TY - JOUR
T1 - Elapsed time estimates in virtual reality and the physical world
T2 - The role of arousal and emotional valence
AU - van der Ham, Ineke J.M.
AU - Klaassen, Fayette
AU - van Schie, Kevin
AU - Cuperus, Anne
N1 - Funding Information:
The authors wish to thank Danielle van den Berg for her assistance in data collection and Cinemec Utrecht for providing the testing location. This research was supported by a grant from the Netherlands Organisation for Scientific Research (NWO)406-12-001: (Fayette Klaassen).
Funding Information:
The authors wish to thank Danielle van den Berg for her assistance in data collection and Cinemec Utrecht for providing the testing location. This research was supported by a grant from the Netherlands Organisation for Scientific Research (NWO) 406-12-001 : (Fayette Klaassen).
Publisher Copyright:
© 2019 Elsevier Ltd
PY - 2019/5
Y1 - 2019/5
N2 - Virtual reality (VR) allows for a close approximation of the real world, but interacting with VR differs from experiencing the real world in some key elements, one of which may be the perception of time. The main goal of the current experiment was to determine whether a time compression effect exists for VR and if so, to examine whether this is the result of the medium of VR itself, or the content used in VR. Participants viewed movie clips in either a real-life cinema or a VR replica of this cinema and were asked to rate the arousal and emotional valence they experienced during each clip. They estimated the duration of each clip in seconds. Results indicate that both level of arousal and valence as experienced by the observer positively contribute to the observed time compression effect, regardless of the viewing condition. Our data suggest there is no difference in the perception of temporal duration between VR and real life, and that the time compression effect that takes place is most likely the result of the materials displayed. So, even though VR has been claimed to result in time compression, for instance in clinical contexts, this may be caused more by the emotional content of the materials used, rather than the medium of VR itself.
AB - Virtual reality (VR) allows for a close approximation of the real world, but interacting with VR differs from experiencing the real world in some key elements, one of which may be the perception of time. The main goal of the current experiment was to determine whether a time compression effect exists for VR and if so, to examine whether this is the result of the medium of VR itself, or the content used in VR. Participants viewed movie clips in either a real-life cinema or a VR replica of this cinema and were asked to rate the arousal and emotional valence they experienced during each clip. They estimated the duration of each clip in seconds. Results indicate that both level of arousal and valence as experienced by the observer positively contribute to the observed time compression effect, regardless of the viewing condition. Our data suggest there is no difference in the perception of temporal duration between VR and real life, and that the time compression effect that takes place is most likely the result of the materials displayed. So, even though VR has been claimed to result in time compression, for instance in clinical contexts, this may be caused more by the emotional content of the materials used, rather than the medium of VR itself.
UR - http://www.scopus.com/inward/record.url?scp=85060350587&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2019.01.005
DO - 10.1016/j.chb.2019.01.005
M3 - Article
AN - SCOPUS:85060350587
SN - 0747-5632
VL - 94
SP - 77
EP - 81
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -