A Simple and Effective Display for Night Vision Systems
Author(s) -
Omer Tishimhoni,
Michael J. Flannagan,
Mary Lynn Mefford,
Naoko Takenobu
Publication year - 2007
Language(s) - English
Resource type - Conference proceedings
DOI - 10.17077/drivingassessment.1249
Subject(s) - pedestrian , distraction , icon , computer science , night vision , pedestrian detection , peripheral vision , focus (optics) , head up display , adaptation (eye) , advanced driver assistance systems , computer vision , automotive industry , human–computer interaction , artificial intelligence , engineering , transport engineering , psychology , physics , optics , neuroscience , programming language , aerospace engineering
The next generation of automotive night vision systems will likely continue to display to the driver enhanced images of the forward driving scene. In some displays there may also be highlighting of pedestrians and animals, which has been argued to be the primary safety goal of night vision systems. The authors present here the method that was used to design a conceptual display for night vision systems. Although the primary focus of the method is on safety analysis, consideration is given to driver performance with the system, and exposure to alerts. It also addresses user acceptance and annoyance, distraction, and expected behavior adaptation. The resulting driver interface is a simple and potentially effective display for night vision systems. It consists of a pedestrian icon that indicates when there are pedestrians near the future path of the vehicle. An initial prototype of this night-vision DVI was tested on the road and showed promising results despite its simplicity. It improved pedestrian detection distance from 34 to 44 m and decreased the overall ratio of missed pedestrians from 13% to 5%, correspondingly. The improvement may be attributable to the icon alerting the driver to the presence of a pedestrian. In this experiment, the drivers were probably more alert to the possible presence of pedestrians than drivers in the real world, suggesting that the effect of the icon might be even larger in actual use.
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