Drivers Opinions of Driving Simulator Training and Real World Driving: Review of Recent Literature

Author(s):  
Katarína Brummerová ◽  
Petr Zámečník ◽  
Petr Děcký
2009 ◽  
Vol 23 (7) ◽  
pp. 699-705 ◽  
Author(s):  
Hannes Devos ◽  
Abiodun Emmanuel Akinwuntan ◽  
Alice Nieuwboer ◽  
Mark Tant ◽  
Steven Truijen ◽  
...  

Background. Several driving retraining programs have been developed to improve driving skills after stroke. Those programs rely on different rehabilitation concepts. Objectives. The current study sought to examine the specific carryover effect of driving skills of a comprehensive training program in a driving simulator when compared with a cognitive training program. Methods. Further analysis from a previous randomized controlled trial that investigated the effect of simulator training on driving after stroke. Forty-two participants received simulator-based driving training, whereas 41 participants received cognitive training for 15 hours. Overall performance in the on-road test and each of its 13 items were compared between groups immediately posttraining and at 6 months poststroke. Results. Generalized estimating equation analysis showed that the total score on the on-road test and each item score improved significantly over time for both groups. Those who received driving simulator training achieved better results when compared with the cognitive training group in the overall on-road score and the items of anticipation and perception of signs, visual behavior and communication, quality of traffic participation, and turning left. Most of the differences in improvement between the 2 interventions were observed at 6 months poststroke. Conclusions . Contextual training in a driving simulator appeared to be superior to cognitive training to treat impaired on-road driving skills after stroke. The effects were primarily seen in visuointegrative driving skills. Our results favor the implementation of driving simulator therapy in the conventional rehabilitation program of subacute stroke patients with mild deficits.


Author(s):  
Craig Schneider ◽  
Foroogh Hajiseyedjavadi ◽  
Jingyi Zhang ◽  
Matthew Romoser ◽  
Siby Samuel ◽  
...  

Older drivers are overrepresented in intersection crashes primarily because they fail to scan for potential threat vehicles after they enter a stop-controlled intersection. Existing simulator-based older driver training programs double the frequency of secondary glances that older drivers take up to two years after training. However, the simulator sickness dropout rate for this training is 40%. Two contributing factors to simulator sickness are 1) configuration of the driving simulator, and 2) duration of continuous simulator training. In this experiment, 91 older drivers were assigned to one of five groups: 3 simulator training groups, one passive training group, and one control group. Simulator training sessions were broken into segments of only 30-45 s in length. The effectiveness of the training was evaluated in the field. The most effective training was on a 3 screen simulator which doubled the frequency of secondary glances in the field and reduced simulator drop-out rates to 14.3%.


2020 ◽  
Author(s):  
Alon Eden ◽  
Michal Feldman ◽  
Ophir Friedler ◽  
Inbal Talgam-Cohen ◽  
S. Matthew Weinberg

Recent literature on approximately optimal revenue maximization has shown that in settings where agent valuations for items are complement free, the better of selling the items separately and bundling them together guarantees a constant fraction of the optimal revenue. However, most real-world settings involve some degree of complementarity among items. The role that complementarity plays in the trade-off of simplicity versus optimality has been an obvious missing piece of the puzzle. In “A Simple and Approximately Optimal Mechanism for a Buyer with Complements,” the authors show that the same simple selling mechanism—the better of selling separately and as a grand bundle—guarantees a $\Theta(d)$ fraction of the optimal revenue, where $d$ is a measure of the degree of complementarity. One key modeling contribution is a tractable notion of “degree of complementarity” that admits meaningful results and insights—they demonstrate that previous definitions fall short in this regard.


1996 ◽  
Vol 5 (2) ◽  
pp. 163-172 ◽  
Author(s):  
Andrew Liu ◽  
Alex P. Pentland

This paper describes a set of experiments investigating the interaction between the location of eye fixations and the detection of unexpected motion while driving. Both psychophysical and real-world observations indicate that there are differences between the upper and lower visual fields with respect to driving. We began with psychophysical experiments to test whether the detection of unexpected motion Is inherently different in the upper and lower visual fields. No difference was found. However, when texture was added to the driving surface, a large difference was found, possibly due to optokinetic nystagmus stimulated by the texture. These results were confirmed in a driving simulator, and their implications for head-up displays (HUDs) explored. We found that the same upper/lower field asymmetry could be found with digital HUDs but not with analog HUDs. These experiments illustrate how virtual environment technology can connect knowledge from psychophysical experimentation to more realistic situations.


Author(s):  
Biraj Subedi ◽  
Sherif M. Gaweesh ◽  
Guangchuan Yang ◽  
Mohamed M. Ahmed

The Wyoming Highway Patrol (WHP) investigates more than 7,000 vehicle crashes yearly, often as first-hand responders. They often drive at high speeds through difficult road/weather conditions and under enormous secondary workloads, leading to an increased risk of crash. Connected vehicle (CV) technology can communicate timely road and traveler information messages (TIMs) to troopers, which could significantly reduce the frequency, severity, or both, of these crashes. The majority of the troopers, however, might not be familiar with driving a CV. This paper developed a “first responder-specific” training program on safe interaction with the technology and an in-depth assessment of how these new technologies are perceived by the troopers. The training program contains an E-training module and a hands-on driving simulator training module. The E-training presents concept of various CV warnings and notifications, including forward collision warning (FCW), spot weather warnings, work zone warnings, and other TIMs. Two scenarios were developed to familiarize troopers to simulated driving, two single-alert scenarios to help mastering the two most important warnings (FCW and variable speed limit), and two multiple-alert scenarios to train the troopers to drive in a comprehensive connected environment. A quiz section in the E-training module and comprehensive pre- and post-training questionnaire surveys were performed to evaluate the effectiveness of the developed CV training program. According to the trainees from the WHP, the driving simulator provided impressively realistic real-life-like scenarios for the troopers to practice the CV warnings they learned during the E-training.


Author(s):  
Daniel L. Roenker ◽  
Gayla M. Cissell ◽  
Karlene K. Ball ◽  
Virginia G. Wadley ◽  
Jerri D. Edwards

Useful field of view, a measure of processing speed and spatial attention, can be improved with training. We evaluated the effects of this improvement on older adults' driving performance. Elderly adults participated in a speed-of-processing training program ( N = 48), a traditional driver training program performed in a driving simulator ( N = 22), or a low-risk reference group ( N = 25). Before training, immediately after training or an equivalent time delay, and after an 18-month delay each participant was evaluated in a driving simulator and completed a 14-mile (22.5-km) open-road driving evaluation. Speed-of-processing training, but not simulator training, improved a specific measure of useful field of view (UFOV®), transferred to some simulator measures, and resulted in fewer dangerous maneuvers during the driving evaluation. The simulator-trained group improved on two driving performance measures: turning into the correct lane and proper signal use. Similar effects were not observed in the speed-of-processing training or low-risk reference groups. The persistence of these effects over an 18-month test interval was also evaluated. Actual or potential applications of this research include driver assessment and/or training programs and cognitive intervention programs for older adults.


Author(s):  
Thomas McWilliams ◽  
Bruce Mehler ◽  
Bobbie Seppelt ◽  
Bryan Reimer

Driving simulator validation is an important and ongoing process. Advances in in-vehicle human machine interfaces (HMI) mean there is a continuing need to reevaluate the validity of use cases of driving simulators relative to real world driving. Along with this, our tools for evaluating driver demand are evolving, and these approaches and measures must also be considered in evaluating the validity of a driving simulator for particular purposes. We compare driver glance behavior during HMI interactions with a production level multi-modal infotainment system on-road and in a driving simulator. In glance behavior analysis using traditional glance metrics, as well as a contemporary modified AttenD measure, we see evidence for strong relative validity and instances of absolute validity of the simulator compared to on-road driving.


Author(s):  
Christoph Jessing ◽  
Daniel Stoll ◽  
Timo Kuthada ◽  
Jochen Wiedemann

Vehicle aerodynamics and wind tunnel technology are progressing towards more realistic simulations of the real-world on-road environment. This paper presents an overview of the new systems which were implemented during the recent wind tunnel upgrade at Forschungsinstitut für Kraftfahrwesenund Fahrzeugmotoren Stuttgart as well as comparable computational fluid dynamics simulations. The fully interchangeable road simulation system features an interchangeable five-belt system and three-belt system in the same full-scale automotive wind tunnel. This system offers the efficiency of a five-belt system combined with the more sophisticated ground simulation technique of a wide belt system, which is necessary to assess the aerodynamic properties of sports cars and racing cars. In order to simulate on-road wind conditions, a side-wind generator can be installed to generate a turbulent flow field in the wind tunnel test section. It could be shown that the commonly determined drag coefficient at 0° yaw angle in the smooth flow environment of today’s wind tunnels is not representative of the drag found in real on-road wind conditions. Additionally, the investigations in unsteady side-wind conditions indicate that the commonly used approach to determine the side-wind sensitivity of a vehicle underestimates the forces occurring in turbulent flow conditions. A validated simulation model is presented. The simulation results are in good agreement with the experimental results and can be used as a complementary tool when assessing the unsteady aerodynamic behaviour of a vehicle; this behaviour can be coupled to a vehicle dynamics model for virtual road testing in the Stuttgart full-motion driving simulator. The unsteady-behaviour effects can be evaluated comprehensively, and the results allow a subjective assessment of the unsteady response of the vehicle. Furthermore, the aeroacoustic wind noise in on-road wind conditions is investigated during the development of the vehicle. The side-wind generator reproduces the natural stochastic cross-wind and allows the effect of these wind conditions to be investigated in the aeroacoustic wind tunnel. The results show similar ratings to those in on-road tests when compared with subjective listening tests. In summary, the techniques introduced open up new horizons in the field of vehicle aerodynamics and aeroacoustics, which are a step closer towards real-world conditions in automotive engineering.


Author(s):  
Kim R. Hammel ◽  
Donald L. Fisher ◽  
Anuj K. Pradhan

Driving simulators and eye tracking technology are increasingly being used to evaluate advanced telematics. Many such evaluations are easily generalizable only if drivers' scanning in the virtual environment is similar to their scanning behavior in real world environments. In this study we developed a virtual driving environment designed to replicate the environmental conditions of a previous, real world experiment (Recarte & Nunes, 2000). Our motive was to compare the data collected under three different cognitive loading conditions in an advanced, fixed-base driving simulator with that collected in the real world. In the study that we report, a head mounted eye tracker recorded eye movement data while participants drove the virtual highway in half-mile segments. There were three loading conditions: no loading, verbal loading and spatial loading. Each of the 24 subjects drove in all three conditions. We found that the patterns that characterized eye movement data collected in the simulator were virtually identical to those that characterized eye movement data collected in the real world. In particular, the number of speedometer checks and the functional field of view significantly decreased in the verbal conditions, with even greater effects for the spatial loading conditions.


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