scholarly journals Time slows down on a crowded train

2021 ◽  
Author(s):  
Saeedeh Sadeghi ◽  
Ricardo Daziano ◽  
So-Yeon Yoon ◽  
Adam K. Anderson

Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity along with increased negative affect. Accordingly, we hypothesized that crowding lengthens subjective trip duration. Participants (N=41) experienced short (between 1 to 2 minutes) immersive subway trips using Virtual Reality (VR). Each individual experienced multiple virtual trips with different crowding levels. After each trip, they were asked to estimate the trip duration and rate its affective pleasantness. Presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 seconds. Rather than objective factors, this effect was mediated by subjective negative feelings induced by crowding. Analysis of cardiac data also revealed the slope of change in heart rate during a trip as a physiological source of perceived travel time, independent of the crowding level. This study is an example of bringing basic psychological and physiological findings into an ecologically valid setting using VR technology. Findings have broader implications for the effects of disliking social crowding on our daily perceptions, which is likely more pronounced during or even after the COVID-19 pandemic.

2021 ◽  
Author(s):  
Saeedeh Sadeghi ◽  
Ricardo Daziano ◽  
So-Yeon Yoon ◽  
Adam Anderson

Abstract Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity along with increased negative affect. Accordingly, we hypothesized that crowding lengthens subjective trip duration. Participants (N=41) experienced short (between 1 to 2 minutes) immersive subway trips using Virtual Reality (VR). Each individual experienced multiple virtual trips with different crowding levels. After each trip, they were asked to estimate the trip duration and rate its affective pleasantness. Presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 seconds. Rather than objective factors, this effect was mediated by subjective negative feelings induced by crowding. Analysis of cardiac data also revealed the slope of change in heart rate during a trip as a physiological source of perceived travel time, independent of the crowding level. This study is an example of bringing basic psychological and physiological findings into an ecologically valid setting using VR technology. Findings have broader implications for the effects of disliking social crowding on our daily perceptions, which is likely more pronounced during or even after the COVID-19 pandemic.


2019 ◽  
Vol 31 (5) ◽  
pp. 507-523 ◽  
Author(s):  
Matthew Naylor ◽  
Ben Morrison ◽  
Brad Ridout ◽  
Andrew Campbell

Abstract This exploratory experiment tested the effect of two virtual reality (VR) relaxation interventions on measures of physiological arousal and affect, compared to a control. Forty-nine participants were randomly assigned to one of three conditions, all using the Oculus Rift. Participants wore a heart rate (HR) monitor and completed pre- and post-test surveys, including the positive and negative affect schedule, Likert-type and open feedback questions. Mixed repeated measures ANOVAs revealed significant reductions in HR and affect over time across all conditions, with a significant interaction identified for the breathing condition’s effect on negative affect. Participants were able to identify feeling relaxation, as well as influencing factors. Further, the majority expected, and supported, the introduction of VR interventions in their workplace and/or college, with privacy being a common concern. These results demonstrate the potential of VR augmented relaxation interventions with recommendations for further study provided. RESEARCH HIGHLIGHTS VR can potentially provide wellbeing interventions with a uniquely immersive quality Results suggest interactive and immersive VR experiences may facilitate relaxation and reduce stress Participants believe there may be substantial benefits to having VR wellbeing interventions at work and college.


2011 ◽  
Vol 25 (4) ◽  
pp. 164-173 ◽  
Author(s):  
Brian Healy ◽  
Aaron Treadwell ◽  
Mandy Reagan

The current study was an attempt to determine the degree to which the suppression of respiratory sinus arrhythmia (RSA) and attentional control were influential in the ability to engage various executive processes under high and low levels of negative affect. Ninety-four college students completed the Stroop Test while heart rate was being recorded. Estimates of the suppression of RSA were calculated from each participant in response to this test. The participants then completed self-ratings of attentional control, negative affect, and executive functioning. Regression analysis indicated that individual differences in estimates of the suppression of RSA, and ratings of attentional control were associated with the ability to employ executive processes but only when self-ratings of negative affect were low. An increase in negative affect compromised the ability to employ these strategies in the majority of participants. The data also suggest that high attentional control in conjunction with attenuated estimates of RSA suppression may increase the ability to use executive processes as negative affect increases.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Aaron Frederick Bulagang ◽  
James Mountstephens ◽  
Jason Teo

Abstract Background Emotion prediction is a method that recognizes the human emotion derived from the subject’s psychological data. The problem in question is the limited use of heart rate (HR) as the prediction feature through the use of common classifiers such as Support Vector Machine (SVM), K-Nearest Neighbor (KNN) and Random Forest (RF) in emotion prediction. This paper aims to investigate whether HR signals can be utilized to classify four-class emotions using the emotion model from Russell’s in a virtual reality (VR) environment using machine learning. Method An experiment was conducted using the Empatica E4 wristband to acquire the participant’s HR, a VR headset as the display device for participants to view the 360° emotional videos, and the Empatica E4 real-time application was used during the experiment to extract and process the participant's recorded heart rate. Findings For intra-subject classification, all three classifiers SVM, KNN, and RF achieved 100% as the highest accuracy while inter-subject classification achieved 46.7% for SVM, 42.9% for KNN and 43.3% for RF. Conclusion The results demonstrate the potential of SVM, KNN and RF classifiers to classify HR as a feature to be used in emotion prediction in four distinct emotion classes in a virtual reality environment. The potential applications include interactive gaming, affective entertainment, and VR health rehabilitation.


Author(s):  
Amal Aljabri ◽  
Daniah Rashwan ◽  
Rawan Qasem ◽  
Rola Fakeeh ◽  
Rehab Albeladi ◽  
...  

2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.


2017 ◽  
Vol 81 (10) ◽  
pp. S271 ◽  
Author(s):  
Samuel Ridout ◽  
Christopher Spofford ◽  
Mascha van ׳t Wout ◽  
William Unger ◽  
Noah Philip ◽  
...  

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