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1.
Two experiments were performed to examine how frame of reference (world-referenced vs. screen-referenced) and target expectancy can modulate the effects of target cuing in directing attention for see-through helmet-mounted displays (HMDs). In the first experiment, the degree of world referencing was varied by the spatial accuracy of the cue; in the second, the degree of world referencing was varied more radically between a world-referenced HMD and a hand-held display. Participants were asked to detect, identify, and give azimuth information for targets hidden in terrain presented in the far domain (i.e., the world) while performing a monitoring task in the near domain (i.e., the display). The results of both experiments revealed a cost-benefit trade-off for cuing such that the presence of cuing aided the target detection task for expected targets but drew attention away from the presence of unexpected targets in the environment. Analyses support the observation that this effect can be mediated by the display: The world-referenced display reduced the cost of cognitive tunneling relative to the screen-referenced display in Experiment 1; this cost was further reduced in Experiment 2 when participants were using a hand-held display. Potential applications of this research include important design guidelines and specifications for automated target recognition systems as well as any terrain-and-targeting display system in which superimposed symbology is included, specifically in assessing the costs and benefits of attentional cuing and the means by which this information is displayed.  相似文献   

2.
The manipulation of colour in display symbology design has been recognised as a method to improve operator experience and performance. An earlier paper by the authors demonstrated that redundantly colour coding head-up flight symbology supported the manual flying performance of both professional and non-professional pilots during low-workload flying scenarios. In this study the workload and performance of 12 professional airline pilots was evaluated in high workload conditions whilst they flew manoeuvres and an instrument landing system (ILS) approach with and without the presence of colour feedback on a head up display (HUD). Workload was manipulated by presenting pilots with a concurrent auditory n-back task. Colour coded flight symbology reduced the subjective workload of the pilots during high workload conditions. In contrast, manual flying performance during high workload was not improved by the presence of colour coded feedback.  相似文献   

3.
We describe two experiments that examine 3D pathway displays in a head-up location for aircraft landing and taxi. We address both guidance performance and pilot strategies in dividing, focusing, and allocating attention between flight path information and event monitoring. In Experiment 1 the 3D pathway head-up display (HUD) was compared with a conventional 2D HUD. The former was found to produce better guidance, with few costs to event detection. Some evidence was provided that attentional tunneling of the pathway HUD inhibits the detection of unexpected traffic events. In Experiment 2, the pathway display was compared in a head-up versus a head-down location. Excellent guidance was achieved in both locations. A slight HUD cost for vertical tracking in the air was offset by a HUD benefit for event detection and for lateral tracking during taxi (i.e., on the ground). The results of both experiments are interpreted within the framework of object- and space-based theories of visual attention and point to the conclusion that pathway HUDs combine the independent advantages of pathways and HUDs, particularly during ground operations. Actual or potential applications include understanding the costs and benefits of positioning a 3D pathway display in a head-up location.  相似文献   

4.
The manipulation of colour in display symbology design has long been recognised as a method to improve operator experience and performance. Recent developments in colour head-up display (HUD) and helmet-mounted display (HMD) technology underline the necessity to understand the human factors considerations of symbology colour coding against conventional monochrome symbology formats. In this low-fidelity desktop human-in-the-loop experiment, the colour of flight symbology on an overlaid symbology set was coded as a redundant cue to indicate the accuracy of professional and non-professional pilots’ flight profile across a range of simulated flight manoeuvres. The main finding of this study was that colour coding flight symbology supported the manual flying performance of both professional and non-professional pilots. Notably, colour-coding of the bank indicator and airspeed tape minimised performance error during turning and altitude change manoeuvres, respectively. The usability of colour coded symbology was also rated higher than the monochrome symbology. We conclude that colour coded HUD/HMD symbology is preferred by the user and may improve performance during low workload manual flying tasks. A fuller understanding of performance and workload effects will require future studies to employ higher workload flying tasks and examine the utility of colour coding within higher fidelity environments.  相似文献   

5.
See‐through displays (STD) like head‐up displays (HUD) play major role in providing aircraft data to pilot through a visual interface. The data is displayed in form of symbology in pilot's line of sight using vector scanning technique and is deciphered to get flight and mission information. Contrast ratio required to see against bright sunlight at high altitudes is given only by luminance of cathode ray tube (CRT). Therefore, CRT is still used as display source in avionic HUDs, although other devices are also being explored for these applications. Aircraft's night mode operation requires raster display of external scene information along with vector data display due to low visibility during night. It reduces time available for writing vector data during night mode resulting in reduced symbology. Conventionally used raster scanning methods are unidirectional scanning methods. Bidirectional raster scanning (BRS) is an unconventional approach which scans display screen from both directions. In present work, an algorithm for BRS has been developed in VHDL providing more time for vector writing by increasing vertical retrace period (VRP) of raster scanning. Functional verification of design has been performed by simulations carried out through test‐bench and VRP is increased to 5.8304 ms from conventional 1.2800 ms per field.  相似文献   

6.
Abstract

Flight within degraded visual conditions is a great challenge to pilots of rotary-wing craft. Environmental cues typically used to guide interpretation of speed, location and approach can become obscured, forcing the pilots to rely on data available from in-cockpit instrumentation. To ease the task of flight during degraded visual conditions, pilots require easy access to flight critical information. The current study examined the effect of ‘Highways in the Sky’ symbology and a conformal virtual pad for landing presented using a Head Up Display (HUD) on pilots’ workload and situation awareness for both clear and degraded conditions across a series of simulated rotary-wing approach and landings. Results suggest that access to the HUD lead to significant improvements to pilots’ situation awareness, especially within degraded visual conditions. Importantly, access to the HUD facilitated pilot awareness in all conditions. Results are discussed in terms of future HUD development.

Practitioner Summary: This paper explores the use of a novel Heads Up Display, to facilitate rotary-wing pilots’ situation awareness and workload for simulated flights in both clear and degraded visual conditions. Results suggest that access to HUD facilitated pilots’ situation awareness, especially when flying in degraded conditions.  相似文献   

7.
This research explores the effect of symbology placement on human performance for users of head-mounted augmented reality displays. A pair of experiments examined the impact on visual performance asymmetries when perceiving complex, meaningful visual stimuli, such as the Arc Segment Attitude Reference (ASAR). The ASAR symbology represents an aircraft’s vertical flight path and roll angles. Experiment 1 examined participants’ performance in making categorical and coordinate judgments regarding various attitudes of the ASAR and a Gabor patch which were briefly presented in the peripheral visual field. The results were consistent with the horizontal-vertical anisotropy literature, which implies that performance would be better for stimuli placed on the horizontal than the vertical meridian. Experiment 2 assessed asymmetries for continuously presented stimuli in a dual-task environment which involved a centrally located, demanding visual psychomotor task and monitoring of the ASAR or Gabor stimuli at the same peripheral locations as Experiment 1. No performance differences were found as a function of peripheral stimulus placement. However, eye tracking, particularly for a subset of the participants suggest they employed a more efficient visual process to monitor the peripheral stimuli when the stimuli were placed on the horizontal meridian.  相似文献   

8.
This study aims to investigate the usability of a head-up display (HUD) in presenting warning messages during driving and create a new and effective vehicle early warning system for drivers. Two experiments were conducted. In Experiment 1, 36 drivers were randomly assigned to a group using HUD and a control group. The simulated driving performance of the two groups was compared to determine if the HUD graphic early warning system facilitates driving safety. Results revealed that the HUD-using group demonstrated better driving performance than the control group in terms of collision, mean deceleration, accelerator release reaction time, brake reaction time, reduced velocity, reduced energy, steering reaction time, mean reaction time, and minimum reaction time. We investigated the influence of the presentation mode of warning messages on simulated driving performance in Experiment 2. Forty-eight drivers were randomly assigned to an HUD warning group, an audio warning group, and an audiovisual group that integrated HUD and audio warning. The drivers in the HUD warning group performed better than those in the two other groups in terms of mean deceleration. The audiovisual group that integrated HUD and audio warning showed an advantage in reduced velocity. The findings indicated that HUD technology has the potential to promote safe driving by improving the early warning system.  相似文献   

9.
A vehicle head-up display (HUD) has a semitransparent property that utilizes a method of projecting light onto the windshield. The semitransparent characteristic of the HUD generates continuous superimposition between the “HUD graphic” and “road environment events.” This study aims to determine the effects of HUD use on elderly driving. Two age groups (elderly, younger) performed tasks (speed monitoring, navigation) utilizing two types of display (HUD, head-down display) in two different circumstances (high superimposition level, low superimposition level). Subject performance was evaluated by having the subjects execute a secondary display task while performing a primary driving task with an eye-tracking task. In addition, the degree of driver visual distraction was verified through the measurement of display glance duration. The results showed that an increase in superimposition negatively affected driver glance duration independent of age. However, the use of HUD in low superimposition situations showed relative advantages with regard to display use independent of age. This study confirmed that the negative effects of HUD use need to be considered during the selection of HUD information and display location. In particular, this study verifies that special attention should be given to the negative effects of superimposition of text information for use by an elderly population.  相似文献   

10.
Synthetic vision systems (SVS) render terrain features for pilots through cockpit displays using a GPS database and three‐dimensional graphical models. Enhanced vision systems (EVS) present infrared imagery of terrain using a forward‐looking sensor in the nose of an aircraft. The ultimate goal of SVS and EVS technologies is to support pilots in achieving safety under low‐visibility and night conditions comparable to clear, day conditions. This study assessed pilot performance and situation awareness (SA) effects of SVS and EVS imagery in an advanced head‐up display (HUD) during a simulated landing approach under instrument meteorological conditions. Videos of the landing with various HUD configurations were presented to eight pilots with a superimposed tracking task. The independent variables included four HUD feature configurations (baseline [no terrain imagery], SVS, EVS, and a combination of SVS and EVS), two visibility conditions, and four legs of the flight. Results indicated that SVS increased overall SA but degraded flight path control performance because of visual confusion with other display features. EVS increased flight path control accuracy but decreased system (aircraft) awareness because of visual distractions. The combination of SVS and EVS generated offsetting effects. Display configurations did not affect pilot spatial awareness. Flight performance was not different among phases of the approach, but levels and types of pilot SA did vary from leg to leg. These results are applicable to development of adaptive HUD features to support pilot performance. They support the use of multidimensional measures of SA for insight on pilot information processing with advanced aviation displays. © 2012 Wiley Periodicals, Inc.  相似文献   

11.
LabWindows/CVI5.0在平显模拟系统中的应用   总被引:1,自引:1,他引:0  
平显模拟系统以功能强大的交互式可视化的LabWindows/CVI5 0和OpenGL为编程平台开发应用软件 ,实现逼真模拟平显的功能。介绍了构建平显模拟系统的硬件组成 ,重点讨论了双机通讯、平显画面的显示。其特点是开发方便 ,投资少 ,具有较高的经济和军事效益  相似文献   

12.
Head-up displays (HUD) are important parts of visual interfaces of virtual environments such as video games. However, few studies have investigated their role in player–video game interactions. Two experiments were designed to investigate the influence of HUDs on player experience according to player expertise and game genre. Experiment 1 used eye-tracking and interviews to understand how and to what extent players use and experience HUDs in two types of commercial games: first-person shooter and real-time strategy games. Results showed that displaying a permanent HUD within the visual interface may improve the understanding of this environment by players. They also revealed that two HUD characteristics, namely composition and spatial organization, have particular influence on player experience. These critical characteristics were manipulated in experiment 2 to study more precisely the influence of HUD design choices on player experience. Results showed that manipulation of design of these HUD characteristics influences player experience in different ways according to player expertise and game genre. For games with HUDs that are perceived as very useful, the higher player expertise is, the more player experience is influenced. Recommendations for video game design based on these results are proposed.  相似文献   

13.
Two experiments conducted in a high-fidelity flight simulator examined the effects of guidance symbology, display size, and geometric field of view (GFOV) within a synthetic vision system (SVS). In Experiment 1, 18 pilots flew highlighted and low-lighted tunnel-in-the-sky displays, as well as a less cluttered follow-me aircraft (FMA), through a series of curved approaches over rugged terrain. The results revealed that both tunnels supported better flight path tracking and lower workload levels than did the FMA because of the availability of more preview information. Increasing tunnel intensity had no benefit on tracking and, in fact, degraded traffic awareness because of clutter and attentional tunneling. In Experiment 2, 24 pilots flew a lowlighted tunnel configured according to different display sizes (small or large) and GFOVs (30 degrees or 60 degrees). Measures of flight path tracking and terrain awareness generally favored the 60 degrees GFOV; however, there were no effects of display size. Actual or potential applications of this research include understanding the impact of SVS properties on flight path tracking, traffic and terrain awareness, workload, and the allocation of attention.  相似文献   

14.
We conducted 2 experiments to investigate the clutter-scan trade-off between the cost of increasing clutter by overlaying complex information onto the forward field of view using a helmet-mounted display (HMD) and the cost of scanning when presenting this information on a handheld display. In the first experiment, this trade-off was examined in terms of the spatial accuracy of target cuing data in a relatively sparse display; in the second, the spatial accuracy of the cue was varied more radically in an information-rich display. Participants were asked to detect and identify targets hidden in the far domain while performing a monitoring task in the near domain using either an HMD or a handheld display. The results revealed that on a sparse display, the reduced scanning from the HMD presentation of cuing out-weighed the costs of clutter for cued targets, regardless of cue precision, but no benefit was found for uncued targets. When the HMD displayed task-irrelevant information, however, target detection was hindered by the extraneous clutter in the forward field of view relative to the handheld display condition, and this cost of clutter increased as the amount of data that needed to be inspected increased. Potential applications of this research include the development of design considerations for head-up displays for aviation and military applications.  相似文献   

15.
Two experiments examined pilots' maneuver choice and visual workload in a free-flight simulation. In Experiment 1, 12 pilots flew a high-fidelity flight simulator with a cockpit display of traffic information and maneuvered to avoid traffic in a simulated free-flight environment. Pilots' choices reflected a preference to make vertical rather than lateral avoidance maneuvers and to climb rather than descend. Pilots avoided both complex maneuvers and airspeed maneuvers. The data were modeled in terms of how pilots traded off factors related to safety, efficiency, mental effort, and prior habits. In Experiment 2, 10 pilots flew the same maneuvers as the pilots in Experiment 1 but followed ATC instructions rather than using the CDTI. The CDTI in Experiment 1 occupied 25% of the pilots' visual attention. A comparison of scanning with Experiment 2 suggested that the CDTI pulled visual attention away from the outside world, but this attention diversion did not leave pilots vulnerable to missing traffic not annunciated on the CDTI. Actual or potential applications of the results include understanding the safety implications of presenting traffic displays in the cockpit, and the impact of pilot maneuver preferences on airspace procedures.  相似文献   

16.
We report two experiments in which different features of the display of multiple channels of information are varied in their proximity to one another. The display presents three indicators of aircraft stall danger (airspeed, flaps, and bank). On some trials the stall danger is estimated, requiring information integration. On other trials the value of individual indicators is estimated, requiring focused attention. In Experiment 1 the spatial proximity between indicators and their distinctiveness in color were manipulated. Spatial proximity had little effect on either focused attention or integration, whereas a distinct color code improved focused attention and disrupted integration. In Experiment 2 the three indicators were presented as a bar graph or were combined as features of an object display, either with or without color coding of the separate dimension. Relative to the bar graph display, the object display improved information integration but disrupted focused attention. The presence of color borders restored the focused attention accuracy, with a slight cost to response time.  相似文献   

17.
The safety of rotary-wing operations is significantly affected by the local weather conditions, especially during key phases of flight including hover and landing. Despite the operational flexibility of rotary-wing craft, such craft accounts for a significantly greater proportion of accidents than their fixed-wing counterparts. A key period of risk when operating rotary-wing aircraft is during operations that occur in degraded visual environments, for example as a result of thick fog. During such conditions, pilots’ workload significantly increases and their situation awareness can be greatly impeded. The current study examines the extent to which providing information to pilots via the use of a head-up display (HUD) influenced perceived workload and situation awareness, when operating in both clear and degraded visual environments. Results suggest that whilst the HUD did not benefit pilots during clear conditions, workload was reduced when operating in degraded visual conditions. Overall results demonstrate that access to the HUD reduces the difficulties associated with flying in degraded visual environments.  相似文献   

18.
An in-depth evaluation of the usability and situation awareness performance of different displays and destination controls of robots are presented. In two experiments we evaluate the way information is presented to the operator and assess different means for controlling the robot. Our study compares three types of displays: a “blocks” display, a HUD (head-up display), and a radar display, and two types of controls: touch screen and hand gestures. The HUD demonstrated better performance when compared to the blocks display and was perceived to have greater usability compared to the radar display. The HUD was also found to be more useful when the operation of the robot was more difficult, i.e., when using the hand-gesture method. The experiments also pointed to the importance of using a wide viewing angle to minimize distortion and for easier coping with the difficulties of locating objects in the field of view margins. The touch screen was found to be superior in terms of both objective performance and its perceived usability. No differences were found between the displays and the controllers in terms of situation awareness. This research sheds light on the preferred display type and controlling method for operating robots from a distance, making it easier to cope with the challenges of operating such systems.  相似文献   

19.
The analysis of eye movements of people working on problem solving tasks has enabled a more thorough understanding than would have been possible with a traditional analysis of cognitive behavior. Recent studies report that influencing ‘where we look’ can affect task performance. However, some of the studies that reported these results have shortcomings, namely, it is unclear whether the reported effects are the result of ‘attention guidance’ or an effect of highlighting display elements alone; second, the selection of the highlighted display elements was based on subjective methods which could have introduced bias. In the study reported here, two experiments are described that attempt to address these shortcomings. Experiment 1 investigates the relative contribution of each display element to successful task realization and does so with an objective analysis method, namely signal detection analysis. Experiment 2 examines whether any performance effects of highlighting are due to foregrounding intrinsic task-relevant aspects or whether they are a result of the act of highlighting in itself. Results show that the chosen objective method is effective and that highlighting the display element thus identified improves task performance significantly. These findings are not an effect of the highlighting per se and thus indicate that the highlighted element is conveying task-relevant information. These findings improve on previous results as the objective selection and analysis methods reduce potential bias and provide a more reliable input to the design and provision of computer-based problem solving support.  相似文献   

20.
We assessed the advantages of a color-coded weapons symbology for a helmet-mounted display over monochrome symbology by measuring military pilots' performance while they flew air-to-air combat in a simulator. The pilots fired missiles significantly sooner without sacrificing probability of kill when using the color-coded symbology, demonstrating a substantial practical benefit of color. Actual or potential applications of this work include the design of color codes for helmet-mounted and other displays that use complex symbology to assist performance on cognitively challenging tasks.  相似文献   

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