Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-02-27 DOI:10.1007/s10055-024-00950-z
Nicolò Dozio, Marco Bertoni, Francesco Ferrise
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Abstract

The role played by emotions and attention is crucial for the development of advanced driver assistance systems that improve safety by flexibly adapting to the current state of the driver. In the present study, we used immersive virtual reality as a testing tool to investigate how different emotional states affect drivers’ attention in a divided attention task. Two different emotional states, diversified by valence and arousal, were induced before performing a divided attention task in a driving simulation. The experimental task developed for this study allowed us to explore if and how two different emotional states can affect the way drivers divide their attention between a central driving-related task and a peripheral visual task. Our results showed that scared drivers presented lower reaction times at the central task compared to relaxed drivers. On the contrary, the emotional state did not affect the performance at the peripheral task, which revealed instead a significant effect of the eccentricity at which the visual stimuli were presented, influencing both the accuracy of targets’ perception and participants’ reaction times.

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驾驶情绪:利用虚拟现实技术探索低唤醒和高唤醒对驾驶员注意力的影响
情绪和注意力所起的作用对于先进驾驶辅助系统的开发至关重要,这些系统可通过灵活适应驾驶员当前的状态来提高安全性。在本研究中,我们利用沉浸式虚拟现实技术作为测试工具,研究了在注意力分散任务中,不同的情绪状态如何影响驾驶员的注意力。在模拟驾驶中执行分心任务之前,我们先诱导了两种不同的情绪状态,分别是愉悦和亢奋。这项研究开发的实验任务让我们能够探索两种不同的情绪状态是否会影响驾驶员在与驾驶相关的中心任务和外围视觉任务之间分配注意力的方式,以及如何影响这种方式。我们的结果表明,与放松的驾驶员相比,受惊吓的驾驶员在中心任务中的反应时间较短。相反,情绪状态并不影响外围任务的表现,相反,视觉刺激呈现的偏心率对目标感知的准确性和参与者的反应时间都有显著影响。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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