44,613 research outputs found

    Ecological IVIS design : using EID to develop a novel in-vehicle information system

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    New in-vehicle information systems (IVIS) are emerging which purport to encourage more environment friendly or ‘green’ driving. Meanwhile, wider concerns about road safety and in-car distractions remain. The ‘Foot-LITE’ project is an effort to balance these issues, aimed at achieving safer and greener driving through real-time driving information, presented via an in-vehicle interface which facilitates the desired behaviours while avoiding negative consequences. One way of achieving this is to use ecological interface design (EID) techniques. This article presents part of the formative human-centred design process for developing the in-car display through a series of rapid prototyping studies comparing EID against conventional interface design principles. We focus primarily on the visual display, although some development of an ecological auditory display is also presented. The results of feedback from potential users as well as subject matter experts are discussed with respect to implications for future interface design in this field

    A LightGBM-Based EEG Analysis Method for Driver Mental States Classification

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    Fatigue driving can easily lead to road traffic accidents and bring great harm to individuals and families. Recently, electroencephalography- (EEG-) based physiological and brain activities for fatigue detection have been increasingly investigated. However, how to find an effective method or model to timely and efficiently detect the mental states of drivers still remains a challenge. In this paper, we combine common spatial pattern (CSP) and propose a light-weighted classifier, LightFD, which is based on gradient boosting framework for EEG mental states identification. ,e comparable results with traditional classifiers, such as support vector machine (SVM), convolutional neural network (CNN), gated recurrent unit (GRU), and large margin nearest neighbor (LMNN), show that the proposed model could achieve better classification performance, as well as the decision efficiency. Furthermore, we also test and validate that LightFD has better transfer learning performance in EEG classification of driver mental states. In summary, our proposed LightFD classifier has better performance in real-time EEG mental state prediction, and it is expected to have broad application prospects in practical brain-computer interaction (BCI)

    Novel Multimodal Feedback Techniques for In-Car Mid-Air Gesture Interaction

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    This paper presents an investigation into the effects of different feedback modalities on mid-air gesture interaction for infotainment systems in cars. Car crashes and near-crash events are most commonly caused by driver distraction. Mid-air interaction is a way of reducing driver distraction by reducing visual demand from infotainment. Despite a range of available modalities, feedback in mid-air gesture systems is generally provided through visual displays. We conducted a simulated driving study to investigate how different types of multimodal feedback can support in-air gestures. The effects of different feedback modalities on eye gaze behaviour, and the driving and gesturing tasks are considered. We found that feedback modality influenced gesturing behaviour. However, drivers corrected falsely executed gestures more often in non-visual conditions. Our findings show that non-visual feedback can reduce visual distraction significantl

    Multimodal person recognition for human-vehicle interaction

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    Next-generation vehicles will undoubtedly feature biometric person recognition as part of an effort to improve the driving experience. Today's technology prevents such systems from operating satisfactorily under adverse conditions. A proposed framework for achieving person recognition successfully combines different biometric modalities, borne out in two case studies

    Nonparametric Bayesian Double Articulation Analyzer for Direct Language Acquisition from Continuous Speech Signals

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    Human infants can discover words directly from unsegmented speech signals without any explicitly labeled data. In this paper, we develop a novel machine learning method called nonparametric Bayesian double articulation analyzer (NPB-DAA) that can directly acquire language and acoustic models from observed continuous speech signals. For this purpose, we propose an integrative generative model that combines a language model and an acoustic model into a single generative model called the "hierarchical Dirichlet process hidden language model" (HDP-HLM). The HDP-HLM is obtained by extending the hierarchical Dirichlet process hidden semi-Markov model (HDP-HSMM) proposed by Johnson et al. An inference procedure for the HDP-HLM is derived using the blocked Gibbs sampler originally proposed for the HDP-HSMM. This procedure enables the simultaneous and direct inference of language and acoustic models from continuous speech signals. Based on the HDP-HLM and its inference procedure, we developed a novel double articulation analyzer. By assuming HDP-HLM as a generative model of observed time series data, and by inferring latent variables of the model, the method can analyze latent double articulation structure, i.e., hierarchically organized latent words and phonemes, of the data in an unsupervised manner. The novel unsupervised double articulation analyzer is called NPB-DAA. The NPB-DAA can automatically estimate double articulation structure embedded in speech signals. We also carried out two evaluation experiments using synthetic data and actual human continuous speech signals representing Japanese vowel sequences. In the word acquisition and phoneme categorization tasks, the NPB-DAA outperformed a conventional double articulation analyzer (DAA) and baseline automatic speech recognition system whose acoustic model was trained in a supervised manner.Comment: 15 pages, 7 figures, Draft submitted to IEEE Transactions on Autonomous Mental Development (TAMD

    Hybrid Piezoelectric-Magnetic Neurons: A Proposal for Energy-Efficient Machine Learning

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    This paper proposes a spintronic neuron structure composed of a heterostructure of magnets and a piezoelectric with a magnetic tunnel junction (MTJ). The operation of the device is simulated using SPICE models. Simulation results illustrate that the energy dissipation of the proposed neuron compared to that of other spintronic neurons exhibits 70% improvement. Compared to CMOS neurons, the proposed neuron occupies a smaller footprint area and operates using less energy. Owing to its versatility and low-energy operation, the proposed neuron is a promising candidate to be adopted in artificial neural network (ANN) systems.Comment: Submitted to: ACM Southeast '1

    Model-based target sonification on mobile devices

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    We investigate the use of audio and haptic feedback to augment the display of a mobile device controlled by tilt input. We provide an example of this based on Doppler effects, which highlight the user's approach to a target, or a target's movement from the current state, in the same way we hear the pitch of a siren change as it passes us. Twelve participants practiced navigation/browsing a state-space that was displayed via audio and vibrotactile modalities. We implemented the experiment on a Pocket PC, with an accelerometer attached to the serial port and a headset attached to audio port. Users navigated through the environment by tilting the device. Feedback was provided via audio displayed via a headset, and by vibrotactile information displayed by a vibrotactile unit in the Pocket PC. Users selected targets placed randomly in the state-space, supported by combinations of audio, visual and vibrotactile cues. The speed of target acquisition and error rate were measured, and summary statistics on the acquisition trajectories were calculated. These data were used to compare different display combinations and configurations. The results in the paper quantified the changes brought by predictive or 'quickened' sonified displays in mobile, gestural interaction

    Methodology to assess safety effects of future Intelligent Transport Systems on railway level crossings

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    There is consistent evidence showing that driver behaviour contributes to crashes and near miss incidents at railway level crossings (RLXs). The development of emerging Vehicle-to-Vehicle and Vehicle-to-Infrastructure technologies is a highly promising approach to improve RLX safety. To date, research has not evaluated comprehensively the potential effects of such technologies on driving behaviour at RLXs. This paper presents an on-going research programme assessing the impacts of such new technologies on human factors and drivers’ situational awareness at RLX. Additionally, requirements for the design of such promising technologies and ways to display safety information to drivers were systematically reviewed. Finally, a methodology which comprehensively assesses the effects of in-vehicle and road-based interventions warning the driver of incoming trains at RLXs is discussed, with a focus on both benefits and potential negative behavioural adaptations. The methodology is designed for implementation in a driving simulator and covers compliance, control of the vehicle, distraction, mental workload and drivers’ acceptance. This study has the potential to provide a broad understanding of the effects of deploying new in-vehicle and road-based technologies at RLXs and hence inform policy makers on safety improvements planning for RLX

    Augmenting Sensorimotor Control Using “Goal-Aware” Vibrotactile Stimulation during Reaching and Manipulation Behaviors

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    We describe two sets of experiments that examine the ability of vibrotactile encoding of simple position error and combined object states (calculated from an optimal controller) to enhance performance of reaching and manipulation tasks in healthy human adults. The goal of the first experiment (tracking) was to follow a moving target with a cursor on a computer screen. Visual and/or vibrotactile cues were provided in this experiment, and vibrotactile feedback was redundant with visual feedback in that it did not encode any information above and beyond what was already available via vision. After only 10 minutes of practice using vibrotactile feedback to guide performance, subjects tracked the moving target with response latency and movement accuracy values approaching those observed under visually guided reaching. Unlike previous reports on multisensory enhancement, combining vibrotactile and visual feedback of performance errors conferred neither positive nor negative effects on task performance. In the second experiment (balancing), vibrotactile feedback encoded a corrective motor command as a linear combination of object states (derived from a linear-quadratic regulator implementing a trade-off between kinematic and energetic performance) to teach subjects how to balance a simulated inverted pendulum. Here, the tactile feedback signal differed from visual feedback in that it provided information that was not readily available from visual feedback alone. Immediately after applying this novel “goal-aware” vibrotactile feedback, time to failure was improved by a factor of three. Additionally, the effect of vibrotactile training persisted after the feedback was removed. These results suggest that vibrotactile encoding of appropriate combinations of state information may be an effective form of augmented sensory feedback that can be applied, among other purposes, to compensate for lost or compromised proprioception as commonly observed, for example, in stroke survivors
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