Overall, people move slower in VR, but our results from
Relative Durations suggest that the relative distribution of time over the course of an object interaction is mostly the same between conditions (
Figure 4b). That is, the most time is spent Transporting and Reaching for an object in both VR and the real world, with less time spent Releasing and even less Grasping. However, despite this general similarity, the fact that the
Absolute Durations during Grasp were more similar while the
Absolute Durations during Release were less similar between conditions leads to commensurate differences in the
Relative Duration measures, with subsequent effects to all phases of movement.
First, participants spend slightly more (p = 8.00 × 10−3) relative time in the Reach phase in VR (22.52%, SD = 2.84%) than in the RW (20.82%, SD = 4.05%) and slightly less relative time in the Grasp phase in VR (RW = 7.64%, SD = 1.39%; VR = 6.25%, SD = 1.92%; p = 1.90 × 10−2). Relative Duration is much lower (p = 5.79 × 10−5) in the Transport phase in VR (35.20%, SD = 4.47%) compared to the real world (40.71%, SD = 2.33%) and much higher (p = 4.20 × 10−5) in the Release phase in VR (15.87%, SD = 4.46%) compared to the real world (10.54%, SD = 1.84%). The difference in Release Relative Duration is the most pronounced. It should be noted that because this measure is designed to be proportional, when one measure accounts for “more of the pie,” another measure takes up “less of the pie.” Here, in VR, we see the Relative Duration during Grasp take up “less of the pie,” resulting in the Relative Duration during Reach taking up more. While, again in VR, we see the Relative Duration during Release take up much “more of the pie,” leaving less for the Relative Duration of Transport.
The two major takeaways from this measure are that the distribution of time to phase is similar across VR and the RW except that in VR, there is a significant extension of the time spent releasing.