Exploring the influence of driver affective state and auditory display urgency on takeover performance in semi-automated vehicles: Experiment and modelling

Harsh Sanghavi, Yiqi Zhang, Myounghoon Jeon

Research output: Contribution to journalArticlepeer-review

3 Scopus citations

Abstract

As semi-automated vehicles become more available to the general public, it is important to investigate human factors, including both the driver side and the interface side. Despite much research on semi-automated vehicles, little research has conducted considering both driver states and takeover request display design. The present study investigated the effects of drivers’ affective states and auditory display urgency on takeover response time and performance quality. Thirty-six participants experienced takeover scenarios in a semi-automated vehicle using a driving simulator, while playing an online game. For takeover quality, angry drivers drove faster, took longer to change lanes and had lower steering wheel angles than neutral drivers, which made riskier driving. However, there was no difference in eye glance behaviors. Higher frequency and more repetitions of the auditory displays led to faster takeover reaction times, but there was no time difference between angry and neutral drivers. Drivers’ response time to takeover displays from both affect groups was modelled using the QN-MHP framework, which resulted in a R2 of 0.505 with the empirical data collected. In sum, results suggest that drivers’ anger state influenced takeover quality, while display urgency influenced takeover response time. This study is expected to make a significant contribution to research on the influence of emotion, specifically, anger on takeover performance in semi-automated vehicles as well as to the takeover display design.

Original languageEnglish (US)
Article number102979
JournalInternational Journal of Human Computer Studies
Volume171
DOIs
StatePublished - Mar 2023

All Science Journal Classification (ASJC) codes

  • Software
  • General Engineering
  • Education
  • Human Factors and Ergonomics
  • Human-Computer Interaction
  • Hardware and Architecture

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