33,742 research outputs found

    Paving the Roadway for Safety of Automated Vehicles: An Empirical Study on Testing Challenges

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    The technology in the area of automated vehicles is gaining speed and promises many advantages. However, with the recent introduction of conditionally automated driving, we have also seen accidents. Test protocols for both, conditionally automated (e.g., on highways) and automated vehicles do not exist yet and leave researchers and practitioners with different challenges. For instance, current test procedures do not suffice for fully automated vehicles, which are supposed to be completely in charge for the driving task and have no driver as a back up. This paper presents current challenges of testing the functionality and safety of automated vehicles derived from conducting focus groups and interviews with 26 participants from five countries having a background related to testing automotive safety-related topics.We provide an overview of the state-of-practice of testing active safety features as well as challenges that needs to be addressed in the future to ensure safety for automated vehicles. The major challenges identified through the interviews and focus groups, enriched by literature on this topic are related to 1) virtual testing and simulation, 2) safety, reliability, and quality, 3) sensors and sensor models, 4) required scenario complexity and amount of test cases, and 5) handover of responsibility between the driver and the vehicle.Comment: 8 page

    Analysis of distracted pedestrians' waiting time: Head-Mounted Immersive Virtual Reality application

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    This paper analyzes the distracted pedestrians' waiting time before crossing the road in three conditions: 1) not distracted, 2) distracted with a smartphone and 3) distracted with a smartphone in the presence of virtual flashing LED lights on the crosswalk as a safety measure. For the means of data collection, we adapted an in-house developed virtual immersive reality environment (VIRE). A total of 42 volunteers participated in the experiment. Participants' positions and head movements were recorded and used to calculate walking speeds, acceleration and deceleration rates, surrogate safety measures, time spent playing smartphone game, etc. After a descriptive analysis on the data, the effects of these variables on pedestrians' waiting time are analyzed by employing a cox proportional hazard model. Several factors were identified as having impact on waiting time. The results show that an increase in initial walk speed, percentage of time the head was oriented toward smartphone during crossing, bigger minimum missed gaps and unsafe crossings resulted in shorter waiting times. On the other hand, an increase in the percentage of time the head was oriented toward smartphone during waiting time, crossing time and maze solving time, means longer waiting times for participants.Comment: Published in the proceedings of Pedestrian and Evacuation Dynamics 201

    A holistic multi-scale approach to using 3D scanning technology in accident reconstruction

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    Three-dimensional scanning and documentation methods are becoming increasingly employed by law enforcement personnel for crime scene and accident scene recording. Three-dimensional documentation of the victim’s body in such cases is also increasingly used as the field of forensic radiology and imaging is expanding rapidly. These scanning technologies enable a more complete and detailed documentation than standard autopsy. This was used to examine a fatal pedestrian-vehicle collision where the pedestrian was killed by a van whilst crossing the road. Two competing scenarios were considered for the vehicle speed calculation: the pedestrian being projected forward by the impact or the pedestrian being carried on the vehicle’s bonnet. In order to assist with this, the impact area of the accident vehicle was scanned using laser surface scanning, the victim was scanned using postmortem CT and micro-CT and the data sets were combined to virtually match features of the vehicle to injuries on the victim. Micro-CT revealed additional injuries not previously detected, lending support to the pedestrian-carry theory

    Surrogate in-vehicle information systems and driver behaviour: Effects of visual and cognitive load in simulated rural driving

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    The underlying aim of HASTE, an EU FP5 project, is the development of a valid, cost-effective and reliable assessment protocol to evaluate the potential distraction of an in-vehicle information system on driving performance. As part of this development, the current study was performed to examine the systematic relationship between primary and secondary task complexity for a specific task modality in a particular driving environment. Two fundamentally distinct secondary tasks (or surrogate in-vehicle information systems, sIVIS) were developed: a visual search task, designed such that it only required visual processing/demand and an auditory continuous memory task, intended to cognitively load drivers without any visual stimulus. A high fidelity, fixed-base driving simulator was used to test 48 participants on a car following task. Virtual traffic scenarios varied in driving demand. Drivers compensated for both types of sIVIS by reducing their speed (this result was more prominent during interaction with the visual task). However, they seemed incapable of fully prioritising the primary driving task over either the visual or cognitive secondary tasks as an increase in sIVIS demand was associated with a reduction in driving performance: drivers showed reduced anticipation of braking requirements and shorter time-to-collision. These results are of potential interest to designers of in-vehicle systems

    Generating a 3D Simulation of a Car Accident from a Written Description in Natural Language: the CarSim System

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    This paper describes a prototype system to visualize and animate 3D scenes from car accident reports, written in French. The problem of generating such a 3D simulation can be divided into two subtasks: the linguistic analysis and the virtual scene generation. As a means of communication between these two modules, we first designed a template formalism to represent a written accident report. The CarSim system first processes written reports, gathers relevant information, and converts it into a formal description. Then, it creates the corresponding 3D scene and animates the vehicles.Comment: 8 pages, ACL 2001, Workshop on Temporal and Spatial Information Processin

    Reducing driver distraction by utilizing augmented reality head-up display system for rear passengers

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    Evaluation of the game development process of a location-based mobile game

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    There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the game’s goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process
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