Time Flies: Investigating Duration Judgments in Virtual Reality

Author(s):  
William G. Volante ◽  
Jessica Cruit ◽  
James Tice ◽  
William Shugars ◽  
Peter A. Hancock

Virtual reality is becoming increasingly popular in today’s society. With this proliferation it becomes even more important to study the effects such environments may have on one’s perception of reality. Two pilot studies were run in order to provide insight into the relationship between time perception and flow in a virtual environment. In Experiment 1 participants played a music-oriented virtual game for 2 minutes. In Experiment 2 participants played a space-shooter virtual game for 5 minutes. Duration Judgment Ratio (DJR) and Flow State Scale (FSS-2) measures were taken and compared to one another. Though a relationship between DJR and Flow was not found in each experiment individually, insights gained from the comparison of the two experiments may provide additional understandings. The results of this pilot study could aid researchers in developing objective ways to measure components of flow especially with respect to virtual environments. Additional insights and applications are discussed.

2016 ◽  
Vol 30 (3) ◽  
pp. 267-275 ◽  
Author(s):  
Masato Kawabata ◽  
Rachel Evans

The present study examined the extent to which scores on the Flow State Scale-2 (FSS-2) could differentiate individuals who experienced flow characteristics in physical activity from those who did not. A total of 1,048 participants completed the Japanese version of the FSS-2. Latent class factor analysis (LCFA), which combines the strengths of both latent class analysis and factor analysis, was conducted on the FSS-2 responses. Four classes were identified through a series of LCFAs and the patterns of the item-average scores for the nine flow attributes were found parallel among these classes. The top two classes (15.1% and 38.9% of the whole sample) were considered the groups who experienced flow characteristics during their physical activities. These results indicated that individuals who experienced flow attributes in physical activity could be differentiated from those who did not based on their FSS-2 scores. Criteria for classifying individuals into the two groups were proposed.


2021 ◽  
pp. 003151252110497
Author(s):  
Meir Lotan ◽  
Patrice L. Weiss

Balance problems have been found among 57% of adults with Intellectual Developmental Disorder (IDD). Moreover, these adults have only partially participated in conventional activity programs. There is a clear need for new interventions that will enhance these individuals’ interest and motivation toward improving their balance skills. Virtual gaming training experiences are a promising prospect in that regard. The purpose of this study was to examine the effect of virtual reality games on improving balance for adults with IDD. We recruited 31 individuals with mild-moderate IDD who had fallen at least twice in the year prior to initiating this intervention, and we evaluated these participants using the Timed Up and Go (TUG) test. The participants were randomly assigned to control and experimental groups, and only the latter group took part in a series of twelve 30-minute bi-weekly virtual game sessions, designed to improve balance using the SeeMe virtual game system. We found significant (p < .001) pre-post improvements in balance abilities in the experimental group and no significant pre-post change in the control group (p < .77). These data suggest that virtual game technology is a viable tool for improving balance among adults with IDD.


2019 ◽  
Author(s):  
Séamas Weech ◽  
Sophie Kenny ◽  
Markus Lenizky ◽  
Michael Barnett-Cowan

AbstractResearch has established a link between presence and cybersickness in virtual environments, but there is significant disagreement regarding the directionality of the relationship (positive or negative) between the two factors, and if the relationship is modulated by other top-down influences. Several studies have revealed a negative association between the factors, highlighting the prospect that manipulating one factor might affect the other. Here we examined if a top-down factor (narrative context) enhances presence, and whether this effect is associated with a decrease in cybersickness. We analyzed the association between responses to questionnaire measures of cybersickness and presence, as well as the degree to which their relationship was affected by the administration of an ‘enriched’ or ‘minimal’ verbal narrative context. The results of the first experiment, conducted in a controlled laboratory environment, revealed that enriched narrative was associated with increased presence, but that the reductive effect of narrative on cybersickness depended on video gaming experience. We also observed the expected negative association between presence and cybersickness, but only in the enriched narrative group. In a second experiment, conducted with a diverse sample at a public museum, we confirmed our previous finding that presence and cybersickness are negatively correlated, specifically when participants experienced an enriched narrative. We also confirmed the interaction between narrative and gaming experience with respect to cybersickness. These results highlight the complexity of the presence-cybersickness relationship, and confirm that both factors can be modulated in a beneficial manner for virtual reality users by means of top-down interventions.


2021 ◽  
Vol 2 ◽  
Author(s):  
Matti Pouke ◽  
Katherine J. Mimnaugh ◽  
Alexis P. Chambers ◽  
Timo Ojala ◽  
Steven M. LaValle

This paper identifies and confirms a perceptual phenomenon: when users interact with simulated objects in a virtual environment where the users’ scale deviates greatly from normal, there is a mismatch between the object physics they consider realistic and the object physics that would be correct at that scale. We report the findings of two studies investigating the relationship between perceived realism and a physically accurate approximation of reality in a virtual reality experience in which the user has been scaled by a factor of ten. Study 1 investigated perception of physics when scaled-down by a factor of ten, whereas Study 2 focused on enlargement by a similar amount. Studies were carried out as within-subjects experiments in which a total of 84 subjects performed simple interaction tasks with objects under two different physics simulation conditions. In the true physics condition, the objects, when dropped and thrown, behaved accurately according to the physics that would be correct at that either reduced or enlarged scale in the real world. In the movie physics condition, the objects behaved in a similar manner as they would if no scaling of the user had occurred. We found that a significant majority of the users considered the movie physics condition to be the more realistic one. However, at enlarged scale, many users considered true physics to match their expectations even if they ultimately believed movie physics to be the realistic condition. We argue that our findings have implications for many virtual reality and telepresence applications involving operation with simulated or physical objects in abnormal and especially small scales.


Sensors ◽  
2018 ◽  
Vol 18 (7) ◽  
pp. 2343 ◽  
Author(s):  
Elisa Pedroli ◽  
Luca Greci ◽  
Desirèe Colombo ◽  
Silvia Serino ◽  
Pietro Cipresso ◽  
...  

We present the architecture and usability evaluation of virtual reality system—“Positive Bike”—designed for improving cognitive and motor conditions in frail elderly patients. The system consists of a cycle-ergometer integrated in an immersive virtual reality system (CAVE) which allows combining motor and cognitive exercises according to a “dual-task” paradigm. We tested the usability and user’s experience of the prototype in a pilot evaluation study that involved five elderly patients. The prototype was tested in one-session training to understand the limitations and areas for improvement of our system. The evaluation consisted in (i) usability assessment using the system usability scale; (ii) evaluation of user’s engagement using the flow state scale; and (iii) expert evaluation involving interviews with domain experts. Results showed a good usability, both for system usability scale and the semi-structured interview. The level of flow (i.e., enjoyment with the task at hand) measured using the short flow state scale, was also high. Analysis of semi-structured interview carried out with domain experts provided further indications to improve the system. Overall, these findings show that, despite some limitations, the system is usable and provides an enjoyable user’s experience.


Author(s):  
Hannah Maslen ◽  
Julian Savulescu

Present-day biohybrid technologies increasingly allow us to escape the experiential confines of our biological bodies. However, as human agents spend more time in virtual environments, and as the prospects for telepresence become more sophisticated, a number of philosophical and ethical questions arise. This chapter considers a range of examples of virtual reality and telepresence technologies. It examines the value of the virtual experience, asking how virtual experiences contribute to our wellbeing. It asks whether human agents can be authentically “themselves” in virtual environments, and how to understand the relationship between virtual and real acts. It considers the ethical principles governing behavior in virtual environments, addressing how these will or will not differ from the ethical principles governing behavior in non-virtual life. Finally, the chapter addresses the ethical questions raised by the prospect of acting at a distance through telepresence technology, focusing particularly on the moral responsibility of the telepresent agent for her remote acts, and on the harm that might be inflicted on the telepresent agent.


2007 ◽  
Vol 21 (4) ◽  
pp. 438-457 ◽  
Author(s):  
Nektarios A. Stavrou ◽  
Susan A. Jackson ◽  
Yannis Zervas ◽  
Konstantinos Karteroliotis

The purposes of the current study were to examine (a) the differences in Flow State Scale (FSS) subscales between the 4 experiential states of the orthogonal model (apathy, anxiety, relaxation, and flow), (b) the relationship between challenge, skills, and flow experience; and (c) the relationship between flow experience and athletes’ performance. Two hundred twenty athletes volunteered to participate in this study. Challenge of the game and skills of the athlete were measured before and after competition. Thirty minutes after the competition, the FSS was used to measure flow experience. In addition, subjective and objective measures of athletes’ performance were assessed. Athletes in the flow and relaxation states revealed the most optimal states, whereas the athletes in the apathy state showed the least optimal state. There were positive associations between athletes’ flow experience and their performance measures, indicating that positive emotional states are related to elevated levels of performance. On the other hand, there were low or no correlations between athletes’ performance and reported challenge of the game, whereas skills of the athlete were moderately correlated with flow. Multiple-regression analysis demonstrated significant prediction of athletes’ performance based on flow experience during competition. Future research should examine the relationship between flow, athletes’ performance, and additional dispositional and state variables.


Author(s):  
D. F. Blake ◽  
L. F. Allard ◽  
D. R. Peacor

Echinodermata is a phylum of marine invertebrates which has been extant since Cambrian time (c.a. 500 m.y. before the present). Modern examples of echinoderms include sea urchins, sea stars, and sea lilies (crinoids). The endoskeletons of echinoderms are composed of plates or ossicles (Fig. 1) which are with few exceptions, porous, single crystals of high-magnesian calcite. Despite their single crystal nature, fracture surfaces do not exhibit the near-perfect {10.4} cleavage characteristic of inorganic calcite. This paradoxical mix of biogenic and inorganic features has prompted much recent work on echinoderm skeletal crystallography. Furthermore, fossil echinoderm hard parts comprise a volumetrically significant portion of some marine limestones sequences. The ultrastructural and microchemical characterization of modern skeletal material should lend insight into: 1). The nature of the biogenic processes involved, for example, the relationship of Mg heterogeneity to morphological and structural features in modern echinoderm material, and 2). The nature of the diagenetic changes undergone by their ancient, fossilized counterparts. In this study, high resolution TEM (HRTEM), high voltage TEM (HVTEM), and STEM microanalysis are used to characterize tha ultrastructural and microchemical composition of skeletal elements of the modern crinoid Neocrinus blakei.


2003 ◽  
Author(s):  
Laura K. James ◽  
Chien-yu Lin ◽  
Anthony Steed ◽  
Mel Slater

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