一个模糊逻辑模块,估计司机的燃料消耗为现实增强严肃游戏

Rana Massoud, S. Poslad, F. Bellotti, Riccardo Berta, K. Mehran, A. D. Gloria
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引用次数: 19

摘要

现实增强游戏是一种新兴的严肃游戏类型,它可以将游戏置于真实的教学目标环境中。这类游戏的关键模块是评估器,它能够感知用户的表现并为游戏提供相应的输入。在这个项目中,我们探索了一个在汽车领域的应用,基于驾驶员直接控制的三个关键车辆信号:油门位置传感器(TPS)、发动机转速(RPM)和车速,从油耗方面估计驾驶员的性能。我们专注于模糊逻辑,因为它具有体现专家知识和处理不完全信息可用性的能力。我们基于文献专业知识和数据分析迭代定义的模糊模型可以很容易地插入到现实增强的游戏架构中。我们研究了四个模型,其中包含了所选变量的所有可能组合(TPS和RPM;RPM和转速;TPS和速度;TPS,速度和RPM)。输入数据取自enviroCar数据库,并将我们的油耗预测值与其估计值进行比较。结果表明,具有三个输入的模型优于其他模型,具有更高的决定系数(R2)和更低的误差。我们的研究还表明,RPM是最重要的油耗预测指标,其次是TPS和速度。
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A Fuzzy Logic Module to Estimate a Driver's Fuel Consumption for Reality-Enhanced Serious Games
Reality-enhanced gaming is an emerging serious game genre, that could contextualize a game within its real instruction-target environment. A key module for such games is the evaluator, that senses a user performance and provides consequent input to the game. In this project, we have explored an application in the automotive field, estimating driver performance in terms of fuel consumption, based on three key vehicular signals, that are directly controllable by the driver: throttle position sensor (TPS), engine rotation speed (RPM) and car speed. We focused on Fuzzy Logic, given its ability to embody expert knowledge and deal with incomplete information availability. The fuzzy models – that we iteratively defined based on literature expertise and data analysis – can be easily plugged into a reality-enhanced gaming architecture. We studied four models with all the possible combinations of the chosen variables (TPS and RPM; RPM and speed; TPS and speed; TPS, speed and RPM). Input data were taken from the enviroCar database, and our fuel consumption predictions compared with their estimated values. Results indicate that the model with the three inputs outperforms the other models giving a higher coefficient of determination (R2), and lower error. Our study also shows that RPM is the most important fuel consumption predictor, followed by TPS and speed.
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