Design of Visual Displays for Driving Simulator Research PowerPoint PPT Presentation

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Title: Design of Visual Displays for Driving Simulator Research


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Design of Visual Displays for Driving Simulator
Research
  • G. John Andersen
  • Department of Psychology
  • University of California, Riverside

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Vision Issues in Driving Simulators
  • Driving tasks require accurate perception of
    depth and distance in the 3D scene
  • What sources of information are critical
  • Integration of sources
  • Conflict between sources
  • Visual Display
  • Display characteristics (Aliasing, Flicker,
    Update,Refresh, Resolution)

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Failure to Consider these issues in Driving
Simulators
  • Poor task performance
  • Low external validity of results
  • Poor transfer of training
  • Increased risk of simulator sickness

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Driving tasks and Perception of Depth and Distance
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Motion parallax
Occlusion
Cast Shadows
, 96
Size constancy
Disparity
Depth Contrast
Convergence
Aerial
1
10
100
Depth (meters)
Cutting, 1996
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Viewer-centered Information Accommodation Linear
Perspective Disparity Motion Parallax Linear
Perspective Relative Size Motion
Parallax Texture (perspective) Specular Highlights
Object-centered Information Surrounding
Frame Compression Gradient Structure from
Motion Compression Gradient Structure from
Motion Texture (non-perspective) Shading
Overall scene depth Layout of
Objects Properties of Objects
Andersen, Braunstein, Saidpour, 1998
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Driving Tasks and Perception
  • Multiple sources of information available for
    driving tasks
  • What information is critical for what tasks
  • Multiple sources for a specific task
  • Different tasks require different information
    sources
  • Use of multiple sources
  • Cue interactions
  • Cue conflicts

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Multiple sources for a specific task Collision
Detection
  • Model based on analysis of visual information
    available to driver (Andersen Sauer, 2004)
  • Use of 5 parameters
  • t (motion parallax optic flow)
  • dt/dt (motion parallax optic flow)
  • a
  • da/dt
  • ds (texture gradients, disparity, relative size)

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t specifies the time to contact during constant
velocity collisions
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a a is the bearing of an object relative to a
reference
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Vehicle Motion
No
F/S
V/S
F/C
V/C
No
F/S
Object Motion
V/S
F/C
V/C
F Fixed Speed V Variable Speed S Straight
Path C Curved Path
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Select Object
Derive a, d?/dt (angular direction)
Is a0? Or d?/dt?0?(constant angular direction)
Yes
No
Derive t
Is tgt0? (expansion)?
Derive dt/dt
Derive dv-ds
Yes
Is dt/dt 0? (Constant expansion)
Is dv-ds 0? (Constant expansion)
Yes
Collision Object
No
No
Is dt/dt gt-0.5?
Is dv-ds gt0?
Yes
No
Non-collision Object
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Different tasks and different sources of
information
  • Two tasks with different sources of information
  • - Collision Detection (constant speeds and linear
    trajectories) Optical Expansion (TTC) and a
  • Vehicle Speed Edge Rate
  • Question Does information from one task affect
    use of information for second task

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Experiment
  • Issue Does information for one task affect use
    of information for a different task
  • Task collision detection
  • Independent Variables
  • Collision or non-collision object
  • Time to contact (TTC)
  • Different combinations of vehicle speed and
    object speed
  • Dependent variable
  • Sensitivity (d)

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  • Simulators depict a 3D world
  • Perception of 3D scene includes
  • Texture gradients
  • Motion parallax
  • Occlusion
  • -other information sources

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Visual system also has cues for perceiving the
distance to the display
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3 Information sources for depth and distance of
Display - Binocular Disparity - Eye convergence -
Accommodation
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Motion parallax
Occlusion
Cast Shadows
, 96
Size constancy
Disparity
Depth Contrast
Convergence
Accommodation
Aerial
1
10
100
Depth (meters)
Cutting, 1996
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Visual Cue Conflicts between display cues and 3D
scene cues
Visual Cue conflict - Disparity, convergence and
accommodation information specify display is
flat - Motion parallax, texture gradients, and
other cues specify scene is 3D
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Human Factors Solutions to these Issues
  • Determine perceptual information needed for
    driving tasks of interest
  • Design displays to optimize performance of tasks
  • Consider interactions of different information
    sources
  • Minimize cue conflicts
  • Design for optimal performance not for high
    fidelity
  • Question need of high fidelity rendered scenes,
    control dynamics and fixed/variable base
    simulator
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