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Automotive User Interfaces and Interactive Vehicular Applications

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ABSTRACT<br />

Natural <strong>and</strong> Intuitive H<strong>and</strong> Gestures:<br />

A Substitute for Traditional Vehicle Control?<br />

A. Riener <strong>and</strong> M. Rossbory<br />

Institute for Pervasive Computing, Johannes Kepler University, Linz/Austria<br />

E-Mail: riener@pervasive.jku.at, Tel. +43(0)732-2468-1432<br />

This poster aims at discussing the potential of natural, intuitive<br />

h<strong>and</strong> poses <strong>and</strong> gestures used for interaction with st<strong>and</strong>ard<br />

applications in a vehicle while driving. Test drivers<br />

liked this natural type of interface <strong>and</strong> indicated that invehicle<br />

function control with intuitive h<strong>and</strong> gestures is a<br />

promising approach, which they would like to see in real<br />

cars in the future.<br />

1. INTERACTION WITH THE VEHICLE<br />

Driving, <strong>and</strong> in particular interaction with <strong>and</strong> control of<br />

information <strong>and</strong> assistance systems in a car, gets more <strong>and</strong><br />

more complex because of the increasing number of buttons,<br />

switches, knobs, or the multi-stage functionality of controls<br />

such as BMW iDrive or Audi MMI. A possible consequence<br />

from the excessive information is cognitive overload, affecting<br />

driving performance, <strong>and</strong> finally resulting in driver distraction.<br />

This complexity-overload relation emphasizes the<br />

importance of novel solutions for future vehicular interfaces<br />

to keep the driver’s workload low. As the visual <strong>and</strong> auditory<br />

channels are mainly responsible for driving <strong>and</strong> driving<br />

related tasks, interaction modalities discharging these channels<br />

bear good prospects to reach this objective. On the<br />

other h<strong>and</strong>, however, care must be taken that driving safety<br />

is not affected, e. g., due to a violation of the “eyes on the<br />

road, h<strong>and</strong>s on the wheel” paradigm.<br />

1.1 Gestural interaction in vehicular UI’s<br />

With emergence of motion controllers such as Wii Remote/Nunchuk,<br />

PlayStation Move, or Microsoft Kinect, interaction<br />

with computer games was revolutionized, as, for<br />

the first time, button/stick based controllers previously used<br />

were replaced with natural interaction based on intuitive<br />

gestures <strong>and</strong> body postures inspired from reality. The use<br />

of gestural interfaces carries also lot of potential for (driving<br />

unrelated) control tasks in vehicles, supported by recent<br />

work reporting fewer driving errors when using gestural interfaces<br />

in the car as compared to common “physical” interfaces<br />

[1]. In this work, we focus on gestural interaction<br />

<strong>and</strong> use it for application control in the car. Static h<strong>and</strong><br />

poses/dynamic h<strong>and</strong> gestures are (i) performed while driving,<br />

(ii) recorded with a RGBD depth camera (Kinect), (iii)<br />

evaluated with a recognition framework, <strong>and</strong> finally (iv) reviewed<br />

systematically.<br />

For the initial setting, predefinitions were made to use<br />

Copyright held by author(s).<br />

<strong>Automotive</strong>UI’11, November 29-December 2, 2011, Salzburg, Austria.<br />

Adjunct Proceedings<br />

- 33 -<br />

the interface on the European market <strong>and</strong> in highway driving<br />

only. This allows the gesture set to be restricted to<br />

the interaction behavior of Europeans (to address the issue<br />

of cultural differences) <strong>and</strong>, as most European cars have a<br />

manual shift, to use the gearshift area for gathering driver<br />

gestures. Furthermore, we clearly accentuate that this setting<br />

does not compromise the“h<strong>and</strong>s on the wheel”paradigm<br />

as (i) only secondary functions are controlled, thus timing is<br />

not an issue <strong>and</strong> interaction is not necessary at all, (ii) the<br />

workload of a driver is lowest on the highway [4], <strong>and</strong> (iii)<br />

from a opinion survey it came up that less than 15% out of<br />

>150 respondents drive with both h<strong>and</strong>s on the wheel while<br />

on the highway.<br />

1.1.1 Considerations on the gesture set<br />

While the definition of gestures to control computer games<br />

is often straightforward <strong>and</strong> mostly borrowed from the real<br />

world, e. g., a player of a tennis game would immediately<br />

know about how to use the controller without learning, this<br />

is in general not the case for “artificial” interaction as dominant<br />

in the vehicle. Interface designers often define gestures<br />

on its own preferences, evaluate them in user studies, apply<br />

modifications <strong>and</strong> finally teach the users on how to employ<br />

a gesture to interact with the system in the desired manner.<br />

This is, of course, not the optimal way, as users may<br />

have different personal preferences of how they would like to<br />

interact with the system to perform a certain task. The predefinition<br />

of gestures independent from a driver’s personal<br />

bias is indeed not the preferred way – in contrast, it is essential<br />

that gesture based interaction is observed as natural as<br />

possible in order to keep driver’s mental workload low (that<br />

is, to avoid that he/she has to think about which gesture to<br />

use for what action or how a specific gesture is defined).<br />

A<br />

1 „Activate“ (on)<br />

2 „Deactivate“ (off)<br />

B<br />

3 „Pause“<br />

4 „Resume“<br />

C<br />

5 „Mark“<br />

D<br />

6 „Delete“ (throw<br />

over the shoulder)<br />

E<br />

7 „Next Email“<br />

8 „Prev. Email“<br />

F<br />

9 „Next Day“<br />

10 „Prev. Day“<br />

Figure 1: Static h<strong>and</strong> poses (left)/dynamic gestures<br />

(right) <strong>and</strong> mapping to 10 application comm<strong>and</strong>s.<br />

By incorporating the user in the design phase of such an<br />

interface it could be defined <strong>and</strong> parametrized in the optimal<br />

way. The participatory design in the actual case came<br />

up with an Email client as the application of choice, with 6<br />

static poses/dynamic gestures to control 10 application functions<br />

(Figure 1). The static pose indicated as “A” is the so-

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