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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Gaze Guidance Method in Autonomous Vehicles through Gamification⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mingsong Guo</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chun Xie</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Itaru Kitahara</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Computational Sciences, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennodai, Tsukuba, Ibaraki, 305-8577</addr-line>
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Doctoral Program in Empowerment Informatics, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennodai, Tsukuba, Ibaraki, 305-8573</addr-line>
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <abstract>
        <p>Directing attention to critical areas of the road plays a key role in facilitating drivers' comprehension of their surrounding environment. Prior research has shown that explicit gaze guidance using visual cues can effectively enhance visual focus. This study explores whether incorporating gamification into gaze guidance can further improve attentional direction when observing real-world driving scenarios. We also examine the impact of such guidance on situational awareness. To this end, we developed gamified gaze guidance content tailored for passengers in autonomous vehicles. An experimental study was conducted with thirty participants who viewed recorded driving videos through a head-mounted display while their eye movements were tracked. The results demonstrate that gamified gaze guidance more effectively directs visual attention than conventional methods, and participants who experienced it also demonstrated an improved understanding of the driving environment.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Gaze guidance</kwd>
        <kwd>Autonomous vehicles</kwd>
        <kwd>Gamification1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Renner et al. have shown that displaying guiding objects can result in a gaze guidance effect.
Renner et al. found that using Augmented Reality (AR) to show the location of a real object can
reduce the time needed to find it [
        <xref ref-type="bibr" rid="ref3">7</xref>
        ]. Reif et al. reported improvements in accuracy and a reduction
in human errors during warehouse work when significant information, such as item names and
storage locations, was displayed using AR through a Head-Mounted Display (HMD) [
        <xref ref-type="bibr" rid="ref4">8</xref>
        ].
      </p>
      <p>
        However, there are challenges associated with using explicit gaze guidance. Studies have shown
that while it can enhance guidance, it may also increase cognitive load by adding extra objects to the
eyesight. Also, only displaying gaze guidance objects can lead to boredom and difficulty in gaining
a continuous gaze guidance rate. Furthermore, if target objects are obscured or blocked by the
guiding objects, it can cause distractions and make it difficult to understand the guiding information [
        <xref ref-type="bibr" rid="ref3 ref4 ref5">7,
8, 9</xref>
        ]. To solve these problems, we used a gamification approach in this study.
      </p>
      <p>Gamification involves adding game-like elements, such as earning points or leveling up for players,
to tasks to encourage participation and achieve goals more quickly. By integrating the narrative of
gamification into tasks, we believe a significantly higher gaze guidance rate can be achieved
compared to merely displaying gaze guidance objects, as this helps to keep participants’ attention focused
longer on the road. Additionally, the anticipation of increased participation may enhance
participants’ understanding of their surrounding environments as well.</p>
      <p>
        Furthermore, Muguro et al. measured the reaction time of the driver to traffic hazards in a driving
simulator [
        <xref ref-type="bibr" rid="ref6">10</xref>
        ]. As a result, they found that even though there is a slightly increased reaction time
compared to not playing a game, the difference was small and statistically consistent. Interestingly,
the game condition resulted in more stable reaction times, suggesting the player maintained a steady
level of engagement. This shows that the gamification allows the driver to remain engaged during
driving without significantly increasing the reaction time for decision-making.
      </p>
      <p>As illustrated in Figure 1, the purpose of this research is to improve the comprehension of specific
areas in the surrounding environment for drivers by providing gaze guidance to an appropriate area.
To achieve this objective, two experiments were conducted: one to assess the effect of gaze guidance
through gamification in real-world driving videos and another to evaluate the comprehension of
gaze-guided information.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related works</title>
      <p>
        There are mainly two ways to realize gaze guidance: implicit and explicit. In implicit gaze guidance,
gaze guidance is conducted by altering the color and resolution of the video being viewed. A key
advantage of this method is that it facilitates natural gaze guidance, as users may not realize the
intention behind it. Miyajima et al. utilized this approach in their research aimed at reducing motion
sickness by controlling gaze direction. As a result, they found that gaze guidance was possible while
not letting participants know the intention of the guidance [
        <xref ref-type="bibr" rid="ref7">11</xref>
        ]. However, in our research,
recognizing the intention behind the guidance is needed to understand information about the next
guidance point more quickly. Therefore, we employ explicit gaze guidance instead of implicit gaze
guidance.
      </p>
      <p>
        In contrast to implicit gaze guidance, explicit gaze guidance employs visual cues such as arrows
or pointers. The advantage of this method is that it not only has a strong effect on gaze guidance but
also allows for intentional gaze guidance, where attention is directly guided. Sasamoto et al. applied
this approach in caregiving training. By showcasing the gaze of expert physiotherapists in training
videos, they observed that learners’ intentional gaze increased. Moreover, the learners gained a
deeper understanding of the essential points in the training video [
        <xref ref-type="bibr" rid="ref8">12</xref>
        ].
      </p>
      <p>
        Furthermore, McCay-Peet et al. have studied how visual catchiness (saliency) affects user
engagement. The experiment tested how the visual prominence of important details affects user
engagement, focused attention, and emotional response by comparing two conditions: a
highsalience condition, where text was presented with a large font size, bold, or italicized styling, and a
low-salience condition, where text was displayed in a standard format without bold or italicized
styling. As a result, they have found that a visually noticeable location helps the users to process
information faster and more efficiently [
        <xref ref-type="bibr" rid="ref9">13</xref>
        ]. This finding is significant for our research, as the goal
is for participants to quickly notice and comprehend the gaze-guided areas. Therefore, explicit gaze
guidance is used in our research.
2.2.
      </p>
      <sec id="sec-2-1">
        <title>Effect of gaze guidance for driving</title>
        <p>
          Some research on gaze guidance has been conducted in the context of autonomous vehicles. Han et
al. investigated the effect of gaze guidance on detecting hazardous situations faster during takeovers
by comparing the difference between high- and low- saliency levels. In this research, a driving
simulator was used for experiments. They found that gaze guidance with a high salience level, where
a flashing red bounding box appeared around the side mirror to help with blind spot detection, was
more effective in reducing crashes during takeovers. In contrast, gaze guidance with a low saliency
level, where a static red bounding box was used around the side mirror to assist with blind spot
awareness, was less effective [
          <xref ref-type="bibr" rid="ref10">14</xref>
          ].
        </p>
        <p>
          Similarly, Laura et al. used a driving simulator to examine whether gaze guidance can help drivers
avoid pedestrian collisions by measuring reaction times and accident rates. As a result, they found
that gaze guidance not only decreases crashes involving pedestrians but also promotes safer driving
behavior overall [
          <xref ref-type="bibr" rid="ref11">15</xref>
          ]. Therefore, gaze guidance has a positive effect on driving and can help prevent
car accidents.
2.3.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Gaze guidance with gamification</title>
        <p>
          Several studies have integrated gaze guidance with gamification. Bishop et al. developed a virtual
reality (VR)-based gamification system designed to train young cyclists aged 11 to 14. Participants
rode a virtual bicycle and earned points for looking at specific areas, such as intersections or
approaching cars. The results indicated that participants developed better safety habits [
          <xref ref-type="bibr" rid="ref12">16</xref>
          ]. This
shows that gamification helps participants stay more engaged in the experiments and is effective for
learning.
        </p>
        <p>
          Muguro et al. investigated how VR/AR-based gamification in autonomous vehicles can maintain
user engagement while ensuring road awareness. In the experiment, participants controlled a paddle
using a joystick to intercept objects while also responding to pop-up traffic hazards, allowing
researchers to measure reaction time, gaze behavior, and cognitive load. The findings show that
gamification helps direct drivers’ visual attention to relevant areas and maintains their engagement and
road awareness [
          <xref ref-type="bibr" rid="ref6">10</xref>
          ].
        </p>
        <p>
          Steinberger et al. sought to reduce driver boredom and enhance focus through gamification. If the
driver’s gaze is focused on road hazards, pedestrians, and important objects, points will be given. If
the driver looks away for too long, the points will be deducted. This approach proved effective in
decreasing driver boredom and increasing engagement during extended periods of driving [
          <xref ref-type="bibr" rid="ref13">17</xref>
          ]. This
shows that gamification is effective for gaze guidance and can help the driver stay focused on the
road.
        </p>
        <p>
          However, it is worth noting that most of these studies have been conducted in simulated
environments rather than real-world settings [
          <xref ref-type="bibr" rid="ref13 ref14 ref15 ref6">10, 17, 18, 19</xref>
          ]. Additionally, there are no direct studies on how
gaze guidance combined with gamification affects drivers’ understanding of their surrounding
environment. Furthermore, some of the gamification is complicated and contains too much information
for drivers, which makes it difficult to track the surrounding environments [
          <xref ref-type="bibr" rid="ref13 ref15 ref16">17, 19, 20</xref>
          ].
        </p>
        <p>Therefore, to address the limitations of simulated environments and excessive complexity in
gamification, our research utilizes real-world recorded driving videos and introduces a
straightforward gamification system. This system is designed to help drivers easily understand their
environment while still providing strong gaze guidance effects.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Gaze guidance using gamification</title>
      <p>As shown in Figure 2, gaze guidance processing with gamification is applied to 360-degree driving
videos on a frame-by-frame basis to guide the passenger’s eye to the intended location. The overall
method is divided into two units: the image processing unit and the human interface unit. The
image processing unit is responsible for analyzing the recorded driving scenes, extracting frames,
and detecting important objects through segmentation. Once a target object, such as a pedestrian,
vehicle, or signboard, is identified, the system places a sphere at the object’s coordinates so that the
intended area of focus is clearly highlighted within the immersive environment.</p>
      <p>The human interface unit builds on this foundation by introducing elements of gamification.
Instead of passively displaying the sphere, the system actively responds to the user’s gaze: when the
gaze aligns with the sphere, it enlarges in size, creating an immediate sense of interaction and
feedback. If the gaze is held long enough, the object disappears, and a new one is generated shortly
after, maintaining continuous engagement. This gamified cycle not only directs visual attention to
critical areas of the road but also prevents fatigue or boredom that may occur with static cues. In the
following subsections, each unit will be explained in detail, highlighting how they work together to
achieve effective and engaging gaze guidance.
As shown in Figure 3, the image processing unit serves as the initial stage of the gaze guidance
method, managing the preprocessing of recorded 360-degree driving videos. It takes these videos as
input and extracts individual frames. Each frame represents a snapshot of the driving environment,
providing a structured basis for subsequent analysis and object tracking.</p>
      <p>Once the frames are extracted, the next step involves selecting an object for the user to focus on
in each frame. Object selection, such as for pedestrians and road signs, is performed using image
segmentation, which di3vides the visual data into distinct regions based on shared characteristics
such as color, texture, or shape at the pixel level. This process will be discussed in more detail in the
implementation section. The segmentation process isolates the target object from its surrounding
environment, ensuring that the gaze guidance system can accurately track the object’s location
across consecutive frames.</p>
      <p>After the target object is identified and segmented, the system proceeds to extract the object’s
coordinates from each frame. These coordinates serve as spatial reference points necessary for
placing the gaze guidance object within the video. Initially, the coordinates are extracted in
two-dimensional Cartesian form. Once all the object coordinates are obtained, the system converts them into
polar coordinates to match the 360-degree display environment used in the HMD.</p>
      <p>To guide the user’s gaze, the system places a visually distinct sphere at these polar coordinates,
ensuring that the object is easily noticeable within the immersive 360-degree environment. The
sphere’s placement is carefully calibrated to match the object’s position across frames, maintaining
consistency as the video plays. By the end of the image processing unit, 360-degree video with a gaze
guidance object is generated as the output.
As shown in Figure 4, the human interface unit is responsible for interacting with the user’s gaze
behavior. The user’s gaze information is obtained from the HMD in polar coordinates. When the
user’s gaze aligns with the coordinates of the gaze guidance object, the object undergoes a visual
transformation by enlarging. The scale of this enlargement increases linearly according to the
following equation:</p>
      <p>Scale() = 1 + - / × ( − 1),


(1)
where  represents the duration of time the user maintains their gaze on the sphere,  is the required
gaze duration for the sphere to disappear, and  is the maximum scale of the sphere. In this
experiment, the values are set to  = 0.3 second and  = 2. When the user continuously gazes at
the sphere for one second, the sphere disappears. If the user’s gaze moves away from the sphere’s
coordinates, the unit resets and starts counting from the beginning again. A few seconds after the
sphere disappears, a new sphere is generated at a different location. This approach effectively directs
the user’s attention by strategically placing gaze guidance objects within the driving videos.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Implementation</title>
      <p>4.1.</p>
      <sec id="sec-4-1">
        <title>Generating gaze guidance videos</title>
        <p>
          This section provides a detailed explanation of how gaze guidance videos are generated. The Segment
Anything Model 2 (SAM2) [
          <xref ref-type="bibr" rid="ref17">21</xref>
          ], developed by Meta for image segmentation, is utilized to extract the
coordinates of selected objects from driving videos. The chosen objects—such as pedestrians, cars, or
signboards—were manually identified. Once the coordinates are converted to a polar coordinate from
a two-dimensional Cartesian format, a red sphere object is placed at the specified location using
Unity. When the driving videos are played in Unity, the red sphere moves along with the video,
following the gaze guidance location to direct the user’s focus. When the user’s gaze coordinates,
extracted from the HMD, match this object, the sphere begins to grow. After one second of staring
at the object, it disappears.
4.2.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Video data for the experiment</title>
        <p>For this research experiment, three different types of videos are used, which are outlined below:
•
•
•</p>
        <p>
          Original 360-degree driving videos
360-degree driving videos + gaze guidance object
360-degree driving videos + gaze guidance object + gamification feature
The first video is the original recorded driving scene, specifically filmed in New Orleans [
          <xref ref-type="bibr" rid="ref18">22</xref>
          ]. The
second video incorporates the gaze guidance object—a semitransparent red sphere—added to the
original video. In this video, the red sphere moves to track specific objects from the footage. The
third video builds upon the second by adding a gamification feature; when the viewer’s gaze aligns
with the red sphere, it enlarges and eventually disappears. These are the three videos that are used
in the experiments.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Experiment</title>
      <p>5.1.</p>
      <sec id="sec-5-1">
        <title>Gaze guidance by gamification</title>
        <p>The objective of the first experiment was to evaluate the effect of gaze guidance through gamification
in real-world driving videos. Three different types of videos are used, as mentioned in the previous
chapter: original videos, videos with gaze guidance objects (no gamification features), and videos
with gaze guidance objects plus gamification features. Also, three different driving scenes were
prepared: turning right, stopping at a red light, and driving straight. Therefore, there are nine videos
in total (3 original videos, 3 without gamification videos, and 3 with gamification videos). Table 1
provides a quick layout of the videos. Each participant views three different types of videos, each
depicting different driving scenes. Each video lasts approximately 20 to 30 seconds, with a resolution
of 3840 pixels × 2160 pixels at 30 frames per second (fps). The videos are presented in the following
order: original, without gamification, and then with gamification. Each participant’s eye gaze
information is recorded while watching the video.</p>
        <p>Two experiments are conducted in this research. Both experiments are conducted with 30 people.
All the participants had normal eyesight and normal color vision. Also, Meta Quest Pro was used in
these experiments, which allows for tracking of the participants’ gaze information. Figure 5 shows
the experiment scene with an HMD.
Table 2 and Figure 6 show the results for the average gaze guidance rate for each video type and
scene. The gaze guidance rate measures how many frames the participants focused on the
gazeguided object across all video frames. The results indicate that original videos have the lowest gaze
guidance rate, while videos featuring red spheres demonstrate a significantly higher gaze guidance
rate. Furthermore, the combination of red spheres and gamification results in an even higher gaze
guidance rate, suggesting that gamification has a substantial impact on guiding participants’ gaze. A
Kruskal-Wallis test was conducted to determine if there were significant differences among the
groups. The analysis revealed a significant difference (p &lt; 0.001) among the different types of videos
within the same scene.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Comprehension of gaze guidance information</title>
        <p>The second experiment aimed to investigate whether users can enhance their understanding of their
surrounding environment through gaze guidance. In this experiment, only two videos were asked to
watch: original and gamification videos. Both videos are driving straight scenes. Each video lasts
approximately 10 to 15 seconds, with a resolution of 3840 pixels × 2160 pixels at 30 fps. The order in
which the videos were presented was randomized (either the original video first or the gamified
video first). Figure 7 shows scenes from the gamification videos. After watching each video,
participants answer three questions about the video content. Examples of these questions are as
follows:
•
•</p>
        <p>On the left road, there is a signboard with one alphabet written on it. What is the alphabet?
Multiple choices: F, G, H, J
On the left, there are two people: one person is dancing. What is the other person doing?
Multiple choices: sleeping, playing guitar, painting a picture, watching a phone.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Results and analysis of the comprehension experiment</title>
        <p>Table 3 shows the results of average accuracy rate and standard deviation for each video. The results
indicate that the gamified videos achieve a higher average accuracy rate compared to the original
videos. Table 4 and Table 5 illustrate the varying order in which participants viewed the videos. Table
4 shows results when the original videos are viewed first, while Table 5 shows results when the
gamified videos are viewed first. From these two tables, it can be observed that videos watched later
tend to have a higher accuracy rate. This phenomenon is likely due to a learning effect; after the first
video, participants understood the question format and knew what details to attend to in the second
video. Nevertheless, even after accounting for this learning effect, the gamified videos consistently
show a higher accuracy rate. This finding suggests that gamification effectively aids participants in
deepening their understanding of their surrounding environment.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>This research aims to improve the understanding of the surrounding environment for drivers by
providing gaze guidance to an appropriate area and specific location. Two experiments were
conducted to achieve this goal using a video with gamification features for intentional gaze guidance.
The first experiment explored the impact of gaze guidance through gamification in real-world
driving scenarios. The second experiment examined whether this gaze guidance helps users gain a
deeper comprehension of their surroundings. As a result, gamification significantly improves gaze
guidance compared to traditional methods of explicit gaze direction, even in real-world videos.
Additionally, gamification has been shown to enhance drivers’ awareness of their environment by
guiding their gaze to a specific location. In conclusion, the findings indicate that gamification can
intentionally enable gaze guidance to a specific location and effectively improve drivers’
understanding of their surroundings.</p>
      <p>One limitation of this study is that in Experiment 1, the condition order was fixed (original,
without gamification, with gamification), which may have introduced a learning effect as participants
became increasingly familiar with the driving scenes. Although Experiment 2 randomized the order
and confirmed the superiority of the gamified condition regardless of sequence, future work should
adopt a fully counterbalanced design to eliminate potential order effects and further strengthen the
validity of the results.</p>
      <sec id="sec-6-1">
        <title>Acknowledgements</title>
        <p>Special thanks are extended to Hitesh Pandya, Tiago Rodrigues, and Bruno Coelho (Capgemini Japan
K.K., Engineering and RD Services) and to Chokiu Leung (University of Tsukuba, Institute of Systems
and Information Engineering) for their valuable advice and insightful feedback throughout the
research. This research received partial funding from the JSPS Grant-in-Aid for Scientific Research
(Grant Number 24K02978, 25K03146).</p>
      </sec>
      <sec id="sec-6-2">
        <title>Declaration on Generative AI</title>
        <p>During the preparation of this work, the author(s) used Grammarly in order to: Grammar and
spelling check. After using these tools/services, the author(s) reviewed and edited the content as
needed and take(s) full responsibility for the publication’s content.
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