design of visual displays for driving simulator research
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Design of Visual Displays for Driving Simulator Research. G. John Andersen Department of Psychology University of California, Riverside. Vision Issues in Driving Simulators. Driving tasks require accurate perception of depth and distance in the 3D scene - PowerPoint PPT PresentationTRANSCRIPT
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Design of Visual Displays for Driving Simulator Research
G. John Andersen
Department of Psychology
University of California, Riverside
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Vision Issues in Driving Simulators
• Driving tasks require accurate perception of depth and distance in the 3D scene– What sources of information are critical– Integration of sources– Conflict between sources
• Visual Display – Display characteristics (Aliasing, Flicker,
Update,Refresh, Resolution)
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Failure to Consider these issues in Driving Simulators
• Poor task performance• Low external validity of results• Poor transfer of training• Increased risk of simulator sickness
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Driving tasks and Perception of Depth and Distance
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, 96
Cutting, 1996
Depth
Con
trast
Depth (meters)
Occlusion
1 10 100
Size constancy
Cast Shadows
Disparity
Motionparallax
Convergence
Aerial
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Overall scene depth
Layout of Objects
Properties of Objects
Viewer-centered
Information
Accommodation
Linear Perspective
Disparity
Motion Parallax
Linear Perspective
Relative Size
Motion Parallax
Texture (perspective)
Specular Highlights
Object-centered
Information
Surrounding Frame
Compression Gradient
Structure from Motion
Compression Gradient
Structure from Motion
Texture (non-perspective)
Shading
Andersen, Braunstein, & Saidpour, 1998
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Driving Tasks and Perception
• Multiple sources of information available for driving tasks– What information is critical for what tasks
• Multiple sources for a specific task• Different tasks require different information
sources
– Use of multiple sources• Cue interactions• Cue conflicts
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Multiple sources for a specific task: Collision Detection
• Model based on analysis of visual information available to driver (Andersen & Sauer, 2004)– Use of 5 parameters
motion parallax; optic flow)
d/dt (motion parallax; optic flow)
d/dt
ds (texture gradients, disparity, relative size)
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Front View Top View
t=1
t=0
specifies the time to contact during constant velocitycollisions
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a is the bearing of an object relative to a reference
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ddt, dsd/dt, d/dt,
ddt, ds
ddt, ds
d/dt, d/dt, ddt, ds
ddtds ddt, ds
ddt, ds
d/dt, ds
ddt
d/dt, ddt, ds
d/dt, d/dt, d/dt, ds ddt
d/dt
d/dt, ddt, ds
d/dt, ddt, ds
d/dt, ddt, ds
d/dt, ddt, ds
d/dt, ddt, ds
d/dt, ddt, ds
Vehicle Motion
ObjectMotion
F = Fixed Speed V = Variable SpeedS = Straight Path C = Curved Path
No
F/S
V/S
F/C
V/C
No F/S V/S F/C V/C
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Is =0? Or d/dt0?(constant angular
direction)
Is >0?(expansion)?
Yes
No
Yes
Is d/dt =0?(Constant expansion)
No
Derive
d/dt
Is d/dt >=-0.5?
No
Collision Object
Derivedv-ds
Is dv-ds >0?
Yes
Non-collision Object
Derive
Derive d/dt(angular direction)
Is dv-ds =0?(Constant expansion)
No
Yes
SelectObject
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Different tasks and different sources of information
Two tasks with different sources of information
- Collision Detection (constant speeds and linear trajectories): Optical Expansion (TTC) and
-Vehicle Speed: Edge Rate
Question: Does information from one task affect use of information for second task
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Experiment• Issue: Does information for one
task affect use of information for a different task
• Task: collision detection
• Independent Variables– Collision or non-collision object
– Time to contact (TTC)
– Different combinations of vehicle speed and object speed
• Dependent variable– Sensitivity (d’)
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Vehicle / Object Velocity
d'
2.4
2.6
2.8
3.0
3.2
3.4
3.6
3.8
4.0
4.2
4.4
4.6
0/-0.8 0.2/-0.6 0.4/-0.4 0.2/-0.6
TTC 3.5 s
TTC 4.5 s
TTC 5.5 s
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Simulators depict a 3D world
Perception of 3D scene includes-Texture gradients-Motion parallax-Occlusion-other information sources
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Visual system also has cues for perceiving the distance to the display
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3 Information sources for depth and distance of Display
- Binocular Disparity
- Eye convergence
- Accommodation
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, 96
Cutting, 1996
Depth
Con
trast
Depth (meters)
Occlusion
1 10 100
Size constancy
Cast Shadows
Disparity
Motionparallax
Convergence
AerialAccommodation
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Visual Cue Conflicts between display cues and 3D scene cues
Visual Cue conflict:
- Disparity, convergence and accommodation information specify display is flat
- Motion parallax, texture gradients, and other cues specify scene is 3D
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Human Factors Solutions to these Issues
• Determine perceptual information needed for driving tasks of interest
• Design displays to optimize performance of tasks– Consider interactions of different information sources
• Minimize cue conflicts• Design for optimal performance not for high
fidelity– Question need of high fidelity rendered scenes, control
dynamics and fixed/variable base simulator