2017 IEEE Intelligent Vehicles Symposium (IV) 2017
DOI: 10.1109/ivs.2017.7995879
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Deployment of serious gaming approach for safe and sustainable mobility

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Cited by 9 publications
(4 citation statements)
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“…A Machine Learning (ML) approach could be tested to automatically generate the fuzzy rules. More complex models could be designed, including other variables representative of the driving pattern not provided by the OBD-II interface, such as acceleration and deceleration, that could be considered by exploiting inertial sensors available in cellular phones (e.g., [5]). The effect of external influences should be considered as well, such as time of the day, state of the road, and weather.…”
Section: Discussionmentioning
confidence: 99%
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“…A Machine Learning (ML) approach could be tested to automatically generate the fuzzy rules. More complex models could be designed, including other variables representative of the driving pattern not provided by the OBD-II interface, such as acceleration and deceleration, that could be considered by exploiting inertial sensors available in cellular phones (e.g., [5]). The effect of external influences should be considered as well, such as time of the day, state of the road, and weather.…”
Section: Discussionmentioning
confidence: 99%
“…It does not include some other inputs that affect human driving behaviour and hence influence FC such as acceleration and brake pedal pressure. This limitation might be overcome by carefully including synchronized signals from other devices, such as cellular phones, that include inertial sensors (accelerometer, gyroscope, magnetometer [5][61] [62]).…”
Section: State Of the Artmentioning
confidence: 99%
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“…A serious game developed with an app to foster the use of sustainable transport mode as an alternative to private car, based on regular itineraries is proposed in [18]. The use of this approach is suggested by [19] to increase safe and sustainable mobility, and by [20] to improve transport maintenance and operations. Another approach is implemented in [21] with the use of gamification in a flexible transportation service for on-demand public transport.…”
Section: Introductionmentioning
confidence: 99%