Exploring Empathetic and Cognitive Interfaces
for Autonomous Vehicles
Benjamin Chateau
1a
, Hélène Unrein
2
and Jean-Marc André
2b
1
Catie, 1 avenue Dr Albert Schweitzer, 33400 Talence, France
2
IM UMR 5218, ENSC-BDX INP, 33400 Talence, France
Keywords: Autonomous Vehicle, Acceptability, Trust, Situational Awareness, Empathetic Interface, Mental
Representation.
Abstract: The work presented is carried out within the framework of the European SUaaVE project, whose objective is
to study different factors of acceptability of the Autonomous Vehicle (AV) and to test different solutions on
a simulator. Among these solutions is an interface capable of informing the user at any time about the road
situation and reassuring him/her about the information processed by the vehicle. To do this, it benefits from
an empathic function to estimate the cognitive and emotional state of the user and offer answers in terms of
comfort and information. This capability is based on a cognitive model of the passenger developed in
conjunction with the interface. A comfort module (driving dynamics and ambient comfort) and an emotional
module (participates in empathy functions) are developed in parallel by project partners. These modules will
be integrated once the prototype presented here has been tested by users and adjusted.
1 STUDY CONTEXT
The Autonomous Vehicle (AV) seems to be emerging
as a solution for the future. Some manufacturers are
already proposing to take advantage of a certain level
of autonomy (Endsley, 2017) and some States are
opening their roads to these technologies. This is not
really the case in Europe yet. Although road users are
increasingly open to AV, there is still a long way to
go to convince the population (Bel, Coeugnet &
Watteau, 2019) and build a real transition. To achieve
this, European countries are funding various projects
around the AV (e.g. Autopilot, BRAVE). These
projects examine everything that impacts its
development, and everything that will be impacted by
its deployment. An identified study question is
acceptability, the intention of use (Nielsen, 1993)0,
which is a predictor of the adoption of technologies
0Davis, 1989) such as AV. The SUaaVE project
(SUpporting acceptance of automated VEhicle)
brings together 10 European partners on this issue. In
particular, SUaaVE questions new uses and features
that can be offered by a level 4+ AV”, i.e. 100%
autonomous but still with manual controls. For
example, a user freed from the driving task would be
a
https://orcid.org/0000-0003-2570-4381
b
https://orcid.org/0000-0001-9844-4694
able to perform other activities that were previously
impossible, such as sleeping, working or playing.
However, these uses could generate inconveniences
(e.g. motion sickness, fear) if certain factors are not
taken into account, such as dynamics, comfort,
emotions ...
To integrate these uses into VA development, the
SUaaVE project focuses on 5 axes of innovation
presented in Figure 1. Each axis involves the
development of a concept that is refined iteratively,
using user tests on a driving simulator.
Figure 1: ALFRED, a travel assistant from 5 axis of study.
(Ethical Module, Empathetic Module, Cognitive Assistant,
Conduit Comfort, Ambiant and Postural Comfort).
ALFRED = Automation Level Four - Reliable Empathic
Chateau, B., Unrein, H. and André, J.
Exploring Empathetic and Cognitive Interfaces for Autonomous Vehicles.
DOI: 10.5220/0010130701390144
In Proceedings of the 4th International Conference on Computer-Human Interaction Research and Applications (CHIRA 2020), pages 139-144
ISBN: 978-989-758-480-0
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
139
Driver ; EmY = EmpathY unit ; ACE = Adaptive,
Cognitive, Emotional.
The development axis presented here is based on
a "cognitive" information system (Smart Cognitive
Assistant), that is, capable of helping the user to
construct a mental representation rich enough to
understand the driving situation. The presentation of
this work is based on the notion of mental
representation, to understand the principles (1) of the
assessment of acceptability, (2) of building trust and
(3) of the design of a cognitive interface.
2 FROM MENTAL
REPRESENTATION TO
SITUATIONAL AWARENESS.
Mental representation is the key concept of this work.
It is used here to define the measure of acceptability,
to understand trust, to describe situational awareness
and finally to propose a cognitive and empathetic
interface. The theoretical concepts presented will be
illustrated with the case of the use of a taxi, which has
analogies with the use of an AV.
The mental representation of a device (e.g. a taxi)
is the activation in memory of concepts specific to the
device (e.g. car, driver, taximeter, yellow) or related
to the use of this device (e.g. airport, luggage, travel,
reserved parking). In other words, representation is
based on elements from previous experiences.
Among these elements there are also event schemata
(Hard, Becchia and Tversky, 2011) (e.g. the way the
driver welcomes the customer and handles luggage).
Such a schema is a structure that encodes in memory
an action (goal) and the intermediate actions (sub-
goal, steps) necessary for its realization (Zacks and
Tversky, 2001).
To construct or update his representation, an
observer is able to rely on an empathetic mechanism
by spontaneously taking the perspective of an
observed actor. The observer then mentally simulates
the actor's point of view and actions (Hard et al.,
2011). It is also an important process in social
interactions, for example it allows two interlocutors
to activate a set of shared representations on which
dialogue can be based (Knutsen and Lebigot, 2015).
This empathic capacity would rely on nervous
structures called mirror neurons (Sinigaglia &
Rizzolatti, 2011 ; Lamm, Batson, & Decety, 2007)
that activate in memory known patterns of action
from observed behaviors. This allows the observer to
understand what is the actor perceiving, how is he
drawing his goals and how is he operating his actions
(Davis, 1983).
These theories about representation provide a
relevant perspective on the empathic mechanism at
work to assess, for example, the abilities of a driver.
They also show the limitations faced by the AV user:
how does he know what the virtual driver is doing?
However, these theories are also applicable in the
other direction: the driver is able to simulate the
mental states of his passenger and adapt his driving.
This is a track that is explored in the project to support
the user's situational awareness.
Situational awareness is an applied approach of
mental representation. The model proposed by
Endsley (Endsley and Jones, 2012) describes a
continuous process in decision-making and
evaluation of actions. This process is structured by
three successive steps: (1) The perception of the
elements of the situation, (2) the understanding of the
situation, (3) the projection of the future status.
Mental representation and situational awareness
provide an understanding of the process of assessing
acceptability and building trust, and outline the
principles of a cognitive interface for AV.
3 TESTING THE
ACCEPTABILITY OF AV
FROM SIMULATIONS
Designers have a variety of methods at their disposal
to improve the user experience of their future
products (Lallemand and Gronier, 2018). In
particular, it is possible to apply an iterative design
approach, alternating design phases and testing
phases, to gradually adjust the product. During the
testing phases, the product is evaluated by measuring
the user's attitude using questionnaires such as the
TAM3 (Technology Acceptance Model, version 3)
(Politis, et al., 2018) or UTAUT2 (Unified Theory of
Acceptance and Use of Technology) (Venkatesh,
Thong, and Xu, 2012). This type of tool offers a
prediction of the acceptance of the future product
from a real or simulated experiment performed by
testers (potential users). Testers are immersed in a
physical or virtual situation to construct a mental
representation of the object as accurate as possible,
and then they answer the questionnaire. Each item
group in the questionnaire is comparable to a probe
that extracts a specific fragment from that
representation. For example, the first group of items
in TAM3 extract the representation of the
performance gain offered by the product; another
group extracts the perceived ease of use, etc. TAM3
thus offers a look at different dimensions of product
acceptability on practical (e.g. Perceived Usefulness),
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
140
hedonic (e.g. Perceived Enjoyment) or social aspects
(e.g. Subjective Norm), etc.
However, the acceptability of technologies based
on forms of Artificial Intelligence (AI), such as AV,
seems to encounter the issue of trust (Wintersberger
et al., 2019) Trust is not tackled frontally in
acceptability reference models such as the TAM
(Bastien & Scapin, 1993 ; Politis et al., 2019),
UTAUT (Venkatesh et al., 2012) or model of Nielsen
(1993). However, the link between trust and
acceptability has been studied for a long time and the
emergence of AI has led to the enrichment of models
(Hegner, Beldad, & Brunswick, 2019). Some
determinants of trust are close to those of
acceptability. Starting with the attitude that is
associated with both acceptability (Davis &
Venkatesh, 1996) and trust (Politis et al., 2018 ;
Wintersberger et al., 2019).
4 A POINT OF VIEW ON TRUST
ATTRIBUTION
On the same principle as acceptability, trust in a
system is determined by different factors. There are
many definitions of trust in a person (Rajaonah,
2006). A fairly general description would be to
associate trust with "expectations, assumptions or
beliefs about the likelihood that another person's
future actions will be beneficial, favourable or at
least not detrimental to his or her interests."
(Robinson, 1996). This prognosis is based on clues of
attributes, such as competence (Degenne, 2009 ;
Karsenty, 2015) or reliability (Payre, Cestac &
Delhomme, 2014).
These attributes can be found in the questionnaire
proposed by Jian, Bisantz and Drury (2000) to
measure trust in a system. In their model, they
differentiated non-confidence factors (e.g.
misleading, lack of transparency...) and confidence
factors (e.g. reliable, understandable). The
determinants of trust in a system (Henger et al., 2019
; Rajaonah, 2006) are close to those of trust in a third
party, especially for reliability that is fundamental for
AV (Payre et al., 2014). Reliability can be assessed
over the long term, which introduces a notion of
familiarity that is favourable to trust (Rajaonah,
2006). In this case it is possible to assign a level of
confidence in a target (person, group of persons,
object or type of object) based on observations made
over the course of the experiences with it. However,
some situations do not have the support of recurrent
experiences. This is the case, for example aboard a
taxi in a foreign country, it is necessary to obtain
quickly clues on the driver’s abilities to provide the
desired result. For this it is possible to use action
schemata constructed on the basis of road
experiences, and which allow the user to check
whether the actions observed are compliant. If this is
the case, trust can be established. These schemes are
bricks of mental representation, but also of situational
awareness.
5 PRINCIPLES OF AN
EMPATHETIC AND
COGNITIVE INTERFACE
The activities that can be carried out on board an AV
will distract the user's attention from the road. The
user's cognitive support covers two important aspects
of the driving situation: road situation and
autonomous driving. The road situation corresponds
to the flow of information available in the
environment that allows the user to understand the
vehicle's behaviours (e.g. traffic, pedestrian presence,
signage, weather, etc.). Autonomous driving refers to
driving actions developed from information taken by
the AV in the environment. The treatments operated
by the AV are not very visible to the user given their
speed and complexity. On the other hand, it is
possible to make visible certain "goals" (e.g. increase
speed, anticipate a traffic jam) and share some of the
environmental information processed by the AV. This
information is useful for passengers to understand
how the AV works but also to support their
representation of the situation. It is possible to
communicate information symbolically or verbally
through different sensory channels: visual, audio,
haptic...
There is a lot of information available about the
AV and the road situation. Design must respect a
certain minimalism (Bastien & Scapin, 1993 ; Maeda,
2006) to avoid cognitive overload. The choice of
information and sensory channels is an important
issue, which should not compete too much with the
activities of the passenger, at the risk of questioning
the interest of the AV. This is where the empathetic
nature of the interface comes into play. This empathy
is ideally bi-directional in the same way as a
communication situation: the user needs to
understand how the AV works; the AV needs to
"understand" the user's status to adjust their level of
information. According to the iterative design
principle, the first version of the interface provides a
standard level of information. This level of
information will be optimised in a second phase,
based on user feedback and future measurement of
the passenger's cognitive and emotional states. (see
Figure 1 : Empathic Module).
Exploring Empathetic and Cognitive Interfaces for Autonomous Vehicles
141
6 INTERFACE DESCRIPTION
Two categories of information are displayed on the
interface presented in Figure 2 : AV information, and
road situation information.
To begin with, a first information group presents
the state of the AV-passenger system in order to
check his ability to travel. Three thematic sub-groups
have been distinguished:
Traveling, with information about speed,
autonomy (battery) and distance remaining.
Arrows above and below the speed indicate the
acceleration or braking process.
The AV, with a general status icon (mechanical
and computer), and an icon related to the
current driving dynamics (calm, normal,
sporty).
The passenger, with an icon for the state of the
monitoring (operational or not), and an icon for
the activity detected (e.g. attentive, rest,
daydreaming/reflection, oral communication,
reading/screen). The emotional state is not
displayed so as not to accentuate a possible
negative emotion (e.g. fear, sadness, anger)
A second group of information provides feedback
on the road situation in order to feed the user's
situational awareness on the one hand, and on the
other hand to enable him to check that the VA has
relevant information to drive safely. Three subgroups
are presented:
The signage flow that impacts driving only
(e.g., speed limit, pedestrian crossing). Other
signs are ignored (e.g. parking entrance,
direction, etc.). Each item disappears when it
becomes obsolete.
The contextual flow related for example to the
presence of an intersection, the state of the
road, etc. The type of road (e.g. urban,
motorway) and the weather are permanent, the
other information disappears when its becomes
obsolete.
The Radar indicates on a grid the presence of
other users around “my car” (blue dot). Other
vehicles are shown with a colored dot
according to the risk of collision (low=green ;
medium=orange ; high=red).
Each cell corresponds to a time distance related
to the safe distances. For example, a vehicle
travelling in the same direction is displayed in
green (peripheral cells of the radar) if the safety
distances are respected. If this vehicle is too
close, it turns orange and flashes to alert of a
risk. If a vehicle follows a different trajectory
(perpendicular or face) it is displayed in red.
The cells in which pedestrians or bicycles are
present are highlighted (see the cell in the top
right corner of the radar).
By comparing the radar to real situation
presented in
Figure 3
, we can presume that a
glance at the radar captures more information
on other road users than a glance at the real
environment.
Figure 2: Interface overview. The coded information
corresponds to the driving situation presented in Figure3.
Figure 3 : Baseline driving condition. Three minutes of real
driving were filmed using glasses equipped with a camera.
The path has been coded to dynamically generate the
interface display.
The interface is presented on a touch screen to
access additional information or settings for each item
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
142
described above (e.g. User monitoring icon, general
AV status icon, radar, etc.). This information or
settings are displayed in a dedicated window (the grey
frame in the top left corner). Information related to
the trip is displayed by default. The content is
automatically changed in the event of an alert (e.g. if
a change in passenger activity has resulted in a change
in vehicle dynamics). Finally, some information will
be coupled with an audible signal (e.g., light clicks to
indicate the presence of a vehicle that is too close) or
a voice message (e.g., to reassure the passenger if
road event has generated fear or anger).
7 CONCLUSION AND
PERSPECTIVES
The design of this interface has raised many
theoretical (e.g. cognitive impact) and practical
questions (e.g. choice and cohabitation of
technologies involved). First of all, each piece of
information or interaction that makes up the interface
involves a more or less important technical
development. Therefore, choices were made in order
to respect the schedule of the European project
phases. Also, according to the principle of an iterative
development, it was decided to validate the concept
from a simplified version before engaging more
technical and aesthetic developments (e.g. add audio
or voice functions, refine visual code, etc.). As a
result, some questions remain unsolvable, but
preliminary tests have already made it possible to
identify opportunities for improvement (e.g. too
much visual presence of cars in the opposite way
which are displayed in red on the radar). To go
further, a test with 30 drivers is to be carried out on
board a virtual simulator. Preliminary results will be
presented in the final communication. These tests
have the following objectives:
Check whether functions and interface
elements are correctly understood,
Gathering the opinion of users on the
contribution of this interface in an AV,
Evaluate the gain in acceptability and
confidence of an AV equipped with this
interface compared to an AV without this
interface,
Collect passengers' needs for information about
the situation according to their activity and
emotional state.
In summary, the first user-test will have to
provide leads to improve the interface's ability to help
the user to mentally represent the environment and
the functioning of the AV. In addition to this main
objective, this test will also enable the concept to be
validated and refined from a technical point of view,
i.e. the system's ability to collect and process
information of the vehicle in real time. The validation
of this principle is important to prepare the integration
of the modules developed by the partners (ethical,
cognitive and emotional modules, comfort modules).
A new version of the interface enriched with these
modules and new functionalities will then be
developed and tested in a second and third iteration.
The final results will be integrated into a virtual
demonstrator in order to present technological
opportunities to the automotive industry. It is
important to note that virtual environments offer
increasingly richer representations, however the
absence of validation in real conditions will be the
main limitation of the developments carried out.
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