117 research outputs found

    Data-Driven User Behavior Evaluation

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    Automotive Original Equipment Manufacturers (OEMs) compete worldwide to stand out with new trends and technologies. Automated Driver Assistance Systems (ADAS) are an example of advanced solutions where a lot of effort is put into the development and utilization of vehicle data. ADAS systems range from different types of information/warning systems to adaptive functions designed to assist the driver in the driving tasks and ensure more efficient and comfortable driving. These types of systems have become standard at many OEMs, including Tesla, Cadillac, BMW, Mercedes, Volvo Cars, and others. Volvo Cars is well-known for the development of such ADAS functions as ACC (Adaptive Cruise Control) and PA (Pilot Assist). These functions offer lateral and/or longitudinal support, but leave the driver in full control and with responsibility for the driving task.The ADAS systems are not fully automated. These systems have a number of limitations related to the context where they can operate. Previous studies have demonstrated that the drivers’ understanding and adoption of these systems is not definite and may vary from full technology acceptance to complete ignorance. Therefore, in-depth understanding and interpretation of driver behavior and needs regarding the use of ADAS can significantly help developers to reflect on and improve the systems to meet the users’ expectations. Recently, the availability of data coming from the in-vehicle sensors network has increased significantly. The amount of received data potentially enables the in-depth quantitative driver behavior evaluation in a time-efficient and reliable way. Moreover, the ability of vehicle sensors and actuator data to synchronize the driver and system performance and assess the driving conditions in the moment of driver-system interaction can contribute to the comprehensive context-aware ADAS evaluation.\ua0 Developing methods for objective assessment of driver behavior is a task with a high level of complexity. This process requires (i) investigation of the driver behavior assessment area where vehicle data can be useful; (ii) identification of the influencing factors for evaluating ADAS functions; (iii) definition of the relevant data for the data-driven driver behavior evaluation; (iv) investigation of the ways to improve the feasibility of vehicle data. The research presented in this thesis focuses on the understanding of vehicle data applicability in user-related studies. The core of this research is the methodology for objective ADAS evaluation and a mixed-method approach that helps to integrate the quantitative methodologies into existing, mainly qualitative, evaluation practices.The conducted research revealed that vehicle data offers the possibility to determine individual user behavior, and to describe, categorize, and compare this to the average within a group. All of the above mentioned makes the applicability of vehicle data for user-related studies meaningful

    Enhancing information-based spaces using IoT and multimedia visualization - a case study

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    O principal objetivo desta pesquisa é fazer uma exploração em torno das estruturas conceituais, estado da arte e aplicações plausíveis da Internet de Coisas Multimédia em serviços distribuídos com para a criação de ambientes aumentados que contribuam a melhorar a experiência coletiva e participação das pessoas assistentes a conferências profissionais, reuniões grupais e espaços públicos em geral. Assim, a metodologia será baseada em uma revisão do estado da arte das tecnologias de IoT aplicáveis a coisas de multimédia e visualização de informação, especialmente no contexto de espaços públicos aumentados, onde o acesso a informação de alta qualidade possa ser possível sem influenciar negativamente a interação no mundo real entre os participantes, assim como melhorar a experiência global dos mesmos, considerando também soluções tecnológicas projetadas para os eventos de prazos limitados.The main objective of this research is to make an exploration around conceptual frameworks, state of the art and plausible applications of the Internet of Multimedia Things in distributed services for creating augmented environments that contribute to enhance the collective experience and participation of people attending professional conferences, group meetings and public spaces in general. Thus, the methodology will be based on a review of the state of the art of IoT technologies applicable for multimedia things and information visualization, specially in the context of augmented public spaces, where the access of high-quality data can be possible without preventing real-world interaction among attendants, as well as improving the overall experience of participants, considering also technological solutions designed for the events of limited time-frames

    A DATA-DRIVEN APPROACH TO SUPPORTING USERS’ ADAPTATION TO SMART IN-VEHICLE SYSTEMS

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    The utilization of data to understand user behavior and support user needs began to develop in areas such as internet services, smartphone apps development, and the gaming industry. This bloom of data-driven services and applications forced OEMs to consider possible solutions for better in-vehicle connectivity. However, digital transformation in the automotive sector presents numerous challenges. One of those challenges is identifying and establishing the relevant user-related data that will cover current and future needs to help the automotive industry cope with the digital transformation pace. At the same time, this development should not be sporadic, without a clear purpose or vision of how newly-generated data can support engineers to create better systems for drivers. The important issue is to learn how to extract the knowledge from the immense data we possess, and to understand the extent to which this data can be used.Another challenge is the lack of established approaches towards vehicle data utilization for user-related studies. This area is relatively new to the automotive industry. Despite the positive examples from other fields that demonstrate the potential for data-driven context-aware applications, automotive practices still have gaps in capturing the driving context and driver behavior. This lack of user-related data can partially be explained by the multitasking activities that the driver performs while driving the car and the higher complexity of the automotive context compared to other domains. Thus, more research is needed to explore the capacity of vehicle data to support users in different tasks.Considering all the interrelations between the driver and in-vehicle system in the defined context of use helps to obtain more comprehensive information and better understand how the system under evaluation can be improved to meet driver needs. Tracking driver behavior with the help of vehicle data may provide developers with quick and reliable user feedback on how drivers are using the system. Compared to vehicle data, the driver’s feedback is often incomplete and perception-based since the driver cannot always correlate his behavior to complex processes of vehicle performance or clearly remember the context conditions. Thus, this research aims to demonstrate the ability of vehicle data to support product design and evaluation processes with data-driven automated user insights. This research does not disregard the driver’s qualitative input as unimportant but provides insights into how to better combine quantitative and qualitative methods for more effective results.According to the aim, the research focuses on three main aspects:•\ua0\ua0\ua0\ua0\ua0 Identifying the extent to which vehicle data can contribute to driver behavior understanding.\ua0 •\ua0\ua0\ua0\ua0\ua0 Expanding the concepts for vehicle data utilization to support drivers.•\ua0\ua0\ua0\ua0\ua0 Developing the methodology for a more effective combination of quantitative (vehicle data-based) and qualitative (based on users’ feedback) studies. Additionally, special consideration is given to describing the drawbacks and limitations, to enhance future data-driven applications

    Hierarchical representations for spatio-temporal visual attention: modeling and understanding

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    Mención Internacional en el título de doctorDentro del marco de la Inteligencia Artificial, la Visión Artificial es una disciplina científica que tiene como objetivo simular automaticamente las funciones del sistema visual humano, tratando de resolver tareas como la localización y el reconocimiento de objetos, la detección de eventos o el seguimiento de objetos....Programa Oficial de Doctorado en Multimedia y ComunicacionesPresidente: Luis Salgado Álvarez de Sotomayor.- Secretario: Ascensión Gallardo Antolín.- Vocal: Jenny Benois Pinea

    Human-Intelligence and Machine-Intelligence Decision Governance Formal Ontology

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    Since the beginning of the human race, decision making and rational thinking played a pivotal role for mankind to either exist and succeed or fail and become extinct. Self-awareness, cognitive thinking, creativity, and emotional magnitude allowed us to advance civilization and to take further steps toward achieving previously unreachable goals. From the invention of wheels to rockets and telegraph to satellite, all technological ventures went through many upgrades and updates. Recently, increasing computer CPU power and memory capacity contributed to smarter and faster computing appliances that, in turn, have accelerated the integration into and use of artificial intelligence (AI) in organizational processes and everyday life. Artificial intelligence can now be found in a wide range of organizational systems including healthcare and medical diagnosis, automated stock trading, robotic production, telecommunications, space explorations, and homeland security. Self-driving cars and drones are just the latest extensions of AI. This thrust of AI into organizations and daily life rests on the AI community’s unstated assumption of its ability to completely replicate human learning and intelligence in AI. Unfortunately, even today the AI community is not close to completely coding and emulating human intelligence into machines. Despite the revolution of digital and technology in the applications level, there has been little to no research in addressing the question of decision making governance in human-intelligent and machine-intelligent (HI-MI) systems. There also exists no foundational, core reference, or domain ontologies for HI-MI decision governance systems. Further, in absence of an expert reference base or body of knowledge (BoK) integrated with an ontological framework, decision makers must rely on best practices or standards that differ from organization to organization and government to government, contributing to systems failure in complex mission critical situations. It is still debatable whether and when human or machine decision capacity should govern or when a joint human-intelligence and machine-intelligence (HI-MI) decision capacity is required in any given decision situation. To address this deficiency, this research establishes a formal, top level foundational ontology of HI-MI decision governance in parallel with a grounded theory based body of knowledge which forms the theoretical foundation of a systemic HI-MI decision governance framework

    Qualitätstaxonomie für skalierbare Algorithmen von Free Viewpoint Video Objekten

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    Diese Dissertation beabsichtigt einen Beitrag zur Qualitätsbeurteilung von Algorithmen für Bildanalyse und Bildsynthese im Anwendungskontext Videokommunikationssysteme zu leisten. In der vorliegenden Arbeit werden Möglichkeiten und Hindernisse der nutzerzentrierten Definition von subjektiver Qualitätswahrnehmung in diesem speziellen Anwendungsfall untersucht. Qualitätsbeurteilung von aufkommender Visualisierungs-Technologie und neuen Verfahren zur Erzeugung einer dreidimensionalen Repräsentation unter der Nutzung von Bildinformation zweier Kameras für Videokommunikationssysteme wurde bisher noch nicht umfangreich behandelt und passende Ansätze dazu fehlen. Die Herausforderungen sind es qualitätsbeeinflussende Faktoren zu definieren, passende Maße zu formulieren, sowie die Qualitätsevaluierung mit den Erstellungsalgorithmen, welche noch in Entwicklung sind, zu verbinden. Der Vorteil der Verlinkung von Qualitätswahrnehmung und Servicequalität ist die Unterstützung der technischen Realisierungsprozesse hinsichtlich ihrer Anpassungsfähigkeit (z.B. an das vom Nutzer verwendete System) und Skalierbarkeit (z.B. Beachtung eines Aufwands- oder Ressourcenlimits) unter Berücksichtigung des Endnutzers und dessen Qualitätsanforderungen. Die vorliegende Arbeit beschreibt den theoretischen Hintergrund und einen Vorschlag für eine Qualitätstaxonomie als verlinkendes Modell. Diese Arbeit beinhaltet eine Beschreibung des Projektes Skalalgo3d, welches den Rahmen der Anwendung darstellt. Präsentierte Ergebnisse bestehen aus einer systematischen Definition von qualitätsbeeinflussenden Faktoren inklusive eines Forschungsrahmens und Evaluierungsaktivitäten die mehr als 350 Testteilnehmer inkludieren, sowie daraus heraus definierte Qualitätsmerkmale der evaluierten Qualität der visuellen Repräsentation für Videokommunikationsanwendungen. Ein darauf basierendes Modell um diese Ergebnisse mit den technischen Erstellungsschritten zu verlinken wird zum Schluss anhand eines formalisierten Qualitätsmaßes präsentiert. Ein Flussdiagramm und ein Richtungsfeld zur grafischen Annäherung an eine differenzierbare Funktion möglicher Zusammenhänge werden daraufhin für weitere Untersuchungen vorgeschlagen.The thesis intends to make a contribution to the quality assessment of free viewpoint video objects within the context of video communication systems. The current work analyzes opportunities and obstacles, focusing on users' subjective quality of experience in this special case. Quality estimation of emerging free viewpoint video object technology in video communication has not yet been assessed and adequate approaches are missing. The challenges are to define factors that influence quality, to formulate an adequate measure of quality, and to link the quality of experience to the technical realization within an undefined and ever-changing technical realization process. There are two advantages of interlinking the quality of experience with the quality of service: First, it can benefit the technical realization process, in order to allow adaptability (e.g., based on systems used by the end users). Second, it provides an opportunity to support scalability in a user-centered way, e.g., based on a cost or resources limitation. The thesis outlines the theoretical background and introduces a user-centered quality taxonomy in the form of an interlinking model. A description of the related project Skalalgo3d is included, which offered a framework for application. The outlined results consist of a systematic definition of factors that influence quality, including a research framework, and evaluation activities involving more than 350 participants. The thesis includes the presentation of quality features, defined by evaluations of free viewpoint video object quality, for video communication application. Based on these quality features, a model that links these results with the technical creation process, including a formalized quality measure, is presented. Based on this, a flow chart and slope field are proposed. These intend the visualization of these potential relationships and may work as a starting point for further investigations thereon and to differentiate relations in form of functions

    Intentional Friction in the User Interface of Digital Games

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    Embora projetar fricção intencionalmente em interfaces do utilizador de jogos possa ser uma estratégia adequada para desafiar as crenças dos jogadores e estimular a reflexão, as práticas convencionais de interface do utilizador são frequentemente influenciadas por um paradigma abrangente de facilidade de uso e prazer. Esta dissertação investiga como designers podem empregar fricção intencional em interfaces do utilizador de jogos digitais para criar experiências significativas e inspirar reflexão nos seus jogadores. Primeiro, revimos a literatura para enquadrar o que constitui elementos de interface no game design, o paradigma de usabilidade e diversão e outras perspetivas que oferecem contexto para o uso da fricção como estratégia. Depois, exploramos instâncias de jogos que usam fricção na interface do utilizador quando apropriado como estratégia para expressar um ponto de vista, desafiar sistemas atuais ou fomentar a reflexão crítica. O ponto de partida para nossas observações são os sete princípios de design de Donald Norman e as heurísticas de usabilidade de Jakob Nielsen. Como resultado, identificamos seis estratégias de fricção intencional distintas. Em seguida, realizamos duas sessões de workshop de co-criação com um total de sete participantes com experiência em interface de utilizador ou design de jogos para identificar estratégias e perspetivas adicionais. As estratégias coletadas foram reunidas numa ferramenta de cartas. Por fim, realizamos uma sessão inicial de validação da ferramenta com quatro participantes com resultados promissores, sugerindo que as estratégias de fricção da ferramenta conseguiram impulsionar a expressividade como um componente importante do processo de discussão e ideação dos participantes. Embora este trabalho não esteja focado em coletar todas as abordagens de design de fricção indiscriminadamente, as estratégias identificadas sugerem técnicas mais subtis do que apenas enquadrar em reverso os princípios para criar um design amigável.  While intentionally designing friction in gaming user interfaces may be a suitable strategy for challenging players' beliefs and prompting reflection, conventional user interface practices are frequently influenced by an overarching paradigm of user-friendliness and enjoyment. This dissertation investigates how designers might employ intentional friction in digital game user interfaces to create meaningful experiences and inspire reflection in its players. First, we review the literature to frame what constitutes interface elements in game design, the user-friendly and enjoyment paradigm, and other perspectives that offer context to using friction as a strategy. Afterward, we explore game instances that use user interface friction when appropriate as a strategy to express a point of view, to challenge current systems, or to foment critical reflection. The starting point for our observations is Donald Norman's seven design principles and Jakob Nielsen's usability heuristics. As a result, we identify six distinct intentional friction strategies. Next, we ran two co-creation workshop sessions with a total of seven participants with user interface or game design backgrounds to identify additional strategies and perspectives. The strategies gathered were collected in a deck-based tool. Finally, we ran an initial tool validation session with four participants with promising results, suggesting that the tool's friction strategies were able to drive expressiveness as an important component of the participant's discussion and ideation process. Although this work is not focused on collecting all friction design approaches indiscriminately, the identified strategies suggest more nuanced techniques than just framing the principles to create a friendly design in reverse

    EXPERIENCING INTERACTION DESIGN: A PRAGMATIC THEORY

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    This thesis contributes a theory for the field of interaction design based on philosophical pragmatism. The theory frames interaction design as a pragmatic experience shaped by the inquiries of designers. The contributions of the theory are that it positions the designer at the centre of a theory, describes interaction design practice to be more than a collection of methods and strategies, and provides a sound basis for generating and verifying new knowledge through design. The thesis describes and analyzes two interaction design research projects through self-reflexive accounts that illustrate the proposed theory. The projects are a tangible museum guide and a responsive environment for physical play. The thesis examines the value of understanding interaction design through pragmatism and how interaction design when viewed as experience opens the field up to a new theoretical framework. The two interaction design research projects arc described as design inquiries constituted by a design inquirer, designer intentions, and design rationales. Further descriptions of the projects show interaction design to be comprised of design actions based on judgment and interpretation. Interaction design can be assessed by the degree to which there is integrity between the design inquiry and design actions, as well as by the transferability and discursiveness of the design inquiry findings that are relevant to the wider field of interaction design and related disciplines like human-computer interaction. The implications of the theory lead to new ways of mobilizing interaction design research and interaction design education. The pragmatic theory shows capacity for clear descriptions and analysis of interaction design inquiries in ways that extract and communicate new knowledge from interaction design practice and research. The theory shows interaction design to be a distinct and independent field of inquiry that generates knowledge through design

    Designing for Shareable Interfaces in the Wild

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    Despite excitement about the potential of interactive tabletops to support collaborative work, there have been few empirical demonstrations of their effectiveness (Marshall et al., 2011). In particular, while lab-based studies have explored the effects of individual design features, there has been a dearth of studies evaluating the success of systems in the wild. For this technology to be of value, designers and systems builders require a better understanding of how to develop and evaluate tabletop applications to be deployed in real world settings. This dissertation reports on two systems designed through a process that incorporated ethnography-style observations, iterative design and in the wild evaluation. The first study focused on collaborative learning in a medical setting. To address the fact that visitors to a hospital emergency ward were leaving with an incomplete understanding of their diagnosis and treatment, a system was prototyped in a working Emergency Room (ER) with doctors and patients. The system was found to be helpful but adoption issues hampered its impact. The second study focused on a planning application for visitors to a tourist information centre. Issues and opportunities for a successful, contextually-fitted system were addressed and it was found to be effective in supporting group planning activities by novice users, in particular, facilitating users’ first experiences, providing effective signage and offering assistance to guide the user through the application. This dissertation contributes to understanding of multi-user systems through literature review of tabletop systems, collaborative tasks, design frameworks and evaluation of prototypes. Some support was found for the claim that tabletops are a useful technology for collaboration, and several issues were discussed. Contributions to understanding in this field are delivered through design guidelines, heuristics, frameworks, and recommendations, in addition to the two case studies to help guide future tabletop system creators
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