Development of a Unity–VISSIM Co-Simulation Platform to Study Interactive Driving Behavior
Abstract
:1. Introduction
2. Literature Review
2.1. Microscopic Traffic Simulators
2.2. Driving Simulators
2.2.1. Physics-Based Driving Simulators
2.2.2. VR-Based Driving Simulators
2.3. Co-Simulation Platforms
3. Methodology
- Microscopic traffic simulation: considering that different factors have different effects in different traffic scenarios, typical traffic scenarios, such as pedestrian and non-motorized vehicle crossing and pedestrian–vehicle interactions at intersections, are constructed in VISSIM, and the richness of the various elements in the scenario is as close to reality as possible.
- VR scenes: after constructing a traffic scenario in VISSIM, the microscopic simulation data in VISSIM are transmitted to Unity3D through the COM interface. Firstly, the static data of the road network in the simulation scene, such as the number of roads and the length of each road, are obtained with Unity3D’s scripts, and the 3D model in VISSIM is optimized. Then, the simulation running data are imported into Unity3D and the traffic scenario in VISSIM is restored 1:1 in Unity3D.
- Multiplayer online modules: the user unit vehicle is used as a prefab in Unity3D’s communication function. After a user connects to the network and enters the simulation system, the corresponding unit can be generated in the scene according to the user’s own needs. During multiplayer online, users can achieve basic interactions such as field of view and physical collisions with each other. These users can also interact with various elements in the environment or non-user units in real-time.
- User vehicles: users are responsible for controlling the behavior of the vehicles in the simulation scene. These vehicles can perform basic functions such as starting, braking, turning, and accelerating/decelerating. The relevant parameters of each function are calibrated using real driving data to recreate a user’s driving experience.
- Non-user vehicles: to achieve the real-time responses of the non-user vehicles to the user vehicles, the behavior of the user-controlled vehicles in Unity3D is transmitted to the simulation running scene in VISSIM, where default models such as the Wiedemann74 classic following model are used for calculation. The response results in VISSIM are transmitted back to Unity3D in data form, presenting the changes in the scene caused by the user’s behavior in the system and on the user’s screen, thus achieving a real-time interaction function.
3.1. VRMMO Environment
3.1.1. Static Components
- Vehicle model
- Road network
- Environmental object model
3.1.2. Dynamics Components
- Initial simulation parameter
- Signal control data
- Non-user vehicle trajectory data
3.1.3. MMO Components
3.2. System Working Flow
3.3. Functional Designs
3.3.1. User Vehicle Building
- Vehicle dynamic performance
- Driving Vision
3.3.2. Real Driving Data Calibration
3.3.3. Multiplayer Online Network Communication Function
- Mirror multiplayer online system
- Online user creation
3.3.4. Other Functions
- UI design
- Scene selection
4. Discussion
- Intelligent Transportation Systems (ITS)
- Human Factors
- Driving Education
- Traffic Safety Analysis
- Model Complexity and Realism
- Calibration and Validation
- Data Collection and Processing
- Usability and User Experience
- Generalizability of Findings
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Simulation Platform | VISSIM | SUMO | TransModeler | AIMSUN | TESS NG |
---|---|---|---|---|---|
Developer | PTV (GER) | DLR (GER) | Caliper (USA) | TSS (ESP) | Jida (CHN) |
Operating System | Windows/Linux | Windows/ Linux/Mac | Windows | Windows/ Linux/Mac | Windows/ Linux |
Simulation level | Micro | Macro/Micro | Macro/Micro | Macro/Micro | Micro |
Display mode | 2D/3D | 2D | 2D/3D | 2D/3D | 2D/3D |
Open source | × | √ | × | × | × |
API | COM | TraCI | GISDK | GETRAM Extensions | Python/C++ |
Road network import | √ | √ | √ | √ | √ |
Traffic control | √ | √ | √ | √ | √ |
Acceleration | Velocity | Yaw Angle | |
---|---|---|---|
Acceleration | 1 | −0.127 | −0.15 |
Sig. (2-tailed) | 0.000 | 0.001 | |
Velocity | −0.127 | 1 | 0.26 |
Sig. (2-tailed) | 0.000 | 0.000 | |
Yaw angle | −0.15 | 0.26 | 1 |
Sig. (2-tailed) | 0.001 | 0.000 |
R | R Square | Adjusted R Square | Durbin-Waston |
---|---|---|---|
0.122 | 0.15 | 14.30003 | 0.210 |
Model | Sum of Squares | df | Mean Square | F | Sig. |
---|---|---|---|---|---|
Regression | 143,356.149 | 2 | 71,678.074 | 350.520 | 0.000 |
Residual | 9,514,553.053 | 46,189 | 204.491 | ||
Total | 9,657,909.202 | 46,191 |
Model | Unstandardized Coefficients | Standardized Coefficients | t | Sig. | |
---|---|---|---|---|---|
B | Std. Error | Beta | |||
Constant | 28.567 | 0.154 | 185.354 | 0.000 | |
Acceleration | −0.163 | 0.006 | −0.121 | −26.235 | 0.000 |
Yaw angle | 0.110 | 0.027 | 0.019 | 4.092 | 0.000 |
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Shi, X.; Yang, S.; Ye, Z. Development of a Unity–VISSIM Co-Simulation Platform to Study Interactive Driving Behavior. Systems 2023, 11, 269. https://doi.org/10.3390/systems11060269
Shi X, Yang S, Ye Z. Development of a Unity–VISSIM Co-Simulation Platform to Study Interactive Driving Behavior. Systems. 2023; 11(6):269. https://doi.org/10.3390/systems11060269
Chicago/Turabian StyleShi, Xiaomeng, Shuai Yang, and Zhirui Ye. 2023. "Development of a Unity–VISSIM Co-Simulation Platform to Study Interactive Driving Behavior" Systems 11, no. 6: 269. https://doi.org/10.3390/systems11060269
APA StyleShi, X., Yang, S., & Ye, Z. (2023). Development of a Unity–VISSIM Co-Simulation Platform to Study Interactive Driving Behavior. Systems, 11(6), 269. https://doi.org/10.3390/systems11060269