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Critical analysis and evaluation of interactive and customised applications on mobile television : interactive and customised mobile television applications are evaluated using the views of consumers, advertisers, and telecommunications operators with regard to services and also assessing the usability of mobile devicesAl Sheik Salem, Omar fuad abed al whab January 2011 (has links)
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In today's communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed. The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumers' opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially 'free' mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs.
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O predomínio do entretenimento no jornalismo esportivo brasileiro / -Padeiro, Carlos Henrique de Souza 17 September 2015 (has links)
Os processos de absorção do jornalismo pela indústria cultural e de espetacularização de modalidades de alto rendimento têm intensificado a exploração do esporte como produto de entretenimento dentro da cobertura especializada. Originalmente lúdica, a atividade esportiva tornou-se um negócio altamente lucrativo, nas últimas três décadas, para as entidades que organizam as competições e para os patrocinadores, entre eles grandes empresas de comunicação. A constante veiculação de imagens e informações sobre equipes e atletas midiáticos faz a sociedade absorver o esporte como artigo da indústria do entretenimento. Por meio da análise das pautas do Globo Esporte/SP e do Caderno de Esportes, principais telejornais esportivos diários da Rede Globo e do Esporte Interativo, respectivamente, a dissertação mostra que esses programas priorizam o aspecto da diversão, em busca da audiência. Prescinde-se de um aprofundamento em temas como política e economia do esporte, pois o futebol, com os resultados da rodada e o dia a dia dos clubes e dos jogadores mais populares, domina o noticiário. No caso da Rede Globo, detentora dos direitos de transmissão de diversos campeonatos nacionais e internacionais, seu único telejornal esportivo diário funciona como parte da engrenagem para promover os grandes eventos que compõem a ampla teia de negócios do conglomerado de comunicação e seus parceiros comerciais. O Esporte Interativo, empresa nova e em crescimento, adota a mesma estratégia ao privilegiar os campeonatos dos quais é proprietário. Além disso, reproduz os assuntos de seus concorrentes, numa lógica para disputa de audiência e para atrair anunciantes. Segue-se um modelo pronto e repetitivo, envolvendo os mesmos assuntos e personagens, como jogadores, treinadores e dirigentes dos grandes clubes. Ao público é oferecida uma mercadoria para consumo passivo, sem reflexões, sem questionamentos, sem aprimorar o esporte. O espaço para a atividade física como ferramenta educacional é restrito. Num mundo mediado por imagens, ampliar e equilibrar a agenda esportiva é um desafio para os profissionais de comunicação, e esse debate deve partir da academia. O predomínio do esporte espetáculo e do entretenimento esvazia a crítica e desfavorece o exercício do jornalismo de interesse público, que deveria contribuir para a transformação da sociedade em todos os setores. / The process of absorption of journalism by the culture industry and the spectacularization of high performance sports have increased the exploration of sport as entertainment inside the media specialized. Originally ludic, the sport activity has become a highly profitable business, in the last three decades, for the federations that organize competitions and for sponsors, including big media companies. The constant flux of images and information over popular teams and athletes makes the society absorb the sport as product of Entertainment Industry. This Master\'s dissertation presents an analysis of Globo Esporte/SP and Caderno de Esportes, the most influential daily sports newscasts at Globo and Esporte Interativo, respectively, to show that these TV programs prioritize the aspects of amusement, to reach large audience. There is not a deeper analysis in issues as politic and economy of sports. The football (results and information - over the most popular players and teams) dominates the news. Rede Globo pays huge sums of money for the rights to broadcast many national and international tournaments, so Globo Esporte is part of a strategy to promote these major events and benefit the communication conglomerate and its commercial partners. Esporte Interativo, a new TV station in growth stage, adopts the same strategy for privileging the events with rights owned by the company. Besides, Esporte Interativo reproduces the agenda of other TV stations, to dispute audience and to attract advertisers. The sports newscasts follow a repetitive model, involving the same themes and persons - players, coaches and directors of football teams and others mediatic modalities. To the public is offered a content for passive consumption, without reflections and discussions to improve the sport. The space to work physical activity as educational way is limited. In a world supported by images, the challenge for the professionals of communication is to enlarge and balance the sport agenda. This debate should start in the academy. The predominance of sporting mega-events, just for entertainment, disrupts journalism as public interest, that should be contributing to the transformation of society over different sector.
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Satiric infotainment TV showsAlonso, Paul, 1978- 13 November 2012 (has links)
This dissertation analyzes the discourse of three infotainment television shows built around their hosts – characters who have gained considerable importance and influence in their respective countries: American Jon Stewart (host of The Daily Show with Jon Stewart); British comedian Sacha Baron Cohen (the actor who incarnates the popular characters Borat, Bruno, and Ali G in the Da Ali G Show), and Peruvian Jaime Bayly (host of the Peruvian TV show El Francotirador/The Sniper). These three shows responded to their specific national, cultural, social, and political contexts, while simultaneously demonstrating important similarities: they parody journalistic genres while questioning traditional journalism authority and arbitrary media norms; they use humor to develop political, social, and cultural critiques; and they revolve around a talented character who is a media celebrity.
Drawing upon theory and literature related to media spectacle, infotainment, tabloidization, celebrity, and the carnivalesque, this research analyzes the three media characters’ discourse and critiques within their respective national and cultural contexts in order to understand their role in those societies and how they negotiate discursive power in the public sphere. This analysis also seeks to reveal how Stewart challenges the mainstream news media by exposing the difficulties of debate in the U.S.; how the subaltern voices of Ali G, Bruno, and Borat position Sacha Baron Cohen to confront hegemonic culture and identity; and how ambiguity and contradiction allow Bayly to be a transgressor in a society where entertainment has a particular political history. This research establishes commonalities and differences among these three representative cases in relation to the broader, global phenomenon of satiric infotainment, and introduces the notion of “critical infotainment” to characterize this satiric trend that combines entertainment, comedy, journalism, popular culture, and politics to develop social critique. Critical infotainment is interpreted as a result of and a transgressive reaction to the process of tabloidization and the cult of celebrity in the media spectacle era. Finally, this dissertation includes recommendations for future critical infotainment experiments to fill the gap left by the traditional press in today’s mediascape. / text
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O predomínio do entretenimento no jornalismo esportivo brasileiro / -Carlos Henrique de Souza Padeiro 17 September 2015 (has links)
Os processos de absorção do jornalismo pela indústria cultural e de espetacularização de modalidades de alto rendimento têm intensificado a exploração do esporte como produto de entretenimento dentro da cobertura especializada. Originalmente lúdica, a atividade esportiva tornou-se um negócio altamente lucrativo, nas últimas três décadas, para as entidades que organizam as competições e para os patrocinadores, entre eles grandes empresas de comunicação. A constante veiculação de imagens e informações sobre equipes e atletas midiáticos faz a sociedade absorver o esporte como artigo da indústria do entretenimento. Por meio da análise das pautas do Globo Esporte/SP e do Caderno de Esportes, principais telejornais esportivos diários da Rede Globo e do Esporte Interativo, respectivamente, a dissertação mostra que esses programas priorizam o aspecto da diversão, em busca da audiência. Prescinde-se de um aprofundamento em temas como política e economia do esporte, pois o futebol, com os resultados da rodada e o dia a dia dos clubes e dos jogadores mais populares, domina o noticiário. No caso da Rede Globo, detentora dos direitos de transmissão de diversos campeonatos nacionais e internacionais, seu único telejornal esportivo diário funciona como parte da engrenagem para promover os grandes eventos que compõem a ampla teia de negócios do conglomerado de comunicação e seus parceiros comerciais. O Esporte Interativo, empresa nova e em crescimento, adota a mesma estratégia ao privilegiar os campeonatos dos quais é proprietário. Além disso, reproduz os assuntos de seus concorrentes, numa lógica para disputa de audiência e para atrair anunciantes. Segue-se um modelo pronto e repetitivo, envolvendo os mesmos assuntos e personagens, como jogadores, treinadores e dirigentes dos grandes clubes. Ao público é oferecida uma mercadoria para consumo passivo, sem reflexões, sem questionamentos, sem aprimorar o esporte. O espaço para a atividade física como ferramenta educacional é restrito. Num mundo mediado por imagens, ampliar e equilibrar a agenda esportiva é um desafio para os profissionais de comunicação, e esse debate deve partir da academia. O predomínio do esporte espetáculo e do entretenimento esvazia a crítica e desfavorece o exercício do jornalismo de interesse público, que deveria contribuir para a transformação da sociedade em todos os setores. / The process of absorption of journalism by the culture industry and the spectacularization of high performance sports have increased the exploration of sport as entertainment inside the media specialized. Originally ludic, the sport activity has become a highly profitable business, in the last three decades, for the federations that organize competitions and for sponsors, including big media companies. The constant flux of images and information over popular teams and athletes makes the society absorb the sport as product of Entertainment Industry. This Master\'s dissertation presents an analysis of Globo Esporte/SP and Caderno de Esportes, the most influential daily sports newscasts at Globo and Esporte Interativo, respectively, to show that these TV programs prioritize the aspects of amusement, to reach large audience. There is not a deeper analysis in issues as politic and economy of sports. The football (results and information - over the most popular players and teams) dominates the news. Rede Globo pays huge sums of money for the rights to broadcast many national and international tournaments, so Globo Esporte is part of a strategy to promote these major events and benefit the communication conglomerate and its commercial partners. Esporte Interativo, a new TV station in growth stage, adopts the same strategy for privileging the events with rights owned by the company. Besides, Esporte Interativo reproduces the agenda of other TV stations, to dispute audience and to attract advertisers. The sports newscasts follow a repetitive model, involving the same themes and persons - players, coaches and directors of football teams and others mediatic modalities. To the public is offered a content for passive consumption, without reflections and discussions to improve the sport. The space to work physical activity as educational way is limited. In a world supported by images, the challenge for the professionals of communication is to enlarge and balance the sport agenda. This debate should start in the academy. The predominance of sporting mega-events, just for entertainment, disrupts journalism as public interest, that should be contributing to the transformation of society over different sector.
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"Deadly Women": Examining (Audio)Visual (Re)Presentations of Violent Women and Girls in Infotainment MediaScheuneman Scott, Isabel January 2016 (has links)
Women have historically been the subject of stereotypes – especially criminalized women as they are constructed in the mass media. These stereotypes become particularly problematic when they are invoked in infotainment media – a genre that combines information and entertainment and presents itself as primarily factual. As such, ideological messages delivered through infotainment are also (re)presented as truthful and may be more likely to be taken up by an unquestioning audience. This research aimed to answer the following research question: How does infotainment portray women who commit serious violent crime? In order to answer this question, a qualitative content analysis was employed and “Deadly Women”, a televised infotainment series that narrates and re-enacts true crime stories of women who kill, was selected as a case study. The sample consisted of previously identified typologies: mothers who kill their children, women who kill their partners, adolescent girls who kill, and vigilantes who kill their abusers. Stemming from a critical feminist framework, the analysis revealed that Deadly Women relies on two primary trajectories to explain the violence committed by women and girls. While both trajectories emphasized gendered stereotypes that involved emotionality and mental health issues, they were nonetheless distinct. The first trajectory evoked narratives of the ‘emotionless’ and ‘psychopathic’ perpetrator; while the second trajectory characterized the offender as overly ‘emotional’ and ‘depressed’. These trajectories, along with their related variables, problematically (re)presented violent women and girls in simplistic and dualistic manners that served to obscure rather than to clarify the circumstances surrounding their crimes.
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The impact of in-vehicle screen notifications on the driver : The relationship between various personality traits and cognitive load levels in in-vehicle screen notificationsNasov, Oleg, Gudimalla, Tirumala Krishna Mohan January 2023 (has links)
These days, everything revolves around technology, and we have instantaneous access to all information. To stay up to date on current events, we get notifications on our smart devices when relevant articles or messages become available. Displays and other forms of technology are ubiquitous in today's car interiors to both enhance the driving experience and keep the driver in touch with the information they provide. However, depending on the situation and task at hand, these notifications can elicit a variety of reactions from us when they appear at an inconvenient time. The problem statement of this research was that there was very little amount of research done on the connection between drivers with different personality traits and how the incoming in-vehicle notifications affect them in various cognitive load scenarios. This study put participants in a practical research where they have been doing a primary task while interacting with notifications as a side task. The tasks at hand have been divided based on the user's cognitive load, or the amount of focus required for that activity, like different driving scenarios in real life. We have collected sufficient data through practical research in which participants have been placed in a scenario of performing a primary task while interacting with incoming notifications. Prior to that, the personality traits of the participants have been determined using a survey, which assisted us in connecting the similarities and differences among the various personality trait groups. In the practical part of the study, a screen was used on which the participant performed a primary task in the form of a video game, as well as a screen beside him, mimicking an infotainment screen, with incoming notifications with which he had to interact. This provided us with accurate data based on its similarity to an actual everyday scenario, such as while driving a car. The findings aided in establishing a clear link between personality traits, levels of cognitive load, and notifications in general, and how they are interlinked.
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Critical Analysis and Evaluation of Interactive and Customised Applications on Mobile Television. Interactive and Customised Mobile Television Applications are Evaluated Using the Views of Consumers, Advertisers, and Telecommunications Operators with Regard to Services and Also Assessing the Usability of Mobile Devices.Al Sheik Salem, Omar F.A. January 2011 (has links)
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In today¿s communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed.
The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumers¿ opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially ¿free¿ mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs.
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Människa-dator interaktion under färd : en mixad studie hur designval påverkar förares interaktionstid / Human-Computer interaction while driving : A mixed study of how design choices affect driver’s interaction timeJalmskog, Björn, Tholsgård, Johannes January 2022 (has links)
Vi har undersökt hur grafisk formgivning och design kan påverka den interaktionstid som krävs av förare, när de framför en bil utrustad med ett underhållningssystem samtidigt som de ska justera ett antal funktioner. Denna teknik är något som vuxit fram inom fordonsbranschen som en del av den pågående globala digitalisering vi ser. Tidigare forskning har uppmärksammat att tekniken presenterar möjliga faror för trafiksäkerheten, men att de undersökningar som gjorts inte är tillräckliga för att till exempel innebära ny lagstiftning. Tidigare forskning anser vi också vara bristfällig eftersom få eller inga studier genomförts på allmänna vägar och uteslutande genom bilens egna standardutrustade underhållningssystem. Dessutom finns det i Sverige förbud mot att använda mobiltelefon under körning, i de fall det blir ett störningsmoment, och i samband med att föraren håller den i handen. Vi ansåg därför att det skulle vara intressant att undersöka hur grafiska användargränssnitt, genom informatik och med hänseende till interaktions- och informationsdesign, kan påverka sättet förare interagerar med underhållningssystemet. Vi har valt att i uppsatsen använda en kvalitativ metod som innefattar både observations- och intervjustudie. Vår primärdata består av data insamlad från båda metoderna och där dessa analyseras utifrån teorier inom området för human-computer interaction (HCI) som är tvärvetenskapligt och berör aspekter och teorier för hur människan interagerar och upplever ett modernt användargränssnitt. Vi har kommit fram till att interaktionsdesign har en viktig roll som påverkar alla aspekter inom HCI och där man tydligt kan se att bra design har en stor fördel gällande användarupplevelse och tillfredsställelse. Testbilen i undersökningen har emellertid smarta funktioner och ett användargränssnitt i modern design, men där interaktionen på många sätt är lidande. Ett exempel är att vissa funktioner kräver flera navigeringssteg- och navigeringsval för användaren. Vår slutsats är därför att principer inom HCI, tillämpade på ett korrekt sätt, positivt förstärker den totala användarupplevelsen och kan dramatiskt minska interaktionstiden. En annan slutsats är också att minskad interaktionstid gynnar de mål en användare har för varje användargränssnitt men som i vår kontext i förlängningen kan kopplas till trafiksäkerhet. / We have investigated how graphical design can affect the interaction time required of users, when they drive a car equipped with an infotainment system, while adjusting a number of functions. This technology has emerged in the automotive industry as part of the ongoing global digitalisation we are experiencing. Previous research has drawn attention to the fact that the technology presents possible dangers to road safety, and previous studies performed show that they are insufficient to e.g. entail new legislation. We also consider previous research to be deficient because few or no studies have been carried out on public roads and exclusively through the car's own standard-equipped infotainment system. In addition, there exists a law against using a mobile phone in Sweden while driving, in any circumstance where they cause disturbance, and due to drivers holding it in their hand. We therefore considered it interesting to investigate how these user interfaces, in terms of interaction design, can affect the way drivers interact with the infotainment system. We have chosen to use a qualitative method in the essay that includes both observation and interview study. Our primary data consists of data collected from these two methods and are then analyzed, based on theories in the field of human-computer interface (HCI) that are interdisciplinary, and refer to aspects and theories of how humans interact and experience a modern user interface. We have come to the conclusion that interaction design has an important role that affects all aspects within HCI and where you can clearly see that good design has a great advantage in terms of user experience and satisfaction. However, the test car in the survey has smart features and a user interface in a modern design, but where the interaction is suffering in many ways. An example is that some functions require several navigation step and navigation options. Our conclusion is therefore that principles within HCI, applied correctly, positively enhance the overall user experience and can dramatically reduce interaction time. Another conclusion is also that reduced interaction time benefits the goals a user has for each user interface, but which in our context can be extended and linked to traffic safety. Note that the essay is written using Swedish as language of choice.
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Security Analysis of Volvo’s Infotainment SystemIsmail, Dana, Aslan, Porsev January 2022 (has links)
Today’s car development is progressing rapidly, and new car models are constantly being produced. These new vehicles are adapted to today’s digital society and all its needs. An important issue is how well security is involved in this technological development. With all these successes, there are also possible vulnerabilities. Thus, the cybersecurity aspect is a crucial part in the development of modern vehicles due to possible exploitation that have taken place and can take place in the future. The main problem researched within this thesis was to investigate the safety of Volvo’s Vehicle Infotainment System (IV). To analyze such a complex system, a threat model was created by gathering necessary data, inspecting a physical rig sent by the manufacturer, and receiving feedback from industry experts. Furthermore, several attack simulations were performed on the threat model, generating several attack paths and probabilistic graphs that were analyzed. This work resulted in a threat model that represented the physical IV. The model included identifications of interesting entry points from which an attacker can start different attacks. After investigation, the Bluetooth network and the operating system of the Infotainment Head Unit (IHU) were both chosen as entry points for the attack simulations. The attack simulations made on the model were tested in different scenarios because this resulted in a more comprehensive outcome. The results of the attack simulations were that in comparison to a low- security scenario, the high-security cases decreased the success rate of compromising the targeted asset. However, enabling every possible defenses, there were no attack paths generated, but the results showed that an attacker still can perform other sorts of attacks. It is concluded that if one assumes that the threat model within this work is somewhat identical to the physical IV, there is a possibility of exploiting vulnerabilities if not all defenses are enabled for all components. These results are sought to increase the relevancy of the cybersecurity aspects within the vehicle industry, especially on infotainment systems. / Dagens bilutveckling går snabbt framåt och nya bilmodeller produceras ständigt. Dessa nya fordon är anpassade till dagens digitala samhälle och alla dess behov. En viktig fråga är hur väl säkerheten är involverad i denna tekniska utveckling. Med alla dessa framgångar finns det också möjliga sårbarheter. Därför är cybersäkerhetsaspekten en viktig del i utvecklingen av moderna fordon på grund av möjliga utnyttjanden som har skett och kan ske i framtiden. Huvudproblemet som undersöktes inom ramen för denna avhandling var att undersöka säkerheten hos Volvos infotainmentsystem. För att analysera ett så komplext system skapades en hotmodell genom att samla in nödvändig data, inspektera en fysisk rigg som skickats av tillverkaren och få feedback från branschexperter. Dessutom utfördes flera attacksimuleringar på hotmodellen, vilket genererade flera attackvägar och probabilistiska grafer som analyserades. Detta arbete resulterade i en hotmodell som representerade det fysiska infotainmentsystemet. Modellen innehöll identifieringar av intressanta ingångspunkter från vilka en angripare kan starta olika attacker. Efter undersökning valdes Bluetooth-nätverket och operativsystemet för IHU som ingångspunkter för attacksimuleringarna. De angreppssimuleringar som gjordes på modellen testades i olika scenarier eftersom detta gav ett mer omfattande resultat. Resultaten av angreppssimuleringarna var att i jämförelse med ett scenario med låg säkerhet, minskade högsäkerhetsfallet framgångsfrekvensen för att lyckas med attacken. Om alla tänkbara försvarsmekanismer aktiverades genererades inga angreppsvägar, men resultaten visade att en angripare fortfarande kan utföra andra typer av angrepp. Slutsatsen är att om man antar att hotmodellen inom detta arbete är något identisk med den fysiska infotainmentsystemet, finns det en möjlighet att utnyttja sårbarheter om inte alla försvar är aktiverade för alla komponenter. Dessa resultat syftar till att öka relevansen av cybersäkerhetsaspekterna inom fordonsindustrin, särskilt när det gäller infotainmentsystem.
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Att designa infotainmentsystem för fordon - Hur kan kognitionsvetenskapliga teorier bidra?Högberg, Lovisa January 2019 (has links)
Tillämpningen av pekskärmar i fordon har de senaste åren ökat i takt med att den tekniska utvecklingen går framåt, samtidigt som användandet av handhållna smartphones förbjudits då det anses vara för riskfyllt vid bilkörning. För att inte föraren ska rikta sin uppmärksamhet för mycket mot bilens infotainmentskärm istället för vägen är det viktigt att minska den kognitiva belastning som ställs på föraren. Genom att använda ett gränssnitt framtaget baserat påkognitionsvetenskapliga teorier och jämföra det mot ett gränssnitt baserat på dagens infotainmentsystem som i studien går under namnet designkursgränssnittet, undersöker denna observationsstudie om ett kognitionsvetenskapligt gränssnitt kan minska tiden då föraren tittar bort från vägen. Hypotesen är att det kognitionsvetenskapliga gränssnittet kommer minska tiden som föraren tittar bort från vägen jämfört med designkursgränssnittet. Denna studie har totalt 10 deltagare (5 män och 5 kvinnor) som fick utföra 8 olika uppgifter på vardera gränssnitt medan de skulle ha koll på vägen som presenterades på en dator framför dem, samt svara på en semistrukturerad intervju innan testen och efter vardera test. Både ljud och video spelades in genom programmet Camtasia för att kunna registrera deltagarnas ögonrörelser samt svar på intervjuerna. Resultaten av denna studie pekar på att ett infotainmentsystem för bilar baserat på kognitionsvetenskap kan minska tiden en förare tittar bort från vägen. Vidare forskning kan undersöka ifall fler eller andra kognitiva teorier kan bidra till att minska tiden som en förare tittar på infotainmentskärmen, eller med andra metoder såsom en bilkörnings-simulator eller en eye tracker. / The integration of touch screens in vehicles has increased in recent years as the technological development progresses. At the same time the use of handheld smartphones has been banned as it is considered too risky whilst driving. It is important to reduce the cognitive load placed on the driver so that the driver does not focus too much on the car’s infotainment screen insteadof the road. This observation study investigates whether a cognitive science interface can reduce the time spent looking away from the road by using an interface based on cognitivescience theories and comparing it to an interface based on today’s infotainment systems, whichin the study is referred to as ”the design course interface”. The hypothesis is that the cognitive science interface will reduce time the driver looks away from the road compared to the design course interface. This study has a total of 10 participants (5 men and 5 women) who had to perform 8 different tasks on each interface and answer a semi-structured interview before the tests and after each test. Both audio and video were recorded using the program Camtasia inorder to register the participants’ eye movements and interview answers. The results of this study indicate that an infotainment system based on cognitive science can reduce the time a driver looks away from the road. Further research can investigate wether other cognitive science theories can contribute to reduce the time, or try other methods such as a simulator or an eye tracker.
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