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Virtual Reality & Intelligent Hardware

• Article • April 2023 Vol. 5 No. 2: 157–170


10.1016/j.vrih.2022.07.004

Designing interactive glazing through an engineering psy-


chology approach: Six augmented reality scenarios that
envision future car human-machine interface
Wei LIU1*†, Yancong ZHU1,2†, Ruonan HUANG1, Takumi OHASHI3,
Jan AUERNHAMMER4, Xiaonan ZHANG5, Ce SHI5, Lu WANG5†
1. Faculty of Psychology, Beijing Normal University, Beijing 100875, China;
2. School of Biological Science and Medical Engineering, Beihang University, Beijing 100191, China;
3. School of Environment and Society, Tokyo Institute of Technology, Tokyo 152-8550, Japan;
4. Department of Mechanical Engineering, Stanford University, Stanford CA94305, USA;
5. Sekurit R&D, Saint-GoBain Research, Shanghai 200245, China

Received 29 May 2023; Revised 28 July 2022; Accepted 9 August 2023

Abstract: Background With an increasing number of vehicles becoming autonomous, intelligent, and connected,
paying attention to the future usage of car human-machine interface with these vehicles should become more
relevant. Several studies have addressed car HMI but were less attentive to designing and implementing interactive
glazing for every day (autonomous) driving contexts. Methods Reflecting on the literature, we describe an en-
gineering psychology practice and the design of six novel future user scenarios, which envision the application of a
specific set of augmented reality (AR) support user interactions. Additionally, we conduct evaluations on specific
scenarios and experiential prototypes, which reveal that these AR scenarios aid the target user groups in experi-
encing a new type of interaction. The overall evaluation is positive with valuable assessment results and suggestions.
Conclusions This study can interest applied psychology educators who aspire to teach how AR can be oper-
ationalized in a human-centered design process to students with minimal pre-existing expertise or minimal scientific
knowledge in engineering psychology.

Keywords: Augmented reality; Interactive glazing; Engineering psychology; Car human-machine interface;
Human-computer interaction; Human-centered design; User experience; Generation Z

Supported by the ‘Automotive Glazing Application in Intelligent Cockpit Human-Machine Interface’ project (SKHX2021049); a collaboration
between the Saint-GoBain Research and the Beijing Normal University.

Citation: Wei LIU, Yancong ZHU, Ruonan HUANG, Takumi OHASHI, Jan AUERNHAMMER, Xiaonan ZHANG, Ce SHI, Lu WANG.
Designing interactive glazing through an engineering psychology approach: Six augmented reality scenarios that envision future car
human-machine interface. Virtual Reality & Intelligent Hardware, 2023, 5(2): 157–170

1 Introduction

Major trends in the automotive market include autonomous driving, connected vehicles, electric vehicles,

*Corresponding Author, wei.liu@bnu.edu.cn; †These authors contributed equally.

2096-5796/©Copyright 2023 Beijing Zhongke Journal Publishing Co. Ltd., Publishing services by Elsevier B.V. on behalf of KeAi Communication Co. Ltd. This is
an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by/4.0/).
158 Virtual Reality & Intelligent Hardware April (2023) Vol. 5 No. 2

intelligent vehicles, car sharing, customization, and user interaction[1–5]. New automotive glazing-related
technology is revolutionary[6–10]. User experience (UX) is a highly interdisciplinary field; it combines psy-
chology, industrial design, human-computer interaction (HCI), graphical user interface, interaction design,
information architecture, usability engineering, anthropology, sociology, and cognitive neuroscience. By
applying UX methodologies[11–14], we aim to gain insights into the true needs and willingness of original
equipment manufacturers and end users to understand the developing trends, definition of use case, and the
definition, option and iteration of functions. The study and analysis of the UX of automotive glazing-related
thermal comfort, acoustic comfort, active glazing, and HMI can help identify the fast-changing industrial
tendency. Additionally, it can propose numerous effective solutions and new design concepts[15–17]. Auto-
motive glazing includes, but is not limited to, windshield, skylight (sunroof), backlite, sidelite of the left and
right front and rear doors, quarter glass, A/B pillar, various types of new materials, and intelligent sensors.
This study focused on front-seat drivers, co-pilots, and backseat passengers.
The goal of Saint-GoBain′s research is to enhance the driving experience. Sekurit R&D, a trusted auto-
motive partner, creates an innovative glazing system that enhances on-board safety and sustainability. The
road to innovation has continued since 1927. From a security perspective, Sekurit R&D developed safety
glazing and thin-tempered sidelites. For thermal and acoustic comfort, glass heated by coating, heat-reflecting
glazing, and acoustic glazing has been developed based on marketing needs and users′ demands. With the
huge development of intelligent cockpits, Sekurit R&D is currently focused on head-up displays (HUD) on
windshields and sunroofs to provide a better experience in cockpits.
Recent advances in extended reality, virtual reality, augmented reality (AR), and mixed reality in more
intuitive multi-user HCI are thriving[18–23]. Computer-support product service systems are an integral part of
daily life for most Chinese[24–26]. According to statistics from the Technical Committee of Engineering Psy-
chology of the Chinese Psychological Society (cpsbeijing.org, accessed on 1 August 2022), China is currently
the largest marketplace for computing technologies and services worldwide. This more intuitive multi-user
HCI community is a flourishing career field that is growing rapidly; it includes researchers, practitioners, and
students from engineering psychology, human factors (HF), computer science (CS), and industrial design.
Engineering psychology studies human behavior in systems and human interactions in human–machine-
environment system engineering[27,28]. It aims to match the design of engineering technology with human
physical and mental characteristics to improve efficiency, ensure safety, and enable effectiveness and comfort.
For instance, to make the engineering design of workstations, cockpits, and appliances suitable for humans, the
static structures, dynamic functional dimensions, and biomechanical parameters of the human body must be
studied. Compared with western countries, engineering psychology research started late in China in the 1950s,
and was primarily regarding operational rationalization and technician training. In the 1960s, research com-
bined the construction requirements of aerospace, aviation, railroads, and power stations. Engineering psy-
chology has been developing rapidly since the late 1970s[29].
Although psychology has a long history in China[30], current applied psychology research is significantly
weaker than fundamental research, that is, psychological counseling, developmental psychology, and cog-
nitive neuroscience. With social development and economic growth in China, the job market has begun to
promote innovative design and applied sciences[31–33]. However, Chinese universities have not set up adequate
corresponding graduate and undergraduate courses for this opportunity; thus, well-trained students are lacking[34,35].
Our study aimed to understand this lack in adequate and appropriate resource planning in terms of engineering
and applied psychology. Additionally, it provides example and guidelines on how the gap in the growing
demand for professionals in the aforementioned fields can be met.
Engineering psychology is a novel subject at our university, the first of its kind ever since the introduction of
psychology as a subject. It is an undergraduate course and equips students with theoretical knowledge.
Wei LIU, et al. Designing interactive glazing through an engineering psychology approach: Six augmented reality scenarios that... 159

Additionally, the students gain practical experience in a real project setting, which enables them to learn and
practice in the real world. We aim to support the design and development of new products, services, and
systems in the conceptual design phase by developing innovative methods that foster practical designers and
lead to transdisciplinary projects[36–39]. In the fall semester of 2021, 36 junior and senior students worked in
teams of six on a design brief assigned by our corporate partner, Saint-GoBain Research. Researchers and
developers as expert coaches regularly (online) joined the course, attended presentation sessions, and provided
feedback, thus ensuring that the results provide the engineering team with key design and growth opportu-
nities. To achieve this overarching goal, we sought to answer the following sub-goals.
1. What are the developing trends and main functions of future car models?
2. Who are the typical vehicle users (i.e., who have the speaking right, drivers, copilot, and passengers) and
what are their characteristics (i.e., age, gender, region, income level, hobbies, etc.)?
3. What are the typical user scenarios and journeys related to these topics? What are the users' needs and pain
points? What are the key areas or experiences that need improvement?
4. What are the solutions and new design concepts to improve UX?

2 Approach

Since the summer of 2018, a collaboration with Saint-GoBain Research has been formed to co-create AR
applications and glazing user scenarios (such as feature definition, HMI in the intelligent cockpit, human
comfort, and concept design). The research team consisted of various stakeholders, including glazing experts,
project managers, UX teachers, developers, and students. We used an HCD process for designing and de-
veloping AR scenarios and applications; thus, additional scenarios can be easily added in the future. The HCD
process requires collaboration with and understanding the processes of CS and social scientists in the fields of
cognitive psychology, sociology, and cultural anthropology. The challenges and opportunities after devel-
oping expertise in social sciences are understanding human values and needs, similar to people understanding
technical and analytical issues (me.stanford.edu/research-impact/research-areas/research-area-design, ac-
cessed on 1 August 2022). The emphasis of both the HF and design disciplines (form-giving) is on the
interaction between the user and product. The key aspects are expressiveness of products, usability, aesthetics,
meanings of product forms, and design in a socio-cultural context[40–42].
Zielhuis et al. suggested that educators and corporate partners address the impact on design practice,
articulate specific needs, operationalize roles, and reach out to a broader context[43]. Koo et al. suggested that
automotive partners must explain user interactions and provide appropriate information to drivers and
passengers[44]. Meinel et al. suggested creating a vibrant interactive context that promotes creative learning
through rapid experiential prototyping[45]. These suggestions provide an HCD perspective on developing
emerging AR technologies that contrast the technical-rational doctrine. Innovation is accomplished by the
value provided, empowerment, and enabling of daily human needs. Our proposed research framework is based
on experience from various ongoing courses and projects, and numerous other applied psychology and
engineering design activities. We encouraged frequent iterations across HF engineering, understanding con-
text, and implementing emotions, as well as fast iterations within each one to increase the diversity and novelty
of outcomes. In addition, we conceptually depicted these three aspects as independent loops. Autonomous
iteration can occur in each loop and correspond to the two axes of real-abstract and making-understanding[46],
triple-loop learning[47], and a do-see-think cycle[48]. Figure 1 shows our research framework, which distin-
guishes three major components: HF engineering, the context of car HMI, and emotional indicators. We aim to
understand and design the HMI at the intersections of these three components. Moreover, literature research
160 Virtual Reality & Intelligent Hardware April (2023) Vol. 5 No. 2

overview of current knowledge, trends, and the state-of-the-art for each component revealed that studies on
designing interactive glazing are scarce.

thinking
Human Factors
Engineering

1. Happiness 2. Sadness 3. Fear


Interactive
Glazing
doing

Context of Car HMI Emotional Indicators

thinking thinking
4. Disgust 5. Anger 6. Surprise

Figure 1 From left to right: research framework and emotional indicators[49].

2.1 HF engineering

HF engineering, also known as engineering psychology[50], is an applied field of psychological science that
aims to improve HMI by (re-)designing the relationships between humans, machines, and environments. HF
and engineering psychologists are applied researchers who generate knowledge concerning the design of
products, services, and systems that accommodate the information-processing capabilities of the brain[51].
They study human interactions with emerging technologies to create design guidelines for these products,
services, and systems in everyday life and work contexts. Although most contemporary research[52–54] on HF
focuses primarily on ergonomics and technological aspects, we consider human behavior to be the main factor
in designing interactive glazing. Therefore, this study designed new ways of interacting with automotive
glazing that are more experiential, more comfortable (i.e., thermal and acoustic), less frustrating, and, when
necessary, safer HMI.

2.2 Context of car HMI

Recently, the rapidly developing car industry has enabled the introduction of several highly engaging car HMI,
such as HUD, gestural interactions, haptic feedback, and voice commands. In the past two decades, numerous
techniques have emerged for mapping the contexts of HMI, such as context mapping, which refers to the
process of exploratory design research that uses the expertise of users and the skills of designers[55]. Re-
searchers and engineers have used these techniques to gain deeper insight into target user groups. As such
techniques for car HMI are still developing, there is a lack of practical knowledge of how future user scenarios
can be envisioned and applied. Our previous user studies have identified six typical target user groups who
may become the primary buying force for vehicles that use the Saint-Gobain glazing in the next five years; for
example, people born between 1995 and 2000, i.e., the Generation Z[56]. The six target user groups are: 1)
wealthy buyers, 2) opinion followers, 3) beauties, 4) new buyers, 5) old gangsters, and 6) budget buyers. In the
literature review, most contemporary research[57,58] on car HMI and AR focused primarily on ergonomics and
technology aspects, and we considered the context of usage and user interactions as the main factors for
designing interactive glazing.
Wei LIU, et al. Designing interactive glazing through an engineering psychology approach: Six augmented reality scenarios that... 161

2.3 Emotional indicators

“Emotions are a process, a particular kind of automatic appraisal influenced by our evolutionary and personal
past, in which we sense that something important to our welfare is occurring, and a set of psychological
changes and emotional behaviors begins to deal with the situation”. Ekman[59], in a cross-cultural study,
identified six basic emotions: happiness, sadness, fear, disgust, anger, and surprise (Figure 1). Each emotion
has characteristics attached that act as a discrete category rather than an individual’s emotional state[49].
Emotion-driven design (EDD) refers to design activities that are informed by the (positive or negative)
emotions of users or consumers and/or aim to target predetermined user emotions as evoked or mediated by
designed products, services, and systems[60]. This study used each emotion as a psychological indicator to
explore EDD scenarios by applying HF engineering knowledge for a car HMI.

3 AR scenarios

Throughout the course, five iterations of the concept and scenario development were performed. The first
iteration targeted understanding the HF, context, car HMI (particularly on interactive glazing), and emotions.
The second iteration focused on exploring thermal comfort, acoustic comfort, active glazing, and HMI. The
third iteration was applied to emerging AR technologies from Saint-GoBain Research and developed future
user scenarios to a mature level. The fourth iteration involved users, and the last iteration integrated user
comments to finalize the scenarios. Table 1 lists the mappings of the target user groups, emotions, key user
interactions, and the key emerging (AR) technologies applied; below, examples are presented for all six
scenarios. Figure 2 shows storyboards[61], and Figure 3 shows the experiential prototypes[62,63].

Table 1 Mapping of the target user groups, emotions, key user interactions, and key emerging (AR) technologies applied
Target user groups emotions User interactions Emerging technologies
Wealthy buyers Disgust Lift, pull, pinch Sensors, displays, 3D projection
Opinion followers Sadness Wave, swipe, pinch, voice AR projection, facial recognition
Beauties Fear Touch, pinch, slide Eye-tracking, multi-touch sensors
New buyers Anger Shout, scream, punch Decibel detection, flexible materials
Old gangsters Surprise Voice, swipe Computer vision, panoramic display
Budget buyers Happiness Blink, touch, swipe Information recommendation and display

3.1 Wealthy buyers-disgust

Wealthy buyers may find their cars scratched or encounter drivers eavesdropping and people judging their cars
when they attend social events. Currently, they are addressing this problem by changing cars and drivers. A
successful design would ensure real-time monitoring, privacy protection, and customization[64]. The scenario
was as follows. Miss. W often attends social events and meets different people. The sidelite embeds an alarm
system with distance sensors, visual warning, surveillance camera, and connectivity to mobile devices to
prevent deliberate scratches. To solve the privacy problem, an in-car privacy protection system was designed.
When sitting in the backseat, Miss. W can perform gestures (e.g., lift and wave) to raise the glazing between
the front and back seats and adjust its transparency and sound-proof effect. Glazing provides customized and
decorative lighting for its unique feature. Thus, she can perform gestures (e.g., pulling and pinching) to interact
with a 3D projection on the skylight.

3.2 Opinion followers-sadness

Opinion followers are more likely to be influenced by outside behavior, such as celebrity endorsements or
popular products that are publicly well received. They are currently trying to solve this problem by simply
162 Virtual Reality & Intelligent Hardware April (2023) Vol. 5 No. 2

1 2

3 4

5 6

Figure 2 Storyboards. 1) Wealthy car buyers-disgust, 2) opinion followers-sadness, 3) beauties-fear, 4) new buyers-anger, 5) old
gangsters-surprise, and 6) budget buyers-happiness.

1 2

3 4

5 6

Figure 3 Experiential prototypes. 1) Wealthy car buyers-disgust, 2) opinion followers-sadness, 3) beauties-fear, 4) new buyers-anger,
5) old gangsters-surprise, and 6) budget buyers-happiness.

following the trend of buying products; they spend a significant amount of time finding the most popular
products and their purchase channels. A successful design would make their efforts understandable and
Wei LIU, et al. Designing interactive glazing through an engineering psychology approach: Six augmented reality scenarios that... 163

appreciated. The scenario is as follows. Mr. F goes out one morning upon realizing that it is his girlfriend′s
birthday in a couple of days. After entering the car, he calls the HMI system, which informs him that
windshield glazing is currently the most popular gift item. After the selection, he orders a gift that delights him.
On his girlfriend's birthday, when sitting in the car again, glazing reminds him to go fetch the ordered gift.
However, the girlfriend does not like the gift, blames him, and leaves; thus, saddened, he returns to the car.
Glazing automatically recognizes his facial expressions, changes color to warm tones, and starts to play calm
music. Subsequently, his sadness is lifted and he finds his girlfriend and explains in the car. Through the
recording and playback feature of glazing, the girlfriend understands his efforts in selecting the gift. By
performing hand gestures (i.e., waving, swiping, and pinching) on the windshield glazing, he records a short
video of this moment, shares it on social platforms, and receives blessings from his friends.

3.3 Beauties-fear

Beauties fear that their cars, makeup, and clothing are not perfectly suited for everyday driving. They often
clean the car body and check their makeup; however, their current solution is time-consuming. A successful
design would make users feel that designers value their personalized needs, which are thoroughly and effi-
ciently met. The scenario is as follows: As an Internet celebrity, Miss. U finds her glazing dirty when she
leaves for a movie shoot. She waves her hand significantly to trigger the windshield glazing′s self-cleaning
feature and nods to confirm it. On her way to the shooting scene, she notices that a passerby′s outfit is brilliant.
She evaluates it as a new fashion trend, activates the tracking feature, tracks the target through eye movement,
and nods to confirm. When she arrives at the shoot scene, her makeup becomes mottled, and she is afraid that
this affects her looks. She touches a specific glazing area that calls for an interactive mirror. She uses two
fingers (i.e., pinching) to enlarge and narrow the mirror. Furthermore, she slides her fingers on the left- and
right-hand sides of the mirror to adjust the light intensity and color temperature, respectively.

3.4 New buyers-anger

In China, the number of new car buyers are growing. Unlike experienced buyers and drivers, new car buyers
are less informed about cars. Young couples often disagree when buying or driving. Currently, they are trying
to solve this problem by arguing with each other. A successful design would calm them and protect them from
potential car accidents[65]. The scenario is as follows. James (passenger) and Roland (driver) are a young
couple who are both new buyers. They drive a new car, get lost in the middle of nowhere, and start arguing and
blaming each other. When the decibels in the car reaches a preset value, the glazing activates a voice alarm and
says “the decibel in the car is too high, please pull over to be safe”. Considering the different speaking habits of
humans in different regions, a threshold for decibel recognition can be preset or automatically adapted using
machine learning. The sound absorbing feature of the sidelite prevents drivers from being disturbed when the
decibel level is excessively high. When James becomes extremely angry and wants to vent, he can punch the
sidelite, which can become physically flexible to protect the hands from getting injured.

3.5 Old gangsters-surprise

Older gangsters know their cars extremely well and are overconfident in their driving skills and experiences.
Therefore, they often disregard navigation systems on familiar roads. However, overconfidence makes them
insensitive to updates on road conditions, such as a newly installed speed camera. Hence, they are surprised to
receive a speeding ticket. The systems are currently attempting to solve this problem. A successful design
would be succinct, humanized, and adaptive. The scenario is as follows. Mr. G is highly confident in his
driving skills and dislikes navigation while driving. One day, a new speed limit is set on the road he is familiar
with; however, he does not pay attention to it. He passes this road on his way to work as usual and crosses the
164 Virtual Reality & Intelligent Hardware April (2023) Vol. 5 No. 2

newly set speed limit. Thus, he receives a speeding ticket and is surprised. The following day, as he passes the
same road, he slows down and notices a new speed camera, thus realizing the problem. He turns on the
navigation presented through glazing and sets the navigation mode as a concise mode through gestures (e.g.,
swipe). When driving on an updated and unfamiliar road, the navigation automatically detects and displays a
panoramic image of the route and reminds him to pay attention. With the support of this new glazing
navigation system, he no longer receives tickets.

3.6 Budget buyers-happiness


Budget buyers often worry about traffic jams and maintenance costs. They currently address this problem by
leaving home early in the morning, wiping the car window with towers by themselves, and keeping track of the
money spent on the car. A successful design would help them reach the workplace faster while saving money
and time (e.g., car washing and fuel consumption). The scenario is as follows. When Mr. B goes to work, the
glazing shows road selection options and recommends two of them: one is the nearest, which might have
traffic jam, and the other is the most cost-efficient. His eye movements are monitored. He blinks twice toward
the preferred option to make his choice. He touches and wipes the steering wheel to activate the car wipers.
When arriving home, he swipes fingers in the air from right to left, above the left side of the front door, to lock
the car. This sidelite presents a daily fuel consumption report, which is also available on a mobile application.

4 Discussion
4.1 Course evaluation
Our university conducts evaluations for all courses as a quality assurance for pedagogy. For this engineering
psychology course, the students (n=36) reported their evaluation on a five-point scale on 10 criteria, such as
content, material, method, organization, and teacher performance (Table 2). The results revealed a high-level
assessment with an overall mean score of 4.79 and ranked in a top-10 list. Additionally, the students were open
to questions about their learning experiences. The responses indicated that the students appreciated gaining a
deeper understanding of the research framework and research questions. Three elements that were often
mentioned inspiring were the experience of the HCD process, collaboration (i.e., cooperation) with the
corporate partner, and applied psychology research practice.
Table 2 Course evaluation scale and detailed scores
Criteria 5 4 3 2 1 Score
Being dedicated to teaching 100% 0% 0% 0% 0% 5.00
Ensuring content is up-to-date with moderate
73.3% 26.7% 0% 0% 0% 4.73
difficulty
Adopting appropriate methods according to the
93.3% 6.7% 0% 0% 0% 4.93
content
Taking a moderate pace with the right amount of
80.0% 13.3% 6.7% 0% 0% 4.73
information
Being logical and focused 86.7% 6.7% 0% 6.7% 0% 4.73
Taking a variety of assessment methods 86.7% 6.7% 6.7% 0% 0% 4.80
Providing adequate learning resources in paper
86.7% 6.7% 0% 6.7% 0% 4.73
or digital form
Focusing on the development of research
86.7% 6.7% 6.7% 0% 0% 4.80
thinking
Cultivating creative consciousness and in-
86.7% 6.7% 6.7% 0% 0% 4.80
novative ability
Responding promptly to problems encountered
66.7% 33.3% 0% 0% 0% 4.67
by students

4.2 Scenario evaluation

In addition to future user scenarios and experiential prototypes[66], quick user experience questionnaire (UEQ)[67]
Wei LIU, et al. Designing interactive glazing through an engineering psychology approach: Six augmented reality scenarios that... 165

evaluation sessions with Generation Z students in a classroom context were conducted. Due to COVID-19
limitations, a large sample size was not possible. The sample consisted of 12 participants, six male, and six
female, with a mean age of 23.7 (SD=2.46). All participants had some experience driving, traveling, and
taking photos. Each participant walked through the six scenarios and tried out the experiential prototypes.
Subsequently, they were interviewed in a semi-structured manner. They agreed that the scenarios were more
experiential to interact with than the existing car HMI. Additionally, they indicated that self-pleasing and
foretasting (i.e., early adoption) user interactions would be more engaging and useful than inventing numerous
new features and compiling emerging technologies. Finally, they filled out the modular UEQ[68], recording the
strengths and weaknesses of the scenarios for further optimization and iteration. The measured mean scores
suggest that the scenarios and prototypes generally have excellent attractiveness, efficiency, novelty qualities,
good dependability and stimulation qualities, and above-average perspicuity quality (Figure 4).

2.50 2.50
2.00 Excellent 2.00 Excellent
1.50 Good 1.50 Good
1.00 Above Average 1.00 Above Average
0.50 Below Average 0.50 Below Average
0.00 Bad 0.00 Bad
–0.50 Mean –0.50 Mean
–1.00 –1.00
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Figure 4 UEQ measures and the mean scores. From left to right: attractiveness, perspicuity, efficiency, dependability, stimulation,
and novelty. 1) Wealthy car buyers-disgust, 2) opinion followers-sadness, 3) beauties-fear, 4) new buyers-anger, 5) old gangsters-
surprise, and 6) budget buyers-happiness.

4.3 AR technology support

Based on the evaluations, three recently acquired patents and six recently developed AR technologies (Figure
5) from Saint-GoBain Research can be applied to drive the development of the interactive glazing described in
the scenarios.
A luminous vehicle glazing contains the first sheet with a first and second main face; peripheral light source;
emitting face facing an injection side, which is the side of the second face; and surface diffusion extractor,
which extracts the guided light via the first and/or the second main face or a volume diffusion extractor in the
first sheet.
166 Virtual Reality & Intelligent Hardware April (2023) Vol. 5 No. 2

PVB
Polyvinyl Butyral
Outer Glass
Outer Glass Functional Coating
Wedge PVB
(Polyvinyl Butyral)
Silver Busbars
Electric Connector Wiper Park Heating
Inner Glass Inner Glass

1 2

Outer Glass
Outer Glass
PVB (Polyvinyl Butyral)
PDLC film
Wedge PVB Connector
(Polyvinyl Butyral) PVB (Polyvinyl Butyral)
Inner Glass
LowE Coating
INNER Glass

3 4

Glass
Outer Glass
PVB
LED Module
Polyvinyl Butyral
Encapsulation Inner Glass Light extracting print
Metal insert
Slide pad

5 6

Figure 5 AR technologies. 1) Visual comfort HUD, 2) thermal and visual comfort, 3) laminated sidelite, 4) integration of ComfortSky
and AmpliSky, 5) encapsulated and laminated sunroof, and 6) AmpliSky lighting sunroof.

A luminous vehicle glazing contains a first sheet containing a mineral or an organic glass with a first main
face, second main face, and injection edge; a peripheral functional element bonded to the first sheet, which is
fluid-tight; and a covering element, which covers the cavity and the peripheral light source.
A light-emitting diode module for a vehicle includes the first transparent sheet having a first main face,
second main face, and edge face; the diodes, each including an emitting chip, can emit one or more wave-
lengths in the visible guided in the first sheet; and a bracket supporting the diodes extend along the border of
the glazing and fastened to glazing.

4.4 Future directions

Further studies and engineering psychology courses include determining further experiential prototyping and
case studies to fill in the frictions with our understanding and ultimately offer guidelines for supporting new
UX through applying AR technologies in future (autonomous) driving contexts. Additionally, we aim to
define typical Generation Z interaction qualities[69,70] by further exploring self-pleasing and foretasting car
HMI. We would like to thank the researchers at the Sekurit R&D of the Saint-GoBain Research and the
participating undergraduate students at the Faculty of Psychology of the Beijing Normal University.

Declaration of competing interest


We declare that we have no conflict of interest.

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