CommuterNews: a prototype of persuasive in-car entertainment
CHI '00 Extended Abstracts on Human Factors in Computing Systems
Believable environments: generating interactive storytelling in vast location-based pervasive games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
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Computer Communications
A smart car control model for brake comfort based on car following
IEEE Transactions on Intelligent Transportation Systems
Helping mobile apps bootstrap with fewer users
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Bridging waiting times on web pages
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
A study on user acceptance of proactive in-vehicle recommender systems
Proceedings of the 3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications
A dynamic content summarization system for opportunistic driver infotainment
Proceedings of the 3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications
Proceedings of the 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
The car data toolkit: smartphone supported automotive HCI research
Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
ACM Transactions on Computer-Human Interaction (TOCHI)
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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.