scholarly journals Modular Technology in the Modelling of Large Virtual Environments in Driving Simulators

Author(s):  
Carlota Tovar ◽  
Ginés Jesús Jimena ◽  
José Ma Cabanellas ◽  
Carlos Zoido
2015 ◽  
Vol 24 (1) ◽  
pp. 74-91 ◽  
Author(s):  
Isabelle Milleville-Pennel ◽  
Camilo Charron

The use of driving simulators to assess driving abilities is often controversial because of their artificiality. Our aim is thus to tackle this question by estimating and comparing new indicators such as the mental workload, the psychological feeling (e.g., stress, anxiety, pleasure, and mastery), and feeling of presence when driving a simulator and a real vehicle (either one's own or one that belongs to a driving school). We are most interested in a particular sort of real-world driving: the driving school. This situation has two advantages: It matches our own particular interest in the evaluation of driving abilities and, to some extent, it is as artificial as driving in a simulator. Fourteen expert drivers participated in this study. Each driver was invited to complete two questionnaires (i.e., the NASA-TLX and Questionnaire of Psychological Feeling) that relate to the various driving conditions (i.e., simulator, driving school vehicle, and personal vehicle). The heart rate of drivers was also recorded at rest and during some of the driving conditions. Our results indicate that the feeling of presence was, for some of its component parts, identical in both the simulator and in a real car. Moreover, in both the simulator and real car, none of the assessments of presence revealed values that were close to 100%; indeed, sometimes they were considerably lower. This result leads us to believe that presence may often be underestimated in virtual environments because of the lack of an objective value of reference in the real world. Moreover, results obtained for mental workload and affective feeling indicate that a simulator can be a useful tool for the initial resumption of driving after a period off the road. In particular, a simulator can help to avoid the sort of stress that can lead to task failure or a deterioration in performance.


Author(s):  
Eric Muth ◽  
Behrang Keshavarz ◽  
L. James Smart ◽  
Richard So ◽  
Sarah Beadle

The purpose of this panel is to provide information on motion sickness in virtual environments and discuss human factors issues associated with visually induced motion sickness. With the continued growth of virtual reality devices comes challenges, one of which is the pervasiveness of motion sickness. A panel of experts on motion sickness will join to discuss how they incite and study sickness in their research, providing lessons on how it can impact other research topics and be avoided in future studies. Panelists use methods such as postural sway, psychophysiological measures, and subjective measures to study different aspects of motion sickness. Technology used by these experts ranges from rotating chairs to high fidelity driving simulators. This panel is oriented for those with simulators who want to know what interventions they can employ to alleviate sickness in their research, those who create virtual environments, and those who use virtual reality devices in their research. Considerations for the design of virtual and augmented reality devices and content will be discussed.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

Author(s):  
Stephen R. Ellis ◽  
Katerina Mania ◽  
Bernard D. Adelstein ◽  
Michael I. Hill
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document