Cognitive factors in aviation display design

C. Wickens, S. Fadden, D. Merwin, P. Ververs
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引用次数: 41

Abstract

Three-dimensional perspectives are being considered for a variety of applications, such as conformal HUD imagery, tunnel primary flight displays, enhanced terrain renderings to supplement GPWS, traffic and weather displays, or displays of FMS automation modes (Owen and Suiter, 1997). In considering the strengths and limitations of such displays, in either head-up or head-down location, the designer and human factors practitioner must carefully evaluate the weaknesses of each (keyhole, distortion, and compellingness of the immersed perspective; ambiguity of the tethered perspective), as well as the task factors that may modulate the negative impact of these weaknesses. These factors must be contrasted with the visual scanning imposed by standard planar or coplanar head down displays. It is also the case that a number of these weaknesses may be partially offset by introducing various cognitive "remediations" such as visual momentum or artificial frameworks, which we do not address in this paper (but see Olmos et al., 1997; Ellis, 1993). Thus effective "pilot centered" cockpit design cannot rely exclusively on the 3D graphics technology offered by the computer engineer, but must receive the input from the human factors community.
航空展示设计中的认知因素
三维视角正在考虑用于各种应用,例如保形HUD图像、隧道主飞行显示、增强地形渲染以补充GPWS、交通和天气显示或FMS自动化模式的显示(Owen和Suiter, 1997)。在考虑这种显示器的优势和局限性时,无论是平视还是平视,设计师和人为因素实践者必须仔细评估每种显示器的弱点(锁孔、扭曲和沉浸视角的强迫性);束缚视角的模糊性),以及可能调节这些弱点的负面影响的任务因素。这些因素必须与标准平面或共平面头朝下显示所施加的视觉扫描进行对比。还有一种情况是,通过引入各种认知“补救措施”,如视觉动力或人工框架,可以部分抵消这些弱点,我们在本文中没有解决这些问题(但见Olmos等人,1997;艾利斯,1993)。因此,有效的“以飞行员为中心”的座舱设计不能完全依赖于计算机工程师提供的3D图形技术,而必须接受来自人为因素社区的输入。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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