Interactive attention enhancement
The method and apparatus use interactive games and real-time environmental stimuli to address driver monotony and attention reduction in vehicles, enhancing safety by engaging drivers and adjusting system assistance to match their attention levels.
Patent Information
- Application Number
- DE102012215397
- Authority / Receiving Office
- DE · DE
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2012-08-30
- Publication Date
- 2025-10-23
- Estimated Expiration
- 2032-08-30
AI Technical Summary
Existing driver assistance systems in vehicles can lead to driver monotony and reduced attention, potentially compromising safety by relieving the driver of essential tasks without adequately maintaining their focus on the road.
A method and apparatus that engages drivers in interactive games or challenges based on real-time environmental stimuli, using vehicle sensors and interfaces to enhance attention by requiring active input and feedback, adjusting difficulty based on traffic conditions.
Enhances driver attention and safety by maintaining focus on the road through interactive engagement, providing timely alerts and adjusting system assistance levels to match the driver's attention level, thereby reducing the risk of distractions and unsafe maneuvers.
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Abstract
Description
[0001] The invention relates to a technique for interactively increasing attention, in particular for a driver of a motor vehicle. State of the art
[0002] Patent DE 10 2007 003 694 B3 discloses a device and a method for detecting and / or combating monotony when driving a vehicle.
[0003] US Patent 7 982 620 B2 discloses a system and method for reducing boredom for the driver of a vehicle.
[0004] A modern motor vehicle has a number of so-called driver assistance functions to relieve the driver. These functions automate or semi-automate routine tasks while driving. Often, such a driver assistance system is designed to return control of the vehicle to the driver as soon as it detects a situation that the system cannot handle.
[0005] For longitudinal control of the vehicle, i.e., the control of movement and speed in the direction of travel, systems are known that can regulate the vehicle's speed partially or fully automatically. For example, a predetermined target speed can be maintained, with the vehicle's speed being automatically reduced if it gets too close to a vehicle in front. In some embodiments, the vehicle's speed can be regulated down to a standstill, and under certain circumstances, the system can also control the vehicle's restart when the vehicle in front stops or starts moving again ("ACC Stop and Go").
[0006] For the lateral guidance of the motor vehicle, i.e. the directional control to the right or left, systems are known that keep the motor vehicle between lane markings on the road as long as the driver keeps his hands on the steering wheel.
[0007] While such systems relieve drivers of routine tasks, this relief can make driving monotonous, potentially leading to a lack of attention required for safe vehicle operation. In one known system for warning of waning attention, the driver is monitored by an interior camera, and a driver assistance function is deactivated if the driver does not appear to be sufficiently focused on the vehicle's exterior.
[0008] The invention is based on the objective of providing a method, a computer program product and a device to increase the attention of a driver while driving a motor vehicle with a semi-automatic driver assistance function.
[0009] The invention solves these problems by means of a method, a computer program product, and a device with the features of the independent claims. Dependent claims describe preferred embodiments. Disclosure of the invention
[0010] A method for interactively increasing a driver's attention includes steps of determining that a driver assistance function for semi-automatic driving of the motor vehicle is active, detecting a stimulus that can be experienced by the driver when observing the environment of the motor vehicle, detecting an input from the driver in response to the stimulus, determining a game result based on the input and the stimulus, and outputting a hint about the game result.
[0011] According to the invention, the driver is encouraged to play a game in which success is only possible if they pay sufficiently close attention to the vehicle's surroundings. The nature and objective of the game can be of secondary importance. In this way, the driver's attention can be subtly and pleasantly directed to the vehicle's exterior. The driver's acceptance of this increased attention can be enhanced by achieving success in the game.
[0012] In a preferred embodiment, a signal is also issued if the game result falls below a predetermined value. The predetermined value can, in particular, reflect the time elapsed between a stimulus and a corresponding input from the driver. In another embodiment, the signal can indicate an interim or final score of the game. The signal can be issued to the driver to alert them that their outward attention may be insufficient for safely operating the vehicle. This allows the driver to recognize a distraction in time, before potentially making an incorrect driving decision, and to actively avoid the distraction. The distraction could, for example, include a conversation with another person or the operation of a device such as an entertainment system, particularly an audio system.
[0013] In one embodiment, the signal influences the driver assistance function. For example, in a speed assistant, the minimum distance to a vehicle ahead can be increased if the low score indicates reduced driver attention. In another embodiment, the driver assistance function can also be deactivated if the driver is deemed insufficiently attentive. This can increase the overall safety with which the vehicle is driven.
[0014] In a first embodiment of the method, the stimulus can be determined based on a traffic event in the vicinity of the vehicle. Preferably, unlike known methods for assessing a driver's attention, a stimulus is considered that does not normally elicit any reaction from the driver regarding the operation of the vehicle. Instead, the reaction is motivated by the game. Preferably, the reaction does cause a driving function of the vehicle, such as speed or lane selection, but the motivation is such that the reaction does not lead to any dangerous or unexpected maneuver. According to the invention, the objective of the game can be to prompt the driver to assess the distance to a vehicle ahead, with the actual distance being determined, for example, by a radar sensor based on the traffic situation.If the driver's estimation is sufficiently accurate, then he is clearly paying sufficient attention.
[0015] In another variant, which can be combined with the aforementioned variant, the stimulus is output to the driver as part of the procedure. The output can generally be acoustic, visual, or haptic, with the output stimulus preferably superimposing a directly perceptible stimulus from the vehicle's surroundings. For example, a head-up display (HUD) can be used to overlay or imprint additional information onto the visually perceptible traffic situation in the vicinity of the vehicle. This additional information is preferably related to the perceptible traffic situation. In this variant, too, a reaction or input from the driver is preferably recorded, which is neither necessary nor expected for the normal operation of the vehicle.
[0016] The frequency of the stimulus output can depend on the vehicle's speed. In different designs, stimuli can be output more or less frequently as the vehicle's speed increases. This allows the driver's attention to be individually adapted to the requirements of the current traffic situation.
[0017] In both variations, the stimulus can relate to the relative position of a nearby vehicle. For example, the driver's attention can be specifically directed to a nearby vehicle to avoid the risk of a collision with it or obstructing it.
[0018] In one embodiment, the driver assistance function relates to at least one of the longitudinal and one lateral control systems of the motor vehicle. The longitudinal and lateral control of the motor vehicle can be essential for the operational safety of the vehicle and its occupants, so that excessive relief of the driver in these areas by a driver assistance function can significantly impair their attention. The game-induced focus of the driver's attention on events of the longitudinal or lateral control can compensate for the loss of attention caused by the driver assistance system.
[0019] A computer program product according to the invention comprises program code means for carrying out the described method, provided the computer program product runs on a processing device or is stored on a computer-readable data carrier. An infrastructure already installed on board a motor vehicle for other reasons can be enabled to carry out the described method with the aid of the computer program product.
[0020] An inventive device for interactively increasing the attention of a driver comprises a device for detecting that a driver assistance function for semi-automatic driving of the motor vehicle is active, a first interface for detecting a stimulus that can be experienced by the driver when viewing the environment of the motor vehicle, a second interface for connecting to an input device for the driver on board the motor vehicle, a processing device configured to determine a game result based on the input and the stimulus, and a third interface for connecting to an output device for outputting the game result.
[0021] The interfaces allow the processing unit to be connected to systems or...
[0022] Subsystems of a known motor vehicle are connected to perform the method described above. The interfaces can also be wireless, allowing the processing unit to be easily removed from the vehicle. In one embodiment, a portable computer or a phone with additional functions (“smartphone”) can comprise the processing unit.
[0023] In a preferred embodiment, the device includes a memory for storing a game sequence control based on stimuli and inputs. The sequence control can, in particular, be designed as a computer program. Different sequence control units can define different games. This allows a popular game to be passed on or an unpopular game to be replaced by a new one that is still unknown to the driver. In this way, monotony of the game used by the method or device can be avoided for the driver.
[0024] In a preferred embodiment, a fourth interface can be provided for receiving a sequence control to be stored in memory. This can further facilitate the exchange of games. Brief description of the characters
[0025] The invention will now be described in more detail with reference to the attached figures, in which: Fig. 1 a motor vehicle with a device for interactively increasing the driver's attention; Fig. 2. A flowchart of a procedure for interactively increasing the attention of a motor vehicle driver. Fig. 1, and Fig. 3 illustrations of games for interactively increasing the driver's attention Fig. 1 or Fig. 2 represents. Detailed description of exemplary implementations
[0026] Fig. Figure 1 shows a system 100 comprising a motor vehicle 105 and a device 110 mounted therein for increasing the attention of a driver 115. In the illustrated exemplary embodiment, the motor vehicle 105 comprises a drive motor 120 and a steering device 125.
[0027] By means of the drive motor 120 longitudinal guidance of the motor vehicle 105, i.e. speed control, can be carried out, while by means of the steering device 125 lateral guidance, i.e. direction control of the motor vehicle 105 can be carried out.
[0028] The drive motor 120 can include a drive control unit 130, which implements a driver assistance system for longitudinal control of the motor vehicle 105. Similarly, the steering device 125 can include a steering control unit 135, which implements a driver assistance system for lateral control of the motor vehicle 105, for example, a lane departure warning system. Preferably, the driver 115 can still influence the steering of the motor vehicle 105 even when the drive control unit 130 or steering control unit 135 is activated.
[0029] The device 110 comprises a processing unit 140, which preferably includes a storage unit 145 and can be connected to the motor vehicle 105 via a number of interfaces. In embodiments other than the one shown, several of the interfaces described below can also be combined. Each of the interfaces can also be implemented wirelessly. This allows the processing unit 140, optionally including the storage unit 145, to be removable from the motor vehicle 105. In particular, the processing unit 140 can include a portable computer or a phone with additional functions ("smartphone").
[0030] A first interface 150 can be connected to a video camera 155 or another device for scanning the environment of the motor vehicle 105. Information from the environment of the motor vehicle 105 can be scanned via the first interface 150, from which a stimulus that is perceptible to the driver 115 when observing the environment of the motor vehicle 105 can be determined.
[0031] A second interface 160 can be connected to an input device 165 on board the motor vehicle 105. The input device 165 can be operated tactilely or acoustically. In one embodiment, the input device 165 comprises a dedicated input element, while in another embodiment, an existing input element is scanned. For example, a steering wheel for operating the steering device 125 or an accelerator pedal for controlling the drive motor 120 or the drive control unit 130 can be used as the input element.
[0032] A third interface 170 is provided for connection to an output device 175. The output device 175 can provide information to the driver 115 acoustically, visually, or haptically. In a particularly preferred embodiment, the output device 175 includes a head-up display.
[0033] By means of the view display 175, optical information can be projected into the driver's field of vision 115, so that the information is perceptible to him while he can simultaneously perceive the surroundings of the motor vehicle 105.
[0034] A fourth interface 180 is provided for connection to the steering device 125 or the steering control unit 135. A fifth interface 185 can be connected to the drive motor 120 or the drive control unit 130 in a corresponding manner. The processing unit 140 can obtain information via interfaces 180 and 185 that indicates whether a driver assistance function for the semi-automatic driving of the motor vehicle 105 is active or not.
[0035] In an embodiment other than the one shown, elements that can be connected to the machining device 140 via one of the interfaces 150, 160 or 170 may also be included by the device 110, for example one of the controllers 130 or 140.
[0036] The processing device 140 is designed to playfully direct the driver's 115 attention to an exterior area of the motor vehicle 105. To implement such a game, the processing device 140 can execute a computer program that defines a sequence of playful interactions between the driver 115 and the device 110, based on a playful concept. Several such sequence controllers can be stored, for example, in the storage device 145. A sixth interface 190 can be provided for exchanging sequence controllers, preferably allowing both uploading and downloading sequence controllers to the processing device 140 or the storage device 145. The sixth interface 190 can be wireless, enabling the exchange of sequence controllers, for example, between several motor vehicles 105.
[0037] Fig. Figure 2 shows a flowchart of a procedure 200 for the interactive attention control of the driver 115 of the motor vehicle 105. Fig. 1. The method 200 can in particular be carried out on the processing unit 140 of the device 110.
[0038] In a first step 205, it is determined that a driver assistance function for the semi-automatic driving of the motor vehicle 105 is active. For this purpose, information can be obtained in particular via one of the interfaces 180 or 185 from one of the control units 130 or 135 for controlling longitudinal or lateral guidance of the motor vehicle 105.
[0039] In a subsequent step 210, which is optional, a traffic event in the vicinity of the vehicle 105 is determined. This can be done, for example, using the interface 150 and the video camera 155, whereby the relative positions of surrounding vehicles with respect to the vehicle 105 are determined.
[0040] In a first alternative, a stimulus is then issued to the driver 115 in step 215. Preferably, the stimulus is determined based on the traffic situation, for example, the speed of the vehicle 105. In a second alternative, the traffic situation is simply recorded in step 220, and a stimulus is determined based on the recorded information. Depending on a game that will be explained in more detail later, the stimulus could, for example, consist of the detection of two red vehicles driving side-by-side in the vicinity of the vehicle 105. The variants of steps 215 and 220 can also be combined.
[0041] Following one of steps 215 or 220, step 225 determines an expected input from driver 115. This input is based on the specified or issued stimulus and serves to define an action goal for driver 115 within the context of the game.
[0042] In a subsequent step 230, an input from the driver 115 is recorded, which is made in response to the specified or output stimulus. After the input is recorded, a game result is determined in a step 235 based on the input and the stimulus. The game result can be based, for example, on an evaluation of the relationship between the recorded input and the specified stimulus or on a temporal relationship between the stimulus and the input. Subsequently, in an optional step 240, the determined game result is output. The output can be made, for example, using the output device 175.
[0043] In an optional step 245, the driver assistance functions 130 and 135 are influenced based on the game result. For example, the driver assistance functions 130 and 135 can be deactivated if the game result determined in step 235 does not reach a predetermined value.
[0044] Fig. Figure 3A shows an illustration of a first game for interactively increasing the attention of the driver 115 of the Fig. 1 or Fig. 2. In the illustrated game, the task of the driver 115 is, for example, to estimate the distance to a vehicle 305 ahead. Input can be made, for instance, using the input device 165. In another embodiment, the output device 175 can be used to specify the desired distance to the vehicle 305 ahead, and the driver 115 can adjust the distance as appropriately as possible by adjusting the drive motor 120.
[0045] In another embodiment, a so-called "shooter" game can be played. The task of the driver 115 is to virtually "shoot down" objects artificially superimposed onto the real scene or to hit a specific point on the vehicle 305 ahead, such as the first letter of the license plate.
[0046] Fig. 3B shows an illustration of further games analogous to the representation of Fig. 3A. Here, the task of driver 115 is, for example, to arrange several vehicles 305 and 310 ahead of him in a line, as is known from the game "Tetris". In yet another game, the task of driver 115 could be, for example, to virtually "knock over" the vehicles 305 and 310 in front of him.
[0047] Other games are conceivable. In any case, the games are designed to draw the driver's attention to the exterior of the vehicle.
Claims
[1] Method (200) for interactively increasing the attention of a motorist (115), comprising the following steps: - Determine (205) that a driver assistance function (130, 135) for the semi-automatic driving of the motor vehicle (105) is active; - Detection (210) of a stimulus that can be perceived by the driver (115) when observing the surroundings of the motor vehicle (105), whereby an actual distance to a preceding motor vehicle is determined from the traffic situation by means of a radar sensor; - Capturing (230) an input from the driver (115) in response to the stimulus, whereby the driver is asked to make an assessment of a distance to a motor vehicle in front; - Determining (235) a game result based on the input and the stimulus, wherein the driver (115) is sufficiently attentive if the driver's estimation is sufficiently good, and - Issuing (240) a hint about the game result. [2] Method (200) according to claim 1, further comprising outputting (240) a signal if the game result is below a predetermined value. [3] Method (200) according to claim 2, wherein the signal influences the driver assistance function (130, 135) (245). [4] Method (200) according to one of the preceding claims, wherein the stimulus is determined on the basis of a traffic event in the area of the motor vehicle (105). [5] Method (200) according to one of the preceding claims, wherein the stimulus is issued to the driver (115). [6] Method (200) according to claim 5, wherein a dispensing frequency (215) depends on a speed of the motor vehicle (105). [7] Method (200) according to one of the preceding claims, wherein the stimulus relates to a relative position of a surrounding motor vehicle (305, 310). [8] Method (200) according to one of the preceding claims, wherein the driver assistance function relates to at least one of a longitudinal (130) and a lateral control (135) of the motor vehicle (105). [9] Computer program product with program code means for carrying out the method (200) according to any of the preceding claims, if the computer program product runs on a processing device (140) or is stored on a computer-readable data carrier. [10] Device (110) for interactively increasing the attention of a motorist (115), comprising: - a device (180, 185) for detecting that a driver assistance function (130, 135) for semi-automatic driving of the motor vehicle (105) is active; - a first interface (150) for detecting a stimulus that can be experienced by the driver (115) when looking at the surroundings of the motor vehicle (105), wherein an actual distance to a motor vehicle ahead is determined from the traffic situation by means of a radar sensor; - a second interface (165) for connection to an input device on board the motor vehicle (105), whereby the driver is required to make an assessment of the distance to a motor vehicle ahead; - a processing device (140) configured to determine a game result based on the input and the stimulus, wherein the driver (115) is sufficiently attentive if the driver's estimation is sufficiently good, and - a third interface (170) for connection to an output device for outputting the game result. [11] Device (110) according to claim 10, further comprising a memory (145) for receiving a sequence control of a game based on stimuli and inputs. [12] Device (110) according to claim 11, further comprising a fourth interface (190) for receiving a sequence control to be stored in the memory (145).
Citation Information
Patent Citations
Mono tone recognizing and preventing device for use during driving of e.g. lorry, has inquiring device to inquire tone sensed by driver, and device to deactivate automation device, when monotone values of driver exceeds threshold value
DE102007003694B3
System and method for reducing boredom while driving
US7982620B2