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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Assessing the impact of selective attention in a minimalist virtual reality driving simulator: An analysis of perceived experience and motion sickness</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alessio Facchin</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefania La Rocca</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Veronica Strina</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laura Vacchi</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlotta Lega</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Simone Fontana</string-name>
          <email>simone.fontana@unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Brain and Behavioural Sciences, Università di Pavia</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science, Università degli Studi di Milano - Bicocca</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Psychology, Università degli Studi di Milano - Bicocca</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>School of Law, Università degli Studi di Milano - Bicocca</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>School of Medicine and Surgery, Università degli Studi di Milano - Bicocca</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Driving is a complex cognitive task that is prone to distractions, especially visual ones. Eficient visual selective attention is critical for safety; therefore, it is necessary to study the efects of distraction on driving. Conducting experiments on real-life driving behaviour raises serious practical and ethical concerns; therefore, we investigate the use of virtual reality in this area. In particular, we are exploring the use of low-cost virtual reality simulators using commonly available hardware and simple AI techniques to ensure easy reproducibility of our experiments.</p>
      </abstract>
      <kwd-group>
        <kwd>naire</kwd>
        <kwd>driving</kwd>
        <kwd>virtual reality</kwd>
        <kwd>brain stimulation</kwd>
        <kwd>IGroup Presence Questionnaire</kwd>
        <kwd>Simulator Sickness Question-</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>Driving is a complex cognitive task influenced by various factors, including distractions.
Distractions can stem from both visual and acoustic sources, with visual distractions generally
having a more significant impact due to the visual nature of driving. The allocation of attention
resources to multiple driving tasks is a delicate balance, which can be disrupted by distractors,
such as dashboard lights, road signs or advertisements.</p>
      <p>
        To enhance driving safety and prevent distraction-related accidents, eficient visual selective
attention is essential [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ]. Selective attention is linked to better driving performance, lower
crash rates, and safer lane changes [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4, 5, 6</xref>
        ]. Additionally, other attentional mechanisms, such as
CEUR
Workshop
Proceedings
      </p>
      <p>
        © 2021 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
divided attention and sustained attention, play crucial roles in safe driving [
        <xref ref-type="bibr" rid="ref6 ref7">7, 6</xref>
        ]. Consequently,
the need to assess the impact of diverse distractors on driving performance and to devise efective
attention-enhancing strategies and techniques becomes evident in the context of enhancing
road safety. Unfortunately, conducting experiments of this nature presents inherent challenges.
The introduction of distractors into real-world driving scenarios raises ethical concerns, as such
interventions carry a substantial risk of causing serious accidents. However, recent years have
witnessed an increasing interest in virtual reality (VR) environments, primarily owing to their
capacity to deliver an immersive experience while avoiding the hazards inherent to real-world
evaluations.
      </p>
      <p>Driving simulators designed for virtual reality encompass a broad spectrum of configurations,
ranging from simple setups using desktop computers equipped with a steering wheel, to
highly sophisticated systems replicating car interiors with multi-axial vibration and shaking
mechanisms. Additionally, the adoption of VR headsets further enhance the immersive potential
of these simulators.</p>
      <p>While there may be a natural inclination to consistently opt for the most advanced and
immersive equipment, this choice carries several potential drawbacks. Foremost among these
is the prohibitive cost associated with top-tier equipment, which can significantly impede
widespread adoption. Reproducibility stands as an essential principle in scientific investigation,
particularly within clinical research contexts. Consequently, the adoption of excessively
expensive equipment should be judiciously considered, as it has the potential to compromise the
reproducibility of experiments by other researchers.</p>
      <p>The hardware used is not the only factor that influences the immersion and realism of a
simulation. The software components also play a decisive role. In the context of driving
simulators, besides the graphics, the behaviour of other artificial agents can also strongly
influence the experience. For example, road users or pedestrians with realistic behaviour, that
react realistically to the user’s actions, can greatly increase the realism of a simulation. Hence,
artificial intelligence (AI) techniques of various kinds, from “traditional” techniques to recent
deep learning-based techniques, play a crucial role as they are used both to interpret the user’s
behaviour and to select the best actions for the autonomous agents.</p>
      <p>
        Considering the importance of reducing the efects of distractors, we designed a study to
evaluate the efect of brain stimulation techniques on driving activity. Functional imaging
studies have highlighted the role of the dorsal frontoparietal attention network in managing
distractions while driving [
        <xref ref-type="bibr" rid="ref10 ref11 ref8 ref9">8, 9, 10, 11</xref>
        ]. Brain stimulation techniques, such as transcranial
magnetic stimulation (TMS) and transcranial direct current stimulation (tDCS), have shown
promise in improving attentional abilities and reducing the impact of distractions [
        <xref ref-type="bibr" rid="ref12">12, 13</xref>
        ].
However, the specific efects of these techniques on attentional performance in healthy adults
are still being explored. In our comparative study, we investigated two distinct age groups, one
comprising younger individuals and the other consisting of older participants. The assessment
was conducted utilizing a driving simulator designed to replicate an highway environment. For
the reasons mentioned earlier, we opted for a minimalist simulator configuration, utilizing a
standard gaming setup that included a computer, a steering wheel, pedals, and a gear shift.
      </p>
      <p>Following each session of the experimental procedure, participants were asked to complete
questionnaires regarding their subjective experiences of immersion within the simulation and
any sensations of sickness they may have encountered.</p>
      <p>With this work we want to clarify whether a simplified simulation, akin to the one used in
our study, still provides a sense of immersion and whether it efectively reduces the potential
disadvantages of more immersive simulators, such as motion sickness. We believe that our
ifndings can ofer valuable insights for fellow researchers considering the optimal selection of
simulation equipment for future investigations within this domain. While the main goal of the
experiment was to evaluate the efects of diferent kinds of neuromodulation on attention while
driving, in this article we focus only on the efectiveness of our simulation setup. Therefore,
the research question we want to answer with this work are:
RQ1: Is our simple simulator efective in terms of realism, presence and involvement?
RQ2: Does our simple simulator produce motion sickness?</p>
      <p>In Section 2 we describe the experimental setup, the simulation we developed, the hardware,
and the simulation software we used. Section 3 introduces the questionnaires we used to
evaluate presence, realism and involvement of our simulation setup and the motion sickness it
produces. Finally, Section 4 discuss the results of the questionnaires.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Experimental setup</title>
      <sec id="sec-3-1">
        <title>2.1. Participant Recruitment and Inclusion Criteria</title>
        <p>We recruited two groups of participants of diferent ages. The first one is composed of 27 healthy
participants, with an average age of 24.7 years (Standard Deviation, SD = 2.6), spanning an age
range from 21 to 30. This group consisted of 25 right-handed individuals and 2 left-handed
individuals. Recruitment occurred through the Sona System of University of Milano - Bicocca.
The inclusion criteria encompassed individuals aged between 20 and 35 years, possessing a valid
driving license for a minimum of two years, normal or corrected-to-normal vision, and normal
hearing, as confirmed by self-reporting. Exclusion criteria entailed a history of neurological
or psychiatric disorders, epileptic seizures, intracranial metallic implants, cardiac diseases, or
substance abuse or dependence. These criteria align with established safety guidelines for
noninvasive brain imaging techniques [14, 15, 16]</p>
        <p>The second group is composed of 22 older individuals with a mean age of 68.7 years (Standard
Deviation, SD = 2.5), spanning an age from 64 to 73 years old, with no left-handed participant.
Inclusion criteria are the same of the previous group, with the exception of age, which had to be
above 64 years old. Table 1 summarizes the characteristics of the two groups of participants.We
wanted to make sure that the only significant diference between the two groups was age.
Otherwise, other characteristics could influence the results. Therefore, we used a t-test to
evaluate any statistically significant diference between the two groups. The p-value of such a
test is given in Table 1. The only significant diferences concern age and number of years with
a driving licence. These diferences are to be expected, of course, since the two groups difer in
terms of age. Apart from age, we can confirm that the two groups are similar in terms of other
factors that might afect attention while driving, such as sleeping time and the number of hours
or kilometres driven per week.</p>
        <p>We secured written informed consent from all participants, adhering to the principles outlined
in the Declaration of Helsinki. Ethical approval was granted by the University of Milano-Bicocca
Ethical Committee (605/2021; 27/04/2021).</p>
      </sec>
      <sec id="sec-3-2">
        <title>2.2. Driving Simulation Setup</title>
        <p>Participants had to perform a driving simulation task, which employed an adapted version of
paradigms previously utilized by Karthaus et al. [17, 18].</p>
        <p>The simulation environment hardware comprises a set of components, including a computer,
three screens, a chair, driving pedals, and a steering wheel. The arrangement of these
components was thoughtfully designed to emulate the field of view experienced during real-world
driving, with a visual representation depicted in Figure 1. It has to be noted that our setup also
captures the lateral field of view, which we consider crucial for instilling a sense of realism into
the simulation. Although the main part of the simulation typically occupy the central screen
area, we believe that this panoramic representation contributes significantly to the overall
immersive experience.</p>
        <p>To replicate a car’s control interface, we employed standard gaming peripherals for the pedals,
steering wheel, and gearshift. In keeping with simplicity and accessibility, we utilized a standard
chair for seating. To enhance participants’ immersion within the environment, a curtain panel
was used to separate them from the supervising researcher, and ambient lighting was dimmed
during the driving sessions.</p>
        <p>Our selection of this setup followed a meticulous evaluation of various alternatives. While
we acknowledge that our configuration may not match the high degree of realism ofered
by the most recent alternatives, it boasts crucial advantages: cost-efectiveness and ease of
replication. We firmly believe that these attributes are indispensable for ensuring the protocol’s
reproducibility and its applicability across diverse contexts.</p>
        <p>In terms of realism, the least realistic component within our experimental setup is the seating,
consisting of a standard fixed chair. Although alternative solutions exist that mimic authentic
car seats (often resembling sports car seats), our choice remains significantly more cost-efective
and widely available.</p>
        <p>Furthermore, we deliberately avoided the use of head-mounted displays, such as virtual reality
visors, as an alternative to conventional screens. While these devices provide an exceptionally
immersive experience, they do come with potential issues, notably motion sickness, which can
aflict individuals unfamiliar with such technology. Considering that our target demographic
encompasses elderly individuals, many of whom may not have prior experience with such
equipment, we opted for the use of standard monitors arranged in a semi-circular configuration.</p>
        <p>For the simulation software, we selected the well-established CarnetSoft driving simulator, a
platform which have already been used in similar experiments [17, 18].</p>
        <p>Since the final goal of our experiment was to compare the efects of the diferent types of
tDCS, each participant took part in three driving sessions. Before each session, the participant
underwent a neuromodulation session of one of the following types: conventional tDCS, Focal
High Definition tDCS, or a placebo tDCS (sham treatment). In this paper, we focus on the
eficacy of our simulation setup, rather than on the neuromodulatory efects. Therefore, we
report results of the sham treatment only.</p>
        <p>The simulation replicates a highway in the countryside. Within this context, users navigate
a predetermined route that traverses the highway, takes an exit, and subsequently re-enters
the highway. This path forms a continuous loop, repeated multiple times within a single
session. Consequently, it features a diverse range of elements, including wide-radius turns,
sharp bends, and nearly straight stretches. While the path is never perfectly linear, the curvature
is imperceptible for extended sections.</p>
        <p>Furthermore, the simulation incorporates vehicular trafic, consisting of cars, lorries, and
motorbikes. Given the highway setting, the are no pedestrians, bicycles, or intersecting roads.
The composition and behavior of the trafic, including actions such as following or overtaking
the user, are randomized. This inclusion of trafic, altough with simple dynamics, and the use of
a non-straight path sets our work apart from prior experiments [17, 18], which used simpler
kinds of environments.</p>
        <p>The participant’s control over the vehicle is constrained, intentionally limiting simulation
variability to ensure reproducibility. Specifically, the participant’s car adheres to a
predetermined path, automatically maintaining a constant distance from a leading vehicle. Participants
controlled the steering wheel to keep the car within its lane, while also responding to specific
stimuli and suppressing others. The stimuli we used are:
Braking: the stopping lights of the leading car turn on. The participant has to respont to this
stimulus by pressing the braking pedal;
Sign: a sign, reproducing those found in highways, appear at the top center of the screen. The
sign may represent either a city or a country. A participant must respond only to one
variant of this stimulus (which one is chosen at random), by operating a lever on the
steering wheel.</p>
        <p>A single simulation session lasts approximately 25 minutes, plus 5 minutes for practicing before
the first session. During the simulation, the participant is presented with:
• 72 braking stimuli;
• 72 sign stimuli, of which 50% are “go” stimuli (i.e., the participant must respond to them),
and 50% are “no-go”;
• 72 combined stimuli consisting of a braking and a sign; the signs are divided into 50%
“go”and 50% “no-go”.</p>
        <p>An example of combined stimulus is shown in Figure 2. The time interval between two
stimuli is drawn from a random uniform distribution between 6 and 8 seconds.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Questionnaires</title>
      <p>After each session, participants completed two questionnaires. The first consists of a selection of
questions from the IGroup Presence Questionnaire (IPQ)”, which aims to assess the participants’
perceived characteristics of the simulated environments [19]. The IPQ consists of a series
of questions designed to measure diferent aspects of a simulation: general presence, spatial
presence, involvement and experienced realism. The questions we selected are listed in Table 2
along with statistics on the responses of the two groups of participants.</p>
      <p>The second questionnaire is the ”Simulator Sickness Questionnaire”, which measured
participants’ sickness experienced during the simulated driving activity [20]. It consists of 16 items
that assess diferent aspects of sickness on a scale from “None” (equivalent to a score of 0) to
“Severe” (equivalent to a score of 3) and is divided into three non-mutually exclusive categories:
Nausea, Oculomotor and Disorientation. The score for each category is the sum of the scores of
the items belonging to that category. These are then summarised by the “Total” score, which is</p>
      <sec id="sec-4-1">
        <title>How aware were you of the real world surrounding</title>
        <p>while navigating in the virtual world?
(i.e. sounds, room temperature, other people, etc.)</p>
      </sec>
      <sec id="sec-4-2">
        <title>How real did the virtual world seem to you?</title>
      </sec>
      <sec id="sec-4-3">
        <title>How much did your experience in the virtual environment</title>
        <p>seem consistent with your real world experience ?</p>
      </sec>
      <sec id="sec-4-4">
        <title>In the computer generated world I had a sense of ”being there” INV</title>
      </sec>
      <sec id="sec-4-5">
        <title>REAL</title>
      </sec>
      <sec id="sec-4-6">
        <title>REAL</title>
      </sec>
      <sec id="sec-4-7">
        <title>PRES</title>
      </sec>
      <sec id="sec-4-8">
        <title>Evaluates</title>
      </sec>
      <sec id="sec-4-9">
        <title>Youngs Elderly p-value 0.0</title>
        <p>-0.1
0.7
1.0
0.3
0.3
-0.4
0.4
n.s.
n.s.
&lt;0.05
n.s.
a weighted sum of the components. The scores of the SSQ questionnaire are summarised in
Table 3, while the symptoms that the questionnaire assesses are listed in Table 4 along with the
categories to which they belong.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Discussion</title>
      <p>The hardware used for our simulation is remarkably simple, widely available, and inexpensive,
especially when compared with more complex alternatives. Furthermore, from a software
perspective, we have not implemented any complex behaviours for the trafic agents. Since
our simulation takes place on a highway, there are of course no pedestrians. The actors in the
scenario are cars, trucks, and motorbikes, each of which is assigned a randomly generated speed
and occasionally overtakes the participant’s vehicle. Consequently, the AI responsible for trafic
management is similarly straightforward.</p>
      <p>We believe that simplicity has distinct advantages. Nevertheless, it is essential to evaluate
whether this simplicity has negative efects on the experimental activity, and, hence to answer
to RQ1. For this reason, we statistically analysed the responses to the IPQ, to evaluate the
simulation in terms of realism, presence and involvement, and to identify any diference between
the two age groups in their perceptions of the simulation. The column p-value” in Table 2
shows the p-value of a Wilcoxon test used to assess a statistically relevant diference between
the responses of the two groups. We could only detect a diference in the third question,
which assesses the realism of the simulation: older participants perceived the simulation as less
consistent with the real experience than younger participants. On the other hand, we could
not find any diference between the answers to the second question, which assesses the same
characteristic, that is, realism. Therefore, we believe that this point needs further investigation
in future studies. Considering that the possible responses to the IPQ range from −3 to 3, we
can say that the simulation is not considered particularly immersive, but it is not considered to
be unengaging either. Further studies should move towards a comparison with more complex
simulations, to assess whether the added complexity is a benefit to the perceived experience.</p>
      <p>As for RQ2, symptoms in the categories “nausea” and “disorientation” of the SSQ
questionnaire are generally minor and do not difer significantly between the two groups (Table 3).
However, it should be noted the high standard deviation in the category “disorientation” for the
young group, which corresponds to a high variability of symptoms. More research is needed to
understand the reason why some participants experience a moderate level of disorientation,
especially considering that our simulation is not very diferent from a normal video game that
young users are likely to have experience with.</p>
      <p>Although oculomotor disorders are not severe, they are less negligible in the young group,
with a significant diference from the elderly group. This may be surprising, as we assume that
younger people are much more familiar with virtual reality and video games. Therefore, one
would expect fewer symptoms in this group. However, this is not the first experiment to find
that older people sufer less from motion sickness than younger people [ 21]. Similar to the
perceived realism in the IPQ, this point also deserves further investigation.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusions</title>
      <p>We designed an experiment, based on a driving simulator, to assess driving attention in two
groups of subjects of diferent ages and to evaluate whether two diferent types of direct current
brain stimulation can be used to increase attention. Our simulation, which is characterised by
its simplicity in terms of hardware and software, provides a low-cost and accessible platform for
studying human responses in a controlled driving environment. While we believe that simplicity
ofers distinct advantages in terms of accessibility and cost-efectiveness, it is critical to further
evaluate whether this simplicity has any adverse efects on experimental outcomes. We evaluated
participants’ experiences using two well-known questionnaires to assess the immersiveness of
the simulation and motion sickness. Our statistical analysis of participant responses measured
by the IPQ questionnaire revealed that older participants perceived the simulation to be less
consistent with real-world experiences compared to their younger counterparts. This finding
highlights the need for further investigation into the realism of our simulation and suggests
that future studies should explore how additional complexity might enhance the perceived
experience.</p>
      <p>In relation to the SSQ questionnaire, we found that symptoms related to “nausea” and
“disorientation” were generally very low and did not difer significantly between age groups.
Further research is needed to understand why some young participants experienced moderate
disorientation, given their likely familiarity with video games and virtual reality.</p>
      <p>Interestingly, our study found that oculomotor disorders were more pronounced in the young
group, despite the assumption that they were more familiar with virtual environments. This
observation is consistent with previous research suggesting that younger people are more prone
to motion sickness than older individuals. This phenomenon should be investigated further to
uncover underlying factors that contribute to these findings.
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following electrical stimulation of the prefrontal cortex, Cognition 145 (2015) 73–76.
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