The paper discusses the impact of virtual embodiment on time perception in virtual reality (VR) environments. It categorizes embodiment conditions into low (controllers only), medium (hands and controllers), and high (full body avatar and controllers). Time perception is subjective and can vary based on individuals, situations, and activities. The study aims to comprehend how VR embodiment affects time perception in healthy individuals.
The related work section distinguishes between Physical Time (objective) and Psychological Time (subjective) and discusses the Attentional-Gate Model (AGM) for explaining time perception mechanisms. It highlights the importance of measuring subjective time prospectively or retrospectively, as seen in the “Brain and Time” study. The section also mentions how waiting situations and video game experiences can influence time perception.
The methods section outlines the study’s approach to examining the influence of embodiment on time perception in an interactive VR setting. It involved different embodiment conditions and time delay tests. Results indicated that embodiment affected the passage of time but not the perception of time duration.
The discussion section elaborates on the study’s findings, suggesting potential applications in VR interventions for disorders related to distorted time perceptions. It also identifies limitations related to task completion time influencing the perception of time spent in VR.
In terms of future work, the study expresses interest in exploring mindfulness meditation and its impact on body and time perception in VR. It also considers the development of diagnostic and therapeutic methods for mental disorders affecting time perception.
In conclusion, the study is the first to demonstrate a significant impact of virtual embodiment on time perception in VR, regardless of user activity level. It emphasizes the potential of VR technology in both research and therapeutic settings.