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1.
Exploring the Effects of Multimodal User Interfaces in Autonomous Vehicles
Kristina Stojmenova Pečečnik, Timotej Gruden, Grega Jakus, Sašo Tomažič, Jaka Sodnik, 2025, independent scientific component part or a chapter in a monograph

Abstract: This short paper presents a study design created to explore how multimodal user interfaces (UIs) influence comfort, user experience, and overall well-being in fully autonomous vehicles. The study uses a motion-based driving simulator equipped with real vehicle components to provide realistic driving conditions. Participants are asked to complete two trials: a baseline trial and one with either a simple or extended multimodal UI combining auditory, tactile, and speech-based feedback. Driving scenarios include lane changes, emergency braking, V2X and V2V communication, and road surface variations. Data collection integrates physiological measures (EGG, EDA, PPG), self-assessment questionnaires on motion sickness (MSAQ) and user experience (UEQ), and performance on a reading comprehension task simulating non-driving activities. The paper provides some initial data about the participants’ demographics and their user experience with the UI, and gives an insight into the planned nest steps in terms of analysis and results application. The findings from this study will provide an insight into the potential of multimodal HMI design to enhance safety, comfort, and user acceptance in autonomous vehicles.
Keywords: user interface, autonomous vehicle, multimodal interaction, non-driving related task
Published in RUP: 30.01.2026; Views: 745; Downloads: 1
.pdf Full text (397,64 KB)

2.
Comparison of Unity and FMOD Libraries for Spatial Audio Localization in Virtual Reality
Gašper Leskovec, Eva Gaberšček, Jaka Sodnik, 2025, independent scientific component part or a chapter in a monograph

Abstract: Spatial audio is central to immersion and situational awareness in virtual reality (VR), but the performance differences between diferent audio engines have not been sufficiently explored. This study compares Unity’s integrated spatial audio system and the FMOD engine in a controlled VR sound localisation task. Thirty volunteers completed three levels of 16 trials each while wearing a head-mounted display (Oculus Quest). They were randomly assigned to one of the two systems and asked to identify the direction of an active loudspeaker among several virtual sources. We measured localisation accuracy, reaction time, spatial distance error and cumulative head rotation; learning effects were assessed by comparing the first and third stages. Participants using FMOD achieved slightly higher accuracy (93% vs 87% overall) and turned their heads less, suggesting that FMOD made it easier for users to localise sounds in space, while Unity users showed greater variability and a slightly greater learning gain. About two-thirds of participants improved their accuracy over time, but there were significant individual differences. These results suggest that both engines perform similarly well on basic localisation tasks, although FMOD has slight advantages in spatial accuracy. The work highlights the importance of evaluating spatial audio engines in user-centred studies and emphasises the need to consider personal factors and task complexity in future research.
Keywords: Virtual Reality, Spatial Audio, Sound Localization, Unity, FMOD, Immersion, User Experience
Published in RUP: 30.01.2026; Views: 639; Downloads: 1
.pdf Full text (590,45 KB)

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