[1]
A Model Relating Pupil Diameter to Mental Workload and Lighting Conditions
Eye Tracking Applications
/
Pfleging, Bastian
/
Fekety, Drea K.
/
Schmidt, Albrecht
/
Kun, Andrew L.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5776-5788
© Copyright 2016 ACM
Summary: In this paper, we present a proof-of-concept approach to estimating mental
workload by measuring the user's pupil diameter under various controlled
lighting conditions. Knowing the user's mental workload is desirable for many
application scenarios, ranging from driving a car, to adaptive workplace
setups. Typically, physiological sensors allow inferring mental workload, but
these sensors might be rather uncomfortable to wear. Measuring pupil diameter
through remote eye-tracking instead is an unobtrusive method. However, a
practical eye-tracking-based system must also account for pupil changes due to
variable lighting conditions. Based on the results of a study with tasks of
varying mental demand and six different lighting conditions, we built a simple
model that is able to infer the workload independently of the lighting
condition in 75% of the tested conditions.
[2]
An Introduction to Automotive User Interfaces
Course Overviews
/
Pfleging, Bastian
/
Broy, Nora
/
Kun, Andrew L.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.961-964
© Copyright 2016 ACM
Summary: The objective of this course is to provide newcomers to Automotive User
Interfaces with an introduction and overview of the field. The course will
introduce the specifics and challenges of In-Vehicle User Interfaces that set
this field apart from others. We will provide an overview of the specific
requirements of AutomotiveUI, discuss the design of such interfaces, also with
regard to standards and guidelines. We further outline how to evaluate
interfaces in the car, discuss the challenges with upcoming automated driving
and present trends and challenges in this domain.
[3]
The Musical Road: Interacting with a Portable Music Player in the City and
on the Highway
Podium Presentations: Learning from evaluations of existing systems and user
interfaces
/
Kun, Andrew L.
/
Brumby, Duncan P.
/
Medenica, Zeljko
AutomotiveUI 2014: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2014-09-17
v.1
n.7 pages
p.21
© Copyright 2014 ACM
Summary: It is well established that driving while interacting with a secondary
in-car device, such as a portable music player, is distracting and can lead to
a decline in driver safety and performance. One aspect that has not received as
much attention though is the extent to which drivers adapt their interactions
with an in-car device to the changing demands of the road. Do drivers adopt
compensatory strategies or tactics when driving in more demanding settings? We
investigate this question by conducting a driving simulator study in which
participants were required to drive either in a city or a highway environment.
During these drives, participants were asked to interact with an MP3 music
player and make a series of either easy or difficult selections. It was found
that participants who drove in the city made shorter glances to the in-car iPod
than those that drove on the highway. As a result of this tactical change,
participants had better lane keeping performance in the city, which was
important given the narrower traffic lanes. As expected, we also replicate the
well-known effect that more complex secondary in-car tasks are more distracting
than simpler in-car tasks. The contribution this paper makes to the automotive
UI community is that it provides evidence that drivers adapt to the demands of
the driving environment even when interacting with secondary devices.
[4]
CLW 2014: The Fourth Workshop on Cognitive Load and In-Vehicle Human-Machine
Interaction
Cognitive load and In-Vehicle Human-Machine Interaction (CLW)
/
Kun, Andrew L.
/
Miller, W. Thomas, III
/
Froehlich, Peter
/
Tashev, Ivan
/
Green, Paul A.
/
Iqbal, Shamsi
/
Reimer, Bryan
/
Gable, Thomas M.
/
Heeman, Peter A.
AutomotiveUI 2014: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications, Adjunct Proceedings
2014-09-17
v.2
n.4 pages
p.11
© Copyright 2014 ACM
Summary: Interactions with in-vehicle electronic devices can interfere with the
primary task of driving and increase crash risk. Interactions with in-vehicle
interfaces draw upon visual, manipulative and cognitive resources, with this
workshop focusing on cognitive resources for which measurement processes are
less well known or established. This workshop will focus on two methods of
measuring cognitive load, the Decision Response Time Task and collecting eye
fixation data. The workshop will describe and demonstrate how they are
collected, and discuss how the resulting data are reduced and analyzed. The
focus will be on practical aspects of collecting and analyzing data using these
methods, not on reporting research results.
[5]
Using speech, GUIs and buttons in police vehicles: field data on user
preferences for the Project54 system
Multimodal interaction
/
Miller, W. Thomas
/
Kun, Andrew L.
AutomnotiveUI 2013: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2013-10-28
p.108-113
© Copyright 2013 ACM
Summary: The Project54 mobile system for law enforcement developed at the University
of New Hampshire integrates the control of disparate law enforcement devices
such as radar, VHF radio, video, and emergency lights and siren. In addition it
provides access to state and national law enforcement databases via wireless
data queries. Officers using Project54 are free to inter-mix three different
user interface modes: the device native controls; an LCD touchscreen with
keyboard and mouse; and voice commands with voice feedback. The Project54
system was utilized by the New Hampshire State Police agency wide for a period
of seven years spanning 2005 through 2011. This paper presents an analysis of
user preferences in regard to user interface modes during the three years 2009
through 2011, obtained through logs of daily system use in approximately 200
police cruisers. Results indicate that most officers chose to use the touch
screen controls frequently instead of the device native controls, but only a
minority chose to use the speech command interface.
[6]
Using tap sequences to authenticate drivers
Posters
/
Kun, Andrew L.
/
Royer, Travis
/
Leone, Adam
AutomnotiveUI 2013: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2013-10-28
p.228-231
© Copyright 2013 ACM
Summary: Most vehicles only require a key to authenticate the driver. However, with
vehicles becoming portals to digital information, many drivers might find this
authentication method inadequate. In this paper we explore using tap sequences
on the back of the steering wheel to authenticate drivers. Our results indicate
that drivers can learn to use an authentication system that uses such taps, and
that the system could provide good protection from shoulder-surfing attacks.
[7]
Towards augmented reality navigation using affordable technology
Posters
/
Palinko, Oskar
/
Kun, Andrew L.
/
Cook, Zachary
/
Downey, Adam
/
Lecomte, Aaron
/
Swanson, Meredith
/
Tomaszewski, Tina
AutomnotiveUI 2013: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2013-10-28
p.238-241
© Copyright 2013 ACM
Summary: Augmented reality (AR) navigation systems are likely to improve the driving
experience compared to today's personal navigation devices on the dashboard, as
they don't require glances away from the road ahead. As technology is not yet
capable to deliver an affordable and seamless HUD AR solution, we explore an
inexpensive version of augmentation, which would have a similar benefit of
reduced distraction. We propose using an LED (light emitting diode) matrix in
the periphery of the driver's vision to indicate turns on the road. We find
that such a system produces better results in visual attention, driving
performance and in subjective measures compared to standard navigation devices.
[8]
Estimating cognitive load using pupil diameter during a spoken dialogue task
Posters
/
Heeman, Peter A.
/
Meshorer, Tomer
/
Kun, Andrew L.
/
Palinko, Oskar
/
Medenica, Zeljko
AutomnotiveUI 2013: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2013-10-28
p.242-245
© Copyright 2013 ACM
Summary: We explore the feasibility of using pupil diameter to estimate how the
cognitive load of the driver changes during a spoken dialogue task with a
remote conversant. The conversants play a series of Taboo games, which do not
follow a structured turn-taking nor initiative protocol. We contrast the
driver's pupil diameter when the remote conversant begins speaking with the
diameter right before the driver responds. Although we find a significant
difference in pupil diameter for the first pair in each game, subsequent pairs
show little difference. We speculate that this is due to the less structured
nature of the task, where there are no set time boundaries on when the
conversants work on the task. This suggests that spoken dialogue systems for
in-car use might better manage the driver's cognitive load by using a more
structured interaction, such as system-initiative dialogues.
[9]
Automotive user interface research moves into fast lane
SIGs
/
Boll, Susanne C. J.
/
Kun, Andrew L.
/
Fröhlich, Peter
/
Foley, James
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2525-2528
© Copyright 2013 ACM
Summary: This SIG will explore issues related to the design of in-vehicle
human-computer interfaces. A modern vehicle's human-computer interface often
facilitates the basic operation of the vehicle, but also provides more advanced
features, such as assistive cruise control and lane keeping. Furthermore,
today's drivers and passengers frequently use brought-in devices, in order to
access navigation instructions, and use non-driving related types of digital
information such as social media. The SIG will explore how in-vehicle
interfaces can facilitate safe interactions for all of the occupants of the
vehicle, and how they can take advantage of connected vehicle technologies.
[10]
Exploring the effects of size and luminance of visual targets on the
pupillary light reflex
Workload and demand
/
Kun, Andrew L.
/
Palinko, Oskar
/
Razumenic, Ivan
AutomnotiveUI 2012: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2012-10-17
p.183-186
© Copyright 2012 ACM
Summary: In driving simulator studies pupil diameter is often employed as a
physiological measure of cognitive load. However, pupil size is primarily
influenced by the pupillary light reflex (PLR). In this paper, we explore the
influence of the size and luminance of visual targets on the PLR. Our results
indicate that even for small targets (angular radius of 2.5°) changes in
luminance can result in PLR that can obscure cognitive load-related pupil
diameter changes. We propose a weighting function to be used to predict the PLR
and present initial results that support its utility.
[11]
Video call, or not, that is the question
Work-in-progress
/
Kun, Andrew L.
/
Medenica, Zeljko
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1631-1636
© Copyright 2012 ACM
Summary: New technologies have made video calling in vehicles possible. Results from
a driving simulator experiment indicate that video calling reduces visual
attention on the road. While in some situations drivers would refrain from
engaging in this activity, our results should serve as a warning to interface
designers, lawmakers, transportation officials, and drivers that video calling
presents a real distraction from driving.
[12]
Exploring the effects of visual cognitive load and illumination on pupil
diameter in driving simulators
Uses and applications
/
Palinko, Oskar
/
Kun, Andrew L.
Proceedings of the 2012 Symposium on Eye Tracking Research &
Applications
2012-03-28
p.413-416
© Copyright 2012 ACM
Summary: Pupil diameter is an important measure of cognitive load. However, pupil
diameter is also influenced by the amount of light reaching the retina. In this
study we explore the interaction between these two effects in a simulated
driving environment. Our results indicate that it is possible to separate the
effects of illumination and visual cognitive load on pupil diameter, at least
in certain situations.
[13]
Investigating safety services on the motorway: the role of realistic
visualization
Studying car and driver
/
Fröhlich, Peter
/
Baldauf, Matthias
/
Hagen, Marion
/
Suette, Stefan
/
Schabus, Dietmar
/
Kun, Andrew L.
AutomnotiveUI 2011: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2011-11-30
p.143-150
© Copyright 2011 ACM
Summary: Today's in-car information systems are undergoing an evolution towards
realistic visualization as well as to real-time telematics services. In a road
study with 31 participants we explored the communication of safety information
to the driver. We compared three presentation styles: audio-only, audiovisual
with a conventional map, and audiovisual with augmented reality. The
participants drove on a motorway route and were confronted with recommendations
for route following, speed limitation, lane utilization, unexpected route
change, and emergency stops. We found significant differences between these
safety scenarios in terms of driving performance, eye glances and subjective
preference. Comparing the presentation styles, we found that following such
recommendations was highly efficient in the audio-only mode. Additional visual
information did not significantly increase driving performance. As our
subjective preference data also shows, augmented reality does not necessarily
create an added value when following safety-related traffic recommendations.
However, additional visual information did not interfere with safe driving.
Importantly, we did not find evidence for a higher distraction potential by
augmented reality; drivers even looked slightly less frequently on the
human-machine interface screen in the augmented reality mode than with
conventional maps.
[14]
User Experience in Cars
Workshops
/
Tscheligi, Manfred
/
Schmidt, Albrecht
/
Wilfinger, David
/
Meschtscherjakov, Alexander
/
Kun, Andrew L.
Proceedings of IFIP INTERACT'11: Human-Computer Interaction
2011-09-05
v.4
p.742-743
© Copyright 2011 IFIP
Summary: This workshop will address two emerging fields within the HCI community:
user experience (UX) and the automotive context. It will bring HCI experts
together to discuss UX factors for the specific characteristics of car
interiors and automotive user interfaces. It targets the development of a
better view of UX within the whole car (driver, front seat, backseat area)
beyond traditional marketing instruments known within the automotive industry.
[15]
Augmented reality vs. street views: a driving simulator study comparing two
emerging navigation aids
Outdoor navigation
/
Medenica, Zeljko
/
Kun, Andrew L.
/
Paek, Tim
/
Palinko, Oskar
Proceedings of the 13th Conference on Human-computer interaction with mobile
devices and services
2011-08-30
p.265-274
© Copyright 2011 ACM
Summary: Prior research has shown that when drivers look away from the road to view a
personal navigation device (PND), driving performance is affected. To keep
visual attention on the road, an augmented reality (AR) PND using a heads-up
display could overlay a navigation route. In this paper, we compare the AR PND,
a technology that does not currently exist but can be simulated, with two PND
technologies that are popular today: an egocentric street view PND and the
standard map-based PND. Using a high-fidelity driving simulator, we examine the
effect of all three PNDs on driving performance in a city traffic environment
where constant, alert attention is required. Based on both objective and
subjective measures, experimental results show that the AR PND exhibits the
least negative impact on driving. We discuss the implications of these findings
on PND design as well as methods for potential improvement.
[16]
SiMPE: 6th Workshop on Speech in Mobile and Pervasive Environments
Workshops
/
Nanavati, A. A.
/
Rajput, N.
/
Rudnicky, A. I.
/
Turunen, M.
/
Kun, A. I.
/
Paek, T.
/
Tashev, I.
Proceedings of the 13th Conference on Human-computer interaction with mobile
devices and services
2011-08-30
p.733-735
© Copyright 2011 ACM
Summary: With the proliferation of pervasive devices and the increase in their
processing capabilities, client-side speech processing has been emerging as a
viable alternative. The SiMPE workshop series started in 2006 [5] with the goal
of enabling speech processing on mobile and embedded devices to meet the
challenges of pervasive environments (such as noise) and leveraging the context
they offer (such as location). SiMPE 2010, the latest in the series brought
together, very successfully, researchers from the speech and the HCI
communities. We believe this is the beginning.
SiMPE 2011, the 6th in the series, will continue to explore issues,
possibilities, and approaches for enabling speech processing as well as
convenient and effective speech and multimodal user interfaces. Over the years,
SiMPE has been evolving too, and since last year, one of our major goals has
been to increase the participation of speech/multimodal HCI designers, and
increase their interactions with speech processing experts.
Multimodality got more attention in SiMPE 2008 than it has received in the
previous years. In SiMPE 2007 [4], the focus was on developing regions. Given
the importance of speech in developing regions, SiMPE 2008 had "SiMPE for
developing regions" as a topic of interest. Speech User interaction in cars was
a focus area in 2009 [2].
[17]
Spoken tasks for human-human experiments: towards in-car speech user
interfaces for multi-threaded dialogue
Speech and sound
/
Kun, Andrew L.
/
Shyrokov, Alexander
/
Heeman, Peter A.
AutomnotiveUI 2010: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2010-11-11
p.57-63
© Copyright 2010 ACM
Summary: We report on the design of spoken tasks for a study that explored how people
manage spoken multi-threaded dialogues while one of the conversants is
operating a simulated vehicle. Based on a series of preliminary studies we
propose a set of considerations that researchers should take into account when
designing such tasks. Using these considerations, we discuss two spoken tasks,
the parallel twenty questions game and the last letter game, and discuss the
successful utilization of these tasks in a study exploring human-human dialogue
behavior.
[18]
SiMPE: 5th workshop on speech in mobile and pervasive environments
Workshops
/
Nanavati, Amit Anil
/
Rajput, Nitendra
/
Rudnicky, Alexandar I.
/
Turunen, Markku
/
Kun, Andrew L.
/
Paek, Tim
/
Tashev, Ivan
Proceedings of 12th Conference on Human-computer interaction with mobile
devices and services
2010-09-07
p.521-524
Keywords: mobile computing, pervasive computing, speech processing
© Copyright 2010 ACM
Summary: With the proliferation of pervasive devices and the increase in their
processing capabilities, client-side speech processing has been emerging as a
viable alternative. The SiMPE workshop series started in 2006 [5] with the goal
of enabling speech processing on mobile and embedded devices to meet the
challenges of pervasive environments (such as noise) and leveraging the context
they offer (such as location).
SiMPE 2010, the 5th in the series, will continue to explore issues,
possibilities, and approaches for enabling speech processing as well as
convenient and effective speech and multimodal user interfaces. Over the years,
SiMPE has been evolving too, and since last year, one of our major goals has
been to increase the participation of speech/multimodal HCI designers, and
increase their interactions with speech processing experts.
Multimodality got more attention in SiMPE 2008 than it has received in the
previous years. In SiMPE 2007 [4], the focus was on developing regions. Given
the importance of speech in developing regions, SiMPE 2008 had "SiMPE for
developing regions" as a topic of interest. Speech User interaction in cars was
a focus area in 2009 [2].
Given the multi-disciplinary nature of our goal, we hope that SiMPE will
become the prime meeting ground for experts in these varied fields to bring to
fruition, novel, useful and usable mobile speech applications.
[19]
Automotive user interfaces: human computer interaction in the car
SIGs session 2
/
Schmidt, Albrecht
/
Dey, Anind K.
/
Kun, Andrew L.
/
Spiessl, Wolfgang
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.3177-3180
Keywords: automotive industry, car entertainment, cars, driver information systems,
driver interaction, special interest group, vehicular information systems
© Copyright 2010 ACM
Summary: Cars have become complex interactive systems. Mechanical controls and
electrical systems are transformed to the digital realm. It is common that
drivers operate a vehicle and, at the same time, interact with a variety of
devices and applications. Texting while driving, looking up an address for the
navigation system, and taking a phone call are just some common examples that
add value for the driver, but also increase the risk of driving. Novel
interaction technologies create many opportunities for designing useful and
attractive in-car user interfaces. With technologies that assist the user in
driving, such as assistive cruise control and lane keeping, the user interface
is essential to the way people perceive the driving experience. New means for
user interface development and interaction design are required as the number of
factors influencing the design space for automotive user interfaces is
increasing. In comparison to other domains, a trial and error approach while
the product is already in the market is not acceptable as the cost of failure
may be fatal. User interface design in the automotive domain is relevant across
many areas ranging from primary driving control, to assisted functions, to
navigation, information services, entertainment and games.
[20]
Estimating cognitive load using remote eye tracking in a driving simulator
Short papers 2 -- Poster presentations
/
Palinko, Oskar
/
Kun, Andrew L.
/
Shyrokov, Alexander
/
Heeman, Peter
Proceedings of the 2010 Symposium on Eye Tracking Research &
Applications
2010-03-22
p.141-144
Keywords: cognitive load, eye tracking, pupillometry
© Copyright 2010 ACM
Summary: We report on the results of a study in which pairs of subjects were involved
in spoken dialogues and one of the subjects also operated a simulated vehicle.
We estimated the driver's cognitive load based on pupil size measurements from
a remote eye tracker. We compared the cognitive load estimates based on the
physiological pupillometric data and driving performance data. The
physiological and performance measures show high correspondence suggesting that
remote eye tracking might provide reliable driver cognitive load estimation,
especially in simulators. We also introduced a new pupillometric cognitive load
measure that shows promise in tracking cognitive load changes on time scales of
several seconds.
[21]
Glancing at personal navigation devices can affect driving: experimental
results and design implications
Interacting while driving
/
Kun, Andrew L.
/
Paek, Tim
/
Medenica, Zeljko
/
Memarovic, Nemanja
/
Palinko, Oskar
AutomnotiveUI 2009: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2009-09-21
p.129-136
© Copyright 2009 Authors
Summary: Nowadays, personal navigation devices (PNDs) that provide GPS-based
directions are widespread in vehicles. These devices typically display the
real-time location of the vehicle on a map and play spoken prompts when drivers
need to turn. While such devices are less distracting than paper directions,
their graphical display may distract users from their primary task of driving.
In experiments conducted with a high fidelity driving simulator, we found that
drivers using a navigation system with a graphical display indeed spent less
time looking at the road compared to those using a navigation system with
spoken directions only. Furthermore, glancing at the display was correlated
with higher variance in driving performance measures. We discuss the
implications of these findings on PND design for vehicles.
[22]
SiMPE: Fourth Workshop on Speech in Mobile and Pervasive Environments
Workshops
/
Nanavati, A. A.
/
Rajput, N.
/
Rudnicky, A. I.
/
Turunen, M.
/
Kun, A. L.
/
Paek, T.
/
Tashev, I.
Proceedings of the 11th Conference on Human-computer interaction with mobile
devices and services
2009-09-15
p.104
Keywords: mobile computing, pervasive computing, speech processing
© Copyright 2009 ACM
Summary: With the proliferation of pervasive devices and the increase in their
processing capabilities, client-side speech processing has been emerging as a
viable alternative.
SiMPE 2009, the fourth in the series, will continue to explore issues,
possibilities, and approaches for enabling speech processing as well as
convenient and effective speech and multimodal user interfaces. One of our
major goals for SiMPE 2009 is to increase the participation of
speech/multimodal HCI designers, and increase their interactions with speech
processing experts.
Multimodality got more attention in SiMPE 2008 than it has received in the
previous years. In SiMPE 2007 [3], the focus was on developing regions. Given
the importance of speech in developing regions, SiMPE 2008 had "SiMPE for
developing regions" as a topic of interest. We think of this as a key emerging
area for mobile speech applications, and will continue this in 2009 as well.
[23]
Conventions in human-human multi-threaded dialogues: a preliminary study
Short papers: speech- and vision-based interfaces
/
Heeman, Peter A.
/
Yang, Fan
/
Kun, Andrew L.
/
Shyrokov, Alexander
Proceedings of the 2005 International Conference on Intelligent User
Interfaces
2005-01-10
p.293-295
© Copyright 2005 ACM
Summary: In this paper, we explore the conventions that people use in managing
multiple dialogue threads. In particular, we focus on where in a thread people
interrupt when switching to another thread. We find that some subjects are able
to vary where they switch depending on how urgent the interrupting task is.
When time-allowed, they switched at the end of a discourse segment, which we
hypothesize is less disruptive to the interrupted task when it is later
resumed.