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发展和评估一个虚拟环境来评估自行车危险感知技能。

Development and Evaluation of a Virtual Environment to Assess Cycling Hazard Perception Skills.

机构信息

Cambridge Centre for Sport and Exercise Sciences (CCSES), School of Psychology and Sport Science, Anglia Ruskin University, Cambridge CB1 1PT, UK.

Medical Technology Research Centre (MTRC), School of Engineering and Built Environment, Anglia Ruskin University, Essex CM1 1SQ, UK.

出版信息

Sensors (Basel). 2021 Aug 16;21(16):5499. doi: 10.3390/s21165499.

Abstract

Safe cycling requires situational awareness to identify and perceive hazards in the environment to react to and avoid dangerous situations. Concurrently, tending to external distractions leads to a failure to identify hazards or to respond appropriately in a time-constrained manner. Hazard perception training can enhance the ability to identify and react to potential dangers while cycling. Although cycling on the road in the presence of driving cars provides an excellent opportunity to develop and evaluate hazard perception skills, there are obvious ethical and practical risks, requiring extensive resources to facilitate safety, particularly when involving children. Therefore, we developed a Cycling and Hazard Perception virtual reality (VR) simulator (CHP-VR simulator) to create a safe environment where hazard perception can be evaluated and/or trained in a real-time setting. The player interacts in the virtual environment through a stationary bike, where sensors on the bike transfer the player's position and actions (speed and road positioning) into the virtual environment. A VR headset provides a real-world experience for the player, and a procedural content generation (PCG) algorithm enables the generation of playable artifacts. Pilot data using experienced adult cyclists was collected to develop and evaluate the VR simulator through measuring gaze behavior, both in VR and in situ. A comparable scene (cycling past a parked bus) in VR and in situ was used. In this scenario, cyclists fixated 20% longer at the bus in VR compared to in situ. However, limited agreement identified that the mean differences fell within 95% confidence intervals. The observed differences were likely attributed to a lower number of concurrently appearing elements (i.e., cars) in the VR environment compared with in situ. Future work will explore feasibility testing in young children by increasing assets and incorporating a game scoring system to direct attention to overt and covert hazards.

摘要

安全骑行需要具备情境意识,以识别和感知环境中的危险,从而做出反应并避免危险情况。然而,当注意力集中在外部干扰上时,就会无法识别危险,或者无法在有限的时间内做出适当的反应。危险感知训练可以提高在骑行时识别和应对潜在危险的能力。虽然在道路上与行驶中的汽车一起骑行提供了一个极好的机会来发展和评估危险感知技能,但这存在明显的伦理和实际风险,需要大量资源来确保安全,尤其是当涉及到儿童时。因此,我们开发了一种名为“骑行与危险感知虚拟现实(VR)模拟器(CHP-VR 模拟器)”的系统,以创建一个安全的环境,可以在其中实时评估和/或训练危险感知能力。玩家通过固定自行车与虚拟环境进行交互,自行车上的传感器将玩家的位置和动作(速度和道路定位)转换到虚拟环境中。VR 头显为玩家提供了真实的体验,而程序内容生成(PCG)算法则可以生成可玩的虚拟环境。我们使用经验丰富的成年自行车手收集了试点数据,以通过测量注视行为来开发和评估 VR 模拟器,这些行为既在 VR 中,也在现场进行。我们使用了一个可比较的场景(骑行经过一辆停着的公共汽车),并在 VR 和现场进行了比较。在这个场景中,与现场相比,玩家在 VR 中对公共汽车的注视时间延长了 20%。然而,通过对比发现,均值差异在 95%置信区间内。观察到的差异可能归因于 VR 环境中同时出现的元素(例如汽车)数量较少。未来的工作将通过增加资产和纳入游戏评分系统来探索在年幼儿童中的可行性测试,以引导他们注意明显和隐蔽的危险。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eacc/8402292/3695d0c8e74d/sensors-21-05499-g001.jpg

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