Time Compression in Virtual Reality

G. Mullen, Nicolas Davidenko
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引用次数: 19

Abstract

Virtual-reality (VR) users and developers have informally reported that time seems to pass more quickly while playing games in VR. We refer to this phenomenon as time compression: a longer real duration is compressed into a shorter perceived experience. To investigate this effect, we created two versions of a labyrinth-like game. The versions are identical in their content and mode of control but differ in their display type: one was designed to be played in VR, and the other on a conventional monitor (CM). Participants were asked to estimate time prospectively using an interval production method. Participants played each version of the game for a perceived five-minute interval, and the actual durations of the intervals they produced were compared between display conditions. We found that in the first block, participants in the VR condition played for an average of 72.6 more seconds than participants in the CM condition before feeling that five minutes had passed. This amounts to perceived five-minute intervals in VR containing 28.5% more actual time than perceived five-minute intervals in CM. However, the effect appeared to be reversed in the second block when participants switched display conditions, suggesting large novelty and anchoring effects, and demonstrating the importance of using between-subjects designs in interval production experiments. Overall, our results suggest that VR displays do produce a significant time compression effect. We discuss a VR-induced reduction in bodily awareness as a potential explanation for how this effect is mediated and outline some implications and suggestions for follow-up experiments.
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虚拟现实中的时间压缩
虚拟现实(VR)用户和开发者非正式地报告说,在VR中玩游戏时,时间似乎过得更快。我们将这种现象称为时间压缩:较长的真实持续时间被压缩成较短的感知体验。为了研究这种影响,我们创造了两个版本的迷宫类游戏。这两个版本在内容和控制方式上是相同的,但在显示类型上有所不同:一个设计用于VR,另一个设计用于传统显示器(CM)。参与者被要求使用区间生产法预估时间。参与者在每个版本的游戏中都有5分钟的间隔,他们产生的实际间隔时间在不同的显示条件下进行了比较。我们发现,在第一个区块中,VR条件下的参与者在感觉五分钟已经过去之前,比CM条件下的参与者平均多玩72.6秒。这意味着VR中的感知5分钟间隔比CM中的感知5分钟间隔多出28.5%的实际时间。然而,当参与者切换显示条件时,该效应似乎在第二个块中被逆转,这表明了巨大的新颖性和锚定效应,并证明了在间隔生产实验中使用受试者之间设计的重要性。总体而言,我们的研究结果表明,VR显示器确实产生了显著的时间压缩效果。我们讨论了vr诱导的身体意识降低作为这种效应如何介导的潜在解释,并概述了后续实验的一些含义和建议。
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来源期刊
CiteScore
1.60
自引率
14.30%
发文量
23
期刊介绍: Timing & Time Perception aims to be the forum for all psychophysical, neuroimaging, pharmacological, computational, and theoretical advances on the topic of timing and time perception in humans and other animals. We envision a multidisciplinary approach to the topics covered, including the synergy of: Neuroscience and Philosophy for understanding the concept of time, Cognitive Science and Artificial Intelligence for adapting basic research to artificial agents, Psychiatry, Neurology, Behavioral and Computational Sciences for neuro-rehabilitation and modeling of the disordered brain, to name just a few. Given the ubiquity of interval timing, this journal will host all basic studies, including interdisciplinary and multidisciplinary works on timing and time perception and serve as a forum for discussion and extension of current knowledge on the topic.
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