3.3CGMay 13, 2020
Local Gathering of Mobile Robots in Three DimensionsMichael Braun, Jannik Castenow, Friedhelm Meyer auf der Heide
In this work, we initiate the research about the Gathering problem for robots with limited viewing range in the three-dimensional Euclidean space. In the Gathering problem, a set of initially scattered robots is required to gather at the same position. The robots' capabilities are very restricted -- they do not agree on any coordinate system or compass, have a limited viewing range, have no memory of the past and cannot communicate. We study the problem in two different time models, in FSYNC (fully synchronized discrete rounds) and the continuous time model. For FSYNC, we introduce the 3D-Go-To-The-Center-strategy and prove a runtime of $Θ(n^2)$ that matches the currently best runtime bound for the same model in the Euclidean plane [SPAA'11]. Our main result is the generalization of contracting strategies (continuous time) from [Algosensors'17] to three dimensions. In contracting strategies, every robot that is located on the global convex hull of all robots' positions moves with full speed towards the inside of the convex hull. We prove a runtime bound of $O(Δ\cdot n^{3/2})$ for any three-dimensional contracting strategy, where $Δ$ denotes the diameter of the initial configuration. This comes up to a factor of $\sqrt{n}$ close to the lower bound of $Ω(Δ\cdot n)$ which is already true in two dimensions. In general, it might be hard for robots with limited viewing range to decide whether they are located on the global convex hull and which movement maintains the connectivity of the swarm, rendering the design of concrete contracting strategies a challenging task. We prove that the continuous variant of 3D-Go-To-The-Center is contracting and keeps the swarm connected. Moreover, we give a simple design criterion for three-dimensional contracting strategies that maintains the connectivity of the swarm and introduce an exemplary strategy based on this criterion.
5.8HCApr 6, 2020
What If Your Car Would Care? Exploring Use Cases For Affective Automotive User InterfacesMichael Braun, Jingyi Li, Florian Weber et al.
In this paper we present use cases for affective user interfaces (UIs) in cars and how they are perceived by potential users in China and Germany. Emotion-aware interaction is enabled by the improvement of ubiquitous sensing methods and provides potential benefits for both traffic safety and personal well-being. To promote the adoption of affective interaction at an international scale, we developed 20 mobile in-car use cases through an inter-cultural design approach and evaluated them with 65 drivers in Germany and China. Our data shows perceived benefits in specific areas of pragmatic quality as well as cultural differences, especially for socially interactive use cases. We also discuss general implications for future affective automotive UI. Our results provide a perspective on cultural peculiarities and a concrete starting point for practitioners and researchers working on emotion-aware interfaces.
5.8HCMar 30, 2020
Affective Automotive User Interfaces -- Reviewing the State of Emotion Regulation in the CarMichael Braun, Florian Weber, Florian Alt
Affective technology offers exciting opportunities to improve road safety by catering to human emotions. Modern car interiors enable the contactless detection of user states, paving the way for a systematic promotion of safe driver behavior through emotion regulation. We review the current literature regarding the impact of emotions on driver behavior and analyze the state of emotion regulation approaches in the car. We summarize challenges for affective interaction in form of cultural aspects, technological hurdles and methodological considerations, as well as opportunities to improve road safety by reinstating drivers into an emotionally balanced state. The purpose of this review is to outline the community's combined knowledge for interested researchers, to provide a focussed introduction for practitioners and to identify future directions for affective interaction in the car.