Steering feedback is one essential aspect to provide real world information, and can influence driving performance during remote driving. In this work, the classical feedback models based on physical characteristics (Physical Model) and modular characteristics (Modular Model) of the steering system are constructed separately, and the influences of it on the remote drivers are studied. Objective and subjective measurement methods are separately used for evaluating the performance of the feedback models. In the subjective assessment, a multi-level assessment method is used for studying the influence of steering models on driver's intuitive feeling. In the objective assessment, lane following accuracy, steering reversal rates, vehicle speed, time consumption, and throttle engagement are studied for different feedback models and scenarios. Moreover, the human biological information of electroencephalogram and heart rate variability are measured for studying the workload differences. The results showed that the physical model gave drivers a better steering characteristic feel and confidence in remote driving while the modular model could provide better real world feel. Returnability was an important parameter in remote driving, and the level of feedback force and returnability speed could be lower in remote driving compared to real car driving. It was also found that drivers had a higher workload in remote driving compared to real car driving.
Travel surveys can uncover information regarding travel behaviour, needs, and more. Collected information is utilised to make choices when reorganising or planning built environments. Over the years, methods for conducting travel surveys have changed from interviews and forms to automated travel diaries in order to monitor trips made by travellers. With the fast progression of technological advancements, new possibilities for operationalising such travel diaries can be implemented, changing from utilising mobile to wearable devices. Wearable devices are often equipped with sensors which collect continuous biometric data from sources that are not reachable from standard mobile devices. Data collected through wearable devices range from heart rate and blood pressure to temperature and perspiration. This advancement opens new possible layers of information in the collection of travel data. Such biometric data can be used to derive psychophysiological conditions related to cognitive load, which can uncover in-depth knowledge regarding stress and emotions. This paper aims to explore the possibilities of data analysis on the data collected through a software combining travel survey data, such as position and time, with heartrate, to gain knowledge of the implications of such data. The knowledge about the implications of spatial configurations can be used to create more accessible environments.
Abstract-Virtual characters play a central role in populating virtual worlds, whether they act as conduits for human expressions as avatars or are automatically controlled by a machine as agents. In modern game-related scenarios, it is economical to assemble virtual characters from varying sources of appearances and motions. However, doing so may have unintended consequences with respect to how people perceive their expressions. This paper presents an initial study investigating the impact of facial expressions and full body motions from varying sources on the perception of intense positive and negative emotional expressions in small groups of virtual characters. 21 participants views a small group of three virtual characters engaged in intense animated behaviours as their face and body motions were varied between positive, neutral and negative valence expressions. While emotion perception was based on both the bodies and the faces of the characters, we found a strong impact of the valence of facial expressions on the perception of emotions in the group. We discuss these findings in relation to the combination of manually created and automatically defined motion sources, highlighting implications for the animation of virtual characters.
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