Immersive machine learning for social attitude detection in virtual reality narrative games

  • People can understand how human interaction unfolds and can pinpoint social attitudes such as showing interest or social engagement with a conversational partner. However, summarising this with a set of rules is difficult, as our judgement is sometimes subtle and subconscious. Hence, it is challenging to program Non-Player Characters (NPCs) to react towards social signals appropriately, which is important for immersive narrative games in Virtual Reality (VR). We collaborated with two game studios to develop an immersive machine learning (ML) pipeline for detecting social engagement. We collected data from participants-NPC interaction in VR, which was then annotated in the same immersive environment. Game design is a creative process and it is vital to respect designer’s creative vision and judgement. We therefore view annotation as a key part of the creative process. We trained a reinforcement learning algorithm (PPO) with imitation learning rewards using raw data (e.g. head position)People can understand how human interaction unfolds and can pinpoint social attitudes such as showing interest or social engagement with a conversational partner. However, summarising this with a set of rules is difficult, as our judgement is sometimes subtle and subconscious. Hence, it is challenging to program Non-Player Characters (NPCs) to react towards social signals appropriately, which is important for immersive narrative games in Virtual Reality (VR). We collaborated with two game studios to develop an immersive machine learning (ML) pipeline for detecting social engagement. We collected data from participants-NPC interaction in VR, which was then annotated in the same immersive environment. Game design is a creative process and it is vital to respect designer’s creative vision and judgement. We therefore view annotation as a key part of the creative process. We trained a reinforcement learning algorithm (PPO) with imitation learning rewards using raw data (e.g. head position) and socially meaningful derived data (e.g. proxemics); we compared different ML configurations including pre-training and a temporal memory (LSTM). The pre-training and LSTM configuration using derived data performed the best (84% F1-score, 83% accuracy). The models using raw data did not generalise. Overall, this work introduces an immersive ML pipeline for detecting social engagement and demonstrates how creatives could use ML and VR to expand their ability to design more engaging experiences. Given the pipeline’s results for social engagement detection, we generalise it for detecting human-defined social attitudes.show moreshow less

Download full text files

Export metadata

Statistics

Number of document requests

Additional Services

Share in Twitter Search Google Scholar
Metadaten
Author:Georgiana Cristina DobreGND, Marco Gillies, Xueni Pan
URN:urn:nbn:de:bvb:384-opus4-1126532
Frontdoor URLhttps://opus.bibliothek.uni-augsburg.de/opus4/112653
ISSN:1359-4338OPAC
ISSN:1434-9957OPAC
Parent Title (English):Virtual Reality
Publisher:Springer Science and Business Media LLC
Place of publication:Berlin
Type:Article
Language:English
Year of first Publication:2022
Publishing Institution:Universität Augsburg
Release Date:2024/04/23
Tag:Computer Graphics and Computer-Aided Design; Human-Computer Interaction; Software
Volume:26
Issue:4
First Page:1519
Last Page:1538
DOI:https://doi.org/10.1007/s10055-022-00644-4
Institutes:Fakultät für Angewandte Informatik
Fakultät für Angewandte Informatik / Institut für Informatik
Fakultät für Angewandte Informatik / Institut für Informatik / Lehrstuhl für Menschzentrierte Künstliche Intelligenz
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 000 Informatik, Informationswissenschaft, allgemeine Werke
Licence (German):CC-BY 4.0: Creative Commons: Namensnennung (mit Print on Demand)