Effect of Visual Display Parameters on Driving Performance in a Virtual Environments Driving Simulator

Author(s):  
Oren H. Levine ◽  
Ronald R. Mourant

In virtual environment applications, there is a tradeoff between the quality of the graphic image and the speed at which the application runs. In driving simulation, the content and quality of the visual image are particularly important, which suggests that there are limits to the degree they can be reduced. A virtual environments driving simulator was used to investigate the effects of visual display parameters on driver performance and perception. A road tracking study compared two display devices, two rendering algorithms, and three levels of road side delineation poles. Subjects drove the simulator through a series of road courses, and answered questionnaires designed to evaluate their perception of the realism of the simulator and the sense of immersion in the virtual environment. The results of the study confirm previous work on the beneficial effects of road side delineation poles on driving performance. They also suggest the importance of lag in the perception of driving performance and immersion, and the importance of shaded images in actual driving task performance.

1996 ◽  
Vol 5 (3) ◽  
pp. 274-289 ◽  
Author(s):  
Claudia Hendrix ◽  
Woodrow Barfield

This paper reports the results of three studies, each of which investigated the sense of presence within virtual environments as a function of visual display parameters. These factors included the presence or absence of head tracking, the presence or absence of stereoscopic cues, and the geometric field of view used to create the visual image projected on the visual display. In each study, subjects navigated a virtual environment and completed a questionnaire designed to ascertain the level of presence experienced by the participant within the virtual world. Specifically, two aspects of presence were evaluated: (1) the sense of “being there” and (2) the fidelity of the interaction between the virtual environment participant and the virtual world. Not surprisingly, the results of the first and second study indicated that the reported level of presence was significantly higher when head tracking and stereoscopic cues were provided. The results from the third study showed that the geometric field of view used to design the visual display highly influenced the reported level of presence, with more presence associated with a 50 and 90° geometric field of view when compared to a narrower 10° geometric field of view. The results also indicated a significant positive correlation between the reported level of presence and the fidelity of the interaction between the virtual environment participant and the virtual world. Finally, it was shown that the survey questions evaluating several aspects of presence produced reliable responses across questions and studies, indicating that the questionnaire is a useful tool when evaluating presence in virtual environments.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


1996 ◽  
Vol 5 (2) ◽  
pp. 163-172 ◽  
Author(s):  
Andrew Liu ◽  
Alex P. Pentland

This paper describes a set of experiments investigating the interaction between the location of eye fixations and the detection of unexpected motion while driving. Both psychophysical and real-world observations indicate that there are differences between the upper and lower visual fields with respect to driving. We began with psychophysical experiments to test whether the detection of unexpected motion Is inherently different in the upper and lower visual fields. No difference was found. However, when texture was added to the driving surface, a large difference was found, possibly due to optokinetic nystagmus stimulated by the texture. These results were confirmed in a driving simulator, and their implications for head-up displays (HUDs) explored. We found that the same upper/lower field asymmetry could be found with digital HUDs but not with analog HUDs. These experiments illustrate how virtual environment technology can connect knowledge from psychophysical experimentation to more realistic situations.


Author(s):  
Robert C. Allen ◽  
Daniel P. McDonald ◽  
Michael J. Singer

The current paper describes our classification of errors participants made when estimating direction and distances in a large scale (2000 m × 2000 m) Virtual Environment (VE). Two VE configuration groups (Low or High Interactivity) traversed a 400 m route through one of two Virtual Terrain's (Distinctive or Non-Distinctive or Terrain 1 and 2, respectively) in 100 m increments. The High VE group used a treadmill to move through the VE with head tracked visual displays; the Low VE group used a joystick for movement and visual display control. Results indicate that as experience within either terrain increased, participants demonstrated an improved ability to directionally locate landmarks. Experience in the environment did not affect distance estimation accuracy. Terrain 1 participants were more accurate in locating proximal, as opposed to distal, landmarks. They also overestimated distances to near landmarks and underestimated distances to far landmarks. In Terrain 2, the Low VE group gave more accurate distance estimations. We believe this result can be explained in terms of increased task demands placed on the High VE Group.


Author(s):  
Doug A. Bowman ◽  
Ameya Datey ◽  
Young Sam Ryu ◽  
Umer Farooq ◽  
Omar Vasnaik

Although a wide range of display devices is used in virtual environment (VE) systems, no guidelines exist to choose an appropriate display for a particular VE application. Our goal in this research is to develop such guidelines on the basis of empirical results. In this paper, we present a preliminary experiment comparing human behavior and performance between a head-mounted display (HMD) and a four-sided spatially immersive display (SID). In particular, we studied users' preferences for real vs. virtual turns in the VE. The results indicate that subjects have a significant preference for real turns in the HMD and for virtual turns in the SID. The experiment also found that females are more likely to choose real turns than males. We suggest that HMDs are an appropriate choice when users perform frequent turns and require spatial orientation.


Author(s):  
Robert C. Mclane ◽  
Walter W. Wierwille

A highway driving simulator with a computer-generated visual display, physical motion cues of roll, yaw, and lateral translation, and velocity-dependent sound/vibration cues was used to investigate the influence of these cues on driver performance. Forty-eight student subjects were randomly allocated to six experimental groups. Each group of eight subjects experienced a unique combination of the motion and audio cues. The control group received a full simulation condition while each of the remaining five groups performed with certain combinations of motion and sound deleted. Each driver generated nine minutes of continuous data from which five performance measures were derived. Results indicate that the performance measures of yaw, lateral, and velocity deviation are significantly affected by the deletion of cues. In support of the hypothesis that driver performance is augmented by the addition of motion cues, statistically significant negative correlations were obtained between the number of motion cues present and the measures of yaw and lateral deviation. With respect to motion and audio cues, recommendations are made regarding simulator design criteria.


Author(s):  
Michael A. Mollenhauer ◽  
Jaesik Lee ◽  
Ken Cho ◽  
Melissa C. Hulse ◽  
Thomas A. Dingus

During this study, subjects drove an interactive driving simulator and were presented road sign information from a visual dash-mounted LCD display or from digitized auditory voice. Information priority was also manipulated in that subjects received all sign information typically present in the roadway environment, or only “filtered” high priority regulatory and notification information. The effects of display type and filtering on information recall, driver performance, and driver preferences were measured. The results indicate that presenting information in an auditory mode results in a higher level of road sign information recall, but also decreases the subjects' driving performance when compared to a visual display. Subjects were also able to recall more road sign information and drove at a higher level of performance during the filtered conditions. Subjects rated auditory information as more distracting than visual information.


Author(s):  
S. G. Grigoriev ◽  
M. V. Kurnosenko ◽  
A. M. Kostyuk

The article discusses possible forms of educational STEM projects in the field of electronics and device control using Arduino controllers. As you know, the implementation of such STEM projects can be carried out not only using various electronic constructors, but also using virtual modeling environments. The knowledge obtained during modeling in virtual environments makes it possible to increase the efficiency of face-to-face practical training with a real constructor, and to improve the quality of students’ knowledge. The use of virtual modeling environments in combination with the use of real constructors provides links between distance and full-time learning. A real constructors can be used simultaneously by both the teacher and the student, jointly practicing the features of solving practical problems. The article provides examples of using a virtual environment for preliminary prototyping of circuits available in the documentation for electronic constructors, to familiarize students with the basics of designing and assembling electronic circuits using the surface mounting method and on a breadboard, as well as programming controllers on the Arduino platform that control electronic devices. This approach allows students to accelerate the assimilation of various interdisciplinary knowledge in the field of natural sciences using STEM design.


2020 ◽  
Vol 16 (5) ◽  
pp. 675-688
Author(s):  
Shamsi Abbasalizadeh ◽  
Behzad Ebrahimi ◽  
Aslan Azizi ◽  
Rogaye Dargahi ◽  
Maryam Tayebali ◽  
...  

Constipation is a common public health concern experienced by all individuals during their life affecting the quality of life. In this paper, we aimed to provide an overview of the existing evidence regarding the role of food ingredients, including bran, prune, fig, kiwifruit, and flax-seed in constipation treatment. We searched Scopus, Pub Med, and Science Direct by using the keywords, “laxative foods” and “constipation”, for searching studies assessing laxative food ingredients and their beneficial effects on constipation treatment and/or control. Lifestyle modifications such as increasing dietary fiber and fluid intake and daily exercise are the proposed first line treatments for constipation. Optimizing ‘diet’ as an efficient lifestyle factor may contribute to the well-being of patients. The use of laxative food ingredients including bran, prune, fig, kiwifruit, flax-seed, probiotics, and prebiotics is a convenient alternative to cope with constipation. According to previous findings, laxative food ingredients could be considered as effective treatments for subjects suffering from constipation. Many studies have assessed the pharmacological and non-pharmacological roles of these ingredients in treating constipation, however, their importance has not been thoroughly investigated.


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