3 research outputs found
Fatigue Driving Detection Method Based on IPPG Technology
Physiological signal index can accurately reflect the degree of fatigue, but the contact detection method will greatly affect the driver\u27s driving. This paper presents a non-contact method for detecting tired driving. It uses cameras and other devices to collect information about the driver\u27s face. By recording facial changes over a period and processing the captured video, pulse waves are extracted. Then the frequency domain index and nonlinear index of heart rate variability were extracted by pulse wave characteristics. Finally, the experiment proves that the method can clearly judge whether the driver is tired. In this study, the Imaging Photoplethysmography (IPPG) technology was used to realise non-contact driver fatigue detection. Compared with the non-contact detection method through identifying drivers\u27 blinking and yawning, the physiological signal adopted in this paper is more convincing. Compared with other methods that detect physiological signals to judge driver fatigue, the method in this paper has the advantages of being non-contact, fast, convenient and available for the cockpit environment
Einfluss der Gestaltung absoluter Bedieninteraktionen auf die sensomotorische Leistungsfähigkeit
The purpose of this thesis was to explore user interaction with in vehicle information systems (IVIS) during driving and the influence of the interaction design on users’ performance. The main focus was on absolute touchpad interaction. In such configurations touchpad and display area are directly mapped, viz. the absolute finger position on the touchpad area is represented at the corresponding cursor position on the display area. Four experiments were conducted to assess a) how users can cope with unexpected changes in the scaling of the display and touchpad area, b) how sensorimotor transformations can be supported by visual feedback, c) to what extent alternative interaction concepts may surpass the limits of absolute touchpad interaction and d) potential effects of aging on interaction design. Fitts’ Law was employed as the main theoretical framework to assess sensorimotor performance of the users. With respect to the scaling of the interaction environment the findings suggest, that an (unexpected) change of the scaling of the display or touchpad can lead to losses in the efficiency of the interaction. With regard to the design of visual feedback the empirical findings allow to derive recommendations for the design of absolute user interaction. The present experiments, however, also revealed that absolute interaction places high demands on the precision of movement control and produces high error rates during the driving task. Therefore, the use of alternative concepts was tested. One alternative absolute concept relies on considerations of beating Fitts’ law by decoupling the visual and motor level of interaction. Thus, aiming movements can be facilitated without adapting the virtual buttons on the display. Furthermore, gesture-based relative interaction concepts were considered. In these concepts the cursor is positioned independently of the finger position and is moved (relatively) based on individual swipe gestures in the direction of movement. Since gesture-based interaction concepts cannot be treated as continuous aiming movements, an alternative theoretical concept instead of Fitts’ law was chosen to predict the movement time. The results of this thesis indicate that movement time for gesture controlled cursor movements can be modeled by the number of necessary interaction steps. Both theoretical concepts, Fitts’ law for absolute interaction and the alternative approach for gesture-based relative interaction, seem suitable to describe and assess the interaction of younger and older users. Additionally, on the basis of the two concepts and the empirical findings recommendations for an appropriate interaction design with IVIS were derived and presented at the end of the thesis
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Critical Analysis and Evaluation of Interactive and Customised Applications on Mobile Television. Interactive and Customised Mobile Television Applications are Evaluated Using the Views of Consumers, Advertisers, and Telecommunications Operators with Regard to Services and Also Assessing the Usability of Mobile Devices.
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In todayÂżs communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed.
The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumersÂż opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially ÂżfreeÂż mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs