Edit window

Please push Edit button to open the Edit window.

This figure shows pushing Edit button.

The Edit window is to create and draft a temporal draft training field. The training field itself is not changed as long as the drafting is not completed.

Buttons, lists and textboxes in the window are operated by the left button of pointing device such as mouse.

You can select the parts number you want to see at the following figure directly.
This figure shows the Edit window. Each parts in the window are numbered from 1 to 11. Explanations of each parts follow this figure. Parts number 1 New button Parts number 2 Object list Parts number 3 Add button Parts number 4 Delete button Parts number 5 Cancel button Parts number 6 OK button Parts number 7 Kind list Parts number 8 Property list Parts number 9 Property value list Parts number 10 Property value edit textbox Parts number 11 Property value edit complete button
  1. New button

    Button to create a new draft training field. Previous draft training field will be deleted.

  2. Object list

    List of the objects consisting of the draft training field. One of the objects in the list can be selected.

  3. Add button

    Button to add an object to the draft training field. Kind of object to be added can be selected the following Kind list.

  4. Delete button

    Button to delete the selected object in the Object list.

  5. Cancel button

    Button to withdraw the draft training field and quit the drafting. The training field is not changed.

  6. OK button

    Button to overwrite the draft training field on the training field. The training field is changed as drafted.

  7. Kind list

    List to select a kind of the object to be added.

  8. Property list

    List to show properties of the selected object in the Object list. The properties are different depending on a kind of object.

  9. Property value list

    List to show values of properties of the selected object in the Object list. One of the property values in the list can be selected.

  10. Property value edit textbox

    Textbox to edit the selected property value in the Property value list.

  11. Property value edit complete button

    Button to fix the edited content in the Property value edit textbox. If the other property value is selected without pushing this button, the results of edit in the Property value edit textbox is withdrawn.

End of Edit window.

Method to create

This section explains how to create a new training field. Please push the Edit button and open the Edit window first.

* When the Edit window opens, if there is unsaved training field, the question window Field data is not saved. will open. If you want to save it, please push Cancel button and save it. If you want to withdraw it without saving, please push OK button.

This figure shows the question window saying Field data is not saved. It has OK and Cancel buttons.

* If there is no objects in the Object list on the Edit window, the draft training field has no objects. If there is some objects, please push the New button to delete them.

This figure shows the Edit window where the draft training field has no objects. The Object list is empty.
  1. Add object.

    Please select a kind of object to be added from the Kind list. There is four kinds of objects; Sound, Wall, Road and Mark.

    • Sound

      Object to generate sound. This kind of object can make various sounds. They also can move straight in constant velocity, or turn 90 deg around a certain point.

    • Wall

      Object to reflect and insulate sounds.

    • Road

      Object to be used for designing the training field. This kind of object do not influence on the sound propagation.

    • Mark

      Object to be used for designing the training field. This kind of object do not influence on the sound propagation.

    Explanation here is supposed that Sound is selected. Please push the Add button after you selected Sound in the Kind list. Some strings will appear on the empty Object list, Property list and the Property value list.

    This figure shows pushing Add button after Sound was selected in the Kind list. Then some strings appear on the Object list, Property list and the Property value list.

    Sound01 appeared in the Object list is the newly added object. The Property list shows the properties of Sound. The Property value list contains the default values of each properties.

  2. Set property value.

    Sound, Wall, Road and Mark has the following properties.

    • Sound

      • Name

        Name of this Object

      • Card and Phrase

        Properties to assign a kind of Sound. For use of Card and Phrase, please refer to Sound data management.

      • Volume

        Volume of the the Sound in % (percent). Maximum value is 100, and Minimum value is 0. If the value is 0, sound is not emitted.

      • Position (X, Y, Z)

        (Initial) position of the Sound. To set the coordinates (X, Y, Z), please refer to Coordinates of training field.

      • Velocity (X, Y, Z)

        Velocity vector of the Sound. If it is zero vector, the Sound is still. Otherwise, the Sound moves. To set the components (X, Y, Z), please refer to Coordinates of training field.

      • Stop and Repeat

        Properties concerning reproduction of the Sound. Stop is duration of the Sound (time from start to stop) in s. If Repeat is on, when the Sound reproduction is finished, it will return to the starting point (its position will also return to the initial position). Otherwise, Sound will finish and disappear after reproduced once.

      • Turn, Center (X, Y, Z)

        Properties concerning turn of the Sound. If Turn is on, The Sound turns 90 deg horizontally (automatically decelerates before turning, accelerates after turning, and finally moves straight by the same speed) around Center position. If Turn is off, or the StopGo explained later is on, the Sound keeps moving straight without turning. To set the coordinates (X, Y, Z) of the Center, please refer to Coordinates of training field. For convenience, Z value is allowed to be always set as 0.

      • StopGo, Wait (X, Y, Z), Wait Time

        Properties concerning stopping and going of the Sound. If StopGo is on, the Sound decelerates and stops at the Wait position (if the wait point is not on the moving line of Sound, the nearest point is assigned), keeps still for the Waiting time, then goes and accelerates, and finally moves again in the initial velocity. If StopGo is off, or the Turn explained previously is on, the Sound does not stop. To set the coordinates (X, Y, Z) of the Wait, please refer to Coordinates of training field. For convenience, Z value is allowed to be always set as 0.

      This figure shows the properties of the Sound (Position, Velocity vector, and Turn) schematically. This figure shows the properties of the Sound (Position, Velocity vector, and StopGo) schematically.

      * The Turn and StopGo are not allowed to be set on simultaneously. If both are on, the system regards both as off.

    • Wall

      • Name

        Name of this Object

      • Position (X, Y)

        Center position of the Wall. To set the coordinates (X, Y), please refer to Coordinates of training field.

      • Width

        Width of the Wall in m.

      • Direction

        Direction of the Wall. Whether the facing direction of the Wall surface is south-north or east-west is assigned by S or N, W or E.

      This figure shows the properties of the Wall (Position, Width and Direction) schematically.
    • Road

      • Name

        Name of this Object

      • Position 1, 2 (X, Y)

        Positions of both endpoints of center line of the Road.To set the coordinates (X, Y), please refer to Coordinates of training field.

      • Width

        Width of the Road in m.

      This figure shows the properties of the Road (Position 1, 2 and Width) schematically.

    Here, the method to set the Property Position X of the Object Sound01 is explained as an example. Please click the Property value 0.0 of the Property Position X in the Property value list. The Property value 0.0 of the Property Position X will be selected, and the Property value 0.0 will also appear in the Property value edit textbox.

    This figure shows that the Property value 0.0 of the Property Position X is selected, and the value 0.0 also appears in the Property value edit textbox.

    Let's change the value of the Property value edit textbox. Here the values is replaced with 20 as an example. Please input 20 from keyboard. The value of the Property value edit textbox will be overwritten and will change from 0.0 to 20. After this, please push the Property value edit complete button. The Property value of Position X in the Property value list will change to 20.0.

    This figure shows that the Property value 0.0 in the Property value edit textbox is changed from 0.0 to 20, the Property value edit complete button is pushed, and the Property value of Position X in the Property value list changes to 20.0.
  3. Complete edit.

    Please push the OK button. The Edit window will close. The draft training field will be overwritten on the training field, and new creation of training field is completed.

    This figure shows pushing the OK button.

    * When the OK button is pushed, if re-calibration is recommended in advance to the next run, the message window that recommends re-calibration will open. Please push OK button to close the message window. As the recommendation, please re-calibrate before the next run.

    This figure shows the message window recommending re-calibration.

    Please make sure that the training field that you created is displayed on the monitor correctly. In this example, the Sound Sound01 is located at 20 m south from the origin.

    This figure shows that the Sound named Sound01 is located at 20 m south from the origin as a result of edit.

(Appendix) Coordinates of training field

In the coordinates of the training field, the head center position of the Trainee in the training field at the calibration is an origin, the axis toward south (upper direction on the monitor) is a X-axis, the axis toward east (left direction on the monitor) is a Y-axis, and the axis toward upper (rising direction from the monitor) is a Z-axis.

Values of X, Y and Z are expressed in m for position, and in m/s for velocity vector.

* The coordinates value Z is measured from the head height of the Trainee in the training field. Please note that Z is not a height from the ground. Z = 0 means that it is the same height as the head, and not as the ground.

* The Property that has only X and Y (cannot be set Z value) is the Property that can be set only the horizontal position of south-north and east-west (the height cannot be set).

* The scale of the grid on the training field monitor is 5 m/div

This figure shows the coordinates of the training field on the monitor. X-axis is upper direction from the origin, Y-axis is left, and Z-axis is rising. The scale is 5 m/div.
End of Method to create.

Method to edit

This section explains how to edit the existing training field. If any training field is already loaded, or any edited and created training field is there, you can open the Edit window to edit it by pushing the Edit button.

* If the training field is not saved yet, the question window Field data is not saved. will open. If you want to save it, please push Cancel button and save it. If you want to chage it without saving, please push OK button.

This figure shows the question window saying Field data is not saved. It has OK and Cancel buttons.
End of Method to connect.

Method to save

If you want to save the training field data, please push the Save button on the Main window, or if the question window Field data is not saved. opens, please push the Cancel button. The Save window will open and you can save the training field data.

This figure shows pushing the Save button.

The training field data is XML format. Its file extension is .xml.

* The part that is obtained by excepting the extension from the training field file name that is set when it is saved will be the training field name.

This figure shows that the training field file name and the training field name is displayed as Untitled.xml and Untitled, respectively.
End of Method to save.

Samples

The Lessons folder of WR-AOTSVer. 2.10 contains samples of the training field data files. You can edit and use them freely.

* The Lessons folder contains folders of many languages. Please use data in the folder of your familiar language.

This figure shows the location of the Lessons folder of the WR-AOTS-209 folder.
  • Ambulance.xml

    Sound of running ambulance. It is for the training to use Doppler effect.

  • APS-1.xml

    The crosswalk with a APS. It is for the training of using APS.

  • APS-2.xml

    The crosswalk with two APSs. It is for the training of using APSs.

  • APS-DA-Chirp.xml

    The crosswalk with a APS using different alternative sounds (chirp). It is for the training of using APS.

  • APS-DA-Cuckoo.xml

    The crosswalk with a APS using different alternative sounds (cuckoo). It is for the training of using APS.

  • APS-DA-PVS.xml

    The pedestrian-vehicle-separated crossroad with APSs using different alternative sounds. It is for the training of using APSs.

  • Car and Opening.xml

    Vehicle runs beyond the wall with an open gap. It is for the training to detect the open gap by using sound insulation.

  • Curve.xml

    Vehicle turns a curve. It is for the training to detect a crossroad.

  • DefaultLesson.xml

    The training field data file that will be loaded in default. It is for demonstration.

  • EVHV10kmh.xml

    Vehicle with a sound of the vehicle approach information device runs in 10 km/h. It is for the training of using the vehicle approach information device.

  • EVHV20kmh.xml

    Vehicle with a sound of the vehicle approach information device runs in 20 km/h. It is for the training of using the vehicle approach information device.

  • RunningCar-1.xml

    A vehicle is running on the road. It is for the training to detect road.

  • RunningCar-4.xml

    Forur vehicles are running on the road. It is for the training to detect road.

  • RunningCars and Walls.xml

    Many vehicles are running on the road. There are many walls in parallel with the road. It is for the training to walk along the walls and walk in parallel with the road.

  • School and Pedestrian.xml

    There is a school with sounds and a pedestrian with footstep. It is for the training to detect landmark.

  • StillSound-1.xml

    There is a sound source standing still. It is for the training for the sound localization to the sound source standing still.

  • SubwayEntrance.xml

    There is a subway entrance with an auditory guide on the ground. It is the training to use auditory guide.

  • WaitSignalCar-1.xml

    Car (gasolinel engine) stops at the crosswalk and goes again. It is for the training to detect the timing to cross crosswalk.

  • WaitSignalTruck-1.xml

    Truck (Diesel engine) stops at the crosswalk and goes again. It is for the training to detect the timing to cross crosswalk.

  • WaitSignalVehicles.xml

    Many vehicles stop at the crosswalk and go again. There is also a pedestrian crossing the crosswalk. It is for the training to detect the timing to cross crosswalk.

  • WaitVehiclesCrossPedestrian.xml

    Many vehicles pass, or stop at the crosswalk and go again. It is for the training to detect the timing to cross crosswalk.

  • Wall-1.xml

    There is a wall. It is for the training for obstacle perception.

End of Samples.

Tips for design

  • The upper limit numbers of the objects are 90 for Sound and 100 for others. The actual number of available Sound is depending on the throughput of your computer, and in some case you can not add so many Sounds because of poor throughput. You are recommended to make sure that your Sounds work well without intermit when you designed the training field.
  • If you put Walls facing each other in parallel, please put them at least 4 m apart because of the limitation of reflected sound processing.
  • When you set the turn of the Sound, please take care that, if the Center of the turn is located at the position where the Sound cannot turn around, the Sound will move straight without turning even if the Turn is set as on.
End of Tips for design.