| Literature DB >> 28405369 |
Esko Lehtonen1, Jasmiina Airaksinen2, Kaisa Kanerva2, Anna Rissanen2, Riikka Ränninranta2, Veera Åberg2.
Abstract
Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9-10 years) and 22 adults (21-48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented. The player's task was to choose locations with a potential hazard and feedback was given for their answers. Working memory capacity (WMC) was tested with a counting span task. Children's and adults' performance improved while playing the game, which suggests that playing the game trains SA. Adults performed better than children, and they also glanced at hazards more while the video was playing. Children expectedly had a lower WMC than adults, but WMC did not predict performance within the groups. This indicates that SA does not depend on WMC when passively viewing videos.Entities:
Keywords: bicycling; eye movements; hazard perception; serious games; situational awareness; working memory
Year: 2017 PMID: 28405369 PMCID: PMC5383826 DOI: 10.1098/rsos.160823
Source DB: PubMed Journal: R Soc Open Sci ISSN: 2054-5703 Impact factor: 2.963
Figure 1.The progress of the game. (a) The player watches a video from a cyclist's perspective. At a predefined time the video is stopped and masked. (b) Two to three locations are highlighted with a black circle in the masked video and the player's task is to select those locations where there was either an overt or covert target present at the moment when the video was stopped and masked. In selection, the circle turns to yellow. The player can change their answers until pressing the button ‘Check’ at the bottom of the video. (c) Finally, the mask is removed and feedback is given, and the player can proceed to the next video by pressing a button. Correctly selected locations are shown with green, incorrectly selected empty location with yellow, and incorrectly unselected with red. Textual feedback with points gained/lost is given for each location.
The mean percentage of correct answers (%) by the type of locations and participant groups in the game and tutorial clips. Between-subjects standard deviations are given in parentheses. For locations with overt or covert targets, a correct answer is to select the location, and for empty locations, the correct answer is to not select it.
| location | children | all adults | inexp. adults | exp. adults |
|---|---|---|---|---|
| game | ||||
| overt | 78 (9) | 89 (6) | 89 (7) | 88 (6) |
| covert | 78 (12) | 81 (11) | 75 (13) | 85 (8) |
| no target | 63 (13) | 77 (13) | 81 (11) | 76 (15) |
| practice | ||||
| overt | 68 (23) | 80 (22) | 79 (25) | 81 (22) |
| covert | 53 (24) | 68 (24) | 54 (25) | 76 (20) |
| no target | 54 (38) | 77 (25) | 62 (23) | 86 (23) |
Figure 2.Adults' and children's accuracy during the temporal phases of the game. The figure shows means and 95% CIs.
Hit rate (%), false alarm rate (%), observed criterion, optimal criterion and response bias by the phase of game and age group. Optimal criterion is adjusted by the higher prevalence of locations with a target than without one. Bias was calculated as the difference between the observed criterion and the optimal criterion. Averages and between-subjects standard deviations in parentheses are reported.
| start | middle | end | |
|---|---|---|---|
| hit rate (%) | |||
| children | 74 (11) | 79 (12) | 82 (10) |
| adults | 87 (9) | 86 (10) | 88 (8) |
| false alarm rate (%) | |||
| children | 41 (18) | 40 (18) | 32 (18) |
| adults | 26 (20) | 24 (19) | 19 (12) |
| children | 0.88 (0.70) | 1.06 (0.69) | 1.43 (0.70) |
| adults | 1.74 (0.76) | 1.82 (0.69) | 2.04 (0.64) |
| observed criterion | |||
| children | 0.24 (0.47) | 0.28 (0.51) | 0.50 (0.56) |
| adults | 0.68 (0.61) | 0.76 (0.62) | 0.88 (0.46) |
| optimal criterion | |||
| children | −0.20 (1.55) | 0.39 (1.20) | 0.45 (0.51) |
| adults | 0.64 (0.54) | 0.75 (0.42) | 0.84 (0.39) |
| response bias | |||
| children | 0.44 (1.45) | −0.11 (1.25) | 0.05 (0.40) |
| adults | 0.03 (0.28) | 0.00 (0.39) | 0.04 (0.30) |
Summary of the eye movement parameters for adults and children. Significant (p < 0.05) differences are denoted with an asterisk.
| children ( | adults ( | |||
|---|---|---|---|---|
| (s.d.) | (s.d.) | |||
| percentage of the targets looked* | 35% | (16) | 55% | (21) |
| avg. glance freq* | 2.01 | (0.71) | 1.49 | (0.39) |
| avg. first glance latency | 2.48 s | (0.77) | 1.97 s | (0.97) |
| avg. glance dwell time | 0.74 s | (0.38) | 1.16 s | (0.84) |
Figure 3.The scatter plots of PCU scores in the counting span task (on the x-axis) and accuracy in the game (on the y-axis) with regression lines. Note that the regression lines have been drawn with untransformed accuracy values for illustration. (A version with logit transformed accuracy, which shows an almost identical pattern, has been included in the electronic supplementary material, figure S2.)
Percentages of players who described the game with the given adjectives.
| adjective | all players (%) | adults (%) | children (%) |
|---|---|---|---|
| educational | 76 | 55 | 92 |
| fun | 91 | 77 | 100 |
| hard | 41 | 27 | 50 |
| boring | 3 | 0 | 6 |
| overly easy | 5 | 0 | 8 |
| thrilling | 16 | 5 | 22 |