COBVIS-D: A Computer Vision System for Describing the Cephalo-Ocular Behavior of Drivers in a Driving Simulator (original) (raw)

Evaluating Driver's Visual Behavior While Driving on Highway

Highway drivers' eye motion and head motion was observed in a field for long time. Using statistical approach, it becomes possible to extract endogenous strategy of visual behavior from actual eye motion and head motion which are frequently driven by surrounding conspicuous objects. A developed light weight video device mounted on an edge of driver's cap allows us to obtain clear eye image continuously without disturbing natural driving. Template matching method is applied to evaluate sequence of eye directions from long time video images. Endogenous visual behavior while overtaking another car is experimentally demonstrated.

A comparison of drivers’ eye movements in filmed and simulated dangerous driving situations

2009

Abstract One of the most difficult problems in driver training is the challenge of exposing learner drivers to hazardous situations in a realistic but safe manner. While the introduction of hazard perception testing in the British driving test has substantially increased awareness of hazards among both learners and trainers, there are still limited opportunities for learner drivers to experience real hazards while actually driving, and there are questions about the value of learning to respond to hazards in a purely video-based task.

Car simulation and virtual environments for investigation of driver behavior

The operator is required to be constantly vigilant and even more attentive when operating the device. The paper introduces a cooperation of a car simulator realized in virtual reality (VR) environments and measurements of "human driver behavior" focused mainly on aspects of HMI and drivers' attention decrease. In the first part a conception and a development of our VR car simulation devices is described. During the development of car simulators many problems need to be solved. One of these problems is represented by a simplification and a partial automation of a scenery creation. The first part is dedicated to algorithms used in our tools, which help to automate the creation of virtual scenes. The next part analyses in more details tools themselves and the rest of this section deals with demonstration of scenes, which were modeled using these tools. For simpler and faster generation of virtual sceneries it is suitable to store the models within a hierarchical database ...