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1.
Rectification of legibility distance in a driving simulator   总被引:2,自引:0,他引:2  
Visual differences lead to differences in the legibility distances of traffic signs between driving simulators and real road environments. To ensure that the legibility distance in a simulator is similar to that in the real world, this study proposes a theoretical equation for predicting legibility distance and a simple algorithm for determining the magnifying power of a traffic sign for a display system in a simulator. Experiments of traffic sign recognition using a simulator were conducted under quasi-static and dynamic driving conditions. On-road tests were also carried out under quasi-static and dynamic driving conditions. Thirty healthy and non-disabled volunteers were recruited. The experimental results showed that the proposed theoretical equation for predicting legibility distance and the simple algorithm for determining the magnifying power of traffic signs reduced the difference in legibility distances between the simulator and real road environment under quasi-static and dynamic driving conditions.  相似文献   

2.
The aim of this article is to investigate the effect of a physical rest-frame, habituation and age on simulator sickness in an advanced mobility scooter driving simulator. Twenty-six young and 34 older adults completed a total of 12 drives in an advanced mobility scooter driving simulator over two visits. A 2x2 crossover design was used to measure the effect of a rest frame that was added to the driving simulator on either the first or second visit. The Simulator Sickness Questionnaire was used to measure simulator sickness symptoms. A significant decrease in simulator sickness was observed between the first and the second visit. Older adults reported more severe simulator sickness symptoms compared to younger participants. No effect of rest-frame could be found. Habituation appears to be the most effective method to reduce simulator sickness in an advanced mobility scooter driving simulator. More research is needed to investigate simulator sickness in patient groups.

Practitioner summary: Experiencing simulator sickness is a major problem across all types of simulators. The present experiment investigated the effect of a rest-frame, habituation and age on developing simulator sickness symptoms in an advanced mobility scooter driving simulator. Habituation appeared to be the most effective method to reduce simulator sickness.  相似文献   


3.
This paper deals with a driving simulator with a multibody vehicle model. Driving simulators require a real-time calculation of vehicle dynamics in response to driver’s inputs, such as a steering maneuver or a brake pedal operation. The authors realized a real-time calculation with a multibody vehicle model by approximating the calculation of constraint equations, and developed a driving simulator with 6-axes motion system. Drivers can feel the multibody analysis results through body sensory information such as the acceleration produced by the motion system and the visual information generated by computer graphics with the developed MBS simulator system. In this paper, a closed-loop test of a human-automobile system was investigated with the developed MBS driving simulator. In this evaluation, the driving simulator system and driver’s behavior were included in a multibody dynamics analysis, so it consists of a hardware- and human-in-the-loop simulation. It was observed from test results that the driving behavior was changed according to the parameters of the multibody vehicle model.  相似文献   

4.
This paper describes an evaluation of muscle activity of volunteers while they undergo gait-like motion in their dorsal position supported by our lower-extremity motion simulator (LoMS) that is magnetic resonance imaging (MRI) compatible. Our LoMS is designed to provide gait-like motion for a wearer in his/her dorsal position while a functional MRI measures his/her brain activity. A purpose of providing gait-like motion by LoMS is to enable a wearer in the dorsal posture to move his/her lower extremities like gait. LoMS is controlled with torque control based on predictive control method to convert the gravity effect of the dorsal posture into the caudal posture. The performance providing gait-like motion is evaluated from two viewpoints of muscle activities: bioelectrical potential (BEP) transition and inhibition of musculus soleus during the motion. There were correlation of BEP transition at iliopsoas, quadriceps femoris, musculus tibialis anterior, and musculus soleus. The inhibition during the gait-like motion provided by LoMS was similar to the inhibition during treadmill gait. The inhibition is modulated by a level of cerebellum, brainstem and spinal. Therefore, it is considered that LoMS induces the motor sensation in the level of cerebellum, brainstem, and spinal by providing the gait-like motion.  相似文献   

5.
Roope Eskola 《Advanced Robotics》2013,27(16):1249-1257
This article describes the development process of a horseback riding simulator capable of generating a close to natural riding sensation. The development process started with 6-DOF motion measurement of the dynamics of the rider’s saddle during riding. Six-dimensional measurements during riding are required to fully understand the character of the saddle dynamics during different gaits. The measured quantities, i.e. translation accelerations and angular velocities, were transformed and filtered to form position references for a hydraulic Gough–Stewart platform. The presented novel motion measurement method is easy to use and makes it possible to measure gaits of several individual horses in a short time. It also provides a straightforward approach to produce motion data for the motion platform. In the second phase of the study, an artificial horse body made of glass fiber was mounted on the motion platform. The developed simulator realizes all three basic gaits walk, trot, and gallop. The rider is able to control the behavior of the simulator via sensors and an interactive interface. The control aids sensed by the interface are reins tension, calf pressure, and stirrup angle. A novel intelligent algorithm mimicking the real rider–horse interaction to vary the gaits and their frequencies was developed and tested.  相似文献   

6.
The limitations of a real motion platform will not normally be discovered until it is completely built and tested. Late identification of its limitations imposes the necessity of a redesign of the motion platform. This, in turn, incurs important and significant economic costs for the manufacturer. Note that any change in the original design of the motion platform requires an investment in resources, money and time in order to perform the re-design of the platform. The main contribution of this paper is to address this problem by creating a virtual motion platform (VMP). This virtual motion platform is a computer-based simulation of a real motion platform which produces the same outputs as the real platform when it receives the same inputs. The VMP has been designed to easily replace the real platform in order to avoid damage to the real system, avoid the potential for human injuries and reduce costs, among other advantages. The model is extensible, enabling the simulation of different kinds of real motion platforms in real-time. The VMP has been validated against a real system implementation. This prototype has been validated against two real motion platforms that we have in our labs: a T3R3 (6DoF) and a T1R2 (3DoF) platform. Extensive empirical tests have been performed and the results show that the VPM exhibits a deviation of less than 3% with respect to the real motion platform, which is a really reasonable result considering the complexity of the simulation. We have also demonstrated that our simulation is capable of running faster than real-time being able to perform batch simulations on many different design iterations.  相似文献   

7.
《Advanced Robotics》2013,27(2):171-188
Several kinds of knee motion simulator systems have been developed for the accurate analysis of knee biomechanics. Knee motion simulators, however, are not recognized for their practical use because of difficulties in design and control. In this study, a wire-driven knee simulator which generates physiological knee motion has been developed. Physiological three-dimensional tibia motion against the femur can be generated by the simulator. Many clinical studies have been performed to analyze the length displacement pattern of the anterior cruciate ligament (ACL) and the posterior cruciate ligament (PCL). We assume that the physiological knee motion can be realized if the length displacement patterns of the ACL and PCL against the knee flexion angle are the same as the experimental data obtained from the literature. A fuzzy neural control policy, one of the most effective intelligent control policies, has been applied for control of the simulator. Applying the fuzzy neural control policy, human knowledge and experience can be reflected and adaptive/learning ability can be incorporated in the controller. On-line learning of the fuzzy neural controller is carried out to minimize a fuzzy controlled evaluation function using the back-propagation learning algorithm. The effectiveness of the proposed simulator has been evaluated by experiments using a model bone.  相似文献   

8.
This paper describes the design and evaluation of a model predictive control algorithm for automated driving on a motorway using a vehicle traffic simulator. For the development of a highly automated driving control algorithm, motion planning is necessary to satisfy driving condition in various road traffic situations. There are two key issues in motion planning of automated driving vehicles. One of the key issues is how to handle potentially dangerous situations that could occur in order to guarantee the safety of vehicles. The second key issue is how to guarantee the disturbance rejection of the controller under model uncertainties and external disturbances. To improve safety with respect to the future behaviors of subject vehicles, not the current states but rather the predicted behaviors of surrounding vehicles should be considered. The desired driving mode and a safe driving envelope are determined based on the probabilistic prediction of surrounding vehicles behaviors over a finite prediction horizon. To obtain the desired steering angle and longitudinal acceleration for maintaining the subject vehicle in the safe driving envelope during a finite prediction horizon, a motion planning controller is designed based on an model predictive control (MPC) approach. The developed control algorithm has been successfully implemented on a vehicle electronic control unit (ECU). The proposed control algorithm has been evaluated on a real-time vehicle traffic simulator. The throttle, brake, and steering control inputs and the controlled vehicle behavior have been compared to those of manual driving.  相似文献   

9.
Feedforward control can significantly enhance the performance of motion systems through compensation of known disturbances. This paper aims to develop a new procedure to tune a feedforward controller based on measured data obtained in finite time tasks. Hereto, a suitable feedforward parametrization is introduced that provides good extrapolation properties for a class of reference signals. Next, connections with closed-loop system identification are established. In particular, instrumental variables, which have been proven very useful in closed-loop system identification, are selected to tune the feedforward controller. These instrumental variables closely resemble traditional engineering tuning practice. In contrast to pre-existing approaches, the feedforward controller can be updated after each task, irrespective of noise acting on the system. Experimental results confirm the practical relevance of the proposed method.  相似文献   

10.
11.
In the study, we checked: 1) how the simulator test conditions affect the severity of simulator sickness symptoms; 2) how the severity of simulator sickness symptoms changes over time; and 3) whether the conditions of the simulator test affect the severity of these symptoms in different ways, depending on the time that has elapsed since the performance of the task in the simulator.  相似文献   

12.
A hybrid motion simulator embeds a hardware experiment in a numerical simulation loop. However, it is often subjected to the inherent problem of an energy increase in the collision of two pieces of hardware in a loop because of the delay time. This paper proposes a delay time compensation method based on contact dynamics model for a collision hybrid motion simulator under delay time and establishes a compensation method for coupled translational and rotational motion. The model developed in this paper describes linear uniform motion of a floating object during the period of the delay time until the force and torque are observed and non-linear motion according to environmental stiffness after the initial delay time period in contact. By using the above model, compensation parameters are designed based on desired coefficient of restitution with iterative calculation. The proposed method achieves accurate delay time compensation and simultaneously realizes a variable desired coefficient of restitution over a wide range of frequencies. Furthermore, the compensation method for multi-dimensional motion is established under the assumption that the friction effect is very small. The efficiency of the proposed method is verified through collision experiments for the coupled motion in two dimensions.  相似文献   

13.
J.L.  M.  F.  S. 《Robotics and Autonomous Systems》2008,56(5):396-409
This paper presents an interactive tool aimed at facilitating the understanding of several well-known algorithms and techniques involved in solving mobile robot motion problems. These range from those modelling the mechanics of mobility to those used in navigation. The tool focuses on describing these problems in a simple manner in order to be useful for education purposes among different disciplines. By highlighting interactivity, the tool provides a novel means to study robot motion planning ideas in a manner that enhances full understanding. Furthermore, the paper discuses how the tool can be used in an introductory course of mobile robotics.  相似文献   

14.
《Ergonomics》2012,55(8):1015-1037
Driving performance in an instrumented vehicle was compared with performance in a low-cost, fixed-based driving simulator. Six men and six women drove a freeway route while periodically dialling simulated phone calls. The same subjects drove a laboratory driving simulator using two visual fidelity levels: a colour scene with relatively high detail, and a monochrome (night) scene showing only road-edge markings. Lane position, speed, steering-wheel angle and throttle position were recorded in both contexts. Lane-keeping in the simulator was less precise than on the road, but speed control performance was comparable. The SD of lane position in normal driving was about twice as large, on average, in the simulator (0.360 versus 0.165 m). Lane keeping and speed control were less precise when dialling the phone than in normal driving, both in the simulator and on the road, but the performance decrement was greater in the simulator. The addition of the phone task increased the mean lateral speed in the car by about 43%, while in the simulator the mean lateral speed increased by 158% with the addition of the phone task. Subjects >60 years of age showed larger performance decrements during a concurrent phone dialling task than did subjects 20–30 years of age both in the simulator and on-road. No important differences in driving performance were found between the high and low simulator scene fidelity levels. The simulator demonstrated good absolute validity for measures of speed control and good relative validity for the effects of the phone task and age on driving precision.  相似文献   

15.
Motion databases have a strong potential to guide progress in the field of machine recognition and motion-based animation. Existing databases either have a very loose structure that does not sample the domain according to any controlled methodology or too few action samples which limit their potential to quantitatively evaluate the performance of motion-based techniques. The controlled sampling of the motor domain in the database may lead investigators to identify the fundamental difficulties of motion cognition problems and allow the addressing of these issues in a more objective way. In this paper, we describe the construction of our Human Motion Database using controlled sampling methods (parametric and cognitive sampling) to obtain the structure necessary for the quantitative evaluation of several motion-based research problems. The Human Motion Database is organized into several components: the praxicon dataset, the cross-validation dataset, the generalization dataset, the compositionality dataset, and the interaction dataset. The main contributions of this paper include (1) a survey of human motion databases describing data sources related to motion synthesis and analysis problems, (2) a sampling methodology that takes advantage of a systematic controlled capture, denoted as cognitive sampling and parametric sampling, and (3) a novel structured motion database organized into several datasets addressing a number of aspects in the motion domain.  相似文献   

16.
Yung-Ching   《Displays》2003,24(4-5):157-165
This study aimed to investigate the difference in driving performance between drivers’ attention on the head-up display (HUD)/road under low/high road conditions via a driving simulator experiment. Experimental driving included four driving scenarios with attention-on-the-HUD followed by attention-on-the-road or vice versa under high or low driving load conditions. Each scenario took about a 30-min driving consisting of two 15-min sections for each attention location. Forty-eight participants, divided into four groups, drove one of the four scenarios once. Besides driving safely within speed limit, participants were also required to perform detection task and speed limit sign response task. Results revealed that drivers paying attention to the HUD, under both low and high driving load conditions, reacted faster to speed limit sign changes than when paying attention to the road. In addition, attention-to-the-HUD under low driving load condition caused the smallest variation in steering wheel angle and lateral acceleration. These differences can be attributed to the driver's enhanced awareness and the cognitive capture effect, and tended to diminish with increasing driving workload. Finally, attention shift of drivers and the so-called novelty effect for using new technology product were also found.  相似文献   

17.
This study examined the effects of performing scrollable music selection tasks using a portable music player (iPod Touch™) on simulated driving performance and task-sharing strategies, as evidenced through eye glance behaviour and secondary task performance. A total of 37 drivers (18–48 yrs) completed the PC-based MUARC Driver Distraction Test (DDT) while performing music selection tasks on an iPod Touch. Drivers’ eye glance behaviour was examined using faceLAB eye tracking equipment. Results revealed that performing music search tasks while driving increased the amount of time that drivers spent with their eyes off the roadway and decreased their ability to maintain a constant lane position and time headway from a lead vehicle. There was also evidence, however, that drivers attempted to regulate their behaviour when distracted by decreasing their speed and taking a large number of short glances towards the device. Overall, results suggest that performing music search tasks while driving is problematic and steps to prohibit this activity should be taken.  相似文献   

18.
曾浩  高秀娟  曾孝平 《计算机应用》2008,28(8):2147-2149
图像的运动估计中,基于块匹配的免疫算法由于算法的随机性,使得抗体群中不匹配块增多,导致了免疫算法运算量增大。改进算法搜索过程中,通过快速识别出搜索窗内不可能成为匹配块的候选块,并把这些块消除掉,不对其进行匹配误差运算,从而可以大幅度减少免疫算法运算量。同时,由于改进算法使得候选块的匹配可能性提高,使得相对于传统块匹配免疫算法,重建图像的均峰信噪比进一步提高,进而重建图像质量得以提高。仿真实验结果验证了改进算法的上述优点。  相似文献   

19.
We present an efficient hand recognition algorithm for an interactive image clipping system, which is widely used for environments such as public facilities and security environments where personal capturing devices including mobile phones are not allowed. User-friendly interface and accurate image capturing function are required for an image clipping system. We build the system by combining Microsoft Kinect, HD webcam and projector. The Kinect and webcam are used to capture the motions of users׳ hand and project is to display the user-selected area from the capturing material. Hand recognition is composed of three steps: (i) the region occupied by users׳ hand is extracted from an image, (ii) the fingertips of the extracted hand region are analyzed using k-curvature algorithm, and (iii) the height of the fingertip is estimated using the depth image from Kinect. The height of the fingertip informs whether users׳ finger touched the surface of the target. The region captured by the fingertip is clipped from the image and stored as the target image. The excellence of our hand recognition algorithm is proved through a user test.  相似文献   

20.
The worlds population is quickly aging. With an aging society, an increase in patients with brain damage is predicted. In rehabilitation, the analysis of arm motion is vital as various day to day activities relate to arm movements. The therapeutic approach and evaluation method are generally selected by therapists based on his/her experience, which can be an issue for quantitative evaluation in any specific movement task. In this paper, we develop a measurement system for arm motion analysis using a 3D image sensor. The method of upper body posture estimation based on a steady-state genetic algorithm (SSGA) is proposed. A continuous model of generation for an adaptive search in dynamical environment using an adaptive penalty function and island model is applied. Experimental results indicate promising results as compared with the literature.  相似文献   

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