1,470 research outputs found

    Methodology to assess safety effects of future Intelligent Transport Systems on railway level crossings

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    There is consistent evidence showing that driver behaviour contributes to crashes and near miss incidents at railway level crossings (RLXs). The development of emerging Vehicle-to-Vehicle and Vehicle-to-Infrastructure technologies is a highly promising approach to improve RLX safety. To date, research has not evaluated comprehensively the potential effects of such technologies on driving behaviour at RLXs. This paper presents an on-going research programme assessing the impacts of such new technologies on human factors and drivers’ situational awareness at RLX. Additionally, requirements for the design of such promising technologies and ways to display safety information to drivers were systematically reviewed. Finally, a methodology which comprehensively assesses the effects of in-vehicle and road-based interventions warning the driver of incoming trains at RLXs is discussed, with a focus on both benefits and potential negative behavioural adaptations. The methodology is designed for implementation in a driving simulator and covers compliance, control of the vehicle, distraction, mental workload and drivers’ acceptance. This study has the potential to provide a broad understanding of the effects of deploying new in-vehicle and road-based technologies at RLXs and hence inform policy makers on safety improvements planning for RLX

    The Driving Simulator Visual Field in Glaucoma – A Novel Task to Test Available Field of View

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    Glaucoma causes peripheral vision loss and impaired driving performance. We developed a novel driving simulator visual field task (DSVF) in a panoramic driving simulator to map the available field of view under different perceptual task loads in naturalistic settings. Our hypothesis is that “available field of view” will decrease with increasing task load in both glaucoma subjects and controls. This is a cross-sectional study with 28 glaucoma subjects and 19 controls. DSVF (60̊ x 20̊ visual field at 2.5 m) was tested in a high-fidelity interactive driving simulator in 4 different scenarios: a) no distractions b) no driving condition with unrestricted head/eye movements c) driving d) driving with PASAT (Paced Auditory Serial Addition Test). Each test was repeated twice. The main outcome measure was a visual field index (DSVF-VFI). DSVF-VFI was compared to the Humphrey Visual field -HVF-VFI monocularly and binocularly to validate the test. The DSVF task was highly reproducible and comparable to HVF. An A-pillar scotoma appeared in all DSVF trials. In both glaucoma subjects and controls, the DSVF-VFI decreased with increasing task load. The DSVFI decreased significantly more in the glaucoma group as compared to the control group. We developed a predictive formula to predict available field of view while driving from clinic based HVF. Glaucoma subjects were impaired in completing multiple task demands, such as driving and DSVF- either because a) compensation for peripheral vision loss acts as a continuously present load on attention capacity b) glaucoma is associated with diminished cognitive capacity as compared to controls

    Evaluating interactions of task relevance and visual attention in driver multitasking

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    Use of cellular phones while driving, and safety implications thereof, has captured public and scientific interest. Previous research has shown that driver reactions and attention are impacted by cellular phone use. Generally, previous research studies have not focused on how visual attention and driver performance may interact. Strayer and colleagues found lower recognition for items present in the driving environment when drivers were using a cellular phone than when not using the phone; however, the tested items were not directly relevant to driving. Relevance to driving may have an impact on attention allocation. The current project used a mediumidelity driving simulator to extend previous research in two ways: 1) how attention is allocated across driving-relevant and -irrelevant items in the environment was investigated, and 2) driving performance measures and eye movement measures were considered together rather than in isolation to better illustrate the impact of cellular phone distraction on driver behavior. Results from driving performance measures replicated previous findings that vehicle control is negatively impacted by driver distraction. Interestingly, there were no interactions of relevance and distraction found, suggesting that participants responded to potential hazards similarly in driving-only and distraction conditions. In contrast to previous research, eye movement patterns (primarily measured by number of gazes) were impacted by distraction. Gaze patterns differed across relevance levels, with hazards receiving the most gazes, and signs receiving the fewest. The relative size of the critical items may have impacted gaze probability in this relatively undemanding driving environment. In contrast to the driving performance measures, the eye movement measures did show an interaction between distraction and relevance; thus, eye movements may be a more direct and more sensitive measure of driver attention. Recognition memory results were consistently near chance performance levels and did not reflect the patterns found in the eye movement or driving performance measures

    Multimodal MP3 Jukebox

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    This report, prepared for the Worcester Polytechnic Institute, describes the design, testing, and analysis of a voice- and button-controlled MP3 Jukebox for automotive applications. This project, sponsored by the Bose Corporation, incorporated modern software components and complete interaction features. An inexpensive, high-function driving simulation system was developed and used in conjunction with the Peripheral Detection Task (PDT) to measure driver distraction. As tested with four subjects, Jukebox interaction increased the overall median reaction time by 133 milliseconds
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