467 research outputs found

    Exploration of smart infrastructure for drivers of autonomous vehicles

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    The connection between vehicles and infrastructure is an integral part of providing autonomous vehicles information about the environment. Autonomous vehicles need to be safe and users need to trust their driving decision. When smart infrastructure information is integrated into the vehicle, the driver needs to be informed in an understandable manner what the smart infrastructure detected. Nevertheless, interactions that benefit from smart infrastructure have not been the focus of research, leading to knowledge gaps in the integration of smart infrastructure information in the vehicle. For example, it is unclear, how the information from two complex systems can be presented, and if decisions are made, how these can be explained. Enriching the data of vehicles with information from the infrastructure opens unexplored opportunities. Smart infrastructure provides vehicles with information to predict traffic flow and traffic events. Additionally, it has information about traffic events in several kilometers distance and thus enables a look ahead on a traffic situation, which is not in the immediate view of drivers. We argue that this smart infrastructure information can be used to enhance the driving experience. To achieve this, we explore designing novel interactions, providing warnings and visualizations about information that is out of the view of the driver, and offering explanations for the cause of changed driving behavior of the vehicle. This thesis focuses on exploring the possibilities of smart infrastructure information with a focus on the highway. The first part establishes a design space for 3D in-car augmented reality applications that profit from smart infrastructure information. Through the input of two focus groups and a literature review, use cases are investigated that can be introduced in the vehicle's interaction interface which, among others, rely on environment information. From those, a design space that can be used to design novel in-car applications is derived. The second part explores out-of-view visualizations before and during take over requests to increase situation awareness. With three studies, different visualizations for out-of-view information are implemented in 2D, stereoscopic 3D, and augmented reality. Our results show that visualizations improve the situation awareness about critical events in larger distances during take over request situations. In the third part, explanations are designed for situations in which the vehicle drives unexpectedly due to unknown reasons. Since smart infrastructure could provide connected vehicles with out-of-view or cloud information, the driving maneuver of the vehicle might remain unclear to the driver. Therefore, we explore the needs of drivers in those situations and derive design recommendations for an interface which displays the cause for the unexpected driving behavior. This thesis answers questions about the integration of environment information in vehicles'. Three important aspects are explored, which are essential to consider when implementing use cases with smart infrastructure in mind. It enables to design novel interactions, provides insights on how out-of-view visualizations can improve the drivers' situation awareness and explores unexpected driving situations and the design of explanations for them. Overall, we have shown how infrastructure and connected vehicle information can be introduced in vehicles' user interface and how new technology such as augmented reality glasses can be used to improve the driver's perception of the environment.Autonome Fahrzeuge werden immer mehr in den alltäglichen Verkehr integriert. Die Verbindung von Fahrzeugen mit der Infrastruktur ist ein wesentlicher Bestandteil der Bereitstellung von Umgebungsinformationen in autonome Fahrzeugen. Die Erweiterung der Fahrzeugdaten mit Informationen der Infrastruktur eröffnet ungeahnte Möglichkeiten. Intelligente Infrastruktur übermittelt verbundenen Fahrzeugen Informationen über den prädizierten Verkehrsfluss und Verkehrsereignisse. Zusätzlich können Verkehrsgeschehen in mehreren Kilometern Entfernung übermittelt werden, wodurch ein Vorausblick auf einen Bereich ermöglicht wird, der für den Fahrer nicht unmittelbar sichtbar ist. Mit dieser Dissertation wird gezeigt, dass Informationen der intelligenten Infrastruktur benutzt werden können, um das Fahrerlebnis zu verbessern. Dies kann erreicht werden, indem innovative Interaktionen gestaltet werden, Warnungen und Visualisierungen über Geschehnisse außerhalb des Sichtfelds des Fahrers vermittelt werden und indem Erklärungen über den Grund eines veränderten Fahrzeugverhaltens untersucht werden. Interaktionen, welche von intelligenter Infrastruktur profitieren, waren jedoch bisher nicht im Fokus der Forschung. Dies führt zu Wissenslücken bezüglich der Integration von intelligenter Infrastruktur in das Fahrzeug. Diese Dissertation exploriert die Möglichkeiten intelligenter Infrastruktur, mit einem Fokus auf die Autobahn. Der erste Teil erstellt einen Design Space für Anwendungen von augmentierter Realität (AR) in 3D innerhalb des Autos, die unter anderem von Informationen intelligenter Infrastruktur profitieren. Durch das Ergebnis mehrerer Studien werden Anwendungsfälle in einem Katalog gesammelt, welche in die Interaktionsschnittstelle des Autos einfließen können. Diese Anwendungsfälle bauen unter anderem auf Umgebungsinformationen. Aufgrund dieser Anwendungen wird der Design Space entwickelt, mit Hilfe dessen neuartige Anwendungen für den Fahrzeuginnenraum entwickelt werden können. Der zweite Teil exploriert Visualisierungen für Verkehrssituationen, die außerhalb des Sichtfelds des Fahrers sind. Es wird untersucht, ob durch diese Visualisierungen der Fahrer besser auf ein potentielles Übernahmeszenario vorbereitet wird. Durch mehrere Studien wurden verschiedene Visualisierungen in 2D, stereoskopisches 3D und augmentierter Realität implementiert, die Szenen außerhalb des Sichtfelds des Fahrers darstellen. Diese Visualisierungen verbessern das Situationsbewusstsein über kritische Szenarien in einiger Entfernung während eines Übernahmeszenarios. Im dritten Teil werden Erklärungen für Situationen gestaltet, in welchen das Fahrzeug ein unerwartetes Fahrmanöver ausführt. Der Grund des Fahrmanövers ist dem Fahrer dabei unbekannt. Mit intelligenter Infrastruktur verbundene Fahrzeuge erhalten Informationen, die außerhalb des Sichtfelds des Fahrers liegen oder von der Cloud bereit gestellt werden. Dadurch könnte der Grund für das unerwartete Fahrverhalten unklar für den Fahrer sein. Daher werden die Bedürfnisse des Fahrers in diesen Situationen erforscht und Empfehlungen für die Gestaltung einer Schnittstelle, die Erklärungen für das unerwartete Fahrverhalten zur Verfügung stellt, abgeleitet. Zusammenfassend wird gezeigt wie Daten der Infrastruktur und Informationen von verbundenen Fahrzeugen in die Nutzerschnittstelle des Fahrzeugs implementiert werden können. Zudem wird aufgezeigt, wie innovative Technologien wie AR Brillen, die Wahrnehmung der Umgebung des Fahrers verbessern können. Durch diese Dissertation werden Fragen über Anwendungsfälle für die Integration von Umgebungsinformationen in Fahrzeugen beantwortet. Drei wichtige Themengebiete wurden untersucht, welche bei der Betrachtung von Anwendungsfällen der intelligenten Infrastruktur essentiell sind. Durch diese Arbeit wird die Gestaltung innovativer Interaktionen ermöglicht, Einblicke in Visualisierungen von Informationen außerhalb des Sichtfelds des Fahrers gegeben und es wird untersucht, wie Erklärungen für unerwartete Fahrsituationen gestaltet werden können

    Immersive design engineering

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    Design Engineering is an innovative field that usually combines a number of disciplines, such as material science, mechanics, electronics, and/or biochemistry, etc. New immersive technologies, such as Virtual Reality (VR) and Augmented Reality (AR), are currently in the process of being widely adapted in various engineering fields. It is a proven fact that the modeling of spatial structures is supported by immersive exploration. But the field of Design Engineering reaches beyond standard engineering tasks. With this review paper we want to achieve the following: define the term “Immersive Design Engineering”, discuss a number of recent immersive technologies in this context, and provide an inspiring overview of work that belongs to, or is related to the field of Immersive Design Engineering. Finally, the paper concludes with definitions of research questions as well as a number of suggestions for future developments

    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

    Quais as potencialidades da criação de um videoclip em Realidade Virtual?

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    The focus of this dissertation is in the potentiality of the creation of a music video in Virtual Reality (VR). As such, it was analyzed in the theoretical framework what are music videos, what is VR and, more specifically, what are music videos in VR, which is a unresearched topic in the academic field, to which this dissertation provides some basis for feature research in this area. A music video for VR was made for this dissertation as to better understand the potentialities of the medium. The music video was made under the conventional phases of audiovisual production. Then user tests were made for this music video in order to evaluate its characteristics. The tests were made with 3 independent samples because the music video was shown in desktop 360-2D, mobile-360-2D, and VR on a Head Mounted Display (HMD). This was done as to better understand the potentialities of VR by comparing it to other mediums. Each participant had to answer to a pre-test questionnaire, and to a post-test questionnaire. The analysis of the results showed that although VR offers the added benefit of immersion it also poses its own challenges and a completely new approach to music video making.O foco desta dissertação é na potencialidade de criação de videoclips em Realidade Virtual. Como tal, foi analisado no enquadramento teórico o que são videoclips, o que é a Realidade Virtual e, mais especificamente, o que são videoclips em Realidade Virtual, tópico sobre o qual não existe muita investigação no meio académico, de maneira a que esta dissertação serve como base para investigações futuras. Um videoclip foi feito para Realidade Virtual para a investigação da qual esta dissertação faz parte, a fim de perceber as potencialidades do meio. O videoclip foi criado com base nas fases convencionais de produção audiovisual. Feito isto foram feitos testes de utilizador para avaliar as características do videoclip. Estes testes foram feitos em 3 amostras independentes cada uma para um formato diferente de visualização de videoclips em Realidade Virtual, desktop-360-2D, mobile-360-2D e em Realidade Virtual com um Head Mounted Display. Isto foi feito de modo a perceber melhor as potencialidades da Realidade Virtual comparativamente com os outros meios. Cada participante teve de responder a um questionário pré-teste e a um questionário pós-teste. A análise dos resultados mostrou que apesar da Realidade Virtual oferecer o benefício da imersão, ela tem os seus desafios, e requere uma abordagem completamente nova para a realização de videoclips.Mestrado em Comunicação Multimédi

    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

    On Inter-referential Awareness in Collaborative Augmented Reality

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    For successful collaboration to occur, a workspace must support inter-referential awareness - or the ability for one participant to refer to a set of artifacts in the environment, and for that reference to be correctly interpreted by others. While referring to objects in our everyday environment is a straight-forward task, the non-tangible nature of digital artifacts presents us with new interaction challenges. Augmented reality (AR) is inextricably linked to the physical world, and it is natural to believe that the re-integration of physical artifacts into the workspace makes referencing tasks easier; however, we find that these environments combine the referencing challenges from several computing disciplines, which compound across scenarios. This dissertation presents our studies of this form of awareness in collaborative AR environments. It stems from our research in developing mixed reality environments for molecular modeling, where we explored spatial and multi-modal referencing techniques. To encapsulate the myriad of factors found in collaborative AR, we present a generic, theoretical framework and apply it to analyze this domain. Because referencing is a very human-centric activity, we present the results of an exploratory study which examines the behaviors of participants and how they generate references to physical and virtual content in co-located and remote scenarios; we found that participants refer to content using physical and virtual techniques, and that shared video is highly effective in disambiguating references in remote environments. By implementing user feedback from this study, a follow-up study explores how the environment can passively support referencing, where we discovered the role that virtual referencing plays during collaboration. A third study was conducted in order to better understand the effectiveness of giving and interpreting references using a virtual pointer; the results suggest the need for participants to be parallel with the arrow vector (strengthening the argument for shared viewpoints), as well as the importance of shadows in non-stereoscopic environments. Our contributions include a framework for analyzing the domain of inter-referential awareness, the development of novel referencing techniques, the presentation and analysis of our findings from multiple user studies, and a set of guidelines to help designers support this form of awareness

    Designing passenger experiences for in-car Mixed Reality

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    In day-to-day life, people spend a considerable amount of their time on the road. People seek to invest travel time for work and well-being through interaction with mobile and multimedia applications on personal devices such as smartphones and tablets. However, for new computing paradigms, such as mobile mixed reality (MR), their usefulness in this everyday transport context, in-car MR remains challenging. When future passengers immerse in three-dimensional virtual environments, they become increasingly disconnected from the cabin space, vehicle motion, and other people around them. This degraded awareness of the real environment endangers the passenger experience on the road, which initially motivates this thesis to question: can immersive technology become useful in the everyday transport context, such as for in-car scenarios? If so, how should we design in-car MR technology to foster passenger access and connectedness to both physical and virtual worlds, ensuring ride safety, comfort, and joy? To this aim, this thesis contributes via three aspects: 1) Understanding passenger use of in-car MR —first, I present a model for in-car MR interaction through user research. As interviews with daily commuters reveal, passengers are concerned with their physical integrity when facing spatial conflicts between borderless virtual environments and the confined cabin space. From this, the model aims to help researchers spatially organize information and how user interfaces vary in the proximity of the user. Additionally, a field experiment reveals contextual feedback about motion sickness when using immersive technology on the road. This helps refine the model and instruct the following experiments. 2) Mixing realities in car rides —second, this thesis explores a series of prototypes and experiments to examine how in-car MR technology can enable passengers to feel present in virtual environments while maintaining awareness of the real environment. The results demonstrate technical solutions for physical integrity and situational awareness by incorporating essential elements of the RE into virtual reality. Empirical evidence provides a set of dimensions into the in-car MR model, guiding the design decisions of mixing realities. 3) Transcending the transport context —third, I extend the model to other everyday contexts beyond transport that share spatial and social constraints, such as the confined and shared living space at home. A literature review consolidates leveraging daily physical objects as haptic feedback for MR interaction across spatial scales. A laboratory experiment discovers how context-aware MR systems that consider physical configurations can support social interaction with copresent others in close shared spaces. These results substantiate the scalability of the in-car MR model to other contexts. Finally, I conclude with a holistic model for mobile MR interaction across everyday contexts, from home to on the road. With my user research, prototypes, empirical evaluation, and model, this thesis paves the way for understanding the future passenger use of immersive technology, addressing today’s technical limitations of MR in mobile interaction, and ultimately fostering mobile users’ ubiquitous access and close connectedness to MR anytime and anywhere in their daily lives.Im modernen Leben verbringen die Menschen einen beträchtlichen Teil ihrer Zeit mit dem täglichen Pendeln. Die Menschen versuchen, die Reisezeit für ihre Arbeit und ihr Wohlbefinden durch die Interaktion mit mobilen und multimedialen Anwendungen auf persönlichen Geräten wie Smartphones und Tablets zu nutzen. Doch für neue Computing-Paradigmen, wie der mobilen Mixed Reality (MR), bleibt ihre Nützlichkeit in diesem alltäglichen Verkehrskontext, der MR im Auto, eine Herausforderung. Wenn künftige Passagiere in dreidimensionale virtuelle Umgebungen eintauchen, werden sie zunehmend von der Kabine, der Fahrzeugbewegung und den Menschen in ihrer Umgebung abgekoppelt. Diese verminderte Wahrnehmung der realen Umgebung gefährdet das Fahrverhalten der Passagiere im Straßenverkehr, was diese Arbeit zunächst zu der Frage motiviert: Können immersive Systeme im alltäglichen Verkehrskontext, z.B. in Fahrzeugszenarien, nützlich werden? Wenn ja, wie sollten wir die MR-Technologie im Auto gestalten, um den Zugang und die Verbindung der Passagiere mit der physischen und der virtuellen Welt zu fördern und dabei Sicherheit, Komfort und Freude an der Fahrt zu gewährleisten? Zu diesem Zweck trägt diese Arbeit zu drei Aspekten bei: 1) Verständnis der Nutzung von MR im Auto durch die Passagiere - Zunächst wird ein Modell für die MR-Interaktion im Auto durch user research vorgestellt. Wie aus Interviews mit täglichen Pendlern hervorgeht, sind die Passagiere um ihre körperliche Unversehrtheit besorgt, wenn sie mit räumlichen Konflikten zwischen grenzenlosen virtuellen Umgebungen und dem begrenzten Kabinenraum konfrontiert werden. Das Modell soll Forschern dabei helfen, Informationen und Benutzerschnittstellen räumlich zu organisieren, die in der Nähe des Benutzers variieren. Darüber hinaus zeigt ein Feldexperiment kontextbezogenes Feedback zur Reisekrankheit bei der Nutzung immersiver Technologien auf der Straße. Dies hilft, das Modell zu verfeinern und die folgenden Experimente zu instruieren. 2) Vermischung von Realitäten bei Autofahrten - Zweitens wird in dieser Arbeit anhand einer Reihe von Prototypen und Experimenten untersucht, wie die MR-Technologie im Auto es den Passagieren ermöglichen kann, sich in virtuellen Umgebungen präsent zu fühlen und gleichzeitig das Bewusstsein für die reale Umgebung zu behalten. Die Ergebnisse zeigen technische Lösungen für räumliche Beschränkungen und Situationsbewusstsein, indem wesentliche Elemente der realen Umgebung in VR integriert werden. Die empirischen Erkenntnisse bringen eine Reihe von Dimensionen in das Modell der MR im Auto ein, die die Designentscheidungen für gemischte Realitäten leiten. 3) Über den Verkehrskontext hinaus - Drittens erweitere ich das Modell auf andere Alltagskontexte jenseits des Verkehrs, in denen räumliche und soziale Zwänge herrschen, wie z.B. in einem begrenzten und gemeinsam genutzten Wohnbereich zu Hause. Eine Literaturrecherche konsolidiert die Nutzung von Alltagsgegenständen als haptisches Feedback für MR-Interaktion über räumliche Skalen hinweg. Ein Laborexperiment zeigt, wie kontextbewusste MR-Systeme, die physische Konfigurationen berücksichtigen, soziale Interaktion mit anderen Personen in engen gemeinsamen Räumen ermöglichen. Diese Ergebnisse belegen die Übertragbarkeit des MR-Modells im Auto auf andere Kontexte. Schließlich schließe ich mit einem ganzheitlichen Modell für mobile MR-Interaktion in alltäglichen Kontexten, von zu Hause bis unterwegs. Mit meiner user research, meinen Prototypen und Evaluierungsexperimenten sowie meinem Modell ebnet diese Dissertation den Weg für das Verständnis der zukünftigen Nutzung immersiver Technologien durch Passagiere, für die Überwindung der heutigen technischen Beschränkungen von MR in der mobilen Interaktion und schließlich für die Förderung des allgegenwärtigen Zugangs und der engen Verbindung der mobilen Nutzer zu MR jederzeit und überall in ihrem täglichen Leben

    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

    Immersive user interface for first person view games

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    This study aimed to investigate the immersion of user interfaces that bring first person games using virtual reality based on the concepts established by the Diegesis theory. To conclude, a table has been created with identified elements of the games that bring more or less immersion to the player. Through the data collected, a questionnaire was developed to obtain information from developers, designers and players, in relation to the more immersive elements, and others with less immersive elements of the interfaces and concluding that the Diegetic and Spatial Interfaces are the most immersive for first-person games in virtual reality, and less immersive were the Meta and Non-Diegetic interfaces. Through this information, it is possible that there is a strong influence in the creation of games interfaces, after all we all want to be immersed when playing digital games.Este trabalho se propôs a investigar a imersão que as interfaces de usuário trazem a jogos de primeira pessoa que utilizam a realidade virtual, baseada nos conceitos estabelecidos pela teoria da Diegese. Por fim, foi criado uma tabela com interfaces identificadas dos jogos que trazem mais ou menos imersão ao jogador. Através dos dados coletados foi desenvolvido um questionário para obter informações de desenvolvedores, designers e jogadores, em relação com os elementos mais imersivos, e outros com elementos menos imersivos, e concluímos que as interfaces Diegetic e Spatial são as mais imersivas para os jogos em primeira pessoa na realidade virtual, e menos imersivas são as interfaces Meta e Non-Diegetic. Através dessa informação, é possível que exista uma influência forte na criação de interfaces de jogos, afinal todos queremos ficar imersos enquanto jogamos
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