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