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Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning
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 experimenta...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Nature Publishing Group UK
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8907188/ https://www.ncbi.nlm.nih.gov/pubmed/35264652 http://dx.doi.org/10.1038/s41598-022-07872-3 |
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author | Rovira, Aitor Slater, Mel |
author_facet | Rovira, Aitor Slater, Mel |
author_sort | Rovira, Aitor |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8907188 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Nature Publishing Group UK |
record_format | MEDLINE/PubMed |
spelling | pubmed-89071882022-03-10 Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning Rovira, Aitor Slater, Mel Sci Rep Article 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. Nature Publishing Group UK 2022-03-09 /pmc/articles/PMC8907188/ /pubmed/35264652 http://dx.doi.org/10.1038/s41598-022-07872-3 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Article Rovira, Aitor Slater, Mel Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning |
title | Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning |
title_full | Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning |
title_fullStr | Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning |
title_full_unstemmed | Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning |
title_short | Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning |
title_sort | encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8907188/ https://www.ncbi.nlm.nih.gov/pubmed/35264652 http://dx.doi.org/10.1038/s41598-022-07872-3 |
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