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Abstract
A vehicular ad hoc network consists of smart
vehicle on the road and provides communication
services among nearby or with roadside infrastructure.
It is envisioned to provide numerous interesting
services in the near future. The major prupose of
VANET is to provide ubiquitous connectivity while on
the road to mobile users, tho are otherwise connected
to outside world through other networks at home or ar
the work place, and efficient vehicle-to vehiche
communicationd that enable the Intellingent
Transportation Systems. Today, VANET is very
important for researchers beacause they trying to find
solutions to
reduce traffic accidents and
inconveniences. VANET applications can distract
drivers attention and they can not drive safely and
properly. In this paper, we propose a simulation for
evaluating safe usability of VANET applications
together with a testing methodology to assess the
impact of their use on driving capabilities. The results
will be displayed graphically and will see what devices
affects more driving.
1. Introduction
A Vehicular Ad-Hoc Network, or VANET is a
technology that uses moving cars as nodes in a network
to create a mobile network. VANET turns every
participating car into a wireless router or node,
allowing cars approximately 100 to 300 metres of each
other to connect and, in turn, create a network with a
wide range. As cars fall out of the signal range and
drop out of the network, other cars can join in,
connecting vehicles to one another so that a mobile
Internet is created. It is estimated that the first systems
that will integrate this technology are police and fire
vehicles to communicate with each other for safety
purposes.
VANET offers several benefits to organizations of
any size. While such a network does pose certain safety
2. Related Work
Driving is a complex task, requiring the concurrent
execution of various cognitive, physical, sensory and
psychomotor skills. Despite these complexities, it is not
unusual to observe drivers engaging in various non
driving-related activities while driving. These activities
range from conversing with passengers and listening to
the radio, to applying make-up and even reading. With
the advent of wireless communication, more
sophisticated entertainment systems and the
introduction of technologies such as route navigation
and the Internet into vehicles, preoccupation with
electronic devices while driving is also becoming
increasingly common (ex.: VANET applications). Any
activity that competes for the drivers attention while
driving has the potential to degrade driving
performance and have serious consequences for road
safety.
Research by the National Highway Traffic Safety
Administration (NHTSA) estimates that driver
inattention, in its various forms, contributes to
approximately 25 percent of police-reported crashes.
Driver distraction is one form of driver inattention and
advantages
a) Controllability,
reproducibility,
and
standardization. Behavior of virtual traffic, weather
conditions, and the road layout can be manipulated
(offline or in real-time) as a function of the training
known
4. System Design
The architecture of the system is presented in Figure
1. It consists of several inter-connected drivingsimulators running on several workstations. On each
station a user runs a custom driving simulator, which
includes a user interface specific to a particular
VANET application. This emulates driving in a
realworld scenario, while having a mobile device (a
smart phone for example) running a particular VANET
application.
The main window of the application consists of a
roaddriving simulator. It serves to test the reflexes of
the user while performing specific driving activities:
drive straight, make turns, etc. In addition, while
driving, the user is also presented with a user interface
6. Experimental Results
We conducted five sets of experiments: 1) simulation
using a simulated desturbing application (yahoo
weather); 2) simulation using a navigation application
with sound; 3) simulation using a navigation
application without sound; 4) simulation using a
navigation application running on the smart phone; and
5) simulation without any application.
These experiments involved five subjects that were
chosen such that to cover various degrees of driving
experiences and experiences in using modern
technology. The drivers have similar technical skills
and the environment used was the same for all of them,
one in which users do not have any other distractions
beside the ones generated in the test applications,
controlling their behavior.
For the simulation experiment we constructed a
circuit resembling one used in driving schools (Figure
4). The circuit is equipped with driving poles. The
monitored parameters were the time needed to
complete the circuit, number of collisions with the
poles, and the number of sudden breaks.
References
[1] Allen, R.W., Park, G.D., Cook, M.L., Fiorentino,
D. (2007). "The effect of driving-simulator fidelity
on training effectiveness. Proceedings of the
Driving Simulation Conference North America",
Iowa City, IA.