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Hazard anticipation of young novice drivers - SWOV

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the average score <strong>of</strong> in this case <strong>of</strong> even a group <strong>of</strong> pr<strong>of</strong>essional <strong>drivers</strong>. Selfreported<br />

experience with computer games had an effect on the scores.<br />

Whereas there was no significant difference in the scores between learner<br />

<strong>drivers</strong> and pr<strong>of</strong>essional <strong>drivers</strong>, this difference got significant when the<br />

scores were controlled for experience with computer games. As the<br />

improved video task also failed to discriminate between learner <strong>drivers</strong> and<br />

in this case even pr<strong>of</strong>essional <strong>drivers</strong>, the conclusion has to be that mouse<br />

clicks on latent hazards during pauses in video clips are not a good response<br />

method to test hazard detection and recognition. Possible explanations for<br />

this failure are the confounding effect <strong>of</strong> experience with computer games<br />

and the confounding effect <strong>of</strong> the interruptions (the pauses).<br />

7.5. Simulator-based hazard <strong>anticipation</strong> training<br />

From the experiments discussed in Section 7.3 can be concluded that both<br />

<strong>young</strong> <strong>novice</strong> <strong>drivers</strong> and older <strong>novice</strong> <strong>drivers</strong> fail to detect and recognize<br />

latent hazards, because they do not know what to expect and accordingly do<br />

not know where to look and that this deficiency is probably caused by lack <strong>of</strong><br />

experience. As poor hazard detection and recognition is presumably caused<br />

by lack <strong>of</strong> experience, hazard detection and recognition is a skill that in<br />

principle must be trainable. It is assumed that for the detection and<br />

recognition <strong>of</strong> latent hazards elaborated schemata are required and that for<br />

the quick and proper selection <strong>of</strong> the dominant schema in a particular road<br />

and traffic situation, 'somatic markers' (Damasio, 1994) may help. When<br />

situations resemble situations that have elicited emotions (e.g. fear) in the<br />

past a tiny bit <strong>of</strong> this emotion, the somatic marker, is relived and this helps to<br />

select the proper dominant schema without (much) conscious awareness. If<br />

this is so, <strong>drivers</strong> have learned to detect and recognize latent hazards because<br />

they have experienced near misses in which the latent hazard materialized<br />

and they have felt emotions. In a simulator, <strong>drivers</strong> can experience crashes<br />

without the negative physical consequence <strong>of</strong> a crash. However, mere<br />

exposure to risky situations in a simulator probably is not enough to develop<br />

hazard <strong>anticipation</strong> skills. Therefore, participants were challenged to detect<br />

hazards and to improve themselves the way this is done in error training<br />

(Ivancic & Hesketh, 2000). Use was also made <strong>of</strong> plan views to promote far<br />

transfer. It was hypothesised that a simulator-based training in which<br />

crashes or near crashes were elicited in combination with instruction, would<br />

result in better scanning for latent hazards in situations that were similar to<br />

the training scenarios, but different in appearance. These were the near<br />

transfer situations. It was also hypothesised that the training would result in<br />

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