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Träfflista för sökning "WFRF:(Blissing Björn 1978 ) "

Sökning: WFRF:(Blissing Björn 1978 )

  • Resultat 1-10 av 19
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1.
  • Andersson, Anders, 1983-, et al. (författare)
  • Co-simulation architecture with pedestrian, vehicle, and traffic simulators
  • 2021
  • Ingår i: Actes (IFSTTAR). - : Driving Simulation Association. ; , s. 181-184
  • Konferensbidrag (refereegranskat)abstract
    • Automated and connected traffic systems with cooperative functionality need effective testing. One way to enable such testing is to represent the current traffic environment by co-simulating different simulators using a communication layer between the simulators for cooperative functionality. With this approach, this paper presents a platform with its included simulators (vehicle, pedestrian, and traffic simulators), the used run-time infrastructure (RTI) for co-simulation, and the connection to the Unreal Engine based visual system for the simulators. The architecture was tested with two vehicle simulators (one autonomous bus and a truck), one pedestrian simulator, and one traffic simulator connected using a cloud-based service for the RTI.
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2.
  • Andersson Hultgren, Jonas, 1987-, et al. (författare)
  • Effects of motion parallax in driving simulators
  • 2012
  • Ingår i: Proceedings of the Driving Simulation Conference Europe 2012.
  • Konferensbidrag (refereegranskat)abstract
    • Motion parallax due to the driver’s head movement have been implemented and tested in VTI Driving Simulator III. An advanced camera-based system was used to track the head movements of the driver. The output from the tracking system was fed to the simulation software, which used low-pass filtering and a forward prediction algorithm to calculate an offset. The offset was then used by the graphics software to display the correct image to the driver.The effects of driving with motion parallax in the simulator were also observed by an initial study. During the experiment, the subjects caught up with several slower vehicles which forced the driver to make an overtaking maneuver. Oncoming traffic forced the subject to search for a suitable gap for overtaking. The study also included a speed perception test. The results from the study showed no difference in lateral positioning when running behind a slower vehicle nor in speed perception with and without motion parallax.
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3.
  • Anund, Anna, 1964-, et al. (författare)
  • Night-time scenarios in simulators : a prestudy of needs, knowledge and possible solutions
  • 2016
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The study in this publication investigates the need and potential for night-time scenarios in driving simulators, determines how such night-time scenarios could be reproduced and identifies the objects most important to reproduce. Although on average 12 out of every 24 hours are dark and considering that most situations are more demanding for drivers in dark conditions, simulations of driving scenarios with different degrees of darkness are not common. The project work comprised a pre-study that involved an investigation of the need and potential of night-time scenarios with the help of input from different stakeholders, consolidation of what is known up to now through benchmarking and state of the art, and a review of available technical solutions. The objective was to identify pros and cons with existing solutions and aspects that are important to consider in order to reproduce the most important components in realistic night-time scenarios. Based on the results, six important use cases were identified and two of these (‘Driver fatigue’ and ‘Objects without light sources’) were studied in more detail. It was concluded that for night-time scenarios there is enough darkness in general in the simulator environment. The question is whether it is possible to create sufficient contrast for objects that are meant to be observable. For daytime scenarios, the light levels in the simulator are clearly unrealistically low and this limitation might even trigger unwanted sleepiness.
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4.
  • Blissing, Björn, 1978-, et al. (författare)
  • A Technical Platform using Augmented Reality for Active Safety Testing
  • 2015
  • Ingår i: 2015 Road Safety & Simulation International Conference Proceedings. - Orlando, USA : University of Central Florida. - 9781495174452 ; , s. 793-803
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes the design of a video see-through augmented reality system for active safety testing. The development is explained in detail, with focus on the design considerations for the different subsystems. It is shown that it is possible to build a system using available commercial off-the-shelf components, while still maintaining the performance needed for the intended application. Accuracy and resolution requirements of the tracking systems are discussed along with measurement methods. We also examine how to use the hardware efficiently to minimize latency and a device to measure and quantify end-to-end latency has been developed.
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5.
  • Blissing, Björn, 1978-, et al. (författare)
  • Augmented and Mixed Reality as a tool for evaluation of Vehicle Active Safety Systems
  • 2013
  • Ingår i: Proceedings of the International Conference Road Safety and Simulation. - : Aracne editrice.
  • Konferensbidrag (refereegranskat)abstract
    • Even though the realism of driving simulators increases constantly, there is a potential issue with how representative the test is compared to a real life scenario. An alternative to simulators is to present a mixture of real and simulated environment to the driver and perform the scenario at a test track when driving a real vehicle. This enables an efficient way of testing that inherits many of the advantages of driving simulators as well as some of the advantages of physical testing in prototype vehicles. The present paper is a compilation of previous research in augmented reality in vehicle driving situations, focusing on technical limitations of Head-Mounted-Displays.
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6.
  • Blissing, Björn, 1978-, et al. (författare)
  • Driver behavior in mixed and virtual reality : a comparative study
  • 2016
  • Ingår i: Proceedings of the DSC 2016 Europe. - Paris, France : Driving Simulation Association. ; , s. 179-186
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a comparative study of driving behavior when using different virtual reality modes. Test subjects were exposed to mixed, virtual, and real reality using a head mounted display capable of video see-through, while performing a simple driving task. The driving behavior was quantified in steering and acceleration/deceleration activities, divided into local and global components. There was a distinct effect of wearing a head mounted display, which affected all measured variables. Results show that average speed was the most significant difference between mixed and virtual reality, while the steering behavior was consistent between modes. All subjects but one were able to successfully complete the driving task, suggesting that virtual driving could be a potential complement to driving simulators.
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7.
  • Blissing, Björn, 1978-, et al. (författare)
  • Driver behavior in mixed and virtual reality : A comparative study
  • 2017
  • Ingår i: Transportation Research Part F. - : Elsevier Ltd. - 1369-8478 .- 1873-5517.
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a comparative study of driving behavior when using different virtual reality modes. Test subjects were exposed to mixed, virtual, and real reality using a head mounted display capable of video see-through, while performing a simple driving task. The driving behavior was quantified in steering and acceleration/deceleration activities, divided into local and global components. There was a distinct effect of wearing a head mounted display, which affected all measured variables. Results show that average speed was the most significant difference between mixed and virtual reality, while the steering behavior was consistent between modes. All subjects but one were able to successfully complete the driving task, suggesting that virtual driving could be a potential complement to driving simulators.
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8.
  • Blissing, Björn, 1978- (författare)
  • Driving in Virtual Reality : Requirements for automotive research and development
  • 2020
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • 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.
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9.
  • Blissing, Björn, 1978-, et al. (författare)
  • Effects of Visual Latency on Vehicle Driving Behavior
  • 2016
  • Ingår i: ACM Transactions on Applied Perception. - New York, NY, USA : ACM Digital Library. - 1544-3558 .- 1544-3965. ; 14:1, s. 5:1-5:12
  • Tidskriftsartikel (refereegranskat)abstract
    • 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.
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10.
  • Blissing, Björn, 1978-, et al. (författare)
  • Exploring the suitability of virtual reality for driving simulation
  • 2018
  • Ingår i: Proceedings of the Driving Simulation Conference 2018. - Antibes, France. - 9782857827344 ; , s. 163-166, s. 163-166
  • Konferensbidrag (refereegranskat)abstract
    • Head mounted displays (HMDs) is an emerging technology and the availability of affordable systems is growing fast. Replacing projector and large screen solutions with head mounted displays may appear as an appealing solution. However, inherent properties and technical limitations of these systems need to be understood and considered before making the leap to virtual reality.This paper outlines some of the most fundamental limitations of head mounted displays relevant to this context, both from a technical and human factors perspective. Desirable properties of scenarios and types of studies are deduced, based on these limitations. Finally, a meta analysis is performed on the feasibility of transferring simulator studies found in the literature to platforms with head mounted displays. The results suggest that a noticeable amount (40%) of the investigated simulator studies could likely have been performed with head mounted displays. This number could be increased further with technical advances in display resolution, display technology, reduction in latency, etc.
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