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Journal Article

Citation

Rovira A, Slater M. Sci. Rep. 2022; 12(1): e3843.

Copyright

(Copyright © 2022, Nature Publishing Group)

DOI

10.1038/s41598-022-07872-3

PMID

35264652

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.


Language: en

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