By Johan Janson Olstam.
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Additional info for A model for simulation and generation of surrounding vehicles in driving simulators
On urban roads or freeways, drivers’ desired speed mainly depends on the posted speed limit. However, on rural roads, like two-lane highways the desired speed also varies with for example road width and curvature. In order to model that drivers’ desired speed varies depending on the road design some kind of speed adaptation model is needed. One possible modeling approach for roads where the speed limit is the only or the main determining factor of the desired speed is to assign each driver a desired speed for each possible speed limit.
However, when simulating traffic for a driving simulator, the area of interest is the closest neighborhood of the driving simulator vehicle. It is in principle enough to only simulate vehicles within this area. However, the edges of this area will move with the speed of the simulator, which implies that the geographic places at which vehicles should be generated also moves with the speed of the simulator. Using the ordinary generation methodology, both fast and slow vehicles will be generated both behind and in front of the simulator vehicle.
However, not all drivers behave legally in this matter and depending on the proportion of lawbreakers the model may have to account for vehicles that do not obey the present overtaking restrictions. Drivers generally do not start an overtaking if the available gap at the time of the overtaking decision is shorter than the estimated overtaking distance. Another limitation for performing an overtaking can be the overtaking vehicle’s performance, for example maximum acceleration or speed. Even though a vehicle might be able to perform an overtaking, the driver will probably not execute it if the overtaking distance will be unreasonable long, for example more than one kilometer.
A model for simulation and generation of surrounding vehicles in driving simulators by Johan Janson Olstam.