【24h】

Using VR Generated Pedestrian Behaviors in Autonomous Vehicle Simulations

机译:在自动车辆模拟中使用VR生成的行人行为

获取原文

摘要

Simulation is a requirement for the safe and effective deployment of autonomous vehicle software given the wide range of possible scenarios which a vehicle can experience. These simulations need to accurately represent interactions with not just other vehicles, but also pedestrians. Humans often do not move in a perfectly linear way when interacting with the objects around them. Their position and rotations change as their focus and interest is piqued in various directions. Data collected by Deb et al. shows pedestrians in VR do not react the same to autonomous vehicles as they do to manned vehicles. Therefore, it is not suitable nor desirable to use straight line paths with pedestrian animations in simulation environments. In this experiment, we leverage the position and rotation data collected by Deb et al. during VR pedestrian crosswalk studies as a source for realistic pathing behaviors for animated pedestrians in the Mississippi Autonomous Vehicle Simulator.
机译:考虑到车辆可以体验的广泛可能的场景,模拟是安全有效地部署自动车辆软件。 这些模拟需要准确地代表与其他车辆的互动,也需要行人。 当与它们周围的物体交互时,人类往往不会以完美的线性方式移动。 它们的位置和旋转随着它们的焦点和兴趣在各种方向上引发而变化。 deb等人收集的数据。 显示VR中的行人与他们对载人的车辆一样对自主车辆的反应不会反应。 因此,在仿真环境中使用与行人动画的直线路径不适合也不适合。 在该实验中,我们利用了Deb等人收集的位置和旋转数据。 在VR行人人行横道期间,作为Mississippi自主车模拟器的动画行人的现实迂化行为的源。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号