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鼓励旁观者在暴力事件中提供帮助:使用强化学习的虚拟现实研究。

Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning.

机构信息

Department of Computer Science, University College London, London, UK.

Oxford Health NHS Foundation Trust, Oxford, UK.

出版信息

Sci Rep. 2022 Mar 9;12(1):3843. doi: 10.1038/s41598-022-07872-3.

DOI:10.1038/s41598-022-07872-3
PMID:35264652
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8907188/
Abstract

Virtual reality (VR) affords the study of the behaviour of people in social situations that would be logistically difficult or ethically problematic in reality. The laboratory-controlled setup makes it straightforward to collect multi-modal data and compare the responses across different experimental conditions. However, the scenario is typically fixed and the resulting data are usually analysed only once the VR experience has ended. Here we describe a method that allows adaptation of the environment to the behaviours of participants and where data is collected and processed during the experience. The goal was to examine the extent to which helping behaviour of participants towards the victim of a violent aggression might be encouraged, with the use of reinforcement learning (RL). In the scenario, a virtual human character represented as a supporter of the Arsenal Football Club, was attacked by another with the aggression escalating over time. (In some countries football is referred to as 'soccer', but we will use 'football' throughout). Each participant, a bystander in the scene, might intervene to help the victim or do nothing. By varying the extent to which some actions of the virtual characters during the scenario were determined by the RL we were able to examine whether the RL resulted in a greater number of helping interventions. Forty five participants took part in the study divided into three groups: with no RL, a medium level of RL, or full operation of the RL. The results show that the greater extent to which the RL operated the greater the number of interventions. We suggest that this methodology could be an alternative to full multi-factorial experimental designs, and more importantly as a way to produce adaptive VR scenarios that encourage participants towards a particular line of action.

摘要

虚拟现实 (VR) 能够研究人们在社交情境中的行为,而这些行为在现实中由于后勤困难或道德问题难以进行研究。实验室控制的设置使得多模态数据的收集变得简单,并且可以比较不同实验条件下的反应。然而,场景通常是固定的,并且只有在 VR 体验结束后,才能对产生的数据进行分析。在这里,我们描述了一种方法,该方法允许根据参与者的行为来调整环境,并且可以在体验过程中收集和处理数据。我们的目标是研究强化学习 (RL) 能否鼓励参与者对暴力攻击受害者的帮助行为。在场景中,一个虚拟的人类角色代表阿森纳足球俱乐部的支持者,会受到另一个角色的攻击,攻击随着时间的推移而升级。(在一些国家,足球被称为“soccer”,但我们将在全文中使用“football”)。每个参与者作为场景中的旁观者,可能会干预以帮助受害者或什么都不做。通过改变 RL 在场景中决定虚拟角色某些行为的程度,我们能够检查 RL 是否导致更多的帮助干预。45 名参与者分为三组参与了这项研究:没有 RL、RL 中等水平或 RL 完全运行。结果表明,RL 运行的程度越大,干预的次数就越多。我们认为,这种方法可以替代全多因素实验设计,更重要的是,可以作为一种产生自适应 VR 场景的方法,鼓励参与者采取特定的行动路线。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/daf4896a4751/41598_2022_7872_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/943e629606ff/41598_2022_7872_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/511db211b468/41598_2022_7872_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/ed49b9dbf56d/41598_2022_7872_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/0783aae95747/41598_2022_7872_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/daf4896a4751/41598_2022_7872_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/943e629606ff/41598_2022_7872_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/511db211b468/41598_2022_7872_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/ed49b9dbf56d/41598_2022_7872_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/0783aae95747/41598_2022_7872_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/456b/8907188/daf4896a4751/41598_2022_7872_Fig5_HTML.jpg