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1.
PLoS One ; 12(11): e0186871, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-29121090

RESUMO

Motorsport has developed into a professional international competition. However, limited research is available on the perceptual and cognitive skills of racing drivers. By means of a racing simulator, we compared the driving performance of seven racing drivers with ten non-racing drivers. Participants were tasked to drive the fastest possible lap time. Additionally, both groups completed a choice reaction time task and a tracking task. Results from the simulator showed faster lap times, higher steering activity, and a more optimal racing line for the racing drivers than for the non-racing drivers. The non-racing drivers' gaze behavior corresponded to the tangent point model, whereas racing drivers showed a more variable gaze behavior combined with larger head rotations while cornering. Results from the choice reaction time task and tracking task showed no statistically significant difference between the two groups. Our results are consistent with the current consensus in sports sciences in that task-specific differences exist between experts and novices while there are no major differences in general cognitive and motor abilities.


Assuntos
Condução de Veículo , Simulação por Computador , Movimentos Oculares/fisiologia , Esportes , Movimentos da Cabeça , Humanos , Masculino , Atividade Motora , Tempo de Reação
2.
Hum Factors ; 53(1): 50-62, 2011 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-21469533

RESUMO

OBJECTIVE: The aim of this study was to investigate whether concurrent bandwidth feedback improves learning of the lane-keeping task in a driving simulator. BACKGROUND: Previous research suggests that bandwidth feedback improves learning and that off-target feedback is superior to on-target feedback. This study aimed to extend these findings for the lane-keeping task. METHOD: Participants without a driver's license drove five 8-min lane-keeping sessions in a driver training simulator: three practice sessions, an immediate retention session, and a delayed retention session I day later. There were four experimental groups (n=15 per group): (a) on-target, receiving seat vibrations when the center of the car was within 0.5 m of the lane center; (b) off-target, receiving seat vibrations when the center of the car was more than 0.5 m away from the lane center; (c) control, receiving no vibrations; and (d) realistic, receiving seat vibrations depending on engine speed. During retention, all groups were provided with the realistic vibrations. RESULTS: During practice, on-target and off-target groups had better lane-keeping performance than the nonaugmented groups, but this difference diminished in the retention phase. Furthermore, during late practice and retention, the off-target group outperformed the on-target group.The off-target group had a higher rate of steering reversal and higher steering entropy than the nonaugmented groups, whereas no clear group differences were found regarding mean speed, mental workload, or self-reported measures. CONCLUSION: Off-target feedback is superior to on-target feedback for learning the lane-keeping task. APPLICATION: This research provides knowledge to researchers and designers of training systems about the value of feedback in simulator-based training of vehicular control.


Assuntos
Condução de Veículo/educação , Aprendizagem , Adulto , Simulação por Computador , Retroalimentação , Feminino , Humanos , Masculino , Países Baixos , Análise e Desempenho de Tarefas , Adulto Jovem
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