13,797 research outputs found

    Motion sickness evaluation and comparison for a static driving simulator and a dynamic driving simulator

    Get PDF
    This paper deals with driving simulation and in particular with the important issue of motion sickness. The paper proposes a methodology to evaluate the objective illness rating metrics deduced from the motion sickness dose value and questionnaires for both a static simulator and a dynamic simulator. Accelerations of the vestibular cues (head movements) of the subjects were recorded with and without motion platform activation. In order to compare user experiences in both cases, the head-dynamics-related illness ratings were computed from the obtained accelerations and the motion sickness dose values. For the subjective analysis, the principal component analysis method was used to determine the conflict between the subjective assessment in the static condition and that in the dynamic condition. The principal component analysis method used for the subjective evaluation showed a consistent difference between the answers given in the sickness questionnaire for the static platform case from those for the dynamic platform case. The two-tailed Mann–Whitney U test shows the significance in the differences between the self-reports to the individual questions. According to the two-tailed Mann–Whitney U test, experiencing nausea (p = 0.019 < 0.05) and dizziness (p = 0.018 < 0.05) decreased significantly from the static case to the dynamic case. Also, eye strain (p = 0.047 < 0.05) and tiredness (p = 0.047 < 0.05) were reduced significantly from the static case to the dynamic case. For the perception fidelity analysis, the Pearson correlation with a confidence interval of 95% was used to study the correlations of each question with the x illness rating component IRx, the y illness rating component IRy, the z illness rating component IRz and the compound illness rating IRtot. The results showed that the longitudinal head dynamics were the main element that induced discomfort for the static platform, whereas vertical head movements were the main factor to provoke discomfort for the dynamic platform case. Also, for the dynamic platform, lateral vestibular-level dynamics were the major element which caused a feeling of fear

    Vibrations in dynamic driving simulator: Study and implementation

    Get PDF
    This paper shows the effect of adding vibrations in a car cabin during driving simulation on driver perception. Actually, current dynamic driving simulators induce the simulator sickness and it still difficult for the driver to project himself in the virtual reality due to a lack of perception. To know the effect of vibrations on a subject, the effect of the whole body vibration must be defined, as the sources of vibration in a car cabin. After determining all the parameters we propose to determine a formula to produce the vibrations in function of the car state, the road and the boundary conditions. Then experimentation with nine subjects is done to define the exact effect of the vibrations and the new perception of the road in the simulation. In order to do these experimentations, three actuators were installed inside the cabin of the car driving simulator from Institut Image – Arts et Metiers ParisTech

    The Leeds Advanced Driving Simulator: Three Years In Operation

    Get PDF
    The Leeds Advanced Driving Simulator (LADS) at the University of Leeds is a medium cost fixed-base simulator and its development has been funded by the Science and Engineering Research Council (now EPSRC). It has been fully operational since mid-1993 for rural-road scenes (Carsten and Gallimore, 1993) but currently simulation of urban environments and vehicle interactions are possible too. This paper focuses on the recent development of LADS. Also detailed other recent research projects carried out in the simulator to date

    The Leeds Advanced Driving Simulator: Three Years In Operation

    Get PDF
    The Leeds Advanced Driving Simulator (LADS) at the University of Leeds is a medium cost fixed-base simulator and its development has been funded by the Science and Engineering Research Council (now EPSRC). It has been fully operational since mid-1993 for rural-road scenes (Carsten and Gallimore, 1993) but currently simulation of urban environments and vehicle interactions are possible too. This paper focuses on the recent development of LADS. Also detailed other recent research projects carried out in the simulator to date

    Scoping Study for a Realistic Driving Simulator: Final Report.

    Get PDF
    1. INTRODUCTION This report documents the results of a study carried out between December 1989 and March 1990 to determine the most suitable equipment to be purchased for building a driving simulator at the Institute for Transport Studies at the University of Leeds. This "scoping study" was intended to accomplish three main tasks: 1. A review of existing facilities both in the UK and elsewhere in Europe to ascertain what has already been achieved and what is the current state of the art. 2. Initial discussions with potential users on desired features to be built in to the simulator. 3. Discussions with equipment suppliers in the light of what was found out in Tasks 1 and 2, so that the appropriate equipment could be specified. The report documents in subsequent sections the findings of the first two tasks. It then summarizes the conclusions that were reached on the overall simulator design, on the required features of the simulator and on the effort required to develop an operational simulator from the various hardware components. Finally, recommendations are made on the equipment to be purchased in the light of the recommended configuration, the discussion with equipment suppliers under Task 3 and the budget allocated

    Towards the development of a User Interface to model scenarios on driving Simulators

    Get PDF
    International audienceScenario Modeling on driving simulator requires careful consideration and controlled environment (depending on the research objectives) to achieve the desired goal of the experiment. It is one of the critical steps while designing and implementing an experiment on a driving simulator. It specifies where and what happens in the simulator by specifying, where to place the virtual objects and what those objects will be doing during the experimental trials. But complex and technical nature of driving simulator makes it difficult for the end-users (behavioral researchers/trainers) to design and execute and experimental protocol

    Validation of driving simulator and driver perception of vehicle mounted attenuator markings in work zones

    Get PDF
    This research work sought to validate the driving simulator at Missouri University of Science and Technology and to evaluate the vehicle mounted attenuator (VMA) markings for various times of day. For comprehensive validation of the driving simulator, a framework is proposed which is demonstrated using a fixed-base driving simulator. Objective and subjective evaluations were conducted, and validation of the driving simulator was performed at specific locations and along the highway. Field data were collected for a partial lane closure using a global positioning system (GPS) along the work zone and supplemented with video recordings of traffic data at specific locations in the work zone. The work zone scenario was reconstructed in a driving simulator and analyzed with 46 participants. The results of objective evaluation established the absolute and relative validity of the driving simulator. The results of subjective evaluation of the simulator indicated realistic experience by the participants. Evaluation of four VMAs used by departments of transportation (DOTs) in work zones determined the effectiveness of specific striping patterns and color combinations. The survey of DOTs indicate that the yellow and black inverted \u27V\u27 pattern is the most widely used since it is the one most often provided by VMA suppliers. A driving simulator study was then conducted to evaluate each VMA for use during the day, at dusk, and at night. By driving through virtual highway work zones, 120 participants of various ages evaluated the VMA markings. Additionally, the drivers completed a detailed subjective survey. The results of the objective and subjective evaluations indicate that, overall, the red and white checkerboard pattern is most effective --Abstract, page iv

    Weighting Waiting: Evaluating the Perception of In-Vehicle Travel Time Under Moving and Stopped Conditions

    Get PDF
    This paper describes experiments comparing traditional computer administered stated preference with virtual experience stated preference to ascertain how people value stopped delay compared with stop-and- go or freeflow traffic. The virtual experience stated preference experiments were conducted using a wrap around driving simulator. The two methods produced two different results, with the traditional computer assisted stated preference suggesting that ramp delay is 1.6 Ð 1.7 times more onerous than freeway time, while the driving simulator based virtual experience stated preference suggested that freeway delay is more onerous than ramp delay. Several reasons are hypothesized to explain the differences, including recency, simultaneous versus sequential comparison, awareness of public opinion, the intensity of the stop-and-go traffic, and the fact that driving in the real-world is a goal directed activity. However without further research, which, if any, of these will eventually prove to be the reason is unclear. What is clear is that a comparison of the computer administered stated preference with virtual experience stated preference produces different results, even though both procedures strive to find the same answers in nominally identical sets of conditions. Because people experience the world subjectively, and make decisions based on those subjective experiences, future research should be aimed at better understanding the differences between these subjective methodologies.transportation, travel behavior, driving simulator, ramp meters
    • 

    corecore