Research on Optimization Method of VR Task Scenario Resources Driven by User Cognitive Needs
Abstract
:1. Introduction
2. Research Framework
- (1)
- Building VR system cognitive resource space: extracting user behavior characteristics and corresponding design resource characteristics from the visual perception channel, auditory perception channel, and tactile perception channel, and then analyzing the mapping relationship between explicit coding and implicit cognition of information representation under multi-channel. In the mapping relationship analysis, users receive feedback information from virtual reality software and hardware through physical channels, then generate cognitive behaviors through feedback information, and then make decisions on tasks in the system. On this basis, users’ VR system cognitive resource space is built.
- (2)
- Establishing QFD design element feature transformation space: focusing at a user’s cognitive low-load demand, AHP and QFD are used to analyze the relevant importance of VR system visual resources, auditory resources and tactile resources, and obtain the importance ranking. Designers can refer to the ranking of the importance of each design resource aiming at the user’s cognitive load demand when making design decisions, thus assisting designers to carry out efficient design.
- (3)
- Neural network model predicts user’s cognitive load: according to the characteristics of the convolution neural network (CNN)’s nonlinear expression of variable relations, the cognitive load of users in VR system task scenarios is predicted and analyzed, thus assisting designers in building a VR system efficiently and accurately. In the neural prediction results, the system configuration scheme with the highest cognitive load value and the system configuration scheme with the lowest cognitive load value are retrieved, which can provide scheme reference for designers.
3. Cognitive Behavior-Design Resource Mapping Model of VR System Combining Sensory Multi-Channels
3.1. Channel Theory of Cognitive Resources
3.2. Construction of Cognitive Behavior Design Feature Model
- Low-load cognitive channel domain: in VR task scenarios, explicit visual codes such as interface data pass through visual perception channels, background music and voice reminders pass through the auditory perception channel, and VR handle vibration feedback and task operation pass through the tactile sensing channel. The reception of explicit knowledge in the three channels affects each other, and there is a parallel, dependent and enabling relationship, which reduces the cognitive resources in a single channel dimension, thus reducing the cognitive load of users. The low-load cognitive channel domain is shown in Figure 4, wherein P represents the user’s cognitive experience, V, A, and T respectively represent the visual channel, auditory channel, and tactile channel, {PV1, PV2… PVN} represents the user’s cognitive experience under the visual channel, {PA1, PA2… PAN} represents the user’s cognitive experience under the auditory channel, and {PT1, PT2… PT3} represents the user’s cognitive experience under the tactile channel.
- Cognitive behavior feedback domain: the human–machine system based on task requirements uses the cognitive behavior-design resource feature network modeling method [19] to establish the user cognitive-behavior library. The user behavior selected by VR task is modeled and regulated in time sequence, and the operation and information channels are organically combined to intuitively reflect the interrelation between various behavior elements. The behavior elements are shown in Table 1 and the feedback field is shown in Figure 4. The numbers represent the sequence of the user’s actions during VR operation, and V, A, and T represent visual channel, auditory channel, and tactile channel respectively. Through the decomposition of user behavior, the corresponding behavior element requirements are obtained, such as easy discovery, easy understanding, convenient regulation, etc.
- Design resource feature domain: A VR system contains multi-dimensional information perception resource features. As shown in Figure 4, VR task scenario design resource features are deconstructed, where visual channel information is expressed as {FV1, FV2 … FVN}, and includes schema shape, color, etc. Auditory channel information is represented as {FA1, FA2… FAN}, and includes background music, prompt tones, etc.; tactile channel information is expressed as {FT1, FT2… FT3}, and includes the frequency and amplitude of the operating lever vibration.
3.3. Mapping Relationship between Domains of Cognitive Behavior-Design Feature Model
4. Scenario User Cognitive Load Forecasting in VR System
4.1. Design Resource Feature Priority Calculation Model with Cognitive Low Load
- Step 1: A correlation model for calculating the importance of a user’s cognition of low-load demand is established. The model consists of four levels: target P, criterion level Ci (i=1, 2, …, n), cognitive behavior requirement level Ni1, …, Nin and design feature level Fi.
- Step 2: Taking the target layer P as the judgment criterion, the criterion layer correlation matrix is constructed, the criterion layer elements C1, C2 … Cn are compared with C1 in turn, and the correlation comparison matrix A of user cognitive low-load demand N11 based on VR situation is established.
- Step 3: Based on the criterion layer C, the elements {N11, N12, …, Nin} in the cognitive behavior demand layer are compared with N11 in turn, and the matrix B of N11 correlation comparison based on cognitive criteria is constructed.
- Step 4: Method obtains the maximum eigenvalue of each judgment matrix and its corresponding eigenvector, and classifies the eigenvectors of cognitive behavior demand layer into the matrix Wij formula in turn, so that matrix Wij represents the correlation information between user cognitive behavior demand Nin and Njn. By comparing the link relations of cognitive behavior requirements in turn, the weightless relation matrix Wp is obtained to gain the priority weight value.
- Step 5: Taking the cognitive behavior demand layer N as the judgment criterion, the correlation degree of design features {F1, F2, …, Fn} and F1 is compared in pairs in turn, and a judgment matrix of F1 correlation degree comparison based on the cognitive criterion is constructed to express the link relationship of the design features {F1, F2, …, Fn}.
4.2. Forecast Model Task Flow
- Step 1: Takes the VR system information interface scheme feature target as input, and based on it, the design resource features of interface scenario and multimodal perception channel are selected.
- Step 2: Based on AHP-QFD, the priority ranking of design resource features is taken as a reference-aided design for design schemes.
- Step 3: Involves building the virtual reality task selection scenario system.
- Step 4: Use the input of the CNN neural network to detect whether the built design scheme meets the user’s need to recognize low-load and design requirement constraints, and return to Step 2 if it does not.
- Step 5: If the design constraints are not violated, the scheme is saved and implemented.
5. Application Case
5.1. Acquisition of User Cognitive Behavior Requirements in VR Task Selection System
5.2. Recognition of Design Feature Priority Analysis
5.3. Forecast Model Input Set Data Collection
5.4. Data Acquisition of Forecast Model Output Set
5.5. Construction of CNN Prediction Model
5.6. Validation of Model Results
5.7. Comparative Analysis of Design Scheme Results
6. Conclusions
- The application of cognitive psychology in a VR system is expanded: In this paper, visual, auditory, and tactile perceptual information is integrated into the task scenario research of the VR interface. Guided by cognitive psychology theory, the mapping relationship between the explicit coding of the visual representation of information and the implicit cognition of users under the VR system task selection operation is analyzed, and the user cognitive behavior demand model of virtual reality system is established.
- The design cycle is shortened and the accuracy of the design scheme is increased: AHP-QFD is used to analyze the relevant importance of the design resource elements in the VR space, and key influencing factors are retrieved to assist designers in system construction. According to the user’s cognitive behavior stratification and its corresponding VR system resource characteristics, the cognitive load of users in VR system interface selection is learned through the nonlinear expression of variable relationship characteristics of a neural network, which helps achieve the user experience cognitive low-load demand of prediction design, thus reducing the time cost and increasing the accuracy of the designer’s scheme.
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Vision (V) | Auditory Sense (A) | Tactile Sensation (T) |
---|---|---|
V1 Find | A1 Find | T1 Regulation |
V2 Browse | A2 Understand | T2 Operation |
V3 Search | A3 Check feedback | T3 Check feedback |
V4 Check feedback | A4 Analysis | |
V5 Contrast |
Scale | Meaning |
---|---|
1 | The two elements are of equal importance compared to each other. |
3 | Compared with the two elements, the former is slightly more important than the latter. |
5 | Compared with the two elements, the former is obviously more important than the latter. |
7 | Compared with the two elements, the former is much more important than the latter. |
9 | Compared with the two elements, the former is more serious and important than the latter. |
2, 4, 6, 8 | The intermediate value of the above-mentioned adjacent judgment |
Criterion Word | Vote | Criterion Word | Vote | Criterion Word | Vote | Criterion Word | Vote |
---|---|---|---|---|---|---|---|
1 Technological | 13 | 10 Lively | 9 | 19 Enjoyable | 15 | 28 Clear | 11 |
2 Comfort | 7 | 11 Charismatic | 11 | 20 Casual | 9 | 29 Rational | 15 |
3 Visualization | 14 | 12 Cheerful | 8 | 21 Safe | 16 | 30 Neat | 8 |
4 Fluency | 14 | 13 Gorgeous | 8 | 22 Advanced sense | 8 | 31 Natural | 13 |
5 Easy to use | 6 | 14 Smooth | 13 | 23 Beautiful | 9 | 32 Immersion | 18 |
6 Relaxed | 12 | 15 Substitution | 10 | 24 Dreamy | 17 | 33 Simple | 9 |
7 Intuitive | 15 | 16 Real | 11 | 25 Endurable | 9 | ||
8 Sequential | 11 | 17 Novel | 12 | 26 Dynamic | 13 | ||
9 Ingenious | 12 | 18 Pleasure | 12 | 27 Trustworthy | 12 |
Criterion Word | 1 | 2 | 3 | 4 | …… | 30 | 31 | 32 | 33 |
---|---|---|---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 0 | …… | 1 | 5 | 13 | 0 |
2 | 0 | 0 | 0 | 0 | …… | 0 | 3 | 0 | 1 |
3 | 0 | 0 | 0 | 0 | …… | 3 | 2 | 1 | 2 |
4 | 0 | 0 | 0 | 0 | …… | 9 | 0 | 0 | 13 |
…… | …… | …… | …… | …… | …… | …… | …… | …… | …… |
30 | 1 | 0 | 3 | 9 | …… | 0 | 1 | 0 | 5 |
31 | 5 | 3 | 2 | 0 | …… | 1 | 0 | 4 | 1 |
32 | 13 | 0 | 1 | 0 | …… | 0 | 4 | 0 | 1 |
33 | 0 | 1 | 2 | 13 | …… | 5 | 1 | 1 | 0 |
Group 1 | Group 2 | Group 3 | Group 4 | ||
---|---|---|---|---|---|
3 Visualization | 1 Technological | 9 Ingenious | 2 Comfort | 18 Pleasure | 14 Smooth |
7 Intuitive | 15 Substitution | 19 Enjoyable | 12 Cheerful | 20 Casual | 30 Neat |
29 Rational | 16 Real | 21 Safe | 11 Charismatic | 10 Lively | 5 Easy to use |
22 Advanced sense | 27 Trustworthy | 17 Novel | 28 Clear | 33 Simple | |
32 Immersion | 31 Natural | 23 Beautiful | 13 Gorgeous | 8 Sequential | |
25 Endurable | 24 Dreamy | 4 Fluency | |||
6 Relaxed | 26 Dynamic |
Target Layer (P) | Criteria Layer (C) | Cognitive Behavioral Demand Layer (N) | Design Feature Layer (F) |
---|---|---|---|
Cognitive low-load (P) | Immersion (C1) | Natural interaction operation (N1) | Interface Layout (F1) |
Real scene space (N2) | Graphic area chamfering feature (F2) | ||
Visualization (C2) | Data Visualization (N3) | Main Tone (F3) | |
Functional scenario element matching (N4) | Color Contrast between Mission Area and Overall (F4) | ||
Fluency (C3) | Clear information level. (N5) | Interface transparency (F5) | |
Timely feedback (N6) | Browse Order (F6) | ||
Pleasure (C4) | Visual aesthetics (N7) | Prompt Tone (F7) | |
Easy to master and learn (N8) | Background music (F8) | ||
Vibrating tactile sensation (F9) |
P | C1 | C2 | C3 | C4 | Eigenvector W | |
---|---|---|---|---|---|---|
C1 | 1 | 3 | 1/5 | 5 | 0.1178 | |
C2 | 1/3 | 1 | 1/7 | 3 | 0.2634 | = 4.12 |
C3 | 5 | 7 | 1 | 7 | 0.5638 | CR = 0.0449 |
C4 | 1/5 | 1/3 | 7 | 1 | 0.0550 |
C1 | N1 | N2 | N3 | N4 | N5 | N6 | N7 | N8 | Eigenvector W | |
---|---|---|---|---|---|---|---|---|---|---|
N1 | 1 | 1/2 | 7 | 3 | 5 | 5 | 7 | 2 | 2.7903 | = 8.3731 CR = 0.0356 |
N2 | 2 | 1 | 7 | 4 | 5 | 6 | 8 | 3 | 3.7643 | |
N3 | 1/7 | 1/7 | 1 | 1/5 | 1/3 | 1/2 | 2 | 1/6 | 0.3503 | |
N4 | 1/3 | 1/4 | 5 | 1 | 2 | 3 | 5 | 1/3 | 1.1952 | |
N5 | 1/5 | 1/5 | 3 | 1/2 | 1 | 2 | 3 | 1/4 | 0.7401 | |
N6 | 1/5 | 1/6 | 2 | 1/3 | 1/2 | 1 | 3 | 1/5 | 0.5345 | |
N7 | 1/7 | 1/8 | 1/2 | 1/5 | 1/3 | 1/3 | 1 | 1/7 | 0.2701 | |
N8 | 1/2 | 1/3 | 6 | 3 | 4 | 5 | 7 | 1 | 2.1276 |
C1 | C2 | C3 | C4 | Priority | |
---|---|---|---|---|---|
0.1178 | 0.2634 | 0.5638 | 0.0550 | ||
N1 | 2.7903 | 0.2801 | 3.4451 | 1.2391 | 0.2198 |
N2 | 3.7643 | 0.5829 | 0.5623 | 3.1847 | 0.0972 |
N3 | 0.3503 | 2.9743 | 0.3606 | 0.2554 | 0.0938 |
N4 | 1.1953 | 3.3032 | 1.2491 | 1.2228 | 0.1612 |
N5 | 0.7401 | 1.7155 | 2.2247 | 0.8602 | 0.1679 |
N6 | 0.5346 | 0.4247 | 1.3712 | 0.3737 | 0.0885 |
N7 | 0.2701 | 0.8178 | 0.2739 | 0.9554 | 0.0412 |
N8 | 2.1277 | 1.0466 | 1.3712 | 2.4771 | 0.1301 |
N1 | F1 | F2 | F3 | F4 | F5 | F7 | F7 | F8 | F9 | Eigenvector W | |
---|---|---|---|---|---|---|---|---|---|---|---|
F1 | 1 | 1 | 5 | 3 | 6 | 3 | 3 | 8 | 1/3 | 2.3469 | =10.0487 CR=0.0897 |
F2 | 1/7 | 1/3 | 1/3 | 1/2 | 1/5 | 1/7 | 2 | 1/3 | 0.3762 | ||
F3 | 1/5 | 3 | 1 | 1/4 | 3 | 1/3 | 1/5 | 3 | 1/5 | 0.6399 | |
F4 | 1/3 | 3 | 4 | 1 | 5 | 3 | 1/3 | 3 | 1/7 | 1.2696 | |
F5 | 1/6 | 2 | 1/3 | 1/5 | 1 | 1/5 | 1/6 | 3 | 1/5 | 0.4241 | |
F6 | 1/3 | 5 | 3 | 1/3 | 5 | 1 | 1/3 | 5 | 1/3 | 1.1856 | |
F7 | 1/3 | 7 | 5 | 3 | 6 | 3 | 1 | 8 | 3 | 2.9133 | |
F8 | 1/8 | 1/2 | 1/3 | 1/3 | 1/3 | 1/5 | 1/8 | 1 | 1/7 | 0.2724 | |
F9 | 3 | 9 | 5 | 3 | 5 | 3 | 1/3 | 7 | 1 | 2.8925 |
N1 | N2 | N3 | N4 | N5 | N6 | N7 | N8 | Overall Priority | |
---|---|---|---|---|---|---|---|---|---|
0.2198 | 0.0972 | 0.0938 | 0.1612 | 0.1679 | 0.0885 | 0.0412 | 0.1301 | ||
F1 | 2.3469 | 1.5832 | 3.1781 | 4.1471 | 4.1471 | 1.2599 | 3.1781 | 1.9172 | 0.2102 |
F2 | 0.3762 | 0.2394 | 0.9954 | 0.6474 | 0.6551 | 1.0801 | 0.9799 | 0.5748 | 0.0456 |
F3 | 0.6399 | 2.6889 | 1.5711 | 0.4447 | 1.0021 | 1.1665 | 4.50576 | 0.5722 | 0.0856 |
F4 | 1.2696 | 0.4201 | 2.1131 | 1.5299 | 2.2821 | 1.48909 | 1.46716 | 1.1071 | 0.1098 |
F5 | 0.4241 | 3.3303 | 0.7253 | 0.2305 | 0.3141 | 0.88508 | 2.19359 | 0.2405 | 0.0583 |
F6 | 1.1856 | 0.7401 | 4.0166 | 3.2386 | 3.2488 | 1.53746 | 0.71299 | 1.4025 | 0.1565 |
F7 | 2.9133 | 1.2258 | 0.4538 | 2.2822 | 1.5217 | 3.50277 | 0.41341 | 4.4573 | 0.1753 |
F8 | 0.2724 | 0.3619 | 0.2106 | 0.3293 | 0.2335 | 1.69537 | 0.26973 | 0.3502 | 0.0296 |
F9 | 2.8925 | 2.1661 | 0.3418 | 0.9755 | 0.4447 | 3.05190 | 0.28638 | 2.3301 | 0.1287 |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|
F1 | F7 | F6 | F9 | F4 | F3 | F5 | F2 | F8 |
Project | Characteristic Graph Interpretation |
---|---|
Interface Layout | |
Graphic area chamfering | |
Main Tone | |
Color Contrast between Mission Area and Overall | |
Visual browsing order | |
Interface transparency | Existence -1 Does not exist -2 |
Prompt Tone | Existence -1 Does not exist -2 |
Vibrating tactile sensation | Existence -1 Does not exist -2 |
One-Hot Encoding | Cognitive Load | Reaction Duration | |
---|---|---|---|
0100000010100010001010101010 | 59.33 | 1.262 | |
0000100001010010001010010101 | 60.8 | 1.349 | |
0000100010000110010010101001 | 63.53 | 1.362 | |
0100000001100001010100010101 | 71.66 | 1.352 | |
1000000010010011001010101010 | 46.6 | 1.252 | |
… | … | … | … |
0010000010000100101001100101 | 109.6 | 1.534 |
Category | Traditional Design Scheme | Scheme after Model Optimization | |
---|---|---|---|
Element code | 0010000010100010001010100101 | 0000001010000110010010101010 | |
Virtual reality scene map | |||
Visual elements | The interface layout is neat and balanced, and the operation area is in the upper right corner of the interface. Graphic area chamfer is characterized by ramp chamfer The main color is cryogenic The contrast between the mission area and the overall tone is lightness contrast. The visual browsing order is from left to right and from top to bottom, with balanced pauses and illustrations. No interface transparency | The interface layout is neat and balanced, and the operation area is in the middle and lower part of the interface. Graphic area chamfer is characterized by ramp chamfer The main color is cryogenic The contrast between the mission area and the overall tone is lightness contrast. The visual browsing order is from left to right and from top to bottom, with balanced pauses and illustrations. Interface transparency | |
Blueprint Setting of Hearing Elements and Tactile Elements | There is a warning tone, no background music, no tactile vibration. | There are warning tones, background music and tactile vibrations. | |
Cognitive load | Mental needs Physical demand Time Demand Task Performance Degree of effort Frustration Total Load Value | 5.267 | 6.571 |
6267 | 3.714 | ||
6 | 3.786 | ||
6.267 | 3.929 | ||
5.667 | 4.857 | ||
5.4 | 3.428 | ||
85.637 | 62.06667 | ||
Task Selection Time | 1.429 | 1.12 |
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Fu, Q.; Lv, J.; Zhao, Z.; Yue, D. Research on Optimization Method of VR Task Scenario Resources Driven by User Cognitive Needs. Information 2020, 11, 64. https://doi.org/10.3390/info11020064
Fu Q, Lv J, Zhao Z, Yue D. Research on Optimization Method of VR Task Scenario Resources Driven by User Cognitive Needs. Information. 2020; 11(2):64. https://doi.org/10.3390/info11020064
Chicago/Turabian StyleFu, Qianwen, Jian Lv, Zeyu Zhao, and Di Yue. 2020. "Research on Optimization Method of VR Task Scenario Resources Driven by User Cognitive Needs" Information 11, no. 2: 64. https://doi.org/10.3390/info11020064
APA StyleFu, Q., Lv, J., Zhao, Z., & Yue, D. (2020). Research on Optimization Method of VR Task Scenario Resources Driven by User Cognitive Needs. Information, 11(2), 64. https://doi.org/10.3390/info11020064