標(biāo)題: Titlebook: Automotive User Interfaces; Creating Interactive Gerrit Meixner,Christian Müller Book 2017 Springer International Publishing AG 2017 automo [打印本頁(yè)] 作者: 黑暗社會(huì) 時(shí)間: 2025-3-21 16:22
書目名稱Automotive User Interfaces影響因子(影響力)
書目名稱Automotive User Interfaces影響因子(影響力)學(xué)科排名
書目名稱Automotive User Interfaces網(wǎng)絡(luò)公開(kāi)度
書目名稱Automotive User Interfaces網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書目名稱Automotive User Interfaces被引頻次
書目名稱Automotive User Interfaces被引頻次學(xué)科排名
書目名稱Automotive User Interfaces年度引用
書目名稱Automotive User Interfaces年度引用學(xué)科排名
書目名稱Automotive User Interfaces讀者反饋
書目名稱Automotive User Interfaces讀者反饋學(xué)科排名
作者: cogitate 時(shí)間: 2025-3-21 21:58 作者: laxative 時(shí)間: 2025-3-22 01:12
Book 2017comfort functions (e.g., navigation, communication,entertainment) and driver assistance (e.g., distance checking). Theincreased complexity of automotive user interfaces, driven by the needfor using consumer electronic devices in cars as well as autonomousdriving, has sparked a plethora of new resear作者: 剝削 時(shí)間: 2025-3-22 05:00 作者: 皺痕 時(shí)間: 2025-3-22 10:05
Governance of Science Before 1945nted approach makes it possible to track and trace both the culture specific requirements and the design decisions for internationalized HCI in order to produce adequate cultural interaction experiences for users of automotive user interfaces in the car.作者: Ptosis 時(shí)間: 2025-3-22 15:50 作者: 過(guò)濾 時(shí)間: 2025-3-22 17:46
Governance of Science Before 1945onal experience of users, as joy of use or user experience gain increasing importance. How these experiences can be translated into customer experiences in combination with current technology trends, for example in the area of perception of acceleration, electric mobility or automated driving is described in this chapter.作者: LUCY 時(shí)間: 2025-3-23 01:06
Governance of Communication Networksnce. To enable the safe execution of non-driving-related activities, we need to design the cockpit and its UI in such a way that it requires a minimal amount of resources. We will provide an outlook towards selected novel technologies such as large head-up displays and also discuss expected effects of the transition to automated driving.作者: Flirtatious 時(shí)間: 2025-3-23 01:54 作者: miscreant 時(shí)間: 2025-3-23 08:06
The Influence of Non-driving-Related Activities on the Driver’s Resources and Performancence. To enable the safe execution of non-driving-related activities, we need to design the cockpit and its UI in such a way that it requires a minimal amount of resources. We will provide an outlook towards selected novel technologies such as large head-up displays and also discuss expected effects of the transition to automated driving.作者: parallelism 時(shí)間: 2025-3-23 10:55
“It’s More Fun to Commute”—An Example of Using Automotive Interaction Design to Promote Well-Being ients of interactive technologies. To advance this argument, we provide an overview of a well-being-oriented experiential approach to AID and discuss the . as an example of a well-being-oriented experiential interactive system.作者: 震驚 時(shí)間: 2025-3-23 14:51
Cultural User Experience in the Car—Toward a Standardized Systematic Intercultural Agile Automotive nted approach makes it possible to track and trace both the culture specific requirements and the design decisions for internationalized HCI in order to produce adequate cultural interaction experiences for users of automotive user interfaces in the car.作者: 憤慨點(diǎn)吧 時(shí)間: 2025-3-23 20:10
The Insight–Prototype–Product Cycle Best Practices and Processes to Iteratively Advance In-Vehicle Ies that will help reader create a holistic design space for future mobility. Transitioning between ethnography, insights, prototyping, experience design, and requirements decomposition is a challenging task even for experienced UX professionals. This chapter provides guidance in this matter with practical examples.作者: amnesia 時(shí)間: 2025-3-23 23:09 作者: 背書 時(shí)間: 2025-3-24 02:59
https://doi.org/10.1007/978-3-030-44975-9ten been influenced by upcoming new technologies that customers got used to in their daily lives. Examples of such technologies include the first in-car radio, which was introduced around 1922, or the first in-car phone, which was introduced around 1952. Today, a car without such functionalities is 作者: Solace 時(shí)間: 2025-3-24 09:04
Jinho Yoo,Floris Goerlandt,Aldo ChircopIn this chapter, we explore the opportunities for gamified safe-driving apps provided by real-time data gathered from mobile and wearable devices. The study is grounded in our interest in providing engaging experiences for drives that otherwise lack engagement, both in manual and semi-automated vehi作者: Coordinate 時(shí)間: 2025-3-24 13:40 作者: Grasping 時(shí)間: 2025-3-24 18:22
https://doi.org/10.1007/978-3-319-51004-0 systems available in cars increased substantially over the recent years. However, AID is still mostly concerned with making interaction either easy or exciting. In this chapter, we argue that AID should focus more on creating and shaping enjoyable and meaningful activities through sensible arrangem作者: 陶瓷 時(shí)間: 2025-3-24 21:32
Governance of Science Before 1945son to internal combustion engine cars (ICE), the user experience (UX) of EVs is seriously compromised due to shorter and more varied driving range depending on driving style other context of use. A further complication is that recovering from unexpectedly low battery levels is tedious due to long c作者: Parallel 時(shí)間: 2025-3-25 02:19 作者: 看法等 時(shí)間: 2025-3-25 04:50
How to Achieve the Goal of Broadband for All safely), interfaces for secondary tasks (e.g., entertainment systems) are designed to reduce distraction threats to a minimum. However, it is not always only the driver who is interacting with the vehicle; passengers also interact with the car. They may support the driver in the primary task (e.g.,作者: 一個(gè)攪動(dòng)不安 時(shí)間: 2025-3-25 10:12 作者: overture 時(shí)間: 2025-3-25 13:10
Kjetil Andersson,?ystein Foros,Frode Steenfotainment and safety applications in the vehicle. In this chapter we present several topics related to the development of application and systems that incorporate the user’s visual focus of attention. In the presented real-life experiments, 3D representations of both the vehicle’s interior and the 作者: 禮節(jié) 時(shí)間: 2025-3-25 19:53
A Comparison of ENUM Field Trialsm time to time. Recent research focused on handing over control entirely when automated systems reach their boundaries. Our overview on research in this domain shows that handovers are feasible, however, they are not a satisfactory solution since human factor issues such as reduced situation awarene作者: 壯觀的游行 時(shí)間: 2025-3-25 21:56
Governance of Communication Networksmount of research applied to the vehicle cockpit is increasing, with the advent of (highly) automated driving, as the range of interaction that is possible in a driving vehicle expands. However, as opportunities increase, so does the number of challenges that automotive user experience designers and作者: 下垂 時(shí)間: 2025-3-26 00:24
Structures of Environmental Governanceotainment systems. Even in the age of automation, the human will need to be in the loop for monitoring, taking over control, or making decisions. In these cases, poorly designed systems could lead to needless attentional demands imparted on the driver, taking it away from the primary driving task. E作者: 仔細(xì)檢查 時(shí)間: 2025-3-26 05:06 作者: Trypsin 時(shí)間: 2025-3-26 10:06
https://doi.org/10.1057/9780230281950 in and around private passenger vehicles. Understanding what those experiences are for drivers around the world presents an opportunity for designing novel interactive experiences, technologies, and user interfaces for vehicles. In this chapter, we present a set of tools, methodologies, and practic作者: Lobotomy 時(shí)間: 2025-3-26 15:13 作者: floaters 時(shí)間: 2025-3-26 20:39
Automotive User Interfaces978-3-319-49448-7Series ISSN 1571-5035 Series E-ISSN 2524-4477 作者: 容易懂得 時(shí)間: 2025-3-26 23:26
https://doi.org/10.1007/978-3-319-49448-7automotive user interfaces; in-vehicle user interfaces; automotive infotainment systems; in-vehicle dis作者: 脾氣暴躁的人 時(shí)間: 2025-3-27 02:03
978-3-319-84164-9Springer International Publishing AG 2017作者: 發(fā)芽 時(shí)間: 2025-3-27 07:19 作者: ear-canal 時(shí)間: 2025-3-27 12:29 作者: REP 時(shí)間: 2025-3-27 14:05
Book 2017s intended as an authoritative andvaluable resource for professional practitioners and researchers alike,as well as computer science and engineering students who are interestedin automotive interfaces..作者: 無(wú)法解釋 時(shí)間: 2025-3-27 21:09 作者: Harness 時(shí)間: 2025-3-27 22:18 作者: 惡臭 時(shí)間: 2025-3-28 03:23 作者: BROW 時(shí)間: 2025-3-28 06:47 作者: 潛伏期 時(shí)間: 2025-3-28 11:43 作者: trigger 時(shí)間: 2025-3-28 15:00
Driver in the Loop: Best Practices in Automotive Sensing and Feedback Mechanismsmaging) and feedback (head-up displays, auditory feedback, tactile arrays, etc.) techniques have been introduced. However, little research has attempted to investigate this area in a systematic way. This chapter provides an overview of recent advances of input and output modalities to be used for ti作者: RODE 時(shí)間: 2025-3-28 19:15 作者: amenity 時(shí)間: 2025-3-29 01:14
The Steering Wheel: A Design Space Exploration, as a means for interaction with the vehicle. In this chapter, we describe the design space steering wheels offer for interaction beyond steering the vehicle. We collect and analyze various approaches from industry and academia on human-steering wheel interaction beyond traditional interaction and 作者: GUMP 時(shí)間: 2025-3-29 05:55
Virtual Reality Driving Simulator Based on Head-Mounted Displaysuitive reaction of the test driver, necessary for an effective analysis of a particular driving situation. The sense of presence offered by virtual reality is essential for the research and evaluation of safety functions, since appropriate and reliable solutions are only possible when the problem as作者: biosphere 時(shí)間: 2025-3-29 07:41 作者: 館長(zhǎng) 時(shí)間: 2025-3-29 15:08 作者: Mhc-Molecule 時(shí)間: 2025-3-29 19:03 作者: ANN 時(shí)間: 2025-3-29 22:48 作者: 我不重要 時(shí)間: 2025-3-30 03:14 作者: 飾帶 時(shí)間: 2025-3-30 06:40
A Comparison of ENUM Field Trialss. Nevertheless, these systems are only solutions for parts of future cooperative interfaces and interaction concepts. Future design of interaction concepts in automated driving should integrate the cooperative approach in?total in order to achieve safe and comfortable automated mobility.作者: 大炮 時(shí)間: 2025-3-30 10:45
Governance of Communication Networksmaging) and feedback (head-up displays, auditory feedback, tactile arrays, etc.) techniques have been introduced. However, little research has attempted to investigate this area in a systematic way. This chapter provides an overview of recent advances of input and output modalities to be used for ti作者: Jingoism 時(shí)間: 2025-3-30 15:04 作者: 正式通知 時(shí)間: 2025-3-30 18:29
Geosphere-Atmosphere-Biosphere Integration, as a means for interaction with the vehicle. In this chapter, we describe the design space steering wheels offer for interaction beyond steering the vehicle. We collect and analyze various approaches from industry and academia on human-steering wheel interaction beyond traditional interaction and 作者: Overthrow 時(shí)間: 2025-3-31 00:22
Asteroid Prospecting and Space Mininguitive reaction of the test driver, necessary for an effective analysis of a particular driving situation. The sense of presence offered by virtual reality is essential for the research and evaluation of safety functions, since appropriate and reliable solutions are only possible when the problem as作者: ATOPY 時(shí)間: 2025-3-31 01:45
Retrospective and Future Automotive Infotainment Systems—100?Years of User Interface Evolutionten been influenced by upcoming new technologies that customers got used to in their daily lives. Examples of such technologies include the first in-car radio, which was introduced around 1922, or the first in-car phone, which was introduced around 1952. Today, a car without such functionalities is 作者: DRAFT 時(shí)間: 2025-3-31 07:12
Engaged Drivers–Safe Drivers: Gathering Real-Time Data from Mobile and Wearable Devices for Safe-DriIn this chapter, we explore the opportunities for gamified safe-driving apps provided by real-time data gathered from mobile and wearable devices. The study is grounded in our interest in providing engaging experiences for drives that otherwise lack engagement, both in manual and semi-automated vehi