通用无人机模拟器:虚拟搜索和救援任务中的设计,开发和用户测试。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Georgios Pappas, Dimitrios Lappas, Panagiotis Karampelas, Joshua E Siegel, Ioannis Templalexis, Stavros Stavrou, Sriram Krishnan
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引用次数: 0

摘要

本研究解决了特定场景无人机模拟器的需求,以加强不同任务背景下的研究、教育、飞行员培训和性能评估。为塞浦路斯开放大学(OUC)和希腊空军学院(HAFA)之间的联合硕士学位课程“安全和防御”开发了一个游戏化模拟器,重点是搜索和救援任务训练和规划。该模拟器平衡了界面设计、物理精度和环境现实性,以支持专业的专业培训和研究。一项基于调查的评估涉及了57名参与者——飞行员、工程师和空中交通管制员——证明了该工具能够为训练有素的飞行员提供真实的经验,并为新手提供有意义的学习机会。统计分析显示,游戏熟悉度、任务完成时间和参与者专业知识之间存在显著相关性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Generic Drone Simulator: Design, Development and User Testing in a Virtual Search and Rescue Mission.

This study addresses the need for scenario-specific drone simulators to enhance research, education, pilot training, and performance evaluation across diverse mission contexts. A gamified simulator was developed for the joint master's degree program "Security and Defence" between the Open University of Cyprus (OUC) and the Hellenic Air Force Academy (HAFA), with a focus on Search and Rescue mission training and planning. The simulator balances interface design, physics accuracy, and environmental realism to support specialized professional training and research. A survey-based evaluation involving 57 participants -pilots, engineers, and air traffic controllers -demonstrated the tool's ability to provide realistic experiences for trained pilots and meaningful learning opportunities for novices. Statistical analysis revealed significant correlations between gaming familiarity, task completion times, and participant expertise.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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