81 research outputs found
"The Surveyor’s Guide to the Driving Simulation": Developing and Evaluating of Guidelines for Straightforward Road Surveying for Driving Simulator Databases for Development and Test of Driver Assistance and Automation Systems
Development of driver assistance and automation systems relies on domain-specific formats for the
geometrical and logical representation of road networks in simulation environments. The trend to simulate real world
urban environments leads to increasing demands for such data which cannot be derived easily from
cadastral or open source geodata. In contrast, specific surveying directly into these domain-specific formats
quickly becomes time and cost consuming. The DLR in partnership with OEMs developed guidelines for
simplified surveying into an intermediate, discrete geodata format which meets the requirements of both the
governmental and the driving simulation domain. From this intermediate format specific simulation formats can
be derived automatically through the developed processing toolchain. The feasibility and effort of this approach
is examined in an urban use case in Germany covering the dedicated surveying of road sections followed by
automatic processing into OpenDRIVE
Nested immersion: Describing and classifying augmented virtual reality
We present a system, intended for automotive design review use cases, that incorporates a tracked tablet in a CAVE, where both the tablet and the CAVE provide different views and interaction possibilities within the same virtual scene. At its core, this idea is not novel. However, the literature reveals few examples of this paradigm in which virtual information is presented on a second physical device to augment an immersive virtual environment. Similarly, it is unclear where the system should be positioned within existing augmented/mixed/virtual reality taxonomies. We argue that interactions occur within a nesting of virtual and physical contexts, and that formalizing these relationships is important when attempting to understand perceptual issues. The goal of this paper is, thus, to describe the new system by proposing a scheme to formally identify sources of bias and then adapting an existing taxonomy to classify such systems.Projet FUI VARI
Performance Evaluation of Passive Haptic Feedback for Tactile HMI Design in CAVEs
International audienceis an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in: https://sam.ensam.eu Handle ID Abstract-This article presents a comparison of different haptic systems, which are designed to simulate flat Human Machine Interfaces (HMIs) like touchscreens in virtual environments (VEs) such as CAVEs, and their respective performance. We compare a tangible passive transparent slate to a classic tablet and a sensory substitution system. These systems were tested during a controlled experiment. The performance and impressions from 20 subjects were collected to understand more about the modalities in the given context. The results show that the preferences of the subjects are strongly related to the use-cases and needs. In terms of performance, passive haptics proved to be significantly useful, acting as a space reference and a real-time continuous calibration system, allowing subjects to have lower execution durations and relative errors. Sensory substitution induced perception drifts during the experiment, causing significant performance disparities, demonstrating the low robustness of perception when spatial cues are insufficiently available. Our findings offer a better understanding on the nature of perception drifts and the need of strong multisensory spatial markers for such use-cases in CAVEs. The importance of a relevant haptic modality specifically designed to match a precise use-case is also emphasized.This article presents a comparison of different haptic systems, which are designed to simulate flat Human Machine Interfaces (HMIs) like touchscreens in virtual environments (VEs) such as CAVEs, and their respective performance. We compare a tangible passive transparent slate to a classic tablet and a sensory substitution system. These systems were tested during a controlled experiment. The performance and impressions from 20 subjects were collected to understand more about the modalities in the given context. The results show that the preferences of the subjects are strongly related to the use-cases and needs. In terms of performance, passive haptics proved to be significantly useful, acting as a space reference and a real-time continuous calibration system, allowing subjects to have lower execution durations and relative errors. Sensory substitution induced perception drifts during the experiment, causing significant performance disparities, demonstrating the low robustness of perception when spatial cues are insufficiently available. Our findings offer a better understanding on the nature of perception drifts and the need of strong multisensory spatial markers for such use-cases in CAVEs. The importance of a relevant haptic modality specifically designed to match a precise use-case is also emphasized
Nested immersion: Describing and classifying augmented virtual reality
International audienceWe present a system, intended for automotive design review use cases, that incorporates a tracked tablet in a CAVE, where both the tablet and the CAVE provide different views and interaction possibilities within the same virtual scene. At its core, this idea is not novel. However, the literature reveals few examples of this paradigm in which virtual information is presented on a second physical device to augment an immersive virtual environment. Similarly, it is unclear where the system should be positioned within existing augmented/mixed/virtual reality taxonomies. We argue that interactions occur within a nesting of virtual and physical contexts, and that formalizing these relationships is important when attempting to understand perceptual issues. The goal of this paper is, thus, to describe the new system by proposing a scheme to formally identify sources of bias and then adapting an existing taxonomy to classify such systems
Navigation and interaction in a real-scale digital mock-up using natural language and user gesture
This paper tries to demonstrate a very new real-scale 3D system and sum up some firsthand and cutting edge results concerning multi-modal navigation and interaction interfaces. This work is part of the CALLISTO-SARI collaborative project. It aims at constructing an immersive room, developing a set of software tools and some navigation/interaction interfaces. Two sets of interfaces will be introduced here: 1) interaction devices, 2) natural language (speech processing) and user gesture. The survey on this system using subjective observation (Simulator Sickness Questionnaire, SSQ) and objective measurements (Center of Gravity, COG) shows that using natural languages and gesture-based interfaces induced less cyber-sickness comparing to device-based interfaces. Therefore, gesture-based is more efficient than device-based interfaces.FUI CALLISTO-SAR
Simulation of Specular Surface Imaging Based on Computer Graphics: Application on a Vision Inspection System
This work aims at detecting surface defects on reflecting industrial parts. A machine vision system, performing the detection of geometric aspect surface defects, is completely described. The revealing of defects is realized by a particular lighting device. It has been carefully designed to ensure the imaging of defects. The lighting system simplifies a lot the image processing for defect segmentation and so a real-time inspection of reflective products is possible. To bring help in the conception of imaging conditions, a complete simulation is proposed. The simulation, based on computer graphics, enables the rendering of realistic images. Simulation provides here a very efficient way to perform tests compared to the numerous attempts of manual experiments.</p
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