Though fatigue and sleepiness at the wheel are well-known risk factors for traffic accidents, many drivers combine extended driving and sleep deprivation. Fatigue-related accidents occur mainly at night but there is no experimental data available to determine if the duration of prior driving affects driving performance at night. Participants drove in 3 nocturnal driving sessions (3–5am, 1–5am and 9pm–5am) on open highway. Fourteen young healthy men (mean age [±SD] = 23.4 [±1.7] years) participated Inappropriate line crossings (ILC) in the last hour of driving of each session, sleep variables, self-perceived fatigue and sleepiness were measured. Compared to the short (3–5am) driving session, the incidence rate ratio of inappropriate line crossings increased by 2.6 (95% CI, 1.1 to 6.0; P<.05) for the intermediate (1–5am) driving session and by 4.0 (CI, 1.7 to 9.4; P<.001) for the long (9pm–5am) driving session. Compared to the reference session (9–10pm), the incidence rate ratio of inappropriate line crossings were 6.0 (95% CI, 2.3 to 15.5; P<.001), 15.4 (CI, 4.6 to 51.5; P<.001) and 24.3 (CI, 7.4 to 79.5; P<.001), respectively, for the three different durations of driving. Self-rated fatigue and sleepiness scores were both positively correlated to driving impairment in the intermediate and long duration sessions (P<.05) and increased significantly during the nocturnal driving sessions compared to the reference session (P<.01). At night, extended driving impairs driving performances and therefore should be limited.
Abstract-This paper presents a driving simulation which aim is twofold: (i) investigate the possibility to reduce motion clearance in order to achieve compact and low cost driving simulators, and (ii) evaluate multimodal and immersive virtual reality motion restitution in platooning driving. The choice has been made for a driving simulator having at least two degrees of freedom. These consist of the longitudinal displacement and seat rotations. The simulator is also equipped with force feedback steering wheel for virtual drive assistance. These components are gathered on a serial kinematics type platform in order to facilitate control scheme, and avoid the architecture complexity. A comparative study was made to devise a motion cueing strategy, taking into account both psychophysical and technological constraints. Experimentations were carried out for several cases combinations of longitudinal displacement and seat rotations.
This paper describes a multi-agent coordination mechanism applied to intersection simulation situations. In a goal of urban traffic simulation, we must consider the dynamic interactions between autonomous vehicles. The field of multi-agent systems provides us some studies for such systems, in particular on the coordination mechanisms. Conflicts between vehicles (i.e. agents) are very frequent in such applications, and they may cause deadlocks, particularly at intersections such as crossroads. Our approach is based on the solving of two player games/decision matrices which characterize three basic situations. An aggregation method generalizes to n-player games for complex crossroads. The objective of this approach consists in searching basic twoplayer matrices for solving n-agent problems. To explain the principle, we describe our approach for a particular case of crossroad with three agents. Finally, the obtained results have been examined via a tool of road traffic simulation, ARCHISIM. We assume also that the global traffic replicates the behavior of agents in different situations.
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