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1 Introduction
Over the years the graphical quality of computer games has in-
creased exponentially, the current level of detail of graphical mod-
The use of simulators for training is an old and well accepted
els is sufficient for most training simulator purposes. In addition,
method used in situations where training in real environments is
video game developers have high skills in producing entertaining,
difficult, dangerous and/or expensive. In particular, simulators for
immersive products that motivate their users to spend many hours
civil and military air pilot training are well established [Rolfe and
Staples 1988]. Computer based flight simulators have been used a week [ESA 2005]. The games are sold as consumer products in
since the 1960’s. In the light of this, the usage of car driving simu- large volumes which implies that the price is only a fraction of the
lators is less common. There exists advanced simulators for traffic price of a specialised simulator product.
safety research [Kuhl et al. 1995; ITS 2006; Östlund et al. 2006]
and there are some examples of simulators for driving education The goal for the simulator presented in this paper is to utilize the
[INRETS 2006], but for the vast majority of drivers the training is developments in the video game area to create an advanced driv-
solely conducted in real traffic environments. The potential advan- ing simulator using video game technology. This includes the use
tage of using driving simulators in, for example, traffic education of standard of-the shelf soft- and hardware infrastructure as well as
adaptation of commercial-of-the-shelf (COTS) games. The simu-
∗ e-mail: mikael.lebram@his.se lator is currently used to explore how serious games [LoPiccolo
† e-mail: henrik.engstrom@his.se 2004; Zyda 2005; Blackman 2005] can be developed and used in
‡ e-mail: henrik.gustavsson@his.se traffic education.
39
2 Background that are designed to produce a realistic driving experience. As an
example, the GTR racing game has been developed by a racing
team [SimBin 2006] with a goal to produce a highly realistic racing
Driving simulators are developed and used for research purposes experience. For example, the simulation is so good that it is used by
mainly within the traffic safety context. The French national insti- racing drivers to memorize courses [Björklund 2006]. The cost of
tute for transport and safety research presents a survey of simula- a driving simulator composed of a PC, some CRT:s, a racing wheel
tors [INRETS 2006] including 50 simulators for research purposes, and a game is typically less than 1 000 Euro.
a handful for corporate purposes (e.g. car industry) and 20 driving
training simulators. The research simulators are generally in the
high-end with large budgets while the training simulators are typi-
cally low-range products targeted at driving schools. 3 The Driving Simulator
A driving simulator is composed of a number of components, illus-
trated in Figure 2. The goal of the driving simulator developed at the University of
Skövde is to utilize the cost-effective and entertaining aspects from
gaming simulators. The system is composed of 8 standard game
Graphical environment PCs - 7 clients and a server. Each client is connected to a budget
LCD-projector projecting on screens surrounding a real car. As the
simulator is intended to be used for video games, the requirements
on realism are somewhat different compared to high-end simulators
Computer architecture used for traffic safety research. For games there is always an enter-
tainment requirement that has to be considered. By using of-the-
shelf hardware components it is possible to utilize game software
and technology. We have successfully modified a number of COTS
games to run on the simulator platform. In this section we present
the architecture and design of the simulator.
Software environment
3.1 The driver environment
Physical feedback systems
The driver environment is a complete Volvo S80 with authentic con-
The driver environment trols and instrumentation. Figure 3 shows the driver environment.
40
of reasons: Firstly this solution gives a very closed and flat projec- ternal surround system of the car. In addition a ”ButtKicker” [Gui-
tion where the external parts of the car are not visible. It is also tammer 2005] is used to generate vibrations in the body of the car
not possible for the driver or passengers to move their heads to get which are propagated to the whole car including the steering wheel.
a different perspective on the surroundings (e.g. if the windshield One important property relating to physical feedback in a driving
post is covering some part of the view). Another aspect to consider simulator is the haptics of the steering wheel. In a car with servo-
is the distance from the observer to the projected screen. The sim- steering there is not as much movements as when there is a direct
ulations are generated using window-projection [Cruz-Neira et al. connection between the steering wheel and the tyres. The most im-
1992] that is computed from the perspective of the driver which portant remaining physical property is that the wheels should strive
means the passengers will experience a distortion. With the chosen to return to their original position. In the simulator this has been
solution the distance to the screens is greater and the distortion for achieved by placing each front wheel on an axial ball bearing. Due
passengers is acceptable. An additional advantage by using screens to the steering axis inclination there will be a strive to return the
outside the car is that it enables the original rear mirrors to be used wheels to a parallel position. In addition, the movements of the
and it is possible for the driver to turn his head and look in the front wheels gives a notable movement of the car that can be con-
rear window. The latter is not possible when, for example, LCD- sidered to be a form of passive physical feedback.
displays are used as rear mirrors.
The physical feedback component that possibly contributes most to
the perception of speed in the simulator is the internal fan. It is
controlled by the simulation and the force of the fan is linear to the
speed of the car [Carraro et al. 1998]. When the driver is reaching
a high speed the wind and the substantial noise from the fan con-
tributes to create a high speed perception. It is well known that it
is difficult to get a good perception of speed in computer generated
simulations [Godley and Fildes ; Östlund et al. 2006]. The use of
a fan is a simple but effective way to increase the perceived speed.
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much time they wanted (up to a maximum of 30 minutes) playing tion only considers the relative position within the lane (irrespective
and exploring a game. This was followed by a number of evaluative of what lane the car was in). The tails in the histogram are due to
tests where they were instructed to perform certain tasks, followed lane changes and the gameplay is such that frequent lane-changes
by a questionnaire. All simulations were monitored and logged. are required to succeed. In fact, the drivers changed lane on aver-
age every 15 seconds. The most notable property of the histogram
The game used in these experiments is relatively simple. The player is the large bar in the middle. Despite the frequent lane changes the
is driving on a five-lane motorway following an ambulance. The drivers spent almost 25% of the time exactly centred in the middle
difficulty of the game increases by the intensity of the traffic and the of the lane. The central bar is moreover more than double the size
behaviour of fellow road users. Although we had other main goals of the surrounding bars. We interpret this as the drivers have intu-
with these experiments, they have also provided some feedback on itively managed to position the car very close to the centre of the
the performance of the simulation environment. lane. This implies that the visual representation gives a realistic im-
First of all, the subjects where extremely positive concerning the pression of the position of the car. The rectilinear projection hence
entertainment value of the simulator. In the questionnaire subjects seems to work very well.
were asked to specify how they agreed to the statement ”it was
The use of original rear view mirrors also seems to be efficient.
fun to drive”, on a 5-graded Likert scale where 1=fully disagree
The subjects’ use of the mirrors was monitored during experiments
and 5=fully agree. The average for all subjects where 4.6 which is
and the result shows that they used both the internal as well as the
a very high result considering the relative simplicity of the game.
external mirrors frequently. In fact, the use of mirrors was more
This result may also be derived from the amount of time the sub-
frequent than the lane-changing. On average the subjects used the
jects spent in the simulator. They were explicitly instructed to de-
mirrors every 10 seconds compared to 15 seconds for lane changes.
cide themselves when to stop driving. The result was that experi-
enced gamers spent on average 29 minutes playing the game com- Simulator sickness (also termed cybersickness) is a well known
pared to 23 minutes for inexperience players. This is a statistically problem in simulators and is related to motion sickness [Harm
significant difference which is interesting as one may suspect that 2002; AGARD 1988]. As much as 30% of the users of simula-
experienced gamers would not appreciate a game that is far from a tors may experience symptoms severe enough to discontinue use
state-of-the-art racing game. One possible interpretation is that the [Harm 2002]. Simulator sickness is believed to be caused by con-
simulator platform itself contributed to the positive experience, in fusion between the perceived motion and the actual motion [Bertin
particular for gamers. et al. 2004]. The problem seems to be difficult to totally eliminate,
Concerning the realism of the game and simulator the average of even for high-end simulators [Peters and Östlund 2005].
the subjects was 3.6 for the statement ”the driving was realistic” Since the simulator presented in this paper is a fixed-based system,
(using a 5-gradet Likert scale). This is clearly above average which problems with simulator sickness was not unexpected. These prob-
indicates that the simulator is efficient. Some users commented on lems were however minor in the experiments. Four subjects (17%)
initial problems with the control of the car. These initial problems reported sickness as one of the reasons they decided to stop playing
do not seem to have had any negative impact on the overall expe- the game. The average playing time of these four subjects was 21
rience and performance of the drivers. This can be confirmed from minutes compared to 25 minutes for those that did not report any
analysis of how the drivers managed to position their car in the lane sickness problems. The relatively small difference in time makes
(lateral position). Lateral position is commonly used for validation us believe these subjects did not experience severe problems with
of driving simulators [Green 2005; de Waard et al. 2005]. Fig- simulator sickness.
ure 5, illustrates the relative lateral position of the car during all
experiments.
30 5 Discussion
25
In this paper we have presented a driving simulator based on video
game technology. Our approach has been to use relatively inex-
Percentage of time
20
pensive hardware components to create a graphical system that sur-
15 rounds a real car whose instrumentation has been adopted to be used
as a game control. A main difference to high-end simulators is the
10 modest physical feedback system. The presented simulator uses
a fan, vibrations and sound in addition to the graphical feedback.
5 The driving simulator has successfully been used in an experimen-
tal study. Observations from this study indicate that the simulator is
0 efficient in that it creates a realistic and entertaining experience to
-1
-0.5
0.5
the users. The absence of physical feedback does not seem to incur
Relative position
serious problems with simulator sickness. In addition the rectilinear
projection gives a realistic perception of the simulated environment.
This has been shown by analysing the lateral positioning of the car.
Figure 5: Histogram of the relative lateral position of the car
When developing a simulator one goal is to create a realistic experi-
The total driving time for all subjects was almost 12 hours. The ence. Realism comes to a price and with a limited budget the benefit
position of the car was sampled at 10Hz. The histogram in Figure 5 has to be balanced with its price. In our approach we have decided
is based on all logs from all experiments (413 973 samples). The to sacrifice the physical movement realism in favour of the realism
relative position of the car in the lane was divided into 21 discrete of having a real car as the driver environment. We believe that the
intervals. The histogram was created by summarizing the number use of a real car is one of the key benefits of the presented simula-
of times the car was positioned in respective interval and then divide tor. The smell and touch of a car gets the driver in the mind-set of
it with the total number of samples. Note that the recorded informa- driving. In addition, our simulator allows for passengers, which is
42
a typical driving property which is neglected in many other simula- DE WAARD , D., S TEYVERS , F., AND B ROOKHUIS , K. 2005. How
tors. The driving task is, for example, much harder to handle when much visual road information is needed to drive safely and com-
there are two fighting children in the backseat. fortably? Safety Science 42, 7, 639–655.
The simulator architecture presented in this paper is flexible and ESA, 2005. Entertainment software association -
scalable. For example, the number of screens used can easily be game player data. Retrieved 2005-04-13, from
extended by adding a projector and a PC for each screen. The server http://www.theesa.com/facts/gamer data.php.
can broadcast messages to all involved clients which mean that the
total load of the system is in practice independent of the number of G ODLEY, S. T., AND F ILDES , B. N. Driving simulator validation
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only in their camera positioning. The flexibility of the architecture G REEN , P., 2005. How driving simulator data quality can be im-
is illustrated by the fact that we have successfully modified several proved. DSC 2005, Orlando.
COTS games to be playable on the simulator platform. The ability
to adopt and use commercial software is important as the cost of G UITAMMER, 2005. Buttkicker. Retrieved 2006-10-02, from
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use COTS racing games whose graphical quality require budgets H ARM , D., 2002. Motion sickness neurophysiology, physiological
way beyond that of the simulator hardware. correlates, and treatment. in Handbook of Virtual Environments,
To summarize, the contribution of the presented work is that we Stanney (edt.).
have combined the quality and cost-effectiveness of the gaming H UANG , A., AND C HIHSIUH , C. 2003. A low-cost driving sim-
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