10 research outputs found

    Hacia el desarrollo de un framework para el diseño de Sistemas Infotainment Automotrices: Primeras aproximaciones contextuales

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    The objective of this article was to establish the first contextual approaches for the development of a framework focused on the design of automotive infotainment systems. Therefore, a method was developed to identify a group of characteristics of the infotainment system interfaces that ensure a good user experience by the user, according to previous studies. Besides, the establishment of usability is proposed as a basis for the development of the tool.El objetivo de este artículo fue establecer las primeras aproximaciones contextuales para el desarrollo de un framework enfocado en el diseño de sistemas Infotainment automotrices. Por lo cual, se desarrolló un método para la identificación de un grupo de características de las interfaces de sistemas Infotainment que aseguren una buena experiencia de uso por parte del usuario, de acuerdo con estudios previos. Además, se plantea la usabilidad como base para el desarrollo de la herramienta

    Towards a Theory of “Use” in the Autonomous Things

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    The way users perceive and use information system artefacts has been mainly studied from the notion of behavioural believes, cognitive efforts, and deliberate use (e.g., clicking or scrolling) by human actors to produce certain outcomes. The autonomous things, however, do not require deliberate cognitive processes and physical actions to operate. Hence, the existing notions of logical and deliberate use by human actors to produce certain outcomes warrant a revisit. Consequently, drawing on the theories of consciousness and technology adoption, we proposed the notions of conscious use in the context of autonomous things. We argue that unlike the manually operated technologies and systems, the “use” of an autonomous artefact is a state of a user’s consciousness rather than a logical, deliberate cognitive, or somatic activity. A fully autonomous artefact is consciously perceived by users anticipating their needs (through sensory information and situational awareness) without requiring any cognitive efforts, instructions, and physical contact to produce the desired outcomes

    LiDAR-derived digital holograms for automotive head-up displays.

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    A holographic automotive head-up display was developed to project 2D and 3D ultra-high definition (UHD) images using LiDAR data in the driver's field of view. The LiDAR data was collected with a 3D terrestrial laser scanner and was converted to computer-generated holograms (CGHs). The reconstructions were obtained with a HeNe laser and a UHD spatial light modulator with a panel resolution of 3840Ă—2160 px for replay field projections. By decreasing the focal distance of the CGHs, the zero-order spot was diffused into the holographic replay field image. 3D holograms were observed floating as a ghost image at a variable focal distance with a digital Fresnel lens into the CGH and a concave lens.This project was funded by the EPSRC Centre for Doctoral Training in Connected Electronic and Photonic Systems (CEPS) (EP/S022139/1), Project Reference: 2249444

    “Use” as a Conscious Thought: Towards a Theory of “Use” in Autonomous Things

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    The way users perceive and use information systems artefacts has been mainly studied from the notion of behavioral beliefs, deliberate cognitive efforts, and physical actions performed by human actors to produce certain outcomes. The next generation of information systems, however, can sense, respond, and adapt to environments without necessitating similar cognitive efforts, physical contact, or explicit instructions to operate. Therefore, by leveraging theories of consciousness and technology use, this research aims to advance an alternative understanding of the "use" associated with the next generation of IS artefacts that do not require deliberate cognitive efforts, physical manipulation, or explicit instructions to yield outcomes. The theory and proposed model were refined and validated through the burst detection technique, IS expert involvement (n=10), a pilot study (n=130), and end-user surveys (n= 119). Structural equating modelling techniques were employed to test the theory. We show that unlike the manually operated IS artefacts, the “use” of a fully autonomous artefact is a conscious thought rather than a physical activity of operating a system to produce certain outcomes. We argue that, unlike the traditional notions of use associated with manually operated technologies, conscious use is not characterized solely by behavioral beliefs stemming from logical and reflective cognitive and physical efforts (e.g., effort expectancy). We propose the notion of conscious use within the context of fully autonomous entities and empirically validate its measure. Additionally, we offer recommendations for future research directions in this area. The conceptualization of this new theory for fully autonomous IS artefacts adds significant academic value to the literature given the convergence of AI-based machine learning systems and cognitive computing systems.

    An evaluation of inclusive dialogue-based interfaces for the takeover of control in autonomous cars

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    © 2018 Association for Computing Machinery. This paper presents formative research to inform the design of intelligent automotive user interfaces. It describes an evaluation of dialogue-based interfaces, mediating the driver to take back control from the autonomous mode of a car. Four concepts designed to increase driver Situation Awareness were evaluated in a driving simulator. They used dialoguebased interaction, where driving-related information was either asked from or repeated by the driver, with the alternative of a countdown-based interface with no additional information. An inclusive set of participants, with a wide age spectrum, tested the interfaces. The shorter and simpler interaction of the countdown timer was most accepted. The interface seeking answers to driving-related questions came next, and the interface requiring repetition of driving-related information, even when augmented by visual and tactile cues, was least accepted. Design guidelines on utilizing dialogue as a means of keeping the driver in the loop during a takeover were thus derived

    An evaluation of inclusive dialogue-based interfaces for the takeover of control in autonomous cars

    No full text
    This paper presents formative research to inform the design of intelligent automotive user interfaces. It describes an evaluation of dialogue-based interfaces, mediating the driver to take back control from the autonomous mode of a car. Four concepts designed to increase driver Situation Awareness were evaluated in a driving simulator. They used dialoguebased interaction, where driving-related information was either asked from or repeated by the driver, with the alternative of a countdown-based interface with no additional information. An inclusive set of participants, with a wide age spectrum, tested the interfaces. The shorter and simpler interaction of the countdown timer was most accepted. The interface seeking answers to driving-related questions came next, and the interface requiring repetition of driving-related information, even when augmented by visual and tactile cues, was least accepted. Design guidelines on utilizing dialogue as a means of keeping the driver in the loop during a takeover were thus derived.</p

    Use of 3D virtual models and physical replicas to enhance user experience within heritage applications

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    Museums are dedicated to preserving the legacy of the past and educating their visitors, both practices at odds with each other. The rise of multisensory experiences in museology has emphasized the use of touch as a pedagogical tool, but this risks destruction of precious museum objects. The art of3D printing has the potential to overcome this conservational barrier, but such applications are typically ad-hoc, with little design consideration. Furthermore, there is a lack of research into developing best practices for the creation of tangible 3D printed replicas. This thesis employed user experience (UX) methods from consumer industries with pragmatic mixed-methods in order to explore this issue. The research questions addressed a number of issues: 1) The perceptions of museum visitors in regard to 3D printed replicas; 2) The design considerations for replicas in order to provide positive UX for audiences; 3) How they can benefit museum audiences; 4) How they can benefit blind and partially-sighted (BPS) individuals; 5) How replication impacts wider museum practice; 6) How effective UX methods are in understanding museum audiences. Over the course of four studies, a number of key findings were elucidated: •Museum visitors expressed positivity towards the concept of tangible 3D printed replicas but had a limited understanding of it. •Preference was strongly dependant on verisimilitude, a one-dimensional requirement, while print quality was a must-be requirement. •BPS perception was reliant on multisensory interpretation. Object and material judgements were interrelated, highlighting the complex design problems in 3D printing for BPS audiences. •Replicating an object can result in unexpected insights, resulting in novel research opportunities. A set of best design practices were created and a number of emergent research topics highlighted that were unable to be fully explored. These included the preferences of younger visitors, empirical assessment of the impact of3D printed replicas and how print properties truly influence BPS perception
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