Innovative Virtual Reality Application for Road Safety Education of Children in Urban Areas

Author(s):  
Taha Ridene ◽  
Laure Leroy ◽  
Safwan Chendeb
2020 ◽  
Vol 7 (1) ◽  
pp. 44
Author(s):  
Catherine Purcell

<p>The importance of road safety education is widely acknowledged; however, there is a lack of consistency in road safety interventions currently being used in UK schools. Furthermore, the majority of road safety educational programmes use knowledge-based methods, which do not necessarily translate to improved behaviour in real traffic environments. The use of virtual reality is starting to emerge as a viable option, as it allows for repeated risk-free practice. This study aimed to test the efficacy and playability of a virtual reality road crossing iPad-based game with children aged 7-9 years. A total of 137 children from primary school years 3 and 4 completed the study. The game comprised ten levels increasing in complexity. Participants navigated to a target using a magic portal into the virtual world (the iPad position matching the direction of travel). Remote, anonymous in-game data were collected and the results suggested that performance was significantly better on their final attempt compared to their first attempt, regardless of age of gender. Overall, the results suggest that the iPad-based game allowed the children to practice road crossing in an immersive environment, without risk, and could provide a useful, evidence-based addition to current road safety education in UK schools.</p>


Author(s):  
Emmanuel Fokides ◽  
Costas Tsolakidis

In this work the issue of road safety education is presented. Virtual Reality can be used for this purpose with very good results. An application was developed based on a 3D video game. This application was simulating the environment of a town with traffic and contained not only all of its elements (cars, traffic lights, pedestrian crossings) but also special conditions such as night and rain. It was developed to simulate the walk of a pedestrian and could accommodate many users simultaneously. It was tested by the students of the last three grades of a primary school in Athens. The acquired capabilities of the students/users were compared with the equivalent capabilities of students that had training in the class using printed material only and with the knowledge of another group that had no training at all.


Author(s):  
Paolo Perego ◽  
Federica Biassoni ◽  
Ana Luisa Silva ◽  
Sam Clark ◽  
Jesse Randrianarisoa

2021 ◽  
Author(s):  
Yusep Rosmansyah ◽  
Atina Putri ◽  
Allya P. Koesoema ◽  
Abdurachman Latief ◽  
Yuni Sari Amalia

Proceedings ◽  
2020 ◽  
Vol 63 (1) ◽  
pp. 44
Author(s):  
Lavinia Andrei ◽  
Doru-Laurean Baldean ◽  
Adela-Ioana Borzan

A control program was designed with Unity 5 virtual reality application in the automotive and robotics field. Thus, a virtual model of a robotic car was tested in a virtual reality program. After optimization, the smart controller was implemented on a specific model of the automated Chevrolet Camaro. The main objective of the present paper is to design a control program model to be tested in virtual reality and in a real-size car. Results concerning the virtual modeling of an automated car and its artificial intelligence controls have been presented and discussed, outlining the forces, torques, and context awareness capabilities of the car.


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