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Risk perception during conditionally automated driving in low fidelity simulatorD’Alessandro, Carmine January 2020 (has links)
This work focuses on the type-3 self-driving cars, partially autonomous vehicles which can control themselves for most of the time and may ask the driver to take control of the car in case of specific situations. The purpose of this study is to evaluate the perception of the simulated risk faced by the participants in a low fidelity simulation in relation with their background: the gaming and driving experience. The participants of the study drove in the simulator and answered a questionnaire about both the driving session and the background information. The simulated risk was assessed and compared with the information from the questionnaire. It was evaluated both the performance of each participant represented by the level of risk experienced while driving the simulation and the correct identification of the risk faced. The result data highlighted a positive correlation between the driving performance and the videogame experience.
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MSThesis_twitzig.pdfTyler Alexander Witzig (14215754) 08 December 2022 (has links)
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<p>Knot tying boards are low fidelity surgical simulators used to practice tying suture, but devices on the market currently provide no feedback and no way of changing out bands. A simple-to-use knot tying board with interchangeable bands capable of measuring force was designed. This board is comparable in cost to products currently available on the market. The knot tying board was then prototyped and tested. Four MD students completed trials of one-handed and two-handed knot tying with three throws per trail. In testing, the knot tying board was capable of measuring force data, such as peak force during knot tying and the final force the knot exerts on the bands. The device used in conjunction with experienced surgical skills coaches could prove a powerful tool for providing feedback to trainees, and a similar approach could be used with other low fidelity surgical simulators to improve feedback.</p>
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Entertainement [!] for faster driving takeovers : Designing games for faster and safer takeovers on level 3 self-driving carsDi Luccio, Luca January 2020 (has links)
The upcoming level 3 generation of self-driving vehicles will be characterized by the freedom of not having the driver’s hands on the steering wheel. This acquired freedom is posing new challenges on the traditional passenger comfort paradigm as the drivers will spend a higher amount of time doing non-driving tasks (NDRT). Certain constraints must be imposed as the level 3 generation systems will not be able to drive all the time without active feedback from the user. The driver needs to stay active enough to do takeover in a situation where it is needed to. What effect will different NDRT have on the behavior of a driver in a self-driving car? In our low fidelity driving simulator, we tested different simple actions (e.g. playing a simple 2D game). We then evaluated them based on their accident avoidance and situation awareness in the post-transition period. The results show a significant difference between the reaction speeds of the drivers before and after an active task.
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