Conference PaperPDF Available

Abstract and Figures

Although digital revolution has pervaded almost every part of daily life, cities remained seemingly analogue and furthermore inhabitants are mostly excluded from the digital layer. By replacing timeworn light bulbs with a projector linked with an intelligent sensor array we expect to increase social interaction within open spaces by creating a more engaging way through the city and reduce the use of distracting and separating mobile devices. We propose several applications to support the weakest traffic participants– pupils–having a safe way to school and back, prevent accidents and guide pedestrians through an increasingly complex city. We want to provide a more economical, safer and smarter way to lighten up the way through future cities.
Content may be subject to copyright.
Hybrid City Lighting
Improving pedestrians’ safety through proactive street lighting
Andreas Sieß, Kathleen Hübel, Daniel Hepperle, Andreas Dronov, Christian Hufnagel, Julia Aktun, Matthias Wölfel
Faculty of Digital Media, Furtwangen University, Furtwangen, Germany
{andreas.siess, kathleen.huebel, daniel.hepperle, andreas.dronov, christian.hufnagel, julia.aktun, matthias.woelfel}@hs-furtwangen.de
Abstract — Although digital revolution has pervaded
almost every part of daily life, cities remained seemingly
analogue and furthermore inhabitants are mostly excluded
from the digital layer. By replacing timeworn light bulbs with
a projector linked with an intelligent sensor array we expect to
increase social interaction within open spaces by creating a
more engaging way through the city and reduce the use of
distracting and separating mobile devices. We propose several
applications to support the weakest traffic participants–
pupils–having a safe way to school and back, prevent accidents
and guide pedestrians through an increasingly complex city.
We want to provide a more economical, safer and smarter way
to lighten up the way through future cities.
Keywords — Smart City; Intelligent Street Light; Hybrid
Space; Pedestrian Safety
I. INTRODUCTION
The digital revolution has pervaded people’s everyday lives
and does not spare the urban landscape. With focus on present and
future developments and in the light of smart city technologies,
intelligent systems are being integrated in sectors like city’s
economy, mobility, governance, living, environment and people.
As a reaction to population growth as well as the effects of
urbanization, cities are committed to establish new information
and communication technologies. [1] Putting these complex
category groups aside, there will be an increasing need to precisely
focus on the future of city dwellers and actively integrate them into
the digital progress. Citizens are not willing to be a passive entity
anymore but want to actively use and interact with their
environment. [2] Using digital media, cities can be transformed
into living and changing organisms in order to make urban
environments a better adapted and customized space to fulfill
particular needs of each individual.
At present the majority of civic and public innovative
technologies require an ownership and understanding of complex
mobile devices as well as access to local services that might be
only accessed by particular user groups. Hence it is inevitable to
mention that the gap between those who have access and those
who have not, the so called digital divide, becomes even bigger by
the minute. In addition, mobile-communication usually excludes
others and thus only fits the respective need of a single person.
Another important focus lies on people’s need for safety [3].
Looking at present statistics dealing with numbers of pedestrian
accidents, there are clear tendencies showing a decline over the
past years [4]. Despite those positive developments, present
approaches for accident prevention seem to be exhausted. In
addition, the recent intensive use of mobile devices while walking
cannot be determined at the moment. Though first statistics
indicate that the use of those devices are a real distraction and that
their use can result in serious accidents [5].
Hence the aim of Hybrid City Lighting (HCL) is to bring
‘illumination’ to the residents, to overcome the previously
mentioned drawbacks and to create a solution that can easily be
integrated into the city, grant access for anybody independent of a
social group, grant access without any further requirements and
especially provide information wherever there is danger and
information is needed. We focus on enriching open spaces and
particularly pavements and thereby support creating a hybrid
space – a merger of common, analogue elements and virtual,
augmented content.
II. RELATED WORK
Besides this project, there are several other approaches to help
guiding people through or simply let them enjoy their augmented
urban environment. The various approaches derive from a broad
number of fields of which we can mention only a view: art [6],
digital signage [7], the car industry [8], and location based games
(including pervasive and augmented reality games [9, 10]. Each of
them shows that the notion of providing additional information,
feedback or gameplay within (future) cities could help to improve
inhabitants’ life. The Van Gogh Path by Studio Roosegarde for
instance, tries to enrich unlit streets, by implementing fluorescing
elements as a way to make people feel safer on their way home. A
more subtle way of providing information through interactive
communication was set up in Freiburg i. Br., Germany. The Säule
der Toleranz uses intelligent lighting by sending visual signals
determined by the permitted acoustic level of the crowd. [11]
Another concept describes the guidance of (pedestrian) crowds
through an urban street network via subconscious incentives
within the colour temperature of street lighting. [12]
The Canadian Designers Quartier des Spectacles created a
prototypic installation in which they installed projectors above a
junction in Montreal. They implement their system in different
ways: on the one hand, they use it to communicate guidance
recommendations for pedestrians and on the other hand, it is used
for advertising and event promotion. [13] The targeted advertising
industry certainly took some first steps: Interactive “Digital
Signage” respectively “Digital out of Home” attempts are arising
at a high rate. They are exclusively used to deliver advertorial
messages over a digital layer from which targeted information can
be retrieved in retail stores and other urban spaces [7]. However,
the mentioned proliferation of those screens implicates either an
information overload or a masking.
Taking a look at the car industries, which always have been
interested in fostering innovation and safety, Mercedes took a first
step towards enhancing cities’ digital based information by
coming up with the so-called “shared space in tomorrow’s world
[8] in which they try to increase pedestrians’ safety by letting their
cars communicate via signals. In detail, they assembled a projector
within the car’s radiator grill which is able to help people cross the
street by projecting a crosswalk in front of them.
2015 International Conference on Cyberworlds
978-1-4673-9403-1/15 $31.00 © 2015 IEEE
DOI 10.1109/CW.2015.51
46
2015 International Conference on Cyberworlds
978-1-4673-9403-1/15 $31.00 © 2015 IEEE
DOI 10.1109/CW.2015.51
46
III. STREET AS A DISPLAY
Our concept tries to pick up on existing infrastructure that can
be found in almost every town: The street lights. To ensure that the
HCL does not require too many resources and efforts, only the
head (containing the lamp itself, the reflector and electronics) of
each lamppost has to be replaced. Although each head is an
independent system that could operate on its own, the real benefit
can be gained by using an array of many heads that communicate
which each other. In times of big data and the individual
requirement of privacy, our concept of HCL tries to contribute to
the principle of only sharing the bare minimum of data necessary:
Each head contains a simple network router that can only
communicate with other heads in the near field neighborhood via
wireless technology.
By using the street as a display, we believe that this concept
offers benefits in a social and technical way: At the moment every
user requires a device (e.g. smartphone, smart glasses, augment-
tation devices) to enter a city’s digital layer. Though considering
user groups like tourists, children or elderly who are not able to
connect with local services, entrance barriers to important
information are often too high and unequally distributed. In our
concept the use of a device to interact with the applications is not
needed. We hope that our solution fosters the city as a social hub
where real face-to-face communication is not prevented through
personal devices. Technically the main advantage of the projection
over displays integrated in the street’s surface is its insensibility
against dirt or snow (although these displays can be an alternative,
especially in situations where projections are not possible).
Augmented applications–as an alternative–are not able to provide
highly accurate mappings, they might overlap relevant information
and can only be used by a single person.
IV. SAFE WAY TO SCHOOL
Traffic safety and the safeness of pedestrians is an important
topic that deserves constant attention: Children between the age of
6 and 15, especially on their way to school and back (between 7-8
am, 1-2 and 4-5 pm), are exposed to great risks and become victims
of traffic accidents [14]. Considering these time peaks of the
statistics the following applications will particularly be necessary
during the dark seasons when traffic creates increased risks of not
being seen [15]. There are many reasons causing these dramatic
data like speeding and incautious motorists, missing assistance for
crossing streets or insufficient lighting [16]. Other main factors
though also are inexperienced and incautious children. For
example, young children before the age of 10, often are unable to
recognize possible danger, are not able to evaluate velocity and
distances and often are not concentrated and easily distracted by
other interests [16] or by playing with their smartphones.
To address these issues and lower the risk for pupils, we are
combining the technology of the HCL and selected game theories.
Basic principles of game design and slight adaptations in order to
the open space issue will serve as groundwork for the following
applications. Salen and Zimmerman [17] propose six simple
hypotheses that are crucial to understand why people play and why
certain games are so loved. To summarize: A game has to be
simple, unique and elegant in its representation, social as well as
fun and cool.
Implementing easy and well-known analog or digital games,
that are interactive and entertaining, we can identify with those
facts. Making use of depth-sensor techniques that is able to track
one or more persons, we also provide the possibility to connect
single players to cooperate in team or perhaps as competitors.
Therefore we want to support social interaction and team spirit.
Fig. 1. Soccer game projected by HCL
Considering sudden dangerous situation in traffic, we are
eager to provide games that in contrast to well-known video games
are less involving and absorbing but still are attracting enough to
compete with smartphone content and games or other distractions.
With our approach we are able to consider the children's surround-
dings and include and react to it which mobile games cannot. We
are able to provide a targeted and also easy way to shift the focus
from the pavement to possible dangers from other traffic partici-
pants. With the help of playfully implemented guidance systems
and by using simple but engaging game components, children are
guided to turn their attention towards the pavement instead of other
distracting stimuli. Our main concern though is to easily gain back
the awareness of surrounding danger zones. In addition by offering
interesting pavement activities, we want to prevent children from
taking more dangerous routes or shortcuts.
A. CHILD SUPPORTING PAVEMENT GAMES
Due to the above mentioned high level of accidents of children
on their way to school and back as well as their unincisive
awareness of dangerous traffic situations, we propose two
pavement games. They safely lead the way in an entertaining
manner and bring back attention to risky traffic situations.
Soccer: The first game, Figure 1, is inspired by a casual soccer
game. The HCL projects a soccer court on the pavement as well as
a ball. The sensor detect one or several children to assign a ball to
each of them. The ball virtually rolls in front of the tracked person
and can be kicked in walking direction. The speed as well as the
direction of those moves are constrained to prevent children from
running too far and onto the street while following the expected
direction of the ball. Therefore the football bounces off set
sidelines as well as other balls and can only be kicked a limited
distance. The game and thus the focus on the pavement ends with
the scoring of a virtual goal before crossing a street.
Footprints: The second game is a less complex game and very
suitable for an implementation in front of traffic light transitions
where children have to be very attentive. The HCL projects
coloured footprints leading the way to school or home. Children
are supposed to concentrate on them and will receive feedback like
a water splash or a small explosion of colour when stepping onto
the footprints. Hence we are providing a fun and interactive path
that strictly ends at the traffic lights. Red footprint will signalize
where to stop and where the game will continue. They will change
to green simultaneously with the traffic light.
B. FLOOR IS LAVA TRAFFIC LIGHT CROSSING
“The Floor is Lava” originally is a real-life game mostly
played by children and is also adapted as a computer game [18].
The game’s goal is to prevent the participants from touching the
floor. Instead, they have to move through the respective
4747
playground jumping from one object (e.g. furniture) to another, in
order to avoid stepping into the imaginary lava. Supporting
children to safely cross the street, this concept can be adapted
directly as they are familiar to the structure of the game. Based on
this, they do not need to solely focus on playing the game, but on
crossing the street. Hereby, a modification of the game “the floor
is lava” (referenced to in several TV-Series like The Simpsons,
Family Guy or Adventure Time) sets a foundation for this
particular approach. As demonstrated in Figure 2 our concept is
separated into 2 different states:
State 1: Depth sensors determine if someone wants to cross the
street. Depending on the outcome, there are two possible
scenarios: Scenario 1: Nobody is waiting: The HCL advises the
traffic light not to turn red. Scenario 2: Adults and children are
about to cross the street: The HCL casts a countdown on the floor
from which they can tell when the traffic light will turn green.
Fig. 2. Lava is coming / Lava is here
State 2: The lava is projected and the pedestrian light turns
green: 1) Progress bar and countdown move their position to
inform the drivers after what time the traffic light will turn green
for them again. 2) It projects a safety border to let the children
know the furthest position to the left and the right they can go. 3)
The projector casts stones on street and pavement so that pupils
are able to step on to cross the street. The stones will disappear in
a linear transition until five seconds before the traffic light will turn
green for the cars again.
V. GENERAL SAFETY
Besides our previously introduced child-safety use cases, we
developed two more application that do not superficially assist
children but adults as well. For those concepts, we are making use
of the opportunity that the light’s different angle and intelligent
sensors are raising a new level of information. Hence the
applications are able to support drivers and pedestrians by pointing
out danger zones throughout future cities.
A. CAR-WARNING SYSTEM
The main advantage of having a depth sensors implemented in
the HCL is, that we are able to detect pedestrians or even animals
still hidden behind view-blocking obstacles which due to the
viewing angle cannot be seen by car sensors or the driver. When
the system detects a person that is about to run across or onto the
street, it projects noticeable concentrical circles next to persons’
location so that oncoming cars are being warned of the imminent
danger at an early stage (Figure 3).
In order to properly evaluate the situation, the system needs
more information than peoples’ mobile devices can provide. This
can be done by calculating the depth sensor’s data in conjunction
with the values received from the infrared sensor. Thereby, the
infrared sensor determines whether the heat signatures are
equivalent to those of humans. The light needs to know the
person’s movement speed and - direction which can be calculated
by using the direction and movement vector returned by the depth
sensor. In addition, the light needs to calculate whether the driver
is able to see the person or not. Therefore, the vision cone of the
driver is calculated and applied to the environment. The warning
sign will appear gradually and is more luminescent depending on
how acute the danger is. In urgent cases, the projection will start
blinking. If the pedestrian is clearly visible again, or does not move
from the spot, the mark will fade out.
Fig. 3. Car-Warn ing Syst em
B. CLEAR ICE DETECTOR
The following concept concerning the general safety is a
mechanism to detect slippery clear ice areas on pavements or roads
and therefore prevents accidents by making the crowd aware of
any hidden and unpredictable risks.
Fig. 4. Clear ice detection
The light sensor array scans the condition of the concrete and
identifies the present HO amount and consistency. The detection
of the ice is based on a linearly-polarized radiation beam of the
integrated IR sensor [19] that is able to detect environmental
changes. Therefore surrounding characteristics determine the
content of the display. As demonstrated in Figure 4, pedestrians
and drivers will see virtual snowflakes instantly displayed on
unsafe areas so that traffic- and rear-end collisions, slipping and
falling can effectively be prevented. In that case, no additional road
signs, warning cones or informing video clips are required as the
information is changing in real time based on the environmental
properties. Because of the relatively longer response time of car
drivers they need to be warned well in advance. The connection of
our lamps supports this issue by reporting icy areas at an earlier
stage.
4848
VI. EVALUATION
Due to the rather complex approach of this concept a
quantitative analysis did not seem expedient. To evaluate the
hypotheses, three standardized face-to-face interviews (16
questions in total) were held with experts from different fields:
Paola Belloni, professor of lighttechnics and lightplanning;
graduate engineer (Dipl. Ing.) Steffen Köhler, distribution head of
Philips Lighting in Baden (Germany); graduate engineer (Dipl.
Ing.) Simon Sieß, architect and urban planner.
A broad consensus emerged in terms of security: all experts
share the opinion that security will be a hotspot in future cities.
Furthermore Köhler mentioned that in terms of safety – especially
for children – the projected budget is often not as tight as usual.
Sieß as well as Belloni are confident that the games will be a
welcome diversion for children on their way to school. All experts
believe that the ingame boundaries will lead to an increasing
presence on the sidewalk and can therefore contribute to a
significant decline of accidents by inattentive children.
VII. OUTLOOK AND CONCLUSION
The paper has presented a new attempt to enrich the idea of a
smart city. Today's smart city approaches mainly focus on superior
global issues. In those cases the ‘smartness’ of the city stays widely
hidden from the citizens and are, if at all, only accessible by
personal mobile devices. We aimed, instead, to make features of
the smart city directly and easily accessible. Therefore we
developed the concept of Hybrid City Lighting that not only can
be integrated into existing infrastructures but also projects equally
accessible information to support security and guidance. It offers
several child supporting pavement- and road crossing games as
well as general safety applications that will help make the streets
a safer place.
The HCL is also scalable in many ways and therefore offers
additional prospects that we want to introduce briefly for future
research. The street light itself can be integrated in many other
open spaces like plazas, park areas or parking lots where new
concepts like art visualizations or more complex games can enrich
the open social life of the city. Having designed a modular
construction of the lamps’ head, one will be able to attach
additional tools like a mirror system that will enable the lamp to
project content in every angle and for instance can be used for
public screening and provides an alternative to present urban
displays and projects information as well as advertisements to any
surfaces and wherever and whenever it is needed.
To also question the status quo, our concept still propose some
questions which are not yet fully answered and which have to be
taken into further consideration: Using today’s technologies and
considering the fact that artificial light will not be brighter as
sunlight, projections might not be seen as clearly during daylight
so that up to now we are concentrating on the dark seasons and
times of the day. Furthermore the emittance of light into the night
sky is considered problematic. So far it is not yet foreseeable in
which way the HCL contributes to this environmental impact.
However the HCL is also able to distribute the light in a more
targeted way. Our approach, seen as emitting more light at first
sight, might indeed be able to reduce unnecessary emittance
without the need of adequate street lighting. Also the risk of arising
occlusions through bigger objects or shadows has not been
elaborated.
Not clearly being able to prove the effectiveness of our
accident reducing concepts at the moment it will be necessary to
initiate further steps and carry out a study to provide representative
data. However, work by Swenson and Siegel [20] give hope that
our approach can be used to good effect. They demonstrated that
by overlaying digital content to the environment, in their cases
stairs, can result in a positive behavior change: Stair usage, in
comparison to lift usage, in an office setting has improved by
adding interactive components to motivate physical activity.
Besides those promising facts the main aim of this paper primarily
remains to emphasize the need to provide smart systems to make
cities a safer place, demonstrate innovative ideas and inspire
further discussion about the topic of smart cities and use of open
spaces.
REFERENCES
[1] Giffinger,R.;Fertner,C.;Kramar,H.;Kalasek,R.;Pichler-
Milanović,N.; Meijers,E.; Smart cities. Ranking of European
medium-sized cities. Wien: Centre of Regional Science (SRF), 2007.
[2] UrbanIxD: Designing Human Interactions in the Networked City,
The UrbanIxD Manifesto. Interaction Design in the Networked City.
1. Aufl., 2014.
[3] Münchner Kreis, "Innovationsfelder der digitalen Welt – Bedürfnisse
von übermorgen," 2013, http://www.tns-infratest.com/Wissensforum
/studien/pdf/Zukunftsstudie_MUENCHNER_KREIS_2013.pdf (last
visited 21.05.2015).
[4] Statistisches Bundesamt, Kinderunfälle im Straßenverkehr. (2013).
Wiesbaden. 2014, p. 6.
[5] Spitzer, M. (2014). Handy-Unfälle. Nervenheilkunde, 33(4), 223 -
225. http://www.znl-ulm.de/Veroeffentlichungen/Geist
_und_Gehirn/NHK14_Handy-Unfaelle.pdf (last visited 21.05.2015).
[6] https://www.studioroosegaarde.net/project/van-gogh-path/ (last
visited 21.05.15).
[7] Schaeffler, J.: "Digital signage: software, networks, advertising, and
displays: a primer for understanding the business," In: CRC Press
2014.
[8] Daimler Communications, "The Mercedes-Benz F 015 Luxury in
Motion - Forerunner of a mobility revolution", Press Information,
March 2015. pp. 9-12.
[9] Montola, M.; Stenros, J. & Waern, A.: "Pervasive games: theory
and design. Morgan Kaufmann" 2009.
[10] Wagner, D.:"Handheld augmented reality" (Doctoral dissertation,
Graz University of Technology) 2007.
[11] http://www.badische-zeitung.de/freiburg/saeule-der-toleranz-
freiburg-zieht-eine-erste-bilanz--19126028.html (last visited
21.05.15)
[12] Sieß, A.; Hübel, K.; Hepperle, D.; Dronov, A., Hufnagel, C.;
Aktun, J.; Wölfel, M. "Incentive Guidance of Crowds by Smart
City Lights" in Mensch & Computer 2015. Tagungsband: 15.
Stuttgart, 2015.
[13] https://www.basicthinking.de/blog/2010/03/15/licht-aus-spot-an-
desing-konzept-projiziert-botschaften-auf-den-asphalt (last visited
21.05.15).
[14] Statistisches Bundesamt: Verkehr – Fachserie 8 Reihe 7,
Spezialheft „Kinderverkehrsunfälle 2000“, Wiesbaden, 2001.
[15] M. Limbourg, K. Reiter, "Die Gefährdung von Kindern im
Straßenverkehr," In: Kleine, W. (Hrsg.): "Bewegungsraum Straße -
Kinder unterwegs. Brennpunkte der Sportwissenschaft",
Academia-Verlag, Sankt Augustin, 2003. p. 13 .
[16] M. Limbourg, Risikofaktoren für Kinderunfälle im Straßenverkehr.
Mobil und Sicher, 5, 1994, pp. 10-12.
[17] K. Salen, E. Zimmerman, "Rules of Play - Game Design
Fundamentals", The MIT Press Cambridge, Massachusetts London,
2004. https://gamifique.files.wordpress.com/2011/11/1- rules-of-
play-game-design-fundamentals.pdf (last visited 20.05.2015).
[18] https://steamcommunity.com/sharedfiles/filedetails/?id=415563
441 (last visited 21.05.15).
[19] Blackwood, C. I. (1993). U.S. Patent No. 5,243,185.
Washington, DC: U.S. Patent and Trademark Office.
[20] Swenson, T. & Siegel, M. (2013): Increasing stair use in an office
worksite through an interactive environmental intervention. Health
Promotion, 27(5), pp. 323-329.
4949
... They will be available on the market in about two years, and the prices will not be significantly higher than those of ordinary light bulbs [17,18,19]. ...
... The Scientific Bulletin of VALAHIA University-MATERIALS and MECHANICS -Vol.18, No. 19 ...
Article
Full-text available
The paper presents an overview of (i) the different polluting materials, classified according to their (bio)degradability, (ii) the sources of pollution (iii) the general effects of pollution on natural resources and on the economy and people’s health. The paper also summarizes directions/solutions to eliminate these effects, including “eco” technologies, and their effectiveness on environmental conservation and regional and global ecosystem protection, in the context of a clean and sustainable environment, in accordance with the 2030 Agenda for Sustainable Development.
... Various modalities were proposed for eHMIs, including displays on grilles [39] and windshields [30], LED strips [39,59], movement patterns [80], and projections [2,64]. External devices like smartphones [45] and enhanced infrastructure were considered [72]. Additionally, various eHMI concepts and designs have been explored, such as text-based designs [12] that convey vehicle status [37] or intentions [34]. ...
Preprint
Full-text available
The absence of a human operator in automated vehicles (AVs) may require external Human-Machine Interfaces (eHMIs) to facilitate communication with other road users in uncertain scenarios, for example, regarding the right of way. Given the plethora of adjustable parameters, balancing visual and auditory elements is crucial for effective communication with other road users. With N=37 participants, this study employed multi-objective Bayesian optimization to enhance eHMI designs and improve trust, safety perception, and mental demand. By reporting the Pareto front, we identify optimal design trade-offs. This research contributes to the ongoing standardization efforts of eHMIs, supporting broader adoption.
... Covered all aspects of the transition from conventional, environmentally damaging energy sources to hybrid wind solar renewable energy systems for highway lightning (24). Contrasts the individual modelling and integration of a wind and solar power system carried out in MATLAB with the load analysis of a hybrid solar wind system (25). The primary goal of this essay was to highlight the importance of developing smart systems for secure urban environments (26). ...
Article
Energy is one of the most important factors in the country's development and advancement. Several developed countries are facing issues in the production of energy. When we come to electricity, it is the most important source for running all kinds of machinery and industries. Across the world thermal power production is the most commonly used method. But it causes a lot of pollution and many resources are consumed. To avoid all these issues, the world is looking for the best renewable energy sources like wind, solar power productions. This project mainly focusses on design of an integrated setup of wind turbine and solar panel to form a hybrid energy source which is installed over the pole. When it's sunny outside, wind energy can be used to illuminate solar panels, and wind energy can also be used at night and on cloudy or rainy days. Together, the two processes produce a significant amount of electric energy, which solar cells store for use as nighttime lighting . We considered the mono crystalline solar panels(The required no. of cells would be based on the application part) such that the capacity lies between 260-280W. We made sure that the solar inverter capacity would be around 200W. We have chosen the wind turbine generator of 60W capacity. Accordingly, we have considered the solar battery of 12V. And finally, a converter which converts DC to AC.
... Several modalities such as displays [23], LED strips [5,23,36], windshield displays [6], projections [1] auditory or tactile cues [38] and combinations [38] or enhanced infrastructure [9,48] were proposed. ...
Conference Paper
Full-text available
Automated vehicles are expected to substitute or even improve driver-driver communication, for example, via LED strips or displays. Numerous situations exist where ambiguities have to be resolved via gestures or implicit communication (i.e., movement). An already demanding situation is the unsignalized four-way intersection. Additionally, Vehicle-To-Everything technology enables automated vehicles to perform maneuvers impossible before such as blocking an intersection to safely let an emergency vehicle pass. Therefore, we report the results of a within-subject Virtual Reality study (N=17) evaluating these two scenarios. Results show that external communication increased perceived safety and reduced mental workload, and also that the novel behavior confused participants. Our work helps better to integrate external communication in settings with manual drivers.
... Work on eHMI focused on children [7,23], people with vision [19,20] or mobility impairments [3], general pedestrians [2,28,57], and bicyclists [48]. Several modalities such as displays [39], LED strips [39,58] (and windshield displays [27]), movement patterns [78], projections [1,63], external devices such as smartphones [46], auditory or tactile cues [60] and combinations [60] or enhanced infrastructure [72] were proposed. Additionally, eHMIs were proposed for automated delivery trucks [15], to warn distracted pedestrians [14], and as personalization possibilities [13]. ...
... At some point it could be possible that the city and user levels start to interact, as described in the article about hybrid city lighting (Siess et al., 2015), where it is suggested that the street can become a display, thus enabling interactivity and increasing safety for pedestrians (especially children). The main focus is placed on attracting pedestrian attention to dangerous situations (for example, pavement, street crossing) using visualization and game elements such as "soccer", "footprints", "the floor is lava", "clear ice detection". ...
Article
Full-text available
According to standards, the lighting system is one of the key elements to provide safety on city roads, defined by quality parameters. LED technology and movement detection sensor interaction bring about new regulation techniques, creating an energy-efficient smart LED lighting system concept. This paper reveals extensive comparative data analysis of Dialux simulation results before the project implementation phase and in-situ quality parameter measurements for various street profiles and LED luminary power types. After the project implementation phase, more than 1000 measurement points are reached. Further, energy efficiency increase issues in smart lighting systems are described in terms of LED luminary dimming profile analysis and future dynamic control application modes. The first findings clearly show that in most cases light output in simulation results is lower than in real situations; therefore, LED luminary power can be decreased, allowing for higher energy savings in first luminary maintenance years, keeping the same defined ME class or safety level. Let us suppose that the traffic intensity data are obtained from smart system sensors. In that case, the ME class can be dynamically selected during different night times, thus increasing safety and providing extra energy savings using the same system elements, as well as leading to better ROI values.
Article
Full-text available
Introduction Automated vehicles need to gain the trust of all road users in order to be accepted. To make technology trustworthy, automated vehicles must transmit crucial information to pedestrians through a human-machine interface, allowing pedestrians to accurately predict and act on their next behavior. However, the unsolved core issue in the field of vehicle automation is to know how to successfully communicate with pedestrians in a way that is efficient, comfortable, and easy to understand. This study investigated the impact of three human-machine interfaces specifically designed for pedestrians' trust during the street crossing in front of an automated vehicle. The interfaces used different communication channels to interact with pedestrians, i.e., through a new road infrastructure, an external human-machine interface with anthropomorphism, or with conventional road signaling. Methods Mentally projected in standard and non-standard use cases of human-machine interfaces, 731 participants reported their feelings and behavior through an online survey. Results Results showed that human-machine interfaces were efficient to improve trust and willingness to cross the street in front of automated vehicles. Among external human-machine interfaces, anthropomorphic features showed significant advantages in comparison with conventional road signals to induce pedestrians' trust and safer crossing behaviors. More than the external human-machine interfaces, findings highlighted the efficiency of the trust-based road infrastructure on the global street crossing experience of pedestrians with automated vehicles. Discussion All of these findings support trust-centered design to anticipate and build safe and satisfying human-machine interactions.
Article
Full-text available
Automated vehicles will alter traffic fundamentally. While users can engage in non-driving-related tasks such as reading or even sleeping, the possibility to interact with other road users such as pedestrians via, for example, eye contact vanishes. Therefore, external communication of automated vehicles is currently researched with various concepts spanning dimensions such as anthropomorphism, technology, viewpoint, locus, message type, and others. However, the proposed concepts are mostly evaluated in simple scenarios, such as one person trying to cross in front of one automated vehicle. Therefore, we implemented a WebGL application of a four-lane road and conducted a within-subject study (N=46) to study the effects of nine concepts with and without the presence of other pedestrians and altering the yielding target of the automated vehicle. We found that all concepts were rated better than having no external communication. However, the effects were not uniform across the concepts.
Chapter
Full-text available
Road safety, and in particular pedestrian safety, represents a growing global concern as urban populations continue to rise and age. Motorists and passengers have benefited from technological improvements for their safety, but pedestrian safety remains largely dependent on simple traffic lights, physical interventions in the built environment, and the behaviour of drivers. At the same time, advancements in smart technologies offer opportunities for improving the safety of pedestrians in cities. The chapter describes how such emerging opportunities can be identified through a human-centred technology approach, which combines (a) human-computer interaction (HCI) research as a reference point to better understand what is technologically possible and (b) human-centred methods to gain insights about people’s lived experiences. The chapter demonstrates this approach by linking current pedestrian safety solutions to HCI research, presenting an online ethnographic study of user comments, and developing avenues for smart technology interventions to improve pedestrian safety in cities. Beyond pedestrian safety, the chapter presents recommendations for how to implement a human-centred technology approach in future smart city initiatives.KeywordsHuman-centred designHuman-centred technologyHuman-computer interactionOnline ethnographyPedestrian safetyRoad safetySmart citiesSmart technology
Conference Paper
Full-text available
Although digital revolution has pervaded almost every part of daily life, cities remained seemingly analogue and furthermore inhabitants are mostly excluded from the digital layer. Considering the increasing wish for safety as well as present accident statistics, society faces the necessity to support the needs of their weakest traffic participants – pedestrians. As for today we propose to guide large crowds in an increasingly complex city by incentive hints. By using established infrastructure of city lights we try to ensure that our concept can be implemented in the most simple and realistic way. With this approach we expect to increase security and traffic optimization within open spaces by creating a more engaging way through the city.
Article
Full-text available
Purpose Examine the effects of an interactive environmental intervention on stair usage. Design A nonrandomized, quasi-experimental intervention. Setting Two three-story office buildings. Subjects Approximately 200 employees at the intervention site and 140 at the comparison site. Intervention The stairwell was decorated with interactive paintings such as maps, storyboards, and wish lists to encourage employees to take the stairs rather than the elevator. Measures Daily stair and elevator usage were measured using electronic sensors or door-access card counters for 2 weeks prior to the intervention and 6 weeks after. Analysis The daily counts of stair use were modeled using a Poisson regression to estimate the effect of the intervention on staircase use. Results At baseline, the mean proportion of stair use relative to stair plus elevator use at the intervention site was 31.5% (95% confidence interval [CI], 30.3%–32.7%). During the 6-week intervention period, this proportion increased significantly to 66.2% (95% CI, 64.4%–67.9%). There was no significant change in stair use at the comparison site. In a Poisson regression of the daily number of stair users, the incidence rate ratio associated with the intervention was 2.57 (95% CI, 2.35–2.82). Conclusion This interactive environmental intervention increased stair usage in an office setting relative to the comparison site, and this increase was sustained over a 6-week period. Adding interactive components to motivational or environmental change interventions shows promise in increasing stair usage.
Conference Paper
Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, existing AR systems like MARS [1] or Tinmith [2], which require a user to wear a notebook computer in a backpack and a head-mounted display (HMD) are expensive, fragile and inconvenient to wear. Thin-client approaches using a Tablet PC or Personal Digital Assistant (PDA) merely as a portable display [3][4] require a dedicated server infrastructure and limit mobility. We believe there is a need for an unconstrained, infrastructureindependent AR display running to fill the gap in situations where traditional backpack systems are too costly and cumbersome, but thin client implementations exhibit inadequate deployability, scalability or interactive behavior. Particular examples include sporadic use over lengthy time spans, in between which devices must be stowed away, mixed indoor/outdoor use in wide-area environments, and massively multi-user application scenarios. This has motivated us to develop a state of the art AR framework targeting lightweight handheld displays.
Innovationsfelder der digitalen Welt -Bedürfnisse von übermorgen
  • Münchner Kreis
Münchner Kreis, "Innovationsfelder der digitalen Welt -Bedürfnisse von übermorgen," 2013, http://www.tns-infratest.com/Wissensforum /studien/pdf/Zukunftsstudie_MUENCHNER_KREIS_2013.pdf (last visited 21.05.2015).
Digital signage: software, networks, advertising, and displays: a primer for understanding the business
  • J Schaeffler
Schaeffler, J.: "Digital signage: software, networks, advertising, and displays: a primer for understanding the business," In: CRC Press 2014.
Rules of Play -Game Design Fundamentals
  • K Salen
  • E Zimmerman
K. Salen, E. Zimmerman, "Rules of Play -Game Design Fundamentals", The MIT Press Cambridge, Massachusetts London, 2004. https://gamifique.files.wordpress.com/2011/11/1-rules-ofplay-game-design-fundamentals.pdf (last visited 20.05.2015).
Designing Human Interactions in the Networked City, The UrbanIxD Manifesto. Interaction Design in the Networked City. 1. Aufl
  • Urbanixd