Title: Design of Visual Displays for Driving Simulator Research
1Design of Visual Displays for Driving Simulator
Research
- G. John Andersen
- Department of Psychology
- University of California, Riverside
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3Vision 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)
4Failure to Consider these issues in Driving
Simulators
- Poor task performance
- Low external validity of results
- Poor transfer of training
- Increased risk of simulator sickness
5Driving tasks and Perception of Depth and Distance
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7Motion parallax
Occlusion
Cast Shadows
, 96
Size constancy
Disparity
Depth Contrast
Convergence
Aerial
1
10
100
Depth (meters)
Cutting, 1996
8Viewer-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
9Driving 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
10Multiple 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)
11t specifies the time to contact during constant
velocity collisions
12 a a is the bearing of an object relative to a
reference
13Vehicle 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
14Select 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
15Different 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
16Experiment
- 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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18- Simulators depict a 3D world
- Perception of 3D scene includes
- Texture gradients
- Motion parallax
- Occlusion
- -other information sources
19Visual system also has cues for perceiving the
distance to the display
203 Information sources for depth and distance of
Display - Binocular Disparity - Eye convergence -
Accommodation
21Motion parallax
Occlusion
Cast Shadows
, 96
Size constancy
Disparity
Depth Contrast
Convergence
Accommodation
Aerial
1
10
100
Depth (meters)
Cutting, 1996
22Visual 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
23Human 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