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Virtual Reality Driving Simulator for Analysis of User Response Time

Virtual Reality Driving Simulator for Analysis of User Response Time PDF Author: Rahul Karne
Publisher:
ISBN:
Category :
Languages : en
Pages :

Book Description
The purpose of this master's thesis is to investigate and analyze the ability of individual users of a virtual reality (VR) driving simulator to react to a set of complex scenarios involving various accident-prone scenarios in a mixed virtual environment. The virtual environment is realistic enough to examine the response times in complex scenarios, and to identify the response time taken and the factors affecting it. The final result identifies the response time and represented the correlation between demographics and the driver's behavior.

Virtual Reality Driving Simulator for Analysis of User Response Time

Virtual Reality Driving Simulator for Analysis of User Response Time PDF Author: Rahul Karne
Publisher:
ISBN:
Category :
Languages : en
Pages :

Book Description
The purpose of this master's thesis is to investigate and analyze the ability of individual users of a virtual reality (VR) driving simulator to react to a set of complex scenarios involving various accident-prone scenarios in a mixed virtual environment. The virtual environment is realistic enough to examine the response times in complex scenarios, and to identify the response time taken and the factors affecting it. The final result identifies the response time and represented the correlation between demographics and the driver's behavior.

Driving in Virtual Reality

Driving in Virtual Reality PDF Author: Björn Blissing
Publisher: Linköping University Electronic Press
ISBN: 9179298176
Category : Electronic books
Languages : en
Pages : 58

Book Description
In the last decades, there has been a substantial increase in the development of complex active safety systems for automotive vehicles. These systems need to be tested for verification and validation to ensure that the system intervenes in the correct situations using the correct measures. There are multiple methods available to perform such testing. Software-in-the-loop and hardware-in-the-loop testing offer effective driverless testing. Other methods increase the fidelity by including human drivers, such as driving simulators and experiments performed at test tracks. This thesis examines vehicle-in-the-loop testing, an innovative method where the driver of a real vehicle wears a head-mounted display that displays virtual targets. This method combines the benefits of driving simulators with the benefits of using a real vehicle on a test track. Driving simulators offer repeatability, safety, and the possibility of complex interactions between actors. In contrast, the real vehicle provides the correct vehicle dynamics and motion feedback. There is a need to know how the technology behind the method might influence the results from vehicle-in-the-loop testing. Two techniques for vehicle-in-the-loop systems are studied. The first involves video-see through head-mounted displays, where the focus of the research is on the effects of visual latency on driving behavior. The results show that lateral driving behavior changes with added latency, but longitudinal behavior appears unaffected. The second system uses an opaque head-mounted display in an entirely virtual world. The research shows that this solution changes speed perception and results in a significant degradation in performance of tasks dependent on visual acuity. This research presents results that are relevant to consider when developing vehicle-in-the-loop platforms. The results are also applicable when choosing scenarios for this test method. Dagens fordon innehåller fler och fler säkerhetssystem. Vissa av dessa system ger varningar i potentiellt kritiska trafiksituationer. Det finns också mer komplexa system som tillfälligt kan ta kontroll över fordonet för att förhindra en olycka eller åtminstone mildra effekterna. Komplexiteten hos dessa system innebär att man måste genomföra omfattande tester. Både för att se att systemen reagerar vid rätt tidpunkt, men också för att se att valet av åtgärd är korrekt. Det finns många olika sätt att testa dessa system. Man börjar vanligtvis med simuleringar av programvara och hårdvara. Därefter kan systemet introduceras i ett fordon för att se vilka effekter systemet har när det interagerar med en riktig förare. Att utföra tester med förare ställer dock höga säkerhetskrav, och det är ofta svårt att samordna komplexa trafiksituationer på en testbana. Traditionellt har körsimulatorer varit ett naturligt alternativ eftersom de kan utföra komplexa scenarier i en säker miljö. Denna avhandling undersöker en testmetod där man utrustar föraren med en virtual reality-display. Genom att presentera omvärlden med hjälp av virtual reality, så kan man genomföra scenarion som tidigare varit omöjliga på en testbana. Det kan dock finnas inbyggda begränsningar i virtual reality tekniken som kan påverka körbeteendet. Det är därför viktigt att hitta och kvantifiera dessa effekter för att kunna lita på resultaten från testmetoden. Att känna till dessa effekter på körbeteendet dessutom kan hjälpa till att avgöra vilka typer av scenarier som är lämpade för denna testmetod. Det är också viktig information för att avgöra var man bör fokusera den tekniska utvecklingen av testutrustningen.

Quality of Experience

Quality of Experience PDF Author: Sebastian Möller
Publisher: Springer
ISBN: 331902681X
Category : Technology & Engineering
Languages : en
Pages : 431

Book Description
This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline “Quality of Experience” and combine the state-of-the-art knowledge in one single volume.

HCI International 2020 – Late Breaking Papers: Digital Human Modeling and Ergonomics, Mobility and Intelligent Environments

HCI International 2020 – Late Breaking Papers: Digital Human Modeling and Ergonomics, Mobility and Intelligent Environments PDF Author: Constantine Stephanidis
Publisher: Springer Nature
ISBN: 3030599876
Category : Computers
Languages : en
Pages : 623

Book Description
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 42 late breaking papers presented in this volume were organized in topical sections as follows: HCI in Automotive; Interaction in Intelligent Environments; and Digital Human Modeling and Ergonomics.

Handbook of Driving Simulation for Engineering, Medicine, and Psychology

Handbook of Driving Simulation for Engineering, Medicine, and Psychology PDF Author: Donald L. Fisher
Publisher: CRC Press
ISBN: 1420061011
Category : Technology & Engineering
Languages : en
Pages : 728

Book Description
Effective use of driving simulators requires considerable technical and methodological skill along with considerable background knowledge. Acquiring the requisite knowledge and skills can be extraordinarily time consuming, yet there has been no single convenient and comprehensive source of information on the driving simulation research being conduc

Presence and Beyond: Evaluating User Experience in AR/MR/VR

Presence and Beyond: Evaluating User Experience in AR/MR/VR PDF Author: Richard Skarbez
Publisher: Frontiers Media SA
ISBN: 2832501397
Category : Technology & Engineering
Languages : en
Pages : 221

Book Description


Social Robotics

Social Robotics PDF Author: Shuzhi Sam Ge
Publisher: Springer
ISBN: 3030052044
Category : Computers
Languages : en
Pages : 635

Book Description
This book constitutes the refereed proceedings of the 10th International Conference on Social Robotics, ICSR 2018, held in Qingdao, China, in November 2018.The 60 full papers presented were carefully reviewed and selected from 79 submissions. The theme of the 2018 conference is: Social Robotics and AI. In addition to the technical sessions, ICSR 2018 included 2 workshops:Smart Sensing Systems: Towards Safe Navigation and Social Human-Robot Interaction of Service Robots.

Demonstration of a Virtual Reality Driving Simulation Platform

Demonstration of a Virtual Reality Driving Simulation Platform PDF Author: Mingming Wang
Publisher:
ISBN:
Category : Automobile driving simulators
Languages : en
Pages : 0

Book Description
"Modern autonomous driving is undergoing a period of rapid evolution. Image processing, computer vision, and remote sensing, among others, have played crucial roles in the creation of safe and reliable robotic automobiles. However, some robotic vehicles still have difficulties in their driving mechanisms even though the current mainstream autonomous driving approaches seem to be effective in fulfilling driving duties. There have been several high-profile incidents in the early years of testing that have prompted some to question whether or not all relevant domains have been explored in order to attain human-like driving. The current sensor technique based on machine learning needs training miles logged while actually driving. The public's safety is at risk, however, during on-road testing. Furthermore, sensor data is not as effective as a vigilant human driver who has intelligent gaze behavior to promote safe driving over extended distances. The use of human-inspired algorithms to decide when and where to sample the visual world may allow autonomous cars to digest data more efficiently. Thus, I believe that a driving simulation platform strikes a good middle ground between the need of data collection on human drivers and the ethical considerations inherent in collecting data when people are really driving. The combination of human perception and autonomous driving may be studied with the use of an integrated eye-tracker in the platform. The goal of this dissertation is to build a VR driving simulation platform that can be used to investigate a wide range of issues. This environment is a virtual reality 3D engine Unity for HTC Vive head-mounted display (HMD), providing a realistic driving experience. I created a simulated driving environment similar to a tunnel to evaluate the fidelity of this platform in real-world conditions. The platform's data was compared to previously published on-road studies, such as driving speed and lateral lane position. To prove our platform's use as a research tool, I compare the results of this driving simulator with those of real-world road testing. In addition, a Tobii eye-tracker has been included in the HMD to record the drivers' eye movements, including their 3D gaze point of regard (POR), during the evaluation. The data set were assessed for the correlations with driving behaviors. Contributions of this study consist of the following parts: 1) developed an affordable, modular, and realistic simulation platform that is capable of being utilized and extended to multiple research fields, such as perception, psychology, animation, game design, computer science; 2) built the connection between driving behaviors and the gaze database; 3) established component models that benefit researchers for future usage."--Abstract.

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders PDF Author: Giuseppe Riva
Publisher: MDPI
ISBN: 3039437755
Category : Medical
Languages : en
Pages : 316

Book Description
In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.

Computational Neuroscience

Computational Neuroscience PDF Author: J.M. Bower
Publisher: Elsevier
ISBN: 0080929486
Category : Science
Languages : en
Pages : 1165

Book Description
This volume includes papers originally presented at the 8th annual Computational Neuroscience meeting (CNS'99) held in July of 1999 in Pittsburgh, Pennsylvania. The CNS meetings bring together computational neuroscientists representing many different fields and backgrounds as well as experimental preparations and theoretical approaches. The papers published here range across vast levels of scale from cellular mechanisms to cognitive brain studies. The subjects of the research include many different preparations from invertebrates to humans. In all cases the work described in this volume is focused on understanding how nervous systems compute. The research described includes subjects like neural coding and neuronal dendrites and reflects a trend towards forging links between cognitive research and neurobiology. Accordingly, this volume reflects the breadth and depth of current research in computational neuroscience taking place throughout the world.