scholarly journals Assessing the contribution of active somatosensory stimulation to self-acceleration perception in dynamic driving simulators

PLoS ONE ◽  
2021 ◽  
Vol 16 (11) ◽  
pp. e0259015
Author(s):  
Mattia Bruschetta ◽  
Ksander N. de Winkel ◽  
Enrico Mion ◽  
Paolo Pretto ◽  
Alessandro Beghi ◽  
...  

In dynamic driving simulators, the experience of operating a vehicle is reproduced by combining visual stimuli generated by graphical rendering with inertial stimuli generated by platform motion. Due to inherent limitations of the platform workspace, inertial stimulation is subject to shortcomings in the form of missing cues, false cues, and/or scaling errors, which negatively affect simulation fidelity. In the present study, we aim at quantifying the relative contribution of an active somatosensory stimulation to the perceived intensity of self-motion, relative to other sensory systems. Participants judged the intensity of longitudinal and lateral driving maneuvers in a dynamic driving simulator in passive driving conditions, with and without additional active somatosensory stimulation, as provided by an Active Seat (AS) and Active Belts (AB) integrated system (ASB). The results show that ASB enhances the perceived intensity of sustained decelerations, and increases the precision of acceleration perception overall. Our findings are consistent with models of perception, and indicate that active somatosensory stimulation can indeed be used to improve simulation fidelity.

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.


2011 ◽  
Vol 460-461 ◽  
pp. 704-709
Author(s):  
Shu Tao Zheng ◽  
Zheng Mao Ye ◽  
Jun Jin ◽  
Jun Wei Han

Vehicle driving simulators are widely employed in training and entertainment utilities because of its safe, economic and efficient. Amphibious vehicle driving simulator was used to simulate amphibious vehicle on land and in water. Because of the motion difference between aircraft and amphibious vehicle, it is necessary to design a reasonable 6-DOF motion system according to the flight simulator motion system standard and vehicle motion parameter. FFT of DSP and PSD were used to analysis the relationship between them. Finally according to the result analysis, a set of reasonable 6-DOF motion system motion parameter was given to realize the driving simulator motion cueing used to reproduce vehicle acceleration.


Author(s):  
Despina Michael ◽  
Marios Kleanthous ◽  
Marinos Savva ◽  
Smaragda Christodoulou ◽  
Maria Pampaka ◽  
...  

Driving simulators emerged as a promising technology for the analysis of driving conditions and road users' behaviour in an attempt to tackle the problem of road accidents. The work presented herein demonstrates the design and development of a driving simulator that aims to contribute towards evaluating black spots in road networks by promoting rapid design of realistic models and facilitating the specification of test scenarios. A reliable driving simulator should be able to reproduce the driver's behaviour in a realistic way. In this study the authors examine different setups of the simulator to define the one that achieves highest levels of reliability. The chosen setup is then used to evaluate the impact of distractors (e.g. billboards) on driving behaviour of local road users for a chosen black spot in Limassol, Cyprus. Data collected from the experiments are analysed, and the main findings are presented and discussed.


Author(s):  
Ganesh Pai Mangalore ◽  
Yalda Ebadi ◽  
Siby Samuel ◽  
Michael A. Knodler ◽  
Donald L. Fisher

The objective of the current study is to evaluate the use of virtual reality (VR) headsets to measure driving performance. This is desirable because they are several orders of magnitude less expensive than simulators and, if validated, could greatly extend the powers of simulation. Out of several possible measures of performance that could be considered for evaluating VR headsets, the current study specifically examines drivers’ latent hazard anticipation behavior both because it has been linked to crashes and because it has been shown to be significantly poorer in young drivers compared with their experienced counterparts in traditional driving simulators and in open road studies. In a between-subject design, 48 participants were equally and randomly assigned to one of four experimental conditions—two young driver cohorts (18–21 years) and two middle-aged driver cohorts (30–55 years) navigating either a fixed-based driving simulator or a VR headset-based simulator. All participants navigated six unique scenarios while their eyes were continually tracked. The proportion of latent hazards anticipated by participants which constituted the primary dependent measure, was found to be greater for middle-aged drivers than young drivers across both platforms. The difference in the magnitude of performance between the young and middle-aged drivers was similar across the two platforms. The study provides some justification for the use of VR headsets as a way of understanding drivers’ hazard anticipation behavior.


Author(s):  
Thomas McWilliams ◽  
Bruce Mehler ◽  
Bobbie Seppelt ◽  
Bryan Reimer

Driving simulator validation is an important and ongoing process. Advances in in-vehicle human machine interfaces (HMI) mean there is a continuing need to reevaluate the validity of use cases of driving simulators relative to real world driving. Along with this, our tools for evaluating driver demand are evolving, and these approaches and measures must also be considered in evaluating the validity of a driving simulator for particular purposes. We compare driver glance behavior during HMI interactions with a production level multi-modal infotainment system on-road and in a driving simulator. In glance behavior analysis using traditional glance metrics, as well as a contemporary modified AttenD measure, we see evidence for strong relative validity and instances of absolute validity of the simulator compared to on-road driving.


2014 ◽  
Vol 543-547 ◽  
pp. 379-382 ◽  
Author(s):  
Ji Guo Zeng ◽  
Jing Yu Liu ◽  
Qiang Yu

In recent years, electric motion platforms are more popularly adopted in high-level driving simulators. This paper describes the kinematic and dynamics modeling for a high-level driving simulator. Firstly, the structure and kinematic models of the platform are introduced. Then, a linear engine simulation model in regard to the accelerator pedal is proposed. Tractive force and the resistance of the vehicle are also studied. Finally, a handling stability model with three degree of freedom is illustrated. All these models are used in the driving simulator of Chang'an University, which has a 6DOF electric motion platform.


2015 ◽  
Vol 809-810 ◽  
pp. 616-621
Author(s):  
Valerian Croitorescu ◽  
Gheorghe Tudorache ◽  
Ştefan Stamin ◽  
Gabriel Jiga

The new perspectives with regard to early stage beginning vehicles development introduce the need for using driving simulators also. The objective of this study consists in investigating the stress behavior during driving simulator operation at maximum balance angle. The investigation during functioning of the mechanism (the stresses that occur in the system) starts with the static stress analysis, followed by the investigation for different angular positions from 0° to 10° that are mandatory. The analysis can predict the structural stress level that may become very high and generate deficiencies for the entire assembly while using different materials, including composite materials.


Author(s):  
Kim R. Hammel ◽  
Donald L. Fisher ◽  
Anuj K. Pradhan

Driving simulators and eye tracking technology are increasingly being used to evaluate advanced telematics. Many such evaluations are easily generalizable only if drivers' scanning in the virtual environment is similar to their scanning behavior in real world environments. In this study we developed a virtual driving environment designed to replicate the environmental conditions of a previous, real world experiment (Recarte & Nunes, 2000). Our motive was to compare the data collected under three different cognitive loading conditions in an advanced, fixed-base driving simulator with that collected in the real world. In the study that we report, a head mounted eye tracker recorded eye movement data while participants drove the virtual highway in half-mile segments. There were three loading conditions: no loading, verbal loading and spatial loading. Each of the 24 subjects drove in all three conditions. We found that the patterns that characterized eye movement data collected in the simulator were virtually identical to those that characterized eye movement data collected in the real world. In particular, the number of speedometer checks and the functional field of view significantly decreased in the verbal conditions, with even greater effects for the spatial loading conditions.


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