scholarly journals A Systematic Review of Virtual Reality Applications for Automated Driving: 2009–2020

2021 ◽  
Vol 3 ◽  
Author(s):  
Andreas Riegler ◽  
Andreas Riener ◽  
Clemens Holzmann

While virtual reality (VR) interfaces have been researched extensively over the last decades, studies on their application in vehicles have only recently advanced. In this paper, we systematically review 12 years of VR research in the context of automated driving (AD), from 2009 to 2020. Due to the multitude of possibilities for studies with regard to VR technology, at present, the pool of findings is heterogeneous and non-transparent. We investigated N = 176 scientific papers of relevant journals and conferences with the goal to analyze the status quo of existing VR studies in AD, and to classify the related literature into application areas. We provide insights into the utilization of VR technology which is applicable at specific level of vehicle automation and for different users (drivers, passengers, pedestrians) and tasks. Results show that most studies focused on designing automotive experiences in VR, safety aspects, and vulnerable road users. Trust, simulator and motion sickness, and external human-machine interfaces (eHMIs) also marked a significant portion of the published papers, however a wide range of different parameters was investigated by researchers. Finally, we discuss a set of open challenges, and give recommendation for future research in automated driving at the VR side of the reality-virtuality continuum.

Author(s):  
Andreas Riegler ◽  
Andreas Riener ◽  
Clemens Holzmann

Abstract While augmented reality (AR) interfaces have been researched extensively over the last decades, studies on their application in vehicles have only recently advanced. In this paper, we systematically review 12 years of AR research in the context of automated driving (AD), from 2009 to 2020. Due to the multitude of possibilities for studies with regard to AR technology, at present, the pool of findings is heterogeneous and non-transparent. From a review of the literature we identified N = 156 papers with the goal to analyze the status quo of existing AR studies in AD, and to classify the related literature into application areas. We provide insights into the utilization of AR technology used at different levels of vehicle automation, and for different users (drivers, passengers, pedestrians) and tasks. Results show that most studies focused on safety aspects, driving assistance, and designing non-driving related tasks. AR navigation, trust in automated vehicles (AVs), and interaction experiences also marked a significant portion of the published papers, however a wide range of different parameters was investigated by researchers. Among other things, we find that there is a growing trend toward simulating AR content within virtual driving simulators. We conclude with a discussion of open challenges, and give recommendation for future research in automated driving at the AR side of the reality-virtuality continuum.


2020 ◽  
Vol 10 (24) ◽  
pp. 8914
Author(s):  
Anna-Katharina Frison ◽  
Yannick Forster ◽  
Philipp Wintersberger ◽  
Viktoria Geisel ◽  
Andreas Riener

During the last decade, research has brought forth a large amount of studies that investigated driving automation from a human factor perspective. Due to the multitude of possibilities for the study design with regard to the investigated constructs, data collection methods, and evaluated parameters, at present, the pool of findings is heterogeneous and nontransparent. This literature review applied a structured approach, where five reviewers investigated n = 161 scientific papers of relevant journals and conferences focusing on driving automation between 2010 and 2018. The aim was to present an overview of the status quo of existing methodological approaches and investigated constructs to help scientists in conducting research with established methods and advanced study setups. Results show that most studies focused on safety aspects, followed by trust and acceptance, which were mainly collected through self-report measures. Driving/Take-Over performance also marked a significant portion of the published papers; however, a wide range of different parameters were investigated by researchers. Based on our insights, we propose a set of recommendations for future studies. Amongst others, this includes validation of existing results on real roads, studying long-term effects on trust and acceptance (and of course other constructs), or triangulation of self-reported and behavioral data. We furthermore emphasize the need to establish a standardized set of parameters for recurring use cases to increase comparability. To assure a holistic contemplation of automated driving, we moreover encourage researchers to investigate other constructs that go beyond safety.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.


2021 ◽  
Vol 13 (15) ◽  
pp. 8396
Author(s):  
Marc Wilbrink ◽  
Merle Lau ◽  
Johannes Illgner ◽  
Anna Schieben ◽  
Michael Oehl

The development of automated vehicles (AVs) and their integration into traffic are seen by many vehicle manufacturers and stakeholders such as cities or transportation companies as a revolution in mobility. In future urban traffic, it is more likely that AVs will operate not in separated traffic spaces but in so-called mixed traffic environments where different types of traffic participants interact. Therefore, AVs must be able to communicate with other traffic participants, e.g., pedestrians as vulnerable road users (VRUs), to solve ambiguous traffic situations. To achieve well-working communication and thereby safe interaction between AVs and other traffic participants, the latest research discusses external human–machine interfaces (eHMIs) as promising communication tools. Therefore, this study examines the potential positive and negative effects of AVs equipped with static (only displaying the current vehicle automation status (VAS)) and dynamic (communicating an AV’s perception and intention) eHMIs on the interaction with pedestrians by taking subjective and objective measurements into account. In a Virtual Reality (VR) simulator study, 62 participants were instructed to cross a street while interacting with non-automated (without eHMI) and automated vehicles (equipped with static eHMI or dynamic eHMI). The results reveal that a static eHMI had no effect on pedestrians’ crossing decisions and behaviors compared to a non-automated vehicle without any eHMI. However, participants benefit from the additional information of a dynamic eHMI by making earlier decisions to cross the street and higher certainties regarding their decisions when interacting with an AV with a dynamic eHMI compared to an AV with a static eHMI or a non-automated vehicle. Implications for a holistic evaluation of eHMIs as AV communication tools and their safe introduction into traffic are discussed based on the results.


Author(s):  
Emily Hotez

In recent years, there has been a burgeoning field of research on the applications of virtual reality and robots for children, adolescents, and adults with a wide range of developmental disabilities. The influx of multidisciplinary collaborations among developmental psychologists and computer scientists, as well as the increasing accessibility of interactive technologies, has created a need to equip potential users with the information they need to make informed decisions about using virtual reality and robots. This chapter aims to 1) provide parents, professionals, and individuals with developmental disabilities with an overview of the literature on virtual reality and robot interventions in childhood, adolescence, and adulthood; and to 2) address overarching questions pertaining to utilizing virtual reality and robots. This chapter will shed light on the far-reaching potential for interactive technologies to transform therapeutic, educational, and assessment contexts, while also highlighting limitations and suggesting directions for future research.


Author(s):  
Kenneth P. Laberteaux ◽  
Karim Hamza ◽  
Alan Berger ◽  
Casey L. Brown

Vehicle automation has garnered a significant amount of interest in recent years. When the automated driving (AD) capability of a vehicle is assessed, it is important to distinguish between full automation, in which no human driver is required, and partial automation, in which a human driver may be required to intervene or take control of the vehicle occasionally for portions of the trip. This paper presents a method for assessing usage opportunities of partial AD in light-duty vehicle fleets. Key assumptions are that ( a) the longer the time fraction of driving in which AD is active, the better, and ( b) drivers will value having longer contiguous sections of AD-active time over having to frequently regain vehicle control. Given second-by-second records of real-world driving trips, the method uses a fuzzy inference system to estimate the fraction of driving time at a certain quality-of-use level. Performing the quality-of-use assessment for all trips and vehicles in a representative data set can then provide insight into the fraction of the population that would likely find partial AD desirable. To demonstrate the proposed method, data on vehicle trips from public travel surveys in California (California Household Travel Survey) and Atlanta, Georgia (Atlanta Regional Commission Travel Survey), were used along with simplified prototypical models for partial AD. Simulation results were generally in agreement with common perceptions but showed a wide range of possibilities, which could have been narrowed down further when more detailed trip data became available.


2021 ◽  
Vol 20 (2) ◽  
pp. 109-126
Author(s):  
Šaša Stanisavljević ◽  
Goran Nedović

Introduction. Virtual reality is a computer-generated interactive simulation of reality that provides a wide range of possibilities for creating a beneficial therapeutic program. The use of virtual reality systems in the rehabilitation of motor disorders in children with cerebral palsy is relatively recent. Objective. Accordingly, the aim of this review is to establish the level of effectiveness of rehabilitation interventions based on virtual reality systems in the treatment of children with cerebral palsy, based on the available literature. Methods. The initial search identified 63 scientific papers (research reports). By applying the selection criteria, nine papers were selected that met the given criteria and thus entered the further process of analysis. During the analysis, special attention was paid to: the outcomes of therapeutic procedures (the achieved results); and the analysis of the selection criteria of virtual reality systems to be used in the rehabilitation and accessibility of these systems for commercial and clinical applications. Results. Contradictory results have been found based on the analysis of the levels of effectiveness of rehabilitation interventions. In addition to studies that testify to the unequivocally positive effects of the application of virtual reality in the rehabilitation of children with cerebral palsy, there are also those in which it is evident that this effect is absent. Conclusion. The general conclusion of this paper is that virtual reality systems have great potential for application in the field of rehabilitation of motor disorders, but also that this area is still not sufficiently researched and requires further engagement to go one step further to justify or challenge their application.


2018 ◽  
Vol 10 (7) ◽  
pp. 2521 ◽  
Author(s):  
Luis Fonseca ◽  
José Domingues ◽  
Maria Pereira ◽  
Florinda Martins ◽  
Dominik Zimon

The move towards a new Circular Economy (CE) economic model has been advocated and supported in Portugal, however, there is limited research on this topic. To address this gap, a quantitative research based on an online survey was carried out among 99 Portuguese organizations, encompassing a wide range of sectors and sizes. The results show that CE is regarded as a strategic and relevant issue for profitability and value creation. Furthermore, the perception that it requires the adoption of new business models in addition to the classical “reduce, reuse and recycle” approach is growing. Moreover, based on the hypotheses raised, results suggest that the level of CE adoption is positively impacted by the status of the EMS (Environmental Management System) certification and the willingness to improve the environmental performance and achieve a sustainable business model. However, CE activities are still relatively modest and a friendlier context (fiscal, legal, organizational, etc.) and the stronger support from supply chain agents and consumers are required. Future research should focus on how to design and shape the transition from a linear to a CE economy and to ascertain if the positive attitude towards CE is materialized in changing the way business is done.


2021 ◽  
Vol 11 (2) ◽  
pp. 471
Author(s):  
James Spooner ◽  
Vasile Palade ◽  
Madeline Cheah ◽  
Stratis Kanarachos ◽  
Alireza Daneshkhah

The safety of vulnerable road users is of paramount importance as transport moves towards fully automated driving. The richness of real-world data required for testing autonomous vehicles is limited and furthermore, available data do not present a fair representation of different scenarios and rare events. Before deploying autonomous vehicles publicly, their abilities must reach a safety threshold, not least with regards to vulnerable road users, such as pedestrians. In this paper, we present a novel Generative Adversarial Networks named the Ped-Cross GAN. Ped-Cross GAN is able to generate crossing sequences of pedestrians in the form of human pose sequences. The Ped-Cross GAN is trained with the Pedestrian Scenario dataset. The novel Pedestrian Scenario dataset, derived from existing datasets, enables training on richer pedestrian scenarios. We demonstrate an example of its use through training and testing the Ped-Cross GAN. The results show that the Ped-Cross GAN is able to generate new crossing scenarios that are of the same distribution from those contained in the Pedestrian Scenario dataset. Having a method with these capabilities is important for the future of transport, as it will allow for the adequate testing of Connected and Autonomous Vehicles on how they correctly perceive the intention of pedestrians crossing the street, ultimately leading to fewer pedestrian casualties on our roads.


2021 ◽  
Vol 13 (9) ◽  
pp. 4859
Author(s):  
Xieling Chen ◽  
Di Zou ◽  
Haoran Xie ◽  
Gary Cheng

Computers in Human Behavior (CHB) is a well-established source with a wide range of audiences in the field of human interactions with computers and has been one of the most widely acknowledged and leading venues with significant scientific impact for more than 35 years. This review provides an overview of the status, trends, and particularly the thematic structure of the CHB by adopting bibliometrics and structural topic modeling on 5957 studies. Specifically, we analyzed the trend of publications, identified major institutions and countries/regions, detected scientific collaboration patterns, and uncovered important topics. Significant findings were presented. For example, the contribution of the USA and Open University of Netherlands was highlighted. Important research topics such as e-commerce, social interactions and behaviors, public opinion and social media, cyberbullying, online sexual issues, and game andgamification were identified. This review contributes to the CHB community by justifying the interest in human behavior issues concerning computer use and identifying future research lines on this topic.


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