160 research outputs found

    Automotive Head-Up Displays - - Designing the user interface

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    Augmented reality for computer assisted orthopaedic surgery

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    In recent years, computer-assistance and robotics have established their presence in operating theatres and found success in orthopaedic procedures. Benefits of computer assisted orthopaedic surgery (CAOS) have been thoroughly explored in research, finding improvements in clinical outcomes, through increased control and precision over surgical actions. However, human-computer interaction in CAOS remains an evolving field, through emerging display technologies including augmented reality (AR) – a fused view of the real environment with virtual, computer-generated holograms. Interactions between clinicians and patient-specific data generated during CAOS are limited to basic 2D interactions on touchscreen monitors, potentially creating clutter and cognitive challenges in surgery. Work described in this thesis sought to explore the benefits of AR in CAOS through: an integration between commercially available AR and CAOS systems, creating a novel AR-centric surgical workflow to support various tasks of computer-assisted knee arthroplasty, and three pre–clinical studies exploring the impact of the new AR workflow on both existing and newly proposed quantitative and qualitative performance metrics. Early research focused on cloning the (2D) user-interface of an existing CAOS system onto a virtual AR screen and investigating any resulting impacts on usability and performance. An infrared-based registration system is also presented, describing a protocol for calibrating commercial AR headsets with optical trackers, calculating a spatial transformation between surgical and holographic coordinate frames. The main contribution of this thesis is a novel AR workflow designed to support computer-assisted patellofemoral arthroplasty. The reported workflow provided 3D in-situ holographic guidance for CAOS tasks including patient registration, pre-operative planning, and assisted-cutting. Pre-clinical experimental validation on a commercial system (NAVIO®, Smith & Nephew) for these contributions demonstrates encouraging early-stage results showing successful deployment of AR to CAOS systems, and promising indications that AR can enhance the clinician’s interactions in the future. The thesis concludes with a summary of achievements, corresponding limitations and future research opportunities.Open Acces

    Collision warning design in automotive head-up displays

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    Abstract. In the last few years, the automotive industry has experienced a large growth in the hardware and the underlying electronics. The industry benefits from both Human Machine Interface (HMI) research and modern technology. There are many applications of the Advanced Driver Assistant System (ADAS) and their positive impact on drivers is even more. Forward Collision Warning (FCW) is one of many applications of ADAS. In the last decades, different approaches and tools are used to implement FCW systems. Current Augmented Reality (AR) applications are feasible to integrate in modern cars. In this thesis work, we introduce three different FCW designs: static, animated and 3D animated warnings. We test the proposed designs in three different environments: day, night and rain. The designs static and animated achieve a minimum response time 0.486 s whereas the 3D animated warning achieves 1.153 s

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    Extending head-up displays

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    Drivers consume an increasing amount of information while driving. The information is accessed on the in-car displays but also on personal devices such as the smartphone. Head-up displays are designed for a safe uptake of additional visual information while driving but their benefits are limited by the small display space. This motivates academia and industry to advance the head-up to the so-called windshield display. A windshield display will provide an extended display space, which largely or entirely covers the driver’s visual field through the windshield, as well as 3D and depth perception. Technologically, they are not yet feasible, but, thanks to steady advancements they will become available in the future. Extending a small 2D to a large 3D space requires a rethinking of the entire user interface. The windshield display opens up new opportunities for the type and amount of information, as well as for the way it is presented – ranging up to full augmented reality but it also raises concerns about a distracted driver. The core question of this thesis is whether such an extension is reasonable and desirable – meaning if there are convincing arguments and use cases which justify the potential risk of distraction. This thesis presents our research about the risks and benefits of the transition from a head-up to a windshield display. Thus, we explore the potentials and examine the safety risks and benefits as well as the drivers’ satisfaction of various display aspects. We developed a design space that shows how the new size and depth possibilities create new, or interrelate with existing, design factors. New design opportunities arise and suggest a redesign of existing functionality but also the integration of new content. We researched the information content that could be displayed on a windshield display and asked drivers what content they need and personally desire. We thereby obtained an extensive list of use cases and applications. We approached the question of where such content should be displayed, given the large 3D space. To enable the design of safe interfaces, we first examined the driver’s visual perception across the windshield and identified locations that promote information recognition, particularly in the new peripheral area. Simultaneously, we examined the different ways of placing and stabilizing the content. We compared the traditional screen-fixed with world-fixed (augmented reality) and head-stabilized placement methods in terms of user satisfaction, understandability and safety. The gained knowledge about the locations that support information uptake and about the best ways of placing content was merged into a layout concept that subdivides the driver’s view into several information areas. We also incorporated the drivers’ preferences into this design process and compared their personalized layouts with our vision-based layout concept. We assessed the safety of both layout versions and present a revised concept. We close this thesis by reflecting on other trends that may interrelate with the windshield display, namely autonomous driving and augmented reality consumer devices. We look at recent advancements in realizing windshield displays and endeavor a prediction of future developments in this area

    차량용 헤드업 디스플레이 설계에 관한 인간공학 연구

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    학위논문 (박사) -- 서울대학교 대학원 : 공과대학 산업공학과, 2020. 8. 박우진.Head-up display (HUD) systems were introduced into the automobile industry as a means for improving driving safety. They superimpose safety-critical information on top of the drivers forward field of view and thereby help drivers keep their eyes forward while driving. Since the first introduction about three decades ago, automotive HUDs have been available in various commercial vehicles. Despite the long history and potential benefits of automotive HUDs, however, the design of useful automotive HUDs remains a challenging problem. In an effort to contribute to the design of useful automotive HUDs, this doctoral dissertation research conducted four studies. In Study 1, the functional requirements of automotive HUDs were investigated by reviewing the major automakers' automotive HUD products, academic research studies that proposed various automotive HUD functions, and previous research studies that surveyed drivers HUD information needs. The review results indicated that: 1) the existing commercial HUDs perform largely the same functions as the conventional in-vehicle displays, 2) past research studies proposed various HUD functions for improving driver situation awareness and driving safety, 3) autonomous driving and other new technologies are giving rise to new HUD information, and 4) little research is currently available on HUD users perceived information needs. Based on the review results, this study provides insights into the functional requirements of automotive HUDs and also suggests some future research directions for automotive HUD design. In Study 2, the interface design of automotive HUDs for communicating safety-related information was examined by reviewing the existing commercial HUDs and display concepts proposed by academic research studies. Each display was analyzed in terms of its functions, behaviors and structure. Also, related human factors display design principles, and, empirical findings on the effects of interface design decisions were reviewed when information was available. The results indicated that: 1) information characteristics suitable for the contact-analog and unregistered display formats, respectively, are still largely unknown, 2) new types of displays could be developed by combining or mixing existing displays or display elements at both the information and interface element levels, and 3) the human factors display principles need to be used properly according to the situation and only to the extent that the resulting display respects the limitations of the human information processing, and achieving balance among the principles is important to an effective design. On the basis of the review results, this review suggests design possibilities and future research directions on the interface design of safety-related automotive HUD systems. In Study 3, automotive HUD-based take-over request (TOR) displays were developed and evaluated in terms of drivers take-over performance and visual scanning behavior in a highly automated driving situation. Four different types of TOR displays were comparatively evaluated through a driving simulator study - they were: Baseline (an auditory beeping alert), Mini-map, Arrow, and Mini-map-and-Arrow. Baseline simply alerts an imminent take-over, and was always included when the other three displays were provided. Mini-map provides situational information. Arrow presents the action direction information for the take-over. Mini-map-and-Arrow provides the action direction together with the relevant situational information. This study also investigated the relationship between drivers initial trust in the TOR displays and take-over and visual scanning behavior. The results indicated that providing a combination of machine-made decision and situational information, such as Mini-map-and-Arrow, yielded the best results overall in the take-over scenario. Also, drivers initial trust in the TOR displays was found to have significant associations with the take-over and visual behavior of drivers. The higher trust group primarily relied on the proposed TOR displays, while the lower trust group tended to more check the situational information through the traditional displays, such as side-view or rear-view mirrors. In Study 4, the effect of interactive HUD imagery location on driving and secondary task performance, driver distraction, preference, and workload associated with use of scrolling list while driving were investigated. A total of nine HUD imagery locations of full-windshield were examined through a driving simulator study. The results indicated the HUD imagery location affected all the dependent measures, that is, driving and task performance, drivers visual distraction, preference and workload. Considering both objective and subjective evaluations, interactive HUDs should be placed near the driver's line of sight, especially near the left-bottom on the windshield.자동차 헤드업 디스플레이는 차내 디스플레이 중 하나로 운전자에게 필요한 정보를 전방에 표시함으로써, 운전자가 운전을 하는 동안 전방으로 시선을 유지할 수 있게 도와준다. 이를 통해 운전자의 주의 분산을 줄이고, 안전을 향상시키는데 도움이 될 수 있다. 자동차 헤드업 디스플레이 시스템은 약 30년 전 운전자의 안전을 향상시키기 위한 수단으로 자동차 산업에 처음 도입된 이래로 현재까지 다양한 상용차에서 사용되고 있다. 안전과 편의 측면에서 자동차 헤드업 디스플레이의 사용은 점점 더 증가할 것으로 예상된다. 그러나 이러한 자동차 헤드업 디스플레이의 잠재적 이점과 발전 가능성에도 불구하고, 유용한 자동차 헤드업 디스플레이를 설계하는 것은 여전히 어려운 문제이다. 이에 본 연구는 이러한 문제를 해결하고, 궁극적으로 유용한 자동차 헤드업 디스플레이 설계에 기여하고자 총 4가지 연구를 수행하였다. 첫 번째 연구는 자동차 헤드업 디스플레이의 기능 요구 사항과 관련된 것으로서, 헤드업 디스플레이 시스템을 통해 어떤 정보를 제공할 것인가에 대한 답을 구하고자 하였다. 이에 주요 자동차 제조업체들의 헤드업 디스플레이 제품들과, 자동차 헤드업 디스플레이의 다양한 기능들을 제안한 학술 연구, 그리고 운전자의 정보 요구 사항들을 체계적 문헌 고찰 방법론을 통해 포괄적으로 조사하였다. 자동차 헤드업 디스플레이의 기능적 요구 사항에 대하여 개발자, 연구자, 사용자 측면을 모두 고려한 통합된 지식을 전달하고, 이를 통해 자동차 헤드업 디스플레이의 기능 요구 사항에 대한 향후 연구 방향을 제시하였다. 두 번째 연구는 안전 관련 정보를 제공하는 자동차 헤드업 디스플레이의 인터페이스 설계와 관련된 것으로, 헤드업 디스플레이 시스템을 통해 안전 관련 정보를 어떻게 제공할 것인가에 대한 답을 구하고자 하였다. 실제 자동차들의 헤드업 디스플레이 시스템에서는 어떤 디스플레이 컨셉들이 사용되었는지, 그리고 학계에서 제안된 디스플레이 컨셉들에는 어떤 것들이 있는지 체계적 문헌 고찰 방법론을 통해 검토하였다. 검토된 결과는 각 디스플레이의 기능과 구조, 그리고 작동 방식에 따라 정리되었고, 관련된 인간공학적 디스플레이 설계 원칙과 실험적 연구 결과들을 함께 검토하였다. 검토된 결과를 바탕으로 안전 관련 정보를 제공하는 자동차 헤드업 디스플레이의 인터페이스 설계에 대한 향후 연구 방향을 제시하였다. 세 번째 연구는 자동차 헤드업 디스플레이 기반의 제어권 전환 관련 인터페이스 설계와 평가에 관한 것이다. 제어권 전환이란, 자율주행 상태에서 운전자가 직접 운전을 하는 수동 운전 상태로 전환이 되는 것을 의미한다. 따라서 갑작스런 제어권 전환 요청이 발생하는 경우, 운전자가 안전하게 대처하기 위해서는 빠른 상황 파악과 의사 결정이 필요하게 되고, 이를 효과적으로 도와주기 위한 인터페이스 설계에 대해 연구할 필요성이 있다. 이에 본 연구에서는 자동차 헤드업 디스플레이 기반의 총 4개의 제어권 전환 관련 디스플레이(기준 디스플레이, 미니맵 디스플레이, 화살표 디스플레이, 미니맵과 화살표 디스플레이)를 제안하였고, 제안된 디스플레이 대안들은 주행 시뮬레이터 실험을 통해 제어권 전환 수행 능력과 안구의 움직임 패턴, 그리고 사용자의 주관적 평가 측면에서 평가되었다. 또한 제안된 디스플레이 대안들에 대해 운전자들의 초기 신뢰도 값을 측정하여 각 디스플레이에 따른 운전자들의 평균 신뢰도 점수에 따라 제어권 전환 수행 능력과 안구의 움직임 패턴, 그리고 주관적 평가가 어떻게 달라지는지 분석하였다. 실험 결과, 제어권 전환 상황에서 자동화된 시스템이 제안하는 정보와 그와 관련된 주변 상황 정보를 함께 제시해 주는 디스플레이가 가장 좋은 결과를 보여주었다. 또한 각 디스플레이에 대한 운전자의 초기 신뢰도 점수는 디스플레이의 실제 사용 행태와 밀접한 관련이 있음을 알 수 있었다. 신뢰도 점수에 따라 신뢰도가 높은 그룹과 낮은 그룹으로 분류되었고, 신뢰도가 높은 그룹은 제안된 디스플레이들이 보여주는 정보를 주로 믿고 따르는 경향이 있었던 반면, 신뢰도가 낮은 그룹은 룸 미러나 사이드 미러를 통해 주변 상황 정보를 더 확인 하는 경향을 보였다. 네 번째 연구는 전면 유리창에서의 인터랙티브 헤드업 디스플레이의 최적 위치를 결정하는 것으로서 주행 시뮬레이터 실험을 통해 디스플레이의 위치에 따라 운전자의 주행 수행 능력, 인터랙티브 디스플레이 조작 관련 과업 수행 능력, 시각적 주의 분산, 선호도, 그리고 작업 부하가 평가되었다. 헤드업 디스플레이의 위치는 전면 유리창에서 일정한 간격으로 총 9개의 위치가 고려되었다. 본 연구에서 활용된 인터랙티브 디스플레이는 음악 선택을 위한 스크롤 방식의 단일 디스플레이였고, 운전대에 장착된 버튼을 통해 디스플레이를 조작하였다. 실험 결과, 인터랙티브 헤드업 디스플레이의 위치가 모든 평가 척도, 즉 주행 수행 능력, 디스플레이 조작 과업 수행 능력, 시각적 주의 분산, 선호도, 그리고 작업 부하에 영향을 미침을 알 수 있었다. 모든 평가 지표를 고려했을 때, 인터랙티브 헤드업 디스플레이의 위치는 운전자가 똑바로 전방을 바라볼 때의 시야 구간, 즉 전면 유리창에서의 왼쪽 아래 부근이 가장 최적인 것으로 나타났다.Abstract i Contents v List of Tables ix List of Figures x Chapter 1 Introduction 1 1.1 Research Background 1 1.2 Research Objectives and Questions 8 1.3 Structure of the Thesis 11 Chapter 2 Functional Requirements of Automotive Head-Up Displays: A Systematic Review of Literature from 1994 to Present 13 2.1 Introduction 13 2.2 Method 15 2.3 Results 17 2.3.1 Information Types Displayed by Existing Commercial Automotive HUD Systems 17 2.3.2 Information Types Previously Suggested for Automotive HUDs by Research Studies 28 2.3.3 Information Types Required by Drivers (users) for Automotive HUDs and Their Relative Importance 35 2.4 Discussion 39 2.4.1 Information Types Displayed by Existing Commercial Automotive HUD Systems 39 2.4.2 Information Types Previously Suggested for Automotive HUDs by Research Studies 44 2.4.3 Information Types Required by Drivers (users) for Automotive HUDs and Their Relative Importance 48 Chapter 3 A Literature Review on Interface Design of Automotive Head-Up Displays for Communicating Safety-Related Information 50 3.1 Introduction 50 3.2 Method 52 3.3 Results 55 3.3.1 Commercial Automotive HUDs Presenting Safety-Related Information 55 3.3.2 Safety-Related HUDs Proposed by Academic Research 58 3.4 Discussion 74 Chapter 4 Development and Evaluation of Automotive Head-Up Displays for Take-Over Requests (TORs) in Highly Automated Vehicles 78 4.1 Introduction 78 4.2 Method 82 4.2.1 Participants 82 4.2.2 Apparatus 82 4.2.3 Automotive HUD-based TOR Displays 83 4.2.4 Driving Scenario 86 4.2.5 Experimental Design and Procedure 87 4.2.6 Experiment Variables 88 4.2.7 Statistical Analyses 91 4.3 Results 93 4.3.1 Comparison of the Proposed TOR Displays 93 4.3.2 Characteristics of Drivers Initial Trust in the four TOR Displays 102 4.3.3 Relationship between Drivers Initial Trust and Take-over and Visual Behavior 104 4.4 Discussion 113 4.4.1 Comparison of the Proposed TOR Displays 113 4.4.2 Characteristics of Drivers Initial Trust in the four TOR Displays 116 4.4.3 Relationship between Drivers Initial Trust and Take-over and Visual Behavior 117 4.5 Conclusion 119 Chapter 5 Human Factors Evaluation of Display Locations of an Interactive Scrolling List in a Full-windshield Automotive Head-Up Display System 121 5.1 Introduction 121 5.2 Method 122 5.2.1 Participants 122 5.2.2 Apparatus 123 5.2.3 Experimental Tasks and Driving Scenario 123 5.2.4 Experiment Variables 124 5.2.5 Experimental Design and Procedure 126 5.2.6 Statistical Analyses 126 5.3 Results 127 5.4 Discussion 133 5.5 Conclusion 135 Chapter 6 Conclusion 137 6.1 Summary and Implications 137 6.2 Future Research Directions 139 Bibliography 143 Apeendix A. Display Layouts of Some Commercial HUD Systems Appendix B. Safety-related Displays Provided by the Existing Commercial HUD Systems Appendix C. Safety-related HUD displays Proposed by Academic Research 국문초록 187Docto

    Holographic reality: enhancing the artificial reality experience throuhg interactive 3D holography

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    Holography was made know by several science-fiction productions, however this technology dates back to the year 1940. Despite the considerable age of this discovery, this technology remains inaccessible to the average consumer. The main goal of this manuscript is to advance the state of the art in interactive holography, providing an accessible and low-cost solution. The final product intends to nudge the HCI com munity to explore potential applications, in particular to be aquatic centric and environmentally friendly. Two main user studies are performed, in order to determine the impact of the proposed solution by a sample audience. Provided user studies include a first prototype as a Tangible User Interface - TUI for Holographic Reality - HR Second study included the Holographic Mounted Display - HMD for proposed HR interface, further analyzing the interactive holographic experience without hand-held devices. Both of these studies were further compared with an Augmented Reality setting. Obtained results demonstrate a significantly higher score for the HMD approach. This suggests it is the better solution, most likely due to the added simplicity and immersiveness features it has. However the TUI study did score higher in several key parameters, and should be considered for future studies. Comparing with an AR experience, the HMD study scores slightly lower, but manages to surpass AR in several parameters. Several approaches were outlined and evaluated, depicting different methods for the creation of Interactive Holographic Reality experiences. In spite of the low maturity of holographic technology, it can be concluded it is comparable and can keep up to other more developed and mature artificial reality settings, further supporting the need for the existence of the Holographic Reality conceptA tecnologia holográfica tornou-se conhecida através da ficção científica, contudo esta tecnologia remonta até ao ano 1940. Apesar da considerável idade desta descoberta, esta tecnologia continua a não ser acessíveil para o consumidor. O objetivo deste manuscrito é avançar o estado de arte da Holografia Interactiva, e fornecer uma solução de baixo custo. O objetivo do produto final é persuadir a comunidade HCI para a exploração de aplicações desta tecnologia, em particular em contextos aquáticos e pró-ambientais. Dois estudos principais foram efetuados, de modo a determinar qual o impacto da solução pro posta numa amostra. Os estudos fornecidos incluem um protótipo inicial baseado numa Interface Tangível e Realidade Holográfica e um dispositivo tangível. O segundo estudo inclui uma interface baseada num dispositivo head-mounted e em Realidade Holográfica, de modo a analisar e avaliar a experiência interativa e holográfica. Ambos os estudos são comparados com uma experiência semelhante, em Realidade Aumentada. Os resultados obtidos demonstram que o estudo HMD recebeu uma avaliação significante mel hor, em comparação com a abordagem TUI. Isto sugere que uma abordagem "head-mounted" tende a ser melhor solução, muito provavelmente devido às vantagens que possui em relação à simplicidade e imersividade que oferece. Contudo, o estudo TUI recebeu pontuações mais altas em alguns parâmetros chave, e deve ser considerados para a implementação de futuros estudos. Comparando com uma experiência de realidade aumentada, o estudo HMD recebeu uma avaliação ligeiramente menor, mas por uma margem mínima, e ultrapassando a AR em alguns parâmetros. Várias abordagens foram deliniadas e avaliadas, com diferentes métodos para a criação de experiências de Realidade Holográfica. Apesar da pouca maturidade da tecnologia holográfica, podemos concluir que a mesma é comparável e consegue acompanhar outros tipos de realidade artificial, que são muito mais desenvolvidos, o que suporta a necessidade da existência do conceito de Realidade Holográfica
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