Search results for "interface homme-machine"
showing 10 items of 16 documents
Improving operational performance in altered gravity
2022
Human motor adaptation is crucial to remain efficient when exposed to unfamiliar environments. In these contexts, the efficient strategies developed by the brain to optimise movement can prove deficient. Dexterous manual movement execution in space therefore require the learning of new coordinated motor actions. Traditionally, adaptation mechanisms are tested in laboratory using robotic devices that disturb the limb specifically involved in the task while the dynamics of the rest of the body remain unchanged. Although participants build a more accurate representation of the task over repetitions, these approaches are limiting as they do not reflect the ecological adjustment to globally modi…
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…
Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method
2017
This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. Burgundy region through the JCE funding project
Comparing Tangible and Fully Virtual Haptic Systems for HMI Studies in Simulated Driving Situations
2019
International audience; The contribution of tangible and intangible feedback is compared for virtual tactile car Human-Machine Interfaces (HMI) design, to measure their performance both in static conditions and while driving. A subjectively calibrated transparent glass provides tangible passive haptics, and visual cues are used to study sensory substitution-based intangible interactions. The results show that the performance of the subjects was significantly improved in driving conditions as they interacted faster, more accurately and with a higher satisfaction. In addition, our findings highlight that the contribution of tangible systems is significantly lower in driving conditions, raisin…
Vers un environnement informatisé d'évaluation de la qualité ergonomique d'interfaces multimédia : Étude exploratoire
2000
Our objective is to encourage the human-computer interface designers to be more interested in the uses made of their product by taking into account to a higher degree the human-factor in the testing phase which often is too focused on technical aspects. We want to facilitate the integration of the user as a source of evaluation during the testing phase. Our aim is to offer the designer a software environment of practical tests that allow them to have their own products evaluated by their users. We undertook an experiment to explore the feasibility of this project.
Vers une assistance informatisée au diagnostic de la qualité ergonomique d'interfaces
2000
International audience; Notre objectif ici est d'encourager les concepteurs à s'intéresser aux usages de leur produit en prenant davantage en compte les facteurs humains dans la phase de test qui est souvent focalisée sur les aspects techniques. L'idée dans cette étude est donc de faciliter le recours aux utilisateurs comme source d'évaluation lors des tests de conception en apportant aux concepteurs un environnement logiciel de test pratique à mettre en œuvre pour faire évaluer leurs propres produits par des utilisateurs. Nous avons mené deux expériences de nature à explorer la faisabilité de ce projet.
The Effects of the Use of Serious Game in Eco-Driving Training
2016
International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…
Realism Score for Immersive Virtual Reality Systems and Driving Simulators
2016
International audience; Traditional 2D or 3D quality assessment methods are not sufficient to assess the realism of the outputs of a simulator/immersive virtual reality system. We propose an assessment method based on a scoring system through a new approach. The objective of this paper is to propose a score scale for any simulator or immersive display system that would represent how close to the human visual system the signals that are sent through the display are. Weighted items considered are contrast, acuity, frames per seconds, brightness, field of view and the number of color available.
Artificial Potential Field Simulation Framework for Semi-Autonomous Car Conception
2017
International audience; Artificial potential field is investigated to provide a high level of synergy between driver and semi-autonomous vehicle. This article presents a framework developed to test the performances of this approach. Stand-alone performances of this system is tested for a lane keeping and cruise control application. Performances are promising and future development is discussed.