Affective Learning — A Manifesto
BT Technology Journal
VIS '08 Proceedings of the 2008 International Conference Visualisation
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Affective game engines: motivation and requirements
Proceedings of the 4th International Conference on Foundations of Digital Games
Estimating cognitive load using remote eye tracking in a driving simulator
Proceedings of the 2010 Symposium on Eye-Tracking Research & Applications
Games for traffic education: An experimental study of a game-based driving simulator
Simulation and Gaming
NeuroPhone: brain-mobile phone interface using a wireless EEG headset
Proceedings of the second ACM SIGCOMM workshop on Networking, systems, and applications on mobile handhelds
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Computer games are increasingly used for purposes beyondmere 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.