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Visual sampling of in-vehicle displays while driving: Empirical findings and a queueing network cognitive model.

机译:驾驶时车载显示器的视觉采样:经验发现和排队网络认知模型。

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Safety concerns increase as the number of installed in-vehicle information systems rapidly grows. The increased cognitive and visual demands associated with such systems result in frequent and prolonged glances away from the road, which make crashes more likely to occur. The goal of this work was to model how the visual demands of driving and of in-vehicle map-reading tasks affect the allocation of visual attention between the road and an in-vehicle display.; In a driving-simulator, the momentary visual demands of driving on curves of several radii were quantified with the visual occlusion method. Experimental findings revealed that perceived visual demand (expressed as the proportion of time spent looking at the road) increased linearly with the reciprocal of curve radius (Demand = 0.39 + 33/Radius). In a follow-up experiment, the duration of glances to an in-vehicle display while driving on constant radius curves was measured. As the visual demand of driving increased from straight roads to sharp curves (194 m radius), subjects made more glances to the display (2.6 to 3.5) but glances were shorter (1.8 to 1.2 s). Total glance time at the display remained unchanged, indicating that drivers adjusted the timing of glances to the increased load of driving. In a third experiment, similar findings were made for a longer in-vehicle map-reading task. Additionally, the demand imposed by continuous map rotation resulted in longer glances at the display (2.5 to 2.0 s).; A computational cognitive model, QN-MHP (the Queueing Network-Model Human Processor) was used to model some of these experimental findings while generating realistic steering actions in a driving simulator. The model predicted well the timing of task performance (e.g., task time predictions were within 1 s of actual times) for a dual-task condition of map-reading while driving. The approach for modeling task-switching is novel among existing human performance models in relying on local, rather than central, processes and is dynamic, rather than predetermined. The model, though preliminary, has the prospect of serving as both a human factors tool for the design of in-vehicle information systems and as a tool for better understanding human performance under such conditions.
机译:随着已安装的车载信息系统的数量快速增长,安全问题也越来越多。与这样的系统相关的认知和视觉需求的增加导致远离道路的频繁和长时间的视线,这使得发生碰撞的可能性更大。这项工作的目的是模拟驾驶和车载地图阅读任务的视觉需求如何影响道路和车载显示器之间视觉注意力的分配。在驾驶模拟器中,使用视觉遮挡方法量化了在多个半径的曲线上行驶的瞬时视觉需求。实验结果表明,视觉需求量(表示为看路的时间比例)与弯道半径的倒数成线性关系(需求= 0.39 + 33 /半径)。在后续实验中,测量了在恒定半径曲线上行驶时,车内显示器向车内看的持续时间。随着驾驶的视觉需求从直路到陡峭弯道(半径194 m)的增加,被摄对象对显示屏的视线更多(2.6至3.5),但视线较短(1.8至1.2 s)。显示屏上的总扫视时间保持不变,表明驾驶员已根据增加的驾驶负担调整了扫视时间。在第三个实验中,对于更长的车载地图读取任务也得出了类似的发现。另外,连续地图旋转带来的需求导致显示器上的扫视时间更长(2.5到2.0 s)。使用一种计算认知模型QN-MHP(排队网络模型人处理器)来对其中的一些实验结果进行建模,同时在驾驶模拟器中生成逼真的转向动作。对于驾驶时地图读取的双重任务条件,该模型很好地预测了任务执行的时机(例如,任务时间预测在实际时间的1 s之内)。在现有的人类绩效模型中,用于任务切换的建模方法在依赖于本地而不是中央流程的过程中是新颖的,并且是动态的,而不是预先确定的。该模型虽然是初步的,但它既可以用作设计车载信息系统的人为因素工具,又可以作为更好地了解这种情况下的人类绩效的工具。

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