用深度相似性学习检测用户在虚拟现实中的行为变化。
Unobtrusive In-Situ Measurement of Behavior Change by Deep Metric Similarity Learning of Motion Patterns
- 通过高维嵌入向量构建个体行为基准,识别动作模式差异。
- 在不同身高虚拟形象下,模型准确捕捉到用户行为改变。
- 无需额外输入,可实时追踪个体行为,适合心理与人机交互研究。
本文提出一种无侵入式的在位测量方法,用于检测用户在任意扩展现实(XR)系统暴露期间的行为变化。这类变化通常与化身效应或由不同化身引发的身体感知相关。我们基于深度度量相似性学习构建生物特征用户模型,利用高维嵌入作为参考向量,识别个体行为变化。在一项被试内实验中,参与者在不同身高化身(矮、实际身高、高)下完成水果收集任务。主观评估证实了身体表征感知的有效操控,非学习型运动分析显示头手动作存在显著差异。基于运动数据训练的相似性学习模型成功识别出不同化身条件下的行为变化。该方法具有四大优势:1)无需用户额外输入即可实现在位测量;2)适用于多种场景的通用可扩展运动分析;3)支持个体层面的用户特定分析;4)训练后可实时新增用户并评估化身变化对行为的影响。
原文摘要 · Abstract (English)
This paper introduces an unobtrusive in-situ measurement method to detect user behavior changes during arbitrary exposures in XR systems. Here, such behavior changes are typically associated with the Proteus effect or bodily affordances elicited by different avatars that the users embody in XR. We present a biometric user model based on deep metric similarity learning, which uses high-dimensional embeddings as reference vectors to identify behavior changes of individual users. We evaluate our model against two alternative approaches: a (non-learned) motion analysis based on central tendencies of movement patterns and subjective post-exposure embodiment questionnaires frequently used in various XR exposures. In a within-subject study, participants performed a fruit collection task while embodying avatars of different body heights (short, actual-height, and tall). Subjective assessments confirmed the effective manipulation of perceived body schema, while the (non-learned) objective analyses of head and hand movements revealed significant differences across conditions. Our similarity learning model trained on the motion data successfully identified the elicited behavior change for various query and reference data pairings of the avatar conditions. The approach has several advantages in comparison to existing methods: 1) In-situ measurement without additional user input, 2) generalizable and scalable motion analysis for various use cases, 3) user-specific analysis on the individual level, and 4) with a trained model, users can be added and evaluated in real time to study how avatar changes affect behavior.
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