Document Title

Rediscovering Affordance: A Reinforcement Learning Perspective

Document Information

  • Subject Area: Human-Computer Interaction (HCI), Reinforcement Learning, Perception and Action
  • Keywords: Affordance, Reinforcement Learning, Perception, Action, Interaction, Robotics, Machine Learning, Adaptation, Motion Planning, HCI

Research Background and Issues

  • Identified Problems or Challenges:

    • Existing theories on "Affordance" fail to clearly explain its formation mechanisms, specifically how humans discover and adapt to the affordances of different objects through interaction.
    • Current theories (e.g., ecological perspectives and cognitive perspectives) cannot simultaneously explain the processes of observation, learning, and adaptation to new objects or interfaces.
    • There is a lack of a unified theory to describe the learning and adaptation processes of affordances.
  • Importance of the Problem:

    • Affordance is a core concept in the field of Human-Computer Interaction (HCI) and is widely applied in design principles. Understanding how humans form accurate interaction cognition with new objects is crucial for designing intuitive and usable interfaces.
    • Although methods such as deep learning have been applied to object detection, they still fail to explain how to "dynamically learn and adapt" interactions.
  • Research Motivation and Related Work:

    • The authors aim to propose a systematic framework for affordance formation through the theory of Reinforcement Learning (RL).
    • This study draws on related work in psychology, computer vision, and reinforcement learning but seeks to integrate these approaches to explain the dynamic formation and adaptation of affordance perception.

Solution

  • Proposed Method or Solution:

    • The authors propose a reinforcement learning-based "affordance formation theory": users learn to associate possible movements with corresponding perceptual features by exploring interaction signals in the environment (e.g., success/failure feedback).
    • Two cognitive processes are proposed: 1) utility association between behavioral actions and perceptual signals; 2) induction and naming of interaction action categories.
    • A virtual robot model is constructed to simulate the human process of learning affordances on unfamiliar interactive components (widgets).
  • Innovations:

    • Integration of the "ecological perspective" and "cognitive categorization perspective" from psychology with reinforcement learning theory in machine learning to provide a biologically plausible and highly generalizable dynamic affordance learning framework.
    • Validation of the theory through computer simulations, extending it into a computational model applicable for simulation and practice.
    • Proposal and experimental validation of "motion planning" in reinforcement learning as a key mechanism for affordance discovery and adaptation.
  • Implementation Steps and Key Techniques:

    1. User Studies: Two user experiments were conducted to investigate how humans perceive and adapt to the affordances of interactive components:
      • Experiment 1: Examined how different cognitive mechanisms influence the formation of interaction affordances.
      • Experiment 2: Studied how humans adjust cognition through feedback signals when interactive components behave unexpectedly.
    2. Robot Simulation Model:
      • Developed a virtual robot trained with reinforcement learning algorithms (e.g., Proximal Policy Optimization, PPO) to interact with different types of interactive components (buttons, sliders, deceptive components).
      • Evaluated the robot's adaptive performance on both common components and new components ("deceptive" components).
    3. Reinforcement Learning Modeling:
      • Tasks were modeled as Markov Decision Processes (MDP), allowing the robot to learn optimal interaction strategies through trial-and-error processes.
      • Implemented an action classifier to correctly label learned movements as specific action types (e.g., "press" or "slide").

Research Outcomes

  • Specific Results:

    • Quantitative and qualitative data from user experiments indicate that humans can flexibly switch between three mechanisms—"feature comparison," "recognition," and "motion planning"—to learn and adapt affordances during interaction.
    • The virtual robot model successfully demonstrated the use of reinforcement learning to learn and adapt interactions with both common components and "deceptive components."
  • Advantages Compared to Existing Solutions:

    • Provides the first detailed theoretical framework for affordance learning, guided by reinforcement learning, explaining how users learn to interact with new interfaces through "direct interaction."
    • Addresses the limitations of existing deep learning models that mechanically classify interactive objects, offering a dynamic learning perspective through "continuous exploration and adjustment."
    • Offers a generative computational model, which has been relatively scarce in past affordance research.
  • Experimental and Evaluation Results:

    • User studies show that motion planning plays a critical role in behavioral adjustments after initial failures, particularly as humans gradually adapt to "unfamiliar" or "misleading" designs.
    • The virtual robot achieved a 91.3% success rate in button interactions and a 94.5% success rate in slider interactions; for "deceptive components," while early performance was poor, the robot successfully adapted and exhibited adjustment trends similar to humans.
  • Limitations and Future Directions:

    • Limitations:
      • Although the model exhibits learning trends similar to humans, its adaptation efficiency is significantly lower than that of humans.
      • The current model primarily relies on motion planning and does not simultaneously integrate all three mechanisms (e.g., feature comparison, recognition).
    • Future Directions:
      • Introduce advanced techniques such as meta-learning to improve the robot's learning efficiency with fewer necessary interaction samples.
      • Develop a more comprehensive model that integrates feature comparison and recognition mechanisms into a single framework.
      • Design a computational tool based on the current model to predict the affordance of new interface designs—for example, analyzing whether a particular interface design is "intuitive and easy to use" for the target user group.

Supplementary Information

  • Open Science Data:
  • Acknowledgments:
    • The research was supported by the Department of Communications and Networking at Aalto University, the Finnish Center for Artificial Intelligence, and related funding projects.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/chi/68968/2022

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3501992
At a Glance

Paper Snapshot

fact_check
dataset
Source
CHI
calendar_month
Year
2022
emoji_events
Award
No award tagged
group
Authors
6 authors
sell
Subtopics
Human Pose & Activity Recognition
work
Professions
—
article
Content Status
Full text indexed
hub
Related Papers
10 related papers