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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Interactions with Augmented Reality Systems in Hyper-Connected Cars</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ovidiu-Andrei Schipor</string-name>
          <email>schipor@eed.usv.ro</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Radu-Daniel Vatavu</string-name>
          <email>radu.vatavu@usm.ro</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>MintViz Lab, MANSiD Research Center University Stefan cel Mare of Suceava</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Hyper-connected cars can store, process, and share a large amount and variety of digital content, which creates opportunities for using high-de nition Augmented Reality (AR) and live video streaming to enhance current in-vehicle driving assistance and navigation systems. However, several challenges must be overcome to make such systems viable and e cient, such as dealing e ectively with a variety of smart devices, platforms, and in-vehicle standards and technologies or delivering dynamic digital content to users in interactive time. In this paper, we propose a solution to these challenges by modeling the smart car as a distinct type of a smart environment. This model enables us to introduce a ve-layer software architecture proposal based on Euphoria, a recent high-performing event-driven software architecture design for supporting e ective communications between heterogeneous I/O devices in generic smart environments. We discuss the ways in which Euphoria can provide e ective solutions to our identi ed challenges and hope that our contributions will stimulate interesting discussions towards de ning a practical roadmap of engineering interactions with AR systems and high-de nition video for hyper-connected cars.</p>
      </abstract>
      <kwd-group>
        <kwd>Hyper-connected cars Augmented reality Smart devices Software architecture High-de nition video Challenges</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The automotive industry has witnessed a fast transition to the concept of the
car as a software-driven electronics device to support consumers' needs for more
services [
        <xref ref-type="bibr" rid="ref10 ref18 ref3">3, 10, 18</xref>
        ]. Examples of applications that demand complex in-vehicle
software infrastructure are autonomous driving, connectivity to wireless
networks and to the Internet, to road infrastructure and to other vehicles, but also
sharing data with smart devices, such as smartphones, smartwatches,
smartglasses, etc. [
        <xref ref-type="bibr" rid="ref1 ref19 ref28 ref3 ref4">1, 3, 4, 19, 28</xref>
        ]. No more than ten years ago, the premium cars
of the year 2010 embedded an impressive number of about 100
microprocessorbased Electronic Control Units (ECUs) that were running 100 million lines of
software code [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Since then, these gures and the complexity of the
corresponding in-vehicle software and systems have increased considerably [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] towards the
1.7 Gbps hyper-connected car. This trend has created an urgent need for
software architectures to deal e ectively with the complex systems that smart cars
turned into as well as with the amount of data that hyper-connected cars can
create, process, and share with other smart devices.
      </p>
      <p>
        Before we move on, we brie y overview the concept of a hyper-connected car.
This term describes a vehicle that is (i) part of the Internet-of-Things [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and
(ii) capable to initialize and maintain communications with other entities that
deliver relevant and useful information [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. To this end, hyper-connected cars
require dedicated hardware and software architecture designs [
        <xref ref-type="bibr" rid="ref10 ref26 ref3 ref8">3, 8, 10, 26</xref>
        ]. For
example, a hyper-connected car should be able to act both as a consumer and
producer within its informational ecosystem; it must be able to deliver relevant
information to other entities and, at the same time, to be aware of any changes
occurring in its environment [
        <xref ref-type="bibr" rid="ref11 ref13">11, 13</xref>
        ]; moreover, hyper-connected cars adhere
to the vision of \vehicle-to-everything" (V2X) communications, which emerges
by putting together speci c types of communications designed for smart
vehicles, such as vehicle-to-infrastructure (V2I), vehicle-to-vehicle (V2V),
vehicleto-network (V2N), vehicle-to-pedestrian (V2P), and vehicle-to-device (V2D). To
enable such advanced features, designers of hyper-connected cars must rstly
rede ne the way in which the in-vehicle components interact with each other by
assuring high decoupling between hardware and software components via the
high-speed in-vehicle Ethernet network. On this foundation, new trends and
innovations in the automotive industry, such as the application of Augmented
Reality (AR) concepts and technology to enhance the driving experience [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], can
take o e ectively into mass production and consumer cars.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Challenges for AR in Hyper-Connected Cars</title>
      <p>
        The features envisioned for AR and the hyper-connected car basically
reformulate the meaning of what a car is and how the interactions between the car and
its users are modeled towards e ective design and development of in-vehicle
software applications. In this position paper, we model the hyper-connected car as
a speci c kind of a smart environment, where the various in-vehicle modules,
users of the car, and other devices (e.g., smartphones, tablets, smartwatches,
etc.) that co-inhabit the smart environment of the hyper-connected car create,
process, and render AR content. In this section, we present a series of challenges
in relation to practical use case scenarios represented by see-through displays and
cars [
        <xref ref-type="bibr" rid="ref17 ref2 ref20 ref21 ref27">2, 17, 20, 21, 27</xref>
        ]. In these scenarios, the driver's visual eld is extended to
cover other objects, including pedestrians and other cars, that normally would
not be visible directly. The virtual 360-degree model around the vehicle is
generated based on data from video cameras, proximity sensors, road infrastructure,
or other cars and delivered by an AR system and display. The goal of such
systems is to reduce the risk of road accidents by extending the range of visual
information available to the driver during di cult or complex maneuvers, e.g.,
overtaking other vehicles, parking, etc. Thus, AR can play a key role in assisting
drivers with enhanced navigation information, while providing enriched
entertainment experiences to passengers [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. We identify the following challenges for
delivering AR content inside the hyper-connected car:
1. Dynamically generated AR content. In contrast to locally stored multimedia
les or video streams from Internet repositories, AR content is generated
on the y by using data from various hardware and software components,
devices, and services. This feature relies on continuous synchronization
between virtual models and the physical world [
        <xref ref-type="bibr" rid="ref2 ref20">2, 20</xref>
        ] and requires the existence
of a chain of specialized modules that interact with each other to deliver an
augmented version of the visual reality. The virtual models are continuously
adapted, which creates the challenge of how to enable exible associations
between the components of the virtual model and the modules of the system.
2. Managing a wide variety of in-vehicle technologies. AR capabilities are tightly
coupled with a wide variety of technologies [
        <xref ref-type="bibr" rid="ref25 ref3">3, 25</xref>
        ], such as object, car, and
pedestrian detection and recognition under complex conditions, which
necessitate robust computer vision algorithms; mobility services and inter-vehicle
communications demanding high-speed networks and e cient data
transmission protocols; and distance estimation, emergency breaking, or engine
control requiring real-time processing capabilities. An e ective software
architecture for creating and delivering AR content in a hyper-connected car
should enable unobtrusive running of such complex modules and
technologies, skilfully interweaving engine operation, in-vehicle entertainment
services, connections to smart devices and services from the cloud, and
safetyrelated modules [
        <xref ref-type="bibr" rid="ref25 ref8">8, 25</xref>
        ]. A recent trend in the community advocates for a
complete rethinking of the architectural approach in the automotive
industry towards highly scalable and inter-operable approaches [
        <xref ref-type="bibr" rid="ref15 ref24 ref25 ref3">3, 15, 24, 25</xref>
        ].
3. A network of heterogeneous components. Hyper-connected cars rest on the
principle of high abstraction of their hardware and software components so
that heterogeneous entities can be easily integrated. Instead of myriad
oneto-one communications between the various components, the new approach
proposes a decoupled architecture where modules become hosts within a
high-speed Ethernet network [
        <xref ref-type="bibr" rid="ref10 ref26 ref28 ref5">5, 10, 26, 28</xref>
        ]. In fact, the automotive industry
has gradually increased the level of abstraction, from microcontrollers to
systems-on-chip and to generic scalable computing platforms [
        <xref ref-type="bibr" rid="ref26 ref8">8, 26</xref>
        ]. The
decoupling between production and the utilization of processing power is
one key step towards new architectures. By moving from hardware-centric
to function-centric approaches, software applications need to be rethinked as
well [
        <xref ref-type="bibr" rid="ref26 ref3 ref8">3, 8, 26</xref>
        ]. However, this trend also comes with several challenges, since
it heavily relies on asynchronous communications between heterogeneous
devices and software modules.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Towards a Solution for E ectively Delivering AR</title>
    </sec>
    <sec id="sec-4">
      <title>Content in Hyper-Connected Cars</title>
      <p>
        In this section, we relate to recent advances in software architecture design for
generic smart environments, such as the event-driven Euphoria architecture [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ],
speci cally designed to deal e ectively with application scenarios in which many
heterogeneous I/O devices communicate and inter-operate towards a common
goal, such as understanding users' intentions and reacting in consequence [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
To this end, we adopt the model of a smart car as a smart environment to
introduce a software architecture for hyper-connected cars that (1) connects to the
four main layers designed by previous work for connected cars [
        <xref ref-type="bibr" rid="ref14 ref15 ref26 ref28 ref3">3, 14, 15, 26, 28</xref>
        ]
and (2) is inspired from and reuses recent software architecture designs for smart
environments [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Speci cally, we conduct our discussion around the Euphoria
architecture, a generic event-driven middleware for engineering interactions in
smart environments between heterogeneous entities; see Schipor et al. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] for
technical details, evaluations of performance, and application examples.
Euphoria rests on ten design criteria: two handling techniques (i.e., event-driven and
asynchronous processing), four quality features that characterize how entities
interact with each other (i.e., adaptability, modularity, exibility, and
interoperability), and four contextual properties linked to a speci c choice of technology
(i.e., web-based, open-source, smart space orientation, and JavaScript). We
propose to employ Euphoria to mediate non-critical interactions between in-vehicle
systems, as it is Ethernet-based and implements the abstraction of hardware and
software modules via JSON con guration les.
      </p>
      <p>
        Figure 1 illustrates the integration of Euphoria with the four main layers of
an in-vehicle architecture: Application, Service, Devices, and Electronics. The
Application layer consists of all the software modules that provide interfaces for
the in-vehicle occupants, forming the IVIS (In-Vehicle Infotainment) and ADAS
(Advanced Driving Assistance) systems [
        <xref ref-type="bibr" rid="ref16 ref7">7, 16</xref>
        ]; entertainment, navigation, and
autonomous driving applications rely on the Service layer; and the in-vehicle
hardware is addressed by the Devices and Electronics layers, respectively. While
Devices relate to high-level components with which users can interact directly,
Electronics comprise the processing and power circuits of the vehicle. Each layer
contains a dedicated adapter module to interface the Euphoria middleware.
However, critical, real-time, and safety-related functions bene t of direct
informational shortcuts illustrated by arrows in Figure 1. We suggest Euphoria as an
e ective solution to address the challenges mentioned previously, as follows:
1. Euphoria can handle dynamically generated content. The entities, i.e.,
devices and software modules, that are connected through Euphoria exchange
standardized messages that contain identi cation parameters. Each entity
can therefore know what component of the AR model needs to be processed
or updated. Moreover, the associations between the various components of
the virtual model and the modules of the system can be dynamically at the
level of the parameters included in the headers of those messages. This
aspect is particularly important when content is not static, but dynamically
generated and modi ed by the various components of the system.
2. Euphoria can integrate a wide variety of devices, platforms, and technologies.
      </p>
      <p>By design, Euphoria adheres to common Internet standards and protocols for
data processing and exchange, e.g., HTTP, WebSockets, and JSON, that are
implemented by virtually all operating systems and programming languages.
Existing embedded systems, devices, and software modules can be integrated
within Euphoria simply by exposing their public interface.
3. Euphoria can manage networks of heterogeneous hardware and software
components. By design, Euphoria is exible to integrate heterogeneous hardware
and software modules and components. The registration and noti cation
mechanisms implemented in Euphoria treat both hardware and software
modules similarly so that the actual implementation of a component is
transparent for developers and end-users.</p>
      <p>
        Future work will consider technical evaluation of the Euphoria software
architecture to implement Augmented Reality and live high-de nition video
application scenarios in hyper-connected cars with speci c focus on performance
measurements, such as the request-response time [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] for transmitting high-de nition
digital content using the in-vehicle Wi-Fi network.
4
      </p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This work was supported by a grant of the Romanian Ministry of Research and
Innovation, CCCDI-UEFISCDI, Complex Project no.
PN-III-P1-1.2-PCCDI2017-0917, contract no. 21PCCDI/2018 (project P2), within PNCDI III.</p>
    </sec>
  </body>
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