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The purpose of this study was to establish and validate a driving simulator method for assessing drug effects on driving. To achieve this, we used ethanol as a positive control, and examined whether ethanol affects driving performance in the simulator, and whether these effects are consistent with performance during real driving on a test track, also under the influence of ethanol. Twenty healthy male volunteers underwent a total of six driving trials of 1h duration; three in an instrumented vehicle on a closed-circuit test track that closely resembled rural Norwegian road conditions, and three in the simulator with a driving scenario modelled after the test track. Test subjects were either sober or titrated to blood alcohol concentration (BAC) levels of 0.5g/L and 0.9g/L. The study was conducted in a randomised, cross-over, single-blind fashion, using placebo drinks and placebo pills as confounders. The primary outcome measure was standard deviation of lateral position (SDLP; "weaving"). Eighteen test subjects completed all six driving trials, and complete data were acquired from 18 subjects in the simulator and 10 subjects on the test track, respectively. There was a positive dose-response relationship between higher ethanol concentrations and increases in SDLP in both the simulator and on the test track (p


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Background:  Age-related cognitive decline is often associated with unsafe driving behavior. We hypothesized that 10 active training sessions in a driving simulator increase cognitive and on-road driving performance. In addition, driving simulator training should outperform cognitive training.

Methods:  Ninety-one healthy active drivers (62-87 years) were randomly assigned to one of three groups: (1) a driving simulator training group, (2) an attention training group (vigilance and selective attention), or (3) a control group. The main outcome variables were on-road driving and cognitive performance. Seventy-seven participants (85%) completed the training and were included in the analyses. Training gains were analyzed using a multiple regression analysis with planned orthogonal comparisons.

Results:  The driving simulator-training group showed an improvement in on-road driving performance compared to the attention-training group. In addition, both training groups increased cognitive performance compared to the control group.

Conclusion:  Driving simulator training offers the potential to enhance driving skills in older drivers. Compared to the attention training, the simulator training seems to be a more powerful program for increasing older drivers' safety on the road.

DriveSim scenarios include real traffic and pedestrians. With this program, you will have the positiblity of doing different tours with any climatic settings, timing and adhesion: driving at dusk, on slippery surfaces, snowy environments, with rain or even practice emergency braking with and without ABS.

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I'm Prathmesh, been a real-world race car driver and current simracer. Over the last 5 years, I've been getting deeper into sim racing which I absolutely love. I see it as a supplement to real world driving and I believe the crossover between the two is going to get much deeper in future. There are cars that I've driven, both in the real world and in the sim, so trying to reference how similar of the two worlds are.

First, what does it feel like? Can my instinctive brain tell the difference between sitting in the sim and the real world? Well, visually we have a few options. we've got single screen, triple screen, and VR, so we'll take a quick look at all three.

Using a single screen setup. It's just not possible to look around the corners, as one would in the real world, it's also a 2D image so the depth perception is difficult. With the triple screen, the experience is certainly improved and the immersion is far better, but the image is still 2D.

However, things really change once you've put on a VR. While the resolution is still a bit of an issue and your eyes take a while to adjust the perception of depth, the ability to move your head in a natural way looking around the corners is completely immersive. I found that with VR I have moments when I forget I'm in the sim. I'm fully focused and approach my driving in exactly the same way that I would in the real world. The VR headset allows me to see in 3d, the 3d image means that it's much easier to position, when entering the corner, leading to far fewer mistakes and a better ability to drive on the limit. In terms of immersion, VR is the biggest step forward.

One of the things we learn, is how to find the limit quickly and then adapt your driving style to extract the most from the car. When I'm learning a car in the simulator, I find my process and rate at which I learn is exactly the same as the real world. This is how I gauge how immersive a sim is, and with the right hardware and software this is a big yes.

The first thing to say about sim racing hardware is how incredibly, the design and layout, can be exactly the same as the real world. By this, I mean, the steering wheel, the pedals, the visual cues, are all in the right position. I may be wrong, but I can't think of any other case where the input devices are the same as the real world. This is an important point when thinking about how realistic sims are.

What about the feeling in the steering wheel and pedals? This is a difficult one, as there is so much variation in the quality of parts. You can be fast on cheap wheels and pedals, but it's a feeling and realism that we're interested in.

I recently experienced a direct drive wheel and some heusinkveld pedals. It's pretty much the same as you would find in the real car. In fact, the throttle and clutch pedal feel almost exactly the same, with regard to the brake pedal, you can change the throw, firmness and sensitivity.

The brake pedal is so important, because in the real world, as well as sim, you can make up, or lose a lot of time on the brakes. So, well set up pedal is really important. The way the brake pedal works and feels, it is very realistic.

When you're driving a car on the limit in the real world, you're getting constant feedback about the car's behavior through the steering wheel. You can feel understeer, oversteer, changes in the surface and curves, and I have to say that the sim does an excellent job with this. It's all about communication. We need the wheel to explain what's happening with the car, and the steering wheel is more important in the sim, as we don't have any g-force going throughout, helping us understand the cars behavior and attitude.

The caveat here is that there are so many different platforms. Between iracing, assetto corsa, automobilista, rfactor, raceroom and etc to name a few and even within these, there are different levels of development between the individual cars and more importantly 'tyre models'.

The tyres are important, as they're the only connection between the car and the circuit. They're also incredibly difficult to model, due to the number of variables including surface, rubber compounds, pressure, tyre temperature, and, circuit evolution.

This means that, if a software's tyre model isn't as sophisticated as we'd like it to be, we'll always feel a little bit off. However, when I drive a car and tyre that's been well developed, the similarities to the real world are incredible. A direct back to back comparison, however, is always going to be difficult due to the variables I mentioned.

As with the cars, the realism of the circuit is dependent on the level of software development. I'll be talking about the laser scan circuits. Thanks to the use of 3D scanners, these circuits are accurate. Aside from the accurate visuals, what sets the laser scan circuits apart, is that the elevation, bumps and curves of the circuit, feel the same, as in the real world. It's really interesting, how the rhythm of the bumps and curves make you feel in groove on track. Additionally, the overall grip level of the circuit and the way it evolves is very important to how we see realism.

The circuit evolution is, the buildup of tyre rubber on the line, marbles, and potentially oil and fuel from other cars, as with the time model. Circuit evolution has so many variables that it's incredibly difficult to simulate. However, some of the sims I've driven, do a good job of estimating grip levels so that I don't notice too many differences.

To adapt in the real world, you need to have a good feel for the limit, understanding when and how much the car is going to slide at any particular time, but beyond that, have an understanding of technique that allows to repeatedly try new things in the car, get feedback, and then adapt on the following corner.

It's this repeated process of assessment and adaptation. So I have no doubt, that given testing and training time in the real world, many sim drivers could get the job done on the circuits too, which would be the confirmation that sims are indeed very realistic.

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