1,341 research outputs found

    The role of route familiarity in traffic participants’ behaviour and transport psychology research:A systematic review

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    Studies of how transport behaviour (e.g., driving, cycling, and walking) is affected by practice and familiarity are not commonplace, in spite of the fact that much of our travel takes place on familiar, well-practiced routes. In other areas, it is well-established that repetition affects cognition, particularly memory and attention. The goals of the current systematic literature review were 1) to explore how researchers have described and examined the effects of people’s familiarity with routes and road types, and 2) to obtain a better insight into the cognitive processes, and behaviour that occur in familiar road environments. The systematic review was conducted based on the principles described in the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA). Scopus’ database was searched systematically using predefined search combinations which involved (1) the transport modes of driving, cycling, and walking; (2) research methods that typically involve route- or situation-familiar participants (e.g., naturalistic studies, observational studies and field operational tests); and (3) various words associated with route familiarity (e.g., familiar, everyday, and commute). Ninety-four studies met all inclusion criteria. Results were analysed in terms of the cognitive and behavioural changes associated with familiarity, as reported in the studies. Route familiarity was typically reported to reduce the amount of cognitive control used to process the immediate environment and to increase mind wandering, compared to unfamiliar situations. Familiarity also increased recall accuracy and opportunities for self-regulatory behaviour, and decreased task difficulty. Familiarity appears to have large effects on how people attend to and process the environment. Given the proportion of time people spend travelling in familiar situations, this low attention, high familiarity state should be considered the default mode and as a more integral context for experimental, naturalistic and observational research in transport psychology

    BlokCar: Creating Interactive In-Car Entertainment System For Children

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    The research proposes an in-car entertainment system for children to relieve their in-car boredom and further enhance the travel experience. While more and more attention has already been paid on human-car interaction, there is still very limited research considering the interaction between back seat passengers and the car. This project aims to explore the new research area and solve the problems for the children passengers. Based on the research (Price & Matthews, 2013; Wilfinger et al., 2011), many parents reported the quality time they spent with their children in the car was invaluable. Due to the limited space of a car, car travelling is a perfect opportunity to pull a family together and build the memory. However, the travel experience with children is usually not so pleasant for the parents. More than 60% of parents in the survey (Daily Mail, 2011) admitted that travelling without children made them happier. Besides, driving with children also possibly compromise driving safety. According to the previous studies (Koppel, Charlton, Kopinathan, & Taranto, 2011; Wilfinger et al., 2011), children in the car are 12 times more distracting than using cell phone while driving. And the most distracting child-related activities are 1. Looking back at their children, 2. Helping the children and 3. Playing with their children. If searching the keywords about traveling with children, plenty of strategies are suggested to help parents overcome the difficulty. Among them, one of the most mentioned methods is entertainment. Therefore, I further do the user research to understand the real users and their travel experience especially on the entertainment devices. And I found they are having a hard time in preparing the entertainment devices for their children, figuring out what can be played in the car, selecting the adequate toys for the limited space and worrying about the children’s eyes health. With the findings and insights, I generate the designs iteratively. Finally I proposed a system composed of three major components- 1. Mobile Application, 2. Interactive Block- BlokCar and 3. AR Interactive Window. The mobile application helps to better plan and prepare for the trip and also provide a variety of entertainment resources for the users during the car travel. When they arrive, the application records the travel history automatically and generate the memorable data. On the children’s side, they play with the interactive block which is connected with the mobile application so both of the parents or the children can engage in. Instead of allowing children to play games on the digital devices, the interactive block attempts to entertain children without compromising the eyes health and to create the variations of toys. Finally, the AR interactive window broadens the playground and allows the children to interact with the surroundings. The whole system is cross-media interactive and location-based. It aims not only to solve the problems of the current travel experience, but also to create the values of a family trip

    Environment 2.0 : the 9th Biennial Conference on Environmental Psychology, 26-28 September 2011, Eindhoven University of Technology, Eindhoven, The Netherlands

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    On behalf of the Environmental Psychology Division of the German Association of Psychology, the 9th Biennial International Conference on Environmental Psychology is organized by the Human-Technology Interaction (HTI) group of the School of Innovation Sciences of the Eindhoven University of Technology. The HTI group is internationally acclaimed for perception research, and has become established as a major centre of excellence in human-technology interaction research. Bringing together psychological and engineering expertise, its central mission is investigating and optimizing interactions between people, systems, and environments, in the service of a socially and ecologically sustainable society

    Annotated Bibliography: Anticipation

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