Augmented Mirrors

Author(s):  
Missie Smith ◽  
Valerie Kane ◽  
Joseph L. Gabbard ◽  
Gary Burnett ◽  
David R. Large

This study investigates the effects of Augmented Reality (AR) graphics on a drivers’ distance estimation and depth perception when using a video-based, AR-enhanced driver’s side mirror. Sixteen participants took part in the study, eight in a driving simulator and eight outside in a stationary vehicle. Participants experienced three different AR display image conditions, three different glance patterns, three different target vehicle speeds, and two own-vehicle image conditions. Distance data and confidence data were collected for each particpant and analyzed for any correlation between the conditions and performance. The results suggest that various AR images affected depth judgements and confidence levels. In addition, the vehicle speed and glance pattern of the videos also had significant effects.

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

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):  
Hatem Abou-Senna ◽  
Mohamed El-Agroudy ◽  
Mustapha Mouloua ◽  
Essam Radwan

The use of express lanes (ELs) in freeway traffic management has seen increasing popularity throughout the United States, particularly in Florida. These lanes aim at making the most efficient transportation system management and operations tool to provide a more reliable trip. An important component of ELs is the channelizing devices used to delineate the separation between the ELs and the general-purpose lane. With the upcoming changes to the FHWA Manual on Uniform Traffic Control Devices, this study provided an opportunity to recommend changes affecting safety and efficiency on a nationwide level. It was important to understand the impacts on driver perception and performance in response to the color of the EL delineators. It was also valuable to understand the differences between demographics in responding to delineator colors under different driving conditions. The driving simulator was used to test the responses of several demographic groups to changes in marker color and driving conditions. Furthermore, participants were tested for several factors relevant to driving performance including visual and subjective responses to the changes in colors and driving conditions. Impacts on driver perception were observed via eye-tracking technology with changes to time of day, visibility, traffic density, roadway surface type, and, crucially, color of the delineating devices. The analyses concluded that white was the optimal and most significant color for notice of delineators across the majority of subjective and performance measures, followed by yellow, with black being the least desirable.


Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


Author(s):  
R. Wade Allen ◽  
Zareh Parseghian ◽  
Anthony C. Stein

There is a large body of research that documents the impairing effect of alcohol on driving behavior and performance. Some of the most significant alcohol influence seems to occur in divided attention situations when the driver must simultaneously attend to several aspects of the driving task. This paper describes a driving simulator study of the effect of a low alcohol dose, .055 BAC (blood alcohol concentration %/wt), on divided attention performance. The simulation was mechanized on a PC and presented visual and auditory feedback in a truck cab surround. Subjects were required to control speed and steering on a rural two lane road while attending to a peripheral secondary task. The subject population was composed of 33 heavy equipment operators who were tested during both placebo and drinking sessions. Multivariate Analysis of Variance showed a significant and practical alcohol effect on a range of variables in the divided attention driving task.


2013 ◽  
Vol 333-335 ◽  
pp. 805-810 ◽  
Author(s):  
Rong Bao Chen ◽  
Ning Li ◽  
Hua Feng Xiao ◽  
Wei Hou

With the development of economy, there are an increasing number of cars as well as traffic accidents, thus intensifying the need to take measures to reduce traffic accidents and protect the safety of life and property. Vehicle distance is one of the most important indexes of traffic safety. The measurement of safety vehicle distance has become an increasingly hot research area of intelligent transportation. Through analyzing the basic principle of stereo vision and calibrating the parameters of the CCD sensors both inside and outside, this paper comes up with a method to measure the former vehicle distance based on stereo vision and DSP. Once the vehicle speed and distance form a non-security association, it will give a warning, and upload data or force speed-limiting. According to the different coordinates of the obtained images of the target vehicle from the left and the right sensor, this method can identify feature points, calculate distance to the target vehicle, and analyze the security of vehicle distance. The experimental results show that this method has wide measurement range, high measurement accuracy, and fast operation rate, thus it can meet the actual needs of the measurement of safe vehicle distance in intelligent transportation.


2006 ◽  
Vol 5 (3) ◽  
pp. 33-39 ◽  
Author(s):  
Seokhee Jeon ◽  
Hyeongseop Shim ◽  
Gerard J. Kim

In this paper, we have investigated the comparative usability among three different viewing configurations of augmented reality (AR) system that uses a desktop monitor instead of a head mounted display. In many cases, due to operational or cost reasons, the use of head mounted displays may not be viable. Such a configuration is bound to cause usability problems because of the mismatch in the user's proprioception, scale, hand eye coordination, and the reduced 3D depth perception. We asked a pool of subjects to carry out an object manipulation task in three different desktop AR set ups. We measured the subject's task performance and surveyed for the perceived usability and preference. Our results indicated that placing a fixed camera in the back of the user was the best option for convenience and attaching a camera on the user�s head for task performance. The results should provide a valuable guide for designing desktop augmented reality systems without head mounted displays


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