Simulating social situations in immersive virtual reality: a study of bystander responses to violent emergencies

Simulating social situations in immersive virtual reality: a study of bystander responses to violent emergencies
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在沉浸式虚拟现实中模拟社会情境:旁观者对暴力紧急情况反应的研究

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发表时间:
2016
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通讯作者:
A. Pérez
A. Pérez
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作者:
A. Pérez

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这项研究的目的是展示如何使用沉浸式虚拟现实(IVR)来研究人类对社会情境中极端紧急情况的反应。参与者与动画虚拟人进行逼真的互动。我们通过对旁观者对暴力对抗的反应进行实验研究来证明这一点,并发现在某些条件下人们会进行干预以帮助受到威胁的虚拟角色。我们继续证明,强化学习(RL)方法可以捕获虚拟人类的行为类型,从而导致旁观者进行更大程度的干预。研究表明,当人们产生“身临其境”的错觉(地点错觉,PI)并且他们感知到的事情似乎真的发生时(似真性错觉,Psi)时,人们往往会在 IVR 中描述的社交情境中做出现实的反应。这使得 IVR 技术能够用于多个领域的研究,包括人类行为研究、社交恐惧症治疗以及身体和精神康复。此外,IVR 有助于克服研究性质可能产生的道德问题,例如欺骗。高度控制的环境减少了重复研究引起的变化,从而提高了内部有效性。此外,IVR 允许建立真人大小的计算机生成模拟,并实现与自然身体运动互动的可能性,使他们的反应接近真实,从而提高生态有效性。我们进行了一系列实验,以了解当人们目睹两个人之间的对抗时,可能会促使人们进行干预的情况。面对潜在的暴力局势,任何个人都必须决定是进行干预以阻止暴力,还是不采取任何行动。有证据表明,旁观者与受害者或攻击者之间的共同社会身份、其他旁观者或权威人物的存在及其行为等因素会影响人们对紧急情况的反应。但出于伦理和有效性的原因,很难与真实的参与者进行研究来观察人们对暴力的反应。本论文的实验结果表明,如果旁观者认为场景中的其他人与他有某种类型的联系,那么旁观者干预的可能性就会增加或减少。我们操纵的主要实验变量是场景中的人们是否与旁观者支持同一支足球队,或者相反,他们与任何特定的球队没有明确的关联。此外,本文提供的证据表明,旁观者效应也发生在沉浸式虚拟环境(IVE)中,并且这种现象的强度根据场景中存在的角色的社会身份而变化。论文的最后一部分表明,强化学习可以为计算机提供学习能力,以研究人类行为,并利用这些知识来引出 IVE 中真人的预定反应,例如增加对暴力紧急情况进行干预的可能性。
The goal of this research is to show how immersive virtual reality (IVR) can be used to study human responses to extreme emergencies in social situations. Participants interact realistically with animated virtual humans. We show this through experimental studies of bystander responses to a violent confrontation, and find that there are conditions under which people intervene to help virtual characters that are threatened. We go on to show that a reinforcement learning (RL) method can capture the types of actions of virtual humans that lead to greater intervention on the part of the bystander. It has been shown that people tend to respond realistically in social situations depicted in IVR when they have the illusion of ’being there’ (Place Illusion, PI) and that what they perceive appears to be really happening (Plausibility Illusion, Psi). This has enabled IVR technology for the study of several fields including human behavioural studies, social phobia treatment and both physical and psychiatric rehabilitation. Additionally, IVR helps to overcome ethical issues such as deception that can arise from the nature of the study. The highly controlled environment reduces the variations induced by the repetition of the study, and thus, increases the internal validity. Furthermore, IVR allows setting up life-size computer-generated simulations and enables the possibility of interaction with natural body movements, making their responses close to being authentic thus increasing the ecological validity. We carried out a series of experiments to understand the circumstances likely to make people intervene when they witness a confrontation between two people. Faced with a potentially violent situation, any individual has to decide whether to intervene to try to prevent the violence, or do nothing. Evidence demonstrates that factors such as a shared social identity between the bystander and either the victim or the aggressor, the presence of other bystanders or authority figures and their behaviour influence people’s responses to an emergency. But for ethical and validity reasons, it is very difficult to set up studies with real actors which observe how people react to violence. The results of the experiments in this thesis show that the likelihood of a bystander intervention can be increased or diminished if the bystander perceives the other people present in the scene as sharing some type of affiliation with him. The main experiment variable that we manipulated was whether the people in the scene supported the same football team as the bystander, or on the contrary they did not have an explicit association with any team in particular. Additionally, this thesis provides evidence that the bystander effect also occurs in an immersive virtual environment (IVE) and that the strength of this phenomenon varies depending on the social identity of the characters present in the scene. The last part of the thesis shows that RL can provide learning capabilities to a computer to study human behaviour and use the knowledge towards eliciting pre-determined responses from real people in IVEs, such as increasing the likelihood of intervention in a violent emergency.
DOI: 10.1037/a0015826
发表时间: 2009-09
影响因子: 7
作者:
Collins, Linda M.;Dziak, John J.;Li, Runze
通讯作者: Li, Runze
DOI: 10.1080/10463283.2014.892318
发表时间: 2013-12-01
影响因子: 7.2
作者:
Levine, Mark;Manning, Rachel
通讯作者: Manning, Rachel