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2009 Third Asia International Conference on Modelling & Simulation A Low Cost Approach to Pediatric Pedestrian Safety in Virtual Reality Kuldeep Pandey, Gary J. Grimes Department of Electrical & Computer Engineering University of Alabama at Birmingham [email protected], [email protected] report of the Fatality Analysis Reporting System (FARS) of the National Highway Traffic Safety Administration (NHTSA) showed that at least 308 counties in the USA were at or above the 90th percentile for child mortality due to road accidents. This provides a good foundation for pediatric pedestrian safety research and the need to pursue VR technology as an economical and practical option [2, 3]. Abstract Virtual reality (VR) technology has shown tremendous advancements in recent times. Several VR tools have been developed which depict advanced virtual environments that allow user interaction and manipulation. These tools have found many applications in training and learning. A VR tool is proposed in this paper to study the behavior of children when they are faced with real-world situations of road safety. The driver for this study is the fact that pedestrian injuries are a major cause of death among children ages 5-9 in the United States. The proposed VR tool includes VR software and hardware to simulate a virtual environment faced by a typical pedestrian while crossing the street(s). The VR tool represents a street with simulated traffic patterns and an avatar to represent the pedestrian. It is aimed at training children on safely crossing the roads in order to avoid accidents. The virtual environment will allow users to engage in (and investigators to measure) street-crossing behavior in a controlled environment. 2. Theoretical Framework VR technology can provide a basis for developing a tool for teaching children to crossing streets safely [4]. 2.1. VR Software VR technology relies heavily on the computing resources available in the form of hardware as well as software. The software needed includes modeling tools, Application Program Interface (API), and drivers/engines [4]. 2.2. VR Hardware 1. Introduction VR has always been associated with unique and expensive hardware. Developments in technology have brought reductions in cost, and there are a number of different VR hardware devices available on the market today. Some popular VR hardware includes Head Mounted Displays (HMD), Computer Aided Virtual Environment (CAVE), and Virtual glove [4]. Virtual reality (VR) has developed as a science and matured as a technology in the last several decades. Technological advancements in hardware and software over the years have considerably lowered the cost of this technology. Such rapid developments have made VR a high potential field available to a greater number of application. The use of the computer as a tool for interactive 3D simulation is highly applicable in almost every field. Defense, automobile, and avionics industries have benefited heavily from VR in recent times, but gradually many other industries have started implementing VR [1]. 2.3. VR Environments The virtual environment is an extremely important part of a VR system. Real-world objects, entities, and scenes are represented as realistic visuals. The virtual environments provide a foundation for the immersion or augmentation necessary for a VR system. These This paper looks at the application of VR technology in pediatric pedestrian safety. The annual 978-0-7695-3648-4/09 $25.00 © 2009 IEEE DOI 10.1109/AMS.2009.34 David C. Schwebel Department of Psychology University of Alabama at Birmingham [email protected] 549 Authorized licensed use limited to: Guangdong Univ of Tech. Downloaded on June 19, 2009 at 03:53 from IEEE Xplore. Restrictions apply. virtual environments can be two-dimensional or threedimensional depending on the applications [5]. The location is important because if it can be identified by a physical address, the user will find it more comfortable to associate with [7]. Relevance is the first factor of the REAL design methodology. The author visited several locations in and around the city of Birmingham, AL. Several surveys were conducted, and photographs were taken to evaluate and select an ideal location. However, for the purpose of this study, a fictitious location was visualized and designed. 2.4. Theoretical Model The model is explained based on Figure 1. The subject S is introduced to a VR environment. The VR environment provides audio and video immersion to the subject. Based on the audio and video feedback to the subject, the subject decides to cross or not to cross the virtual street. The decision from the subject is the input to the Sensor Pad. Output from the sensor pad is provided to the animation driver in the VR environment. If there is no collision between the avatar and one or more automobile, the process is a success. If a collision between the avatar and automobile is detected, the attempt is a failure and a corresponding output is provided to the subject. 3.2. Selection of the 3D Modeling Software The selection of a suitable 3D modeling software was one of the most critical aspects of the project [8]. A list of 3D modeling tools was made (shown in Table 1) and the most appropriate was selected by the process of elimination. Learnability and efficiency were given more importance as a part of the REAL methodology. Maya, 3D Studio Max, Lightwave, and Blender were some of the software considered. Table 1. Comparison of 3D Modeling Software Number 1 2 3 4 Software Maya 3D Studio Max Lightwave 3D Blender Manufacturer Alias Inc. Discreet Inc. NewTek Inc. Open Source 3.3. Selection of the Engine/Driver The engine or the driver is important from the animation point of view. Models designed using the selected software can be brought to life by using the driver. Efficiency and learnability were of prime concern while selecting the driver. The drivers evaluated (shown in Table 2) were Object-oriented Graphics Rendering Engine (OGRE), Crystal Space, Genesis 3D, and 3D Game Maker. Figure 1. Theoretical model for the VR tool Table 2. Comparison of Engine/Driver 3. Methodology Number 1 2 3 4 This section describes the different methods employed to approach the problem and obtain the most appropriate set of tools required to setup a VR-based system for teaching pedestrian safety. These steps are based on the REAL methodology [6] where relevance, efficiency, attitude, and learnability are considered. Driver OGRE Crystal Space Genesis 3D 3D Game Maker Manufacturer Open Source Open Source Open Source Game Makers Inc. 3.4. Selection of Hardware 3.1. Selection of Location The hardware is one of the most critical component of a VR-based system.. It is very important that the 550 Authorized licensed use limited to: Guangdong Univ of Tech. Downloaded on June 19, 2009 at 03:53 from IEEE Xplore. Restrictions apply. hardware is able to provide the necessary processing power in order to obtain a smooth and flawless audio, visual, and animation output. Table 3 shows the typical hardware specifications for the proposed VR tool. 4.2. Design of the Test Models The basic features and tools of Maya were used to model the houses and trees for the background. Different parts of the models were constructed and merged together with textures. It is considered a good practice to split any given model into different components and construct them independently [9]. Once these components are created, they can be imported into a single file and put together. The rendered model of the house is shown in Figure 3. Table 3. List of hardware and specifications Number Hardware 1 Computer 2 Graphics Adapter 3 Audio 4 Display Sensor device 5 Component CPU, RAM CPU, RAM Audio card, Speakers Monitors Sensor mat/pad Specification Speed, Capacity Speed, capacity Audio qualities Size Sensitivity 4. Design The design of the prototype is described in terms of developing the models for the virtual world and the animation of the designed models. 4.1 Design of the Proposed Configuration Figure 3. Rendered 3D model of a house The main idea of this project is to design a useful and cost-effective VR technique to teach children to safely cross roads. This section illustrates the proposed design for such a tool. Figure 2 shows a schematic of the proposed design, which is based on a partial CAVE like arrangement. In Figure 2, A represents the setup of five screens that will simulate a field of view of 180° and will present the virtual environment to the user D. This arrangement of the screens is similar to a CAVE mentioned earlier. However, the setup shown in Fig. 8 can be more realistically considered as a partial CAVE since it does not cover the complete field of view of the user D. B is the pressure sensor mat that represents the curb. The audio effect will be provided by the surround sound speakers C. The rendered model of the tree is shown in Figure 4. The complexity in terms of the number of polygons was high, which meant that they required a longer rendering time. These houses and trees were replicated with minor modifications and used as additional models for the virtual environment. Figure 4. Rendered 3D model of a tree Figure 2. Proposed design for the VR tool 551 Authorized licensed use limited to: Guangdong Univ of Tech. Downloaded on June 19, 2009 at 03:53 from IEEE Xplore. Restrictions apply. detail. Figure 8 shows a sample virtual environment used for the study. A model and texture for the car was created using Maya. Figure 5 and Figure 6 show the un-rendered and rendered model of a car. Figure 5. Model of an automobile without textures Figure 7. 3D Model of an Avatar 5. Implementation The virtual environment shown in Figure 8 is obtained as a result of the design process described in previous section. The house and tree represent the background in the virtual world. A few more models of houses and trees may be added in order to make the scene more realistic and complete. Once this is achieved, the next important objective is to introduce the interactive animation. Figure 6. Rendered model of an automobile 4.3. Design of the Avatar Maya, like many other 3D modeling packages, provides a kinematics design of the human form. This allows different body parts to move in conjunction with one another. The main advantage of this feature is the realistic appearance of the avatar. Figure 7 shows the avatar of a girl with hands stretched out. This model is not textured in order to show the complexity of the polygons that go into it. The most interesting part in the design of the avatar was the introduction of the bones that follow the kinematics of human motion. 4.4. Design of the Virtual Environment Figure 8. Rendered model of a virtual environment All of these individual components can be put together to show the virtual environment in greater 552 Authorized licensed use limited to: Guangdong Univ of Tech. Downloaded on June 19, 2009 at 03:53 from IEEE Xplore. Restrictions apply. to eliminate any wires from the user’s view and allow the user more flexibility to the user in terms of positioning. 5.1. Configuration of the Hardware A computer with 3.2 GHz processor, 2 GB of RAM, NVIDIA GeForce 6600 GT graphic adapter, and 40GB hard disc drive (HDD) was selected. The pressuresensor mat is also defined in the proposal along with the surround-sound audio system. However, during the course of the project, certain modifications were introduced in the design and setup of the equipment. The original proposal of including five screens to give a 180° field of view was altered in order to reduce the complexity of the design for the prototype. Instead of the proposed setup, a decision was made to use a single large screen for the display. This would give a desktop type of VR, suitable for a prototype. Moreover, the author has also suggested on using a mouse instead of the pressure-sensor for triggering the animation. Normal speakers could be used for the audio effects without compromising the quality of the prototype. 5.3. Animation Driver The 3D animation driver was implemented using the 3D game maker. The 3D game maker provides precompiled drivers that can be incorporated into an existing 3D environment(s). The animation and collision-detection driver was successfully utilized for the experimental setup [10]. 6. Discussion Different 3D modeling tools were analyzed during the course of the project. Their features, rendering abilities, animation, and interface features were studied and compared. Special attention was paid to cost, and to the popularity of the tools in the professional graphics and open source developers’ community. Based on the author’s experiences with various modeling software, it can be safely said that any modeling tool can be used effectively for the models. Most of these modeling tools lack built-in drivers or engines for interactive animation, which puts all of them at the same level as far as this study is concerned. No major software was a clear winner in the modeling software domain for this project. Maya worked absolutely fine for the models; however, Blender is open source and free and has similar basic features. 5.2. Structural Arrangement Figure 9 shows a schematic for the final implementation based on factors of cost, convenience, complexity, and usability. A is the large set of three flat-panel screens, B is the computer-mouse, C is the audio system, D is the user/subject, and E is the computer with the required configuration. This step is simple yet effective in terms of relevance, efficiency, learnability, and usability. The placement of the 3D surround-sound speaker system is critical in order to provide true audio effects for the user. E A suitable location was not identified for depicting the virtual world. The reasons were obvious, in that it would be extremely complicated to design a real-world scene within a very short time frame. Therefore, a fictitious scene was visualized for the prototype. The animation engine used was the 3D Game Maker which was very economical and easy to use. A C C The methodology used throughout the design process was based on the REAL concept. Relevance is important because it is very easy to digress from the core features in such projects. The models made and equipment chosen should have a clear relevance to the main theme of the study. Efficiency is a significant part of any project. One needs to select tools and methods that are highly efficient in order to optimize cost, time, and energy. It is good planning to define the attributes of the constituents so as to achieve an optimal solution. Finally, learnability is crucial for a project that is aimed at training or teaching. B D Figure 9. Modified setup for experimental test-bed User D looks at the virtual world on screen A and, based on the visuals and acoustics, uses mouse B as a trigger to make the avatar start walking. This arrangement also has a minimum number of cables or wires that might cause obstructions or distractions for the user. Further, the use of a wireless mouse can help 553 Authorized licensed use limited to: Guangdong Univ of Tech. Downloaded on June 19, 2009 at 03:53 from IEEE Xplore. Restrictions apply. This study was meant to provide a suitable design for developing a VR tool for pediatric pedestrian safety. Efforts were been made to incorporate all of the factors that were encountered throughout the various phases of the project. A realistic approach was taken at tackling the problem and coming up with the design methods and suggestions. Hence, this study is aimed at providing a guideline for the selection of the suitable software and hardware and the building of a virtual environment with all the other components, and suggestions for animation of avatars. 9. References [1] W. R. Sherman and A. Craig, Understanding Virtual Reality: Interface, Application, and Design. San Francisco, CA: Morgan Kaufmann Series, 2003, pp. 12-35. [2] Y. A. Slagen-de-Kort, et al, “Virtual environments as research tools for environmental psychology: A study of the comparability of real and virtual environments,” in Proc. 4th Annu. International Conf. Presence, Philadelphia, 2001. [3] S. Starnevall, “Traffic Simulation in Virtual Reality with Possible Application to Rehabilitation,” Thesis Research, 2003, Lund University, Sweden. There is a need to determine the usability and effectiveness of the VR tool that is proposed. The idea is more at a theoretical level and there could be drawbacks when tested under real-world conditions. Moreover, it is essential to know if it is acceptable to children in the age group of five to nine years. [4] J. Preece, Human Computer Interaction. Boston, MA: Addison-Wesley Professional, 1994, pp. 57-89. [5] C.E. Lathan and K.M. Stanney, Handbook of Virtual Environments. Mahwah, NJ: Lawrence Erlbaum Associates, Inc., 2002. 7. Conclusion [6] S. Bryson, Approaches to the Successful Design and Implementation of VR Applications. San Diego, CA: Academic Press, 1995, pp. 102-119. VR technology can be used as a training tool for pediatric pedestrian safety. A low cost solution is proposed, designed, and implemented in this study. An economical solution is achieved by using off-the shelf hardware and minimal amount of software development. High-end hardware may be used for better results but that will inadvertently increase the cost. Further, the VR tool may be tested with real subjects in a controlled environment to gather statistics to study its effectiveness, reliability, and efficiency. [7] L. Elliot, “Cutting Development Costs with Design Simulation,” Desktop Engineering Magazine, vol. 9, no. 5, January, 2003, pp. 21-25. [8] G. A. Hotz and S. M. Cohn, “Pediatric pedestrian trauma study: a pilot project,” Traffic Injury Prevention, National Library of Medicine, June 2004. [9] D. A. Bowman, E. Kruijff, J. J. LaViola, and I. Poupyrev, 3D User Interfaces: Theory and Practice. Boston, MA: Addison-Wesley Professional, 2004, pp. 198-230. 8. Recommendation and Future Work [10] K. Pandey, “Virtual Reality Based Tools for Pediatric Pedestrian Safety,” Thesis Research, 2005, University of Alabama, Birmingham, AL. The 3D modeling tool is a very important part of a study of this nature. Therefore it is essential that the tool selected is the optimal one. Another feasible option is the use of a 3D laser scanning device in order to readily scan any real world environment. This procedure will help in making a pure 3D background instead of the pseudo suggested in this study [11]. [11] G. C. Burdea and P. Coifette, Virtual Reality Technology. Somerset, NJ: John Wiley & Sons, 2003, pp. 2765. 10. Acknowledgement This project was supported by the UAB Injury Control Research Center at the University of Alabama at Birmingham through a grant from the National Center for Injury Prevention and Control, Centers for Disease Control and Prevention, Award R49 / CE000191 and a cooperative agreement with the Federal Highway Administration, Project No. ICRC (1) / PL 106-346. The present study describes a solution with a threescreen display for the user. Such a setup represents a desktop VR system for which immersion is fairly low. Therefore, as a part of any future study, the original proposal for a five-screen semi-circular display is recommended. A pure CAVE environment with 360o field of view would be ideal. 554 Authorized licensed use limited to: Guangdong Univ of Tech. Downloaded on June 19, 2009 at 03:53 from IEEE Xplore. Restrictions apply.