Skip to main content

A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness

  • Conference paper
  • First Online:
Advances in Computer Entertainment Technology (ACE 2017)

Abstract

The use of 3D virtual content and Augmented Reality (AR) in certain applications allows designing tools and serious games that are more attractive to the potential users. Focusing on the area of learning and education, these technologies can be adapted to the requirements of the application that needs to be developed, to the available devices on which they are expected to run and also to the learning content. However, in most applications only a single interaction paradigm and a single visualization mode is used, restricting the potential benefits of the system. In this paper, we propose a software application designed to improve driving safety awareness and learning for both adults and children, in which we combine different interaction and visualization modes. The application is shaped as a hybrid virtual-augmented “Game of the Goose” in which AR, tactile interaction and 3D virtual content are brought to the user in a combined but meaningful way. The combination of these different interaction paradigms creates an educational tool which is much more intuitive and engaging. In this serious game, multiple players/users can participate simultaneously and players obtain, on the one hand, an intuitive interaction, simple and realistic based on AR and, on the other hand, an increase in the sense of immersion by means of virtual content, for a given set of driving-related situations. This provides a much more tailored learning system, making the users focus in the given driving situations. The paper describes the objectives set in the development of the application, the design and implementation decisions taken and a comprehensive but preliminary assessment performed with 285 users which provides satisfactory and promising results.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 179.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 229.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Casas, S., Fernández, M., Riera, J.V.: Four different multimodal setups for non-aerial vehicle simulations—a case study with a speedboat simulator. Multimodal Technol. Interact. 1(2), 10 (2017)

    Article  Google Scholar 

  2. Vallières, É.F., et al.: Perceived fatigue among aging drivers: an examination of the impact of age and duration of driving time on a simulator (2015)

    Google Scholar 

  3. Cox, S.M., et al.: Driving simulator performance in novice drivers with autism spectrum disorder: the role of executive functions and basic motor skills. J. Autism Dev. Disord. 46(4), 1379–1391 (2016)

    Article  Google Scholar 

  4. McManus, B., et al.: Predicting motor vehicle collisions in a driving simulator in young adults using the useful field of view assessment. Traffic Inj. Prev. 16(8), 818–823 (2015)

    Article  Google Scholar 

  5. Reymond, G., et al.: Role of lateral acceleration in curve driving: driver model and experiments on a real vehicle and a driving simulator. Hum. Factors 43(3), 483–495 (2001)

    Article  Google Scholar 

  6. Casas, S., et al.: On a first evaluation of ROMOT—a RObotic 3D MOvie theatre—for driving safety awareness. Multimodal Technol. Interact. 1(2), 6 (2017)

    Article  Google Scholar 

  7. Azuma, R.T.: A survey of augmented reality. Presence Teleoperators Virtual Environ. 6(4), 355–385 (1997)

    Article  Google Scholar 

  8. Haugstvedt, A.-C., Krogstie, J.: Mobile augmented reality for cultural heritage: a technology acceptance study. In: 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE (2012)

    Google Scholar 

  9. Vlahakis, V., et al.: Archeoguide: an augmented reality guide for archaeological sites. IEEE Comput. Graph. Appl. 22(5), 52–60 (2002)

    Article  Google Scholar 

  10. Dickey, R.M., et al.: Augmented reality assisted surgery: a urologic training tool. Asian J. Androl. 18(5), 732 (2016)

    Article  Google Scholar 

  11. Portalés, C., Perales, C.D., Cheok, A.D.: Exploring social, cultural and pedagogical issues in AR-gaming through the live lego house. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology. ACM (2007)

    Google Scholar 

  12. Dunleavy, M., Dede, C.: Augmented reality teaching and learning. In: Spector, J., Merrill, M., Elen, J., Bishop, M. (eds.) Handbook of Research on Educational Communications and Technology, pp. 735–745. Springer, New York (2014). https://doi.org/10.1007/978-1-4614-3185-5_59

    Chapter  Google Scholar 

  13. Jose, R., Lee, G.A., Billinghurst, M.: A comparative study of simulated augmented reality displays for vehicle navigation. In: Proceedings of the 28th Australian Conference on Computer-Human Interaction. ACM (2016)

    Google Scholar 

  14. Kim, H., et al.: Look at Me: augmented reality pedestrian warning system using an in-vehicle volumetric head up display. In: Proceedings of the 21st International Conference on Intelligent User Interfaces. ACM (2016)

    Google Scholar 

  15. Kane, V., et al.: Depth perception in mirrors: the effects of video-based augmented reality in driver’s side view mirrors. In: 2016 IEEE Virtual Reality (VR). IEEE (2016)

    Google Scholar 

  16. Connolly, T.M., et al.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012)

    Article  Google Scholar 

  17. Genious: Genious Serious Games - Driving (2017). http://www.genious-seriousgames.com/portfolio-item/driving/. Accessed 19 July 2017

  18. Renault: The Good Drive (2017). https://group.renault.com/en/news/blog-renault/the-good-drive-a-serious-game-for-learning-to-drive/. Accessed 19 July 2017

  19. Gonçalves, V.J.M.: Applying serious games to assess driver: information system ergonomics (2014)

    Google Scholar 

  20. Goncalves, J.S., et al.: Testing advanced driver assistance systems with a serious-game-based human factors analysis suite. In: 2014 IEEE Intelligent Vehicles Symposium Proceedings. IEEE (2014)

    Google Scholar 

  21. Cetto, A., et al.: Friend inspector: a serious game to enhance privacy awareness in social networks (2014). arXiv preprint: arXiv:1402.5878

  22. Madeira, R.N., et al.: LEY!: persuasive pervasive gaming on domestic energy consumption-awareness. In: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology. ACM (2011)

    Google Scholar 

  23. Lehtonen, E., et al.: Learning game for training child bicyclists’ situation awareness. Accid. Anal. Prev. 105, 72–83 (2017)

    Article  Google Scholar 

  24. Rebolledo-Mendez, G., et al.: Societal impact of a serious game on raising public awareness: the case of FloodSim. In: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games. ACM (2009)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Sergio Casas .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Vera, L., Gimeno, J., Casas, S., García-Pereira, I., Portalés, C. (2018). A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness. In: Cheok, A., Inami, M., Romão, T. (eds) Advances in Computer Entertainment Technology. ACE 2017. Lecture Notes in Computer Science(), vol 10714. Springer, Cham. https://doi.org/10.1007/978-3-319-76270-8_21

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-76270-8_21

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-76269-2

  • Online ISBN: 978-3-319-76270-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics