Eye movements while cycling in GTA V

Conference Paper (2018)
Author(s)

P. Bazilinskyy (TU Delft - Intelligent Vehicles)

Niels Heisterkamp

Philine Luik

Stijn Klevering

Assia Haddou

Michiel Zult

G. Dialynas (TU Delft - Biomechatronics & Human-Machine Control)

Dimitra Dodou (TU Delft - Medical Instruments & Bio-Inspired Technology)

JCF Winter (TU Delft - Biomechatronics & Human-Machine Control)

Research Group
Intelligent Vehicles
Copyright
© 2018 P. Bazilinskyy, Niels Heisterkamp, Philine Luik, Stijn Klevering, Assia Haddou, Michiel Zult, G. Dialynas, D. Dodou, J.C.F. de Winter
More Info
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Publication Year
2018
Language
English
Copyright
© 2018 P. Bazilinskyy, Niels Heisterkamp, Philine Luik, Stijn Klevering, Assia Haddou, Michiel Zult, G. Dialynas, D. Dodou, J.C.F. de Winter
Research Group
Intelligent Vehicles
Pages (from-to)
287-294
ISBN (print)
978-94-6186-910-4
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

A common limitation in human factors research is that vehicle simulators often lack perceptual fidelity. Video games, on the other hand, are becoming increasingly realistic and may be a promising tool for simulator-based human factors research. In this work, we explored whether an off-the-shelf video game is suitable for research purposes. We used Grand Theft Auto (GTA) V combined with a Smart Eye DR120 eye tracker to measure eye movements of participants cycling in hazardous traffic situations. Twenty-seven participants encountered various situations representative of urban cycling, such as intersection crossings, a car leaving a parking spot in front of the cyclist, and the opening of a car door in front of the cyclist. Data of participants’ gaze on the computer monitor as recorded by the eye tracker were translated into 3D coordinates in the virtual world, as well as into semantic information regarding the object where the participant was focusing on. We conclude that GTA V allows for the collection of useful data for human factors research.

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