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Evaluating participant responses to a virtual reality experience using reinforcement learning
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 a...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Royal Society
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8441123/ https://www.ncbi.nlm.nih.gov/pubmed/34540251 http://dx.doi.org/10.1098/rsos.210537 |
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author | Llobera, Joan Beacco, Alejandro Oliva, Ramon Şenel, Gizem Banakou, Domna Slater, Mel |
author_facet | Llobera, Joan Beacco, Alejandro Oliva, Ramon Şenel, Gizem Banakou, Domna Slater, Mel |
author_sort | Llobera, Joan |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8441123 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | The Royal Society |
record_format | MEDLINE/PubMed |
spelling | pubmed-84411232021-09-17 Evaluating participant responses to a virtual reality experience using reinforcement learning Llobera, Joan Beacco, Alejandro Oliva, Ramon Şenel, Gizem Banakou, Domna Slater, Mel R Soc Open Sci Computer Science and Artificial Intelligence 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. The Royal Society 2021-09-15 /pmc/articles/PMC8441123/ /pubmed/34540251 http://dx.doi.org/10.1098/rsos.210537 Text en © 2021 The Authors. https://creativecommons.org/licenses/by/4.0/Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, provided the original author and source are credited. |
spellingShingle | Computer Science and Artificial Intelligence Llobera, Joan Beacco, Alejandro Oliva, Ramon Şenel, Gizem Banakou, Domna Slater, Mel Evaluating participant responses to a virtual reality experience using reinforcement learning |
title | Evaluating participant responses to a virtual reality experience using reinforcement learning |
title_full | Evaluating participant responses to a virtual reality experience using reinforcement learning |
title_fullStr | Evaluating participant responses to a virtual reality experience using reinforcement learning |
title_full_unstemmed | Evaluating participant responses to a virtual reality experience using reinforcement learning |
title_short | Evaluating participant responses to a virtual reality experience using reinforcement learning |
title_sort | evaluating participant responses to a virtual reality experience using reinforcement learning |
topic | Computer Science and Artificial Intelligence |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8441123/ https://www.ncbi.nlm.nih.gov/pubmed/34540251 http://dx.doi.org/10.1098/rsos.210537 |
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