延迟、速度和任务对车辆远程操作的影响

IF 3.9 Q2 TRANSPORTATION
Christian Jernberg , Jesper Sandin , Tom Ziemke , Jan Andersson
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引用次数: 0

摘要

导言 虽然自动驾驶汽车技术近年来发展迅速,但要实现完全自动驾驶仍面临许多挑战。远程操作可以安全、高效地促进自动驾驶汽车的发展,因为它可以将人置于环路中,而无需人亲自驾驶汽车。在当前实验中,我们在驾驶模拟器中对远程驾驶的三个方面进行了研究,以评估 i)延迟、ii)任务类型和 iii)速度对一系列性能指标的影响。每种情景都有五种危险,参与者在不同的潜伏期(基线、+100 毫秒和 +200 毫秒)下驾驶每种情景三次。潜伏期条件对参与者是屏蔽的。设计危险的目的是创造具有挑战性的交通状况。例如,在危险一(H1)中,一辆停在路边的汽车启动转向灯,然后在靠近自我车辆的前方切入参与者的车道,迫使参与者刹车或转向。延迟时间、危险类型和场景(高速和低速)都属于参与者的变量。所收集的客观模拟器数据包括反应时间、蚕食后时间、速度变化、与危险的距离、碰撞等变量。主观数据则是在每种平衡延迟条件之间通过调查问卷收集的,以评估信任度、感知控制、场景真实度和工作量等。完成驾驶后,参与者被要求评定他们认为自己受到不同潜伏期影响的先后顺序。结果模拟器研究结果表明,对于某些危险(并非所有危险),延迟条件存在显著差异,而且参与者群体与环境/速度之间存在交互效应。例如,在 H1 中,对反应时间的影响明显大于增加的延迟时间。总体而言,经验丰富的游戏者虽然没有被告知潜伏期会有变化,但他们的驾驶安全系数更高。速度、潜伏期和组别特征在很大程度上相互影响,并对成绩测量产生了影响。主观评价显示,在较高的延迟条件下,参与者对车辆的控制能力较差,尽管他们没有被告知延迟条件的先后顺序。独立测量结果对不同任务的影响也不同。结论虽然没有告诉学员不同情景下的延迟时间不同,学员也无法猜测不同条件下的驾驶顺序,但学员似乎有一定程度的适应能力。在某些情况下,他们的驾驶安全系数较大,尤其是在高速场景下的老手。此外,主观评价显示,在较高的潜伏期内,参与者对车辆的控制力较弱,但却无法确定是什么影响了他们的驾驶。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The effect of latency, speed and task on remote operation of vehicles

Introduction

Although self-driving vehicle technology has been developing rapidly in recent years, there are still many challenges left before full autonomy can possibly be achieved. Remote operation could facilitate the development of autonomous vehicles in a safe and efficient manner by putting a human in the loop without the need for the human to be physically present in the vehicle. In the current experiment, three aspects of remote driving have been investigated in a driving simulator to evaluate the effect of i) latency, ii) type of task to perform, and iii) speed on a number of performance measures.

Method

Thirty-one participants drove in simulated rural (high-speed) and urban (low-speed) scenarios. Five hazards were created for each scenario and the participants drove each scenario three times with different latencies (baseline, +100 ms, and +200 ms). The latency condition was masked for the participants. The hazards were designed with the intention of creating challenging traffic situations. For example, in hazard one (H1) a car parked next to the road activates their turn indicators and then cuts into the participant’s lane close in front of the ego vehicle, forcing the participant to either brake or veer. Latency, type of hazard, and scenarios (high- and low-speed) were all within participants’ variables. Objective simulator data collected included variables such as reaction time, post-encroachment time, speed variation, distance to hazard, collisions, etc. Subjective data was gathered through questionnaires between each of the balanced latency conditions to assess trust, perceived control, realism of scenarios, and workload etc. After the completed drive, participants were asked to rate in which order they believed they had been subjected to the different latencies. The participants were divided into two groups, experienced drivers and experienced gamers.

Result

The results of the simulator study show that for some of the hazards, but not all, there were significant differences in the latency conditions and there were interaction effects between participant groups and environment/speed. For example, in H1 the effect on the reaction time was significantly larger than the added latency. Overall, the experienced gamers drove with larger safety margins although they had not been told that the latency was varied. Speed, latency, and group characteristics were interacting in significant ways and affected performance measures. The subjective ratings show that participants experienced less control of the vehicle during higher latency conditions, even though they were not told in which order they had been subjected to the latency conditions. The separate tasks to perform were affected differently by the independent measures. The number of collisions was not affected by latency.

Conclusion

There seems to be a certain level of adaptivity among the participants, although they were not told that the latency varied between scenarios, and they could also not guess in which order they drove with the different conditions. In some situations, they drove with larger safety margins, especially experienced gamers in the high-speed scenario. Moreover, the subjective ratings show that participants felt less in control of the vehicle at higher latencies without being able to pinpoint what it was that affected their driving.

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来源期刊
Transportation Research Interdisciplinary Perspectives
Transportation Research Interdisciplinary Perspectives Engineering-Automotive Engineering
CiteScore
12.90
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185
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22 weeks
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