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Human Vehicle Interaction Drivers’ Body and Visual Behaviour and Tools and Process for Analysis

Hanson, Lars LU (2004)
Abstract
Vehicle design is characterized by a high number of compromises. The special role of human factors in the process is to ensure that the compromises do not occur at the expense of the driver and passengers. Within the automotive industry there is a need for the development of inexpensive and efficient ergonomic tools, facilitating a fast and cost effective car development process as well as discussions between different professionals.



The general research objectives were to develop and evaluate: 1) tools for the evaluation and visualization of human vehicle interaction and 2) a process for the use of human simulation tools. To meet these objectives, the aim was to investigate and describe drivers’ behaviour and attitudes... (More)
Vehicle design is characterized by a high number of compromises. The special role of human factors in the process is to ensure that the compromises do not occur at the expense of the driver and passengers. Within the automotive industry there is a need for the development of inexpensive and efficient ergonomic tools, facilitating a fast and cost effective car development process as well as discussions between different professionals.



The general research objectives were to develop and evaluate: 1) tools for the evaluation and visualization of human vehicle interaction and 2) a process for the use of human simulation tools. To meet these objectives, the aim was to investigate and describe drivers’ behaviour and attitudes when interacting with the vehicle cockpit.



Driver behaviour, preferred posture and visual time off road in new interior designs were tested, examples of which include flexible pedals and buttons placed close to the gear stick. The resulting preferred minimum and maximum posture intervals correspond well with other experimental data and are larger than intervals for comfort, strength and alertness based on theoretical reasoning. The flexible pedals may have affected lower body angle distributions, which disagrees with other studies. No gender differences in preferred posture were found. Furthermore, it was demonstrated that button location had a significant effect on visual time off road: those buttons close to the steering wheel and close to the road scene were perceived as safe to handle and required the lowest visual time off road. One surprising exception was for the button close to the gear stick. Although placed furthest away from the road scene, a comparatively short visual time off road was required compared to the other buttons placed on the centre stack. There are three possible explanations for this: 1) low discrimination level, 2) perception of risk, and 3) motor skill.



Fuzzy logic and neural networks were feasible methods for modelling human behaviour and human perception. Four models were developed for illustration: one for prediction of upper body movement when pushing a button, one for prediction of visual time off road, and two for prediction of driver perception in terms of comfort and safety. The models developed can be integrated in human simulation tools. A combination of results from the methods for modelling driver behaviour and the methods for modelling driver perception along with the analyzer’s own judgment of an animation may lead to well-founded decisions as well as comfortable and safe vehicle design.



A tool needs a working process. Such a process for usage of human simulation tools was developed and evaluated. The process was presented on a web site and linked to a database. The subjects taking part in the evaluation appreciated the formalization of the human simulation process as it decreased confusion by providing a structured guide for how to work. The most relevant feature of the web based system was the database that facilitates searches for, and the reuse of, results or methods from previous studies that human simulation users within the company had performed. (Less)
Please use this url to cite or link to this publication:
author
supervisor
opponent
  • Professor Case, Keith, Storbritannien
organization
publishing date
type
Thesis
publication status
published
subject
keywords
Working process, Vision, Safety, Reach, Posture, Neural network, Fuzzy logic, Ergonomics, Driver behaviour, Documentation, Digital human modelling, Comfort, Button location, Car interior, Technology of other products, Produktteknik (allmän)
pages
158 pages
publisher
Department of Design Sciences, Faculty of Engineering, Lund University
defense location
Stora Hörsalen, Ingvar Kamprad Design Center, Lunds Tekniska Högskola
defense date
2004-09-24 10:15:00
ISBN
91-628-6153-0
language
English
LU publication?
yes
additional info
Article: Hanson, L., Sperling, L. and Akselsson, R. (2004) Car Driving Posture. Submitted to an international scientific journal. Article: Dukic, T., Hanson, L., Holmqvist, K. and Wartenberg, C. (2004) Effect of button location on drivers’ visual behaviour and safety perception. Accepted for publication in Ergonomics Article: Hanson, L., Akselsson, R., Andreoni, G., Rigotti, C., Palm, R., Wienholt, W., Costa, M., Lundin, A., Rizzuto, F., Gaia, E., Engström, T., Sperling, L., Sundin, A. and Wolfer, B. (1999) ANNIE, a Tool for Integrating Ergonomics in the Design of Car Interiors. SAE 1999 Transactions – Journal of Materials & Manufacturing, Section 5, Volume 108. pp. 1114-1124. Article: Hanson, L., Wienholt, W. and Sperling, L. (2003). A control handling comfort model based on fuzzy logics. International Journal of Industrial Ergonomics, 31, pp. 87-100 Article: Hanson, L., Dukic, T., Sperling, L., Holmqvist, K. and Wartenberg, C. (2003)Application of Fuzzy Logic for Modeling Driver Visual Demand and Safety Perception when Operating Control Buttons in Vehicles. In: Proceedings of the XVth Triennial Congress of the International Ergonomics Association, Seoul, Korea, 24-29 August Article: Hanson, L., Blomé, M., Dukic, T. and Högberg, D. (2004) Web Based Human Simulation System for Improved Process Quality and Documentation.Accepted for publication in the International Journal of Industrial Ergonomics.
id
db9f09f6-92b7-408c-955b-8a4d043e2d95 (old id 467357)
date added to LUP
2016-04-01 16:04:55
date last changed
2018-11-21 20:38:34
@phdthesis{db9f09f6-92b7-408c-955b-8a4d043e2d95,
  abstract     = {{Vehicle design is characterized by a high number of compromises. The special role of human factors in the process is to ensure that the compromises do not occur at the expense of the driver and passengers. Within the automotive industry there is a need for the development of inexpensive and efficient ergonomic tools, facilitating a fast and cost effective car development process as well as discussions between different professionals.<br/><br>
<br/><br>
The general research objectives were to develop and evaluate: 1) tools for the evaluation and visualization of human vehicle interaction and 2) a process for the use of human simulation tools. To meet these objectives, the aim was to investigate and describe drivers’ behaviour and attitudes when interacting with the vehicle cockpit.<br/><br>
<br/><br>
Driver behaviour, preferred posture and visual time off road in new interior designs were tested, examples of which include flexible pedals and buttons placed close to the gear stick. The resulting preferred minimum and maximum posture intervals correspond well with other experimental data and are larger than intervals for comfort, strength and alertness based on theoretical reasoning. The flexible pedals may have affected lower body angle distributions, which disagrees with other studies. No gender differences in preferred posture were found. Furthermore, it was demonstrated that button location had a significant effect on visual time off road: those buttons close to the steering wheel and close to the road scene were perceived as safe to handle and required the lowest visual time off road. One surprising exception was for the button close to the gear stick. Although placed furthest away from the road scene, a comparatively short visual time off road was required compared to the other buttons placed on the centre stack. There are three possible explanations for this: 1) low discrimination level, 2) perception of risk, and 3) motor skill.<br/><br>
<br/><br>
Fuzzy logic and neural networks were feasible methods for modelling human behaviour and human perception. Four models were developed for illustration: one for prediction of upper body movement when pushing a button, one for prediction of visual time off road, and two for prediction of driver perception in terms of comfort and safety. The models developed can be integrated in human simulation tools. A combination of results from the methods for modelling driver behaviour and the methods for modelling driver perception along with the analyzer’s own judgment of an animation may lead to well-founded decisions as well as comfortable and safe vehicle design.<br/><br>
<br/><br>
A tool needs a working process. Such a process for usage of human simulation tools was developed and evaluated. The process was presented on a web site and linked to a database. The subjects taking part in the evaluation appreciated the formalization of the human simulation process as it decreased confusion by providing a structured guide for how to work. The most relevant feature of the web based system was the database that facilitates searches for, and the reuse of, results or methods from previous studies that human simulation users within the company had performed.}},
  author       = {{Hanson, Lars}},
  isbn         = {{91-628-6153-0}},
  keywords     = {{Working process; Vision; Safety; Reach; Posture; Neural network; Fuzzy logic; Ergonomics; Driver behaviour; Documentation; Digital human modelling; Comfort; Button location; Car interior; Technology of other products; Produktteknik (allmän)}},
  language     = {{eng}},
  publisher    = {{Department of Design Sciences, Faculty of Engineering, Lund University}},
  school       = {{Lund University}},
  title        = {{Human Vehicle Interaction Drivers’ Body and Visual Behaviour and Tools and Process for Analysis}},
  year         = {{2004}},
}