186 research outputs found

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven Oberflächen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche Ausprägung von Mark Weisers Vision der allgegenwärtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen Geräten des täglichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berührungsempfindliche Oberflächen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive Benutzeroberflächen werden mittlerweile serienmäßig in vielen Fahrzeugen eingesetzt. Der Einbau von immer größeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive Oberflächen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfüllen sie die sich wandelnden Informations- und Interaktionsbedürfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit während der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen führen, wenn Primär- und Sekundäraufgaben mehr als die insgesamt verfügbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache Oberfläche bereit, die keinerlei haptische Rückmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene Ansätze ermöglichen dem Fahrer, direkte Touchinteraktion für einfache Aufgaben während der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel für Büroarbeitsplätze, wurden bereits verschiedene Konzepte für eine komplexere Bedienung großer Bildschirme vorgestellt. Darüber hinaus führt der technologische Fortschritt zu neuen möglichen Ausprägungen interaktiver Oberflächen und erlaubt, diese beliebig zu formen. Für die nächste Generation von interaktiven Oberflächen im Fahrzeug wird vor allem an der Modifikation der Kategorien Größe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch größere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache Oberflächen auf, so dass Touchscreens künftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver Oberflächen und analysiert ihr Potential für die Interaktion während der Fahrt. Dazu wurden für jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven Oberflächen im Automobilbereich. Weiterhin werden die Aspekte Größe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgeführten Studien belegen, dass große Flächen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusätzliches statisches, haptisches Feedback durch nicht-flache Oberflächen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver Oberflächen für den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit für andere Aufgaben benötigt wird

    Car Infotainment: An early analysis of driver perceptions towards apps in the car

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    Driven by technological advances, the vision of a Connected Car finally becomes reality. As one of the Connected Car innovations, Car Infotainment Systems now get an internet connection. Following the example of the mobile industry, app ecosystems are about to emerge in cars. In-Vehicle technology has already become the new differentiation battleground in the automotive industry. Being technologically possible, however, does not guarantee the success of app-based Car Infotainment Systems. It is not clear whether these systems are appreciated by car drivers, seeing that apps not necessarily provide assistance for driving, but in contrast can be a source of driver distraction and thus threaten traffic safety. It was therefore the purpose of this study to explain the perceptions of car drivers towards Car Infotainment Systems that provide access to an App ecosystem and thereby determine success factors from a user’s perspective. For this reason, a research model that extends the Technology Acceptance Model with hypothetical factors has been proposed based on a literature review on driver acceptance. By analyzing data collected through an online survey, perceptions have been measured and nine hypotheses among these factors have been tested. It could be shown that drivers’ perceptions of Car Infotainment Systems are slightly positive. Task-technology-fit, usefulness, ease of use, risk and costs could be approved as being influencing factors of the behavioral intention to use Car Infotainment Systems. However, the perceived risk seems to have no direct influence. Implications for both practice and academia could be drawn from these results

    Carbook: A Platform for Mobile Automotive Services

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    Wireless mobile technologies have triggered a rapid development of secondary network technologies. One such prominent field of technology is interoperability for consumer devices. This field is mostly based on XML and Web Services and it includes technologies such as Universal Plug-and-Play, open media container formats, open codecs and Rich Internet Application technologies for mobile devices. Automotive field has been relatively slow and conservative in embracing these new Internet technologies. This is about to change as European Union and other substantial players are pressing forward with the safety and environmental technologies in cars. These technologies depend heavily on wireless Internet connectivity. As part of this thesis work, I have played a central role in defining the core concept of a distributed framework for mobile automotive services, Carbook System. I have also outlined the first phase of a shared research environment, Carlab, for these kinds of services. Carlab is used to demonstrate different technologies in accordance to Elektrobit’s vision for the future automotive Internet services. Carbook System will be implemented incrementally jointly with the continuation of the Carlab implementation. In this master of science thesis I have mapped and evaluated the essential technologies and created a preliminary outline for Carbook System and a set of services. The first phase Carlab network topology and emulation of different domains in Carbook System are also drafted in this thesis work

    DECOMOBIL Roadmap for research on Human Centred Design of ICT for clean and safe mobility. Deliverable 2.2

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    The scientific seminar on 'Roadmap of Information & Communication Technology design for clean and efficient multimodal mobility' organized by Ifsttar in the framework of the European project DECOMOBIL, has been held the 28th of May 2013 in Munich, Germany. The aims of the event were to overview perspectives of research in the domain of ICT and green transport, with presentation of the main key issues, the on-going major projects, some outstanding results and the scientific and technical lacks of knowledge to overcome, in order to debate about future steps to follow to reach identified and consensual objectives in this domain. Speakers have been identified as key experts in the ecomobility research areas, with diversified points of view and approaches, in order to give to the audience a holistic vision of this issue. During this seminar, an overview of European projects on ecomobility such as eCoMove, compass4D, Adasis, Amitran, has been provided. Experience gained from the iMobility WG on ICT for clean and efficient mobility, which aims providing a vision on eco-friendly mobility, has been presented. Priorities for road safety research in Europe have been defined through the presentation of the PROS project, and transport cross-modal considerations on safety and human factors have been discussed through the presentation of the EXCROSS project. Perspectives on Powered-Two-Wheels contribution to ecomobility in addition to sustainable driving/riding training for a safe and cost efficient behavior have been drawn. Finally, main issues related to design, integration and safety of mobile service for ecomobility and concept of cooperative services have been presented and discussed.A round table allowed the audience to interact in a fruitful way with all the speakers of the day.After summarizing the context linked to ecomobility at a European level, this report gathers a summary of each presentation in addition to the full set of slides displayed at the seminar.Furthermore, all the presentations (slides and video recordings of the speakers) are available for downloading on the DECOMOBIL website http://decomobil.humanist-vce.eu/Downloads.html Document type: Repor

    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

    Proposal of an adaptive infotainment system depending on driving scenario complexity

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    Tesi en modalitat Doctorat industrialPla de Doctorat industrial de la Generalitat de CatalunyaThe PhD research project is framed within the plan of industrial doctorates of the “Generalitat de Catalunya”. During the investigation, most of the work was carried out at the facilities of the vehicle manufacturer SEAT, specifically at the information and entertainment (infotainment) department. In the same way, there was a continuous cooperation with the telematics department of the UPC. The main objective of the project consisted in the design and validation of an adaptive infotainment system dependent on the driving complexity. The system was created with the purpose of increasing driver’ experience while guaranteeing a proper level of road safety. Given the increasing number of application and services available in current infotainment systems, it becomes necessary to devise a system capable of balancing these two counterparts. The most relevant parameters that can be used for balancing these metrics while driving are: type of services offered, interfaces available for interacting with the services, the complexity of driving and the profile of the driver. The present study can be divided into two main development phases, each phase had as outcome a real physical block that came to be part of the final system. The final system was integrated in a vehicle and validated in real driving conditions. The first phase consisted in the creation of a model capable of estimating the driving complexity based on a set of variables related to driving. The model was built by employing machine learning methods and the dataset necessary to create it was collected from several driving routes carried out by different participants. This phase allowed to create a model capable of estimating, with a satisfactory accuracy, the complexity of the road using easily extractable variables in any modern vehicle. This approach simplify the implementation of this algorithm in current vehicles. The second phase consisted in the classification of a set of principles that allow the design of the adaptive infotainment system based on the complexity of the road. These principles are defined based on previous researches undertaken in the field of usability and user experience of graphical interfaces. According to these of principles, a real adaptive infotainment system with the most commonly used functionalities; navigation, radio and media was designed and integrated in a real vehicle. The developed system was able to adapt the presentation of the content according to the estimation of the driving complexity given by the block developed in phase one. The adaptive system was validated in real driving scenarios by several participants and results showed a high level of acceptance and satisfaction towards this adaptive infotainment. As a starting point for future research, a proof of concept was carried out to integrate new interfaces into a vehicle. The interface used as reference was a Head Mounted screen that offered redundant information in relation to the instrument cluster. Tests with participants served to understand how users perceive the introduction of new technologies and how objective benefits could be blurred by initial biases.El proyecto de investigación de doctorado se enmarca dentro del plan de doctorados industriales de la Generalitat de Catalunya. Durante la investigación, la mayor parte del trabajo se llevó a cabo en las instalaciones del fabricante de vehículos SEAT, específicamente en el departamento de información y entretenimiento (infotainment). Del mismo modo, hubo una cooperación continua con el departamento de telemática de la UPC. El objetivo principal del proyecto consistió en el diseño y la validación de un sistema de información y entretenimiento adaptativo que se ajustaba de acuerdo a la complejidad de la conducción. El sistema fue creado con el propósito de aumentar la experiencia del conductor y garantizar un nivel adecuado en la seguridad vial. El proyecto surge dado el número creciente de aplicaciones y servicios disponibles en los sistemas actuales de información y entretenimiento; es por ello que se hace necesario contar con un sistema capaz de equilibrar estas dos contrapartes. Los parámetros más relevantes que se pueden usar para equilibrar estas métricas durante la conducción son: el tipo de servicios ofrecidos, las interfaces disponibles para interactuar con los servicios, la complejidad de la conducción y el perfil del conductor. El presente estudio se puede dividir en dos fases principales de desarrollo, cada fase tuvo como resultado un componente que se convirtió en parte del sistema final. El sistema final fue integrado en un vehículo y validado en condiciones reales de conducción. La primera fase consistió en la creación de un modelo capaz de estimar la complejidad de la conducción en base a un conjunto de variables relacionadas con la conducción. El modelo se construyó empleando "Machine Learning Methods" y el conjunto de datos necesario para crearlo se recopiló a partir de varias rutas de conducción realizadas por diferentes participantes. Esta fase permitió crear un modelo capaz de estimar, con una precisión satisfactoria, la complejidad de la carretera utilizando variables fácilmente extraíbles en cualquier vehículo moderno. Este enfoque simplifica la implementación de este algoritmo en los vehículos actuales. La segunda fase consistió en la clasificación de un conjunto de principios que permiten el diseño del sistema de información y entretenimiento adaptativo basado en la complejidad de la carretera. Estos principios se definen en base a investigaciones anteriores realizadas en el campo de usabilidad y experiencia del usuario con interfaces gráficas. De acuerdo con estos principios, un sistema de entretenimiento y entretenimiento real integrando las funcionalidades más utilizadas; navegación, radio y audio fue diseñado e integrado en un vehículo real. El sistema desarrollado pudo adaptar la presentación del contenido según la estimación de la complejidad de conducción dada por el bloque desarrollado en la primera fase. El sistema adaptativo fue validado en escenarios de conducción reales por varios participantes y los resultados mostraron un alto nivel de aceptación y satisfacción hacia este entretenimiento informativo adaptativo. Como punto de partida para futuras investigaciones, se llevó a cabo una prueba de concepto para integrar nuevas interfaces en un vehículo. La interfaz utilizada como referencia era una pantalla a la altura de los ojos (Head Mounted Display) que ofrecía información redundante en relación con el grupo de instrumentos. Las pruebas con los participantes sirvieron para comprender cómo perciben los usuarios la introducción de nuevas tecnologías y cómo los sesgos iniciales podrían difuminar los beneficios.Postprint (published version

    Proposal of an adaptive infotainment system depending on driving scenario complexity

    Get PDF
    The PhD research project is framed within the plan of industrial doctorates of the “Generalitat de Catalunya”. During the investigation, most of the work was carried out at the facilities of the vehicle manufacturer SEAT, specifically at the information and entertainment (infotainment) department. In the same way, there was a continuous cooperation with the telematics department of the UPC. The main objective of the project consisted in the design and validation of an adaptive infotainment system dependent on the driving complexity. The system was created with the purpose of increasing driver’ experience while guaranteeing a proper level of road safety. Given the increasing number of application and services available in current infotainment systems, it becomes necessary to devise a system capable of balancing these two counterparts. The most relevant parameters that can be used for balancing these metrics while driving are: type of services offered, interfaces available for interacting with the services, the complexity of driving and the profile of the driver. The present study can be divided into two main development phases, each phase had as outcome a real physical block that came to be part of the final system. The final system was integrated in a vehicle and validated in real driving conditions. The first phase consisted in the creation of a model capable of estimating the driving complexity based on a set of variables related to driving. The model was built by employing machine learning methods and the dataset necessary to create it was collected from several driving routes carried out by different participants. This phase allowed to create a model capable of estimating, with a satisfactory accuracy, the complexity of the road using easily extractable variables in any modern vehicle. This approach simplify the implementation of this algorithm in current vehicles. The second phase consisted in the classification of a set of principles that allow the design of the adaptive infotainment system based on the complexity of the road. These principles are defined based on previous researches undertaken in the field of usability and user experience of graphical interfaces. According to these of principles, a real adaptive infotainment system with the most commonly used functionalities; navigation, radio and media was designed and integrated in a real vehicle. The developed system was able to adapt the presentation of the content according to the estimation of the driving complexity given by the block developed in phase one. The adaptive system was validated in real driving scenarios by several participants and results showed a high level of acceptance and satisfaction towards this adaptive infotainment. As a starting point for future research, a proof of concept was carried out to integrate new interfaces into a vehicle. The interface used as reference was a Head Mounted screen that offered redundant information in relation to the instrument cluster. Tests with participants served to understand how users perceive the introduction of new technologies and how objective benefits could be blurred by initial biases.El proyecto de investigación de doctorado se enmarca dentro del plan de doctorados industriales de la Generalitat de Catalunya. Durante la investigación, la mayor parte del trabajo se llevó a cabo en las instalaciones del fabricante de vehículos SEAT, específicamente en el departamento de información y entretenimiento (infotainment). Del mismo modo, hubo una cooperación continua con el departamento de telemática de la UPC. El objetivo principal del proyecto consistió en el diseño y la validación de un sistema de información y entretenimiento adaptativo que se ajustaba de acuerdo a la complejidad de la conducción. El sistema fue creado con el propósito de aumentar la experiencia del conductor y garantizar un nivel adecuado en la seguridad vial. El proyecto surge dado el número creciente de aplicaciones y servicios disponibles en los sistemas actuales de información y entretenimiento; es por ello que se hace necesario contar con un sistema capaz de equilibrar estas dos contrapartes. Los parámetros más relevantes que se pueden usar para equilibrar estas métricas durante la conducción son: el tipo de servicios ofrecidos, las interfaces disponibles para interactuar con los servicios, la complejidad de la conducción y el perfil del conductor. El presente estudio se puede dividir en dos fases principales de desarrollo, cada fase tuvo como resultado un componente que se convirtió en parte del sistema final. El sistema final fue integrado en un vehículo y validado en condiciones reales de conducción. La primera fase consistió en la creación de un modelo capaz de estimar la complejidad de la conducción en base a un conjunto de variables relacionadas con la conducción. El modelo se construyó empleando "Machine Learning Methods" y el conjunto de datos necesario para crearlo se recopiló a partir de varias rutas de conducción realizadas por diferentes participantes. Esta fase permitió crear un modelo capaz de estimar, con una precisión satisfactoria, la complejidad de la carretera utilizando variables fácilmente extraíbles en cualquier vehículo moderno. Este enfoque simplifica la implementación de este algoritmo en los vehículos actuales. La segunda fase consistió en la clasificación de un conjunto de principios que permiten el diseño del sistema de información y entretenimiento adaptativo basado en la complejidad de la carretera. Estos principios se definen en base a investigaciones anteriores realizadas en el campo de usabilidad y experiencia del usuario con interfaces gráficas. De acuerdo con estos principios, un sistema de entretenimiento y entretenimiento real integrando las funcionalidades más utilizadas; navegación, radio y audio fue diseñado e integrado en un vehículo real. El sistema desarrollado pudo adaptar la presentación del contenido según la estimación de la complejidad de conducción dada por el bloque desarrollado en la primera fase. El sistema adaptativo fue validado en escenarios de conducción reales por varios participantes y los resultados mostraron un alto nivel de aceptación y satisfacción hacia este entretenimiento informativo adaptativo. Como punto de partida para futuras investigaciones, se llevó a cabo una prueba de concepto para integrar nuevas interfaces en un vehículo. La interfaz utilizada como referencia era una pantalla a la altura de los ojos (Head Mounted Display) que ofrecía información redundante en relación con el grupo de instrumentos. Las pruebas con los participantes sirvieron para comprender cómo perciben los usuarios la introducción de nuevas tecnologías y cómo los sesgos iniciales podrían difuminar los beneficios

    Formal Verification of Plastic User Interfaces Exploiting Domain Ontologies

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    This paper presents a formal model to check the interaction plasticity on a user interface (UI). An interaction is seen as an implementation (achievement) of a user task by means of interaction devices and modes of a given platform. The interaction plasticity is the ability of UI to support several interactions to perform the same task. In this work, two task models, containing different sets of interactions, are observed to check if they describe interactions that perform the same task. Each task model is represented by a labelled state-transitions system (lts). Due to the use of different interaction modes and devices, the obtained lts have different set of labels. Weak bi-simulation relationship is revisited to handle these transition systems by defining a relation on labels. This relation is borrowed from an ontology of interaction modes and devices. Model checking techniques are set up to automatically establish such a bi-simulation. A case study is used to illustrate how the approach works

    SURVEY OF VEHICLE AD-HOC NETWORK

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    The communication is done in between cars that is based on the short range wireless technology. It become safety road and travel comfort using ad-hoc network. We see the different to communication mode in car network. Also we see the Geonetworking with car network. IPv6 is considered as the most appropriate technologies to support communication in VANET thanks to its extended address space, enhanced mobility support, ease of configuration and embedded security
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