2021
DOI: 10.1163/22134468-bja10034
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Time Compression in Virtual Reality

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). Pa… Show more

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Cited by 31 publications
(20 citation statements)
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“…However, one cannot draw clear conclusions from this finding and further research is needed, for example, to compare the total training time across both conditions (which was not part of the research questions) along with the perceived temporal demand. This opens up interesting possibilities, due to the presence of a 'time compression' effect in IVR as observed by Mullen and Davidenko (2021), where subjects experienced time to speed up while using VR compared to those in the control condition.…”
Section: Is There a Significant Differencementioning
confidence: 99%
“…However, one cannot draw clear conclusions from this finding and further research is needed, for example, to compare the total training time across both conditions (which was not part of the research questions) along with the perceived temporal demand. This opens up interesting possibilities, due to the presence of a 'time compression' effect in IVR as observed by Mullen and Davidenko (2021), where subjects experienced time to speed up while using VR compared to those in the control condition.…”
Section: Is There a Significant Differencementioning
confidence: 99%
“…Time and distance were automatically calculated using our own Unity3D VR simulation. There is no need to consider the subjective time compression factor [36], as we are obtaining only objective real data.…”
Section: Methodsmentioning
confidence: 99%
“…However, Shen et al (2019) observe greater mental fatigue in a virtual office workspace compared to a real one, for an exposition period of 8 h. This shows that an effect of VR on mental workload may exist but may not be observable in short sessions. Time perception is also distorted in virtual reality, as demonstrated by Mullen and Davidenko (2021): subjects were tasked to estimate a 5-min interval produces significantly longer estimations while in VR. Kisker et al (2021a) show that HMD-based VR involve different processes of memorization and retrieval.…”
Section: Cognitionmentioning
confidence: 99%