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International Journal of Computer Games Technology
Volume 2013, Article ID 891431, 14 pages
Research Article

Comparing Expert Driving Behavior in Real World and Simulator Contexts

1Stockholm University, Forum 100, 164 40 Kista, Sweden
2University of Colombo, School of Computing, 35 Reid Avenue, 00700 Colombo 7, Western Province, Sri Lanka
3University of Skövde, P.O. Box 408, 541 28 Skövde, Sweden

Received 21 February 2013; Revised 13 June 2013; Accepted 15 July 2013

Academic Editor: Alexander Pasko

Copyright © 2013 Hiran B. Ekanayake et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


Computer games are increasingly used for purposes beyond mere entertainment, and current hi-tech simulators can provide quite, naturalistic contexts for purposes such as traffic education. One of the critical concerns in this area is the validity or transferability of acquired skills from a simulator to the real world context. In this paper, we present our work in which we compared driving in the real world with that in the simulator at two levels, that is, by using performance measures alone, and by combining psychophysiological measures with performance measures. For our study, we gathered data using questionnaires as well as by logging vehicle dynamics, environmental conditions, video data, and users' psychophysiological measurements. For the analysis, we used several novel approaches such as scatter plots to visualize driving tasks of different contexts and to obtain vigilance estimators from electroencephalographic (EEG) data in order to obtain important results about the differences between the driving in the two contexts. Our belief is that both experimental procedures and findings of our experiment are very important to the field of serious games concerning how to evaluate the fitness of driving simulators and measure driving performance.