250 research outputs found

    Desarrollo de un Modelo 3D para un Sistema Infotainment

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    At present, we are witnessing the constant advance in the development of technologies for the automotive industry. Every day, there are significant advances and improvements to provide greater comfort to passengers. One of the vehicle technologies that are especially under development is designing specific user interfaces for infotainment systems and different types of interaction, for example, the implementation of 3D user interfaces to provide feedback to the user. These interfaces can be created from technologies available on the market, both free and private software for designing 3D models, and the development of Human Machine Interfaces used in the automotive industry. This article describes the process followed to develop a functional interface from technologies for 3D modeling and interface design. This interface provides visual feedback to the user that allows understanding of what is happening in the vehicle.En la actualidad somos testigos del constante avance en el desarrollo de tecnologías para la industria automotriz donde cada día hay avances y mejoras significativas para brindar mayor comodidad a los pasajeros. Una de las tecnologías del vehículo que está especialmente en desarrollo es el diseño de interfaces de usuario específicas para sistemas infotainment y diferentes tipos de interacción, por ejemplo, la implementación de interfaces de usuario 3D para proporcionar retroalimentación al usuario. Estas interfaces se pueden crear a partir de tecnologías disponibles en el mercado, tanto de software libre como privado para el diseño de modelos 3D y para el desarrollo de Interfaces Humano Máquina utilizados en la industria automotriz. Este artículo describe el proceso que se llevó a cabo para el desarrollo de una interfaz funcional a partir de tecnologías para el modelado 3D y diseño de interfaces. Dicha interfaz proporciona una retroalimentación visual al usuario que permite comprender lo que sucede en el vehículo

    A user experience‐based toolset for automotive human‐machine interface technology development

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    The development of new automotive Human-Machine Interface (HMI) technologies must consider the competing and often conflicting demands of commercial value, User Experience (UX) and safety. Technology innovation offers manufacturers the opportunity to gain commercial advantage in a competitive and crowded marketplace, leading to an increase in the features and functionality available to the driver. User response to technology influences the perception of the brand as a whole, so it is important that in-vehicle systems provide a high-quality user experience. However, introducing new technologies into the car can also increase accident risk. The demands of usability and UX must therefore be balanced against the requirement for driver safety. Adopting a technology-focused business strategy carries a degree of risk, as most innovations fail before they reach the market. Obtaining clear and relevant information on the UX and safety of new technologies early in their development can help to inform and support robust product development (PD) decision making, improving product outcomes. In order to achieve this, manufacturers need processes and tools to evaluate new technologies, providing customer-focused data to drive development. This work details the development of an Evaluation Toolset for automotive HMI technologies encompassing safety-related functional metrics and UX measures. The Toolset consists of four elements: an evaluation protocol, based on methods identified from the Human Factors, UX and Sensory Science literature; a fixed-base driving simulator providing a context-rich, configurable evaluation environment, supporting both hardware and software-based technologies; a standardised simulation scenario providing a repeatable basis for technology evaluations, allowing comparisons across multiple technologies and studies; and a technology scorecard that collates and presents evaluation data to support PD decision making processes

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven Oberflächen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche Ausprägung von Mark Weisers Vision der allgegenwärtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen Geräten des täglichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berührungsempfindliche Oberflächen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive Benutzeroberflächen werden mittlerweile serienmäßig in vielen Fahrzeugen eingesetzt. Der Einbau von immer größeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive Oberflächen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfüllen sie die sich wandelnden Informations- und Interaktionsbedürfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit während der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen führen, wenn Primär- und Sekundäraufgaben mehr als die insgesamt verfügbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache Oberfläche bereit, die keinerlei haptische Rückmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene Ansätze ermöglichen dem Fahrer, direkte Touchinteraktion für einfache Aufgaben während der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel für Büroarbeitsplätze, wurden bereits verschiedene Konzepte für eine komplexere Bedienung großer Bildschirme vorgestellt. Darüber hinaus führt der technologische Fortschritt zu neuen möglichen Ausprägungen interaktiver Oberflächen und erlaubt, diese beliebig zu formen. Für die nächste Generation von interaktiven Oberflächen im Fahrzeug wird vor allem an der Modifikation der Kategorien Größe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch größere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache Oberflächen auf, so dass Touchscreens künftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver Oberflächen und analysiert ihr Potential für die Interaktion während der Fahrt. Dazu wurden für jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven Oberflächen im Automobilbereich. Weiterhin werden die Aspekte Größe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgeführten Studien belegen, dass große Flächen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusätzliches statisches, haptisches Feedback durch nicht-flache Oberflächen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver Oberflächen für den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit für andere Aufgaben benötigt wird

    Gesturing on the steering wheel, a comparison with speech and touch interaction modalities

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    This paper compares an emergent interaction modality for the In-Vehicle Infotainment System (IVIS), i.e., gesturing on the steering wheel, with two more popular modalities in modern cars: touch and speech. We conducted a betweensubjects experiment with 20 participants for each modality to assess the interaction performance with the IVIS and the impact on the driving performance. Moreover, we compared the three modalities in terms of usability, subjective workload and emotional response. The results showed no statically significant differences between the three interaction modalities regarding the various indicators for the driving task performance, while significant differences were found in measures of IVIS interaction performance: users performed less interactions to complete the secondary tasks with the speech modality, while, in average, a lower task completion time was registered with the touch modality. The three interfaces were comparable in all the subjective metrics

    Stereoscopic 3D user interfaces : exploring the potentials and risks of 3D displays in cars

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    During recent years, rapid advancements in stereoscopic digital display technology has led to acceptance of high-quality 3D in the entertainment sector and even created enthusiasm towards the technology. The advent of autostereoscopic displays (i.e., glasses-free 3D) allows for introducing 3D technology into other application domains, including but not limited to mobile devices, public displays, and automotive user interfaces - the latter of which is at the focus of this work. Prior research demonstrates that 3D improves the visualization of complex structures and augments virtual environments. We envision its use to enhance the in-car user interface by structuring the presented information via depth. Thus, content that requires attention can be shown close to the user and distances, for example to other traffic participants, gain a direct mapping in 3D space

    Automotive applications of high precision GNSS

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    This thesis aims to show that Global Navigation Satellite Systems (GNSS) positioning can play a significant role in the positioning systems of future automotive applications. This is through the adoption of state-of-the-art GNSS positioning technology and techniques, and the exploitation of the rapidly developing vehicle-to-vehicle concept. The merging together of these two developments creates greater performance than can be achieved separately. The original contribution of this thesis comes from this combination: Through the introduction of the Pseudo-VRS concept. Pseudo-VRS uses the princples of Network Real Time Kinematic (N-RTK) positioning to share GNSS information between vehicles, which enables absolute vehicle positioning. Pseudo-VRS is shown to improve the performance of high precision GNSS positioning for road vehicles, through the increased availability of GNSS correction messages and the rapid resolution of the N-RTK fixed solution. Positioning systems in the automotive sector are dominated by satellite-based solutions provided by GNSS. This has been the case since May 2001, when the United States Department of Defense switched off Selective Availability, enabling significantly improved positioning performance for civilian users. The average person most frequently encounters GNSS when using electronic personal navigation devices. The Sat Nav or GPS Navigator is ubiquitous in modern societies, where versions can be found on nomadic devices such as smartphones and dedicated personal navigation devices, or built in to the dashboards of vehicles. Such devices have been hugely successful due to their intrinsic ability to provide position information anywhere in the world with an accuracy of approximately 10 metres, which has proved ideal for general navigation applications. There are a few well known limitations of GNSS positioning, including anecdotal evidence of incorrect navigation advice for personal navigation devices, but these are minor compared to the overall positioning performance. Through steady development of GNSS positioning devices, including the integration of other low cost sensors (for instance, wheel speed or odometer sensors in vehicles), and the development of robust map matching algorithms, the performance of these devices for navigation applications is truly incredible. However, when tested for advanced automotive applications, the performance of GNSS positioning devices is found to be inadequate. In particular, in the most advanced fields of research such as autonomous vehicle technology, GNSS positioning devices are relegated to a secondary role, or often not used at all. They are replaced by terrestrial sensors that provide greater situational awareness, such as radar and lidar. This is due to the high performance demand of such applications, including high positioning accuracy (sub-decimetre), high availability and continuity of solutions (100%), and high integrity of the position information. Low-cost GNSS receivers generally do not meet such requirements. This could be considered an enormous oversight, as modern GNSS positioning technology and techniques have significantly improved satellite-based positioning performance. Other non-GNSS techniques also have their limitations that GNSS devices can minimise or eliminate. For instance, systems that rely on situational awareness require accurate digital maps of their surroundings as a reference. GNSS positioning can help to gather this data, provide an input, and act as a fail-safe in the event of digital map errors. It is apparent that in order to deliver advanced automotive applications - such as semi- or fully-autonomous vehicles - there must be an element of absolute positioning capability. Positioning systems will work alongside situational awareness systems to enable the autonomous vehicles to navigate through the real world. A strong candidate for the positioning system is GNSS positioning. This thesis builds on work already started by researchers at the University of Nottingham, to show that N-RTK positioning is one such technique. N-RTK can provide sub-decimetre accuracy absolute positioning solutions, with high availability, continuity, and integrity. A key component of N-RTK is the availability of real-time GNSS correction data. This is typically delivered to the GNSS receiver via mobile internet (for a roving receiver). This can be a significant limitation, as it relies on the performance of the mobile communications network, which can suffer from performance degradation during dynamic operation. Mobile communications systems are expected to improve significantly over the next few years, as consumers demand faster download speeds and wider availability. Mobile communications coverage already covers a high percentage of the population, but this does not translate into a high percentage of a country's geography. Pockets of poor coverage, often referred to as notspots, are widespread. Many of these notspots include the transportation infrastructure. The vehicle-to-vehicle concept has made significant forward steps in the last few years. Traditionally promoted as a key component of future automotive safety applications, it is now driven primarily by increased demand for in-vehicle infotainment. The concept, which shares similarities with the Internet of Things and Mobile Ad-hoc Networks, relies on communication between road vehicles and other road agents (such as pedestrians and road infrastructure). N-RTK positioning can take advantage of this communication link to minimise its own communications-related limitations. Sharing GNSS information between local GNSS receivers enables better performance of GNSS positioning, based on the principles of differential GNSS and N-RTK positioning techniques. This advanced concept is introduced and tested in this thesis. The Pseudo VRS concept follows the protocols and format of sharing GNSS data used in N-RTK positioning. The technique utilises the latest GNSS receiver design, including multiple frequency measurements and high quality antennas

    The design and implementation of serious games for driving and mobility

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    The automotive and transportation sectors are showing consistent improvements in trends and standards concerning the safe and convenient travel of the road users. In this growing community of road users, the driver performance is a notable factor as many on-road mishaps emerge out of poor driver performance. In this research work, a case-study and experimental analysis were conducted to improve driver performance through the deployment of serious games. The primary motive of this work is to stimulate the on-road user performance through immediate feedback, driver coaching, and real-time gamification methods. The games exploit the cloud-based architecture to retrieve the driver performance scores based on real-time evaluation of vehicle signals and display the outcomes on game scene by reflecting the game parameters based on real-world user performance (in the context of driving and mobility). The deployment of games in cars is the topic of interest in current state-of-the-art, as there are more factors associated with it, such as safety, usability, and willingness of the users. These aspects were taken into careful consideration while designing the paradigm of gamification model. The user feedback for the real-time games was extracted through pilot tests and field tests in Genova. The gamification and driver coaching aspects were tested on various occasions (plug-in and field tests conducted at 5 European test sites), and the inputs from these field tests enabled to tune the parameters concerning the evaluation and gamification models. The improvement of user behavior was performed through a virtuous cycle with the integration of virtual sensors to the serious gaming framework. As the culmination, the usability tests for the real-time games were conducted with 18 test users to understand the user acceptance criteria and the parameters (ease of use and safety) that would contribute to the deployment of games. Other salient factors such as the impact of games, large-scale deployment, collaborative gaming and exploitation of gaming framework for 3rd party applications were also investigated in this research activity. The analysis of the usability tests states that the user acceptance of the implemented games is good. The report from usability study has addressed the user preferences in games such as duration, strategy and gameplay mechanism; these factors contribute a foundation for future research in implementing the games for mobility
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