0000000000400035

AUTHOR

Florent Colombet

showing 3 related works from this author

Visual scale factor for speed perception

2011

Speed perception is an important task depending mainly on optic flow that the driver must perform continuously to control his/her vehicle. Unfortunately, it appears that in some driving simulators speed perception is under estimated, leading into speed production higher than in real conditions. Perceptual validity is then not good enough to study driver’s behavior. To solve this problem, a technique has recently seen the light, which consists of modifying the geometric field of view (GFOV) while keeping the real field of view (FOV) constant. We define our visual scale factor as the ratio between the GFOV and the FOV. The present study has been carried out on the SAAM dynamic driving simulat…

EngineeringSynthèse d'image et réalité virtuelle [Informatique]media_common.quotation_subject[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]Field of view02 engineering and technologyVisual scaleperceptionIndustrial and Manufacturing EngineeringRendering (computer graphics)Perception0202 electrical engineering electronic engineering information engineeringDriving simulation0501 psychology and cognitive sciencesComputer vision050107 human factorsSimulationmedia_commondriving simulationbusiness.industry05 social sciencesDriving simulator[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]Computer Graphics and Computer-Aided Design[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Computer Science ApplicationsVibrationInterface homme-machine [Informatique]Speed perception020201 artificial intelligence & image processingArtificial intelligencebusinessfield of viewSoftware
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Visual scale factor for speed perception rendering in car driving simulation

2010

Speed perception is an important task that the driver must perform continuously to control his/her vehicle. It appears that many factors influence this perception: height of the point of view, field of view, realism of the environment, but also realism of audio and proprioceptive rendering. If some high-performance car driving simulators are able to render motion satisfactorily according to all these criteria, it is not always the case. As a result, speed perception is thus often under estimated, leading into producing higher speeds than in real conditions. Perceptual validity is then not good enough to study driver's behavior. To solve this problem, a technique has recently seen the light,…

driving simulationchamp de visionmotion cueing[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]restitution visuelleperception de vitesse[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]restitution du mouvement[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]speed perceptionvisual cueingoptic flowchamp de vision géométriquegeometric field of viewflux optiquefield of viewsimulation de conduite
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Pitch tilt rendering for an 8-DOF driving simulator

2015

International audience; Tilt coordination technique is used for reproducing a sustained linear acceleration in driving simulation by tilting the simulator cabin. Thus a part of gravity is interpreted as a horizontal acceleration. Between the slow rotational motion limited by the rotational perception threshold of semi-circular canals of vestibular system and the fast change of acceleration to render, the design of coupling motions of rotation and translation plays a critical role in the realism of driving simulator. We present here an experiment focusing on longitudinal accelerations rendering with pitch tilt coordination technique. Eight drivers experienced the same accelerations and decel…

driving simulationSynthèse d'image et réalité virtuelle [Informatique]vestibular system[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]Modélisation et simulation [Informatique][INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Interface homme-machine [Informatique]pitch acceleration thresholdtilt coordinationPhysics::Accelerator Physics[INFO.INFO-MO] Computer Science [cs]/Modeling and Simulation[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC][INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC]motion cueing algorithm
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