Evaluating In-Vehicle Sound and Vibration during Incursions on Sinusoidal Rumble Strips

Author(s):  
Dylan Horne ◽  
Hisham Jashami ◽  
Christopher M. Monsere ◽  
Sirisha Kothuri ◽  
David S. Hurwitz

Rumble strips (RS) are a countermeasure used to reduce roadway-departure crashes by providing audible and haptic alerts to the driver when a vehicle is departing the roadway. This study evaluated the feasibility of using sinusoidal RS as a substitute for more traditional rounded RS. A van, a passenger car, and a heavy vehicle were equipped with sound and vibration sensors to measure the interior noise and haptic feedback of each RS design. A set of typical conditions (with interior climate control fan and radio turned on) were also tested. Data from 75 RS strikes were analyzed. Experimental results demonstrated that the rounded RS doubled interior noise for the passenger car and van (11.3 dBA, 10.0 dBA) but the sinusoidal RS also generated a clearly noticeable interior alert for the passenger car and van (5.8 dBA, 4.6 dBA). The haptic alert provided an increase over the human perception threshold of vibration for all vehicles. The sinusoidal RS interior alert was detectable and within the acceptable range, but not clearly noticeable (5 dBA) when the climate control and radio were active. Alert levels for the rounded RS were >10 dBA, doubling the amount of interior noise for all ambient factor groups (11.2–14.4 dBA).

Author(s):  
Siyeon Baik ◽  
Shinsuk Park ◽  
Jaeyoung Park

Recent advancements in virtual reality and augmented reality call for light-weight and compliant haptic interfaces to maximize the task-performance interactivity with the virtual or extended environment. Noting this, we propose a haptic glove using a tendon-driven compliant robotic mechanism. Our proposed interface can provide haptic feedback to two fingers of a user, an index finger and a thumb. It can provide both cutaneous and kinesthetic feedback to the fingers by using the tendon-driven system. Each actuator is paired with a force sensor to exert the desired tension accurately. In order to optimize the perception of the kinesthetic feedback, we propose a perception-based kinesthetic feedback distribution strategy. We experimentally measured the force perception weight for peripheral interphalangeal (PIP) and metacarpophalangeal (MCP) joints. We observed no significant difference in the force perception between the two joints. Then, based on the obtained weights, our proposed force distribution method calculates the force for each joint. We also evaluated the effect of additional cutaneous feedback to the kinesthetic feedback, on the force perception at the fingertip. The experimental result has shown that additional cutaneous feedback has significantly increased the sensitivity of the human perception. Finally, we evaluated our proposed system and force distribution algorithm by conducting a human subject test. The experimental result indicates that the availability of the cutaneous feedback significantly improved the perceived realism and acuity of the contact force.


SIMULATION ◽  
2016 ◽  
Vol 93 (7) ◽  
pp. 595-603 ◽  
Author(s):  
Florent Colombet ◽  
Zhou Fang ◽  
Andras Kemeny

The tilt coordination technique is used in driving simulation for reproducing a sustained linear horizontal acceleration by tilting the simulator cabin. If combined with the translation motion of the simulator, this technique increases the acceleration rendering capabilities of the whole system. To perform this technique correctly, the rotational motion must be slow to remain under the perception threshold and thus be unnoticed by the driver. However, the acceleration to render changes quickly. Between the slow rotational motion limited by the tilt threshold and the fast change of acceleration to render, the design of the coupling between motions of rotation and translation plays a critical role in the realism of a driving simulator. This study focuses on the acceptance by drivers of different configurations for tilt restitution in terms of maximum tilt angle, tilt rate, and tilt acceleration. Two experiments were conducted, focusing respectively on roll tilt for a 0.2 Hz slaloming task and on pitch tilt for an acceleration/deceleration task. The results show what thresholds have to be followed in terms of amplitude, rate, and acceleration. These results are far superior to the standard human perception thresholds found in the literature.


2012 ◽  
Vol 457-458 ◽  
pp. 1486-1489
Author(s):  
Xiao Fang Shao ◽  
Ming Juan Cai

This paper puts forward a mathematical method for computing the closure extent of object contours—a specific instance of Gestalt law of closure. The method introduces the concept of virtual line to interpret the size of contour gaps vector points and measure the closure extent. Experimental results show that the computation results is consistent with the human perception interpretation in most cases.


2000 ◽  
Author(s):  
M. H. Kim ◽  
Y. M. Yang ◽  
Y. H. Choi ◽  
J. W. Bai ◽  
G. S. Kwon ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Gyuwon Kim ◽  
Donghyun Hwang ◽  
Jaeyoung Park

AbstractAs touch screen technologies advanced, a digital stylus has become one of the essential accessories for a smart device. However, most of the digital styluses so far provide limited tactile feedback to a user. Therefore we focused on the limitation and noted the potential that a digital stylus may offer the sensation of realistic interaction with virtual environments on a touch screen using a 2.5D haptic system. Thus, we developed a haptic stylus with SMA (Shape Memory Alloy) and a 2.5D haptic rendering algorithm to provide lateral skin-stretch feedback to mimic the interaction force between fingertip and a stylus probing over a bumpy surface. We conducted two psychophysical experiments to evaluate the effect of 2.5D haptic feedback on the perception of virtual object geometry. Experiment 1 investigated the human perception of virtual bump size felt via the proposed lateral skin-stretch stylus and a vibrotactile stylus as reference. Experiment 2 tested the participants’ ability to count the number of virtual bumps rendered via the two types of haptic styluses. The results of Experiment 1 indicate that the participants felt the size of virtual bumps rendered with lateral skin-stretch stylus significantly sensitively than the vibrotactile stylus. Similarly, the participants counted the number of virtual bumps rendered with the lateral skin-stretch stylus significantly better than with the vibrotactile stylus. A common result of the two experiments is a significantly longer mean trial time for the skin-stretch stylus than the vibrotactile stylus.


Author(s):  
Hongting Zhang ◽  
Pan Zhou ◽  
Qiben Yan ◽  
Xiao-Yang Liu

Audio adversarial examples, imperceptible to humans, have been constructed to attack automatic speech recognition (ASR) systems. However, the adversarial examples generated by existing approaches usually incorporate noticeable noises, especially during the periods of silences and pauses. Moreover, the added noises often break temporal dependency property of the original audio, which can be easily detected by state-of-the-art defense mechanisms. In this paper, we propose a new Iterative Proportional Clipping (IPC) algorithm that preserves temporal dependency in audios for generating more robust adversarial examples. We are motivated by an observation that the temporal dependency in audios imposes a significant effect on human perception. Following our observation, we leverage a proportional clipping strategy to reduce noise during the low-intensity periods. Experimental results and user study both suggest that the generated adversarial examples can significantly reduce human-perceptible noises and resist the defenses based on the temporal structure.


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