Nowadays, navigation systems are widely used in public travel because they can instantly offer GPS-based route directions. Following the navigation prompt messages while driving is considered a secondary driving task, while vehicle control is regarded as a primary driving task. Navigation prompt messages with more information can deliver more cues to drivers, but they require a higher cognitive demand and vice versa. To systematically explore the effects of the amount of information from navigation voice prompts and further quantify the utility of voice prompts, four types of prompt messages with increasing amounts of information, denoted as a Single Message, Double Message, Triple Message, and Quadruple Message, were designed. A driving simulation experiment was conducted to obtain driving behavior data under different prompt messages. The one-way analysis of variance (ANOVA) and Kruskal–Wallis (KW) test were used to examine the differences in driving performance under the guidance of different prompt messages from multiple perspectives. Then, eight indicators were selected based on the functions of the navigation system and the driver’s response, and the grey near-optimal method was used to determine the utility of the four types of prompt messages. This study found that the four types of navigation prompt messages all began to take effect at about 200 m upstream of the stop bar. The differences between the four types of prompt messages were more significant in the zone from 100 m upstream and ended at 100 m downstream of the stop bar of the intersection. Drivers using Single and Double Messages exhibited more powerful deceleration than those using Triple and Quadruple Messages. The utility values of the four types of prompt messages increased with the increase in the amount of information. This study provides theoretical support for optimizing navigation information and lays a foundation for establishing navigation broadcast guidelines.
To verify whether a graph is suitable for describing driver behaviour performance under the effects of navigation information, this study applies two types of prompt messages: simple and detailed. The simple messages contain only direction instructions, while the detailed messages contain distance, direction, road and lane instructions. A driving simulation experiment was designed to collect the empirical data. Two vehicle operating indicators (velocity and lateral offset), and two driver manoeuvre indicators (accelerator power and steering wheel angle) were selected, and T-test was used to compare the differences of behavioural performance. Driving behaviour graphs were constructed for the two message conditions; their characteristics and similarities were further analysed. Finally, the results of T-test of behavioural performance and similarity results of the driving behaviour graphs were compared. Results indicated that the two different types of prompt messages were associated with significant differences in driving behaviours, which implies that it is feasible to describe the characteristics of driving behaviours guided by navigation information using such graphs. This study provides a new method for systematically exploring the mechanisms affecting drivers’ response to navigation information, and presents a new perspective for the optimisation of navigation information.
1 January 2024 in Journal of Advanced Transportation
Although Type A personality traits have been confirmed to be more frequently engaged in risky driving behaviours, the existing research on the decision‐making of queue‐jumping behaviours has not considered this personality trait. This study aimed to explore the decision‐making processes of the subject driver’s queue‐jumping and the follower vehicle driver’s yielding behaviours with Type A and Type B personalities. First, the decision‐making utility variables for both players were selected, and a payoff matrix considering utility variable weights was constructed. Next, a decision‐making utility evaluation questionnaire was designed, and this questionnaire and the existing Type A behaviour pattern scale were investigated simultaneously. Then, the weight coefficients of the decision‐making utility variables were calculated; the replicated dynamic equations of four game combinations were constructed and the local stability principle of a dynamic system was used to determine the evolutionarily stable strategy for each game combination. Finally, the evolutionary process in which subject vehicle drivers select jumping the queue strategy and follower vehicle drivers select giving way strategy was simulated using MATLAB software based on empirical data to verify the validity of the constructed evolutionary game model. The results indicated some differences in the weight coefficients of decision utility variables between Type A and Type B personalities. The constructed game model can effectively reflect the decision‐making processes of subject and follower vehicle drivers of different personality types. The dynamic evolution processes of strategy selection were different for the four game combinations. This study revealed the evolutionary game process between subject and follower vehicle drivers, laying a theoretical foundation for traffic management departments to manage queue‐jumping behaviours.