Submitted:
17 January 2024
Posted:
19 January 2024
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Abstract
Keywords:
1. Introduction
1.1. Literature Review
2. Game Design and Architecture
3. Generation of 3D Worlds
3.1. Parsing OSM Data
3.2. Generating 3D Meshes
3.3. Road graph
4. Game Setup
4.1. Vehicles
4.2. GPS system
4.2.1. Vehicle User Control
4.2.2. Vehicle ADS
4.3. Non-User-Controlled Vehicles
4.4. Pedestrians
4.5. Chunk System
5. Experimentation
5.1. User Interaction Assessment
6. Discussion and Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| ADS | Advanced driving system |
| ADAS | Advanced driver-assistance system |
| AEB | Autonomous emergency braking |
| API | Application programming interface |
| CAS | Collision avoidance system |
| CPU | Central processing unit |
| DMS | Driver-monitoring system |
| GPS | Global-positioning system |
| HMI | Human-machine interface |
| NDRT | Non-driving related tasks |
| OSM | OpenStreetMap |
| PAV | Partially automated vehicle |
| RPM | Revolutions per minute |
References
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| Active Pedestrians (Avg.) | Active Vehicles (Avg.) | Frame Time [ms] | FPS |
|---|---|---|---|
| 6 | 13 | 8.73 | 114 |
| 20 | 17 | 9.64 | 103 |
| 30 | 25 | 22.74 | 43 |
| 40 | 15 | 24.04 | 40 |
| Interaction with … | Outcome | Reaction Time [s] | Points |
|---|---|---|---|
| Vehicle | Accident avoided | 0.506 | |
| Pedestrian | Accident avoided | 0.701 | |
| Vehicle | Accident occurred | N/A | |
| Pedestrian | Accident avoided | 0.670 |
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