Virtual Reality-Based Driving Simulator for Testing Innovative Hybrid Automotive Powertrains

Author(s):  
Arockia Vijay Joseph ◽  
Sridhar P. Arjunan
Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


Author(s):  
S. Aihara ◽  
T. Emura ◽  
R. Nomura ◽  
T. Sunada ◽  
M. Kumagai ◽  
...  

2018 ◽  
Vol 2 (1) ◽  
pp. 48-58 ◽  
Author(s):  
Otmar Bock ◽  
Uwe Drescher ◽  
Wim van Winsum ◽  
Thomas F Kesnerus ◽  
Claudia Voelcker-Rehage

Virtual reality technology can be used for ecologically valid assessment and rehabilitation of cognitive deficits. This article expands the scope of applications to ecologically valid multitasking. A commercially available driving simulator was upgraded by adding an ever-changing sequence of concurrent, everyday-like tasks. Furthermore, the simulator software was modified and interfaced with a non-motorized treadmill to yield a pedestrian street crossing simulator. In the latter simulator, participants walk on through a virtual city, stop at busy streets to wait for a gap in traffic, and then cross. Again, a sequence of everyday-like tasks is added. A feasibility study yielded adequate “presence” in both virtual scenarios, and plausible data about performance decrements under multi-task compared to single-task conditions. The present approach could be suitable for the assessment and training of multitasking skills in older adults and neurological patients.


2017 ◽  
Vol 79 (7) ◽  
Author(s):  
Kang Hooi-Siang ◽  
Mohamad Kasim Abdul Jalil ◽  
Lee Kee-Quen

Interactive simulation in automotive driving has enhanced the studies of driver behaviors, traffic control, and vehicle dynamics. The development of virtual reality (VR) technology leads to low cost, yet high fidelity, driving simulator become technically feasible. However, a good implementation of high realism and real-time interactive three-dimensional (3D) virtual environment (VE) in an automotive driving simulation are facing many technical challenges such as accessibility, dissimilarity, scalability, and sufficiency. The objective of this paper is to construct a virtual reality system for an automotive driving simulator. The technology with variations of terrain, roadway, buildings, and greenery was studied and developed in the VE of the simulator. Several important technical solutions in the construction of VE for driving simulation had been identified. Finally, the virtual reality system was interactively used in a driver-in-loop simulation for providing direct road elevation inputs to the analysis of vehicle dynamics model (VDM). The results indicated identical matching between the VDM inputs and the VE outputs. The outcomes of this paper lead to a human-in-the-loop foundation of a low-cost automotive driving simulator in the vehicle engineering research. 


Author(s):  
Xiongqing Peng ◽  
Hu Su ◽  
Zhiqiang Wang ◽  
Yang Yu

Author(s):  
Ganesh Pai Mangalore ◽  
Yalda Ebadi ◽  
Siby Samuel ◽  
Michael A. Knodler ◽  
Donald L. Fisher

The objective of the current study is to evaluate the use of virtual reality (VR) headsets to measure driving performance. This is desirable because they are several orders of magnitude less expensive than simulators and, if validated, could greatly extend the powers of simulation. Out of several possible measures of performance that could be considered for evaluating VR headsets, the current study specifically examines drivers’ latent hazard anticipation behavior both because it has been linked to crashes and because it has been shown to be significantly poorer in young drivers compared with their experienced counterparts in traditional driving simulators and in open road studies. In a between-subject design, 48 participants were equally and randomly assigned to one of four experimental conditions—two young driver cohorts (18–21 years) and two middle-aged driver cohorts (30–55 years) navigating either a fixed-based driving simulator or a VR headset-based simulator. All participants navigated six unique scenarios while their eyes were continually tracked. The proportion of latent hazards anticipated by participants which constituted the primary dependent measure, was found to be greater for middle-aged drivers than young drivers across both platforms. The difference in the magnitude of performance between the young and middle-aged drivers was similar across the two platforms. The study provides some justification for the use of VR headsets as a way of understanding drivers’ hazard anticipation behavior.


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