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1.
Hum Factors ; 64(6): 1070-1085, 2022 09.
Artigo em Inglês | MEDLINE | ID: mdl-33242999

RESUMO

OBJECTIVE: To investigate pedestrians' misuse of an automated vehicle (AV) equipped with an external human-machine interface (eHMI). Misuse occurs when a pedestrian enters the road because of uncritically following the eHMI's message. BACKGROUND: Human factors research indicates that automation misuse is a concern. However, there is no consensus regarding misuse of eHMIs. METHODS: Sixty participants each experienced 50 crossing trials in a Cave Automatic Virtual Environment (CAVE) simulator. The three independent variables were as follows: (1) behavior of the approaching AV (within-subject: yielding at 33 or 43 m distance, no yielding), (2) eHMI presence (within-subject: eHMI on upon yielding, off), and (3) eHMI onset timing (between-subjects: eHMI turned on 1 s before or 1 s after the vehicle started to decelerate). Two failure trials were included where the eHMI turned on, yet the AV did not yield. Dependent measures were the moment of entering the road and perceived risk, comprehension, and trust. RESULTS: Trust was higher with eHMI than without, and the -1 Group crossed earlier than the +1 Group. In the failure trials, perceived risk increased to high levels, whereas trust and comprehension decreased. Thirty-five percent of the participants in the -1 and +1 Groups walked onto the road when the eHMI failed for the first time, but there were no significant differences between the two groups. CONCLUSION: eHMIs that provide anticipatory information stimulate early crossing. eHMIs may cause people to over-rely on the eHMI and under-rely on the vehicle-intrinsic cues. APPLICATION: eHMI have adverse consequences, and education of eHMI capability is required.


Assuntos
Pedestres , Acidentes de Trânsito , Humanos , Segurança , Confiança , Caminhada
2.
Hum Factors ; 63(8): 1380-1395, 2021 12.
Artigo em Inglês | MEDLINE | ID: mdl-32551951

RESUMO

OBJECTIVE: This study aims to compare the effectiveness and subjective acceptance of three designs for haptic lane-keeping assistance in truck driving. BACKGROUND: Haptic lane-keeping assistance provides steering torques toward a reference trajectory, either continuously or only when exceeding a bandwidth. These approaches have been previously investigated in driving simulators, but it is unclear how these generalize toward real-life truck driving. METHOD: Three haptic lane-keeping algorithms to assist truck drivers were evaluated on a 6.3-km-long oval-shaped test track: (1) a single-bandwidth (SB) algorithm, which activated assistance torques when the predicted lateral deviation from lane center exceeded 0.4 m; (2) a double-bandwidth (DB) algorithm, which activated as SB, but deactivated after returning within 0.15 m lateral deviation; and (3) an algorithm providing assistance torques continuously (Cont) toward the lane center. Fifteen participants drove four trials each, one trial without and one for each haptic assistance design. Furthermore, participants drove with and without a concurrent visually distracting task. RESULTS: Compared to unsupported driving, all three assistance systems provided similar safety benefits in terms of decreased absolute lateral position and number of lane departures. Participants reported higher satisfaction and usability for Cont compared to SB. CONCLUSION: The continuous assistance was better accepted than bandwidth assistance, a finding consistent with prior driving simulator research. Research is still needed to investigate the long-term effects of haptic assistance on reliance and after-effects. APPLICATION: The present results are useful for designers of haptic lane-keeping assistance, as driver acceptance and performance are determinants of reliance and safety, respectively.


Assuntos
Condução de Veículo , Tecnologia Háptica , Algoritmos , Humanos , Veículos Automotores
3.
Hum Factors ; 63(7): 1156-1168, 2021 11.
Artigo em Inglês | MEDLINE | ID: mdl-32489117

RESUMO

OBJECTIVE: The aim of the study was to investigate the effect of augmented feedback on participants' workload, performance, and distribution of visual attention. BACKGROUND: An important question in human-machine interface design is whether the operator should be provided with direct solutions. We focused on the solution space diagram (SSD), a type of augmented feedback that shows directly whether two aircraft are on conflicting trajectories. METHOD: One group of novices (n = 13) completed conflict detection tasks with SSD, whereas a second group (n = 11) performed the same tasks without SSD. Eye-tracking was used to measure visual attention distribution. RESULTS: The mean self-reported task difficulty was substantially lower for the SSD group compared to the No-SSD group. The SSD group had a better conflict detection rate than the No-SSD group, whereas false-positive rates were equivalent. High false-positive rates for some scenarios were attributed to participants who misunderstood the SSD. Compared to the No-SSD group, the SSD group spent a large proportion of their time looking at the SSD aircraft while looking less at other areas of interest. CONCLUSION: Augmented feedback makes the task subjectively easier but has side effects related to visual tunneling and misunderstanding. APPLICATION: Caution should be exercised when human operators are expected to reproduce task solutions that are provided by augmented visual feedback.


Assuntos
Retroalimentação Sensorial , Carga de Trabalho , Retroalimentação , Humanos
4.
Hum Factors ; 60(8): 1192-1206, 2018 12.
Artigo em Inglês | MEDLINE | ID: mdl-30036098

RESUMO

OBJECTIVE: This study was designed to replicate past research concerning reaction times to audiovisual stimuli with different stimulus onset asynchrony (SOA) using a large sample of crowdsourcing respondents. BACKGROUND: Research has shown that reaction times are fastest when an auditory and a visual stimulus are presented simultaneously and that SOA causes an increase in reaction time, this increase being dependent on stimulus intensity. Research on audiovisual SOA has been conducted with small numbers of participants. METHOD: Participants ( N = 1,823) each performed 176 reaction time trials consisting of 29 SOA levels and three visual intensity levels, using CrowdFlower, with a compensation of US$0.20 per participant. Results were verified with a local Web-in-lab study ( N = 34). RESULTS: The results replicated past research, with a V shape of mean reaction time as a function of SOA, the V shape being stronger for lower-intensity visual stimuli. The level of SOA affected mainly the right side of the reaction time distribution, whereas the fastest 5% was hardly affected. The variability of reaction times was higher for the crowdsourcing study than for the Web-in-lab study. CONCLUSION: Crowdsourcing is a promising medium for reaction time research that involves small temporal differences in stimulus presentation. The observed effects of SOA can be explained by an independent-channels mechanism and also by some participants not perceiving the auditory or visual stimulus, hardware variability, misinterpretation of the task instructions, or lapses in attention. APPLICATION: The obtained knowledge on the distribution of reaction times may benefit the design of warning systems.


Assuntos
Percepção Auditiva/fisiologia , Crowdsourcing , Desempenho Psicomotor/fisiologia , Psicofísica/métodos , Tempo de Reação/fisiologia , Percepção Visual/fisiologia , Adulto , Feminino , Humanos , Masculino , Fatores de Tempo , Adulto Jovem
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