Critical judgements on feasible emergency manoeuvres: A comparative study between test track and driving simulator

Author(s):  
J. Fréchaux ◽  
G. Malaterre
2017 ◽  
Vol 19 (6) ◽  
pp. 139-145
Author(s):  
Hyun Jin Kim ◽  
Kim Ju Young ◽  
Choi Gyeong Im ◽  
Ju Che Hong ◽  
OH Cheol

2018 ◽  
Vol 111 ◽  
pp. 238-250 ◽  
Author(s):  
Christian-Nils Boda ◽  
Marco Dozza ◽  
Katarina Bohman ◽  
Prateek Thalya ◽  
Annika Larsson ◽  
...  
Keyword(s):  

PLoS ONE ◽  
2017 ◽  
Vol 12 (10) ◽  
pp. e0185909 ◽  
Author(s):  
Jesse Michaels ◽  
Romain Chaumillon ◽  
David Nguyen-Tri ◽  
Donald Watanabe ◽  
Pierro Hirsch ◽  
...  

Author(s):  
Jeroen Roozendaal ◽  
Emma Johansson ◽  
Joost de Winter ◽  
David Abbink ◽  
Sebastiaan Petermeijer

Objective This study aims to compare the effectiveness and subjective acceptance of three designs for haptic lane-keeping assistance in truck driving. Background Haptic lane-keeping assistance provides steering torques toward a reference trajectory, either continuously or only when exceeding a bandwidth. These approaches have been previously investigated in driving simulators, but it is unclear how these generalize toward real-life truck driving. Method Three haptic lane-keeping algorithms to assist truck drivers were evaluated on a 6.3-km-long oval-shaped test track: (1) a single-bandwidth (SB) algorithm, which activated assistance torques when the predicted lateral deviation from lane center exceeded 0.4 m; (2) a double-bandwidth (DB) algorithm, which activated as SB, but deactivated after returning within 0.15 m lateral deviation; and (3) an algorithm providing assistance torques continuously (Cont) toward the lane center. Fifteen participants drove four trials each, one trial without and one for each haptic assistance design. Furthermore, participants drove with and without a concurrent visually distracting task. Results Compared to unsupported driving, all three assistance systems provided similar safety benefits in terms of decreased absolute lateral position and number of lane departures. Participants reported higher satisfaction and usability for Cont compared to SB. Conclusion The continuous assistance was better accepted than bandwidth assistance, a finding consistent with prior driving simulator research. Research is still needed to investigate the long-term effects of haptic assistance on reliance and after-effects. Application The present results are useful for designers of haptic lane-keeping assistance, as driver acceptance and performance are determinants of reliance and safety, respectively.


Author(s):  
Jan Berssenbrügge ◽  
Jörg Stöcklein ◽  
Andre Koza ◽  
Iris Gräßler

Advanced driver assistant systems (ADAS) are increasingly being tested during simulated test drives in a test and training environment based on a driving simulator, in order to reduce the number of extensive real test drives. The need for numerous virtual test drives in the driving simulator requires to model detailed and realistically appearing 3D models of real test tracks. A manual reproduction of real tracks is a cumbersome and time-intensive task. In previous work, we have introduced a method to create virtual test tracks with minimized manual effort using data from various sources, such as navigation systems, digital elevation models, aerial images, digital landscape models etc. [1]. However, these virtual test tracks still do not appear very realistic to the test driver, since no detailed vegetation was generated by that method. In this paper, we propose an approach to enrich a virtual terrain with authentic vegetation. The aim is to increase the perceived realism of the landscape, in order to provide the same input for the sensors of an ADAS under test in the driving simulator as on the real track. The requirement is to automate the vegetation generation as far as possible and to support real-time rendering of the generated very complex 3D model, which is crucial for a usable sensor feed. The basis for the generation of vegetation in this work is data from digital landscape models. These data define where areas like woodlands and agricultural zones are located in geographic coordinates. These areas are refined by a color detection, which is applied to the corresponding aerial images, in order to identify various tree and plant species. Based on the application of a procedural rule system the actual plants are then placed in the refined areas. The rule system imitates the natural growth behavior of plants and is based on terrain characteristics like gradient, direction of a slope, or competition for resources. By combining terrain data, color detection on aerial images, and procedural rules, a planting method is developed to generate natural looking vegetation. The implementation prototype of our approach, based on the Unity3D game engine, which supports an easy creation of complex sceneries, showed that it is possible to create vegetation for a virtual test track with minimal manual effort. By placing vegetation at realistic locations, considering natural spread of plants, the perceived realism of the scene was improved. A performance analysis showed that even with the generated vegetation, interactive frame rates are achievable.


2020 ◽  
Author(s):  
Bruno Oliveira Ferreira de Souza ◽  
Éve‐Marie Frigon ◽  
Robert Tremblay‐Laliberté ◽  
Christian Casanova ◽  
Denis Boire

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