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Effects of Visual Latency on Vehicle Driving Behavior
Statens väg- och transportforskningsinstitut, Körsimulering och visualisering, SIM.
Statens väg- och transportforskningsinstitut, Körsimulering och visualisering, SIM.
Statens väg- och transportforskningsinstitut, Drift och underhåll, DOU.ORCID iD: 0000-0002-5306-2753
2016 (English)In: ACM Transactions on Applied Perception, ISSN 1544-3558, E-ISSN 1544-3965, Vol. 14, no 1, p. 5:1-5:12, article id 5Article in journal (Refereed) Published
Abstract [en]

Using mixed reality in vehicles provides a potential alternative to using driving simulators when studying driver-vehicle inter- action. However, virtual reality systems introduce latency in the visual system that may alter driving behavior, which, in turn, results in questionable validity. Previous studies have mainly focused on visual latency as a separate phenomenon. In this work, latency is studied from a task-dependent viewpoint to investigate how participants’ driving behavior changed with increased latency. In this study, the investigation was performed through experiments in which regular drivers were subjected to different levels of visual latency while performing a simple slalom driving task. The drivers’ performances were recorded and evaluated in both lateral and longitudinal directions along with self-assessment questionnaires regarding task performance and difficulty. All participants managed to complete the driving tasks successfully, even under high latency conditions, but were clearly affected by the increased visual latency. The results suggest that drivers compensate for longer latencies by steering more and increasing the safety margins but without reducing their speed.

Place, publisher, year, edition, pages
New York, NY, USA: Association for Computing Machinery (ACM), 2016. Vol. 14, no 1, p. 5:1-5:12, article id 5
Keywords [en]
Driving, Vision, Delay, Variability, Simulator (driving), Performance (road user)
National Category
Interaction Technologies
Research subject
80 Road: Traffic safety and accidents, 841 Road: Road user behaviour
Identifiers
URN: urn:nbn:se:liu:diva-131621DOI: 10.1145/2971320OAI: oai:DiVA.org:liu-131621DiVA, id: diva2:974934
Projects
Next Generation Test Methods for Active Safety Functions
Funder
VINNOVA, 2011-01819]Available from: 2016-08-26 Created: 2016-09-28 Last updated: 2020-08-20Bibliographically approved
In thesis
1. Driving in Virtual Reality: Investigations in Effects of Latency and Level of Virtuality
Open this publication in new window or tab >>Driving in Virtual Reality: Investigations in Effects of Latency and Level of Virtuality
2016 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

When developing new active safety systems or improving existing systems, conducting performance evaluations is necessary. By performing these evaluations during early development stages, potential problems can be identified and mitigated before the system moves into the production phase.

Testing active safety systems can be difficult since the characteristic scenarios may have complex interactions. Using real vehicles for performing these types of scenarios is difficult, expensive, and potentially dangerous. Alternative methods, such as using inflatable targets, scale models, computer simulations or driving simulators, also suffer from drawbacks. Consequently, using virtual reality as an alternative to the traditional methods has been proposed. In this case, a real vehicle is driven while wearing a head-mounted display that presents the scenario to the driver.

This research aims to investigate the potential of such technology. Specifically, this work investigates how the chosen technology affects the driver. This investigation has been conducted through a literature review. A test platform was constructed, and two user studies using normal drivers were performed. The first study focused on the effects of visual time delays on driver behavior. This study revealed that lateral behavior changes with added time delays, whereas longitudinal behavior appears unaffected. The second study investigated how driver behavior is affected by different modes of virtuality. This study demonstrated that drivers perceived mixed reality as more difficult than virtual reality.

The main contribution of this work is the detailed understanding of how time delays and different modes of virtuality affect drivers. This is important knowledge for selecting which scenarios are suitable for evaluation using virtual reality.

Place, publisher, year, edition, pages
Linköping: Linköping University Electronic Press, 2016. p. 47
Series
Linköping Studies in Science and Technology. Thesis, ISSN 0280-7971 ; 1759
Keywords
Virtual Reality, Augmented Reality, Mixed Reality, Latency, Driver Behavior, Active Safety Testing
National Category
Transport Systems and Logistics Economics and Business Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-131623 (URN)10.3384/lic.diva-131623 (DOI)9789176856734 (ISBN)
Presentation
2016-10-12, Designrummet, A-huset, Campus Valla, Linköpings universitet, Linköping, 10:15 (Swedish)
Opponent
Supervisors
Note

The series name Linköping Studies in Science and Technology Licentiate Thesis is incorrect. The correct series name is Linköping Studies in Science and Technology Thesis.

Available from: 2016-09-28 Created: 2016-09-28 Last updated: 2019-10-29Bibliographically approved
2. Driving in Virtual Reality: Requirements for automotive research and development
Open this publication in new window or tab >>Driving in Virtual Reality: Requirements for automotive research and development
2020 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

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.

Abstract [sv]

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.  

Place, publisher, year, edition, pages
Linköping: Linköping University Electronic Press, 2020. p. 58
Series
Linköping Studies in Science and Technology. Dissertations, ISSN 0345-7524 ; 2085
Keywords
Virtual Reality, Augmented Reality, Mixed Reality, Driver Behavior, Active Safety Testing
National Category
Production Engineering, Human Work Science and Ergonomics Vehicle Engineering
Identifiers
urn:nbn:se:liu:diva-168378 (URN)10.3384/diss.diva-168378 (DOI)9789179298173 (ISBN)
Public defence
2020-10-02, C3, C-building, Campus Valla, Linköping, 13:15 (English)
Opponent
Supervisors
Funder
Vinnova
Note

Ytterligare forskningsfinansiär: Swedish National Road and Transport Research Institute (VTI)

Available from: 2020-09-02 Created: 2020-08-20 Last updated: 2022-01-10Bibliographically approved

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