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.

Highlights

  • Virtual reality (VR) affords the study of the behaviour of people in social situations that would be logistically difficult or ethically problematic in reality

  • An alternative method is to portray the scenario in immersive virtual reality (VR) where experimental participants are put into the role of what Milgram called the ‘Teacher’, and the ‘Learner’ is an entirely virtual human character

  • We set out to investigate whether, during the course of an attack by a perpetrator on a victim in VR, participants could be encouraged in real-time to intervene to intervene

Read more

Summary

Introduction

Virtual reality (VR) affords the study of the behaviour of people in social situations that would be logistically difficult or ethically problematic in reality. A dominant theory in this field is due to Latané and ­Darley[1,2] who argued that group size, the number of bystanders to an incident, inhibits helping behaviour due to diffusion of responsibility This has been verified many times, see the review by Fischer et al.[3]. It has been shown that football fans are more likely to help someone who appears injured in the street if they are wearing a shirt signifying that they support the same club as the fan, and to ignore those wearing the shirt of a rival ­club[7] To further illustrate this point, the meta analysis by Fischer et al.[3], included 105 studies with independent effect sizes. A further ­study[12] showed that participants in such as setup often tried to help the Learner by giving them a clue about the correct answers, to avoid the unpleasantness of administering the shock and watching the painful response of the virtual Learner (who eventually demanded to be let out of the experiment)

Methods
Results
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call