The advent of self-driving systems is currently marking a revolution in the robotic and automotive field (Kun, Boll, and Schmidt. 2016). Conditionally self-drive cars offer almost complete automation in some aspects of driving like traffic jams and highways. With automatic cars, a human driver can do secondary activities while the automatic system is still active. Therefore, many times, operating such vehicles do not need particular attention as the interaction between the car and the human driver is limited to automatic driving activation as well as take-over action. But, these actions may lead to harmful consequences when performed incorrectly, highlighting the importance of thorough understanding and support, such as engineering dissertation help (Kun, Boll and Schmidt. 2016).
Therefore, drivers are required to undergo earlier training before their first attempt of driving the car and familiarise themselves with the correct use of an on-board Human-Machine Interface (Bolton, Burnett and Large. 2015). This is where Extended Reality comes in as designing a human-machine interface has been considered insufficient to prepare human drivers to interact with automatic cars, and the Extended Reality (XR) is needed.
In this regard, the XR represents a flexible and valuable tool that enables drivers to undergo training in an environment which allows non-dangerous errors or failures, repetition and correction thus providing the users of these types of cars the chance to interact with surrogate or real equipment before the actual event (Bolton, Burnett and Large. 2015). Thanks to the XR systems peculiarities, the training of human drivers to use automatic cars can be done promptly even by customers in a car dealership as a component of the vehicle handover process (Bolton, Burnett and Large. 2015).
This essay intends to elaborate on what extended reality is, its importance in the automatic car industry, how XR works and some recommendations on why people or companies should invest in XR automatic cars.
Extended Reality
Understanding XR requires an understanding of its components, virtual reality (VR), augmented reality (AR) and mixed reality (MR) (Mercer & Macaula, 2019). VR applications employ headsets to immerse the user into a reality which is computer-simulated. The headsets produce realistic images and sounds and engage five of the human senses to develop an interactive virtual world. AR, on the other hand, is a layer on top of the already existing reality. Instead of immersing its users, AR depends on a device (a camera) to overlay sounds and graphics into a real-environment. An example of AR is Snapchat. MR is somewhat between AR and VR as it blends virtual and real worlds to form a complex world where digital and physical elements interact in real time (Mercer & Macaula, 2019).
Like AR, MR overlays content into the real environment where users can interact with and manipulate digital objects in the physical space (Sportillo et al., 2017). Therefore, the extended reality is an umbrella word used for MR, AR and VR and other future realities the same types of technology can bring. Therefore, XR covers a wide area of virtual and real environments. The application of an umbrella word speaks to XR’s future as an essential shift in the manner that people and media interact. Therefore, using this umbrella term means recognising the intersection of such technologies and the numerous ways they will operate together to disrupt people’s daily tasks (Sportillo et al., 2017).
Importance of XR in the automobile industry
The use of XR in the automobile industry is pushing car makers to re-design and re-understand the interiors of cars as these interiors now have unprecedented significance thus forcing makers to put a large number of their R&D finances in developing differentiated interiors. Passive drivers are also becoming active passengers who engage in activities which are not related to driving thus making communication, working, and entertainment to be an integral component of self-drive car-experiences. This technology also offers a new field or platform particularly for software and content makers (Regenbrecht, Baratoff, and Wilke. 2005).
The fact is that automatic cars offer an excellent opportunity for these software and content developers particularly fully automated vehicles that have new interior concepts (Gabbard, Fitch, and Kim. 2014). These new interior concepts fundamentally are changing people’s perception concerning car commuting and travelling. Some of the behaviours and concepts that are dramatically changing with an increased number of autonomous cars is such as a fully autonomous car that allows its passengers to engage in other productive or relaxing opportunities (Gabbard, Fitch, and Kim. 2014).
The owners of such cars now accept extended commutes and create a change in the sub-urban development dynamics (Vince. 1993). New types of displays are being added to the car interiors allowing for the maximisation of space so that the car can adapt to unique situations. These factors are leading to the creation of vehicles which double as both an office as well as a means of transport. This technology also offers an opportunity for cars that might have OS fragmentation such as iOS and Android which is already being experienced (Vince. 1993).
Automakers now concentrate in developing interior experiences which are highly advanced relying on software developers to give them Operation systems as well as platforms of software distribution which can allow a car user to watch TV or productivity tools (Vince. 1993). Gaming is also becoming the central player in this new in-car experiences scene. Windshields operate as dynamic displays and AR surfaces (Bark et al., 2014). Car segments also stay as a market reference in competition in the automatic car sector. Features and prices now affect the final or last in-car experiences where cheaper cars provide people with an expensive feel.
Moreover, luxury high-end self-driving cars provide its users with first-class flying experience. However, self-driving vehicles are still a little more expensive as compared to ordinary cars. Furthermore, self-driving cars now allow their owners to earn money by joining ride-hailing networks (Bark et al., 2014). Although organisations such as Uber have their fleet, they also depend on cars owned by third parties to keep their firm profitable and scalable (Lee, 2012). Delivery services are also becoming more fully automated, and the police are also redefining their activities of patrolling.
Another aspect of self-driving vehicles that is important is how that they are changing people’s experiences of in-car activities. Because the concept of a driver is likely to disappear, people have started seeing new interior arrangements which favour different other activities. In other ways, automatic cars provide the same experience as those provided by either high-speed trains or a plane. However, there are significant differences which ultimately make the experience in automatic cars or self-drive cars different from any other means of transportation (Lee, 2012). The first difference is privacy. Self-driving vehicles are not shared with unknown individuals or strangers (Revell et al., 2018). With privacy, a passenger can use his or her space freely with no inhibitions which come from interaction with other travellers or passengers.
The other difference is one of ownership where self-drive vehicles are customised to match the specifications and needs of their owners (Revell et al., 2018). Self-drive cars also provide open spaces unlike the other means of transportation where personal space is insufficient, and accessibility to the window is reduced (Ropelato et al., 2017). Self-driving cars have open spaces and panoramic sunroofs as well as wide transparent windshields. These significant differences create a unique experience enhanced and powered by technologies such as augmented reality. Car makers apply these technologies to develop new segments in the market and raise differentiation between product lines and brands (Jensen and Konradsen. 2017).
An example of augmented reality apps in in-car experiences which is a component of the AR-Self-Driving car is the augmentation of geographic data which cover the landscape that is ahead of the vehicle (Jensen and Konradsen. 2017). The augmented landscape can be seen on the windshield of the car. The car's interior also has inviting cozy interiors as well as their roofs and doors have new inputs of interaction and augmented displays. These augmented reality and High Definition HUD displays are made in a way that they respond to touch as well as other inputs (Jensen and Konradsen. 2017).
How extended reality is used in automatic cars
The Virtual Reality Head-mounted VR approach displays are being used for training and education purposes for drivers (Lorenz, Kerschbaum, and Schumann. 2014). On the other hand, the AR headset is applied in an actual car where the vehicle’s cockpit gets augmented with relevant training information. Therefore, the driver undergoing training can learn how to apply the interface in the car through interacting with the actual equipment.
The efficiency of the process of training comes when AR headsets are used. Literature proposes the application of AR systems in educational functions and both the VR and AR in industrial training (Lorenz, Kerschbaum, and Schumann. 2014). However, regarding automatic cars, the AR platforms get implemented as head-up displays to aid drivers when driving (Gavish et al., 2015). During training, the driver undergoing this process conducts a test drive using an actual car, and they learn on coping up with adverse weather and roads as well as simulated road accidents.
For dealership functions only, most companies carry out their training processes off-road where the possibility for a driver to drive on the road is not considered. Unfortunately, simulating an environment where driving can occur for training purposes using VR headset can be counter-immersive as the view of the field of the available AR headset is decreased and the environment surrounding the viewer remains still (Gavish et al., 2015).
Mercer and Macaulay (2019) say that there is currently a self-driving car race with big prize money for the company that will be first to cross that line. These people have estimated that the market for these cars will increase from 54.23 billion USD in 2019 to 545.67 billion USD in 2026. Governments like the UK also want fully automatic cars on their roads by 2021 (Mercer and Macaulay (2019). Therefore, this is a promising area to invest in and explore for both companies and individuals who want to buy automatic cars for businesses or personal pleasure. Technology professionals and designers need to start changing their way of thinking as we move towards the future especially concerning the future of automatic cars. They should start reflecting on how they will affect or be affected by that future.
The future of extended reality in automatic cars
The automatic sector can boost the application of XR technologies in mass training of the public. In collaboration with other systems such as human-machine interface designers and ergonomic experts, road safety is likely to be enhanced highly (Kun, Boll and Schmidt. 2016). Self-driving vehicles are likely to redefine the technology and automotive industry and could likely transform the way other industries run. It is highly possible that design will play a significant role changing the future of automatic cars and their experiences, as well as they, will play an important role in different other fields impacted by evolution in these technologies (Fröhlich et al., 2011). Some of these significant areas are such as the implementation of different and new mobility models, organising sub-urban development and formation of new legislation and policies. This new development will produce challenges that are complex in the automatic car sector (Kim and Dey, 2009).
Extended reality is resulting in its use in numerous applications which are also very challenging and confined mostly to professional usage. This work has widened the application of extended reality by the general public and provided on-going work concerning the application of this technology in training systems that are immersive for future drivers of semi-self-driver cars. In the beginning, this work introduced us to automatic cars and where extended reality comes in. It also provided a comparison of the AR, VR and MX systems. This study has analysed the application of this technology in training drivers within a virtual and an actual environment and the importance of augmented reality in automatic cars.
It is apparent that with this technology, the cars will be able to self-drive thus allowing the human driver to do other things like entertainment or even operate in some kind of an office environment away from the real office building. Therefore, it is convincing that the use of extended reality is a promising area that will help bridge the gap between emerging technologies and users. It is clear that there will be an increasing interest in the virtual, mixed and augmented reality field which will function as an essential basis of improving the interaction between robots and humans.
References
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