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AutoUI 2022: Workshop on Automotive Mixed Reality Applications: Transitional Interfaces, Multi-User VR, and Helmet-Mounted AR for Cyclists

Andreas Riegler, Andreas Riener, Philipp Wintersberger, Tamara von Sawitzky, Ye Eun Song

18.09.2022, Seoul, South Korea

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Agenda

  • 09:00 09:10 Agenda, Round of Introductions
  • 09:10 – 09:30 Introduction to the Topics
    • Automated Driving (AD)
    • Mixed Reality (MR)
    • Transitional Interfaces
    • Multi-User VR
    • AR for Cyclists
  • 09:30 – 10:15 Session 1 Brainstorming
    • Challenges & Opportunities, Practical Usage, Successes & Failures of MR in AVs and Cyclists
  • 10:15 – 10:30 Presentation & Discussion of the Results
  • 10:30 – 10:45 Coffee Break
  • 10:45 – 11:30 Session 2 Brainstorming
    • Elaborating concrete "user stories"
    • Translating these user stories into experimental designs
  • 11:30 – 11:50 Presentation & Discussion of the Results
  • 11:50 – 12:00 Wrap Up

  • Thanks for participating!

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Agenda

  • Possibility to write a reflection statement/publication after the workshop
    • Results, outlook etc.

  • If interested, please email us:
    • andreas.riegler@thi.de

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- Name�- Affiliation (University/Company)�- Do you have prior experience with � (automotive) AR/VR/MR?�- Interests/Expectations for this Workshop

Round of Introductions

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- Automated Driving and Mixed Reality

- In-Vehicle Transitional Interfaces

- Multi-User VR

- AR for Cyclists

Introduction to the Topics

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Motivation

  • Automated driving offers many advantages
    • Increased road safety [1]
    • Improved traffic efficiency [1]
    • Mobility for the impaired [2]
    • Drivers can engage in non-driving related tasks:
      • viewing and writing emails, media consumption … [3]

  • Drivers consume an increasing amount of information while driving [4]
    • In-car displays or smartphone

  • Extend vehicles into infotainment platforms and mobile offices

Automated Driving (AD), Automated Vehicles (AVs)

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[1] B. van Arem, C. van Driel, R. Visser, „The Impact of Cooperative Adaptive Cruise Control on Traffic-Flow Characteristics”, IEEE Transactions on Intelligent Transportation Systems 7, 4, 2006.

[2] C. Harper, C. Hendrickson, S. Mangones, C. Samaras, „Estimating potential increases in travel with autonomous vehicles for the non-driving, elderly and people with travel-restrictive medical conditions”, Transportation Research Part C: Emerging Technologies 72, 2016.

[3] A. Riener, S. Boll, A. Kun, „Automotive User Interfaces in the Age of Automation”, Dagstuhl Seminar 16262, 2016.

[4] B. Pfleging, A. Schmidt, „(Non-) Driving-Related Activities in the Car: Defining Driver Activities for Manual and Automated Driving”, CHI’15, 2015.

[5] Volvo Car Group: Concept 26, delivering the luxury of time (PRNewsFoto/Volvo Car Group)

[5]

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Automated Driving

SAE Levels of Vehicle Automation J3016 [1]

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[1] SAE On-Road Automated Vehicle Standards Committee. 2021. Taxonomy and definitions for terms related to on-road motor vehicle automated driving systems.

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Augmented Reality

  • A technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view.
  • “Terminator Vision” (1984)
  • Smartphone-based AR
  • Head-mounted Display (HMD)
    • Microsoft Hololens 2
    • MagicLeap 2
  • In-Vehicle: HUD/WSD

Introduction

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Virtual Reality

  • Virtual reality (VR) provides a computer-generated 3D environment (including both computer graphics and 360-degree video)
  • VR surrounds a user and responds to an individual’s actions in a natural way
  • Why?
    • Immerse yourself in any computer-generated world
      • Room, City, Vehicle, Human Body, Universe
  • Explore unchartered territory of the human imagination
  • Immersive VR:
    • Perception of being physically present in a non-physical world
    • Often equipped with head-mounted display (HMD)
  • Applications:
    • Entertainment, Simulation, Training, etc.

Introduction

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What is a Transitional Interface?

  • Reality-Virtuality (RV) Continuum by Milgram and Kishino

Introduction

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In-Vehicle Transitional Interfaces

  • Establishment of in-vehicle mixed-reality user experiences
  • Novel user-centered methods for cross-virtuality information presentation and interaction need to be explored
  • Goal: Conception of cross-virtuality mechanisms to allow a seamless integration and transition between traditional 2D displays and 3D augmented reality (AR) windshield displays
  • Rapid prototyping of automotive human-machine interfaces (HMIs) can be achieved with cross-virtuality technology
  • Example: Virtual reality head-mounted displays (VR HMDs)

Introduction

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In-Vehicle Transitional Interfaces

  • Conceptual design of AR interfaces with VR
    • Employ technologies across the RV continuum to sketch and prototypically develop automotive HMIs
    • Establish workflows on how transitional interface designers can utilize AR/VR technology for rapid prototyping
  • Handover and transition of visual content from 2D to 3D AR space
    • Introduce methods to move data visualizations displayed on a 2D (planar) display into 3D space for further usage in AR using a head-up or windshield display
    • Seamless handover, or switch, between devices (i.e., from smartphone to AR HUD)
  • Evaluation of in-vehicle transitional interfaces
    • Investigate methods and metrics on how to determine the usability and user experience of transitional interfaces using so-called complexity metrics

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In-Vehicle Transitional Interfaces

  • Creating mockups for AR interfaces needs a different approach�than those in the mobile or desktop domain
  • We aim to utilize VR directly to rapidly sketch AR interfaces
  • Improved designer’s workspace by being immersed in the�virtual environment
  • Allows to prototype (in-vehicle) interfaces with various�parameters, such as content type, transparency, size,�rotation/tilt, distance …
  • Resulting interfaces will then be used for transitioning 2D�visualizations to the prototyped 3D AR interfaces

Conceptual Design of AR Interfaces with VR

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In-Vehicle Transitional Interfaces

  • We need to determine how to handover visualization control from the planar 2D interface (e.g., smartphone, tablet) to the target AR interface
  • Ideally: seamless transition in order to emphasize the transformation of visual content and to highlight continuity
  • Convert head-down displays such as smartphones to head-up displays with immersive content presentations
  • Handover
    • Example: Swipe gesture
  • Use 2D display as controller

Handover and Transition of Visual Content from 2D to 3D AR Space

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In-Vehicle Transitional Interfaces

  • Evaluate the usability and user experience of transitional�interfaces by the means of metrics
  • Performance on AR/VR tasks is important, but only part �of the picture
    • Visual Attention / Glance behavior
    • Motion sickness
    • Situational awareness
    • Eye & Neck Fatigue
    • Mental workload
    • Head movement
    • Balance and gait
  • Conduct a number of experimental studies to fully quantify�their impact on transitions from 2D displays into 3D space

Evaluation of In-Vehicle Transitional Interfaces

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Multi-User VR

https://spectrum.ieee.org/forget-video-conferencinghost-your-next-meeting-in-vr

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Multi-User VR

Shared experiences where users can communicate and interact in the same VR space

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Multi-User VR

Shared experiences where users can communicate and interact in the same VR space

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Multi-User VR

Shared experiences where users can communicate and interact in the same VR space

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Augmented Reality for Cyclists

  • Current approaches focus on pedestrians
  • Those are mostly static (at junctions, etc.)

  • Cyclists have higher speeds, �and should not be forced to �break, as this demands �their physical energy

How should VRUs communicate with AVs?

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Augmented Reality for Cyclists

How can AR help to not let AVs disturbe cyclists’ movements?

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von Sawitzky, T., Wintersberger, P., Löcken, A., Frison, A. K., & Riener, A. (2020, April). Augmentation concepts with HUDs for cyclists to improve road safety in shared spaces. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-9).

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Augmented Reality for Cyclists

Which support systems could increase cyclists’ safety and comfort?

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von Sawitzky, T., Wintersberger, P., Löcken, A., Frison, A. K., & Riener, A. (2020, April). Augmentation concepts with HUDs for cyclists to improve road safety in shared spaces. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-9).

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Augmented Reality for Cyclists

Which support systems could increase cyclists’ safety and comfort?

  • An “racing line” to indicate perfect speed at different sections

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Augmented Reality for Cyclists

Which support systems could increase cyclists’ safety and comfort?

  • Live warnings for dooring accidents or potholes

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Augmented Reality for Cyclists

Which support systems could increase cyclists’ safety and comfort?

  • A “green wave” so that cyclists do not need to stop at junctions

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Augmented Reality for Cyclists

Which support systems could increase cyclists’ safety and comfort?

  • Rating other, potentially dangerous, drivers (i.e., vehicles)

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Augmented Reality for Cyclists

How could notifications for potential hazards be presented?

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Mixed Reality in Automated Vehicles and for Cyclists�Challenges & Opportunities�Practical Usage�Successes & Failures �

Session 1: Brainstorming

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Session 1: Brainstorming

  • Grouping
    • 3 groups (max. 6 people) – 1 facilitator each
    • You can switch between groups

  • Process
    • Silent Brainstorming, 10 min.:
      • Individual silent brainstorming on most important challenges of MR in Automotive Applications in the field of research, design or technical development.
      • Every person should note their ideas, each on one post-it (in Miro).
    • Board Discussions, 20 min.:
      • In each group, everyone presents their ideas and rates them as a group on the board of importance.
      • To make it interactive and to evoke discussion in the group, one person starts to present his/her idea.
      • The facilitator then asks the group where to put it on the board (top: important, bottom: low priority) to start a discussion about his idea. Thereafter, the next person presents their idea, and the group decides how important that is in relation to the idea already on the board.

Challenges & Opportunities, Practical Usage, Successes & Failures

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Session 1: Brainstorming

Challenges & Opportunities, Practical Usage, Successes & Failures

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Coffee Break

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Mixed Reality in Automated Vehicles and for Cyclists�User Stories�Experimental Designs�

Session 2: Brainstorming

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Session 2: Brainstorming

  • Grouping
    • 3-5 groups (@ 3-6 people) – 1 facilitator each
    • You can design your desired user story/stories and convince others to join you �or join another team

  • Process
    • User Stories
      • Pick AR/VR technology, vehicle, level of vehicle automation, users, goals …

    • Experimental Design
      • How can we design an experiment for a concrete user story?
      • How can we measure the outcome?
        • Subjective ratings/interviews, physiological measures (heart rate), quantitative (task performance) …

Define Concrete User Studies, Translation into Experimental Designs

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Session 2: Brainstorming

Challenges & Opportunities, Practical Usage, Successes & Failures

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Thanks for participating!

Andreas Riegler | andreas.riegler@thi.de

Andreas Riener | andreas.riener@thi.de

Philipp Wintersberger | philipp.wintersberger@tuwien.ac.at

Tamara von Sawitzky | tamaravon.sawitzky@thi.de

Ye Eun Song | yeeun.song@carissma.eu