What this paper is about
This paper applies game-engine-based modeling and simulation (M&S) techniques — rather than traditional, purpose-built driving-simulator software — to evaluate human performance in transportation engineering scenarios. The approach extends simulation work also used in the Research Aide driving-simulation project at the University at Buffalo’s Motion Simulation Laboratory, where a 3D Unreal Engine environment was built to induce, analyze, and measure performance deficits caused by internal and external driver distractions.
Using a commercial game engine instead of dedicated simulator software has real practical advantages: faster iteration on scenario design, better visual fidelity for a given development effort, and reuse of a large existing ecosystem of tools and assets — trade-offs that matter when the goal is running many human-subject trials across varied, realistic-looking scenarios rather than one fixed test track.
Full write-up in progress — check back soon, or get in touch if you'd like the paper directly.