158 research outputs found

    A gamification framework demonstrating a complete cycle of vehicle driver performance evaluation

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    Training through a gamified environment motivates the users in achieving optimal outcome and reduces the complexity of learning by adding factor of entertainment in it. The deployment of serious games in automotive industry is a major leap in technological grounds, as it\u2019s a best way to inculcate safe driving patterns to reduce the fatalities and enhance resource usage which includes car accessories and fuel. The Ph.D. thesis represents Gamification platform aimed to Green Mobility and Safe Driving

    Assessment of Driver Behavior Based on Machine Learning Approaches in a Social Gaming Scenario

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    The estimation of user performance analytics in the area of car driver performance was carried out in this paper. The main focus relies on the descriptive analysis with our approaches emphasizing on educational serious games, in order to improvise the driver\u2019s behavior (specifically green driving) in a pleasant and challenging way. We also propose a general Internet of the Things (IoT) social gaming platform (SGP) concept that could be adaptable and deployable to any kind of application domain. The social gaming scenario in this application enables the users to compete with peers based on their physical location. The efficient drivers will be awarded with virtual coins and gained virtual coins can be used in real world applications (such as purchasing travel tickets, reservation of parking lots, etc.). This research work is part of TEAM project co-funded within the EU FP7 ICT research program

    A serious game architecture for green mobility

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    Good driving behavior is a significant factor for road safety and green mobility. A countermeasure to overcome the coarse driving behavior and a methodology to captivate optimal driving traits are discussed in this work. For which, the serious games concept was exploited to improvise the driver performance by deploying diversified game logics (scores, incentives and live game for performance evolution) on a smartphone-based user interface. The application was tested in ASTA ZERO (Active Safety Test Area) in Sweden. The tests comprised of variations (good and bad driving behavior) in driving pattern for analyzing the impact of the application on the driver performance

    Systematic study of flow vector fluctuations in √SNN=5.02 TeV Pb-Pb collisions

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    Measurements of the pT-dependent flow vector fluctuations in Pb-Pb collisions at sNN=5.02TeV using azimuthal correlations with the ALICE experiment at the Large Hadron Collider are presented. A four-particle correlation approach [ALICE Collaboration, Phys. Rev. C 107, L051901 (2023)2469-998510.1103/PhysRevC.107.L051901] is used to quantify the effects of flow angle and magnitude fluctuations separately. This paper extends previous studies to additional centrality intervals and provides measurements of the pT-dependent flow vector fluctuations at sNN=5.02TeV with two-particle correlations. Significant pT-dependent fluctuations of the V - 2 flow vector in Pb-Pb collisions are found across different centrality ranges, with the largest fluctuations of up to ∼15% being present in the 5% most central collisions. In parallel, no evidence of significant pT-dependent fluctuations of V - 3 or V - 4 is found. Additionally, evidence of flow angle and magnitude fluctuations is observed with more than 5σ significance in central collisions. These observations in Pb-Pb collisions indicate where the classical picture of hydrodynamic modeling with a common symmetry plane breaks down. This has implications for hard probes at high pT, which might be biased by pT-dependent flow angle fluctuations of at least 23% in central collisions. Given the presented results, existing theoretical models should be reexamined to improve our understanding of initial conditions, quark-gluon plasma properties, and the dynamic evolution of the created system

    User Preferences for a Serious Game to Improve Driving

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    As automotive games are gaining interest, there is a lack in literature on specifications, user needs and requirements. We collected information from potential users on some basic features about two types of games for improving the driver performance: driver games and passenger games. In a survey with 18 respondents, both the typologies have been considered appealing, with drivers more interested in assessing performance and having suggestions, passengers in having fun. The greatest difference involves the requirement that a driver game should avoid distraction. Thus, the set-up phase should be doable when the vehicle is stopped, the visual feedback, if any, should be very limited (e.g., color spots), and most of the feedback should be provided through the audio channel. Passenger games might have more complex plots, with chance factors, and also support social interaction, for instance with passengers of other vehicles

    Deployment of serious gaming approach for safe and sustainable mobility

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    The transportation sector is expanding its trends in accessibility, connectivity, and mobility for making the road travel as safe and convenient. Now with Services like car sharing, car pooling and rides there are new effective ways to reach the desired destination. But due to comfort reasons most of the car owners will use their car to navigate from point A to B, without caring about the pollution they produce. In this paper we describe a game based approach for motivating people to drive in a safe and environment-friendly way. The approach of this paper will allow people to measure their driving behavior within a game. The points earned in the game can not only be used for the comparison with peers but also to obtain monetary benefits in different stores

    A Gamified Flexible Transportation Service for On-Demand Public Transport

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    Present public transport services still suffer from issues such as time deviations from the static timetable, overcrowded buses, increased on board time, and long wait at bus stops. This work studies the experimental implementation of an on-demand public bus transportation service in Trikala, a medium-sized Greek city. With a view to optimize the service from both the operator's and the citizens' point of view, this paper presents an insertion heuristic solving the static multivehicle dial-a-ride problem with time windows and a fixed fleet of vehicles. Since viability of such a service depends on its ability of involving a significant number of users and getting reliable information, we tested a gamification layer, aimed at motivating public transport users to participate and behave correctly with the system. We present and discuss a novel pervasive computing architecture and various types of serious games designed to achieve these goals. We finally report early usability test results and some simulation-based indications on the design of city-scale deployable serious games to enhance public transport-based mobility

    A smart mobility serious game concept and business development study

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    The paper presents the concept of a serious game aimed at creating an ecosystem for connected, collaborative and green mobility. The ecosystem is based on rewarding proper user behavior through virtual and/or real-world incentives. The basis is provided by a seamlessly extensible set of apps allowing assessment of user behavior according to criteria related to green and collaborative mobility. The ecosystem looks particularly suited to the promotion of new mobility services. Users could be rewarded through incentives such as discounts from public authorities, mobility service providers, insurances. This is particularly interesting for companies willing to stay in constant contact with their customers and get data to improve their products and services. While the system has been developed for mobility-based games, the infrastructure is general and may be used in a variety of domains

    TEAM applications for Collaborative Road Mobility

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    The TEAM industrial research project developed eleven collaborative mobility apps addressing various traffic issues and scenarios. The apps, involving different aspects and degrees of collaboration (e.g., direct user participation, shared objectives, coordination), aim at increasing the driver/traveler awareness and support a better behavior. This paper describes the apps and the underlying system architecture shared by the participating car manufacturers. Then, it provides a user acceptance analysis grouping the apps according to the three main types of users and stakeholders: drivers, travelers and administrators/operators. Data, collected in five European countries, shows that acceptance and expected impact is positive. The actual road-test experience did not diminish the high expectations raised by an initial presentation on paper, showing a good maturity of the prototypes. The Administrator app cluster shows a slightly better assessment, highlighting the importance of considering collaborative mobility as a system, including road, infrastructure and traffic management
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