Authored on 07/17/2023 - 15:07
Kategorie aktualności

Natalia Krzyzaniak and Patryk Goszczyński, students pursuing a degree in Human-Computer Interaction, are engaged in a project on computer games as research tools. Natalia, a co-author of the research, explains what its purpose is.

Written by Natalia Krzyżaniak

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We have taken up the problem of tapping into the potential of computer games to investigate driver behavior. This topic has not been sufficiently explored by researchers so far. There is no direct and conclusive answer in the literature as to whether gaming can be considered an effective research tool.

Last year, we studied the effect of music on a driver's attention, using a driving simulation device, with the road to be traveled created by a generally distributed computer game. Additionally, we employed telemetry and eye tracking.

Following on from this research, we decided to dive deeper into the matter. We wish to answer the question of how simulation differs from a computer game. Having closely studied the literature on the subject, we found the boundary between simulation and a computer game had not been precisely defined. In fact, there are games, e.g. EuroTruck Simulator, whose name has the word simulation in it.

Computer games are relatively inexpensive and easily available. The research is going to help us learn how users perceive the difference between a game and a simulation, and how games can be used in research on the rapidly growing automotive field. Professional testing currently involves a lot of complexity and expense, and there are many types of tests. They range from the impact of music, through medication, people accompanying the driver, roadside signs, banners, advertisements, down to the design of the vehicle interior.

In our project, we wish to build drivers' self-awareness. To this end, we have been conducting qualitative research with their participation. These Focus Group Interviews, which we designed ourselves, are composed of several parts and are engaging, thought-provoking, and sometimes spur a friendly squabble. They involve a moderated discussion in a small group, with participants sharing their experiences, opinions, and perspectives on an issue. This is a valuable way of discovering new aspects related to the research topic. In June, we held 2 sessions attended by the students and staff of Lodz University of Technology. They were required to have been active drivers for at least a year and to have a certain degree of familiarity with computer games.

By using games as a research tool, we explore the question of how a person who sits behind the wheel in front of a monitor feels more carefree compared to the same situation in the real world. When playing, the driver does not run the risk of having to pay a ticket, damage a vehicle, or risk one's life. As a result, many ideas were brought up during the discussion, including a proposal to vary the amount of compensation for participation in the study depending on the virtual damage done factor.

We have been pleased with the results of the qualitative research so far. We are now working on its second part. This time it will involve online surveys - so they could include a larger population - including short game recordings and simulations. Participants will decide which they like better.

We are working under the guidance of dr inż. Magdalena Wróbel-Lachowska and dr hab. inż. Andrzej Romanowski, TUL prof. We also have the support of Andrew L. Kun, a professor at the University of New Hampshire. We would like to publish the results of our research in a scientific journal and present them at a major conference on human-computer interaction.