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Träfflista för sökning "WFRF:(Blissing Björn 1978 ) srt2:(2016)"

Sökning: WFRF:(Blissing Björn 1978 ) > (2016)

  • Resultat 1-6 av 6
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1.
  • 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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2.
  • 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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3.
  • 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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4.
  • 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.
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5.
  • 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).
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6.
  • 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.
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  • Resultat 1-6 av 6

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