Study on the Evaluation Method of Autonomous Vehicle Driving Ability Based on Virtual Reality

Author(s):  
Joong Hyo Kim ◽  
◽  
Do Hoon Kim ◽  
Sung Kab Joo ◽  
Seok Jin Oh
2021 ◽  
Vol 126 ◽  
pp. 103090
Author(s):  
Xin Zou ◽  
Steve O'Hern ◽  
Barrett Ens ◽  
Selby Coxon ◽  
Pascal Mater ◽  
...  

Author(s):  
Chul Woo Kim ◽  
Jungchul Park ◽  
Myung Hwan Yun ◽  
Sung H. Han ◽  
Hee-Dong Ko

The objective of this study was to develop a product evaluation method applicable to virtual prototypes and to apply the method to automobile interior design. Considering that virtual reality-based product prototypes could represent design alternatives comparable to physical prototypes, prototypes developed in virtual reality environments were employed as design alternatives. After a procedure to evaluate virtual prototypes was developed specifically for a virtual reality environment, the procedure was applied to the problem of automobile interior design. 34 subjects evaluated 32 different virtual prototypes generated from the combination of design element variations. Four categories of subjective impression were used to evaluate the 32 virtual prototypes: luxuriousness, comfort, harmoniousness, and controllability. ANOVA and multiple linear regression analysis were performed to specify design elements critical to customer preference and to interpret the relationship between design elements and subjective impressions. As the result, the shapes of frontal area including crash pad and center fascia, door trim and steering wheel were selected as important variables related to subjective impressions. The proposed evaluation method for virtual prototypes could be utilized as an alternative way of identifying the relationship between subjective impressions and design elements.


Author(s):  
Roberto Pierdicca ◽  
Emanuele Frontoni ◽  
Maria Paola Puggioni ◽  
Eva Savina Malinverni ◽  
Marina Paolanti

Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interactive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmentation, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.


2020 ◽  
Vol 10 (3) ◽  
pp. 771 ◽  
Author(s):  
Juanli Li ◽  
Yang Liu ◽  
Jiacheng Xie ◽  
Xuewen Wang ◽  
Xing Ge

With regards to the low degree of digitization, lack of real geological terrain, and low degree of automation in the cutting process of the traditional virtual fully mechanized mining face, we studied the key technologies of virtual operation and cutting path planning of the shearer on the three-dimensional (3D) roof and floor based on the virtual reality engine (Unity3D). Firstly, the virtual 3D coal seam was constructed through the 3D geological coordinate data of the mine. On this basis, the shape function of the scraper conveyor with the adaptive configuration on the floor was constructed to obtain the combined operation of the virtual shearer and the scraper conveyor. The movement of the shearer’s walking and height-adjustment was then, analyzed. A strategy for automatic height-adjustment based on the adjustment of the direction of the drum movement is hence, proposed to control the cutting path of the shearer. Finally, different experimental schemes were simulated in the developed prototype system after which each of the schemes was evaluated using the fuzzy comprehensive evaluation method. The results show that the proposed strategy for trajectory control can improve the accuracy and stability of the shearer’s motion trajectory. In Unity3D, the pre-selected schemes and digital and visual planning of coal production are previewed ahead of time, the whole production process can be mapped synchronously in the production process. It is also obtained that the virtual preview and evaluation of the production process can provide some guidance for actual production.


Author(s):  
Yong Min Kim ◽  
Ilsun Rhiu ◽  
Minshik Rhie ◽  
Hye Seon Choi ◽  
Myung Hwan Yun

Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.


2012 ◽  
Vol 197 ◽  
pp. 98-103
Author(s):  
You Jun Choi ◽  
Hee Seok Moon

The cyclic test is becoming one of important tests in automotive industry. Various cyclic tests are needed to be done after new concept of product or technology has developed. However it is almost impossible to do same test at same test condition in real situation because it highly depends on test road condition or driving ability of the driver. Therefore, in order to perform same performance test repeatedly, this paper describes about system configuration and path following algorithm for the cyclic test of the autonomous vehicle. The areas discussed in detail include vehicle modification, controller design, system configuration, navigation and path following algorithm. The performance of the test vehicle is also described and evaluated by experiment in real environment.


Author(s):  
Ling-chen Zhou ◽  
Qing Xue ◽  
Jia-wei Sun ◽  
Shu-lin Liu ◽  
Xiao-yue Xie ◽  
...  

2019 ◽  
Vol 37 (7) ◽  
pp. 806-820 ◽  
Author(s):  
Timo Dietrich ◽  
Sharyn Rundle-Thiele ◽  
Krzysztof Kubacki ◽  
James Durl ◽  
Matthew J. Gullo ◽  
...  

Purpose The purpose of this paper is to present an innovative reflexive process evaluation method for a social marketing programme featuring an innovative virtual reality (VR) simulation experience for adolescents. Design/methodology/approach A process evaluation framework focusing on three key elements – context, implementation and mechanisms of impact – was followed in this study. In total, 374 participants (mean age: 15.2 years, 58 per cent female) completed outcome evaluation surveys before and after the programme delivery, and 300 participants completed qualitative feedback forms following their participation in the VR component of the programme. Findings A process evaluation delivers insights beyond those attained in outcome evaluations, enhancing the understanding of factors contributing to programme success or failure that can be used to improve future programme iterations. The VR experience demonstrated high satisfaction scores with users, and the findings demonstrate the importance of a multi-disciplinary and industry partnered programme approach to support VR implementation and delivery. Research limitations/implications This research demonstrates that additional learnings are obtained from a process evaluation. The findings are limited to one specific research programme, and the outcome effects of the VR simulation have not been assessed in isolation. Practical implications The methods outlined in this paper offer a process evaluation tool that can be used by marketers and other practitioners to reflect on programme success or failure to enhance core offerings. Originality/value The application of Moore et al.’s (2015) process evaluation framework delivers a reflexive research tool that can be applied to critically consider three key elements: context, implementation and mechanisms of impact of developed programmes. VR’s capacity to provide a satisfying and highly valued programme resource that participants value for its realistic, novel and immersive experiential learning experience was demonstrated.


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