Bicycling across Traffic-Filled Roads
A look inside the bicycling virtual environment. Visit the Hank Virtual Environments Lab here.Bicycling injuries represent a significant public health problem in the United States. Approximately 600,000 bicycle-related injuries are treated in emergency rooms each year. Five- to 15-year-old children represent a particularly vulnerable segment of the population, having the highest rate of injury per million cycling trips. Motor vehicles are involved in approximately one-third of all bicycle-related brain injuries and in 90% of all fatalities resulting from bicycle crashes. A critical first step in developing programs to prevent collisions between bicycles and motor vehicles is understanding why such collisions occur. Our work focuses on how immature perceptual-motor functioning may put children at risk for car-bicycle collisions when crossing roads. The overarching aim of this research is to bring together the study of basic and applied issues into a single program of research (Schwebel, Plumert, & Pick, 2000).
We have developed an immersive, interactive bicycling simulator to
examine the gaps children and adults accept when bicycling across traffic-filled
intersections in a virtual environment
(go to Hank Virtual Environments Lab). Participants ride an actual bicycle
mounted on a stationary frame that is positioned in the middle of three 10 ft
wide x 8 ft high screens. High-resolution, textured graphics provide participants
with 270 degrees of nonstereoscopic, immersive visual imagery. The bicycle is
instrumented to sense steering angle, hand braking, and pedaling torque applied
by the rider. Real-world dynamics are simulated through a torque motor that
actively drives the bicycle�s rear wheel. The bicycle dynamics model accounts
for rider and bicycle mass and inertia, terrain slope, ground friction, wind
resistance, and so on.
Ten- and 12-year-olds and adults ride through a virtual environment
consisting of a straight, residential street with multiple intersections. Their
task is to cross the intersections without getting hit by a car.
Participants face cross traffic from their left-hand side and wait for gaps
they judge are adequate for crossing. The cross traffic travels at continuous
rates of either 25 or 35 mph with randomly ordered temporal gaps between vehicles.
This work shows that relative to adults, children�s gap choices and road-crossing
behavior are less well matched. Children and adults choose the same size gaps
and yet children end up with less time to spare when they cleared the path of
the approaching car. A major reason why children end up with less time to spare
than adults is that they delay initiation of movement. Our current work focuses
on determining why children delay initiation of movement relative to adults
and on peer influences on children's road-crossing decisions.
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Judging Distance in Real and Virtual Environments

Top: An image of a real environment. Bottom: An image of the above environment virtually simulated.
Virtual environments have gained widespread use in recent years as a tool
for studying human behavior. Problems ranging from how children make road-crossing
decisions to how adults respond to social situations have been studied using
various kinds of immersive virtual environments. Virtual environments have
also been used as a tool for training new skills, particularly in cases where
training in the real environment can be risky or dangerous. For example,
virtual environments have been used for training fire fighters, medical
doctors, and military personnel. Two questions that arise when using virtual
environments for such research and training purposes are: 1) How well does
perception in virtual environments correspond to perception in the real
environment? and 2) How does experience in a virtual environment affect
subsequent perception in the real environment and vice versa? Our work
addresses both of these questions by investigating how people perceive
distance in real and virtual environments both before and after experience
in each environment.
Our work shows that people exhibit greater underestimation of distance
in the virtual environment than in the real environment. However, this
difference between the real and the virtual environment is wiped out by
previous experience in the other environment. When people experience the
virtual environment first they underestimate more than they normally would
in the real environment. Likewise, when people experience the real
environment first they underestimate less than they normally would in the
virtual environment. This order effect is stronger when going from the real
environment to the virtual environment than vice versa. One question these
results raise is do these experiences actually affect visual perception? At
this point, we believe the answer is no. Although we cannot completely rule
out changes in visual perception, we propose that these effects result from
the interaction of longer and shorter term memories of the larger environment
and the target locations. During their initial experience with estimating
distances in either the real or the virtual environment, people undoubtedly
build up spatial representations of the entire environment and the target
locations. We propose that these longer term spatial memory representations
exert an influence when people make subsequent distance estimates in the
other environment. Our current work focuses on how experience with differently
scaled virtual environments affects subsequent distance perception.
