Automotive User Interfaces and Interactive Vehicular Applications
Automotive User Interfaces and Interactive Vehicular Applications
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-