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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>protocol to evaluate the impact of visual distractors on driving attention using a virtual reality simulator</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Simone Fontana</string-name>
          <email>simone.fontana@unimib.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Massironi</string-name>
          <email>a.massironi9@campus.unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Petilli</string-name>
          <email>marco.petilli@unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlotta Lega</string-name>
          <email>carlotta.lega@unipv.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emanuela Bricolo</string-name>
          <email>emanuela.bricolo@unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Brain and Behavioural Sciences, University of Pavia</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Psychology, University of Milano - Bicocca</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>School of Law, University of Milano - Bicocca</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Attention is a cognitive process essential for safe driving that requires the processing of relevant stimuli while simultaneously suppressing a large number of distractors. Visual distractions, in particular, pose a high risk due to the inherently visual nature of driving and the similarity to relevant stimuli. In this paper, we propose a protocol to evaluate the efects of diferent visual distractors on driving attention using a virtual reality (VR) driving simulator. The protocol is composed of multiple driving tasks in a controlled VR environment that presents relevant stimuli that resemble stop signs and irrelevant distractors of varying similarity. By measuring drivers' reaction times and lane keeping under diferent experimental conditions, we aim to evaluate how the presence and similarity of distractions afect attention. The use of a virtual reality simulator allows safe and reproducible testing, overcoming the ethical and practical challenges of driving studies in real-world.</p>
      </abstract>
      <kwd-group>
        <kwd>virtual reality</kwd>
        <kwd>driving simulator</kwd>
        <kwd>attention</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 task susceptible to various influencing factors, with distractions emerging
as a significant safety concern. These distractions, which can be caused from both visual and
acoustic stimuli, exert a more relevant impact when visual, due to the inherent visual demands
Italy
∗Corresponding author.
distractors into real-world driving scenarios, or practical ones associated with accurately
measuring driving performances. For these reasons, recent years have seen a surge of interest
in using virtual reality (VR) environments to overcome these challenges, ofering immersive
experiences while avoiding the ethical pitfalls of real-world evaluations.</p>
      <p>
        Virtual reality driving simulators encompass a spectrum of configurations, ranging from basic
setups with desktop computers and steering wheels [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], to sophisticated systems replicating car
interiors with multi-axial vibration and shaking mechanisms [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Despite the advantages of
advanced and immersive equipment, potential drawbacks, such as prohibitive costs, must be
considered. Reproducibility, essential for rigorous scientific investigation, may be compromised
by the adoption of very expensive equipment.
      </p>
      <p>With this work, we propose a protocol to evaluate attention and the efect of diferent kinds
of distractors and stimuli while driving in a simulated environment.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>The evaluation of driving attention has been a critical focus within transportation research,
with investigations spanning both real-life driving scenarios and simulator-based studies.</p>
      <sec id="sec-3-1">
        <title>2.1. Real-Life Driving Studies</title>
        <p>Real-life driving studies ofer a direct and ecologically valid assessment of driving attention.
Researchers can use various data collection methods, including eye-tracking devices, physiological
measurements, and in-vehicle cameras, to estimate the driver’s attention.</p>
        <p>
          Eye-tracking glasses have been long used to measure the movements of a driver’s gaze
and to examine the impact of distractions on drivers’ visual attention in real-world trafic
conditions [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Moreover, researchers have also explored physiological markers such as heart
rate variability, electroencephalogram (EEG) signals, or skin conductance, to estimate the
cognitive workload and attention levels during real driving [
          <xref ref-type="bibr" rid="ref11 ref12 ref13">11, 12, 13</xref>
          ]. Cameras installed in
participants’ vehicles have also been used. These studies allow for the analysis of driver behavior,
including attention lapses, in everyday driving scenarios. For example, the “100-Car Naturalistic
Study” used in-vehicle cameras to measure driver performance, behavior, environment, driving
context and other factors that were associated with crashes for 100 drivers across a period of
one year [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
        <p>However, conducting real-life driving studies presents challenges such as ethical concerns,
safety issues, and the dificulty of controlling experimental variables.</p>
      </sec>
      <sec id="sec-3-2">
        <title>2.2. Simulator-Based Studies</title>
        <p>
          Simulator-based studies provide a controlled and reproducible environment for the systematic
manipulation of driving conditions while monitoring attention. In addition, virtual reality
driving simulators provide a platform to study attentional processes without exposing participants
to the risks associated with real-world driving. Attention has been studied with diferent types
of driving simulators. The complexity can range from very simple simulators consisting of
normal gaming devices, such as steering wheels and pedal boards [
          <xref ref-type="bibr" rid="ref8">8, 15</xref>
          ], to very complex and
expensive systems with six degrees of freedom [16]. While the impact of visual fidelity on
drivers’ performance and behavior has been studied [17], the driving experience at a simulator
is not determined only by visual fidelity, but also by the hardware used and the feedback
provided by the simulator. Moreover, the trade-of between realism, complexity, cost, and reduced
replicability should be better explored. Eventually, there is still low evidence supporting driving
simulators validity [18].
        </p>
        <p>
          Despite these considerations, driving simulators have been used extensively in transportation
research. For example, they have been used to evaluate drivers’ attention [
          <xref ref-type="bibr" rid="ref8">8, 19</xref>
          ] and especially
to evaluate how attention can be afected by various parameters such as the surrounding
environment [20, 21], speed [22], and even drowsiness [23]. While all these aspects could also
be investigated when driving in reality, in a simulator it is much more practical to change
some parameters, such as the environment, and ethically acceptable to test under dangerous
conditions, such as high speed and drowsiness.
        </p>
        <p>Another example of the possible use of a simulator is the manipulation of the cognitive
workload through task complexity and environmental conditions. For example, Son et. al.
studied the efects of cognitive workload on the behavior of older drivers during simulated
driving [24]. Cantin et. al. also investigated the efects of age and driving complexity on the
mental workload in a driving simulation [25].</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Materials and Methods</title>
      <p>While driving, we are constantly exposed to various stimuli, such as trafic lights, road signs,
other vehicles, and pedestrians. Simultaneously, numerous distractors, such as advertisements
or phone notifications, must be ignored to ensure safe driving. However, this task is challenging,
as distractors can often resemble important stimuli. Additionally, driving itself is a complex
activity that requires sustained attention.</p>
      <p>In this work, we propose a protocol to assess the impact of diferent types of distractors on
driving attention. Specifically, we investigate distractors that vary in similarity to a crucial
stimulus, resembling a stop sign. The evaluation is conducted using a driving simulator, which
provides the necessary control over stimuli and distractors, something that would be nearly
impossible to achieve in real-world driving conditions. While a real-world setup might ofer
higher ecological validity, the use of a simulator allows precise control and analysis of various
factors, which is critical for scientific research.</p>
      <sec id="sec-4-1">
        <title>3.1. The Experiment</title>
        <p>The virtual environment features an extra-urban two-lane road within a rural landscape. The
driving simulation uses a first-person perspective and takes place during day-time.
Taskirrelevant lateral road signs and other moving vehicles are rendered in the environment. The
road circuit forms a loop, predominantly rectilinear with sharper bends at its extremities,
allowing drivers to re-enter the route.</p>
        <p>Our experimental activity consists of three diferent kinds of blocks, called pure,
mixedeasy, and mixed-hard. Each kind of block corresponds to a driving session taking place in the
environment described above. During each driving session a participant is subject to diferent
(a)
(b)
kinds of event, also called trials. Diferent blocks are composed of diferent kinds and number
of trials.</p>
        <p>The pure block is composed of 60 trials. In this case, trials can be of two kinds: target-present
and target-absent. During a target-present trial, one of the stimuli shown in Figure 1, designed
to resemble a classic stop sign, is presented. Half of the participants is shown the stimulus from
Figure 1a, while the other half is shown the stimulus from Figure 1b. This approach ensures that
the experiment is not biased toward a specific configuration, such as the red portion appearing
in either the lower or upper part of the stimulus.</p>
        <p>We ask participants to respond to the stimulus by pressing the brake pedal. When responding
correctly, the sign disappears and thus the trial ends; however, this also happens after 2 seconds
in absence of any response. During a target-absent trial no stimulus is shown to the participant.
This serves to break any expectation of the presentation of a trial. A new trial takes place after
a random time interval sampled from an uniform distribution between 4 and 6 seconds. A pure
block is composed of 30 target-present and 30 target absent trials.</p>
        <p>Mixed blocks work like the pure block, but are composed of 120 trials in total, subdivided in 30
target-present trials, 30 target-absent trials, 30 distractor-present trials, and 30 distractor-present
and target-present trials</p>
        <p>During distractor-present trials, a distractor is displayed. A mixed block can be classified as
either “hard” or “easy”. In the “hard” condition, the distractor is one of the sign from Figure 1
(that not used as stimulus), closely resembling the target. In the “easy” condition, the distractor
is less similar to the target, featuring lighter colors and lacking any white sections, as shown in
Figure 2.</p>
        <p>During distractor-present and target present trials both a distractor and the target are shown.</p>
        <p>Regardless of the type of block, the target and the distractors appear in the upper part of the
screen, either on the left or on the right.</p>
        <p>During each experimental session, participants complete a pure block, a mixed hard block,
and a mixed easy block, lasting 7, 21, and 21 minutes, respectively. The order of the blocks is
randomized and varies for each participant. The session also includes a 2-minute training phase
to allow participants to familiarize themselves with the simulator, along with two short breaks
between the blocks.</p>
        <p>To measure the performance of the participants, we assess the following metrics:
1. Reaction time – the time it takes for participants to respond to stimuli, that is, the time
it takes to press the brake when a stimulus appears.
2. Lane keeping – the ability of participants to maintain their position within the lane,
reflecting their overall control and focus during the driving task. Lane keeping is assessed
using the “wheel error” metric, which measures the diference between the angle of the
front wheels and the angle required to follow the optimal trajectory provided by the
simulator. The standard deviation of these measurements, calculated within a rolling
window, serves as the indicator of lane-keeping performance.
3. Accuracy of responses – the correctness of the participant’s reactions to stimuli,
particularly in distinguishing between relevant stimuli and distractors.
4. Error rates – the frequency of incorrect responses or missed stimuli, which provides
insight into how well participants can ignore distractors while focusing on important
driving cues.</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. The Simulator</title>
        <p>The simulator setup we propose is rather minimalistic. We use a gaming pc powered by an Intel
Core i7-10700K 3.8 GHz, Nvidia Geforce RTX 3080 (10GByte), and 32 GByte of RAM, with three
24 inches widescreen monitors (1920 x 1080), arranged in a semi-circular configuration. The
lateral monitors are positioned at 120° relative to the central monitor to realistically simulate
both central and peripheral fields of view, allowing for a comprehensive horizontal field of view
of 210°. Car controls are simulated using standard racing game equipment, including a Logitech
G29 Driving Force steering wheel, pedal board and gear shift lever (which is not used during
this experiment). The driver sit in an adjustable ofice chair.</p>
        <p>
          We use the CarnetSoft driving simulation software (version 7.1), which has previously been
employed in research on visual attention and inhibitory mechanisms during driving [
          <xref ref-type="bibr" rid="ref8">15, 8</xref>
          ]. To
limit the variability during the simulation, and hence ensure experimental control, we place
constraints on driving parameters. In particular, vehicle speed was limited between 50 and
80/ℎ , with an acceleration rate of 6/ 2, which was chosen after several tests, to reproduce
the feeling of a real driving experience. We use pedal pressure thresholds to diferentiate
between goal-directed and incidental pressures: braking is recorded when the gas pedal is
pressed less than 30% of its full range, while acceleration happens when the gas pedal pressure
exceeded 70%. Data sampling for collection occurs at a frequency of 100 Hz.
        </p>
        <p>The virtual environment depicts an extra-urban, two-lane road in a daytime rural setting,
with drivers experiencing right-hand trafic from a first-person perspective. The road features
task-irrelevant lateral road signs and other vehicles traveling in the same direction. Audiovisual
stimulation matched the environment to enhance realism and engagement. The entire setup is
implemented in a darkened and controlled laboratory, ensuring isolation from external stimuli
and consistent experimental environment.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Questionnaires</title>
      <p>We utilize questionnaires to evaluate various aspects of the simulation and to assess participant
characteristics. We evaluate driving habits of the participants using both open and
multiplechoice questions. More specifically, participants are asked to indicate how many years it passed
since they obtained their driving license, if they are currently driving, and, in case, how many
times they drive per week and how many kilometers they travel on average. Finally, we ask
about the usage of vision correction methods.</p>
      <p>Moreover, sleep quality is evaluated using open questions regarding the average sleeping
hours per night and, more specifically, how many hours were slept and – if any – how many
awakenings occurred the night before the experiment. Furthermore, we ask participants to
indicate how they rate the quality of their sleep that night on a 10-point Likert scale (from
1 = very poor to 10 = very good). Ultimately, we ask them to indicate if they assumed any
stimulating substance (e.g., cofee) within the two hours preceding the experiment.</p>
      <p>To evaluate previous video-games experience we use a translation in Italian of the
questionnaire presented by Stichcombe et al. [26]. This brief questionnaire includes open and
multiple-choice questions, as well as Likert-scale questions on video-games expertise - in
general - and on racing video-games expertise - in particular.</p>
      <p>The experience of presence – here intended as the construction of a spatial-functional mental
model of the virtual environment within an embodied cognition framework [27] – is measured
by adapting four selected items taken from the Igroup Presence Questionnaire (IPQ). More
specifically, the selected items are intended to measure the following constructs: one item for
Involvement [28], two items for Experienced Realism [29, 30], and one item for General Presence
[28]. All elements are evaluated on a 7-point Likert scale; the anchors of the extremities are
defined by labels adapted to the content of the element itself, in a range from -3 (defining low
experience of presence) to + 3 (defining high experience of presence).</p>
      <p>To assess whether the typical symptoms of simulator sickness influence driving performance,
we ask participants to complete an adapted version of the Simulator Sickness Questionnaire
(SSQ) [31]. It comprises 16 items - concerning the main experienced oculomotor, disorientation,
and nausea-related symptoms when using a virtual simulator - to be evaluated on a 5-point
Likert scale.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusions</title>
      <p>This paper presents a protocol for assessing the efects of visual distractors on driving attention
using a driving simulator. The proposed methodology evaluates how distractors that resemble
trafic signs influence attention and performance in a safe, reproducible setting, overcoming
the limitations of real-world studies. By incorporating diferent distractor dificulty levels,
the protocol reliably tests attention under various cognitive loads. It is cost-efective and
accessible, and is adaptable for further investigation with additional sensors like eye-tracking
or physiological sensors. This framework supports research into visual distractions’ impact on
driving, contributing to road safety advancements.
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