Verbal and Spatial Loading Effects on Eye Movements in Driving Simulators: A Comparison to Real World Driving

Author(s):  
Kim R. Hammel ◽  
Donald L. Fisher ◽  
Anuj K. Pradhan

Driving simulators and eye tracking technology are increasingly being used to evaluate advanced telematics. Many such evaluations are easily generalizable only if drivers' scanning in the virtual environment is similar to their scanning behavior in real world environments. In this study we developed a virtual driving environment designed to replicate the environmental conditions of a previous, real world experiment (Recarte & Nunes, 2000). Our motive was to compare the data collected under three different cognitive loading conditions in an advanced, fixed-base driving simulator with that collected in the real world. In the study that we report, a head mounted eye tracker recorded eye movement data while participants drove the virtual highway in half-mile segments. There were three loading conditions: no loading, verbal loading and spatial loading. Each of the 24 subjects drove in all three conditions. We found that the patterns that characterized eye movement data collected in the simulator were virtually identical to those that characterized eye movement data collected in the real world. In particular, the number of speedometer checks and the functional field of view significantly decreased in the verbal conditions, with even greater effects for the spatial loading conditions.

2018 ◽  
Vol 33 (4) ◽  
pp. 739-763 ◽  
Author(s):  
Hua Liao ◽  
Weihua Dong ◽  
Haosheng Huang ◽  
Georg Gartner ◽  
Huiping Liu

Author(s):  
Thomas McWilliams ◽  
Bruce Mehler ◽  
Bobbie Seppelt ◽  
Bryan Reimer

Driving simulator validation is an important and ongoing process. Advances in in-vehicle human machine interfaces (HMI) mean there is a continuing need to reevaluate the validity of use cases of driving simulators relative to real world driving. Along with this, our tools for evaluating driver demand are evolving, and these approaches and measures must also be considered in evaluating the validity of a driving simulator for particular purposes. We compare driver glance behavior during HMI interactions with a production level multi-modal infotainment system on-road and in a driving simulator. In glance behavior analysis using traditional glance metrics, as well as a contemporary modified AttenD measure, we see evidence for strong relative validity and instances of absolute validity of the simulator compared to on-road driving.


Author(s):  
Liang Sun ◽  
Hua Shao ◽  
Shuyang Li ◽  
Xiaoxun Huang ◽  
Wenyan Yang

Beauty estimation is a common method for landscape quality estimation, although it has some limitations. With eye tracker, the visual behaviors of the subjects during the estimation can be recorded. Through the analyses of heat maps, path maps and eye movement data, the psychological changes of the subjects and the underlying law of beauty aesthetic can be understood, which will provide supplementation to beauty estimation. This paper studied the beauty estimation of urban waterfront parks and proofed that the landscape quality estimation method focussing on beauty estimation and assisted by eye movement tracking is feasible. It can improve the objectiveness and accuracy of landscape quality estimation to some extent and provide a comprehensive understanding of the effects and combination law of landscape characteristic elements.


2013 ◽  
Vol 2013 ◽  
pp. 1-14 ◽  
Author(s):  
Hiran B. Ekanayake ◽  
Per Backlund ◽  
Tom Ziemke ◽  
Robert Ramberg ◽  
Kamalanath P. Hewagamage ◽  
...  

Computer games are increasingly used for purposes beyond mere entertainment, and current hi-tech simulators can provide quite, naturalistic contexts for purposes such as traffic education. One of the critical concerns in this area is the validity or transferability of acquired skills from a simulator to the real world context. In this paper, we present our work in which we compared driving in the real world with that in the simulator at two levels, that is, by using performance measures alone, and by combining psychophysiological measures with performance measures. For our study, we gathered data using questionnaires as well as by logging vehicle dynamics, environmental conditions, video data, and users' psychophysiological measurements. For the analysis, we used several novel approaches such as scatter plots to visualize driving tasks of different contexts and to obtain vigilance estimators from electroencephalographic (EEG) data in order to obtain important results about the differences between the driving in the two contexts. Our belief is that both experimental procedures and findings of our experiment are very important to the field of serious games concerning how to evaluate the fitness of driving simulators and measure driving performance.


2020 ◽  
Vol 19 (2) ◽  
pp. 298-316 ◽  
Author(s):  
Jana Skrabankova ◽  
Stanislav Popelka ◽  
Marketa Beitlova

Graphs are often used to represent mathematical functions, to illustrate data from social and natural sciences, or to specify scientific theories. With increasing emphasis on the development of scientific research skills, the work with graphs and data interpretation are gaining in importance. The research involved an eye-tracking experiment conducted to evaluate student work with graphs in physics. Eye-movement data were recorded using the GazePoint eye-tracker. A total of 40 third-year grammar school students participated in the research. These students were allocated into three groups by a physics teacher. These groups were called PLUS, AVERAGE and MINUS. The PLUS group showed excellent results in education and included gifted physics students. The MINUS group was composed of the opposite end of this cognitive spectrum, whose members made the most mistakes in graph reading. The aim of the experiment was to find the differences between students allocated to these three groups and to evaluate whether the allocation based on the teacher’s experience, long-term observations and the students’ previous achievements was sufficient. The results showed that students from all three groups had problems with reading graphs in physics. According to the eye-movement data, several students who had been incorrectly assigned to groups were identified. Keywords: education in physics, gifted children, graph, eye-tracking, experimental study.


2021 ◽  
Author(s):  
Candace Elise Peacock ◽  
Elizabeth Hall ◽  
John M. Henderson

Although the physical salience of objects has previously been demonstrated to guide attention in real-world scene perception, it is unknown whether objects are also prioritized based on their meaning. To answer this question, we computed the average meaning and the average physical salience of objects in scenes. Using eye movement data from aesthetic judgment and memorization tasks, we then tested whether fixations are more likely to land on high-meaning objects than low-meaning objects while controlling for object salience. The results demonstrated that fixations are more likely to be directed to high meaning objects than low meaning objects regardless of object salience. Furthermore, the influence of object salience was progressively reduced as object meaning increased and was eliminated at the highest levels of meaning. Overall, these findings provide the first evidence that objects are prioritized by meaning for attentional selection during active scene viewing.


Author(s):  
Mehmet Donmez ◽  
Kursat Cagiltay ◽  
Serkan Alkan ◽  
Fuat Bolukbas ◽  
Goknur Kaplan Akilli

This study explores the design considerations and usability factors of using large multi touch interfaces. In this study, an experimental approach incorporating a large multi touch interface environment was used. End user usability test sessions supported with glasses type eye tracker and interview sessions were conducted. The data were collected from one expert and three non-expert users by implementing a task on a military training application. Two analysis methods were used, analysis for eye movement data of users and analysis for interviews. This study revealed that users were generally focusing at the center of the screen while using the large multi touch display. The most common gestures were Tap and Drag which are single touch input gestures. It was easy to adapt to the system by recalling the previous experiences from mobile devices, to manage the area on the screen, and to interact with two hands thanks to display size.


Author(s):  
Xiaomeng Li ◽  
Andry Rakotonirainy ◽  
Xuedong Yan ◽  
Yuting Zhang

Rear-end crash is the most common type of on-road traffic crash, and cell phone use contributes to the increase of rear-end crashes. The effects of cell phone use on driving performance have been thoroughly investigated in previous research with various measurements. However, change in driver’s visual performance while using a cell phone in situations with high rear-end risk has not yet been fully understood. This driving simulator study investigated drivers’ eye movement performance in a rear-end collision avoidance maneuver during cell phone conversation. Eye movement data of 36 participants were collected in a car-following scenario featuring imminent rear-end collision. The whole collision avoidance process was divided into four stages for eye movement data analysis, including normal driving stage, brake response stage, deceleration adjusting stage, and speed recovering stage. Results showed that the average pupil size, fixation duration, and dwell time on the leading vehicle increased significantly during the brake response and deceleration adjusting stages. This indicated that the drivers’ cognitive workload increased during these stages. Drivers used blink inhibition and quick saccade as a visual compensation strategy to mitigate the increased workload from cell phone use during the brake response stage. However, in the deceleration adjusting stage, the cell phone use condition led to a lower fixation frequency on the leading vehicle than in the no phone use condition. Professional drivers were found to pay more visual attention to the leading vehicle than non-professional drivers in the normal driving stage.


2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Jianping Gao ◽  
Sijie Zhang ◽  
Yunyong He ◽  
Qi Zhang ◽  
Lu Sun ◽  
...  

A real-world driving experiment was performed in the Wen-Ma section of the G4217 Rong-Chang Freeway situated in the Sichuan Province to investigate the impact law of the pupil diameter of drivers in tunnel groups on the mountainous freeway. The eye-movement data of drivers were collected, and the percentage of pupil diameter variable (PPDV) was used as a visual characteristic index. The analysis of the overall change in the PPDV of drivers in the experimental sections demonstrated that the PPDV in tunnel groups differed significantly between the nontunnel sections and single tunnel sections. Subsequently, a related model for the PPDV of drivers and the length of the connecting zone between tunnels was established, its reliability evaluated, and the smooth mutation value obtained on the basis of the mutation theory. Thereafter, a tunnel group definition standard based on the visual effect of drivers was developed. A six-zone approach was devised for the analysis of tunnel groups, and the result revealed that the different zones in the tunnel group have different impact on PPDV of drivers. The results revealed that the different zones of tunnel group have different impact on PPDV of drivers. Furthermore, lighting transition facilities should be set in the exit section of tunnel. The PPDV of drivers was negatively correlated with the length of the connecting zone of tunnel groups, and 100 m is the recommended safety length threshold for the connecting zone of tunnel groups.


Author(s):  
Allan Fong ◽  
Daniel Hoffman ◽  
Raj M. Ratwani

Stationary eye-tracking technology has been used extensively in human-computer interaction to both understand how humans interact with computers and as an interaction mechanism. Mobile eye-tracking technology is becoming more prevalent, yet the analysis and annotation of mobile eye-tracking data remains challenging. We present a novel human-in-the-loop approach for mobile eye-tracking data analysis that dramatically reduces resource requirements. This method incorporates human insight in a semi-automatic decision making process, leveraging both computational power and human decision making abilities. We demonstrate the accuracy of this approach with eye movement data from two real-world use cases. Average accuracy across the two environments is 82.3%. Our approach holds tremendous promise and has the potential to open the door to more robust eye movement studies in the real-world.


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