89 research outputs found

    Exploring collaboration in challenging environments: from the car to the factory and beyond

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    We propose a daylong workshop at CSCW2012 on the topic collaboration in challenging and dicult environments, which are to our understanding all contexts, which go beyond traditional working/oce settings topic. Examples for these environments can be the automotive context or the context of a semiconductor factory, which show very specic contextual conditions and therefore oer special research challenges: How to address all passengers in the car, not only the driver? How to explore operator tasks in a cleanroom? How could the long-term (social) collaboration of robots and humans be investigated in privacy critical environments

    Interacting with Autonomous Vehicles: Learning from other Domains

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    The rise of evermore autonomy in vehicles and the expected introduction of self-driving cars have led to a focus on human interactions with such systems from an HCI perspective over the last years. Automotive User Interface researchers have been investigating issues such as transition control procedures, shared control, (over)trust, and overall user experience in automated vehicles. Now, it is time to open the research field of automated driving to other CHI research fields, such as Human-Robot-Interaction (HRI), aeronautics and space, conversational agents, or smart devices. These communities have been dealing with the interplay between humans and automated systems for more than 30 years. In this workshop, we aim to provide a forum to discuss what can be learnt from other domains for the design of autonomous vehicles. Interaction design problems that occur in these domains, such as transition control procedures, how to build trust in the system, and ethics will be discussed

    Workshop Introduction: Computer Entertainment in Cars and Transportation

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    This workshop deals with the potential that entertainment systems and games hold for the transportation context. Travelling by car, bus, plane or by foot can be frustrating and full of negative experiences, but also holds great potential for innovative entertainment application. New off the shelf technology offers great potential beyond old-fashioned rear seat entertainment systems with the sole purpose of keeping kids quiet. The richness of contextual factors and social situations have so far not sufficiently been exploited, which is why this workshop aims at discussing potentials for gaming in transportation

    Co-designing the Affective City: Speculative Explorations of Affective Place-Based Experiences

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    The built environment has the capacity to generate affective responses and entice emotions. Spaces can be lively and cheerful, fearful or boring, and these emotions can be triggered by design elements, or by previous experience and memory. However, urban design and smart city approaches have often minimized the role of emotions in the built environment. In this workshop, we actively engage participants in co-mapping, ideating and speculating potential affective interactions in future cities. We curate a typology of urban spaces and emotional states, as well as a toolkit of strategies from urban design and HCI research and practice. We invite participants to contribute their own selection of places and emotional states, iterate on tools, and conceptualize speculations for the affective city. Our workshop will result in a more nuanced understanding of the relationships between people, places, technology and affect.publishedVersionPeer reviewe

    Mind the Seat Limit: On Capacity Management in Public Automated Shuttles

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    With ever growing automation of public transport automated shuttles offer an attractive alternative in areas where traffic regulations limit the deployment of large buses (city centres) or where low degrees of utilization renders the manual vehicles operation non-economical (last mile). The low capacities of shuttles in combination with the human factor (driver or conductor) makes capacity management a greater challenge for the user. Capacity management describes the allocation of available seats in a vehicle, e.g., when buying a ticket. In this paper, we present the results of series of studies where capacity management in automated shuttles has been tested via instruments that are currently available in public transit (audio announcements, in-shuttle displays, booking apps). We found that measures during and after boarding are not sufficient and that capacity management in automated shuttle requires a more detailed planning of pre-boarding stages; when boarding automated shuttles as opposed to non-automated public buses the flexibility is reduced. The paper concludes with discussion and recommendations for an optimal capacity management d

    Interface design considerations for an in-vehicle eco-driving assistance system

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    This high-fidelity driving simulator study used a paired comparison design to investigate the effectiveness of 12 potential eco-driving interfaces. Previous work has demonstrated fuel economy improvements through the provision of in-vehicle eco-driving guidance using a visual or haptic interface. This study uses an eco-driving assistance system that advises the driver of the most fuel efficient accelerator pedal angle, in real time. Assistance was provided to drivers through a visual dashboard display, a multimodal visual dashboard and auditory tone combination, or a haptic accelerator pedal. The style of advice delivery was varied within each modality. The effectiveness of the eco-driving guidance was assessed via subjective feedback, and objectively through the pedal angle error between system-requested and participant-selected accelerator pedal angle. Comparisons amongst the six haptic systems suggest that drivers are guided best by a force feedback system, where a driver experiences a step change in force applied against their foot when they accelerate inefficiently. Subjective impressions also identified this system as more effective than a stiffness feedback system involving a more gradual change in pedal feedback. For interfaces with a visual component, drivers produced smaller pedal errors with an in-vehicle visual display containing second order information on the required rate of change of pedal angle, in addition to current fuel economy information. This was supported by subjective feedback. The presence of complementary audio alerts improved eco-driving performance and reduced visual distraction from the roadway. The results of this study can inform the further development of an in-vehicle assistance system that supports ‘green’ driving

    1st workshop on situational awareness in semi-Automated vehicles

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    This workshop will focus on the problem of occupant and vehicle situational awareness with respect to automated vehicles when the driver must take over control. It will explore the future of fully automated and mixed traffic situations where vehicles are assumed to be operating at level 3 or above. In this case, all critical driving functions will be handled by the vehicle with the possibility of transitions between manual and automated driving modes at any time. This creates a driver environment where, unlike manual driving, there is no direct intrinsic motivation for the driver to be aware of the traffic situation at all times. Therefore, it is highly likely that when such a transition occurs, the driver will not be able to transition either safely or within an appropriate period of time. This workshop will address this challenge by inviting experts and practitioners from the automotive and related domains to explore concepts and solutions to increase, maintain and transfer situational awareness in semi-Automated vehicles.The organisers acknowledge the financial assistance provided under a range of projects from FNR Luxembourg (CS14/IS/8301419) and FWF Austria (I 2126-N15

    Transforming Cars into Computers: Interdisciplinary Opportunities for HCI

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    Road and highway infrastructures are being transformed in anticipation of self-driving vehicles. During the transition to fully autonomous road networks people and driverless cars will interact with each other in mixed traffic situations. Vehicles are currently equipped with two types of communication devices one auditory (a horn) and the other visual (signalling lights). In many instances, human drivers use these devices in combination with embodied interaction such as eye contact and gesture when communicating with other road users. Hence, horn and signalling devices currently in use may not be enough to communicate with others in traffic settings; especially when driverless vehicles become responsible for the main driving activity. Driverless vehicles require new interaction types that support Human-AV interaction in an easy to understand and intuitive way. With the transformation of cars into computers new opportunities for research present themselves to the HCI community

    Can I Code? User Experience of an Assessment Platform for Programming Assignments (Short Paper)

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    Learning a programming language is a difficult matter with numerous obstacles for university students - but also for their lecturers. Assessment tools for programming assignments can support both groups in this process. They shall be adapted to the needs of beginners and inexperienced students, but also be helpful in long-term use. We utilised an adapted version of the Artemis system as an assessment platform for first-year computer science students in the introductory programming course. To examine the students\u27 user experience (UX) over the semester, we conducted a three-stage online questionnaire study (N=42). We found that UX evolves over the semester and that platform requirements and problems in its usage change over time. Our results show that newcomers need to be addressed with caution in the first weeks of the semester to overcome hurdles. Challenges shall be added as the semester progresses
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