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Enabling micro-entertainment in vehicles based on context information

Published: 11 November 2010 Publication History

Abstract

People spend a significant amount of time in their cars (US: 86 minutes/day, Europe: 43 minutes/day) while commuting, shopping, or traveling. Hence, the variety of entertainment in the car increases, and many vehicles are already equipped with displays, allowing for watching news, videos, accessing the Internet, or playing games. At the same time, the urbanization caused a massive increase of traffic volume, which led to people spending an ever-increasing amount of their time in front of red traffic lights. An observation of the prevailing forms of entertainment in the car reveals that content such as text, videos, or games are often a mere adaptation of content produced for television, public displays, PCs, or mobile phones and do not adapt to the situation in the car. In this paper we report on a web survey assessing which forms of entertainment and which types of content are considered to be useful for in-car entertainment by drivers. We then introduce an algorithm, which is capable of learning standing times in front of traffic lights based on GPS information only. This, on one hand, allows for providing content of appropriate length, on the other hand, for directing the attention of the driver back to-wards the street at the right time. Finally, we present a prototype implementation and a qualitative evaluation.

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    cover image ACM Other conferences
    AutomotiveUI '10: Proceedings of the 2nd International Conference on Automotive User Interfaces and Interactive Vehicular Applications
    November 2010
    160 pages
    ISBN:9781450304375
    DOI:10.1145/1969773
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 11 November 2010

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    Author Tags

    1. GPS
    2. context
    3. micro entertainment
    4. vehicle

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    Cited By

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    • (2022)Agenda- and Activity-Based Triggers for MicrolearningProceedings of the 27th International Conference on Intelligent User Interfaces10.1145/3490099.3511133(620-632)Online publication date: 22-Mar-2022
    • (2022)Multitasking while drivingInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2022.102789162:COnline publication date: 16-May-2022
    • (2021)Affective Automotive User Interfaces–Reviewing the State of Driver Affect Research and Emotion Regulation in the CarACM Computing Surveys10.1145/346093854:7(1-26)Online publication date: 17-Sep-2021
    • (2021)How to Increase Automated Vehicles’ Acceptance through In-Vehicle Interaction Design: A ReviewInternational Journal of Human–Computer Interaction10.1080/10447318.2020.186051737:4(308-330)Online publication date: 1-Jan-2021
    • (2020)A Wizard of Oz Field Study to Understand Non-Driving-Related Activities, Trust, and Acceptance of Automated Vehicles12th International Conference on Automotive User Interfaces and Interactive Vehicular Applications10.1145/3409120.3410662(19-29)Online publication date: 21-Sep-2020
    • (2020)What If Your Car Would Care? Exploring Use Cases For Affective Automotive User Interfaces22nd International Conference on Human-Computer Interaction with Mobile Devices and Services10.1145/3379503.3403530(1-12)Online publication date: 5-Oct-2020
    • (2019)From Manual Driving to Automated DrivingProceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications10.1145/3342197.3344529(70-90)Online publication date: 21-Sep-2019
    • (2019)Cross-Car, Multiplayer Games for Semi-Autonomous DrivingProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347166(467-480)Online publication date: 17-Oct-2019
    • (2019)User preferences and willingness to pay for in-vehicle assistanceElectronic Markets10.1007/s12525-019-00330-529:1(37-53)Online publication date: 4-Feb-2019
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