6 research outputs found
Analysis of distracted pedestrians' waiting time: Head-Mounted Immersive Virtual Reality application
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
Analysis of Pedestrian Stress Level Using GSR Sensor in Virtual Immersive Reality
Level of emotional arousal of one's body changes in response to external stimuli in an environment. Given the risks involved while crossing streets, particularly at unsignalized mid-block crosswalks, one can expect a change in the stress level of pedestrians. In this study, we investigate the levels and changes in pedestrian stress, under different road crossing scenarios in immersive virtual reality. To measure stress level of pedestrians, we used Galvanic Skin Response (GSR) sensors. To collect the required data for the model, Virtual Immersive Reality Environment (VIRE) tool is used, which enables us to measure participant's stress levels in a controlled environment. Detailed experiments were conducted over a 5-month period, with 180 participants from four different places in Toronto to cover a heterogeneous population. Data collected are used to develop behavioural models, to observe the contribution of different variables on increasing pedestrian stress level. The initial modelling results suggested that the density of vehicles has a positive effect, meaning as the density of vehicles increases, so does the stress levels for pedestrians. The sociodemographic information has a relationship to individual’s stress levels. It was noted that younger pedestrians have lower amount of stress when crossing as compared to older pedestrians which have higher amounts of stress. Geometric variables has an impact on the stress level of pedestrians. The greater the number of lanes the greater the observed stress, which is due the crossing distance increasing, while the walking speed remaining the same
Travel Mode Detection Exploiting Cellular Network Data
There has been growing interest in exploiting cellular network data for transportation planning purposes in recent years. In this paper, we utilize these data for determining mode of travel in the city of Shiraz, Iran. Cellular data records -including location updates in 5minute time intervals- of 300,000 users from the city of Shiraz has been collected for 40 hours in three consecutive days in a cooperation with the major telecommunications service provider of the country. Depending on the density of mobile BTS’s in different zones of the city, the user location can be located within an average of 200 meters. Considering data filtering and smoothing, data preparation and converting them to comprehensible traces is a large portion of the work. A novel approach to identify stay locations is proposed and implemented in this paper. Origin-Destination matrices are then created based on trips detected, which shows acceptable consistency with current O-D matrices. Finally, Travel times for all trips of a user is estimated as the main attribute for clustering. Trips between same origin and destination zones are combined together in a group. Using K-means algorithm, records within each group are the portioned in two or three clusters, based on their travel speeds. Each cluster represents a certain mode of travel; walking, public transportation or driving a private car
Analysis of distracted pedestrians’ waiting times: Head-mounted immersive virtual reality application
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
Analysis of distracted pedestrians’ waiting times: Head-mounted immersive virtual reality application
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