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2018

A Brief Discussion on Driver


Feedback Systems and Their Results
Ronaldo José Castro Eleotério,
Bruno Scarano Paterlini

Abstract The driver feedback system is an in-vehicle device that monitors


driver behavior using data inputs from the vehicle, driver and road,
outputting feedback in real time or after the trip has been completed,
Mandatory policies have played an important role for the automakers
pointing basically the safety and economical improvement potential.
develop better projects in terms of safety and fuel efficiency; while
customers of commercial vehicles are mainly interested in lowering
the Total Cost Ownership (TCO). A common factor among these What is expected to happen using this such system is a change from
requirements is the driving style, which is influenced by external bad driving style to a more responsible and aware behavior. Working
sources. A lot of Original Equipment Manufacturers (OEMs) and with reinforcement and punishment concept defined by Burrhus F.
tech companies are launching driving feedback systems that look Skinner, it’s possible to define some characteristics for improving
over all of the data from the vehicle, driver and road in order to get behavior changing capabilities of driver feedback systems.
inputs that can lead to driver behavior improvements. Behaviorism
concepts and Human Machine Interface (HMI) were analyzed, once
they account on driver behavior, followed by a literature review on
feedback systems. This paper is aimed to discuss the alternatives of Objectives
different driver feedback platforms in regards to driver behavior.
Overall, the main result is the changes in decision making outcomes
The general objective is to analyze driver feedback systems literature
about driving styles through promoting awareness.
in terms of Behaviorism theory and Human Machine Interface
(HMI).

The specifics objectives are:


Introduction
1. Comprehend Behaviorism theory;
Even though vehicles technology is evolving from partial (L2) to 2. Review past and preview future HMI;
high (L4) level of automation [1], we can expect the driver having 3. Analyze literature about driver feedback systems;
vehicle control over the next two decades [2].

Regarding safety, anti-lock systems (ABS) is required on all new


passenger cars in Europe since 2004 and on commercial vehicles in Methodology
India since 2015 due to its highly effectiveness at assisting a driver in
maintaining vehicle control mainly in harsh braking situations.
However, some researches on this assistant system indicate that ABS This paper is a descriptive research, once it’s aimed to
may not contribute to crash prevention at all [3]; whereas it was correlate the Behaviorism theory to the driver feedback systems using
revealed that 47% of 82 participants of a research did not pressed a qualitative approach, seeking to understand how the previous
sufficient the brake pedal when an object was threw in front of the researches and current products on the market deal with the problem
vehicle [4]. that is the need to improve the driving style.

Another study on improving fuel economy of commercial vehicles The techniques used to compare and contrast data on this field are
indicated that driver behavior can be responsible for as much as 35% literature review in order to complete a theoretical survey and a
of consumption variation [5], what reflects directly on the TCO. market research to acquire knowledge of the current established
products.
In this context is verified the need of improved driver assistant
systems for getting higher safety and fuel efficiency, thus, lower
TCO.

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Behaviorism An American psychologist, by the 1930s, suggested that feelings and
thoughts should also be considered to the Behaviorism [8]. The
nature of the consequences and their effects on behavior was
John B. Watson nominated as Operant Conditioning, which is a learning mechanism
for new behaviors, where the strength of a behavior is modified by
An American psychologist, who originated Behaviorism after reinforcement or punishment, as the figure 2 describes:
conducting researches on animal behavior, child rearing, and
advertising at Columbia University in 1913. It assumes that behaviors Operant Conditioning features
are responses to the environment stimulus [6].
Instant feedback

Crucial factor in order to avoid stronger association of incorrect


Ivan P. Pavlov - Classical conditioning behavior instead of correct behavior. Also important to place
reinforcement or punishment. Cut anxiety and stress level, increase
A Russian physiologist who developed experiments with dogs, which on pleasure level.
lead to the theory known as classical conditioning. This experiment
was based on a routine that first the dog was subjected to a food Positive Reinforcement
stimulus (strong stimulus) paired with a bell stimulus (neutral
stimulus) for several times. After this learning process the result is Applicable when correct behavior was performed by adding desirable
that only with the neutral stimulus he caused the same reaction on the stimulus that increases such behavior. Used to increase occurrence of
dog, salivation. Concluding that animals, including humans, create a correct response.
new reactions based on their environment stimulus [7].
Negative Reinforcement

Applicable when correct behavior was performed by removing


desirable stimulus that increases such behavior. Also used to increase
occurrence of a correct response.

Positive Punishment

Applicable when incorrect behavior was performed by adding


desirable stimulus that increases such behavior. Used to decrease
occurrence of an incorrect response.

Negative Punishment

Figure 1. Steps of Pavlov experiment with dogs showing that after Applicable when incorrect behavior was performed by removing desirable
conditioning the dog with both food and bell ring stimulus, the dog presented stimulus that increases such behavior. Also used to decrease occurrence of
the salivation (conditioned response) only with the neutral stimulus. an incorrect response.
(https://www.dogalize.com/2018/04/pavlov-dog-classical-conditioning/, 2018)
Teaching machine

Skinner also developed the teaching machine based on the operant


Burrhus Frederic Skinner – Operant Conditioning conditioning, a simple mechanical equipment that create an improved
learning condition. This machine shows a problem and a blank space
to the student write the answer. Next the right answer (feedback) is
provided. In Skinner point of view, it worked in terms of:

1.Positive Reinforcement/Punishment: the faster feedback. Normally


the students need to wait in order to confirm if their answer were
right, but in this faster way the students receive a stimulus almost by
the same time they finish answering [9];

2. Negative Reinforcement/Punishment: freedom of fear of mistake


and anxiety, once the answer is instantaneous. These factor makes
studying more pleasure and the students feel it easier to go all the
Figure 2. Operant Conditioning workflow: if the behavior is correct then away to its completion [9].
reinforcement is applied. But, if the behavior is incorrect, punishment is
applied. Positive stand for adding stimulus, while negative stands for
removing stimulus.

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Trending Human Machine Interface (HMI)
Analyzing backward the automotive HMI development, the main
purpose of the first automotive HMI was mechanical related. The
functionalities aimed to providing information about the car, like
speed, gas level and rev. counter. Progressively integrating the radio
and the cellphones. Information about the car and entertainment
functions mixed on the HMI are known as infotainment system [10].

Figure 3. Skinner teaching machine. Inside the box on the left side there are a
disc holder for the questions and answers to be provided to the student; on the
right side there is a paper roll in which the students must write the answer and
if necessary correct it after the feedback.(http://pleonasms.rssing.com/chan-
1613600/all_p240.html, 2018).

After analyzing all this content from Behaviorism, it`s time to assume
that the referential characteristics for a good driver feedback system
should be based on the last topics regarding Classical Conditioning
and Operant Conditioning:

 It`s possible to change driver behavior by adding external Figure 4. 1961 Buick Invicta instrument panel. (https://www.hemmings.com/,
stimulus using a proper device especially designed based 20108)
on the following topics. The whole device design should be
take into account once it must keep the driver engaged It’s possible to verify that new interactive in-vehicle functionalities
during the trip and after a while using the system; have been influenced by technologies that customers are already used
to or current trends. Furthermore, it’s normal that the new
 Correct behavior might be promoted by adding stimulus functionalities are motivated by the construction of safer, more
based on positive reinforcement and/or removing stimulus efficient, and more comfortable vehicle [11].
based on negative reinforcement;
Current trends are pointing the future of HMI to connected mobiles
devices and cloud connection for cloud-based applications, which
 Incorrect behavior might be discouraged by adding will reduce the growing hardware demands. HMI will be dynamically
stimulus based on positive punishment and/or removing adaptive, depending on the drivers’ situation and habits. Something
stimulus based on negative punishment. looking like a smartphone with touch screen display, containing
information of the car, roads and the driver’s personal phone
 Real time feedback plays an important role mainly by applications.
placing stimulus to the driver on the go, what enables
stronger association of correct and incorrect driver behavior
compared to after trip feedback systems. Also makes
possible to design real time gaming apps in order to keep
drivers engaged.

The next steps will be:

1. Analyze Human Machine Interfaces (HMI) in order to


understand how and why the driver cabins and instrument
clusters became what we are used today in order to preview
the future of such devices.

2. Investigate how to engage drivers to keep using the system


during the trips while keeping driving safely until
autonomous driving vehicles become usual and this system
Figure 5. Mercedes-Benz MBUX, the completely new infotainment system
become useless. released in 2018 at the Consumer Electronics Show in Las Vegas. This new
interface has features based on artificial intelligence based on the cloud.
(http://www.autoconnectedcar.com/, 2018)

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As the number of smartphones users increase from 62,6 million in
2010 to 236,8 million in 2019 in the United States [12], Americans
say that “they couldn’t live without their smartphone” [13], mainly
the so-called digital natives [14].

Regarding these facts, most of all new cellphones have a powerful


processor, sensors like accelerometer and compass, GPS, Wi-Fi and
mobile internet connection. All this features turns the cellphone to be
a very good platform to receive different kinds of driver feedback
systems while most of the cars don’t have a device on the cluster with
a good screen size and internet connection. Also, the cellphone is a
platform that facilitates upgrades to the systems. New lessons could
be sent to the devices from the cloud, what could lead to avoid
drivers to stop using the systems because they got bored of the same
lessons or functionalities.

Engaging drivers
Figure 6. Three levels of driving tasks proposed by Rasmussen, Suetomi and
Whereas the number of drivers bring their own devices inside the Stanton.
cars, calling or texting, and accessing social media while driving is
increasing [15], it’s also a good opportunity for safe and fuel save
driving games in order to get their engagement.

Lack of engagement while driving can be caused by unsafe Data input for the driver feedback device
smartphone usage [16]. It was suggested that smartphone apps should
be used to lock the smartphone while the cars are in motion in order The content of the feedback, real time or after trip, that could be
to mitigate risks of distraction [17]. However, adding engaging manipulated to apply reinforcement or punishment Skinner’s concept
stimuli for drivers through gaming apps have a direct impact on road must be based on trustable information. Data input can be streamed
safety and user experience, showing positive effect on driver from basically 3 sources [20]:
behavior [18].
1.Vehicle (acceleration, speed, location, rev counter, etc.)
There are some related applications that provide feedback to drivers
without consider when it’s safe [19]. As result, they take the focus of 2.Road (traffic, topographic, road inclination, etc.)
the driver away and it should be avoided.
3.Driver (heart rate, blood pressure, sleepiness, etc.)
Projecting a system that provide engaging experiences to the drivers
requires equilibrium between safety and fun [20]. Another
Input data from vehicle
perspective of an extra device installed in the vehicle is that it would
require additional attention from the driver, who must keep watching
the road and all the devices. Resulting in increase of workload and Vehicle data can be obtained from a device not connected to the
impacting on the acceptance of the new system [26]. vehicle, just attached to the structure, like a cellphone, which has
been used to get vehicle position, speed, acceleration, deceleration
and deflection angle using only the cellphone sensors: accelerometer,
gyroscope and magnetometer. Using no external sensors in order to
get a more cost efficient, user-friendly and minimalist system as
Safety engaging experience described in [27]. Also in [27], there is a system block diagram which
revels the logical process of the data, as show in figure 7, wich shows
Once driving is a visual task [21], a real time feedback system should the data input block through a preprocessing via smoothing filter
use another way of transmit information. Therefore, sensory and/or block. The following block detect the potential events based on the
auditory ways would be safer than a pure visual one. temporal range of the signals. Next the system algorithms detect the
events like right and left turn based on templates for safe driving
The main tasks of a driver were first defined by Rasmussen in [22] habits, shown in figure 8. After that, once the event matches a
and enhanced by Suetomi [23] and Stanton [24] in three levels. The template, a decision making algorithm classifies between risky and
first tasks level is safety related, thus, the most relevant. It’s about safe driving habits and display. This solution
vehicle guidance and stabilization. The second level is about
enhancing the driving ability, like the ability to shift gear when Other options to input signal data are:
driving a manual transmission vehicle. The third level is the only one
not related to driving. It`s related to distractions while driving, e.g.,  OEM device connected to the vehicle CAN bus or
using the cellphone and changing radio station. connected to the vehicle sensors;
 Devices from tech companies connected to the On-Board
Looking forward to keep driver`s focus on safety driving activities, Diagnostics (OBD) connector via Bluetooth dongles, or
it’s necessary to postpone the non-guidance features of a real time connected to the SAE FMS J1939 CAN bus, or also linked
feedback system while dangerous situations are occurring [25], such to its own sensors;
as harsh braking or fast lane changing. In systems designed to give
feedback after the trip, this wouldn’t be a concern.

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Input data from road

Camera imagery data has already been used to identify collision


danger and road signals [28]. Improved systems like Adaptive Cruise
Control (ACC) uses a radar or laser sensor or a stereo camera in order
to brake the vehicle when it detects that the vehicle is approaching
another vehicle ahead. It is a safety information that could be used to
identify the driver behavior.

In terms of precision and cost benefit, road and vehicle data sources
are the best options at the current technological state. It’s a matter of
work on this sources to acquire as much information as possible. As
will be discussed next, driver source of data is still not accurate at
low prices.

An app around the vehicle and road data

BrakeMaster, a gamified approach to traffic red lights, that uses smart


cities information about the location and schedule of the traffic lights
and matches with information from the vehicle GPS to start the game
when the vehicle will have to stop because of a red light. It takes in
account the position of the brake pedal to trace a graph of the speed.
The graph has a curve for the ideal speed reduction, so the driver can
compare and understand better what to do. The app runs in a
cellphone, and gives feedback about the performance also via audio
only after the vehicle gets stopped [20]. It’s possible to visualize the
app prototype in the figure 9, while figure 10 indicates that, in
general, most of the participants of the research noticed a positive
stimulus playing the game.

Figure 9. Prototype of BrakeMaster, target curve in red, braking performance


in blue ([20]).
Figure 7. Sketch of driver feedback system design from ([27]).

Figure 8. Templates for right and left turn, which is compared to the signal
input in order to identify the vehicle events ([27]).

Figure 10. Circumplex Model result of interviews with participants of


BrakeMaster user study ([20] [34]).
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