Aircraft Cockpit Interaction in Virtual Reality with Visual, Auditive, and Vibrotactile Feedback

Q1 Social Sciences
Stefan Auer, Christoph Anthes, Harald Reiterer, Hans-Christian Jetter
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引用次数: 0

Abstract

Safety-critical interactive spaces for supervision and time-critical control tasks are usually characterized by many small displays and physical controls, typically found in control rooms or automotive, railway, and aviation cockpits. Using Virtual Reality (VR) simulations instead of a physical system can significantly reduce the training costs of these interactive spaces without risking real-world accidents or occupying expensive physical simulators. However, the user's physical interactions and feedback methods must be technologically mediated. Therefore, we conducted a within-subjects study with 24 participants and compared performance, task load, and simulator sickness during training of authentic aircraft cockpit manipulation tasks. The participants were asked to perform these tasks inside a VR flight simulator (VRFS) for three feedback methods (acoustic, haptic, and acoustic+haptic) and inside a physical flight simulator (PFS) of a commercial airplane cockpit. The study revealed a partial equivalence of VRFS and PFS, control-specific differences input elements, irrelevance of rudimentary vibrotactile feedback, slower movements in VR, as well as a preference for PFS.
虚拟现实中与视觉、听觉和触觉振动反馈的飞机座舱交互
用于监督和时间关键型控制任务的安全关键型交互空间通常以许多小型显示器和物理控件为特征,通常见于控制室或汽车,铁路和航空驾驶舱。使用虚拟现实(VR)模拟代替物理系统可以显著降低这些交互空间的培训成本,而不会冒现实世界事故的风险,也不会占用昂贵的物理模拟器。然而,用户的物理交互和反馈方法必须通过技术媒介。因此,我们对24名参与者进行了一项受试者内研究,比较了真实飞机驾驶舱操作任务训练期间的表现、任务负荷和模拟器病。参与者被要求在VR飞行模拟器(VRFS)和商用飞机驾驶舱的物理飞行模拟器(PFS)中执行这些任务,VRFS有三种反馈方法(声学、触觉和声学+触觉)。该研究揭示了VRFS和PFS的部分等效性、控制特定输入元素的差异、基本振动触觉反馈的不相关性、VR中较慢的运动以及对PFS的偏好。
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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