BerthozBBCFFHKMMNPRSSTVvVW20133ABerthozWBlesHHBülthoffBJCorreia GracioPFeenstraNFilliardRHuhneAKemenyMMayrhoferMMulderHGNusseckPPrettoGReymondRSchlüsselbergerJSchwandtnerHTeufelBVailleauMMvan PaassenMVidalMWentink2013-05-00343265276IEEE Transactions on Human-Machine SystemsAdvanced driving simulators aim at rendering the motion of a vehicle with maximum fidelity, which requires increased mechanical travel, size, and cost of the system. Motion cueing algorithms reduce the motion envelope by taking advantage of limitations in human motion perception, and the most commonly employed method is just to scale down the physical motion. However, little is known on the effects of motion scaling on motion perception and on actual driving performance. This paper presents the results of a European collaborative project, which explored different motion scale factors in a slalom driving task. Three state-of-the-art simulator systems were used, which were capable of generating displacements of several meters. The results of four comparable driving experiments, which were obtained with a total of 65 participants, indicate a preference for motion scale factors below 1, within a wide range of acceptable values (0.4–0.75). Very reduced or absent motion cues significantly degrade driving performance. Applications of this research are discussed for the design of motion systems and cueing algorithms for driving simulation.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published11Motion Scaling for High-Performance Driving Simulators1501715422PrettoBRB20123PPrettoJ-PBrescianiGRainerHHBülthoff2012-10-001112eLifeVisual speed is believed to be underestimated at low contrast, which has been proposed as an explanation of excessive driving speed in fog. Combining psychophysics measurements and driving simulation, we confirm that speed is underestimated when contrast is reduced uniformly for all objects of the visual scene independently of their distance from the viewer. However, we show that when contrast is reduced more for distant objects, as is the case in real fog, visual speed is actually overestimated, prompting drivers to decelerate. Using an artificial anti-fog—that is, fog characterized by better visibility for distant than for close objects, we demonstrate for the first time that perceived speed depends on the spatial distribution of contrast over the visual scene rather than the global level of contrast per se. Our results cast new light on how reduced visibility conditions affect perceived speed, providing important insight into the human visual system.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published11Foggy perception slows us down150171542256943PPrettoMOgierHHBülthoffJ-PBresciani2009-04-00233139146Computers and GraphicsEfficient navigation requires a good representation of body position/orientation in the environment and an accurate updating of this representation when the body-environment relationship changes. Such updating is based on the ability to correctly estimate the speed and amplitude of body displacements. Because navigation in virtual worlds often relies on the sole visual information, we investigated to which extent the size of the field of view (FoV) affects two basic aspects of motion perception: (i) the perceived amplitude of rotations about the body vertical axis (Experiment 1) and (ii) the perceived speed of forward translations (Experiment 2).
Concerning the perception of rotation amplitude, we found that visual flow information gives rise to inaccurate and very variable estimations, with a systematic underestimation of rotations larger than 30 degrees. We also found that the accuracy of the estimations does not depend on the size of the FoV and that horizontal FoVs larger than 30 degrees do not improve the performance. Concerning speed perception, central FoVs smaller than 60 degrees gave rise to an underestimation of the visual speed. On the other hand, occluding the central area leaving only peripheral visual information available induced a systematic overestimation of visual speed, even when only the central 10 degrees of vision were occluded. Taken together, these results suggest that large FoVs are not required to estimate the amplitude of visual rotations about the vertical axis of the body, whereas central FoVs of at least 60 degrees are advisable when speed perception relies on visual flow information.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published7Influence of the size of the field of view on motion perception150171542230443PPrettoGMonacelliLGamberini2003-00-0021164175PsychNology Journalnonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published11Testing drivers comfort in virtual environmentsNestiMBRBP20127ANestiCMasoneMBarnett-CowanPRobuffo GiordanoHHBülthoffPPrettoParis, France2012-09-0016Driving Simulation Conference Europe (DSC 2012)Due to limited operational space, in dynamic driving simulators it is common practice to implement motion cueing algorithms that tilt the simulator cabin to reproduce sustained accelerations. In order to avoid conflicting inertial cues, the tilt rate is kept below drivers’ perceptual thresholds, which are typically derived from the results of classical vestibular research where additional sensory cues to self-motion are removed. Here we conduct two experiments in order to assess whether higher tilt limits can be employed to expand the user’s perceptual workspace of dynamic driving simulators. In the first experiment we measure detection thresholds for roll in conditions that closely resemble typical driving. In the second experiment we measure drivers’ perceived realism in slalom driving for sub-, near- and supra-threshold roll rates. Results show that detection threshold for roll in an active driving task is remarkably higher than the limits currently used in motion cueing algorithms to drive simulators. Supra-threshold roll rates in the slalom task are also rated as more realistic. Overall, our findings suggest that higher tilt limits can be successfully implemented in motion cueing algorithms to better optimize simulator operational space.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/fileadmin/user_upload/files/publications/2012/DSC-2012-Nest.pdfpublished5Roll rate thresholds and perceived realism in driving simulation150171542266327VGrabePPrettoPRobuffo GiordanoHHBülthoffParis, France2010-09-008188Driving Simulation Conference Europe (DSC 2010)Different solutions are used on driving simulators to provide visual feedback. In this study, we investigated
the influence of projection technology and field of view on drivers performance in a slalom driving task.
We tested a head mounted display against a curved projection system on our CyberMotion simulator, based
on an anthropomorphic robot arm. The results showed that drivers performed significantly better using
the projection screen than the HMD. The FoV and the motion simulation did not have a measurable
influence on the performance.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de//fileadmin/user_upload/files/publications/DSC2010_Grabe-et-al_6632[0].pdfpublished7Influence of display type and field of view on drivers’ performance in a motion-based driving simulator150171542256287PPrettoH-GNusseckHTeufelHHBülthoffMonte Carlo, Monaco2009-02-00121131Driving Simulation Conference Europe (DSC 2009)nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published10Effect of lateral motion on drivers‘ performance in the MPI motion simulator150171542250887PPrettoMVidalAChatziastrosMonaco2008-02-0022323510th Driving Simulation ConferenceIn the first experiment we investigated the effect of reduced visibility on the produced speed in a driving simulation. Participants were required to drive at a target speed of 90 km/h in different visibility conditions. We found that when realistic fog was simulated, the driving speed was reduced accordingly to the fog density. When a uniform reduction of the image contrast was implemented, no effects were observed on the produced speed. We speculated that fog reduces selectively the visibility of the distant region of the scene and leaves visible only the proximal area that contains high angular velocities. We hypothesized that the perceived speed is then biased by the available raw velocity signals from the visual field. In the second experiment we addressed the question whether the observed behavioral effect has indeed a perceptual origin. In a psychophysical task we asked the participants to estimate the speed of moving scenes when the sight was limited either to the periphery (high angular velocities) o r to the center (low angular velocities) of the field of view. According to our hypothesis, we found that when the central region was occluded, the speed at the periphery was perceived as being higher, and conversely, when the peripheral region was missing the speed at the center was perceived as being lower. We conclude that the speed reduction while driving in fog is due to a non-optimal perceptual compensation for the hidden central region with low angular velocities, which causes an overestimation of the driving speed.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published12Why fog increases the perceived speed150171542240767PPrettoAChatziastrosParis, France2006-10-00263272Driving Simulation Conference Europe (DSC Europe 2006)nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/fileadmin/user_upload/files/publications/DSC-2000-Pretto.pdfpublished9Changes in optic flow and scene contrast affect the driving speed150171542240777PPrettoAChatziastrosDublin, Ireland2006-07-001811th International Conference on Vision in Vehicles (VIV 2006)nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published7The role of scene contrast and optic flow on driving speed1501715422304846LGamberiniPPrettoAGrassiLDStasi2004-00-002004-00-00Virtual Environments in Industrial PrototypingnonotspecifiedVirtual Environments in Industrial PrototypingNestiBPB20127ANestiKBeykirchPPrettoHHBülthoffSchramberg, Germany2012-11-002713th Conference of the Junior Neuroscientists of Tübingen (NeNA 2012)Sensory information processes leading to human self-motion perception have been modelled in the past in terms of visual and inertial stimulations and their interactions. The models, validated through many psychophysical experiments, rely on the assumption that our sensitivity
to supra-threshold self-motion is not affected by motion intensity. In other words, the relationship between motion stimulus intensity and human sensitivity to motion is assumed to be linear. However, recent studies have shown that this relationship is non-linear, in particular at higher motion intensity. Therefore, the implementation of nonlinearities in the computational models of human motion perception would increase their accuracy over a wider range of motion stimulus intensity. Here we test human sensitivity for sinusoidal yaw rotation in darkness at frequencies of 0.5 Hz and 1 Hz and velocity amplitudes ranging between 0 and 90 deg/s. In a two interval force choice experimental paradigm, subjects undergo two consecutive rotations in the same direction for each trial. One of these movements is repeated unchanged in every trial, while the other systematically varies in amplitude. Subjects are asked to report after each trial which one of the two movements was stronger. An adaptive staircase adjusts the motion for every trial to identify the smallest detectable change in stimulus intensity (differential threshold). Results show a power law relationship between
differential thresholds and stimulus intensity, meaning that sensitivity decreases as motion becomes stronger. No frequency effect is observed. These findings are of particular interest for the field of vehicle motion simulation, where knowledge about self-motion perception is widely exploited to overcome the physical limitations of motion-based simulators. Furthermore, the identification of perceptual nonlinearities in multisensory stimulation will guide future work into understanding the neural mechanisms responsible for self-motion perception.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-27Human sensitivity to different motion intensities1501715422NestiBBP20127ANestiMBarnett-CowanHHBülthoffPPrettoOxford, UK2012-06-2116713th International Multisensory Research Forum (IMRF 2012)The restricted operational space of dynamic driving simulators requires the implementation of motion cueing algorithms that tilt the simulator cabin to reproduce sustained accelerations. In order to avoid conflicting inertial cues, the tilt rate is limited below drivers’ perceptual thresholds, which are typically derived from the results of classical vestibular research, where additional sensory cues to self-motion are removed. These limits might be too conservative for an ecological driving simulation, which provides a variety of complex visual and vestibular cues as well as demands of attention which vary with task difficulty.
We measured roll rate detection threshold in active driving simulation, where visual and vestibular stimuli are provided as well as increased cognitive load from the driving task. Here thresholds during active driving are compared with tilt rate detection thresholds found in the literature (passive thresholds) to assess the effect of the driving task. In a second experiment, these thresholds (active versus passive) are related to driving preferences in a slalom driving course in order to determine which roll rate values are most appropriate for driving simulators so as to present the most realistic driving experience.
The results show that detection threshold for roll in an active driving task is significantly higher than the limits currently used in motion cueing algorithms, suggesting that higher tilt limits can be successfully implemented to better optimize simulator operational space. Supra-threshold roll rates in the slalom task are also rated as more realistic. Overall, our findings indicate that increasing task complexity in driving simulation can decrease motion sensitivity allowing for further expansion of the virtual workspace environment.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-167Roll rate thresholds in driving simulation1501715422PrettoBB20107PPrettoJ-PBrescianiHHBülthoffLausanne, Switzerland2010-08-0016833rd European Conference on Visual PerceptionPerceived speed of moving patterns is lower when visual contrast is reduced. In recent driving simulation experiments, this has been presented as an explanation why drivers might drive too fast in fog. In this simulation, contrast was equally reduced for all objects in the scene, independently of their distance from observer (distance-independent contrast reduction). In fog, however, contrast is reduced more for more distant objects (distance-dependent contrast reduction). We compared the effects of these two types of contrast reduction on both perceived and actual driving speed. In the first experiment twelve participants were presented with pairs of driving scenes—one with clear visibility, one with reduced contrast—and instructed to estimate which scene moved faster. Speed was underestimated with distance-independent contrast reduction but overestimated with distance-dependent contrast reduction. In the second experiment, ten drivers drove at target speeds under clear and reduced visibility conditions without tachometer. Participants increased speed with distance-independent contrast reduction but decreased speed with distance-dependent contrast reduction. These results show how visibility loss can lead to opposite perceptual and behavioural effects, depending on the nature of the underlying visual contrast reduction. In fog, indeed, the visual system fools drivers the safe way, advising them to decelerate.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-168Perceptual quirk induces safe driving in fog1501715422BergerPBB20097DBergerPPrettoHHBülthoffJ-PBrescianiRegensburg, Germany2009-08-0013432nd European Conference on Visual PerceptionSize cues are known to affect the perceived distance between objects. If the physical distance between two objects remains constant, the larger the retinal image of the objects is, the closer to one another they are perceived to be. We tested whether size cues affect the perceived visual speed of self-motion. Ten subjects sitting in front of a panoramic screen (230 × 125° of field of view) were presented with constant-speed translations of the visual scene, which simulated a forward translation of the body. The physical size of the objects present in the scene was systematically varied, and the subjects had to estimate the speed of the translations. We used a 2IFC task, ie, two stimuli were presented successively and the subject had to indicate which one was faster. The experiment had four conditions, with two main factors: object size (big/small) and object familiarity (absolute size known/unknown). Eye and horizon heights were constant throughout all conditions. We observed a main effect of object size, with speed being underestimated for larger objects. Interestingly, this effect was significantly stronger for objects whose absolute size is known. These results suggest a top - down influence of size cues on the perceived visual speed of self-motion.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-134Top-down influence of size cues on the perceived visual speed of self-motion150171542253097PPrettoJ-PBrescianiMVidalHHBülthoffUtrecht, Netherlands2008-08-0015631st European Conference on Visual PerceptionDuring translations along the antero-posterior axis, the angular velocity of the visual flow on the retina varies with the retinal eccentricity of the stimulus. We tested how the perceived translation speed is affected by the portion of the retina that is stimulated. Twelve seated subjects were presented with visual translations at constant speed through a volume of random dots. The perceived speed was compared between different field-of-view (FOV) conditions, masks of different sizes being used to occlude either central or peripheral areas of the FOV (230*125 degrees when non-occluded). With central FOVs smaller than 40 degrees (ie, peripheral vision occluded), the visual speed was systematically underestimated, the bias being inversely proportional to the size of the FOV. In contrast, when the central region was occluded and visual flow only presented peripherally, the speed was systematically overestimated. This overestimation was observed even when only 10 degrees of central FOV were occluded. Our results suggest that correct perception of visual speed requires at least 40 degrees of central FOV.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-156Influence of the field of view on speed estimation during visual translations150171542253087MVidalPPrettoUtrecht, Netherlands2008-08-007031st European Conference on Visual PerceptionWhile walking, the visual scene analysis provides both structural information about the environment, and self-motion characteristics. These two categories are in fact strongly interrelated. During constant speed translations on a plane, the angular retinal speed varies according to where we look at, and still self-linear speed is perceived as constant which allows the world to appear stable. We studied factors involved in the retinal-to-linear compensation mechanism underlying this perceptual stability. In all experiments we used a speed discrimination task between two gaze directions (12°, 20°, or 28° below horizon). When keeping the eyes static, the compensation was almost perfect if viewed with a full field 86%, whereas it was poorer, but far from null, if viewed with a 6° vertical aperture 74%. When tracking a target on the plane, this compensation improved for both full and limited field. Finally, reducing the visual scene to the tracked target also allowed for good compensation, though worst than with the plane. These findings are discussed with regard to inverted structure-from-motion mechanisms.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-70World stability during visual translations: Analyzing the speed perception compensation mechanism150171542248917PPrettoMVidalAChatziastrosTübingen, Germany2007-07-0015410th Tübinger Wahrnehmungskonferenz (TWK 2007)During linear self-motion at constant speed, the retinal speeds of stationary objects vary as
a function of their declination angle (the angle between the line of sight and the horizontal
plane). Nevertheless, when we move in our environment, we do not feel that different places
move at different speeds: a compensation mechanism is thought to mediate between angular
velocity and perceived linear speed so that velocity constancy is achieved. In a recent study
[1] it has been shown that the perceived speed is altered when driving with a reduced fieldof-
view (FOV). The explanation proposed in that study leads us to the hypothesis that, when
moving at constant speed, humans might not be able to compensate for the different velocity
signals coming from various declination angles when only a limited portion of the visual field
is visible. Here we tested this hypothesis using a Virtual Reality (VR) setup that provides a
230×125 (H×V) FOV. We measured the visual perceived speed at eye-height (1.7m) while
simulating fast walking speeds on a virtual open field. We manipulated the FOV (full field vs.
limited field corresponding to an aperture of 40×6) and the gaze declination angle (12, 20
and 28 degrees), corresponding to positions on the plane located at a distance of 8, 4.7, and
3.2 m, respectively. We used a two alternative forced choice (2AFC) with constant stimuli
method in a 2×3 within subjects design. We tested eight different speeds ranging from 0.67
to 6 m/s. The reference stimulus appeared always in the intermediate declination angle at the
speed of 2 m/s. A fixation cross appeared at the desired declination angle 500 ms before each
stimulus. At every trial, subjects had to select which of the two presented stimuli indicated
a faster linear forward speed. The results of four observers show that when looking with a
different declination angle in the test, the perceived speed appeared either higher or lower than
the reference speed. This effect was accentuated in the limited FOV condition, suggesting that
limiting the FOV impairs the compensation mechanism. Interestingly, while two observers
could not fully compensate for the perceived retinal speed even within a full FOV condition,
the other two showed a reliable over-compensation independently of the FOV. This indicates
that a veridical speed estimation cannot be achieved in VR and with limited FOV and that speed
estimation is not independent of gaze direction.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-154The Effect of Gaze Direction and Field-Of-View on Speed Constancy150171542238537PPrettoAChatziastrosTübingen, Germany2006-03-001629th Tübingen Perception Conference (TWK 2006)Optic flow affects the walking speed during human pedal locomotion: when the ground texture
is moved in a direction opposite to the walking direction, people slow down despite noticeable
changes in their physical effort. We hypothesized that in driving conditions, where no direct
matching between physical effort and produced speed exists, the role of the optic flow should
be even more pronounced. Similarly, fog is supposed to reduce the perceived driving speed, by
a reduction of the contrast of the visual scene. This, subsequently, should lead to a speeding
during fog [1]. We aimed to replicate these results using a large field-of-view, a real road
trajectory and a realistic exponential fog model. We used a driving simulation which was
back-projected on a large fronto-parallel projection screen (75 x 70 degrees). Participants were
trained to learn the relation between current driving speed (digital speedometer) and amount of
optic flow in the image plane. In the experimental phase, we varied environmental condition
(clear vs. foggy scene), speed signal (40, 60, and 90 km/h), and road texture motion. By adding
motion to the road texture, the apparent driving speed was increased to 150% or reduced to
67% of the actual driving speed with regard to the rest of the environment. After the beginning
of the trial, a speed signal indicated the required speed. The participants were instructed to
accelerate up to this speed, keep it for five seconds, and terminate the trial by button press.
The average speed of the last five seconds of each trial was included into the analysis. We
found a significant effect of the motion of the road texture on the produced driving speed. As
expected, participants increased the driving speed when the texture motion indicated a slower
speed and vice versa. We observed also a significant fog effect which is in opposition to the
previous results: when contrast was attenuated by fog the driving speed was reduced. Our study
raises serious doubts about the previous interpretation of the relation among contrast reduction,
perceived speed and driving behavior. In a realistic driving scenario, fog does not directly lead
to speeding. However, the large effect of texture motion, suggests that the optic flow, especially
originating from the road ahead, clearly determines the perception of the driving speed, even
in foggy conditions.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-162Blame the road ahead but not the fog for speeding150171542233227PPrettoAChatziastrosTübingen, Germany2005-02-001868th Tübingen Perception Conference (TWK 2005)Recently, the role of luminance contrast on the perception of velocity has been emphasized by
the so called “footstep illusion” [1]: when a grey bar drifts steadily across a background of
stationary black and white stripes, it appears to stop and start as its contrast to the background
changes. When two bars of unequal grey values drift in parallel, an impression of alternating
footsteps of a moving person can be elicited. This change in apparent speed has been attributed
to the different instantaneous contrasts of the grey bar against the white and black areas of the
background (Contrast Ratio explanation, [1]). We report a series of experiments with further
variants of the footstep illusion to test the validity of the Contrast Ratio (CR) explanation. In
an adjustment task, we presented a standard footstep illusion together with second comparison
stimulus. A total of five participants were required to adjust the contrast of the background
of the comparison stimulus in order to match the strength of the standard illusion. The moving
bars were presented in six luminance levels in the range between 6 and 103 cd/m2 . For
each luminance level we computed the CR by the Weber fraction, following the original study.
We compared the CR values of the standard and comparison stimulus and expected to obtain
comparable CRs within matched illusion pairs. In the first experiment we found a discrepancy
between predicted and obtained CR values. The strength of the illusion was matched at an
increased CR, i.e. participants set the background stripes to higher contrast in order to obtain
the same illusion. In a second experiment the moving bars were rendered transparent, with
a transparency of 50%, and we obtained basically the same results as in the first experiment.
In the last experiment we tested whether the footstep illusion can be elicited with isoluminant
red/green patterns. Individual isoluminance levels were identified with flickering stimuli. Subjects
rated an apparent velocity change of the isoluminant moving bars again by adjusting the
contrast of the standard luminance version. The results show clearly that the footstep illusion
occurs also with isoluminant patterns. Furthermore, we found that the adjusted CR was always
near the maximal possible value, suggesting that participants matched the isoluminant illusion
to the strongest available luminance illusion. The present data suggest that foreground and
background stimuli contribute differently to the footstep illusion, a finding which is not predicted
by the current Contrast Ratio account. Most notably, the existence of the illusion with
isoluminant stimuli shows the clearest limitation of the Contrast Ration explanation. That the
strength of the isoluminant footstep illusion was comparable to the luminance version, suggests
a crucial role of chromatic input in an adequate explanation of this phenomenon.nonotspecifiedhttp://www.kyb.tuebingen.mpg.de/published-186Apparent Speed in the Footstep Illusion is not Totally Contrast Dependent1501715422Pretto201210PPrettoPretto2012_210PPrettoPretto201110PPrettoPretto2009_210PPrettoPretto200910PPrettoPretto200810PPrettoAChatziastros350610PPretto304610PPretto304710PPretto