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The matrix has you: realizing slow motion in full-body virtual reality

Published: 08 November 2017 Publication History

Abstract

While we perceive time as a constant factor in the real world, it can be manipulated in media. Being quite easy for linear media, this is used for various aspects of storytelling e.g., by applying slow motion in movies or TV. Interactive media like VR however poses additional challenges, because user interaction speed is independent from media speed. While it is still possible to change the speed of the environment, for interaction it is also necessary to deal with the emerging speed mismatch, e.g., by slowing down visual feedback of user movements. In this paper, we explore the possibility of such manipulations of visual cues, with the goal of enabling the use of slow motion also in immersive interactive media like VR. We conducted a user study to investigate the impact of limiting angular velocity of a virtual character in first person view in VR. Our findings show that it is possible to use slow motion in VR while maintaining the same levels of presence, enjoyment and susceptibility to motion sickness, while users adjust to the maximum speed quickly. Moreover, our results also show an impact of slowing down user movements on their time estimations.

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Cited By

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  • (2024)Workout at a virtual gym: Surrounding avatar’s motion speed and exercise intensity effect on the user’s time perceptionPLOS ONE10.1371/journal.pone.031186019:12(e0311860)Online publication date: 6-Dec-2024
  • (2024)Tick-tock: Revisiting the Influence of Zeitgebers and Cognitive Load on Time Judgments during and after VR ImmersionProceedings of Mensch und Computer 202410.1145/3670653.3670667(360-369)Online publication date: 1-Sep-2024
  • (2024)Exploring the Effects of Sensory Conflicts on Cognitive Fatigue in VR RemappingsProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676439(1-16)Online publication date: 13-Oct-2024
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    cover image ACM Conferences
    VRST '17: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology
    November 2017
    437 pages
    ISBN:9781450355483
    DOI:10.1145/3139131
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 08 November 2017

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    Author Tags

    1. evaluation
    2. slow motion
    3. time perception
    4. virtual reality

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    • German Research Foundation (DFG)

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    VRST '17

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    Overall Acceptance Rate 66 of 254 submissions, 26%

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    Cited By

    View all
    • (2024)Workout at a virtual gym: Surrounding avatar’s motion speed and exercise intensity effect on the user’s time perceptionPLOS ONE10.1371/journal.pone.031186019:12(e0311860)Online publication date: 6-Dec-2024
    • (2024)Tick-tock: Revisiting the Influence of Zeitgebers and Cognitive Load on Time Judgments during and after VR ImmersionProceedings of Mensch und Computer 202410.1145/3670653.3670667(360-369)Online publication date: 1-Sep-2024
    • (2024)Exploring the Effects of Sensory Conflicts on Cognitive Fatigue in VR RemappingsProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676439(1-16)Online publication date: 13-Oct-2024
    • (2024)In Case of Doubt, One Follows One's Self: The Implicit Guidance of the Embodied Self-AvatarIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337204230:5(2109-2118)Online publication date: 4-Mar-2024
    • (2023)Validating virtual reality for time perception research: Virtual reality changes expectations about the duration of physical processes, but not the sense of timeBehavior Research Methods10.3758/s13428-023-02201-656:5(4553-4562)Online publication date: 26-Sep-2023
    • (2023)Illustrative Motion Smoothing for Attention Guidance in Dynamic VisualizationsComputer Graphics Forum10.1111/cgf.1483642:3(361-372)Online publication date: 27-Jun-2023
    • (2022)Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying PositionsProceedings of the 35th Annual ACM Symposium on User Interface Software and Technology10.1145/3526113.3545692(1-13)Online publication date: 29-Oct-2022
    • (2022)Beyond Being Real: A Sensorimotor Control Perspective on Interactions in Virtual RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517706(1-17)Online publication date: 29-Apr-2022
    • (2022)The Effect of Multisensory Pseudo-Haptic Feedback on Perception of Virtual WeightIEEE Access10.1109/ACCESS.2022.314043810(5129-5140)Online publication date: 2022
    • (2021)Measuring Presence in Virtual Environments: A SurveyACM Computing Surveys10.1145/346681754:8(1-37)Online publication date: 4-Oct-2021
    • Show More Cited By

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