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1.
Augmented reality (AR) technologies aim to optimize the visual attention of the driver by increasing the salience of high value elements. In such systems, ‘value’ is typically seen as linked to the general activity of driving, but not manoeuvres. However, several studies have shown that during activity, eye movements are specific to the immediate goal. In our experiment, 48 participants watched videos of automobile driving situations, during which they had to make decisions. In these videos, some situational cues were graphically highlighted. Depending on the experimental group, highlighted cues related to either the general driving task (e.g. road signs, pedestrians) or to a specific manoeuvre (e.g. look for overtaking cars before changing the lane). The results show that AR impacts the allocation of visual attention more strongly during the decision-making phase. In all AR conditions, the ability to extract information is less efficient. In particular, highlighting (by AR) general cues does not affect the detection of cues related to a manoeuvre, but it does change the allocation of visual attention: fixations are more numerous and less task-specific. 相似文献
2.
Driving simulators are highly valuable tools for various applications such as research, training, and rehabilitation. However, they are also known to cause simulator sickness, a special form of traditional motion sickness. Common side effects of simulator sickness include nausea, headache, dizziness, eye-strain, and/or disorientation, all symptoms which may negatively impact driving performance. The goal of the present study was to investigate the relationship between simulator sickness and driving performance obtained in a high-fidelity driving simulator. Twenty-one healthy participants were engaged in a simulated driving task containing rural, city, and highway sections for approx. 25 min. Participants were asked to drive naturally while obeying traffic rules and completing common driving maneuvers (including reactions to sudden events). Driving performance was evaluated based on various driving measures, such as lane positioning, speed measures, following distance, or the number of steering reversals. Simulator sickness was measured before, during, and after the simulated drive using a combination of the Simulator Sickness Questionnaire and the Fast Motion Sickness scale. Overall, correlations between the level of simulator sickness and driving performance measures were low to moderate (r’s from -0.37 to 0.40) and were not significant. Additionally, participants who reported higher levels of simulator sickness did not differ with regards to their driving performance from those who reported lower simulator sickness scores. Our results suggest that the presence of simulator sickness is not strongly related to performance in a driving simulator. 相似文献
3.
Omid Ranjbar Pouya Ahmad Byagowi Debbie M. Kelly Zahra Moussavi 《Quarterly journal of experimental psychology (2006)》2017,70(7):1406-1419
Age-related impairments during spatial navigation have been widely reported in egocentric and allocentric paradigms. However, the effect of age on more specific navigational components such as the ability to drive or update directional information has not received enough attention. In this study we investigated the effect of age on spatial updating of a visual target after a series of whole–body rotations and transitions using a novel landmark-less virtual reality (VR) environment. Moreover, a significant number of previous studies focused on measures susceptible to a general decline in motor skills such as the spent time navigating, the distance traversed. The current paper proposes a new compound spatial measure to assess navigational performance, examines its reliability and compares its power with those of the measures of duration and traversed distance in predicting participants' age and cognitive groups assessed by Montreal Cognitive Assessment (MoCA) scores. Using data from 319 adults (20–83 years), our results confirm the reliability, the age sensitivity, and the cognitive validity of the designed spatial measure as well as its superiority to the measures of duration and traversed distance in predicting age and MoCA score. In addition, the results show the significant effect of age cognitive status on spatial updating. 相似文献
4.
ObjectiveThis paper explores the links between driving style and the biological behavior of people while driving with dangerous negative emotions (such as anger, anxiety, and fear).BackgroundIt is highly important to study the behavior of humans from varying aspects to discover the factors affecting it. Driving style, as one of the critical aspects of the human factor, and biological behavior, as a factor influencing the performance of individuals, motivate us to examine the relationship between the two.MethodFor this purpose, a test was designed to record the biological signal data, namely, the Electrocardiogram (ECG), Electroencephalogram (EEG), Electromyogram (EMG), and Electrodermal activity (EDA), in a driving simulator with driving events prompting negative emotions. The Multidimensional Driving Style Inventory (MDSI) was employed to determine the driving style of participants.ResultsCorrelation analysis was engaged for data analysis. The results showed, firstly, a significant relationship between the participants’ driving style and their biological behavior and, secondly, the highest correlation between the EEG signal and driving style. Moreover, participants with a nervous and anxious style showed maximum change in biological behavior, while those with a reckless style displayed minimum alterations in biological behavior at the time of unpleasant events during driving.ConclusionConduction of such research can help better understand the behavior of different people while facing unpleasant driving events. 相似文献
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Visual cues can be used to train walking patterns. Here, we studied the performance and learning capacities of healthy subjects executing a high-precision visuomotor walking task, in an augmented reality training set-up. A beamer was used to project visual stepping targets on the walking surface of an instrumented treadmill. Two speeds were used to manipulate task difficulty. All participants (n = 20) had to change their step length to hit visual stepping targets with a specific part of their foot, while walking on a treadmill over seven consecutive training blocks, each block composed of 100 stepping targets. Distance between stepping targets was varied between short, medium and long steps. Training blocks could either be composed of random stepping targets (no fixed sequence was present in the distance between the stepping targets) or sequenced stepping targets (repeating fixed sequence was present). Random training blocks were used to measure non-specific learning and sequenced training blocks were used to measure sequence-specific learning. Primary outcome measures were performance (% of correct hits), and learning effects (increase in performance over the training blocks: both sequence-specific and non-specific). Secondary outcome measures were the performance and stepping-error in relation to the step length (distance between stepping target). Subjects were able to score 76% and 54% at first try for lower speed (2.3 km/h) and higher speed (3.3 km/h) trials, respectively. Performance scores did not increase over the course of the trials, nor did the subjects show the ability to learn a sequenced walking task. Subjects were better able to hit targets while increasing their step length, compared to shortening it. In conclusion, augmented reality training by use of the current set-up was intuitive for the user. Suboptimal feedback presentation might have limited the learning effects of the subjects. 相似文献
7.
By having subjects drive a virtual taxicab through a computer-rendered town, we examined how landmark and layout information interact during spatial navigation. Subject-drivers searched for passengers, and then attempted to take the most efficient route to the requested destinations (one of several target stores). Experiment 1 demonstrated that subjects rapidly learn to find direct paths from random pickup locations to target stores. Experiment 2 varied the degree to which landmark and layout cues were preserved across two successively learned towns. When spatial layout was preserved, transfer was low if only target stores were altered, and high if both target stores and surrounding buildings were altered, even though in the latter case all local views were changed. This suggests that subjects can rapidly acquire a survey representation based on the spatial layout of the town and independent of local views, but that subjects will rely on local views when present, and are harmed when associations between previously learned landmarks are disrupted. We propose that spatial navigation reflects a hierarchical system in which either layout or landmark information is sufficient for orienting and wayfinding; however, when these types of cues conflict, landmarks are preferentially used. 相似文献
8.
《Journal of Cognitive Psychology》2013,25(8):906-918
This study investigated the effects of body-centred information on the transfer of spatial learning using a wayfinding task and tasks that specifically probe the route and survey strategies of navigation. The subject learned a route in either a real or a virtual environment (VE; 3D scale model of a Bordeaux neighbourhood) and then reproduced it in the real environment. The involvement of body-based information was manipulated across the spatial learning conditions in the VE: participants learned with full body-based information (treadmill with rotation), with the translational component only (treadmill without rotation) or without body-based information (joystick). In the wayfinding task, the results showed a significant effect of the learning environment with the best scores obtained in the real and treadmill with rotation conditions. There was no significant difference between these two conditions, but the real condition was significantly different from the treadmill without rotation and joystick conditions. Also, the visual flow was sufficient to successfully perform the two egocentric tasks used as well as a direction estimation task (a survey task), in so far as there is no significant difference between the joystick and the treadmill conditions. By contrast, the distance estimates were improved by the treadmill condition including the translational component (but not the rotational component). Finally, our results show that treadmill with rotation promotes the transfer of spatial learning from a virtual to a real environment (compared to joystick and treadmill without rotation). Moreover, body-centred informations are more involved in allocentric (distance estimates) than egocentric navigational strategies. 相似文献
9.
Simulator sickness is a well-known side effect of driving simulation which may reduce the passenger well-being and performance due to its various symptoms, from pallor to vomiting. Numerous reducing countermeasures have been previously tested; however, they often have undesirable side effects. The present study investigated the possible effect of seat vibrations on simulator sickness. Three configurations were tested: no vibrations, realistic ones and some that might affect the proprioception. Twenty-nine participants were exposed to the three configurations on a four-minute long automated driving in a simulator equipped with a vibration platform. Simulator sickness was estimated thanks to the Simulator Sickness Questionnaire (SSQ) and to a postural instability measure. Results showed that vibrations help to reduce the sickness. Our findings demonstrate that some specific vibration configurations may have a positive impact on the sickness, thus confirming the usefulness of devices reproducing the road vibrations in addition to creating more immersion for the driver. 相似文献
10.
Route familiarity affects a driver’s mental state and indirectly affects traffic safety; however, this important factor is easily overlooked. Previous research on route familiarity has only analysed psychological states in terms of unfamiliarity and familiarity, the influence of driving behaviour and driving environment on psychological states has been ignored. As a result, the mechanisms through which the route familiarity influence driver psychological states, and vice versa, are unclear. This study proposes a quantitative framework for studying driver psychological condition and route familiarity using experimental data from a real driving task and driving environment data. The experimental data included 1022 observations obtained by 23 participants over 7 consecutive trials on 6 unfamiliar experimental routes with large differences in scenarios; environmental data were automatically extracted after segmenting a driving video through the Dilated Residual NetWorks model. The results reveal that (1) the relationship between the driver’s psychological condition and route familiarity is not monotonic and is different for straight and turning sections; (2) the driver’s psychological condition is influenced by the visual scene elements and the type of road section, and the results of the multivariate regression analysis quantified the variability of the influence; and (3) unlike a majority of findings on distracted driving, our study suggest that the driver’s attention to the external environment in the urban distracted driving state will gradually approach a ‘distraction threshold’, and the time and size of the ‘distraction threshold’ are influenced by the driver. This study can further the development of urban traffic safety research and help urban designers plan and improve urban landscapes to ensure drivers maintain stable mental states when they drive. 相似文献
11.
Driving simulator studies can reveal relevant and valid aspects of driving behavior, but underestimation of distance and speed can negatively affect the driver’s performance, such as in performance of overtaking. One possible explanation for the underestimation of distance and speed is that two-dimensional projection of the visual scene disrupts the monocular-based illusory depth because of conflicting binocular and monocular information of depth. A possible solution might involve the strengthening of the monocular information so that the binocular information becomes less potent. In the present study, we used an advanced high-fidelity driving simulator to investigate whether adding the visual depth information of motion parallax from head movement affects sense of presence, judgment of distance and speed, and performance measures coupled with overtaking. The simulations included two types of driving scenario in which one was urban and the other was rural. The main results show no effect of this head-movement produced motion parallax on sense of presence, head movement, time to collision, distance judgment, or speed judgment. However, the results show an effect on lateral positioning. When initiating the overtaking maneuver there is a lateral positioning farther away from the road center as effect of the motion parallax in both types of scenario, which can be interpreted as indicating use of naturally occurring information that change behavior at overtaking. Nevertheless, only showing tendencies of effects, absent is any clear additional impact of this motion parallax in the simulated driving. 相似文献
12.
Next generation automotive hardware and user interfaces are increasingly pre-tested in driving simulators. What are the potential limitations of such simulations? We determined the relative and absolute validity of five different driving simulators at the Daimler AG by evaluating five functions of an in-vehicle system based on the guideline of the Alliance of Automobile Manufacturers (2006). The simulations were compared to on-road driving. We hypothesized that not only simulator characteristics, but also user characteristics, such as simulator sickness, gender, or age, influence behavioral validity. Even though relating simulator characteristics and user characteristics to driving performance across different driving simulators and driving tasks is difficult, our results are surprisingly in line with the current body of research. We demonstrate the usefulness of all simulators on a relative and partially on an absolute level with moving-base simulators being preferable to fixed-base simulators. As hypothesized, we showed that simulator sickness was significantly associated with impaired performance. In the fixed-base simulators, we found a significant interaction between age and gender, which we could not find in moving-base simulators and in the on-road study. Explanations for our findings and practical implications are discussed. 相似文献
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Mark S. Young Janina M. Mahfoud Neville A. Stanton Paul M. Salmon Daniel P. Jenkins Guy H. Walker 《Transportation Research Part F: Traffic Psychology and Behaviour》2009,12(5):381-388
There is growing concern that roadside advertising presents a real risk to driving safety, with conservative estimates putting external distractors responsible for up to 10% of all road traffic accidents. In this report, we present a simulator study quantifying the effects of billboards on driver attention, mental workload and performance in Urban, Motorway and Rural environments. The results demonstrate that roadside advertising has clear adverse effects on lateral control and driver attention, in terms of mental workload. Whilst the methodological limitations of the study are acknowledged, the overriding conclusion is that prudence should be exercised when authorising or placing roadside advertising. The findings are discussed with respect to governmental policy and guidelines. 相似文献
15.
Traffic management policies aim to improve traffic flow by influencing the route choice of drivers, therefore preventing traffic jams in crowded cities. With respect to a system-optimum of the traffic network, drivers might have to make small-scale detours. The aim of this article is to encourage unselfish route choice behaviour in an urban context by informing drivers in advance about the objectives of traffic management. Two studies were conducted: (1) an online survey (N = 244) and (2) a driving simulation study (N = 48). The first study focussed on the general effect of recommendations for routes with longer travel times (system-optimal routes) when traffic management is explained. Other route choice attributes (travel time, red-light duration, time pressure) were analysed as well. Drivers were randomly confronted with 35 route choice scenarios consisting of a main route with certain red-light duration and an alternative route without. Results showed that the compliance with system-optimal routes is increased by around 10 percentage points when comparing the group with recommendation to the group without. This effect occurred independently of the variation of other route choice attributes. The second study aimed to determine if the compliance can be increased even more if drivers receive in-depth information about traffic management and experience ‘good’ as well as ‘bad’ recommendations in a driving simulator. Results showed no further effect of these manipulations on route choice. Only decision-making times and subjective evaluation were influenced by in-depth information compared to basic information. Altruism was partly correlated with decision-making. This article shows a novel approach to encouraging drivers to select routes with longer travel times for the benefit of the common good. Drivers’ knowledge gap regarding traffic management needs to be closed in order to enhance their understanding of traffic regulations. Finally, results of this research should be transferred to driver models within traffic simulations to estimate the effects on traffic networks. 相似文献
16.
This study investigated the effect of a fear-based personality trait, as conceptualized in Gray’s revised reinforcement sensitivity theory (RST) by the strength of the Fight/Flight/Freeze system (FFFS), on young people’s driving simulator performance under induced psychosocial stress. Seventy-one young drivers completed the Jackson-5 questionnaire of RST traits, followed by a psychosocial stress or relaxation induction procedure (random allocation to groups) and then a city driving simulator task. Some support was found for the hypothesis that higher FFFS sensitivity would result in poorer driving performance under stress, in terms of significantly poorer hazard responses, possibly due to an increased attentional focus on the aversive cues inherent in the stress induction leaving reduced attentional capacity for the driving task. These results suggest that stress may lead to riskier driving behaviour in individuals with fearful RST personality styles. 相似文献
17.
Although it is well known that frugivorous spider monkeys (Ateles geoffroyi yucatanensis) occupy large home ranges, travelling long distances to reach highly productive resources, little is known of how they move
between feeding sites. A 11 month study of spider monkey ranging patterns was carried out at the Otochma’ax Yetel Kooh reserve,
Yucatán, Mexico. We followed single individuals for as long as possible each day and recorded the routes travelled with the
help of a GPS (Global Positioning System) device; the 11 independently moving individuals of a group were targeted as focal
subjects. Travel paths were composed of highly linear segments, each typically ending at a place where some resource was exploited.
Linearity of segments did not differ between individuals, and most of the highly linear paths that led to food resources were
much longer than the estimate visibility in the woodland canopy. Monkeys do not generally continue in the same ranging direction
after exploiting a resource: travel paths are likely to deviate at the site of resource exploitation rather than between such
sites. However, during the harshest months of the year consecutive route segments were more likely to retain the same direction
of overall movement. Together, these findings suggest that while moving between feeding sites, spider monkeys use spatial
memory to guide travel, and even plan more than one resource site in advance.
This contribution is part of the special issue “A Socioecological Perspective on Primate Cognition” (Cunningham and Janson
2007). 相似文献
18.
The leftward bias of driving visual attention has been found to explain the role of driving experience in the visual attention strategy; even though the results reported in the literature are not always consistent. This study aims to explore the driving attention characteristics and the eye movement patterns by using a simulated driving experiment in conjunction with an eye-tracker device. 31 young inexperienced drivers (undergraduate students, average age 21) and 30 old experienced drivers (taxi drivers, average age 36) took part in the experiment. Results show that the eye movement patterns of the drivers have certain similarity in the occurrence of subtle asymmetries of visual attention favouring left space (the direction of the driving in the experiment was right-side) and that they are related to the right hemisphere specialization for spatial attention. However, in the more experienced drivers the leftward eye movement tends to shift toward the centre or even rightward to pay attention to the hazard events on road. These results suggest that inexperienced drivers are initially aroused by natural biological leftward visual attention and likely to develop central and rightward eye movement strategy for safety diving purpose. The implications of this study suggest that, despite the existence of natural visual attention bias, the left asymmetries in visual scan in inexperienced drivers still can be modified by driving trainings that focus on the hazard situation on road. 相似文献
19.
Driving simulators are useful and effective tools for conducting studies in the field of traffic safety. Simulation sickness (SS) and the sense of presence (SP) are two well-known factors that could affect the results of the driving simulator experiments. This study investigated the relationship between SP and SS in a medium-fidelity driving simulator. Additionally, the impact of the road environment (urban arterials or rural expressways) on these subscales was investigated. Data was collected by means of self-reported questionnaires, which were conducted after the participants have driven the simulation scenarios in a fixed-base medium-fidelity driving simulator. A total of 125 drivers participated in this study. Results showed that females reported significantly higher SS scores than males. An increasing trend in the SS was observed with the increase of age. Importantly, designing buildings that replicate a real-world environment could increase SP and decrease SS. Moreover, designing high quality and resolution scenarios could also increase SP, thus decreasing the severity of SS symptoms. The results of this study can help researchers using medium-fidelity driving simulators to know the influencing factors for each subscale of SP on SS. Adjustments in the driving simulator and scenario settings as well as additional training exercises for higher speed scenarios can be beneficial in reducing the severity of SS. 相似文献
20.
Christian Smith 《The Journal of religious ethics》2014,42(1):180-186
Here I respond to four critics of my book, What Is a Person?, seeking to find areas of common ground and crucial disagreement. Most importantly, I explore the question of whether all human knowledge is conceptually mediated, acknowledging that, no, indeed, there are likely forms of experiential knowledge that are purely and directly acquired without conceptual mediation. 相似文献