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Cross-Platform Validation of Pedestrian Simulators

Subject Area Human Factors, Ergonomics, Human-Machine Systems
Traffic and Transport Systems, Intelligent and Automated Traffic
Term from 2016 to 2021
Project identifier Deutsche Forschungsgemeinschaft (DFG) - Project number 317326196
 
Final Report Year 2021

Final Report Abstract

Virtual reality (VR) has become a popular tool to investigate pedestrian behavior in safe and controlled environments. In this context, Cave Automatic Virtual Environments (CAVEs) and head-mounted displays (HMDs) have emerged as the two primary technologies to display virtual traffic scenarios. Since these two types of simulators typically differ with regard to a number of technological properties, experimental outcomes may be affected by the respective hardware. In a first within-subject study, a CAVE and an HMD were compared with regard to a common gap acceptance scenario. 90 participants out of three different age groups were instructed to cross a two-lane road. Vehicles approached at a constant speed of either 40 or 60 km/h and maintained gaps between one and five seconds. More gaps were accepted in the HMD. Although in this condition, participants started crossing earlier, the acceptance of small gaps resulted in shorter safety margins and more collisions. Differences in comparison to the CAVE were especially evident in the youngest group of twelve-year-olds. In a second study, both simulators were compared to a test track. In each experimental environment, 30 young adults decided whether the gap between two cars was sufficient to safely cross a single-lane street. Again, gap sizes ranged between one and five seconds, but cars approached at a lower speed of 30 or 50 km/h. For safety reasons, no actual crossings were performed, but participants communicated their decision by stepping forward. In contrast to the first experiment, acceptance rates were similar on the test track and in the CAVE, but lower in the HMD. Furthermore, participants in both simulators were more sensitive to the approaching vehicles’ levels of speed. To assess the applicability to further technologies, the second experiment was replicated in a an augmented reality (AR) simulator. While standing on the test track, 13 participants observed virtual vehicles that were superimposed on a video stream of the environment. Matching previous observations in the HMD, acceptance rates were lower in AR than on the test track. A series of further experiments was performed in the HMD, including research on tech- niques to mitigate distance compression and the effects of scenario design. In addition to technological factors, we thereby followed a comprehensive approach to evaluate behavioral validity in pedestrian simulators. Although VR represents a valuable and flexible methodology, our results underline several challenges that must be accounted for when extending the results of simulator studies to real-world pedestrian behavior.

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