2,304 research outputs found

    Evaluating Multimodal Driver Displays of Varying Urgency

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    Previous studies have evaluated Audio, Visual and Tactile warnings for drivers, highlighting the importance of conveying the appropriate level of urgency through the signals. However, these modalities have never been combined exhaustively with different urgency levels and tested while using a driving simulator. This paper describes two experiments investigating all multimodal combinations of such warnings along three different levels of designed urgency. The warnings were first evaluated in terms of perceived urgency and perceived annoyance in the context of a driving simulator. The results showed that the perceived urgency matched the designed urgency of the warnings. More urgent warnings were also rated as more annoying but the effect of annoyance was lower compared to urgency. The warnings were then tested for recognition time when presented during a simulated driving task. It was found that warnings of high urgency induced quicker and more accurate responses than warnings of medium and of low urgency. In both studies, the number of modalities used in warnings (one, two or three) affected both subjective and objective responses. More modalities led to higher ratings of urgency and annoyance, with annoyance having a lower effect compared to urgency. More modalities also led to quicker responses. These results provide implications for multimodal warning design and reveal how modalities and modality combinations can influence participant responses during a simulated driving task

    Effects of modality, urgency and situation on responses to multimodal warnings for drivers

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    Signifying road-related events with warnings can be highly beneficial, especially when imminent attention is needed. This thesis describes how modality, urgency and situation can influence driver responses to multimodal displays used as warnings. These displays utilise all combinations of audio, visual and tactile modalities, reflecting different urgency levels. In this way, a new rich set of cues is designed, conveying information multimodally, to enhance reactions during driving, which is a highly visual task. The importance of the signified events to driving is reflected in the warnings, and safety-critical or non-critical situations are communicated through the cues. Novel warning designs are considered, using both abstract displays, with no semantic association to the signified event, and language-based ones, using speech. These two cue designs are compared, to discover their strengths and weaknesses as car alerts. The situations in which the new cues are delivered are varied, by simulating both critical and non-critical events and both manual and autonomous car scenarios. A novel set of guidelines for using multimodal driver displays is finally provided, considering the modalities utilised, the urgency signified, and the situation simulated

    From Manual Driving to Automated Driving: A Review of 10 Years of AutoUI

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    This paper gives an overview of the ten-year devel- opment of the papers presented at the International ACM Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutoUI) from 2009 to 2018. We categorize the topics into two main groups, namely, manual driving-related research and automated driving-related re- search. Within manual driving, we mainly focus on studies on user interfaces (UIs), driver states, augmented reality and head-up displays, and methodology; Within automated driv- ing, we discuss topics, such as takeover, acceptance and trust, interacting with road users, UIs, and methodology. We also discuss the main challenges and future directions for AutoUI and offer a roadmap for the research in this area.https://deepblue.lib.umich.edu/bitstream/2027.42/153959/1/From Manual Driving to Automated Driving: A Review of 10 Years of AutoUI.pdfDescription of From Manual Driving to Automated Driving: A Review of 10 Years of AutoUI.pdf : Main articl

    Cooperative speed assistance : interaction and persuasion design

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    Investigating Electrotactile Feedback on The Hand

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    Electrotactile feedback can be used as a novel method to evoke different sensations on the skin. However, there is a lack of research exploring electrotactile feedback on the palm. This paper presents two experiments that in- vestigate the effects of manipulating pulse width, amplitude and frequency of electrical stimulation on perceived sensations (urgency, annoyance, valence and arousal) on the palm. In the first study, we manipulated pulse width and frequency. The results showed that both parameters have a significant effect on the perceived sensations, except for frequency not having an effect on valence. Also, frequencies of 30Hz and above did not influence the perceived sensations. In the second study, we manipulated amplitude and frequency. The results showed that both parameters have a significant effect on perceived sensations, especially for frequencies lower than 30Hz. From both experiments, the increment of pulse width and amplitude led to a higher rating for urgency, annoyance and arousal. These results gives us a better understanding of the parameter space of electrotactile feedback to enable designers to create effective electrotactile feedback

    Investigating Electrotactile Feedback on The Hand

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    Electrotactile feedback can be used as a novel method to evoke different sensations on the skin. However, there is a lack of research exploring electrotactile feedback on the palm. This paper presents two experiments that in- vestigate the effects of manipulating pulse width, amplitude and frequency of electrical stimulation on perceived sensations (urgency, annoyance, valence and arousal) on the palm. In the first study, we manipulated pulse width and frequency. The results showed that both parameters have a significant effect on the perceived sensations, except for frequency not having an effect on valence. Also, frequencies of 30Hz and above did not influence the perceived sensations. In the second study, we manipulated amplitude and frequency. The results showed that both parameters have a significant effect on perceived sensations, especially for frequencies lower than 30Hz. From both experiments, the increment of pulse width and amplitude led to a higher rating for urgency, annoyance and arousal. These results gives us a better understanding of the parameter space of electrotactile feedback to enable designers to create effective electrotactile feedback

    Enhancing user experience and safety in the context of automated driving through uncertainty communication

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    Operators of highly automated driving systems may exhibit behaviour characteristic of overtrust issues due to an insufficient awareness of automation fallibility. Consequently, situation awareness in critical situations is reduced and safe driving performance following emergency takeovers is impeded. Previous research has indicated that conveying system uncertainties may alleviate these issues. However, existing approaches require drivers to attend the uncertainty information with focal attention, likely resulting in missed changes when engaged in non-driving-related tasks. This research project expands on existing work regarding uncertainty communication in the context of automated driving. Specifically, it aims to investigate the implications of conveying uncertainties under consideration of non-driving-related tasks and, based on the outcomes, develop and evaluate an uncertainty display that enhances both user experience and driving safety. In a first step, the impact of visually conveying uncertainties was investigated under consideration of workload, trust, monitoring behaviour, non-driving-related tasks, takeover performance, and situation awareness. For this, an anthropomorphic visual uncertainty display located in the instrument cluster was developed. While the hypothesised benefits for trust calibration and situation awareness were confirmed, the results indicate that visually conveying uncertainties leads to an increased perceived effort due to a higher frequency of monitoring glances. Building on these findings, peripheral awareness displays were explored as a means for conveying uncertainties without the need for focused attention to reduce monitoring glances. As a prerequisite for developing such a display, a systematic literature review was conducted to identify evaluation methods and criteria, which were then coerced into a comprehensive framework. Grounded in this framework, a peripheral awareness display for uncertainty communication was developed and subsequently compared with the initially proposed visual anthropomorphic uncertainty display in a driving simulator study. Eye tracking and subjective workload data indicate that the peripheral awareness display reduces the monitoring effort relative to the visual display, while driving performance and trust data highlight that the benefits of uncertainty communication are maintained. Further, this research project addresses the implications of increasing the functional detail of uncertainty information. Results of a driving simulator study indicate that particularly workload should be considered when increasing the functional detail of uncertainty information. Expanding upon this approach, an augmented reality display concept was developed and a set of visual variables was explored in a forced choice sorting task to assess their ordinal characteristics. Particularly changes in colour hue and animation-based variables received high preference ratings and were ordered consistently from low to high uncertainty. This research project has contributed a series of novel insights and ideas to the field of human factors in automated driving. It confirmed that conveying uncertainties improves trust calibration and situation awareness, but highlighted that using a visual display lessens the positive effects. Addressing this shortcoming, a peripheral awareness display was designed applying a dedicated evaluation framework. Compared with the previously employed visual display, it decreased monitoring glances and, consequentially, perceived effort. Further, an augmented reality-based uncertainty display concept was developed to minimise the workload increments associated with increases in the functional detail of uncertainty information.</div

    Using smartphones in cities to crowdsource dangerous road sections and give effective in-car warnings

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    The widespread day-to-day carrying of powerful smartphones gives opportunities for crowd-sourcing information about the users' activities to gain insight into patterns of use of a large population in cities. Here we report the design and initial investigations into a crowdsourcing approach for sudden decelerations to identify dangerous road sections. Sudden brakes and near misses are much more common than police reportable accidents but under exploited and have the potential for more responsive reaction than waiting for accidents. We also discuss different multimodal feedback conditions to warn drivers approaching a dangerous zone. We believe this crowdsourcing approach gives cost and coverage benefits over infrastructural smart-city approaches but that users need incentivized for use

    Investigation of Thermal Stimuli for Lane Changes

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    Haptic feedback has been widely studied for in-car interactions. However, most of this research has used vibrotactile cues. This paper presents two studies that examine novel thermal feedback for navigation during simulated driving for a lane change task. In the first, we compare the distraction and time differences of audio and thermal feedback. The results show that the presentation of thermal stimuli does not increase lane deviation, but the time needed to complete a lane change increased by 1.82 seconds. In the second study, the influence of variable changes of thermal stimuli on the lane change task performance was tested. We found that the same stimulus design for warm and cold temperatures does not always elicit the same results. Furthermore, variable alterations can have different effects on specified tasks. This suggests that the design of thermal stimuli is highly dependent on what task result should be maximized

    Design For Auditory Displays: Identifying Temporal And Spatial Information Conveyance Principles

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    Designing auditory interfaces is a challenge for current human-systems developers. This is largely due to a lack of theoretical guidance for directing how best to use sounds in today\u27s visually-rich graphical user interfaces. This dissertation provided a framework for guiding the design of audio interfaces to enhance human-systems performance. This doctoral research involved reviewing the literature on conveying temporal and spatial information using audio, using this knowledge to build three theoretical models to aid the design of auditory interfaces, and empirically validating select components of the models. The three models included an audio integration model that outlines an end-to-end process for adding sounds to interactive interfaces, a temporal audio model that provides a framework for guiding the timing for integration of these sounds to meet human performance objectives, and a spatial audio model that provides a framework for adding spatialization cues to interface sounds. Each model is coupled with a set of design guidelines theorized from the literature, thus combined, the developed models put forward a structured process for integrating sounds in interactive interfaces. The developed models were subjected to a three phase validation process that included review by Subject Matter Experts (SMEs) to assess the face validity of the developed models and two empirical studies. For the SME review, which assessed the utility of the developed models and identified opportunities for improvement, a panel of three audio experts was selected to respond to a Strengths, Weaknesses, Opportunities, and Threats (SWOT) validation questionnaire. Based on the SWOT analysis, the main strengths of the models included that they provide a systematic approach to auditory display design and that they integrate a wide variety of knowledge sources in a concise manner. The main weaknesses of the models included the lack of a structured process for amending the models with new principles, some branches were not considered parallel or completely distinct, and lack of guidance on selecting interface sounds. The main opportunity identified by the experts was the ability of the models to provide a seminal body of knowledge that can be used for building and validating auditory display designs. The main threats identified by the experts were that users may not know where to start and end with each model, the models may not provide comprehensive coverage of all uses of auditory displays, and the models may act as a restrictive influence on designers or they may be used inappropriately. Based on the SWOT analysis results, several changes were made to the models prior to the empirical studies. Two empirical evaluation studies were conducted to test the theorized design principles derived from the revised models. The first study focused on assessing the utility of audio cues to train a temporal pacing task and the second study combined both temporal (i.e., pace) and spatial audio information, with a focus on examining integration issues. In the pace study, there were four different auditory conditions used for training pace: 1) a metronome, 2) non-spatial auditory earcons, 3) a spatialized auditory earcon, and 4) no audio cues for pace training. Sixty-eight people participated in the study. A pre- post between subjects experimental design was used, with eight training trials. The measure used for assessing pace performance was the average deviation from a predetermined desired pace. The results demonstrated that a metronome was not effective in training participants to maintain a desired pace, while, spatial and non-spatial earcons were effective strategies for pace training. Moreover, an examination of post-training performance as compared to pre-training suggested some transfer of learning. Design guidelines were extracted for integrating auditory cues for pace training tasks in virtual environments. In the second empirical study, combined temporal (pacing) and spatial (location of entities within the environment) information were presented. There were three different spatialization conditions used: 1) high fidelity using subjective selection of a best-fit head related transfer function, 2) low fidelity using a generalized head-related transfer function, and 3) no spatialization. A pre- post between subjects experimental design was used, with eight training trials. The performance measures were average deviation from desired pace and time and accuracy to complete the task. The results of the second study demonstrated that temporal, non-spatial auditory cues were effective in influencing pace while other cues were present. On the other hand, spatialized auditory cues did not result in significantly faster task completion. Based on these results, a set of design guidelines was proposed that can be used to direct the integration of spatial and temporal auditory cues for supporting training tasks in virtual environments. Taken together, the developed models and the associated guidelines provided a theoretical foundation from which to direct user-centered design of auditory interfaces
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