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Introduction
Current institution
Publications
Publications (38)
Objective
Driving simulator usage is becoming more widespread, yet many users still experience substantial motion sickness-like symptoms induced by optical flow, called visually induced motion sickness (VIMS). The Fast Motion sickness Scale (FMS) allows for continuous on-line assessment of VIMS. Using mixed models for ordinal data, this study inves...
Objective:
The study explores associations of visually induced motion sickness (VIMS) with emergency braking reaction times (RTs) in driving simulator studies. It examines the effects over the progression of multiple simulated drives.
Background:
Driving simulator usage has many advantages for RT studies; however, if it induces VIMS, the observed...
When immersive virtual reality users employ digital self-representations, i.e., avatars, they may be subject to the Proteus effect. This effect describes changes in attitudes and behaviors in accordance with identity cues derived from the employed avatar’s appearance, which can persist after leaving virtual reality. Individual reactions to the expe...
Objective:
This experiment provides a first-of-its-kind driving-simulator study to investigate the feasibility of camera-monitor systems (CMS) with displaced side-mounted cameras in sedans.
Background:
Among the increasing number of studies investigating the replacement of side-mounted rearview mirrors with CMS, the placement of side-mounted cam...
While the driving position in a human-operated car restricts the driver's body to a certain functional position, dictated by the requirements of observing the surrounding while having all the necessary controls in reach, for highly automated vehicles (SAE level 3 and up), these restrictions are lowered. This new freedom allows to perform non-drivin...
The visual sensory system is a well-researched system. While virtual reality (VR) is a predominantlyvisual experience, there is still the auditory and tactile aspects that can be considered. This studyexamines finding invisible static and dynamic targets in virtual reality with the help of vibrotactileand auditory cues. Using a ghost hunting settin...
In Zukunft werden die Insassen autonom fahrender Fahrzeuge neue Aktivitäten wie Regenerationsübungen, Arbeiten oder den Konsum von Unterhaltungsmedien ausüben können [1]. Dies führt zu vielen neuen Herausforderungen bei der Bewertung der Gestaltung von Fahrzeuginnenräumen, sowohl im Hinblick auf den Komfort als auch auf die Fahrzeug-sicherheit. Zie...
Inhalt/Content Advanced technologies enabling digital twins for design, manufacturing and operation 1 Driving the Future Now 19 ADAS Virtuelle Umgebungen für die interaktive Fahrsimulation Vermessung oder augmented virtuality? 27 Entspannen Sie sich und bleiben Sie ruhig – Verifizierung und Validierung von Mensch-Maschine-Schnittstellen für selbstf...
The VR component of IPS already offers many functionalities that are useful to approach topics like the planning, evaluation, and optimization of assembly processes or virtual product design. At the same time, there are extended reality (XR) technologies that are currently not implemented, but that may be of interest for future inclusion in IPS. On...
About two-thirds of all German workers currently commute to their workplace by car without being able to engage in any meaningful activity. In the future, occupants of autonomous driving vehicles will be able to perform new activities, such as regeneration exercises, working, or consuming entertainment media [1]. This leads to many new challenges i...
Interactive simulator-based development has a great potential for product development in the automotive and commercial vehicle industry. In particular, test studies and validation steps can be performed during early development phases in a safe and reproducible simulator environment, leading to a decreasing need for real prototype building and test...
Virtual reality (VR) users interact with virtual objects using motion-tracked controllers. While many devices utilise abstract button pushes for interactions, some allow for limited finger tracking by estimating finger positions based on sensors. In this study, the Vive Wands and the Valve Index controllers were compared in three tasks: direct inte...
In highly automated vehicles (SAE level 3 and up), the relinquishing of control allows its passengers to engage in non-driving-related tasks, including resting. Consequently, seat positions like a reclined seat may become more prevalent, which can in turn impact the passenger. The current study explored possible effects on comfort perceptions and t...
Virtual reality technologies, including head-mounted displays (HMD), can provide benefits to psychological research by combining high degrees of experimental control with improved ecological validity. This is due to the strong feeling of being in the displayed environment (presence) experienced by VR users. As of yet, it is not fully explored how u...
Interactive simulation is a well-established tool in today's vehicle prototyping and validation, not only supporting engineers in the optimization of handling and ride dynamics, but also in the evaluation of driving assistance and autonomous driving systems. In this context, interactive simulation can serve as the basis for psychological studies. T...
Virtual reality (VR) technologies can support the planning and implementation of new workstations in various industry sectors, including in automotive assembly. Starting in the early planning stages, VR can help in identifying potential problems of new design ideas, e.g. through ergonomics analyses. Designers can then quickly change the virtual rep...
The Proteus effect describes the phenomenon that Immersive Virtual Reality users derive identity cues from their avatar’s appearance which in turn activate specific stereotypes that influence the users’ behavior or attitudes. The aim of this study was to validate faces of different age groups that can be used for avatars in further studies of Prote...
Simulatorkrankheit ähnelt in ihrer Symptomatik derjenigen einer Kinetose. Im Einzelfall können u.a. Erbrechen und starker Schwindel auftreten. Manche Symptome können u.U. einige Stunden lang anhalten. Tagesschläfrigkeit kann wie verschiedene Erkrankungen und höheres Alter die Entstehung Simulatorkrankheit begünstigen. Mit dem üblicherweise verwende...
Embodying an avatar in immersive virtual reality (VR) can lead to changes in the VR user’s attitudes and behaviors in accordance with identity cues derived from the avatar’s appearance. This so-called Proteus effect may persist for a short time after the user has left VR. This can have practical implications for applications like VR gaming, but Pro...
Driving simulators offer advantages in the study of braking reaction times (BRT). However, individuals react markedly different to simulators, be it in their vulnerability to Simulator Sickness (SS) or in their propensity to place themselves in the virtual environment (Spatial Presence; SP). This study investigated possible relationships between BR...
Individual reactions to driving simulators are subject to considerable interindividual differences. This includes the expression of motion sickness-like symptoms, simulator sickness (SS), and the subjective feeling of being in the virtual environment, spatial presence (SP). These differences can decrease the statistical power of simulator studies,...
Palmer (1975) and Rémy et al. (2013) demonstrated that congruency between background environment and object category impact response times in object perception tasks. Virtual Reality (VR) technologies, such as head-mounted displays (HMD), offer novel approaches to present environments and objects, which can create a strong feeling of being in the d...
Zielsetzung: PKW-Fahrsimulatoren werden u.a. in der Rehabilitation
und zum Training eingesetzt. Bei etlichen Fahrern tritt die Simulatorkrankheit
(VIMS) auf, die nicht zwangsläufig zum Abbruch der
Fahrt führt. Die Wirkungen von VIMS auf die Bremsreaktionszeit
wurden bisher nicht systematisch untersucht. Dieser Fragestellung
sind wir nachgegangen.
M...
Individual drivers react markedly differently to driving simulators. This includes the severity of experienced simulator induced motion sickness-like symptoms (Simulator Sickness) and the subjective feeling of being in the presented virtual environment (Spatial Presence). These large interindividual differences persist even in well-validated simula...
If the users of immersive virtual reality (IVR) applications employ a digital self-representation, i.e., an avatar, they may be subject to the Proteus Effect (Yee, & Bailenson, 2007). This effect describes changes in IVR user’s attitudes and behaviors in accordance with identity cues derived from the employed avatar’s appearance. The effect may per...
Individual reactions to driving simulators are subject to considerable interindividual differences. This includes the expression of motion sickness-like symptoms, simulator sickness (SS), and the subjective feeling of being in the virtual environment, spatial presence (SP). These differences can decrease the statistical power of simulator studies,...
Aufbauend auf aktueller Forschung zu expliziten und impliziten Fahrerstereotypen ist das Ziel der vorliegenden Studien herauszufinden, ob und inwiefern die Wahrnehmung des Fahrverhaltens anderer Personen in Deutschland von Alters- und Geschlechtsstereotypen beeinflusst ist.
Zur Erfassung möglicher expliziter Stereotype wurden je zwei Männer- und F...
Zielsetzung: PKW-Fahrsimulatoren werden u.a. in der Rehabilitation und zum Training eingesetzt. Bei etlichen Fahrern tritt Simulatorkrankheit (VIMS) auf. Die Symptome können einer Kinetose ähneln. Systematische Untersuchungen zur Entwicklung von VIMS in ihrem zeitlichen Verlauf sind jetzt mit der validierten Fast Motion Sickness Scale (FMS) möglich...
One typical use case of driving simulators is to support industry partners in the development of their products. This is especially true in the early stages of development of vehicles and heavy machinery. The representation of a realistic environment, together with ensuring a high frame rate, is the most important requirement of the visualization s...
Zur Diskrimination von zwei in ihrer akustischen Intensität differierenden Stimuli oder zur Entdeckung abrupter Intensitätsänderungen in einem Geräusch existieren umfangreiche Daten. Es gibt jedoch nahezu keine Erkenntnisse darüber, wie sensitiv Versuchspersonen für die Entdeckung gradueller Intensitätsänderungen sind. Dies ist auch deshalb erstaun...