Llobera Joan, Beacco Alejandro, Oliva Ramon, Şenel Gizem, Banakou Domna, Slater Mel
Event Laboratory, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain.
Institute of Neurosciences of the University of Barcelona, Barcelona, Spain.
R Soc Open Sci. 2021 Sep 15;8(9):210537. doi: 10.1098/rsos.210537. eCollection 2021 Sep.
Virtual reality applications depend on multiple factors, for example, quality of rendering, responsiveness, and interfaces. In order to evaluate the relative contributions of different factors to quality of experience, post-exposure questionnaires are typically used. Questionnaires are problematic as the questions can frame how participants think about their experience and cannot easily take account of non-additivity among the various factors. Traditional experimental design can incorporate non-additivity but with a large factorial design table beyond two factors. Here, we extend a previous method by introducing a reinforcement learning (RL) agent that proposes possible changes to factor levels during the exposure and requires the participant to either accept these or not. Eventually, the RL converges on a policy where no further proposed changes are accepted. An experiment was carried out with 20 participants where four binary factors were considered. A consistent configuration of factors emerged where participants preferred to use a teleportation technique for navigation (compared to walking-in-place), a full-body representation (rather than hands only), the responsiveness of virtual human characters (compared to being ignored) and realistic compared to cartoon rendering. We propose this new method to evaluate participant choices and discuss various extensions.
虚拟现实应用取决于多个因素,例如渲染质量、响应能力和界面。为了评估不同因素对体验质量的相对贡献,通常会使用暴露后问卷调查。问卷调查存在问题,因为问题会影响参与者对自身体验的思考方式,并且难以轻易考虑到各种因素之间的非可加性。传统实验设计可以纳入非可加性,但需要一个超过两个因素的大型析因设计表。在此,我们扩展了之前的方法,引入了一个强化学习(RL)智能体,该智能体在暴露过程中提出对因素水平的可能更改,并要求参与者接受或不接受这些更改。最终,强化学习收敛于一种不再接受进一步提议更改的策略。我们对20名参与者进行了一项实验,其中考虑了四个二元因素。出现了一种一致的因素配置,参与者更喜欢使用瞬移技术进行导航(与原地行走相比)、全身表示(而不是仅手部)、虚拟人类角色的响应能力(与被忽略相比)以及与卡通渲染相比的真实感。我们提出这种新方法来评估参与者的选择,并讨论各种扩展。