scholarly journals How Long Does It Take to Relax? Observation of Driver Behavior During Real-World Conditionally Automated Driving

Author(s):  
Kamil Omozik ◽  
Yucheng Yang ◽  
Isabella Kuntermann ◽  
Sebastian Hergeth ◽  
Klaus Bengler
2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Jonas Andersson ◽  
Azra Habibovic ◽  
Daban Rizgary

Abstract To explore driver behavior in highly automated vehicles (HAVs), independent researchers are mainly conducting short experiments. This limits the ability to explore drivers’ behavioral changes over time, which is crucial when research has the intention to reveal human behavior beyond the first-time use. The current paper shows the methodological importance of repeated testing in experience and behavior related studies of HAVs. The study combined quantitative and qualitative data to capture effects of repeated interaction between drivers and HAVs. Each driver ( n = 8 n=8 ) participated in the experiment on two different occasions (∼90 minutes) with one-week interval. On both occasions, the drivers traveled approximately 40 km on a rural road at AstaZero proving grounds in Sweden and encountered various traffic situations. The participants could use automated driving (SAE level 4) or choose to drive manually. Examples of data collected include gaze behavior, perceived safety, as well as interviews and questionnaires capturing general impressions, trust and acceptance. The analysis shows that habituation effects were attenuated over time. The drivers went from being exhilarated on the first occasion, to a more neutral behavior on the second occasion. Furthermore, there were smaller variations in drivers’ self-assessed perceived safety on the second occasion, and drivers were faster to engage in non-driving related activities and become relaxed (e. g., they spent more time glancing off road and could focus more on non-driving related activities such as reading). These findings suggest that exposing drivers to HAVs on two (or more) successive occasions may provide more informative and realistic insights into driver behavior and experience as compared to only one occasion. Repeating an experiment on several occasions is of course a balance between the cost and added value, and future research should investigate in more detail which studies need to be repeated on several occasions and to what extent.


2021 ◽  
Vol 158 ◽  
pp. 106217
Author(s):  
Pnina Gershon ◽  
Sean Seaman ◽  
Bruce Mehler ◽  
Bryan Reimer ◽  
Joseph Coughlin
Keyword(s):  

2015 ◽  
Vol 1 (1) ◽  
pp. 297-306
Author(s):  
Alexandra Tucă ◽  
Valerian Croitorescu ◽  
Mircea Oprean ◽  
Thomas Brandemeir

AbstractThe interaction human-vehicle, as well as driver’s behavior are subject long debated in the automotive engineering domain. Driving simulators have an extraordinary important role allowing research that would not be possible to study in real world scenarios.A driver uses his sensory inputs to obtain the required input to base his decision on. The bandwidth of the required input signal should be in accordance to the driver’s task. For simple tasks, like turning on the screen wipers or direction indicator, low frequency information is sufficient. High frequency information is required when cornering on a busy road or when driving in relatively limit situations.The optimal configuration of each sub-system remains a significant cause for debate and still poses a major challenge when considering the ability of simulators to extract realistic driver behavior. If a difference is observed between real and virtual conditions, the factors specifically cause these differences are very difficult to be explained.


Author(s):  
Jennifer Merickel ◽  
Robin High ◽  
Lynette Smith ◽  
Chris Wichman ◽  
Emily Frankel ◽  
...  

This pilot study tackles the overarching need for driver-state detection through real-world measurements of driver behavior and physiology in at-risk drivers with type 1 diabetes mellitus (DM). 35 drivers (19 DM, 14 comparison) participated. Real-time glucose levels were measured over four weeks with continuous glucose monitor (CGM) wearable sensors. Contemporaneous real-world driving performance and behavior were measured with in-vehicle video and electronic sensor instrumentation packages. Results showed clear links between at-risk glucose levels (particularly hypoglycemia) and changes in driver performance and behavior. DM participants often drove during at-risk glucose levels (low and high) and showed cognitive impairments in key domains for driving, which are likely linked to frequent hypoglycemia. The finding of increased driving risk in DM participants was mirrored in state records of crashes and traffic citations. Combining sensor data and phenotypes of driver behavior can inform patients, caregivers, safety interventions, policy, and design of supportive in-vehicle technology that is responsive to driver state.


2014 ◽  
Vol 23 (1) ◽  
pp. 51-70 ◽  
Author(s):  
Andreas Riener ◽  
Pierre Chalfoun ◽  
Claude Frasson

In the long history of subliminal messages and perception, many contradictory results have been presented. One group of researchers suggests that subliminal interaction techniques improve human–computer interaction by reducing sensory workload, whereas others have found that subliminal perception does not work. In this paper, we want to challenge this prejudice by first defining a terminology and introducing a theoretical taxonomy of mental processing states, then reviewing and discussing the potential of subliminal approaches for different sensory channels, and finally recapitulating the findings from our studies on subliminally triggered behavior change. Our objective is to mitigate driving problems caused by excessive information. Therefore, this work focuses on subliminal techniques applied to driver–vehicle interaction to induce a nonconscious change in driver behavior. Based on a survey of related work which identified the potential of subliminal cues in driving, we conducted two user studies assessing their applicability in real-world situations. The first study evaluated whether subtle (subliminal) vibrations could promote economical driving, and the second exposed drivers to very briefly flashed visual stimuli to assess their potential to improve steering behavior. Our results suggest that subliminal approaches are indeed feasible to provide drivers with added driving support without dissipating attention resources. Despite the lack of general evidence for uniform effectiveness of such interfaces in all driving circumstances, we firmly believe that such interfaces are valuable since they may eventually prevent accidents, save lives, and even reduce fuel costs and CO2 emissions for some drivers. For all these reasons, we are confident that subliminally driven interfaces will find their way into cars of the (near) future.


Author(s):  
Pongtep Angkititrakul ◽  
Terashima Ryuta ◽  
Toshihiro Wakita ◽  
Kazuya Takeda ◽  
Chiyomi Miyajima ◽  
...  

2021 ◽  
Author(s):  
Hebert Azevedo-Sa ◽  
Huajing Zhao ◽  
Connor Esterwood ◽  
Jessie Yang ◽  
Dawn Tilbury ◽  
...  

Author(s):  
Joseph K. Muguro ◽  
Pringgo Widyo Laksono ◽  
Yuta Sasatake ◽  
Kojiro Matsushita ◽  
Minoru Sasaki

As Automated Driving Systems (ADS) technology gets assimilated into the market, the driver’s obligation will be changed to a supervisory role. A key point to consider is the driver’s engagement in the secondary task to maintain the driver/user in the control loop. The paper’s objective is to monitor driver engagement with a game and identify any impacts the task has on hazard recognition. We designed a driving simulation using Unity3D and incorporated three tasks: No-task, AR-Video, and AR-Game tasks. The driver engaged in an AR object interception game while monitoring the road for threatening road scenarios. From the results, there was less than 1 second difference between the means of gaming task (mean = 2.55s, std = 0.1002s) to no-task (mean = 2.55s, std = 0.1002s). Game scoring followed three profiles/phases: learning, saturation, and decline profile. From the profiles, it is possible to quantify/infer drivers’ engagement with the game task. The paper proposes alternative monitoring that has utility, i.e., entertaining the user. Further experiments AR-Game focusing on real-world car environment will be performed to confirm the performance following the recommendations derived from the current test.


IEEE Access ◽  
2021 ◽  
pp. 1-1
Author(s):  
Erwin De Gelder ◽  
Hala Elrofai ◽  
Arash Khabbaz Saberi ◽  
Jan-Pieter Paardekooper ◽  
Olaf Op Den Camp ◽  
...  

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