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Affective experience in a virtual crowd regulates perceived travel time

Time sometimes feels like it is flying by or slowing down. Previous research indicates objective number of items, subjective affect, and heart rate all can influence the experience of time. While these factors are usually tested in isolation with simple stimuli in the laboratory, here we examined th...

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Autores principales: Sadeghi, Saeedeh, Daziano, Ricardo, Yoon, So-Yeon, Anderson, Adam K.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer London 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9632586/
https://www.ncbi.nlm.nih.gov/pubmed/36348940
http://dx.doi.org/10.1007/s10055-022-00713-8
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author Sadeghi, Saeedeh
Daziano, Ricardo
Yoon, So-Yeon
Anderson, Adam K.
author_facet Sadeghi, Saeedeh
Daziano, Ricardo
Yoon, So-Yeon
Anderson, Adam K.
author_sort Sadeghi, Saeedeh
collection PubMed
description Time sometimes feels like it is flying by or slowing down. Previous research indicates objective number of items, subjective affect, and heart rate all can influence the experience of time. While these factors are usually tested in isolation with simple stimuli in the laboratory, here we examined them together in the ecological context of a virtual subway ride. We hypothesized that subjective affective experience associated with objective crowding lengthens subjective trip duration. Participants (N = 41) experienced short (1–2 min) immersive virtual reality subway trips with different levels of public crowding. Consistent with the immersive nature of decreased interpersonal virtual space, increased crowding decreased pleasantness and increased the unpleasantness of a trip. Virtual crowding also lengthened perceived trip duration. The presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 s. Degree of pleasant relative to unpleasant affect mediated why crowded trips felt longer. Independently of crowding and affect, heart rate changes were related to experienced trip time. These results demonstrate socioemotional regulation of the experience of time and that effects of social crowding on perception and affect can be reliably created during a solitary virtual experience. This study demonstrates a novel use of Virtual Reality technology for testing psychological theories in ecologically valid and highly controlled settings. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-022-00713-8.
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spelling pubmed-96325862022-11-04 Affective experience in a virtual crowd regulates perceived travel time Sadeghi, Saeedeh Daziano, Ricardo Yoon, So-Yeon Anderson, Adam K. Virtual Real Original Article Time sometimes feels like it is flying by or slowing down. Previous research indicates objective number of items, subjective affect, and heart rate all can influence the experience of time. While these factors are usually tested in isolation with simple stimuli in the laboratory, here we examined them together in the ecological context of a virtual subway ride. We hypothesized that subjective affective experience associated with objective crowding lengthens subjective trip duration. Participants (N = 41) experienced short (1–2 min) immersive virtual reality subway trips with different levels of public crowding. Consistent with the immersive nature of decreased interpersonal virtual space, increased crowding decreased pleasantness and increased the unpleasantness of a trip. Virtual crowding also lengthened perceived trip duration. The presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 s. Degree of pleasant relative to unpleasant affect mediated why crowded trips felt longer. Independently of crowding and affect, heart rate changes were related to experienced trip time. These results demonstrate socioemotional regulation of the experience of time and that effects of social crowding on perception and affect can be reliably created during a solitary virtual experience. This study demonstrates a novel use of Virtual Reality technology for testing psychological theories in ecologically valid and highly controlled settings. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-022-00713-8. Springer London 2022-11-03 2023 /pmc/articles/PMC9632586/ /pubmed/36348940 http://dx.doi.org/10.1007/s10055-022-00713-8 Text en © The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2022. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Original Article
Sadeghi, Saeedeh
Daziano, Ricardo
Yoon, So-Yeon
Anderson, Adam K.
Affective experience in a virtual crowd regulates perceived travel time
title Affective experience in a virtual crowd regulates perceived travel time
title_full Affective experience in a virtual crowd regulates perceived travel time
title_fullStr Affective experience in a virtual crowd regulates perceived travel time
title_full_unstemmed Affective experience in a virtual crowd regulates perceived travel time
title_short Affective experience in a virtual crowd regulates perceived travel time
title_sort affective experience in a virtual crowd regulates perceived travel time
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9632586/
https://www.ncbi.nlm.nih.gov/pubmed/36348940
http://dx.doi.org/10.1007/s10055-022-00713-8
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