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Träfflista för sökning "WFRF:(Alm Torbjörn) "

Sökning: WFRF:(Alm Torbjörn)

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  • Alm, Torbjörn, et al. (författare)
  • Business process reengineering in the automotive area by simulator-based design
  • 2007. - 1
  • Ingår i: Simulation and Modeling. - Hershey, PA, USA : IGI-Global Inc.. - 9781599041988 - 1599041987 ; , s. 337-358
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The science of simulation and modeling (SM) strives to showcase the highest possible level of reality in order to determine the conditions necessary for optimal performance. SM is a multifaceted and complex field due to the numerous applications involved, particularly since SM applications range from nuclear reaction to supermarket queuing. Simulation and Modeling: Current Technologies and Applications includes examinations of current issues related to simulation such as: Web-based simulation, virtual reality, augmented reality, and artificial intelligence. This book combines different methods, views, theories, and applications of simulations into one volume, and offers insight into the computer science aspect of simulation and modeling while integrating the business practices of SM.
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3.
  • Alm, Torbjörn, et al. (författare)
  • Continuous versus Situation-dependent Night Vision Presentation in Automotive Applications
  • 2006
  • Konferensbidrag (refereegranskat)abstract
    • As the number of advanced driver assistance systems in modern cars increases the question of possible negative behavioral adaptation is raised. We have investigated this phenomenon for night vision systems in a driving simulator. One common opinion is that there is a risk for using the enhanced visual conditions that come with these systems to increase speed during nighttime driving and thereby eliminate the safety margins the system was designed to provide. In our study two system approaches were compared, one with continuous presentation and one with presentation only when dangerous objects were detected by the system. The latter approach was meant to minimize the risk of negative adaptation, which was partly confirmed in the study. Moreover, the results showed better and more consistent driver performance with the situation-dependent system and all subjects preferred this approach from a workload perspective.
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  • Alm, Torbjörn, et al. (författare)
  • Raisins : towards general usability and drivability for ViP platform resources
  • 2014
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The original purpose of the Raisins project was to make an inventory of the gathered software resources of ViP as they appear at the ViPForge, analyse their usability for reuse and propose a technical roadmap. In addition to this an investigation of industrial needs was planned to grip prioritization and complementation demands from the industrial partners. During the start-up process the idea of a more visionary approach for the ViP simulation software came up as an alternative path to take. The Raisins project was divided into four separate activities; inventory and evaluation of existing resources at ViPForge, review of the report from the early ViP project “Industrial Needs”, workshops with each of the industrial partners, and finally an activity at HiQ to sketch an alternative software approach.
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  • Alm, Torbjörn, 1941- (författare)
  • Simulator-Based Design : Methodology and vehicle display application
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Human-in-the-loop simulators have long been used in the research community as well as in industry. The aviation field has been the pioneers in the use of simulators for design purposes. In contrast, corresponding activities in the automotive area have been less widespread. Published reports on experimental activities based on human-in-the-loop simulations have focused on methods used in the study, but nobody seems to have taken a step back and looked at the wider methodological picture of Simulator-Based Design. The purpose of this thesis is to fill this gap by drawing, in part, upon the author’s long experience in this field.In aircraft and lately also in ground vehicles there has been a technology shift from pure mechanics to computer-based systems. The physical interface has turned into screen-based solutions. This trend towards glass has just begun for ground vehicles. This development in vehicle technology has opened the door for new design approaches, not only for design itself, but also for the development process. Simulator-Based Design (SBD) is very compatible with this trend. The first part of this thesis proposes a structure for the process of SBD and links it to the corresponding methodology for software design.In the second part of the thesis the focus changes from methodology to application and specifically to the design of three-dimensional situation displays. Such displays are supposed to support the human operator with a view of a situation beyond the more or less limited visual range. In the aircraft application interest focuses on the surrounding air traffic in the light of the evolving free-flight concept, where responsibility for separation between aircraft will be (partly) transferred from ground-based flight controllers to air crews. This new responsibility must be supported by new technology and the situational view must be displayed from the perspective of the aircraft. Some basic design questions for such 3D displays were investigated resulting in an adaptive interface approach, where the current situation and task govern the details of information presentation.The thesis also discusses work on situation displays for ground vehicles. The most prominent example may be the Night Vision system, where the road situation ahead is depicted on a screen in the cab. The existing systems are based on continuous presentation, an approach that we have questioned, since there is strong evidence for negative behavioral adaptation. This means, for example, that the driver will drive faster, since vision has been enhanced, and thereby consume the safety margins that the system was supposed to deliver. Our investigation supports a situation-dependant approach and no continuous presentation.In conclusion, the results from our simulator-based studies showed advantages for adaptive interface solutions. Such design concepts are much more complicated than traditional static interfaces. This finding emphasizes the need for more dynamic design resources in order to have a complete understanding of the situation-related interface changes. The use of human-in-the-loop simulators and deployment of Simulator-Based Design will satisfy this need.
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  • Alm, Torbjörn, et al. (författare)
  • The Value of Spatial Cues in 3D Air Traffic Displays
  • 2007
  • Ingår i: The International journal of aviation psychology. - : Informa UK Limited. - 1050-8414 .- 1532-7108. ; 17:2, s. 109-129
  • Tidskriftsartikel (refereegranskat)abstract
    • Interest in implementing 3D pictorial displays for traffic information in aircraft has been prevalent for decades without any obvious implementation in the cockpit. Our research is focused on design issues for these displays. The purpose of the experiments discussed here was to investigate where and when additional spatial cues, e.g., drop-lines, could contribute to better performance and whether such additions could replace shifts between 2D and 3D presentation for different tasks. Our results show that drop-lines are beneficial in focused attention tasks but are not necessarily beneficial in more integrated tasks. This speaks to the need for an adaptive approach to the presentation of flight situation displays.
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10.
  • Andersson, Patrik, et al. (författare)
  • Perception aspects on perspective aircraft displays
  • 2003
  • Ingår i: Displays (Guildford). - 0141-9382 .- 1872-7387. ; 24:1, s. 1-13
  • Tidskriftsartikel (refereegranskat)abstract
    • This report presents two experiments in the area of perspective aircraft displays. The research focus was to explore the possibilities to understand symbolic and symbol relations in the 3D environment. In the first experiment the subjects' ability to distinguish between five different aircraft symbol shapes were investigated together with the perception of their heading in the 3D space. The perspective used in this experiment was egocentric. In the second experiment the judgment of the spatial relation between an own-ship symbol and a target symbol was investigated. Thus, in this case, the perspective was exocentric and two aspect angles were used for the camera position. Both experiments were carried out in non-dynamic scenarios. The display character was topographic with a superposed grid at the ground surface. The overall conclusion from the experiments is that judgment of direction in 3D presentations is very difficult in these static scenarios. Symbol recognition of 3D pictorial symbols is problematic for complicated symbol shapes as well, depending on different appearances for various symbol headings in the 3D space. 
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