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Car simulation and virtual environments for investigation of driver behavior

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21260%2F05%3A00317794" target="_blank" >RIV/68407700:21260/05:00317794 - isvavai.cz</a>

  • Výsledek na webu

    <a href="http://www.nnw.cz" target="_blank" >http://www.nnw.cz</a>

  • DOI - Digital Object Identifier

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Car simulation and virtual environments for investigation of driver behavior

  • Popis výsledku v původním jazyce

    The operator is required to be constantly vigilant and even more attentive when operating the device. The paper introduces a cooperation of a car simulator realized in the virtual reality (VR) environments and measurements of "human driver behavior" focused mainly on the aspects of HMI and drivers' attention decrease. In the first part a conception and a development of our VR car simulation devices are described. During the development of the car simulators many problems need to be solved. One of these problems is represented by a simplification and a partial automation of a scenery creation. The first part is dedicated to the algorithms used in our tools, which help to automate the creation of virtual scenes. The next part analyses, in greater detail, the tools themselves and the rest of this section deals with demonstration of the scenes, which were modeled using these tools. For simpler and faster generation of virtual sceneries it is suitable to store the models within a hierarchical database 3D object. Our database includes model objects from which it subsequently forms surroundings for the road virtual scenes. In the article is described how to specify the 3D model properties - their fundamental characteristic and consequent differentiation into specific categories. Sound perception cues are one of the most important ones besides the visual cues in the car simulation. The audio section of this article deals with simulating a sound of a car engine as a most significant audio stimulant for the driver. It shows the basics of the cross fading system which renders the car audio from multiple looped samples. The first part contains an analysis of car engine sound, the second part describes how to synthesize it on the computer. Validation measurements and consequent results are shown at the end of this section. The final paragraphs show examples of experiments developed for measurements of the driver's fatigue and other aspects of the driver's behavior.

  • Název v anglickém jazyce

    Car simulation and virtual environments for investigation of driver behavior

  • Popis výsledku anglicky

    The operator is required to be constantly vigilant and even more attentive when operating the device. The paper introduces a cooperation of a car simulator realized in the virtual reality (VR) environments and measurements of "human driver behavior" focused mainly on the aspects of HMI and drivers' attention decrease. In the first part a conception and a development of our VR car simulation devices are described. During the development of the car simulators many problems need to be solved. One of these problems is represented by a simplification and a partial automation of a scenery creation. The first part is dedicated to the algorithms used in our tools, which help to automate the creation of virtual scenes. The next part analyses, in greater detail, the tools themselves and the rest of this section deals with demonstration of the scenes, which were modeled using these tools. For simpler and faster generation of virtual sceneries it is suitable to store the models within a hierarchical database 3D object. Our database includes model objects from which it subsequently forms surroundings for the road virtual scenes. In the article is described how to specify the 3D model properties - their fundamental characteristic and consequent differentiation into specific categories. Sound perception cues are one of the most important ones besides the visual cues in the car simulation. The audio section of this article deals with simulating a sound of a car engine as a most significant audio stimulant for the driver. It shows the basics of the cross fading system which renders the car audio from multiple looped samples. The first part contains an analysis of car engine sound, the second part describes how to synthesize it on the computer. Validation measurements and consequent results are shown at the end of this section. The final paragraphs show examples of experiments developed for measurements of the driver's fatigue and other aspects of the driver's behavior.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Návaznosti výsledku

  • Projekt

    <a href="/cs/project/1K04102" target="_blank" >1K04102: Interakce člověk - umělý systém</a><br>

  • Návaznosti

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Ostatní

  • Rok uplatnění

    2005

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    Neural Network World

  • ISSN

    1210-0552

  • e-ISSN

  • Svazek periodika

    15

  • Číslo periodika v rámci svazku

    2

  • Stát vydavatele periodika

    CZ - Česká republika

  • Počet stran výsledku

    15

  • Strana od-do

    149-163

  • Kód UT WoS článku

    000232532200005

  • EID výsledku v databázi Scopus