A. Ali, Ahmed Elnaggarz, Dirk Reichardtz, Slim Abdennadher
{"title":"Gamified virtual reality driving simulator for asserting driving behaviors","authors":"A. Ali, Ahmed Elnaggarz, Dirk Reichardtz, Slim Abdennadher","doi":"10.1109/ICGGAG.2016.8052668","DOIUrl":null,"url":null,"abstract":"Virtual Reality (VR) is a very promising field that allows the users to explore a 3D world and immerse in it. Driving Simulators are one of the most common VR applications that integrate the users within a learning experience. This project focuses on the most important driving behaviors that have to be adapted by any driver, such as switching lanes and giving priority to pedestrians in order to reduce the rate of car accidents. The main objective is to implement a driving simulator where the driver can exercise these behaviors in a form of 4 gamified scenarios with a scoring system and analyzing techniques. Microsoft sidewinder force feedback is used as an input to enhance the multisensory experience. VR tracking system is used as part of the system that analyzes the player's behavior to alter the scene and expose the driver to unexpected situations. The system includes different algorithms as well that measure the performance of each driver and track the improvements that occur to the targeted behaviors. The feedback of the players was gathered using a survey, while the improvement in their performance was measured using observation of each of their behaviors. The survey's results showed that 88% of the test subjects believe that this teaching experience may help correcting the addressed driving behaviors and 84% of them found it amusing. The statistical analysis of the change of the drivers' behaviors shows an average increase of 21% of the correct actions and an average decrease of 17% of the wrong actions.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICGGAG.2016.8052668","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13
Abstract
Virtual Reality (VR) is a very promising field that allows the users to explore a 3D world and immerse in it. Driving Simulators are one of the most common VR applications that integrate the users within a learning experience. This project focuses on the most important driving behaviors that have to be adapted by any driver, such as switching lanes and giving priority to pedestrians in order to reduce the rate of car accidents. The main objective is to implement a driving simulator where the driver can exercise these behaviors in a form of 4 gamified scenarios with a scoring system and analyzing techniques. Microsoft sidewinder force feedback is used as an input to enhance the multisensory experience. VR tracking system is used as part of the system that analyzes the player's behavior to alter the scene and expose the driver to unexpected situations. The system includes different algorithms as well that measure the performance of each driver and track the improvements that occur to the targeted behaviors. The feedback of the players was gathered using a survey, while the improvement in their performance was measured using observation of each of their behaviors. The survey's results showed that 88% of the test subjects believe that this teaching experience may help correcting the addressed driving behaviors and 84% of them found it amusing. The statistical analysis of the change of the drivers' behaviors shows an average increase of 21% of the correct actions and an average decrease of 17% of the wrong actions.