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result(s) for
"Simulator industry"
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Real-Time State Estimation in a Flight Simulator Using fNIRS
by
Durantin, Gautier
,
Gateau, Thibault
,
Lancelot, Francois
in
Adult
,
Aerospace Medicine
,
Air traffic control
2015
Working memory is a key executive function for flying an aircraft. This function is particularly critical when pilots have to recall series of air traffic control instructions. However, working memory limitations may jeopardize flight safety. Since the functional near-infrared spectroscopy (fNIRS) method seems promising for assessing working memory load, our objective is to implement an on-line fNIRS-based inference system that integrates two complementary estimators. The first estimator is a real-time state estimation MACD-based algorithm dedicated to identifying the pilot's instantaneous mental state (not-on-task vs. on-task). It does not require a calibration process to perform its estimation. The second estimator is an on-line SVM-based classifier that is able to discriminate task difficulty (low working memory load vs. high working memory load). These two estimators were tested with 19 pilots who were placed in a realistic flight simulator and were asked to recall air traffic control instructions. We found that the estimated pilot's mental state matched significantly better than chance with the pilot's real state (62% global accuracy, 58% specificity, and 72% sensitivity). The second estimator, dedicated to assessing single trial working memory loads, led to 80% classification accuracy, 72% specificity, and 89% sensitivity. These two estimators establish reusable blocks for further fNIRS-based passive brain computer interface development.
Journal Article
Greater Activity in the Frontal Cortex on Left Curves: A Vector-Based fNIRS Study of Left and Right Curve Driving
2015
In the brain, the mechanisms of attention to the left and the right are known to be different. It is possible that brain activity when driving also differs with different horizontal road alignments (left or right curves), but little is known about this. We found driver brain activity to be different when driving on left and right curves, in an experiment using a large-scale driving simulator and functional near-infrared spectroscopy (fNIRS).
The participants were fifteen healthy adults. We created a course simulating an expressway, comprising straight line driving and gentle left and right curves, and monitored the participants under driving conditions, in which they drove at a constant speed of 100 km/h, and under non-driving conditions, in which they simply watched the screen (visual task). Changes in hemoglobin concentrations were monitored at 48 channels including the prefrontal cortex, the premotor cortex, the primary motor cortex and the parietal cortex. From orthogonal vectors of changes in deoxyhemoglobin and changes in oxyhemoglobin, we calculated changes in cerebral oxygen exchange, reflecting neural activity, and statistically compared the resulting values from the right and left curve sections.
Under driving conditions, there were no sites where cerebral oxygen exchange increased significantly more during right curves than during left curves (p > 0.05), but cerebral oxygen exchange increased significantly more during left curves (p < 0.05) in the right premotor cortex, the right frontal eye field and the bilateral prefrontal cortex. Under non-driving conditions, increases were significantly greater during left curves (p < 0.05) only in the right frontal eye field.
Left curve driving was thus found to require more brain activity at multiple sites, suggesting that left curve driving may require more visual attention than right curve driving. The right frontal eye field was activated under both driving and non-driving conditions.
Journal Article
Effect of Feedback during Virtual Training of Grip Force Control with a Myoelectric Prosthesis
by
Bongers, Raoul M.
,
Bouwsema, Hanneke
,
van der Sluis, Corry K.
in
Adult
,
Arm - physiology
,
Artificial Limbs
2014
The aim of this study was to determine whether virtual training improves grip force control in prosthesis use, and to examine which type of augmented feedback facilitates its learning most. Thirty-two able-bodied participants trained grip force with a virtual ball-throwing game for five sessions in a two-week period, using a myoelectric simulator. They received either feedback on movement outcome or on movement execution. Sixteen controls received training that did not focus on force control. Variability over learning was examined with the Tolerance-Noise-Covariation approach, and the transfer of grip force control was assessed in five test-tasks that assessed different aspects of force control in a pretest, a posttest and a retention test. During training performance increased while the variability in performance was decreased, mainly by reduction in noise. Grip force control only improved in the test-tasks that provided information on performance. Starting the training with a task that required low force production showed no transfer of the learned grip force. Feedback on movement execution was detrimental to grip force control, whereas feedback on movement outcome enhanced transfer of grip force control to tasks other than trained. Clinical implications of these results regarding virtual training of grip force control are discussed.
Journal Article
The Mechanical Impedance of the Human Skull via Direct Bone Conduction Implants
by
Woelflin, Fausto
,
Hodgetts, William
,
Tjellström, Anders
in
Audition
,
Biomaterials Science
,
Biomaterialvetenskap
2020
The mechanical skull impedance is used in the design of direct bone drive hearing systems. This impedance is also important for the design of skull simulators used in manufacturing, service, and fitting procedures of such devices.
The skull impedance was measured in 45 patients (25 female and 20 male) who were using percutaneous bone conduction implants (Ponto system or Baha system). Patients were recruited as a consecutive prospective case series and having an average age of 55.4 years (range 18-80 years). Seven patients were treated in Gothenburg, Sweden, and 38 patients in Edmonton, Canada. An impedance head (B&K 8001), driven by an excitation transducer with emphasized low-frequency response, was used to measure the mechanical point impedance with a swept sine from 100 to 10k Hz.
The skull impedance was found to have an anti-resonance of approximately 150 Hz, with a median maximum magnitude of 4500 mechanical ohms. Below this anti-resonance, the mechanical impedance was mainly mass-controlled corresponding to an effective skull mass of 2.5 kg at 100 Hz with substantial damping from neck and shoulder. Above the anti-resonance and up to 4 kHz, the impedance was stiffness-controlled, with a total compliance of approximately 450n m/N with a small amount of damping. At frequencies above 4 kHz, the skull impedance becomes gradually mass-controlled originating from the mass of the osseointegrated implant and adjacent bone. No significant differences related to gender or skull abnormalities were seen, just a slight dependence on age and major ear surgeries. The variability of the mechanical impedance among patients was not found to have any clinical importance.
The mechanical skull impedance of percutaneous implants was found to confirm previous studies and can be used for optimizing the design and test procedures of direct bone drive hearing implants.
Journal Article
Effectiveness of Flashing Brake and Hazard Systems in Avoiding Rear-End Crashes
2014
Three experiments were conducted to examine the effectiveness of two forward crash warning systems, a flashing brake system and a flashing hazard system, using an advanced driving simulator. In Experiment 1, 20 subjects followed a lead vehicle with a desired time gap and braked when necessary. Results showed that time gap, velocity, and deceleration of the lead vehicle all significantly affected drivers’ brake response times. In Experiment 2, six brake response times to a sudden lead vehicle deceleration (0.6 g at 80 km/h) were measured for six time gaps. Results showed that flashing brake system and flashing hazard system reduced drivers' brake response times by 0.14~0.62 s and 0.03~0.95 s, respectively, in the various situations tested. The effects of flashing color and illuminated size on drivers' brake response times were examined in Experiment 3. Results showed that flashing amber lamps reduced drivers' brake response times significantly by 0.11 s (10%) on average compared with red lamps. These findings demonstrate the effectiveness of both flashing systems in reducing drivers' brake response times in urgent situations and may warrant further consideration by manufacturers.
Journal Article
Does Video Gaming Affect Orthopaedic Skills Acquisition? A Prospective Cohort-Study
by
Khatri, Chetan
,
Anjum, Sharika
,
Akhtar, Kash
in
Analysis
,
Business metrics
,
Cardiovascular system
2014
Previous studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains unexamined, in particular dynamic hip screw (DHS) stimulation.
To assess effect of prior video gaming experience on virtual-reality (VR) haptic-enabled DHS simulator performance.
38 medical students, naïve to VR surgical simulation, were recruited and stratified relative to their video gaming exposure. Group 1 (n = 19, video-gamers) were defined as those who play more than one hour per day in the last calendar year. Group 2 (n = 19, non-gamers) were defined as those who play video games less than one hour per calendar year. Both cohorts performed five attempts on completing a VR DHS procedure and repeated the task after a week. Metrics assessed included time taken for task, simulated flouroscopy time and screw position. Median and Bonett-Price 95% confidence intervals were calculated for seven real-time objective performance metrics. Data was confirmed as non-parametric by the Kolmogorov-Smirnov test. Analysis was performed using the Mann-Whitney U test for independent data whilst the Wilcoxon signed ranked test was used for paired data. A result was deemed significant when a two-tailed p-value was less than 0.05.
All 38 subjects completed the study. The groups were not significantly different at baseline. After ten attempts, there was no difference between Group 1 and Group 2 in any of the metrics tested. These included time taken for task, simulated fluoroscopy time, number of retries, tip-apex distance, percentage cut-out and global score.
Contrary to previous literature findings, there was no correlation between video gaming experience and gaining competency on a VR DHS simulator.
Journal Article
Effect of Whole-Body Vibration Exposure in Vehicles on Static Standing Balance after Riding
2023
This study aims to investigate the effects of whole-body vibration (WBV) exposure on the disturbance of standing balance function assuming that the cause of slip, trip and fall accidents in the land transportation industry is related to WBV exposure when traveling in vehicles. In the experiment, ten participants underwent 60 min of virtual driving in a driving simulator (DS) for WBV exposure. In addition, standing balance measurements were conducted before exposure, immediately after exposure, 2 min after exposure and 4 min after exposure. Four conditions were considered by combining two magnitudes of WBV exposure and the driver and passenger conditions. This study focused on two indexes of standing balance, namely, total length and enveloped area and the rate of change relative to the value before the vibration exposure was calculated. The rate of change remained almost constant at 1.0 in the control condition without vibration exposure, whereas that under vibration exposure conditions varied. Interestingly, the rate of change at 2 min after exposure remained high in the driver condition, but it decreased to almost 1.0 in the passenger condition. Since no difference appeared in the vibration acceleration measured at the seating surface between the driver and passenger conditions, it was believed that the difference between the driving and passenger conditions was related to fatigue caused by the accelerator-pedal operation. As a result of considering the percentage of the standing balance that returned to 1.0 after 4 min in most conditions, this study proposed that a rest period of several minutes be allowed from the experiment in which the participants were exposed to vibration at 0.5m/s2 rms for 60 min at the DS. Further basic experiments will be conducted to introduce another WBV exposure assessment, including loss of standing balance as a health indicator, to ISO 2631-1.
Journal Article
Designing Driver Assistance Systems with Crossmodal Signals: Multisensory Integration Rules for Saccadic Reaction Times Apply
by
Steenken, Rike
,
Diederich, Adele
,
Weber, Lars
in
Adult
,
Automobile Driving
,
Biology and Life Sciences
2014
Modern driver assistance systems make increasing use of auditory and tactile signals in order to reduce the driver's visual information load. This entails potential crossmodal interaction effects that need to be taken into account in designing an optimal system. Here we show that saccadic reaction times to visual targets (cockpit or outside mirror), presented in a driving simulator environment and accompanied by auditory or tactile accessories, follow some well-known spatiotemporal rules of multisensory integration, usually found under confined laboratory conditions. Auditory nontargets speed up reaction time by about 80 ms. The effect tends to be maximal when the nontarget is presented 50 ms before the target and when target and nontarget are spatially coincident. The effect of a tactile nontarget (vibrating steering wheel) was less pronounced and not spatially specific. It is shown that the average reaction times are well-described by the stochastic \"time window of integration\" model for multisensory integration developed by the authors. This two-stage model postulates that crossmodal interaction occurs only if the peripheral processes from the different sensory modalities terminate within a fixed temporal interval, and that the amount of crossmodal interaction manifests itself in an increase or decrease of second stage processing time. A qualitative test is consistent with the model prediction that the probability of interaction, but not the amount of crossmodal interaction, depends on target-nontarget onset asynchrony. A quantitative model fit yields estimates of individual participants' parameters, including the size of the time window. Some consequences for the design of driver assistance systems are discussed.
Journal Article