P Pretto
Max Planck Society
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Publication
Featured researches published by P Pretto.
eLife | 2012
P Pretto; Jean-Pierre Bresciani; Gregor Rainer; Hh Bülthoff
Visual speed is believed to be underestimated at low contrast, which has been proposed as an explanation of excessive driving speed in fog. Combining psychophysics measurements and driving simulation, we confirm that speed is underestimated when contrast is reduced uniformly for all objects of the visual scene independently of their distance from the viewer. However, we show that when contrast is reduced more for distant objects, as is the case in real fog, visual speed is actually overestimated, prompting drivers to decelerate. Using an artificial anti-fog—that is, fog characterized by better visibility for distant than for close objects, we demonstrate for the first time that perceived speed depends on the spatial distribution of contrast over the visual scene rather than the global level of contrast per se. Our results cast new light on how reduced visibility conditions affect perceived speed, providing important insight into the human visual system. DOI: http://dx.doi.org/10.7554/eLife.00031.001
IEEE Transactions on Human-Machine Systems | 2013
Alain Berthoz; Willem Bles; Hh Bülthoff; B.J. Correia Grácio; Philippus Feenstra; Nicolas Filliard; R. Hühne; Andras Kemeny; Michael Mayrhofer; M. Mulder; Hans-Günther Nusseck; P Pretto; Gilles Reymond; Richard Schlüsselberger; Johann Schwandtner; Harald Teufel; Benjamin Vailleau; M. M. van Paassen; Manuel Vidal; M. Wentink
Advanced driving simulators aim at rendering the motion of a vehicle with maximum fidelity, which requires increased mechanical travel, size, and cost of the system. Motion cueing algorithms reduce the motion envelope by taking advantage of limitations in human motion perception, and the most commonly employed method is just to scale down the physical motion. However, little is known on the effects of motion scaling on motion perception and on actual driving performance. This paper presents the results of a European collaborative project, which explored different motion scale factors in a slalom driving task. Three state-of-the-art simulator systems were used, which were capable of generating displacements of several meters. The results of four comparable driving experiments, which were obtained with a total of 65 participants, indicate a preference for motion scale factors below 1, within a wide range of acceptable values (0.4-0.75). Very reduced or absent motion cues significantly degrade driving performance. Applications of this research are discussed for the design of motion systems and cueing algorithms for driving simulation.
PLOS ONE | 2017
Suzanne A. E. Nooij; P Pretto; Daniel Oberfeld; Heiko Hecht; Hh Bülthoff
This study investigated the role of vection (i.e., a visually induced sense of self-motion), optokinetic nystagmus (OKN), and inadvertent head movements in visually induced motion sickness (VIMS), evoked by yaw rotation of the visual surround. These three elements have all been proposed as contributing factors in VIMS, as they can be linked to different motion sickness theories. However, a full understanding of the role of each factor is still lacking because independent manipulation has proven difficult in the past. We adopted an integrative approach to the problem by obtaining measures of potentially relevant parameters in four experimental conditions and subsequently combining them in a linear mixed regression model. To that end, participants were exposed to visual yaw rotation in four separate sessions. Using a full factorial design, the OKN was manipulated by a fixation target (present/absent), and vection strength by introducing a conflict in the motion direction of the central and peripheral field of view (present/absent). In all conditions, head movements were minimized as much as possible. Measured parameters included vection strength, vection variability, OKN slow phase velocity, OKN frequency, the number of inadvertent head movements, and inadvertent head tilt. Results show that VIMS increases with vection strength, but that this relation varies among participants (R2 = 0.48). Regression parameters for vection variability, head and eye movement parameters were not significant. These results may seem to be in line with the Sensory Conflict theory on motion sickness, but we argue that a more detailed definition of the exact nature of the conflict is required to fully appreciate the relationship between vection and VIMS.
Simulation | 2016
Alessandro Nesti; Suzanne A. E. Nooij; Martin Losert; Hh Bülthoff; P Pretto
In driving simulation, simulator tilt is used to reproduce sustained linear acceleration. In order to feel realistic, this tilt is performed at a rate below the human tilt rate detection threshold, which is usually assumed constant. However, it is known that many factors affect the threshold, such as visual information, simulator motion in additional directions, or the driver’s active effort required for controlling the vehicle. Here we investigated the effect of these factors on the roll rate detection threshold during simulated curve driving. Ten participants reported whether they detected roll motion in multiple trials during simulated curve driving, while roll rate was varied over trials. Roll rate detection thresholds were measured under four conditions. In the first three conditions, participants were moved passively through a curve with the following: (i) roll only in darkness; (ii) combined roll/sway in darkness; (iii) combined roll/sway and visual information. In the fourth (iv) condition participants actively drove through the curve. The results showed that roll rate thresholds in simulated curve driving increase, that is, sensitivity decreases, when the roll tilt is combined with sway motion. Moreover, an active control task seemed to further increase the detection threshold, that is, impair motion sensitivity, but with large individual differences. We hypothesize that this is related to the level of immersion during the task.
IEEE Transactions on Human-Machine Systems | 2018
Diane Cleij; Joost Venrooij; P Pretto; D.M. Pool; Max Mulder; Hh Bülthoff
Motion cueing algorithms are used in motion simulation to map the inertial vehicle motion onto the limited simulator motion space. This mapping causes mismatches between the unrestricted visual motion and the constrained inertial motion, which results in perceived motion incongruence (PMI). It is still largely unknown what exactly causes visual and inertial motion in a simulator to be perceived as incongruent. Current methods for measuring motion incongruence during motion simulation result in time-invariant measures of the overall incongruence, which makes it difficult to determine the relevance of the individual and short-duration mismatches between visual and inertial motion cues. In this paper, a novel method is presented to subjectively measure the time-varying PMI continuously throughout a simulation. The method is analyzed for reliability and validity of its measurements, as well as for its applicability in relating physical short-duration cueing errors to PMI. The analysis shows that the method is reliable and that the results can be used to obtain a deeper insight into the formation of motion incongruence during driving simulation.
Experimental Brain Research | 2016
Suzanne A. E. Nooij; Alessandro Nesti; Hh Bülthoff; P Pretto
When in darkness, humans can perceive the direction and magnitude of rotations and of linear translations in the horizontal plane. The current paper addresses the integrated perception of combined translational and rotational motion, as it occurs when moving along a curved trajectory. We questioned whether the perceived motion through the environment follows the predictions of a self-motion perception model (e.g., Merfeld et al. in J Vestib Res 3:141–161, 1993; Newman in A multisensory observer model for human spatial orientation perception, 2009), which assume linear addition of rotational and translational components. For curved motion in darkness, such models predict a non-veridical motion percept, consisting of an underestimation of the perceived rotation, a distortion of the perceived travelled path, and a bias in the perceived heading (i.e., the perceived instantaneous direction of motion with respect to the body). These model predictions were evaluated in two experiments. In Experiment 1, seven participants were moved along a circular trajectory in darkness while facing the motion direction. They indicated perceived yaw rotation using an online tracking task, and perceived travelled path by drawings. In Experiment 2, the heading was systematically varied, and six participants indicated, in a 2-alternative forced-choice task, whether they perceived facing inward or outward of the circular path. Overall, we found no evidence for the heading bias predicted by the model. This suggests that the sum of the perceived rotational and translational components alone cannot adequately explain the overall perceived motion through the environment. Possibly, knowledge about motion dynamics and familiar stimuli combinations may play an important additional role in shaping the percept.
Archive | 2015
P Pretto; Joost Venrooij; Alessandro Nesti; Hh Bülthoff
The goal of vehicle motion simulation is the realistic reproduction of the perception a human observer would have inside the moving vehicle by providing realistic motion cues inside a motion simulator. Motion cueing algorithms play a central role in this process by converting the desired vehicle motion into simulator input commands with maximal perceptual fidelity, while remaining within the limited workspace of the motion simulator. By understanding how the one’s own body motion through the environment is transduced into neural information by the visual, vestibular and somatosensory systems and how this information is processed in order to create a whole percept of self-motion we can qualify the perceptual fidelity of the simulation. In this chapter, we address how a deep understanding of the functional principles underlying self-motion perception can be exploited to develop new motion cueing algorithms and, in turn, how motion simulation can increase our understanding of the brain’s perceptual processes. We propose a perception-based motion cueing algorithm that relies on knowledge about human self-motion perception and uses it to calculate the vehicle motion percept, i.e. how the motion of a vehicle is perceived by a human observer. The calculation is possible through the use of a self-motion perception model, which simulate the brain’s motion perception processes. The goal of the perception-based algorithm is then to reproduce the simulator motion that minimizes the difference between the vehicle’s desired percept and the actual simulator percept, i.e. the “perceptual error”. Finally, we describe the first experimental validation of the new motion cueing algorithm and shown that an improvement in the current standards of motion cueing is possible.
Experimental Brain Research | 2018
Thomas Hinterecker; P Pretto; Ksander N. de Winkel; Hans-Otto Karnath; Hh Bülthoff; T Meilinger
A growing number of studies investigated anisotropies in representations of horizontal and vertical spaces. In humans, compelling evidence for such anisotropies exists for representations of multi-floor buildings. In contrast, evidence regarding open spaces is indecisive. Our study aimed at further enhancing the understanding of horizontal and vertical spatial representations in open spaces utilizing a simple traveled distance estimation paradigm. Blindfolded participants were moved along various directions in the sagittal plane. Subsequently, participants passively reproduced the traveled distance from memory. Participants performed this task in an upright and in a 30° backward-pitch orientation. The accuracy of distance estimates in the upright orientation showed a horizontal–vertical anisotropy, with higher accuracy along the horizontal axis compared with the vertical axis. The backward-pitch orientation enabled us to investigate whether this anisotropy was body or earth-centered. The accuracy patterns of the upright condition were positively correlated with the body-relative (not the earth-relative) coordinate mapping of the backward-pitch condition, suggesting a body-centered anisotropy. Overall, this is consistent with findings on motion perception. It suggests that the distance estimation sub-process of path integration is subject to horizontal–vertical anisotropy. Based on the previous studies that showed isotropy in open spaces, we speculate that real physical self-movements or categorical versus isometric encoding are crucial factors for (an)isotropies in spatial representations.
european conference on mobile robots | 2015
J Lächele; Joost Venrooij; P Pretto; Andreas Zell; Hh Bülthoff
In this paper we present a method for calculating inertial motion feedback in a teleoperation setup. For this we make a distinction between vehicle-state feedback that depends on the physical motion of the remote vehicle, and task-related motion feedback that provides information about the teleoperation task. By providing motion feedback that is independent of vehicle motion we exploit the spatial decoupling between the operator and the controlled vehicle.
Seeing and Perceiving | 2012
Alessandro Nesti; Michael Barnett-Cowan; Hh Bülthoff; P Pretto
The restricted operational space of dynamic driving simulators requires the implementation of motion cueing algorithms that tilt the simulator cabin to reproduce sustained accelerations. In order to avoid conflicting inertial cues, the tilt rate is limited below drivers’ perceptual thresholds, which are typically derived from the results of classical vestibular research, where additional sensory cues to self-motion are removed. These limits might be too conservative for an ecological driving simulation, which provides a variety of complex visual and vestibular cues as well as demands of attention which vary with task difficulty. We measured roll rate detection threshold in active driving simulation, where visual and vestibular stimuli are provided as well as increased cognitive load from the driving task. Here thresholds during active driving are compared with tilt rate detection thresholds found in the literature (passive thresholds) to assess the effect of the driving task. In a second experiment, these thresholds (active versus passive) are related to driving preferences in a slalom driving course in order to determine which roll rate values are most appropriate for driving simulators so as to present the most realistic driving experience. The results show that detection threshold for roll in an active driving task is significantly higher than the limits currently used in motion cueing algorithms, suggesting that higher tilt limits can be successfully implemented to better optimize simulator operational space. Supra-threshold roll rates in the slalom task are also rated as more realistic. Overall, our findings indicate that increasing task complexity in driving simulation can decrease motion sensitivity allowing for further expansion of the virtual workspace environment.