7 research outputs found

    Exploring Fuzzy Logic and Random Forest for Car Drivers’ Fuel Consumption Estimation in IoT-Enabled Serious Games

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    Internet of Things (IoT) technologies have a promising potential for instructional serious games related to field operations. We explore IoT’s potential for serious games in the automotive application domain to improve driving, choosing fuel consumption (FC) as an indicator of the driver performance as it is strongly influenced by driving styles and can be quantified and validated. We propose a FC prediction model, exploiting three vehicular signals that are controllable by the driver (player), that are able to provide direct coaching feedback to the driver and are easily available through the widely available On-Board Diagnostic-II (OBD-II) vehicular interface: throttle position, engine rotation speed (RPM) and car speed. We processed the data with two techniques, random forest (RF) and fuzzy logic (FL). Implementation, training and testing of both models, were made using the enviroCar database which freely provides a significant amount of naturalistic drive data. Results show that RF achieves quite a higher estimation accuracy, which complements FL’s ability to provide driver with easily understandable feedback. We thus argue that the combination of the two models can supply valuable information usable by game designers in the automotive environment

    A review of gamified approaches to encouraging eco-driving.

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    Eco-driving is a style of driving that minimizes energy consumption, while gamification refers to the use of game techniques to motivate user engagement in non-game contexts. This paper comprises a literature review assessing applying gamification to encourage eco-driving. The Web of Science Core Collection and EBSCO Host platforms were searched in February 2022. Qualifying sources included peer review journal articles, conference proceedings papers, academic book chapters and dissertation reports. The final sample comprised 39 unique publications, of which 34 described gamification adjunct systems used during driving. Most were designed as smartphone apps, but some ran on bespoke in-car feedback displays. Alternatively, using game-based learning, 5 studies described videogames designed to encourage eco-driving. Popular gamification elements were: an eco-driving score; self-comparisons or comparisons with others via leader boards; rewards; challenges, missions or levels; and emotive feedback (e.g., emojis). One system aimed to discourage driving at busy times. While 13 studies assessed the efficacy of the various systems, these were generally of poor quality. This developing literature contains many good ideas for applying gamification to promote eco-driving. However, evidence for efficacy is largely absent and researchers are encouraged to continue to evaluate a wide range of gamification approaches to promote eco-driving

    A Fuzzy Logic Module to Estimate a Driver’s Fuel Consumption for Reality-Enhanced Serious Games

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    Reality-enhanced gaming is an emerging serious game genre, that could contextualize a game within its real instruction-target environment. A key module for such games is the evaluator, that senses a user performance and provides consequent input to the game. In this project, we have explored an application in the automotive field, estimating driver performance in terms of fuel consumption, based on three key vehicular signals, that are directly controllable by the driver: throttle position sensor (TPS), engine rotation speed (RPM) and car speed. We focused on Fuzzy Logic, given its ability to embody expert knowledge and deal with incomplete information availability. The fuzzy models – that we iteratively defined based on literature expertise and data analysis – can be easily plugged into a reality-enhanced gaming architecture. We studied four models with all the possible combinations of the chosen variables (TPS and RPM; RPM and speed; TPS and speed; TPS, speed and RPM). Input data were taken from the enviroCar database, and our fuel consumption predictions compared with their estimated values. Results indicate that the model with the three inputs outperforms the other models giving a higher coefficient of determination (R2), and lower error. Our study also shows that RPM is the most important fuel consumption predictor, followed by TPS and speed

    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

    AutoPlay – driving pleasure in a future of autonomous driving

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    Automated driving technologies promise a relief from stressful or frustrating driving situations. Fully-autonomous cars of the future are expected to take over the responsibilities of driving and allow the now inactive driver to perform much more engaging non-driving activities than ever before. However, the design space of the autonomous driving situation is uniquely different from traditional driving. For example, research on advanced driving automation systems have shown that the transfer of the driving task from the driver to the system can be experienced as a loss of autonomy and competency and may result in a feeling of being at the mercy of technology. Furthermore, the relationship with our cars is not only instrumental. The car is a personal artefact, an extension of the driver’s body connoted with feelings of independence and power. The car’s emancipation to an autonomous agent require a new basis of interacting with the inactive driver to facilitate a pleasurable and meaningful driving experience. On the other hand, the relief from the driving task provides a unique opportunity for new types of activities during the piloted journey, amongst them, new forms of in-situ entertainment and games that are grounded in the contextual specificity of the automotive, mobile situation. This leads to the research objectives: What type of activities can support autonomous driving as pleasurable and meaningful? How should they be implemented to compensate for the constraints and drawbacks of the autonomous driving situation, but also to take advantage of the unique affordances of this new technology? To answer those questions, I designed and developed three working prototypes with the goal to envision future autonomous driving as a pleasurable and meaningful activity. Based on a research-through-design approach, I explored the potentials of the design space of autonomous driving by systematically aligning the core-interactions of the prototypes with the contextual constraints of dense urban traffic. Furthermore, I studied the impact of the three prototypes on the driving experience in a simulator set up as well as in a series of in-car user studies. This exegesis introduces the three prototypes as design artefacts and reflects on the findings of the complementary user studies. In doing so, it articulates a novel frame for understanding autonomous driving as a future design challenge for contextual activities. This research contributes to the increasing importance of user experience and game design in the automotive domain. As such, the contribution is threefold: (1) As design artefacts, the prototypes articulate a desired future of driving experiences in autonomous cars. (2) As a contextual design practice, the research contributes intermediate knowledge in the form of novel ideation methods and implementation strategies of non-driving activities. (3) As a conceptual frame for understanding autonomous driving, I propose three motivational affordances of autonomous driving (that were tangible experiences of the prototypes) as targets for aligning non-driving activities. The three prototypes presented in this exegesis articulate a desired pleasurable vision of autonomous driving of the future. As an inspirational frame, the three prototypes are studied to gain experiential insights into the challenge of designing pleasurable and meaningful non- driving interactions in a future autonomous driving context

    Eco-friendly Naturalistic Vehicular Sensing and Driving Behaviour Profiling

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    PhD ThesisInternet of Things (IoT) technologies are spurring of serious games that support training directly in the field. This PhD implements field user performance evaluators usable in reality-enhanced serious games (RESGs) for promoting fuel-efficient driving. This work proposes two modules – that have been implemented by processing information related to fuel-efficient driving – to be employed as real-time virtual sensors in RESGS. The first module estimates and assesses instantly fuel consumption, where I compared the performance of three configured machine learning algorithms, support vector regression, random forest and artificial neural networks. The experiments show that the algorithms have similar performance and random forest slightly outperforms the others. The second module provides instant recommendations using fuzzy logic when inefficient driving patterns are detected. For the game design, I resorted to the on-board diagnostics II standard interface to diagnostic circulating information on vehicular buses for a wide diffusion of a game, avoiding sticking to manufacturer proprietary solutions. The approach has been implemented and tested with data from the enviroCar server site. The data is not calibrated for a specific car model and is recorded in different driving environments, which made the work challenging and robust for real-world conditions. The proposed approach to virtual sensor design is general and thus applicable to various application domains other than fuel-efficient driving. An important word of caution concerns users’ privacy, as the modules rely on sensitive data, and provide information that by no means should be misused

    Exploring game ideas for stresslessness in the automotive domain

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    In this paper we report on the results of a series of ideation workshops with the goal to explore game designs that promote stresslessness and wellbeing in the automotive context. We present two parts that are particular interesting for further research. First, we provide an overview of our preliminary work on a catalog of design items for gameful stresslessness in the car. Second, we report on a selection of the game ideas created during the ideation workshops and discuss the findings regarding directions for further research
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