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Virtual Immersive Reality Environment (VIRE) for Disruptive Vehicular Technology Choice Experiments

2017· article· en· W2751337858 sur OpenAlexaffabout
Bilal Farooq, Elisabetta Cherchi

Notice bibliographique

RevueInternational Choice Modelling Conference 2017 · 2017
Typearticle
Langueen
DomaineDecision Sciences
ThématiqueImpact of AI and Big Data on Business and Society
Établissements canadiensPolytechnique Montréal
Organismes subventionnairesnon disponible
Mots-clésVirtual realityComputer scienceAugmented realityHuman–computer interactionComputer graphics (images)Multimedia
DOInon disponible

Résumé

récupéré en direct d'OpenAlex

Introduction In this study we developed a Virtual Immersive Reality Environment (VIRE) using Head Mounted Display (HMD) and employed it to analyse the choice behaviour of individuals in a future situation where the vehicles would be fully automated and connected to the network. In such situation, based on the changing multimodal traffic conditions, the transportation network can be controlled dynamically via vehicle-to-vehicle (v2v), vehicle-to-infrastructure (v2i), and infrastructure-to-infrastructure (i2i) communication. Thus, a system optimal would be most attainable, practical and will have various societal benefits e.g. lower congestion, efficient use of the system, and lower cost. Such strategy may have negative consequences on the individual users e.g. some users may experience longer travel times or they may not be taken on their preferred route. In particular, we are interested in systematically analysing the decision to select driverless car by the respondents on a multimodal network that is implementing a system optimal strategy using v2v, v2i, and i2i communications. Background The Discrete Choice Experiments (DCEs) research community proactively explores new tools in order to make the choice tasks and thus responses more realistic. Darbani et al. (2013) conducted location choice experiments using text and gaming engine based animations. They concluded that the combination of visual and textual information increased the processing of information by the respondents. Cherchi and Hensher (2015) pointed out the need for visual and engaging tools e.g. eyes tracking, virtual reality, and simulators to add value to behavioural relevance and reduce hypothetical bias. However, due to the amount of work needed to actually develop these tools, very little progress has been made in terms of the main stream usage of more immersive tools in DCE. This fact is evident from the recent literature on the investigation of the effects of automated vehicle technology. For instance, Bansal et al. (2016) and Daziano et al. (2016) used web-based survey tools to determine the willingness-to-pay of population in the U.S. for automated vehicles. An important dimension of disruptive technology like automated vehicles is that it doesn’t have a strong reference in our daily lives for respondents to associate it with. Moreover, the respondents have not experienced such technology in any form yet. A web-based survey does not have the required features for a DCE researcher to design choice scenario that best represent the reality and also help the respondents to completely understand them. It is further evident from the high variance in the willingness-to-pay reported in two studies that the web-based survey may not have provided the level of information necessary to respond objectively. McFadden (2015) alluded on this shortcoming in the context of disruptive technologies and suggested the use of immersive simulators that can give the respondents near-real experience. Methodology The core of VIRE is a multimodal agent based microsimulation that simulates pedestrian, cyclists, driver-based vehicles, and automated vehicles on urban networks. The 3D visualization is projected using a gaming engine (Unity3D) to an HMD to give a first person realistic view (see Figure 1 in additional document). Pedestrian flow in the intersections is simulated using Social Force model, while vehicular and cyclist flows on roads are simulated using Car Following models. Voice commands are implemented in the automated vehicle. Signalization in the intersections can be centrally controlled based on the flow optimization. The v2v, v2i, and i2i communication can be simulated and used to propagate the information (e.g. high flow coming from upstream, or accident downstream) and also guide the vehicles dynamically. A physical gaming steering wheel is used to give control to the individual to drive driver-based vehicle on the network. Various levels of automated and manual vehicles can be simulated. The design of choice experiment involves two parts: In the first part the respondent is asked to drive from a familiar origin to destination by controlling the steering wheel in the simulation. They control the car using the gaming steering wheel and view the scene on the HMD. This is performed several times, with a certain temporal distance so that the correlation between each run is minimized. In the second part, the respondent is asked to experience the travel between same origin and destination in an automated vehicle that is receiving live information from other vehicles and infrastructure, and its route is optimized based on the instructions it receives. This is also repeated several times. During these simulations respondent has full 360 o view of their environment in the HMD. At the end of these experiences, the respondent is asked a set of questions regarding the experience, speed, and travel times. The simulation saves the trajectories and a video sensors record the movements of the respondents for further analysis. Based on the data gathered we will develop advanced discrete choice analysis for the acceptability of a system optimum network with highly automated vehicles. Case study A very detailed 3D model of Downtown Montreal has been developed and is used as a case study. References Bansal, P., Kockelman, K.M., Singh, A. (2016) Assessing public opinions of and interest in new vehicle technologies: An Austin perspective, Transportation Research Part C: Emerging Technologies, 67: 1-14. Darbani, J.M., Rezaei, A., Patterson, Z., Zacharias. J. (2013) Video Game vs. Traditional Text-only SP Survey of Neighborhood Choice. In  Proceedings of the 93 rd Annual Meeting of the Transportation Research Board . Washington, DC. Daziano, R.A., Sarrias, M., Leard B. (2016) Are consumers willing to pay to let cars drive for them? Analyzing response to autonomous vehicles. Resources for the Future. RFF DP 16-35. Cherchi, E., Hensher, D.A. (2015) Workshop Synthesis: Stated Preference Surveys and Experimental Design, an Audit of the Journey so far and Future Research Perspectives, Transportation Research Procedia, 11(2015): 154-164. McFadden, D., (2015) Taking Care of Bus-i-ness: Models and Methods for Direct Elicitation of Indirect Preferences. Keynote at 14 th International Conference on Travel Behaviour Research . Windsor, England.

Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.

Comment cette classification a été obtenuedéplier

Prédiction machine sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.

score de la tête « metaresearch » (Codex)0,002
score de la tête « metaresearch » (Gemma)0,005
Version: metacan-v3-hybrid-931329e0061cStatut de validation: machine_predicted_unvalidated
Catégories candidatesaucune
Catégories consensuellesaucune
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Simulation ou modélisation · Signal consensuel: aucune
GenreSignal candidat: Empirique · Signal consensuel: Empirique
Score de désaccord entre enseignants0,013
Score d'incertitude au seuil0,044

Scores du classifieur distillé par catégorie (deux têtes)

CatégorieCodexGemma
Métarecherche0,0020,005
Méta-épidémiologie (sens strict)0,0010,000
Méta-épidémiologie (sens large)0,0010,001
Bibliométrie0,0000,000
Études des sciences et des technologies0,0000,001
Communication savante0,0010,001
Science ouverte0,0010,001
Intégrité de la recherche0,0010,001
Charge utile insuffisante (le modèle a refusé de juger)0,0130,001

Scores machine (provisoires)

Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.

Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.

Tête enseignante Opus0,330
Tête enseignante GPT0,450
Écart entre enseignants0,120 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle

Classification

machine, non validée

Prédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.

Les modèles n’ont appliqué aucune catégorie : rien dans la taxonomie ne correspondait à ce travail.
Devis d'étudeSimulation ou modélisation
Domainenon disponible
GenreEmpirique

Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».

En bref

Citations0
Publié2017
Routes d'admission2
Résumé présentoui

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