>2012</year>). &#x201c;<article-title>Abduction&#x2019;s role in reverse engineering software</article-title>,&#x201d; in <source>2012 IEEE national aerospace and electronics conference (NAECON)</source>, <fpage>57</fpage>&#x2013;<lpage>62</lpage>. <pub-id pub-id-type="doi">10.1109/NAECON.2012.6531029</pub-id>
</mixed-citation>
</ref>
<ref id="B98">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Weninger</surname>
<given-names>M.</given-names>
</name>
<name>
<surname>Makor</surname>
<given-names>L.</given-names>
</name>
<name>
<surname>M&#xf6;ssenb&#xf6;ck</surname>
<given-names>H.</given-names>
</name>
</person-group> (<year>2020</year>). &#x201c;<article-title>Memory cities: visualizing heap memory evolution using the software city metaphor</article-title>,&#x201d; in <source>2020 working conference on software visualization (VISSOFT)</source>, <fpage>110</fpage>&#x2013;<lpage>121</lpage>. <pub-id pub-id-type="doi">10.1109/VISSOFT51673</pub-id>
</mixed-citation>
</ref>
<ref id="B99">
<mixed-citation publication-type="journal">
<person-group person-group-type="author">
<name>
<surname>Yang</surname>
<given-names>H.</given-names>
</name>
<name>
<surname>Faa</surname>
<given-names>E. H.</given-names>
</name>
<name>
<surname>Liu</surname>
<given-names>W.</given-names>
</name>
<name>
<surname>Guo</surname>
<given-names>S.</given-names>
</name>
<name>
<surname>Chau</surname>
<given-names>D. H.</given-names>
</name>
<name>
<surname>Yang</surname>
<given-names>Y.</given-names>
</name>
</person-group> (<year>2025</year>). <article-title>Litforager: exploring multimodal literature foraging strategies in immersive sensemaking</article-title>. <source>IEEE Trans. Vis. Comput. Graph.</source> <volume>31</volume>, <fpage>9614</fpage>&#x2013;<lpage>9624</lpage>. <pub-id pub-id-type="doi">10.1109/TVCG.2025.3616732</pub-id>
<pub-id pub-id-type="pmid">41042652</pub-id>
</mixed-citation>
</ref>
<ref id="B100">
<mixed-citation publication-type="book">
<person-group person-group-type="author">
<name>
<surname>Zayour</surname>
<given-names>I.</given-names>
</name>
<name>
<surname>Lethbridge</surname>
<given-names>T. C.</given-names>
</name>
</person-group> (<year>2000</year>). &#x201c;<article-title>A cognitive and user centric based approach for reverse engineering tool design</article-title>,&#x201d; in <source>Proceedings of the 2000 conference of the centre for advanced studies on collaborative research</source> (<publisher-loc>Indianapolis, IN, United States</publisher-loc>: <publisher-name>IBM Press</publisher-name>), <volume>16</volume>. <comment>CASCON &#x2019;00</comment>.</mixed-citation>
</ref>
</ref-list>
<fn-group>
<fn fn-type="custom" custom-type="edited-by">
<p>
<bold>Edited by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1154939/overview">Maxwell Foxman</ext-link>, University of Oregon, United States</p>
</fn>
<fn fn-type="custom" custom-type="reviewed-by">
<p>
<bold>Reviewed by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/844875/overview">Rabindra Ratan</ext-link>, Michigan State University, United States</p>
<p>
<ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/3272533/overview">Muhammad Umer</ext-link>, University of West Florida, United States</p>
</fn>
</fn-group>
<fn-group>
<fn id="fn1">
<label>1</label>
<p>Binary RE is the term we will use in this paper. It is also called binary program comprehension or understanding in other publications. We also use the more inclusive term <italic>software RE</italic> when discussing works that do not focus specifically on binary RE but contain relevant information.</p>
</fn>
<fn id="fn2">
<label>2</label>
<p>The <italic>beacon</italic> is one important concept in the cognitive process identified by Brooks, which is a &#x201c;set of features that typically indicate the occurrence of certain structures or operations within the code.&#x201d; (<xref ref-type="bibr" rid="B11">Brooks, 1983</xref>). An example of a beacon is a block of code that interchanges values within an array inside of a loop, which strongly indicates a sorting function. Programmers seek beacons to confirm their hypotheses in the abductive reasoning process.</p>
</fn>
</fn-group>
</back>
</article>