2024
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
Object Motion Manipulation and time perception in virtual reality
, In
Frontiers in Virtual Reality
, Vol.
5
.
2024.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{10.3389/frvir.2024.1390703,
title = {Object Motion Manipulation and time perception in virtual reality},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality},
year = {2024},
volume = {5},
url = {https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2024.1390703},
doi = {10.3389/frvir.2024.1390703}
}
Abstract: This paper presents a novel approach to altering how time is perceived in Virtual Reality (VR). It involves manipulating the speed and pattern of motion in objects associated with timekeeping, both directly (such as clocks) and indirectly (like pendulums). Objects influencing our perception of time are called ‘zeitgebers‘; for instance, observing a clock or pendulum tends to affect how we perceive the passage of time. The speed of motion of their internal parts (clock hands or pendulum rings) is explicitly or implicitly related to the perception of time. However, the perceptual effects of accelerating or decelerating the speed of a virtual clock or pendulum in VR is still an open question. We hypothesize that the acceleration of their internal motion will accelerate the passage of time and that the irregularity of the orbit pendulum’s motion will amplify this effect. We anticipate that the irregular movements of the pendulum will lower boredom and heighten attention, thereby making time seem to pass more quickly. Therefore, we conducted an experiment with 32 participants, exposing them to two types of virtual zeitgebers exhibiting both regular and irregular motions. These were a virtual clock and an orbit pendulum, each operating at slow, normal, and fast speeds. Our results revealed that time passed by faster when participants observed virtual zeitgebers in the fast speed condition than in the slow speed condition. The orbit pendulum significantly accelerated the perceived passage of time compared to the clock. We believe that the irregular motion requires a higher degree of attention, which is confirmed by the significantly longer gaze fixations of the participants. These findings are crucial for time perception manipulation in VR, offering potential for innovative treatments for conditions like depression and improving wellbeing. Yet, further clinical research is needed to confirm these applications.
2023
Fabian Unruh, David H.V. Vogel, Maximilian Landeck, Jean-Luc Lugrin, Marc Erich Latoschik,
Body and Time: Virtual Embodiment and its effect on Time Perception
, In
IEEE Transactions on Visualization and Computer Graphics (TVCG)
, Vol.
29
(
5)
, pp. 2626-2636
.
2023.
IEEE VR Best Paper Nominee 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{unruh2023virtual,
title = {Body and Time: Virtual Embodiment and its effect on Time Perception},
author = {Unruh, Fabian and Vogel, David H.V. and Landeck, Maximilian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {IEEE Transactions on Visualization and Computer Graphics (TVCG)},
year = {2023},
volume = {29},
number = {5},
pages = {2626 - 2636},
note = {IEEE VR Best Paper Nominee 🏆},
url = {https://ieeexplore.ieee.org/abstract/document/10049718},
doi = {10.1109/TVCG.2023.3247040}
}
Abstract: This article explores the effect of one’s body representation on time perception. Time Perception is modulated by a variety of factors including, e.g., the current situation or activity, it can display significant disturbances caused by psychological disorders, and it is influenced by emotional and interoceptive states, i.e., ”the sense of the physiological condition of the body”. We investigated this relation between one’s own body and the perception of time in a novel Virtual Reality (VR) experiment explicitly fostering user activity. 36 participants randomly experienced different degrees of embodiment: i) without an avatar (low), ii) with hands (medium), and iii) with a high quality avatar (high). Participants had to repeatedly activate a virtual lamp and estimate the duration of time intervals as well as judge the passage of time. Our results show a significant effect of embodiment on time perception: time passes slower in the low embodiment condition compared to the medium and high conditions. In contrast to prior work, the study provides missing evidence that this effect is independent of the level of activity of participants: In our task users were prompted to repeatedly perform body actions, thereby ruling-out a potential influence of the level of activity. Importantly, duration judgements in both the millisecond and minute ranges seemed unaffected by variations in embodiment. Taken together, these results lead to a better understanding of the relationship between the body and time.
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
From Clocks to Pendulums: A Study on the Influence of External Moving Objects on Time Perception in Virtual Environments
, In
The 29th ACM Symposium on Virtual Reality Software and Technology (VRST)
, Vol.
29th
, p. 11
.
2023.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{noauthororeditor,
title = {From Clocks to Pendulums: A Study on the Influence of External Moving Objects on Time Perception in Virtual Environments},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {The 29th ACM Symposium on Virtual Reality Software and Technology (VRST)},
year = {2023},
volume = {29th},
pages = {11},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2023_vrst_conference_influence_moving_objects_on_time_perception__preprint_version_1.pdf},
doi = {10.1145/3611659.3615703}
}
Abstract: This paper investigates the relationship between perceived object motion and the experience of time in virtual environments. We developed an application to measure how the motion properties of virtual objects and the degree of immersion and embodiment may affect the time experience. A first study (n = 145) was conducted remotely using an online video survey, while a second study (n = 60) was conducted under laboratory conditions in virtual reality (VR). Participants in both studies experienced seven different virtual objects in a randomized order and then answered questions about time experience. The VR study added an "embodiment" condition in which participants were either represented by a virtual full body or lacked any form of virtual body representation.
In both studies, time was judged to pass faster when viewing oscillating motion in immersive and non-immersive settings and independently of the presence or absence of a virtual body. This trend was strongest when virtual pendulums were displayed. Both studies also found a significant inverse correlation between the passage of time and boredom. Our results support the development of applications that manipulate the perception of time in virtual environments for therapeutic use, for instance, for disorders such as depression, autism, and schizophrenia. Disturbances in the perception of time are known to be associated with these disorders.
Maximilian Landeck, Federico Alvarez Igarzábal, Fabian Unruh, Hannah Habenicht, Shiva Khoshnoud, Marc Wittmann, Jean-Luc Lugrin, Marc Erich Latoschik,
Journey Through a Virtual Tunnel: Simulated Motion and its Effects on the Experience of Time
, In
Frontiers in Virtual Reality
, Vol.
3
, p. 195
.
Frontiers
, 2023.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{landeck3journey,
title = {Journey Through a Virtual Tunnel: Simulated Motion and its Effects on the Experience of Time},
author = {Landeck, Maximilian and Alvarez Igarzábal, Federico and Unruh, Fabian and Habenicht, Hannah and Khoshnoud, Shiva and Wittmann, Marc and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality},
year = {2023},
volume = {3},
pages = {195},
publisher = {Frontiers},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2022.1059971/full},
doi = {10.3389/frvir.2022.1059971}
}
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
Time Perception Research in Virtual Reality: Lessons Learned
, In
Mensch und Computer 2023
.
Veröffentlicht durch die Gesellschaft für Informatik e.V. in P. Fröhlich & V. Cobus (Hrsg.)
, 2023.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{landeck2023perception,
title = {Time Perception Research in Virtual Reality: Lessons Learned},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {Mensch und Computer 2023},
year = {2023},
publisher = {Veröffentlicht durch die Gesellschaft für Informatik e.V. in P. Fröhlich & V. Cobus (Hrsg.)},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/virtual-times/publications/2023_MUC_Landeck_TimePerceptionInVR.pdf},
doi = {10.18420/muc2023-mci-ws05-442}
}
Abstract: In this article, we present a selection of recent studies from our research group that investigated the relationship between time perception and virtual reality (VR). We focus on the influence of avatar embodiment, visual fidelity, motion perception, and body representation. We summarize findings on the impact of these factors on time perception, discuss lessons learned, and implications for future applications.
In a waiting room experiment, the passage of time in VR with an avatar was perceived significantly faster than without an avatar. The passage of time in the real waiting room was not perceived as significantly different from the waiting room in VR with or without an avatar.
In an interactive scenario, the absence of a virtual avatar resulted in a significantly slower perceived passage of time compared to the partial and full-body avatar conditions. High and medium embodiment conditions are assumed to be more plausible and to less different from a real experience.
A virtual tunnel that induced the illusion of self-motion (vection) appeared to contribute to the perceived passage of time and experience of time. This effect was shown to increase with tunnel speed and the number of tunnel segments.
A framework was proposed for the use of virtual zeitgebers along three dimensions (speed, density, synchronicity) to systematically control the experience of time. The body itself, as well as external objects, seem to be addressed by this theory of virtual zeitgebers.
Finally, the standardization of the methodology and future research considerations are discussed.
2021
Fabian Unruh, Maximilian Landeck, Sebastian Oberdörfer, Jean-Luc Lugrin, Marc Erich Latoschik,
The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy
, In
Frontiers in Virtual Reality
, Vol.
2
, p. 71
.
2021.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{10.3389/frvir.2021.658509,
title = {The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy},
author = {Unruh, Fabian and Landeck, Maximilian and Oberdörfer, Sebastian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality},
year = {2021},
volume = {2},
pages = {71},
url = {https://www.frontiersin.org/article/10.3389/frvir.2021.658509},
doi = {10.3389/frvir.2021.658509}
}
Abstract: Psycho-pathological conditions, such as depression or schizophrenia, are often accompanied by a distorted perception of time. People suffering from this conditions often report that the passage of time slows down considerably and that they are ``stuck in time.'' Virtual Reality (VR) could potentially help to diagnose and maybe treat such mental conditions. However, the conditions in which a VR simulation could correctly diagnose a time perception deviation are still unknown. In this paper, we present an experiment investigating the difference in time experience with and without a virtual body in VR, also known as avatar. The process of substituting a person's body with a virtual body is called avatar embodiment. Numerous studies demonstrated interesting perceptual, emotional, behavioral, and psychological effects caused by avatar embodiment. However, the relations between time perception and avatar embodiment are still unclear. Whether or not the presence or absence of an avatar is already influencing time perception is still open to question. Therefore, we conducted a between-subjects design with and without avatar embodiment as well as a real condition (avatar vs. no-avatar vs. real). A group of 105 healthy subjects had to wait for seven and a half minutes in a room without any distractors (e.g., no window, magazine, people, decoration) or time indicators (e.g., clocks, sunlight). The virtual environment replicates the real physical environment. Participants were unaware that they will be asked to estimate their waiting time duration as well as describing their experience of the passage of time at a later stage. Our main finding shows that the presence of an avatar is leading to a significantly faster perceived passage of time. It seems to be promising to integrate avatar embodiment in future VR time-based therapy applications as they potentially could modulate a user's perception of the passage of time. We also found no significant difference in time perception between the real and the VR conditions (avatar, no-avatar), but further research is needed to better understand this outcome.
2020
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
Metachron: A framework for time perception research in VR
, In
Proceedings of the 26th ACM Conference on Virtual Reality Software and Technology
.
2020.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{Landeck2020Metachron,
title = {Metachron: A framework for time perception research in VR},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {Proceedings of the 26th ACM Conference on Virtual Reality Software and Technology},
year = {2020},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2020-vrst-metachron-preprint.pdf}
}
2019
Yann Glémarec, Anne-Gwenn Bosser, Jean-Luc Lugrin, Mathieu Chollet, Cédric Buche, Maximilian Landeck, Marc Erich Latoschik,
A Scalability Benchmark for a Virtual Audience
Perception Model in Virtual Reality
, In
Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology
, Vol.
VRST'19
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{glemarec2019scalability,
title = {A Scalability Benchmark for a Virtual Audience
Perception Model in Virtual Reality},
author = {Glémarec, Yann and Bosser, Anne-Gwenn and Lugrin, Jean-Luc and Chollet, Mathieu and Buche, Cédric and Landeck, Maximilian and Latoschik, Marc Erich},
booktitle = {Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology},
year = {2019},
volume = {VRST'19},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-vrst-atmo-benchmarking-preprint.pdf}
}
Jean-Luc Lugrin, Andreas Juchno, Philipp Schaper, Maximilian Landeck, Marc Erich Latoschik,
Drone-Steering: A Novel VR Traveling Technique
, In
Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology
Proceedings of the 25th ACM Conference on Virtual Reality Software, Technology (Eds.),
, Vol.
VRST'19
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2019dronesteering,
title = {Drone-Steering: A Novel VR Traveling Technique},
author = {Lugrin, Jean-Luc and Juchno, Andreas and Schaper, Philipp and Landeck, Maximilian and Latoschik, Marc Erich},
editor = {of the 25th ACM Conference on Virtual Reality Software, Proceedings and Technology, },
booktitle = {Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology},
year = {2019},
volume = {VRST'19},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-vrst-drone-steering-preprint.pdf}
}
Jean-Luc Lugrin, Fabian Unruh, Maximilian Landeck, Yoan Lamour, Marc Erich Latoschik, Kai Vogeley, Marc Wittmann,
Experiencing Waiting Time in Virtual Reality
, In
Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2019experiencing,
title = {Experiencing Waiting Time in Virtual Reality},
author = {Lugrin, Jean-Luc and Unruh, Fabian and Landeck, Maximilian and Lamour, Yoan and Latoschik, Marc Erich and Vogeley, Kai and Wittmann, Marc},
booktitle = {Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology},
year = {2019},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-vrst-experiencing-waiting-time-preprint.pdf}
}
Jean-Luc Lugrin, Maximilian Landeck, Marc Erich Latoschik,
Simulated Reference Frame Effects on Steering, Jumping and Sliding
, In
Proceedings of the 26th IEEE Virtual Reality (VR) conference
, pp. 1062-1063
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2019simulated,
title = {Simulated Reference Frame Effects on Steering, Jumping and Sliding},
author = {Lugrin, Jean-Luc and Landeck, Maximilian and Latoschik, Marc Erich},
booktitle = {Proceedings of the 26th IEEE Virtual Reality (VR) conference},
year = {2019},
pages = {1062-1063},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2019-ieeevr-simulated-frame-effect-vr-preprint.pdf}
}
2015
Jean-Luc Lugrin, Maximilian Landeck, Marc Erich Latoschik,
Avatar Embodiment Realism and Virtual Fitness Training
, In
Proceedings of the IEEE VR 2015
, pp. 225-226
.
2015.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2015avatar,
title = {Avatar Embodiment Realism and Virtual Fitness Training},
author = {Lugrin, Jean-Luc and Landeck, Maximilian and Latoschik, Marc Erich},
booktitle = {Proceedings of the IEEE VR 2015},
year = {2015},
pages = {225-226},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2015-ieeevr-avatar-and-virtual-fitness.pdf}
}