The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation

The application of virtual reality in a driving simulation is not novel, yet little is known about the use of this technology by senior populations. The effects of age, gender, control device (joystick or handlebar), and task type on wayfinding proficiency using a virtual reality (VR) driving simula...

Full description

Bibliographic Details
Main Author: Wen-Te Chang
Format: Article
Language:English
Published: MDPI AG 2020-06-01
Series:Symmetry
Subjects:
Online Access:https://www.mdpi.com/2073-8994/12/6/995
_version_ 1797565583480324096
author Wen-Te Chang
author_facet Wen-Te Chang
author_sort Wen-Te Chang
collection DOAJ
description The application of virtual reality in a driving simulation is not novel, yet little is known about the use of this technology by senior populations. The effects of age, gender, control device (joystick or handlebar), and task type on wayfinding proficiency using a virtual reality (VR) driving simulation were explored. The driving experiment model involved 96 randomly recruited participants, namely, 48 young people and 48 seniors (split evenly by gender in each group). Experiment results and statistical analyses indicated that, in a VR driving scenario, task type significantly affected VR driving performance. Navigational scores were significantly higher for the straight (easy/symmetrical straight route) task than those for the curved (difficult/asymmetrical curved route) task. The aging effect was the main reason for the significant and interacting effects of gender and control device. Interactions between age and gender difference indicated that the young group exhibited better wayfinding performance than the senior group did, and in the young group, males had better performance than that of females. Similarly, interactions between age and control device indicated that the handlebar control-device type resulted in better performance than the joystick device did in the young group, but no difference was found in the senior group due to age or learning effects. Findings provide an understanding of the evaluation of the interface designs of navigational-support systems, taking into consideration any effects of age, gender, control device, and task type within three-dimensional VR games and driving systems. With a VR driving simulator, seniors can test-drive inaccessible products such as electric bicycles or cars by using a computer at home.
first_indexed 2024-03-10T19:15:14Z
format Article
id doaj.art-9dbaab8833dc41b4add2dc72376b4770
institution Directory Open Access Journal
issn 2073-8994
language English
last_indexed 2024-03-10T19:15:14Z
publishDate 2020-06-01
publisher MDPI AG
record_format Article
series Symmetry
spelling doaj.art-9dbaab8833dc41b4add2dc72376b47702023-11-20T03:28:22ZengMDPI AGSymmetry2073-89942020-06-0112699510.3390/sym12060995The Effects of Age, Gender, and Control Device in a Virtual Reality Driving SimulationWen-Te Chang0Department of Arts and Design, National Taipei University of Education, Taipei 10671, TaiwanThe application of virtual reality in a driving simulation is not novel, yet little is known about the use of this technology by senior populations. The effects of age, gender, control device (joystick or handlebar), and task type on wayfinding proficiency using a virtual reality (VR) driving simulation were explored. The driving experiment model involved 96 randomly recruited participants, namely, 48 young people and 48 seniors (split evenly by gender in each group). Experiment results and statistical analyses indicated that, in a VR driving scenario, task type significantly affected VR driving performance. Navigational scores were significantly higher for the straight (easy/symmetrical straight route) task than those for the curved (difficult/asymmetrical curved route) task. The aging effect was the main reason for the significant and interacting effects of gender and control device. Interactions between age and gender difference indicated that the young group exhibited better wayfinding performance than the senior group did, and in the young group, males had better performance than that of females. Similarly, interactions between age and control device indicated that the handlebar control-device type resulted in better performance than the joystick device did in the young group, but no difference was found in the senior group due to age or learning effects. Findings provide an understanding of the evaluation of the interface designs of navigational-support systems, taking into consideration any effects of age, gender, control device, and task type within three-dimensional VR games and driving systems. With a VR driving simulator, seniors can test-drive inaccessible products such as electric bicycles or cars by using a computer at home.https://www.mdpi.com/2073-8994/12/6/995VRaging effectgender differencecontrol devicewayfinding strategy
spellingShingle Wen-Te Chang
The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation
Symmetry
VR
aging effect
gender difference
control device
wayfinding strategy
title The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation
title_full The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation
title_fullStr The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation
title_full_unstemmed The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation
title_short The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation
title_sort effects of age gender and control device in a virtual reality driving simulation
topic VR
aging effect
gender difference
control device
wayfinding strategy
url https://www.mdpi.com/2073-8994/12/6/995
work_keys_str_mv AT wentechang theeffectsofagegenderandcontroldeviceinavirtualrealitydrivingsimulation
AT wentechang effectsofagegenderandcontroldeviceinavirtualrealitydrivingsimulation