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Encouraging bystander helping behaviour in a violent incident: a virtual reality study using reinforcement learning.
Aitor Rovira1,2,3, Mel Slater4,5
1Department of Computer Science, University College London, London, UK.
Scientific Reports
|March 10, 2022
Summary
Virtual reality (VR) enables adaptive social behavior studies. Reinforcement learning (RL) in VR increased helping behavior towards a victim of virtual aggression, demonstrating its potential for encouraging specific actions.
Area of Science:
- Psychology
- Computer Science
- Human-Computer Interaction
Background:
- Virtual reality (VR) offers controlled environments for studying complex social behaviors.
- Traditional VR studies have fixed scenarios and delayed data analysis.
- Adaptive VR environments that respond to participant behavior are needed.
Purpose of the Study:
- To investigate the use of reinforcement learning (RL) to encourage helping behavior in a virtual reality (VR) aggression scenario.
- To develop a method for real-time data processing and environmental adaptation within VR.
Main Methods:
- A VR scenario was created where a virtual character was attacked, with participants acting as bystanders.
- Reinforcement learning (RL) was implemented to varying degrees to control virtual character actions.
- Forty-five participants were divided into three groups: no RL, medium RL, and full RL.
Main Results:
- A greater extent of RL operation led to a higher number of helping interventions by participants.
- The adaptive VR methodology allowed for real-time data collection and processing.
Conclusions:
- Reinforcement learning (RL) can effectively encourage specific participant behaviors, such as helping, in adaptive VR environments.
- This adaptive VR approach offers an alternative to traditional experimental designs and can guide participant actions.
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