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Total results: 274

Multi-dimensional and objective assessment of motion sickness susceptibility based on machine learning

Year: 2022

Authors: C Li, Z Zhang, Y Liu, T Zhang, X Zhang, H Wang

Background: As human transportation, recreation, and production methods change, the impact of motion sickness (MS) on humans is becoming more prominent. The susceptibility of people to MS can be accurately assessed, which will allow ordinary people to choose comfortable transportation and entertainment and prevent people susceptible to MS from entering provocative environments. This is valuable for maintaining public health and the safety of tasks. Objective: To develop an objective multi-dimensional MS susceptibility assessment model based on physiological indicators that objectively reflect the severity of MS and provide a reference for improving the existing MS susceptibility assessment methods. Methods: MS was induced in 51 participants using the Coriolis acceleration stimulation. Some portable equipment were used to digitize the typical clinical manifestations of MS and explore the correlations between them and Graybiel's diagnostic criteria. Based on significant objective parameters and selected machine learning (ML) algorithms, several MS susceptibility assessment models were developed, and their performances were compared. Results: Gastric electrical activity, facial skin color, skin temperature, and nystagmus are related to the severity of MS. Among the ML assessment models based on these variables, the support vector machine classifier had the best performance with an accuracy of 88.24%, sensitivity of 91.43%, and specificity of 81.25%. Conclusion: The severity of symptoms and signs of MS can be objectively quantified using some indicators. Multi-dimensional and objective assessment models for MS susceptibility based on ML can be successfully established.

5 versions available

Multi-modal user experience evaluation on in-vehicle HMI systems using eye-tracking, facial expression, and finger-tracking for the smart cockpit

Year: 2022

Authors: W Li, Y Wu, G Zeng,F Ren, M Tang

The trend toward intelligent connected vehicles (ICVs) led to numerous more novel and more natural human-vehicle relationships, which will bring about tremendous changes in smart cockpit functions and interaction methods. However, most in-vehicle human-machine interaction (HMI) systems focus on adding more functions, while few of them focus on the user experience (UX) of the system. This study presents an evaluation method of UX based on eye-tracking, finger movement tracking, and facial expression, the study also proposed a pleasantness prediction based on multi-layer perception (MLP) algorithm using multi-modal data. Through the UX experiment on two in-vehicle HMI systems, the study verified that the proposed evaluation method can be objective and efficient to evaluate the in-vehicle HMI system. Based on the MLP algorithm, the study trained the pleasantness prediction model using multi-modal data. Besides, we collected new data of the third in-vehicle HMI system to test the trained model and presented excellent test results.

7 versions available

Pedestrians’ Understanding of a Fully Autonomous Vehicle’s Intent to Stop: Utilizing Video-based Crossing Scenarios

Year: 2022

Authors: M Hochman,Y Parmet,T Oron

Background. External human-machine interfaces (eHMI) indicate Fully Autonomous Vehicles' (FAVs) intents, contributing to their communication with pedestrians. We still do not know enough about how eHMI propositions lead pedestrians to comply in conflicting situations. Objective. Findings on fixed crossing scenes suggest that pedestrians' decision-making depends on the eHMI implementation and the 'vehicle's distance from the crossing. We aim to enhance this work, looking at dynamic crossing situations. Method. Thirty-four adult participants observed 56 road-crossing video scenarios as if they were pedestrians intending to cross. A single FAV drove at 40 km/h. Scenarios differed by car size, eHMI message type, and the FAV's initial distance from the crossing place. Participants had to decide whether to cross or not by pressing designated buttons. Following each scenario, their subjective Understanding of the FAV's intention was obtained. Decision measurements and eye-tracking data were collected. Results. Eye-tracking data confirmed that all pedestrians fixated on the eHMI, yet only 53% of the responses were compatible with its proposition. More incompatible responses were observed for the close distance. An interaction between distance and eHMI proposition revealed that when the eHMI indicated participants to cross, and the FAV's initial location was close, most participants decided not to cross. Distance influenced participants' response time; pedestrians decided faster in the closer distance. Overall, subjective Understanding of the FAV's intention was low. Conclusion. Using video-based scenarios, we showed the combined effect of context and eHMI meaning on pedestrians' crossing decisions. Relative to fixed scenes, pedestrians were more conservative and relied less on the eHMI suggestions. Interactions of distance and message meaning affected compatibility and response time. Even when pedestrians understood the eHMI message, they did not necessarily comply. Distance of the vehicle from the crossing place influenced the crossing decision, as it does today.

1 version available:

Practicing Badminton Serve with the Absence of Visual Feedback.

Year: 2022

Authors: J Carboch, D Ďurčo, ZS Marion, Physical Activity Review

Introduction: The server in a badminton match is partly constrained by the accuracy of the outcome of his serves unless the opponent lets the shuttlecock impact the ground. Because the opponent hits the ball before the impact, the server has very limited feedback about the short serve accuracy. The short serve should be aimed as close as possible to the short service line. The practice can differ from the match conditions, as the serve is usually performed with various accuracy. Aim of Study: The aim is to find out if limiting the visual feedback affects the serve outcome in a badminton practice. Material and Methods: Ten competitive badminton players (29.4±5.7 years) with badminton experience of 10.4±3.9 years took part in the study. Altogether, each participant served 80 backhand short serves (20 with occlusion, 20 without occlusion, 20 without occlusion, followed by 20 with occlusion) on the court. Occlusion glasses blocked the server’s vision in the moment of racket-shuttlecock impact. The shuttlecock impact on the court was recorded with the video camera and analyzed in Kinovea software. Results: The results showed a significant difference between the accuracy of serves without the occlusion (27.6±9.9 cm) compared to the visual occlusion (32.2±12.5 cm); t(9)=2.43, p≤0.05, d=0.43. Conclusion: Visual feedback has a significant effect on the backhand short serve accuracy. Visual constrain of the serve outcome reduced the accuracy of the serves. In a practice match, the receiver could sometimes randomly let the shuttlecock impact the ground to provide feedback to the server.

1 version available:

Stereoscopic 3D dashboards: An investigation of performance, workload, and gaze behavior during take-overs in semi-autonomous driving

Year: 2022

Authors: F Weidner,W Broll

When operating a conditionally automated vehicle, humans occasionally have to take over control. If the driver is out of the loop, a certain amount of time is necessary to gain situation awareness. This work evaluates the potential of stereoscopic 3D (S3D) dashboards for presenting smart S3D take-over-requests (TORs) to support situation assessment. In a driving simulator study with a 4 × 2 between-within design, we presented 3 smart TORs showing the current traffic situation and a baseline TOR in 2D and S3D to 52 participants doing the n-back task. We further investigate if non-standard locations affect the results. Take-over performance indicates that participants looked at and processed the TORs’ visual information and by that, could perform more safe take-overs. S3D warnings in general, as well as warnings appearing at the participants’ focus of attention and warnings at the instrument cluster, performed best. We conclude that visual warnings, presented on an S3D dashboard, can be a valid option to support take-over while not increasing workload. We further discuss participants’ gaze behavior in the context of visual warnings for automotive user interfaces.

8 versions available

Studying pedestrians crossing behavior during automated vehicle interactions: A Wizard of Oz study

Year: 2022

Authors: J Bindschädel,A Kiesel

As a substitute for communication with a human driver, additional communication cues for AVs have been proposed [1]. To analyze their effect on traffic flow, preceding studies captured pedestrians´ crossing decision in an unnatural manner, e.g., via data collection devices (e.g., [2]). In this paper, we explored the applicability of two optical tracking systems to capture crossing behavior more naturally in real-world conditions. In a Wizard of Oz study, N = 35 participants encountered a simulated AV. They were instructed to show natural crossing behavior, which was recorded with a light barrier and a SMARTTRACK3/IF. Results showed that both optical tracking systems can be utilized to capture pedestrians´ crossing behavior while interacting with AVs. The light barrier recorded the movement more often validly. Still, the correlation between recordings of both tracking systems was high which indicated a high convergence of measurement results.

1 version available:

The influence of visual-manual distractions on anticipatory driving

Year: 2022

Authors: D He,B Donmez

Objective: The aim of this study is to investigate how anticipatory driving is influenced by distraction. Background: The anticipation of future events in traffic can allow potential gains in recognition and response times. Anticipatory actions (i.e., control actions in preparation for potential traffic changes) have been found to be more prevalent among experienced drivers in simulator studies when driving was the sole task. Despite the prevalence of visual-manual distractions and their negative effects on road safety, their influence on anticipatory driving has not yet been investigated beyond hazard anticipation. Methods: A simulator experiment was conducted with 16 experienced and 16 novice drivers. Half of the participants were provided with a self-paced visual-manual secondary task presented on a dashboard display. Results: More anticipatory actions were observed among experienced drivers; experienced drivers also exhibited more efficient visual scanning behaviors as indicated by higher glance rates toward and percent times looking at cues that facilitate the anticipation of upcoming events. Regardless of experience, those with the secondary task displayed reduced anticipatory actions and paid less attention toward anticipatory cues. However, experienced drivers had lower odds of exhibiting long glances toward the secondary task compared to novices. Further, the inclusion of glance duration on anticipatory cues increased the accuracy of a model predicting anticipatory actions based on on-road glance durations. Conclusion: The results provide additional evidence to existing literature supporting the role of driving experience and distraction engagement in anticipatory driving. Application: These findings can guide the design of in-vehicle systems and guide training programs to support anticipatory driving.

12 versions available

The potential of gamification for user education in partial and conditional driving automation: A driving simulator study

Year: 2022

Authors: S Feinauer, L Schuller, I Groh, L Huestegge

Drivers must establish adequate mental models to ensure safe driver-vehicle interaction in combined partial and conditional driving automation. To achieve this, user education is considered crucial. Since gamification has previously shown positive effects on learning motivation and performance, it could serve as a measure to enhance user education on automated vehicles. We developed a tablet-based instruction involving gamified elements and compared it to instruction without gamification and a control group receiving a user manual. After instruction, participants (N = 57) experienced a 30-minute automated drive on a motorway in a fixed-base driving simulator. Participants who received the gamified instruction reported a higher level of intrinsic motivation to learn the provided content. The results also indicate that gamification promotes mental model formation and trust during the automated drive. Taken together, including gamification in user education for automated driving is a promising approach to enhance safe driver-vehicle interaction.

4 versions available

Training visual attention improves basketball three-point shot performance under pressure

Year: 2022

Authors: S Moeinirad, B Abdoli, A Farsi, N Ahmadi , Sport Sciences for Health

The present study aimed to investigate the efficacy of a QE-training duration on improving the performance and accuracy of basketball three-point shot and determined whether such training protected against attentional disruptions associated with performing under pressure. Methods Eighteen expert male basketball players wore a mobile eye tracker to assess their quite eye (QE) duration when performing three-point shots carried out over 6 days without defensive pressure. They first participated in pre-test and were randomly allocated into a quiet eye (QE)-trained and control group. Both groups participated in video feedback of their gaze behavior and on-court training sessions and only the QE-trained group received additional instructions related to maintaining a longer QE duration. Their accuracy and gaze behaviors were recorded through post and pressure tests. Results The QE-trained group performed significantly better and had longer total, early and late QE duration through the phase of tests compared to the control group. Conclusion These results provide support for the efficacy of QE training focused on using visual information until the ball is released in undefended conditions. Future research is needed to determine if the results also apply when the athlete is closely defended.

1 version available:

Visual search during dynamic displays: Effects of velocity and motion direction

Year: 2022

Authors: M Tong, S Chen, Y Niu, J Wu,J Tian

The visual search performance during dynamic environment has been demonstrated that could be affected by the motion of target and distractors. In present study, two experiments were conducted to investigate the effect of motion direction and velocity on visual search on screen. In Experiment 1, participants were required to complete the search task at three velocities(2, 8, and 16 deg/s) and four directions of motion(up, down, left, right). In Experiment 2, participants finished the more difficult visual search tasks within two directions (right, left) at higher velocities (16, 24, and 32 deg/s). The experiments revealed that the increase of velocity on the screen has a negative effect on the visual search performance, and when the velocity is higher than 8 deg/s, search times for horizontally moving images were shorter than those for vertically moving images. Furthermore, the difference in search performance could also be found in left-moving and right-moving images with the increase of velocity. Right-moving images were proved to correspond to higher visual search performance. In addition, eye movement data indicated that saccade amplitude and saccade velocity might be responsible for this difference. The results of this study can be applied to industrial inspection, safety inspection, driving, and other fields.

2 versions available