97,809 research outputs found

    Integration of an adaptive infotainment system in a vehicle and validation in real driving scenarios

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    More services, functionalities, and interfaces are increasingly being incorporated into current vehicles and may overload the driver capacity to perform primary driving tasks adequately. For this reason, a strategy for easing driver interaction with the infotainment system must be defined, and a good balance between road safety and driver experience must also be achieved. An adaptive Human Machine Interface (HMI) that manages the presentation of information and restricts drivers’ interaction in accordance with the driving complexity was designed and evaluated. For this purpose, the driving complexity value employed as a reference was computed by a predictive model, and the adaptive interface was designed following a set of proposed HMI principles. The system was validated performing acceptance and usability tests in real driving scenarios. Results showed the system performs well in real driving scenarios. Also, positive feedbacks were received from participants endorsing the benefits of integrating this kind of system as regards driving experience and road safety.Postprint (published version

    Sustainability, transport and design: reviewing the prospects for safely encouraging eco-driving

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    Private vehicle use contributes a disproportionately large amount to the degradation of the environment we inhabit. Technological advancement is of course critical to the mitigation of climate change, however alone it will not suffice; we must also see behavioural change. This paper will argue for the application of Ergonomics to the design of private vehicles, particularly low-carbon vehicles (e.g. hybrid and electric), to encourage this behavioural change. A brief review of literature is offered concerning the effect of the design of a technological object on behaviour, the inter-related nature of goals and feedback in guiding performance, the effect on fuel economy of different driving styles, and the various challenges brought by hybrid and electric vehicles, including range anxiety, workload and distraction, complexity, and novelty. This is followed by a discussion on the potential applicability of a particular design framework, namely Ecological Interface Design, to the design of in-vehicle interfaces that encourage energy-conserving driving behaviours whilst minimising distraction and workload, thus ensuring safety

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Ecological IVIS design : using EID to develop a novel in-vehicle information system

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    New in-vehicle information systems (IVIS) are emerging which purport to encourage more environment friendly or ‘green’ driving. Meanwhile, wider concerns about road safety and in-car distractions remain. The ‘Foot-LITE’ project is an effort to balance these issues, aimed at achieving safer and greener driving through real-time driving information, presented via an in-vehicle interface which facilitates the desired behaviours while avoiding negative consequences. One way of achieving this is to use ecological interface design (EID) techniques. This article presents part of the formative human-centred design process for developing the in-car display through a series of rapid prototyping studies comparing EID against conventional interface design principles. We focus primarily on the visual display, although some development of an ecological auditory display is also presented. The results of feedback from potential users as well as subject matter experts are discussed with respect to implications for future interface design in this field

    Reducing driver distraction by utilizing augmented reality head-up display system for rear passengers

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    Cognitive Modelling in HCI Research

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    Gaze-based teleprosthetic enables intuitive continuous control of complex robot arm use: Writing & drawing

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    Eye tracking is a powerful mean for assistive technologies for people with movement disorders, paralysis and amputees. We present a highly intuitive eye tracking-controlled robot arm operating in 3-dimensional space based on the user's gaze target point that enables tele-writing and drawing. The usability and intuitive usage was assessed by a “tele” writing experiment with 8 subjects that learned to operate the system within minutes of first time use. These subjects were naive to the system and the task and had to write three letters on a white board with a white board pen attached to the robot arm's endpoint. The instructions are to imagine they were writing text with the pen and look where the pen would be going, they had to write the letters as fast and as accurate as possible, given a letter size template. Subjects were able to perform the task with facility and accuracy, and movements of the arm did not interfere with subjects ability to control their visual attention so as to enable smooth writing. On the basis of five consecutive trials there was a significant decrease in the total time used and the total number of commands sent to move the robot arm from the first to the second trial but no further improvement thereafter, suggesting that within writing 6 letters subjects had mastered the ability to control the system. Our work demonstrates that eye tracking is a powerful means to control robot arms in closed-loop and real-time, outperforming other invasive and non-invasive approaches to Brain-Machine-Interfaces in terms of calibration time (<;2 minutes), training time (<;10 minutes), interface technology costs. We suggests that gaze-based decoding of action intention may well become one of the most efficient ways to interface with robotic actuators - i.e. Brain-Robot-Interfaces - and become useful beyond paralysed and amputee users also for the general teleoperation of robotic and exoskeleton in human augmentation

    Demonstrating the feasibility of standardized application program interfaces that will allow mobile/portable terminals to receive services combining UMTS and DVB-T

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    Crucial to the commercial exploitation of any service combining UMTS and DVB-T is the availability of standardized API’s adapted to the hybrid UMTS and DVB-T network and to the technical limitations of mobile/portable terminals. This paper describes work carried out in the European Commission Framework Program 5 (FP5) project CONFLUENT to demonstrate the feasibility of such Application Program Interfaces (API’s) by enabling the reception of a Multimedia Home Platform (MHP) based application transmitted over DVB-T on five different terminals with parts of the service running on a mobile phone
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