Steffen Maurer, Ramona Schmid, Rainer Erbach, E. Rukzio
{"title":"在游戏化驾驶模拟器中诱导错误行为","authors":"Steffen Maurer, Ramona Schmid, Rainer Erbach, E. Rukzio","doi":"10.1145/3349263.3351323","DOIUrl":null,"url":null,"abstract":"Gamification elements like leader boards can be used to influence motivation and therefore behavior of people. This could be used in a driving simulator study to persuade the participant to misbehave. Such behavior is required to test participants' reactions to intervening assistance systems. In a short preliminary study (n=7), it was explored if a competitive element enables the introduction of time pressure and a high involvement in a distraction task in a driving simulator. Beside a short questionnaire, the driving behavior was observed and qualitatively evaluated. While all participants felt motivated by the possibility to compete with their colleagues, the creation of time pressure was not successful. Though, the effects of said distraction and time pressure on the driving behavior was noticeable. Finally, recommendations for the design of specific situations that induce a certain behavior in the simulator are derived from the results.","PeriodicalId":237150,"journal":{"name":"Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: Adjunct Proceedings","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Inducing erroneous behavior in a driving simulator with gamification\",\"authors\":\"Steffen Maurer, Ramona Schmid, Rainer Erbach, E. Rukzio\",\"doi\":\"10.1145/3349263.3351323\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification elements like leader boards can be used to influence motivation and therefore behavior of people. This could be used in a driving simulator study to persuade the participant to misbehave. Such behavior is required to test participants' reactions to intervening assistance systems. In a short preliminary study (n=7), it was explored if a competitive element enables the introduction of time pressure and a high involvement in a distraction task in a driving simulator. Beside a short questionnaire, the driving behavior was observed and qualitatively evaluated. While all participants felt motivated by the possibility to compete with their colleagues, the creation of time pressure was not successful. Though, the effects of said distraction and time pressure on the driving behavior was noticeable. Finally, recommendations for the design of specific situations that induce a certain behavior in the simulator are derived from the results.\",\"PeriodicalId\":237150,\"journal\":{\"name\":\"Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: Adjunct Proceedings\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-09-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: Adjunct Proceedings\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3349263.3351323\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: Adjunct Proceedings","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3349263.3351323","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Inducing erroneous behavior in a driving simulator with gamification
Gamification elements like leader boards can be used to influence motivation and therefore behavior of people. This could be used in a driving simulator study to persuade the participant to misbehave. Such behavior is required to test participants' reactions to intervening assistance systems. In a short preliminary study (n=7), it was explored if a competitive element enables the introduction of time pressure and a high involvement in a distraction task in a driving simulator. Beside a short questionnaire, the driving behavior was observed and qualitatively evaluated. While all participants felt motivated by the possibility to compete with their colleagues, the creation of time pressure was not successful. Though, the effects of said distraction and time pressure on the driving behavior was noticeable. Finally, recommendations for the design of specific situations that induce a certain behavior in the simulator are derived from the results.