Human-Computer Interaraction Series – Wearable Interaction
This chapter begins with the goals and objectives of wearable technologies, describing the different disciplines that contribute to constitute and advance wearable computing. This chapter includes also multiple dimensions that must be considered in the design, development, and evaluation of wearable technologies. Concerning hardware aspects, six implementation layers are defined and illustrated with examples from the literature. Concerning software aspects, systems, and applications, this chapter provides the objectives, features, and functionalities implemented with wearable computers. Concerning network and connectivity, this chapter provides examples of protocols and approaches for physical and virtual connections that enable data sharing and device synchronization. Additional topics discussed in the chapter include energy requirements and considerations for wearables, contexts of use where wearers interact with their devices, and common tasks they execute, emphasizing the advantages of wearable computers to support activities of daily living. This chapter highlights the diversity of users who benefit from wearables and the inherent trade-offs that emerge when universal design and customization must be considered altogether to ensure acceptability among diverse users’ profiles. The chapter ends with an in-depth discussion of the main challenges faced by users when interacting with a wearable technology and by stakeholders when creating those technologies during the implementation phases. The main challenges highlighted cut across six different concerns: usability and wearability, implementation, power, network and sensors, safety, and privacy aspects.
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Impact of urban undersea tunnel longitudinal slope on the visual characteristics of drivers
This study aims to investigate the impact of the urban undersea tunnel longitudinal slope on the visual characteristics of drivers. 20 drivers were enrolled to conduct the real vehicle test of the urban undersea tunnel. First, the data of average fixation time and visual lobe were collected by an eye tracker. The differential significance was tested using the one-way repeated measures analysis of variance (ANOVA). Then, the difference between the up-and-down slope (direction) factor and the longitudinal slope (percent) factor on the two indexes were analyzed using the two-way repeated measures ANOVA. Second, by constructing a Lorentz model, the impact of the longitudinal slope on the average fixation time and the visual lobe were analyzed. Besides, a three-dimensional model of the longitudinal slope, average fixation time, and visual lobe was quantified. The results showed that the average fixation time and visual lobe under different longitudinal slopes markedly differed when driving on the uphill and downhill sections. The average fixation time and visual lobe under two factors were markedly different. Moreover, with an increase in the longitudinal slope, the average fixation time exhibited a trend of increasing first then decreasing; the visual lobe exhibited a trend of decreasing first and then increasing. The average fixation time reached the minimum and maximum value when the slope was 2.15% and 4.0%, whereas the visual lobe reached the maximum and minimum value when the slope was 2.88% and 4.0%. Overall, the longitudinal slope exerted a great impact on the visual load of the driver.
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Impacts of touch screen size, user interface design, and subtask boundaries on in-car task’s visual demand and driver distraction
Visual distraction by secondary in-car tasks is a major contributing factor in traffic incidents. In-car user interface design may mitigate these negative effects but to accomplish this, design factors’ visual distraction potential should be better understood. The effects of touch screen size, user interface design, and subtask boundaries on in-car task's visual demand and visual distraction potential were studied in two driving simulator experiments with 48 participants. Multilevel modeling was utilized to control the visual demands of driving and individual differences on in-car glance durations. The 2.5” larger touch screen slightly decreased the in-car glance durations and had a diminishing impact on both visual demand and visual distraction potential of the secondary task. Larger relative impact was discovered concerning user interface design: an automotive-targeted application decreased the visual demand and visual distraction potential of the in-car tasks compared to the use of regular smartphone applications. Also, impact of subtask boundaries was discovered: increase in the preferred number of visual or visual-manual interaction steps during a single in-car glance (e.g., pressing one button vs. typing one word) increased the duration of the in-car glance and its visual distraction potential. The findings also emphasize that even if increasing visual demand of a task – as measured by in-car glance duration or number of glances – may increase its visual distraction potential, these two are not necessarily equal.
Improving drivers’ hazard perception and performance using a less visually-demanding interface
In-vehicle devices and infotainment systems occasionally lead to driver distraction, and as a result, increase the risk of missing on-road information. In the current study, a novel multi-touch interface for an in-vehicle infotainment system was evaluated, which potentially requires less visual attention and thus may reduce distraction and increase safety. The interface was compared with a functionally similar control interface in terms of hazard perception metrics and mental workload. Twenty-two participants drove a simulated route once with each system. During each drive, which included eight potentially-hazardous scenarios, participants were instructed to interact with one of the in-vehicle interfaces to perform phone calls or to navigate to specified destinations. Eye-gaze data were collected throughout the drive to evaluate whether participants detected the hazards while interacting with the in-vehicle interface, how much time they needed to identify them, and for how long they engaged with the secondary task. Additionally, after each drive, participants completed a NASA R-TLX questionnaire to evaluate their subjective workload during their engagement with the secondary tasks. Participants using the multi-touch interface needed less time to complete each secondary task and were quicker at identifying potential hazards around them. However, the probability of detecting hazards was similar for both interfaces. Finally, when using the multi-touch interface, participants reported lower subjective workload. The use of a multi-touch interface was found to improve drivers’ performance in terms of identifying hazards quicker than the control condition. The road safety and driver distraction implications of this novel interface are discussed.
Interfacing: An Exploration of Sensory Experiences
To minimise discord between bodies and devices, emerging technologies require methodologies that offer responsive sensory experiences to people who are not directly involved in the making of these technologies.
PURPOSE
To explore sensory experiences, along with shape and rhythm, to study the interaction of body, material, and environment.
ABSTRACT
Interfacing is the way our senses respond to beings, material and devices. From here, interfaces become more than smartphones or pixels on a screen. This research work identifies interdependencies between bodies and material. Through sculpting or shaping, clay for instance, digital devices or virtual environments can be modelled, while also offering bodily ways to make what could be. Interfaces then become interactive, body responsive, story sharing and co-making materials. To make body responsive devices, more people with varied experiences need to be involved in making our technologies. Body-material affordances can be established by acknowledging and responding to experiences of the body, e.g. sensory experiences and expressions of body knowledge. These interfaces would then afford responsive movements to suit diverse groups of people coming from varied lived experiences. Body-centered interaction is made possible by means of non-digital interaction. Through the primacy of sensory experiences, interfaces can then avoid high-precision repetitive interactions, while affording more general movements when using software and devices. The first of the three microstudies in this work, establishes an awareness of environment, followed by participation in an environment with non-digital devices, and finalized by a response to these experiences. One form of participation was to sculpt or shape an interface out of clay; here participants, with their body, responded to material and contributed to the immediate environment. Shaping is a body-material responsive process where the participant decides when their interface, or device, is ready, i.e. complete. Following this, a microstudy was conducted that involved an activity known as stone balancing. Here, gaze tracking revealed the end of an interaction as a duration, not an instance: as hands released the stones, and gaze lingered. The third and final microstudy was another stone balancing experience, this time in the dark with glow-in-the-dark stones and without the gaze tracker. The dark environment afforded a low-sensory environment and general movement. Overall, this work on sensory experiences and general movement establishes meaning and importance to the interdependent bodily process of interfacing.
KEYWORDS
HMI, interface, body, movement, coordination, rhythm, shape, interaction, HTI, small data
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Intra-performance related differences in quiet eye of elite pistol shooters
The purpose of current study was to comparison of quiet eye of elite pistol shooters in successful and unsuccessful trials. In post event study, 20 elite male pistol shooters selected for this study with age range 20-30 years old. After five trials familiarization, participants performed 20 trials to target with available standard. Scores of ten were considered successful, and scores of less than ten were considered unsuccessful. Data were analyzed using dependent t-test and Pearson correlation coefficient. The results indicated that there was significant difference between quiet eye period in successful and unsuccessful trials (sig=0.01), and participants had higher quiet eye in successful trials than unsuccessful trials. Also, there was significant positive correlation between quiet eye and performance. Overall, the results of current study indicated that quiet eye related with inter- individual motor skill variability (elite vs. novice) and intra- performance (successful and unsuccessful trials).
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Less is more—Cyclists-Triathlete’s 30 min cycling time-trial performance is impaired with multiple feedback compared to a single feedback
Purpose: The purpose of this article was to (i) compare different modes of feedback (multiple vs. single) on 30 min cycling time-trial performance in non-cyclist’s and cyclists-triathletes, and (ii) investigate cyclists-triathlete’s information acquisition. Methods: 20 participants (10 non-cyclists, 10 cyclists-triathletes) performed two 30 min self-paced cycling time-trials (TT, ∼5–7 days apart) with either a single feedback (elapsed time) or multiple feedback (power output, elapsed distance, elapsed time, cadence, speed, and heart rate). Cyclists-triathlete’s information acquisition was also monitored during the multiple feedback trial via an eye tracker. Perceptual measurements of task motivation, ratings of perceived exertion (RPE) and affect were collected every 5 min. Performance variables (power output, cadence, distance, speed) and heart rate were recorded continuously. Results: Cyclists-triathletes average power output was greater compared to non-cyclists with both multiple feedback (227.99 ± 42.02 W; 137.27 ± 27.63 W ; P < 0.05) and single feedback (287.9 ± 60.07 W; 131.13 ± 25.53 W). Non-cyclist’s performance did not differ between multiple and single feedback ( p > 0.05). Whereas, cyclists-triathletes 30 min cycling time-trial performance was impaired with multiple feedback (227.99 ± 42.02 W) compared to single feedback (287.9 ± 60.07 W; p < 0.05), despite adopting and reporting a similar pacing strategy and perceptual responses ( p > 0.05). Cyclists-triathlete’s primary and secondary objects of regard were power (64.95 s) and elapsed time (64.46 s). However, total glance time during multiple feedback decreased from the first 5 min (75.67 s) to the last 5 min (22.34 s). Conclusion: Cyclists-triathletes indoor 30 min cycling TT performance was impaired with multiple feedback compared to single feedback. Whereas non-cyclist’s performance did not differ between multiple and single feedback. Cyclists-triathletes glanced at power and time which corresponds with the wireless sensor networks they use during training. However, total glance time during multiple feedback decreased over time, and therefore, overloading athletes with feedback may decrease performance in cyclists-triathletes.
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Multimodal features for detection of driver stress and fatigue
Driver fatigue and stress significantly contribute to higher number of car accidents worldwide. Although, different detection approaches have been already commercialized and used by car producers (and third party companies), research activities in this field are still needed in order to increase the reliability of these alert systems. Also, in the context of automated driving, the driver mental state assessment will be an important part of cars in future. This paper presents state-of-the-art review of different approaches for driver fatigue and stress detection and evaluation. We describe in details various signals (biological, car and video) and derived features used for these tasks and we discuss their relevance and advantages. In order to make this review complete, we also describe different datasets, acquisition systems and experiment scenarios.
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Nudging Eco-Driving Behaviour Using Motive Substitution
Nudging Eco-Driving Behaviour Using Motive Substitution Potvin-Bernal, Julian The dissertation explores the potential of using motive substitution as a strategy to nudge individuals towards eco-driving behaviours. The premise is rooted in behavioural economics, where altering the motivations behind a behaviour can lead to significant changes in outcomes. By substituting environmental motives with other incentives such as financial savings or convenience, the study investigates how individuals' driving behaviours can be influenced to become more eco-friendly. This research examines the effectiveness of various interventions through a series of experiments and surveys, providing insights into the psychological mechanisms at play. The findings suggest that motive substitution can be an effective tool in promoting sustainable driving habits, offering practical implications for policy-makers and stakeholders aiming to reduce carbon emissions from the transportation sector.
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