The Role of Sensorimotor Contingencies and Eye Scanpath Entropy in Presence in Virtual Reality: A Reinforcement Learning Paradigm

Esen Küçüktütüncü;Francisco Macia-Varela;Joan Llobera;Mel Slater
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Abstract

Sensorimotor contingencies (SC) refer to the rules by which we use our body to perceive. It has been argued that to the extent that a virtual reality (VR) application affords natural SC so the greater likelihood that participants will experience Place Illusion (PI), the illusion of ‘being there’ (a component of presence) in the virtual environment. However, notwithstanding numerous studies this only has anecdotal support. Here we used a reinforcement learning (RL) paradigm where 26 participants experienced a VR scenario where the RL agent could sequentially propose changes to 5 binary factors: mono or stereo vision, 3 or 6 degrees of freedom head tracking, mono or spatialised sound, low or high display resolution, or one of two color schemes. The first 4 are SC, whereas the last is not. Participants could reject or accept each change proposed by the RL, until convergence. Participants were more likely to accept changes from low to high SC than changes to the color. Additionally, theory suggests that increased PI should be associated with lower eye scanpath entropy. Our results show that mean entropy did decrease over time and the final level of entropy was negatively correlated with a post exposure questionnaire-based assessment of PI.
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感觉运动偶然性和眼扫描路径熵在虚拟现实中的作用:一个强化学习范式。
感觉运动偶然性(SC)指的是我们使用身体进行感知的规则。有人认为,在某种程度上,虚拟现实(VR)应用程序提供了自然的SC,因此参与者更有可能体验到场所幻觉(PI),即在虚拟环境中“存在”的幻觉(存在的一个组成部分)。然而,尽管有大量的研究,这只是轶事支持。在这里,我们使用了强化学习(RL)范例,其中26名参与者经历了一个VR场景,其中RL代理可以依次提出5个二元因素的变化:单色或立体视觉,3或6自由度头部跟踪,单色或空间化声音,低或高显示分辨率,或两种配色方案之一。前4个是SC,而最后一个不是。参与者可以拒绝或接受RL提出的每一个变化,直到趋同。参与者更容易接受从低到高SC的变化,而不是颜色的变化。此外,理论表明,PI的增加应该与较低的眼睛扫描路径熵有关。我们的研究结果表明,平均熵确实随着时间的推移而降低,最终熵水平与暴露后基于问卷的PI评估呈负相关。
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