@Article{ BerthozBBCFFHKMMNPRSSTVvVW2013, title = {Motion Scaling for High-Performance Driving Simulators}, journal = {IEEE Transactions on Human-Machine Systems}, year = {2013}, month = {5}, volume = {43}, number = {3}, pages = {265-276}, abstract = {Advanced 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.}, web_url = {http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6502304}, state = {published}, DOI = {10.1109/TSMC.2013.2242885}, author = {Berthoz A, Bles W, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}, Correia Gracio BJ, Feenstra P, Filliard N, Huhne R, Kemeny A, Mayrhofer M, Mulder M, Nusseck HG{nusseck}{Department Human Perception, Cognition and Action}, Pretto P{pretto}{Department Human Perception, Cognition and Action}, Reymond G, Schl\"usselberger R, Schwandtner J, Teufel H, Vailleau B, van Paassen MM, Vidal M{vidal}{Department Human Perception, Cognition and Action} and Wentink M} } @Article{ PrettoBRB2012, title = {Foggy perception slows us down}, journal = {eLife}, year = {2012}, month = {10}, volume = {1}, pages = {1-12}, abstract = {Visual 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.}, web_url = {http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3479833/}, state = {published}, DOI = {10.7554/eLife.00031}, EPUB = {e00281}, author = {Pretto P{pretto}{Department Human Perception, Cognition and Action}, Bresciani J-P{bresciani}{Department Human Perception, Cognition and Action}, Rainer G{gregor} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Inproceedings{ NestiMBRBP2012, title = {Roll rate thresholds and perceived realism in driving simulation}, year = {2012}, month = {9}, pages = {1-6}, abstract = {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.}, file_url = {fileadmin/user_upload/files/publications/2012/DSC-2012-Nest.pdf}, web_url = {http://dsc2010.ensam.eu/}, event_name = {Driving Simulation Conference Europe (DSC 2012)}, event_place = {Paris, France}, state = {published}, author = {Nesti A{ale}{Department Human Perception, Cognition and Action}, Masone C{masone}{Department Human Perception, Cognition and Action}, Barnett-Cowan M{mbc}{Department Human Perception, Cognition and Action}, Robuffo Giordano P{robu_pa}{Department Human Perception, Cognition and Action}, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Pretto P{pretto}{Department Human Perception, Cognition and Action}} } @Article{ BarnettCowanMVTB2011, title = {MPI CyberMotion Simulator: Implementation of a Novel Motion Simulator to Investigate Multisensory Path Integration in Three Dimensions}, journal = {Journal of Visualized Experiments}, year = {2012}, month = {5}, volume = {63}, number = {5}, pages = {1-6}, abstract = {Path integration is a process in which self-motion is integrated over time to obtain an estimate of one's current position relative to a starting point 1. Humans can do path integration based exclusively on visual 2-3, auditory 4, or inertial cues 5. However, with multiple cues present, inertial cues - particularly kinaesthetic - seem to dominate 6-7. In the absence of vision, humans tend to overestimate short distances (<5 m) and turning angles (<30°), but underestimate longer ones 5. Movement through physical space therefore does not seem to be accurately represented by the brain. Extensive work has been done on evaluating path integration in the horizontal plane, but little is known about vertical movement (see 3 for virtual movement from vision alone). One reason for this is that traditional motion simulators have a small range of motion restricted mainly to the horizontal plane. Here we take advantage of a motion simulator 8-9 with a large range of motion to assess whether path integration is similar between horizontal and vertical planes. The relative contributions of inertial and visual cues for path navigation were also assessed. 16 observers sat upright in a seat mounted to the flange of a modified KUKA anthropomorphic robot arm. Sensory information was manipulated by providing visual (optic flow, limited lifetime star field), vestibular-kinaesthetic (passive self motion with eyes closed), or visual and vestibular-kinaesthetic motion cues. Movement trajectories in the horizontal, sagittal and frontal planes consisted of two segment lengths (1st: 0.4 m, 2nd: 1 m; ±0.24 m/s2 peak acceleration). The angle of the two segments was either 45° or 90°. Observers pointed back to their origin by moving an arrow that was superimposed on an avatar presented on the screen. Observers were more likely to underestimate angle size for movement in the horizontal plane compared to the vertical planes. In the frontal plane observers were more likely to overestimate angle size while there was no such bias in the sagittal plane. Finally, observers responded slower when answering based on vestibular-kinaesthetic information alone. Human path integration based on vestibular-kinaesthetic information alone thus takes longer than when visual information is present. That pointing is consistent with underestimating and overestimating the angle one has moved through in the horizontal and vertical planes respectively, suggests that the neural representation of self-motion through space is non-symmetrical which may relate to the fact that humans experience movement mostly within the horizontal plane.}, web_url = {http://www.jove.com/pdf/default.aspx?PDF=&ID=3436}, state = {published}, DOI = {10.3791/3436}, EPUB = {e3436}, author = {Barnett-Cowan M{mbc}{Department Human Perception, Cognition and Action}, Meilinger T{meilinger}{Department Human Perception, Cognition and Action}, Vidal M{vidal}{Department Human Perception, Cognition and Action}, Teufel H{teufel}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ vonLassbergBCK2012, title = {Smooth Pursuit Eye Movement Adaptation in High Level Gymnasts}, journal = {Motor Control}, year = {2012}, month = {4}, volume = {16}, number = {2}, pages = {176-194}, abstract = {This study investigated long-term adaptations of smooth pursuit eye movement characteristics in high-level gymnasts and compared these responses to those of nonathletes. Gymnasts were selected because of their exceptional ability to spatially orient during fast, multiaxial whole body rotations. Participants were tested with standardized and supra-maximal sinusoidal smooth pursuit measurements. The results showed significantly higher gain values in top-level gymnasts, followed by young federal team gymnasts, followed by the nonathlete control group. By testing participants over the course of three years and also after periods of abstinence from training, changes to patterns of smooth pursuit over time are revealed. These results have interesting implications for understanding the characteristics of eye-movements in expert populations as well as understanding the general principles that underlie oculomotor adaptation.}, web_url = {http://journals.humankinetics.com/mc-current-issue/mc-volume-16-issue-2-april/smooth-pursuit-eye-movement-adaptation-in-high-level-gymnasts}, state = {published}, author = {von Lassberg C, Beykirch K{kab}{Department Human Perception, Cognition and Action}, Campos JL{camposjl}{Department Human Perception, Cognition and Action} and Krug J} } @Article{ 6950, title = {Predicting direction detection thresholds for arbitrary translational acceleration profiles in the horizontal plane}, journal = {Experimental Brain Research}, year = {2011}, month = {3}, volume = {209}, number = {1}, pages = {95-107}, abstract = {In previous research, direction detection thresholds have been measured and successfully modeled by exposing participants to sinusoidal acceleration profiles of different durations. In this paper, we present measurements that reveal differences in thresholds depending not only on the duration of the profile, but also on the actual time course of the acceleration. The measurements are further explained by a model based on a transfer function, which is able to predict direction detection thresholds for all types of acceleration profiles. In order to quantify a participant’s ability to detect the direction of motion in the horizontal plane, a four-alternative forced-choice task was implemented. Three types of acceleration profiles (sinusoidal, trapezoidal and triangular) were tested for three different durations (1.5, 2.36 and 5.86 s). To the best of our knowledge, this is the first study which varies both quantities (profile and duration) in a systematic way within a single experiment. The lowest thresholds were found for trapezoidal profiles and the highest for triangular profiles. Simulations for frequencies lower than the ones actually measured predict a change from this behavior: Sinusoidal profiles are predicted to yield the highest thresholds at low frequencies. This qualitative prediction is only possible with a model that is able to predict thresholds for different types of acceleration profiles. Our modeling approach represents an important advancement, because it allows for a more general and accurate description of perceptual thresholds for simple and complex translational motions.}, web_url = {http://www.springerlink.com/content/l2086212j6121842/fulltext.pdf}, state = {published}, DOI = {10.1007/s00221-010-2523-9}, author = {Soyka F{fsoyka}{Department Human Perception, Cognition and Action}, Robuffo Giordano P{robu_pa}{Department Human Perception, Cognition and Action}, Beykirch K{kab}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Techreport{ BeykirchBZBL2011, title = {Development of add-on perception model}, year = {2011}, number = {SUPRA D4.3}, state = {published}, author = {Beykirch K{kab}{Department Human Perception, Cognition and Action}, Barnett-Cowan M{mbc}{Department Human Perception, Cognition and Action}, Zaichik L, Bos J and Ledegang W} }