Search results for "driving simulator"
showing 10 items of 27 documents
Messages beyond the phone: Processing variable message signs while attending hands-free phone calls.
2021
We examined the effects of different types of cognitive distraction coming from a hands-free phone conversation on the processing of information provided by variable message signs (VMS), on driving performance indicators, and on a physiological index of mental effort (heart rate). Participants drove a route in a driving simulator and had to respond to VMS messages under three conditions: no-distraction, visuospatial distraction (attending phone calls with questions inducing visuospatial processing), and conceptual distraction (attending phone calls with questions requiring semantic memory). Results showed more errors responding to VMS messages in the visuospatial distraction condition. In a…
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…
The Influence of the feedback control of the hexapod platform of the SAAM dynamic driving simulator on neuromuscular dynamics of the drivers
2012
Multi sensorial cues (visual, auditory, haptic, inertial, vestibular, neuromuscular) [Ang2] play important roles to represent a proper sensation (objectively) and so a perception (subjectively as cognition) in driving simulators. Driving simulator aims at giving the sensation of driving as in a real case. For a similar situation, the driver has to react in the same way as in reality in terms of ‘self motion’. To enable this behavior, the driving simulator must enhance the virtual immersion of the subject in the driving situation. The subject has to perceive the motion of his own body in the virtual scene of the virtual car as he will have in a real car. For that reason, restituting the iner…
Hand-Held texting is less distracting than texting with the phone in a holder: anyway, don't do it
2015
We studied the effects of texting while driving and the effects of mobile phone position (hand-held, holder) on drivers' lane-keeping performance, experienced workload, and in-car glance durations in a motion-platform driving simulator with 24 participants. Overall, we found the known negative effects of texting on lane-keeping performance, workload, and visual attention on road, suggesting that texting on the road in any manner is not risk-free. As a novel finding, we found that hand-held texting led to fewer lane-keeping errors and shorter total glance times off road compared to texting with the phone in a holder. We suggest the explanation is that the drivers had considerably more experi…
Visual-manual in-car tasks decomposed: text entry and kinetic scrolling as the main sources of visual distraction
2013
Distraction effects of in-car tasks with a touch screen based navigation system user interface were studied in a driving simulator experiment with eye tracking. The focus was to examine which particular in-car task components visually distract drivers the most. The results indicate that all of the visual-manual in-car tasks led to increased levels of experienced demands and to lower driving speeds. The most significant finding was that text entry and kinetic scrolling of lists were the main sources of visual distraction whereas simple selection tasks with familiar target locations led to least severe distraction effects.
Car following: Comparing distance-oriented vs. inertia-oriented driving techniques
2018
The rationale behind most car-following (CF) models is the possibility to appraise and formalize how drivers naturally follow each other. Characterizing and parametrizing Normative Driving Behavior (NDB) became major goals, especially during the last 25 years. Most CF models assumed driver propensity for constant, safe distance is axiomatic. This paper challenges the idea of safety distance as the main parameter defining a unique (or natural) NDB. Instead, it states drivers can adapt to reactive and proactive car following. Drawing on recent CF models close to the Nagoya paradigm and on other phenomena (e.g., wave movement in Nature), we conceived car following by Driving to keep Inertia (D…
Multi-Control Virtual Reality Driving Simulator
2019
Immersive technologies (virtual and augmented reality) started gaining a lot of ground over the past few years initially in the video game industry, followed by simulators and finally integrated into many other classic applications. This paper aims to analyze how users respond to using new controlling devices in a scene designed as a driving simulator (race car track). The landscape and the controls are specifically tailored for interactions within immersive environments. In order to understand the capabilities of the experimental application and evaluate the new controls, several tests were conducted. The results are presented from a user experience perspective, emphasizing qualities, side…
Feasibility Analysis For Constrained Model Predictive Control Based Motion Cueing Algorithm
2019
International audience; This paper deals with motion control for an 8-degree-of-freedom (DOF) high performance driving simulator. We formulate a constrained optimal control that defines the dynamical behavior of the system. Furthermore, the paper brings together various methodologies for addressing feasibility issues arising in implicit model predictive control-based motion cueing algorithms.The implementation of different techniques is described and discussed subsequently. Several simulations are carried out in the simulator platform. It is observed that the only technique that can provide ensured closed-loop stability by assuring feasibility over all prediction horizons is a braking law t…
Visual Distraction Effects between In-Vehicle Tasks with a Smartphone and a Motorcycle Helmet-Mounted Head-Up Display
2018
Besides motorists, also motorcyclists need safer user interfaces to interact with useful applications on the road. In this paper, distraction effects of in-vehicle tasks conducted with a head-up display (HUD) for motorcyclists were compared to smartphone tasks with 24 participants in a driving simulator. Compared to the smartphone tasks, the head-up display tasks decreased the percentage of inappropriately long glances by 45 percent. The head-up display tasks were also experienced as less demanding than the smartphone tasks. Additionally, the use of head-up display for navigation did not lead to gaze concentration effects compared to baseline driving. The head-up display is concluded to be …
Effectiveness and user acceptance of infotainment-lockouts: A driving simulator study
2019
Abstract Lockout is a system-initiated distraction mitigation strategy that renders certain features of in-vehicle information systems (IVISs) non operable while the vehicle is in motion. The aim of this driving simulator study was to examine the influence of lockouts on driving performance and user acceptance. Overall, 52 participants performed six tasks with fully unlocked, partially locked, and completely locked IVIS. Within a repeated-measures design, we assessed user acceptance. As participants were free to decide where to conduct a secondary task, we could only analyse driving performance of 26 drivers. After each driving section, the participants rated the respective system with resp…