SwePub
Sök i SwePub databas

  Utökad sökning

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

Sökning: WFRF:(Blissing Björn 1978 )

  • Resultat 1-19 av 19
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
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.
  •  
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.
  •  
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.
  •  
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.
  •  
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.
  •  
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.
  •  
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.
  •  
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.
  •  
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.
  •  
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.
  •  
11.
  • Blissing, Björn, 1978- (författare)
  • Fotgängarsimulator i Virtual Reality
  • 2018
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Projektet har syftat till att visa på möjligheterna för att göra studier av fotgängarbeteende genom att nyttja modern Virtual Reality-teknik. Under projektets gång har en VR-studio byggts upp på VTIs kontor i Linköping. Till denna miljö har det utvecklats mjukvara som kan användas för att studera beteendet hos fotgängare i tänkta trafiksituationer. Simulatorn är utrustad med blickmätningssystem vilket gör att det går att både mäta och interaktivt visualisera var användaren har sin uppmärksamhet i varje ögonblick. Det går att uppleva vad användaren ser i den virtuella världen ur både ett förstapersons- och tredjepersonsperspektiv. Det finns ett särskilt läge för Mixed Reality, det vill säga ett läge där en verklig videoström kombineras med den datorgenererade omgivningen. För att visa nyttan med simulatorn så har ett scenario utvecklats. I detta scenario kan en användare uppleva hur det är att interagera med olika fordon, både självkörande och andra.
  •  
12.
  • Blissing, Björn, 1978-, et al. (författare)
  • The Effects on Driving Behavior When Using a Head-Mounted Display in a Dynamic Driving Simulator
  • 2022
  • Ingår i: ACM Transactions on Applied Perception. - : Association for Computing Machinery. - 1544-3558 .- 1544-3965. ; 19:1, s. 1-18
  • Tidskriftsartikel (refereegranskat)abstract
    • Driving simulators are established tools used during automotive development and research. Most simulators use either monitors or projectors as their primary display system. However, the emergence of a new generation of head-mounted displays has triggered interest in using these as the primary display type. The general benefits and drawbacks of head-mounted displays are well researched, but their effect on driving behavior in a simulator has not been sufficiently quantified.This article presents a study of driving behavior differences between projector-based graphics and head-mounted display in a large dynamic driving simulator. This study has selected five specific driving maneuvers suspected of affecting driving behavior differently depending on the choice of display technology. Some of these maneuvers were chosen to reveal changes in lateral and longitudinal driving behavior. Others were picked for their ability to highlight the benefits and drawbacks of head-mounted displays in a driving context.The results show minor changes in lateral and longitudinal driver behavior changes when comparing projectors and a head-mounted display. The most noticeable difference in favor of projectors was seen when the display resolution is critical to the driving task. The choice of display type did not affect simulator sickness nor the realism rated by the subjects.
  •  
13.
  • Blissing, Björn, 1978- (författare)
  • Tracking techniques for automotive virtual reality
  • 2016
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This publication is a review of available technologies for tracking the user in virtual reality systems. Tracking the user location is important for generating views that adapts to the user’s movements.This review begins with the basic terms used in virtual reality in general. Followed by the important characteristics for tracking equipment. This is followed by a chapter on the fundamental algorithms used for position calculations. Then the most common technologies with their advantages and disadvantages are presented. The text conclude with how these technologies are used in automotive virtual reality.
  •  
14.
  • Eriksson, Lars, et al. (författare)
  • Driver acceptance and performance with LDW and rumble strips assistance in unintentional lane departures
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • In this ViP project the focus of investigation was whether drivers more readily accept either rumble strips or an in-vehicle lane departure warning system (LDW) in unintentional lane departure situations. The results show that acceptance was high for both alternatives, but while the drivers showed more satisfaction from using the LDW, they also showed more trust in the rumble strips. Twenty-four drivers drove the VTI driving simulator SIM III in car mode with simulated rumble strips in one drive and with a simulated Volvo LDW in another drive. A forced yaw motion of the vehicle induced the unintentional lane departures. The results showed no choice in favour of the LDW or the rumble strips, but a clear preference for having a function that warns for unintentional lane departure. Several participants thought it was good to have both types of warning in parallel. Although Response completion time was shorter with the rumble strips warning, there was no difference between the warning types, neither in Time to get car back in lane nor in Lane exceedence area. Thus, there were no major overall differences between the LDW and the rumble strips as measured in the present study. The conclusion is that the drivers’ acceptance, as well as performance, was high for both the rumble strips and the LDW. The positive opinion on the need for assistance systems in unintentional lane departure when drivers are directing their visual attention away from the road is thus further strengthened.
  •  
15.
  • Eriksson, Lars, et al. (författare)
  • Performance and presence with head-movement produced motion parallax in simulated driving
  • 2015
  • Ingår i: Transportation Research Part F. - : Elsevier BV. - 1369-8478 .- 1873-5517. ; 34, s. 54-64
  • Tidskriftsartikel (refereegranskat)abstract
    • Driving simulator studies can reveal relevant and valid aspects of driving behavior, but underestimation of distance and speed can negatively affect the driver's performance, such as in performance of overtaking. One possible explanation for the underestimation of distance and speed is that two-dimensional projection of the visual scene disrupts the monocular-based illusory depth because of conflicting binocular and monocular information of depth. A possible solution might involve the strengthening of the monocular information so that the binocular information becomes less potent.In the present study, we used an advanced high-fidelity driving simulator to investigate whether adding the visual depth information of motion parallax from head movement affects sense of presence, judgment of distance and speed, and performance measures coupled with overtaking. The simulations included two types of driving scenario in which one was urban and the other was rural. The main results show no effect of this head-movement produced motion parallax on sense of presence, head movement, time to collision, distance judgment, or speed judgment.However, the results show an effect on lateral positioning. When initiating the overtaking maneuver there is a lateral positioning farther away from the road center as effect of the motion parallax in both types of scenario, which can be interpreted as indicating use of naturally occurring information that change behavior at overtaking. Nevertheless, only showing tendencies of effects, absent is any clear additional impact of this motion parallax in the simulated driving.
  •  
16.
  • Hjort, Mattias, 1972-, et al. (författare)
  • Smarta gator : VR-simulering av framtida stadsmiljöer
  • 2022
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Denna rapport beskriver arbetet av arbetspaket 6 och 8 i det Vinnova-finansierade projektet Smarta gator. Utifrån arkitektoniska beskrivningar har tre olika VR-miljöer skapats – så kallade ”digitala tvillingar” av en idag existerande gatumiljö i Stockholm, samt två olika tänkbara framtida versioner av gatumiljön. Den simulerade miljön kan upplevas av fotgängare i VTI:s fotgängarsimulator, och alternativt också av bilist genom co-simulering med annan körsimulator. De två tänkbara framtidsvisionerna utvärderades från ett fotgängarperspektiv genom en workshop med 30 försökspersoner i VTI:s fotgängarsimulator i Linköping. Deltagarnas svar visar tydligt att upplevelsen av trygghet, prioritet samt trevlighet/trivsel ökade i de smarta miljöerna jämfört med den ursprungliga miljön. Läsbarheten av gaturummet upplevdes i de smarta miljöerna dock något sämre än i ursprungsmiljön. En förklaring kan vara att många känner igen ursprungsmiljön eftersom det är en relativt vanlig gatutyp – breda körfält för bil, kantstensparkering och trottoarer, medan de smarta miljöerna är uppbyggda på ett annorlunda sätt vilket kan innebära en omställning för att förstå en ”ny typ” av gata. Sammantaget visar studien på hur man kan skapa gaturum som upplevs trevligare och tryggare genom att prioritera gång- och cykeltrafik genom en större yta tillägnat gång, cykel och vistelse än för motortrafik. Även skapandet av vistelseytor och sociala funktioner längs gatan hade en positiv effekt på upplevelsen av gaturummet. Att placera träd och grönska längs gatan är utöver de ekologiska fördelarna också viktigt för trivseln och upplevelsen av gaturummet. Vi konstaterar att VR-simulering kan vara ett användbart verktyg för att på ett tidigt stadium bedöma olika designlösningar. VTI:s fotgängarsimulator har ett state-of-the-art bildsystem, men dess fria yta om 3x6 meter är för liten för att på ett smidigt sätt kunna promenera runt i stadsmiljön. Autonoma fotgängare, styrda av spelmotorn Unreal Engine, upplevdes av de flesta försökspersoner som väldigt verklighetstrogna, och de bidrog till illusionen om att vara på plats i miljön.
  •  
17.
  • Nåbo, Arne, 1958-, et al. (författare)
  • Known Roads : real roads in simulated environments for the virtual testing of new vehicle systems
  • 2016
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This publication presents a project aiming to develop virtual representations of real roads for use in driving simulators. The development was done in order to enable assessments of new systems on existing and well known roads in a driving simulator, and will increase the external validity of virtual testing. Furthermore, the usage of the virtual model of such roads makes the simulator results better comparable to earlier performed or later following road tests. The roads connecting Göteborg-Borås-Alingsås-Göteborg were selected. The purpose for this is due to their proximity to the vehicle industry in west Sweden and to the test tracks “Hällered” and “AstaZero”. However, the tools and methods developed can be used to build a virtual representation of any other road through a surrounding landscape and/or more urban environment. The project was carried out in steps, starting with data collection (investigation and assessment of available data from different sources as well as measurement of road properties) followed by data treatment (remove irrelevant data and errors, filtering, etc.), modelling (mathematical description of road properties) and simulation (selection of data formats for real time simulation).
  •  
18.
  • Stenmarck, Martin, et al. (författare)
  • Driving environment design tool 2 – DeDT2 : enhanced capacity to produce complex and dynamic traffic environments
  • 2016
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The DeDT2 project is an extension of the DeDT project. The design tool developed in DeDT had limitations from a use case perspective. Thus, more functionality was desired. DeDT2 addresses these demands and is a more versatile tool for creating the simulated environment. The scope of DeDT2 has been focused on the creation of roads and crossroads, not on the environment outside the road surface. DeDT2 has evolved to a tool which can create ordinary road segments of different characteristics and put them together to drivable entities. Included in the scope is preparing 3D assets, developed during the DeDT project, to be more suitable in simulation environments. The result from DeDT2 is a second step towards designing a tool for the creation of more complete simulated driving environments.
  •  
19.
  • Ståhle, Alexander, et al. (författare)
  • Designguide för Smarta gator
  • 2022
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • Designguiden för smarta gator konkretiserar hur de fyra megatrenderna urbanisering, digitalisering, samhällsförändringar och miljöförändringar leder till nya krav och utformningsprinciper för framtidens gator. Guiden är tänkt att fungera som en inspiration och ett underlag för att förnya svensk gatupolicy på nationell, regional och kommunal nivå.Guiden innehåller utöver en inledning följande kapitel: en historisk tillbakablick (gatans utveckling), gatans användning, gatans delar, gatans design, designprocessen, guidens genomförande.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-19 av 19
Typ av publikation
rapport (7)
konferensbidrag (6)
tidskriftsartikel (4)
bok (1)
doktorsavhandling (1)
Typ av innehåll
refereegranskat (10)
övrigt vetenskapligt/konstnärligt (9)
Författare/redaktör
Blissing, Björn, 197 ... (19)
Bruzelius, Fredrik, ... (7)
Andersson, Anders, 1 ... (4)
Hjort, Mattias, 1972 ... (4)
Eriksson, Lars (2)
Eriksson, Olle (2)
visa fler...
Nåbo, Arne, 1958- (2)
Eriksson, Olle, 1967 ... (2)
Karlsson, Louise (2)
Källgren, Laban, 197 ... (2)
Rydell, Moa (2)
Dahlhielm, Malin (2)
Anund, Anna, 1964- (1)
Kuttah, Dina K, 1975 ... (1)
Erlingsson, Sigurdur ... (1)
Lindstedt, Krister (1)
Ranhagen, Ulf, 1947- (1)
Ahlström, Christer, ... (1)
Thorslund, Birgitta, ... (1)
Jansson, Jonas (1)
Hellman, Fredrik, 19 ... (1)
Carlsson, Håkan, 196 ... (1)
Ljung Aust, Mikael, ... (1)
Alenius, Malin (1)
Ståhle, Alexander (1)
Alm, Torbjörn (1)
Ölvander, Johan (1)
Berghauser Pont, Met ... (1)
Andersson Hultgren, ... (1)
Leandertz, Rickard (1)
Insulander, Martin (1)
Jansson, Andreas, 19 ... (1)
Friström, Jon (1)
Lindvall, Linus (1)
Nilsson, Göran (1)
Andersson Hultgren, ... (1)
Nordin, Steven (1)
Svensson, Tony (1)
Ölvander, Johan, Pro ... (1)
Holmertz, Pontus (1)
Saluäär, Dennis (1)
Svanberg, Bo (1)
Stavroulaki, Ioanna, ... (1)
Bruzelius, Fredrik, ... (1)
Oliver, James, Profe ... (1)
Bolling, Anne, 1955- (1)
Palmqvist, Lisa, 198 ... (1)
Sundberg, Jonas (1)
Ihs, Anita, 1960- (1)
Berglund, Charlotte (1)
visa färre...
Lärosäte
VTI - Statens väg- och transportforskningsinstitut (18)
Linköpings universitet (9)
Chalmers tekniska högskola (6)
Umeå universitet (1)
Karlstads universitet (1)
Högskolan Dalarna (1)
Språk
Engelska (16)
Svenska (3)
Forskningsämne (UKÄ/SCB)
Teknik (18)
Samhällsvetenskap (3)
Naturvetenskap (1)
Humaniora (1)

År

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy