Effects of Cognitive, Simulator, and Real-World Training on Novice Driver Gaze Behaviour: A Pre–Post Study
Abstract
1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Experimental Set Up
2.2.1. Visual Function Training Group Facilitated by PsyToolkit
2.2.2. Valid and Invalid Cue Measurement Using the Posner-Cueing Task
2.2.3. Game-Based Simulator Training
2.2.4. Real-World Driving Training
2.2.5. Eye-Tracking and Gaze Analysis
2.3. Procedures
2.4. Baseline Assessments
- Visual–Cognitive Performance (PsyToolkit): Participants completed computerized tasks assessing hand–eye coordination and attentional cue utilization, including valid and invalid cue paradigms;
- Driving Error Measurements (Game-Based Simulator): Performance was quantified using predefined error categories: wrong turns, collisions, reversing-related accidents, steering corrections, speed violations, lane deviations, failure to stop after crossing signals, and indicator-use errors;
- Gaze-Based scanning by Areas of Interest (AOIs): Eye-movement data were collected for the following AOIs: dashboard, side mirrors, rear-view mirror, traffic signals and signs, pedestrians, roadway ahead, and roadside billboards;
- Gaze-Based scanning by Spatial Sectors: Fixations were further classified into centre, left, right, up, down, superior left and right, and inferior left and right sectors.
2.5. Group Allocation and Training Protocol
- Group 1—Visual and Cognitive Training (PsyToolkit): Participants in Group 1 completed computerized attentional training using PsyToolkit software. Training emphasized the utilization of valid and invalid spatial cues and hand-eye coordination. Sessions were conducted once daily for 10 consecutive days. Each session was preceded by task familiarization and followed by brief feedback regarding the accuracy of response and reaction times.
- Group 2—Game-based simulator training: Group 2 underwent training using a game-based driving simulator (Nitho Drive Pro steering system, Version 1). Participants completed standardized driving scenarios across 10 consecutive daily sessions. During each session, driving performance was monitored and quantified using the predefined error metrics listed above. At the conclusion of every training session, structured feedback was provided regarding the nature and frequency of errors committed, with emphasis on lane discipline, speed control, signalling behaviour, and collision.
- Group 3—Real-World Driving Training: Participants in Group 3 received on-road training in a Honda CVT automatic transmission vehicle along a predetermined route selected to include multiple critical AOIs, such as traffic signals, pedestrian crossings, intersections, road signs, and merging zones. Training was conducted for 15 min once daily for 10 consecutive days under instructor supervision. Feedback was delivered after each drive, focusing on hazard detection, mirror use, compliance with traffic signals, pedestrian awareness, and intersection negotiation.
3. Results
3.1. Baseline Characteristics
3.2. PsyToolkit Training
3.3. Game-Based Training
3.4. Dwell Percentage AOI Results
3.5. Dwell AOI-First View
3.6. Dwell Percentage Sector Analysis
3.7. Time-Interval Analysis of AOI Dwell Across Training Modalities
4. Discussion
4.1. Cognitive Training and Visuomotor Efficiency
4.2. Simulator Training and Driving Behaviour
4.3. Real-World Driving and Gaze Adaptations
4.4. AOI Redistribution and Modality-Specific Visual Tuning
4.5. The Modality-Specific AOI Effects
4.6. Scan-Order Versus Dwell-Time Adaptations
4.7. Contribution of the Present Study
4.8. Limitations
4.9. Practical Recommendation and Future Work
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AOI | Area of Interest |
| RT | Reaction Time |
| IQR | Interquartile Range |
| SD | Standard Deviation |
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| Visual Function | Game-Based Training Parameters | Gaze-Based Scanning-AOI | Gaze-Based Scanning-Sector |
|---|---|---|---|
|
|
|
|
| Parameter | Time | PsyToolkit Training | Game-Based Simulator Training | Real-Driving Training | p-Value (Group) |
|---|---|---|---|---|---|
| Valid-cue RT | Pre | 486.27 ± 35.82 | 473.88 ± 46.47 | 469.28 ± 43.12 | 0.651 |
| Post | 363.75 ± 37.38 | 388.73 ± 35.07 | 403.60 ± 39.49 | 0.072 | |
| Invalid-cue RT | Pre | 596.87 ± 52.10 | 553.49 ± 65.68 | 568.23 ± 59.40 | 0.268 |
| Post | 460.09 ± 42.82 | 471.02 ± 46.86 | 498.23 ± 53.67 | 0.206 | |
| Fitts’ Law RT | Pre | 813.09 ± 59.64 | 864.21 ± 85.00 | 881.35 ± 105.39 | 0.197 |
| Post | 640.68 ± 79.72 | 703.01 ± 80.23 | 737.74 ± 77.26 | 0.033 * | |
| Composite PsyToolkit improvement score | Post-Pre | −431.7 ± 165.1 | −328.8 ± 127.2 | −279.3± 187 | 0.031 * |
| AOI | PsyToolkit Pre | PsyToolkit Post | Game Pre | Game Post | Real-Driving Pre | Real-Driving Post | p-Value * |
|---|---|---|---|---|---|---|---|
| Dashboard | 2.0 (1.0–2.0) | 2.0 (2.0–2.5) | 2.0 (2.0–2.0) | 2.0 (2.0–2.5) | 2.0 (2.0–3.0) | 3.0 (2.5–3.0) | 0.00 † |
| Side Mirror | 2.0 (0–2.5) | 2.25 (2.0–2.5) | 2.75 (2.0–3.0) | 2.5 (2.0–3.0) | 2.0 (2.0–2.5) | 3.0 (3.0–3.5) | 0.04 ‡ |
| Sign | 2.7 (1.5–3) | 1.75 (1.0–2.0) | 2.0 (2.0–3.0) | 2.75 (2.0–3.0) | 3.0 (1.5–3.25) | 3.0 (2.75–3.75) | 0.46 |
| Rear-View | 1.0 (0–3.0) | 0.50 (0–2.0) | 2.0 (0–4.0) | 2.25 (2.0–3.0) | 2.5 (1.0–3.5) | 4.0 (4.0–4.5) | 0.02 § |
| Road Ahead | 1.0 (1.0–2.0) | 1.0 (1.0–1.0) | 1.0 (1.0–2.0) | 1.5 (1.0–2.0) | 1.5 (1.0–1.75) | 2.0 (1.75–2.0) | 0.23 |
| Music | 3.0 (2.0–3.0) | 2.75 (0–3.0) | 3.0 (2.5–4.0) | 2.0 (0–3.0) | 3.0 (3.0–3.75) | 4.5 (3.75–4.75) | 0.15 |
| Pedestrian | 2.0 (0–2.5) | 1.5 (0–2.0) | 2.0 (0–3.0) | 2.0 (2.0–4.0) | 3.0 (2.0–3.0) | 2.0 (1.0–3.75) | 0.59 |
| AOI | PsyToolkit Pre | PsyToolkit Post | Game Pre | Game Post | Real Pre | Real Post | p-Value |
|---|---|---|---|---|---|---|---|
| Centre | 66.7 [23.4] | 55.6 [23.6] | 53.1 [24.8] | 43.6 [18.2] | 62.8 [23.1] | 52.4 [10.4] | 0.97 |
| Left | 4.1 [8.6] | 21.3 [23.2] | 10.3 [12.7] | 17.9 [17.2] | 9.3 [11.0] | 19.6 [15.3] | 0.77 |
| Right | 4.3 [5.1] | 4.2 [2.5] | 5.8 [6.5] | 5.8 [3.0] | 5.8 [5.0] | 4.9 [4.5] | 0.73 |
| SupL | 0.4 [1.6] | 0.0 [2.0] | 0.4 [2.2] | 1.0 [6.5] | 0.7 [1.9] | 1.2 [4.4] | 0.86 |
| SupR | 0.9 [2.1] | 2.4 [6.1] | 1.4 [6.4] | 9.4 [5.4] | 3.1 [5.4] | 7.9 [6.0] | 0.12 |
| InfL | 1.5 [3.2] | 3.1 [4.0] | 1.6 [2.5] | 3.0 [4.7] | 0.9 [5.6] | 4.2 [4.0] | 0.96 |
| InfR | 0.7 [1.8] | 0.1 [1.3] | 1.7 [4.0] | 0.0 [0.5] | 1.1 [0.7] | 0.1 [0.4] | 0.29 |
| Up | 2.7 [6.3] | 1.2 [6.1] | 5.2 [6.3] | 6.2 [9.2] | 1.2 [5.0] | 5.6 [9.1] | 0.61 |
| Down | 7.8 [17.8] | 5.7 [9.9] | 4.1 [13.8] | 3.2 [4.6] | 2.8 [3.4] | 2.6 [5.7] | 0.60 |
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Lawrence, P.S.; Radhakrishnan, A. Effects of Cognitive, Simulator, and Real-World Training on Novice Driver Gaze Behaviour: A Pre–Post Study. J. Eye Mov. Res. 2026, 19, 45. https://doi.org/10.3390/jemr19030045
Lawrence PS, Radhakrishnan A. Effects of Cognitive, Simulator, and Real-World Training on Novice Driver Gaze Behaviour: A Pre–Post Study. Journal of Eye Movement Research. 2026; 19(3):45. https://doi.org/10.3390/jemr19030045
Chicago/Turabian StyleLawrence, Prem Sudhakar, and Aiswaryah Radhakrishnan. 2026. "Effects of Cognitive, Simulator, and Real-World Training on Novice Driver Gaze Behaviour: A Pre–Post Study" Journal of Eye Movement Research 19, no. 3: 45. https://doi.org/10.3390/jemr19030045
APA StyleLawrence, P. S., & Radhakrishnan, A. (2026). Effects of Cognitive, Simulator, and Real-World Training on Novice Driver Gaze Behaviour: A Pre–Post Study. Journal of Eye Movement Research, 19(3), 45. https://doi.org/10.3390/jemr19030045

