Hello All, This is embarrassing to ask. Everyone will always give this answer "get on a car and learn that way" | fully understand that BUT. Working as a full time Salesman in NYC, Is kind of hard to find time to book driving lessons, specially now after Covid everyone is booked and don't have sections for months. With that being said, I just purchased Logitech G923, l've been playing forza 5 for fun still getting used to steering wheel rather than controller. Anyways want to learn how to drive. What game is the most realistic driving simulator? I've been told of Beammg.drive, City Car Driving and Assetto Corsa But what's the best most closest to real life driving? So I can buy it and attempt to get classes eventually

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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With DriveSim you may conduct initial training on track, practicing overtaking, driving on urban roads, service roads, roundabouts and efficient driving, among many other options.

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

Measurements:  Self-rated fatigue and sleepiness, simple reaction time before and after each session, number of inappropriate line crossings from the driving simulator and from video-recordings of real driving.

Results:  Line crossings were more frequent in the driving simulator than in real driving (P < .001) and were increased by sleep deprivation in both conditions. Reaction times (10% slowest) were slower during simulated driving (P = .004) and sleep deprivation (P = .004). Subjects had higher sleepiness scores in the driving simulator (P = .016) and in the sleep restricted condition (P = .001). Fatigue increased over time (P = .011) and with sleep deprivation (P = .000) but was similar in both driving conditions.

Conclusions:  Fatigue can be equally studied in real and simulated environments but reaction time and self-evaluation of sleepiness are more affected in a simulated environment. Real driving and driving simulators are comparable for measuring line crossings but the effects are of higher amplitude in the simulated condition. Driving simulator may need to be calibrated against real driving in various condition.

RealDrive - Feel the real drive is a driving simulator game in which you can do drift racing, traffic racing, and some tuning.Play the most realistic car simulator 2021! A new open-world, many cars, realistic physics, drift, racing, tuning, racing in traffic, amazing gameplay, and other fun are waiting for you!

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.

A further strategy to improve driving performance in older adults is to practice active driving on a driving simulator. Simulators are frequently and intensively used in the context of various transportation situations (rail, aviation, maritime transport, space travel) especially where vehicles are very expensive in relation to a simulator. Lees et al. (2010) postulated in their review that driving simulators offer important opportunities for an efficient and valid training (interactivity, complexity, simultaneous use of different domains) not only for novice drivers, but also for older drivers.

While these studies have shown that driving simulator and cognitive training regimes both do have the potential to change very specific aspects of driving (and cognition) we are more interested to examine whether general driving performance differentially benefits from a driving simulator or cognitive training. The cognitive training was designed to practice cognitive functions, which have been shown to be essential for effective driving (e.g., vigilance and selective attention) (Anstey et al., 2005; Selander et al., 2011; Casutt et al., 2014). Different to the aforementioned studies we were interested to examine whether our driving simulator training improves real on-road driving in general and not behavior in specific driving situations (e.g., visual scanning in intersection, use of mirrors during lane change). Our driving simulator training approach (practicing driving through towns, on highways, rural roads with changing traffic situations etc.) was based on a practical everyday behavior. Therefore, the used scenarios were comparable to on-road driving, which is a complex behavior and needs several psychological functions (Hakamies-Blomqvist, 1994). Our training approach is similar to multi- or dual-task training approaches, which have been shown to be more effective than single-task training (Basak et al., 2008; Marmeleira et al., 2009; Anguera et al., 2013). Real driving is a highly demanding task requiring the orchestration of many psychological functions to process many information simultaneously (traffic observation, speed control, scanning for hazard events, traffic rules, car handling). If demands increase, also the likelihood of driving errors increase (Holm et al., 2009). The relation between reduced multitasking ability and unsafe driving in older drivers and the use of compensatory strategies is well known (Sheridan, 2004; Cantin et al., 2009). Therefore, our training approach for the driving simulator training was to increase the multitasking demands in a realistic way.

Since on-road driving is difficult to assess and strongly depends on local aspects (e.g., traffic density, specific population, and specific traffic rules) we used a new on-road driving test specifically designed for a major European city (Zurich in Switzerland) with dense traffic to test whether intensive driving simulator training improves real on-road driving. In addition, we were also interested to examine whether an intensive attention training of psychological functions known to be involved in controlling driving might influence real on-road driving performance. In this context we also paid attention to examine whether our driving simulator and cognitive training exert different effects on the on-road driving performance.

In the two alertness training sessions, they saw a motorcycle from a driver's viewpoint, in motion. The motorcycle drove automatically a predefined circuit in a realistic driving scene. Speed and steering was controlled automatically by the software. Participants were instructed to react as fast as possible to objects and situations, which appeared during the ride. Objects were falling trees or rocks, cars, or animals crossing the street, and traffic lights changing to red. The visualized objects only require a reaction by pushing a corresponding button if they block the road. If participants reacted more than eight times fast enough (regularly stop to prevent a crash with an object) and/or made no further errors (e.g., anticipation), the software automatically increased the level of difficulty (e.g., increasing driving speed). In case of poorer performance during a training session level decreased.

We defined a-priori (planned) contrasts allowing us to test interaction effects (Pedhazur, 1982), which are of utmost importance to test our hypothesis formulated in the introduction. First we designed interaction contrasts allowing us to test pre-post differences between both training groups (attention and driving simulator training) vs. the control group. The second contrast was designed as orthogonal to the first contrast allowing us to test for pre-post differences between both training groups. Since we adopted orthogonal contrasts we only can use two contrasts (pre- and post-measures: df = 1; number of groups: df = 2).

The advantage of this contrast design is that we gain more statistical power to detect even moderately strong effects without increasing sample size too much. In addition, this kind of a priori defined testing is strongly hypothesis-driven. Since we anticipate that training results in improvement we decided to test uni-directionally. According to our hypothesis we are not interested to compare the two training groups separately with the control group since we are not interested in potential differences to the control group. We are mainly interested in differences between the training groups. We also focus statistical testing on the composite measure for on-road driving and cognitive performance. For the sub-measures of which the composite scores are calculated we only report the results on a descriptive basis. ff782bc1db

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