Title: Human Factors and the application Virtual Environments
1 Applying virtual environments - Human Factors
studies Mark Williams Advanced Technology
Centres - Sowerby
2Introduction
3BAE SYSTEMS ATC HF Research
Introduction
4Human Factors Department
Training
Maintainability
Sensors, displays and HMI
Human Factors Integration
- Basic Research
- Mental Modelling
- Vision Modelling
- Human Factors of
- Decision Making
- Training
- Team working
- VR/ Multi-sensory interaction
- Process Analysis
- Assessment of
- Situational Awareness
- Workload
- (Human Reliability)
Longer Term Speculative Physiological Methods
Technology Tracking
5Cockpit Design - Displays
6Some properties of displays (problematic and
otherwise)
- Human visual accommodative (focussing) response
- in aircraft head up displays and other devices
with virtual imagery, the plane of focussing will
not necessarily be at the point of physical
image. - Potential for conflict between the accommodative
response driving vergence, stereoscopic cues also
driving vergence and the feedback paths for both.
In short studies of these effects, 50 of
participants had difficulty in de-coupling the
accommodative and stereoscopic cues
Cockpit Design - Displays
7Cockpit Design - Displays
8Cockpit Design - Displays
9Cockpit Design - Displays
10Product support
- Design for maintainability
- VR for training?
11Design for Maintainability
12Increasing awareness of whole lifecycle costs
Percentages of UK Defence Budget Spent on
Personnel and Equipment (source DERA August 2000)
Product Support
13Human Digital Modeling and Virtual Reality
Product Support - Maintainability
14Product Support - Maintainability
15Product Support - Maintainability
16Product Support - Maintainability
17Product Support - Maintainability
18The general conclusion was Each package has
its strengths, but non currently fulfils the
projected usage.
19Virtual Environments and training
20TSVR Experiment
- Training, Simulation and Virtual Reality (TSVR)
- Cross company forum
- An experiment to compare immersive VR with
conventional computer based training (CBT)
21- General Experimental Requirements
- Time and budgetary constraints -extensive systems
modelling not possible for VR! Similarly CBT
system would be mid-fi (but have good systems
underlying) - Use of existing hardware and software
- Reuse of available data (e.g. geometry)
- Spatial elements to task
Product Support - Training
22CBT version of training
Product Support - Training
23CBT version of training
Product Support - Training
24CBT version of training
Product Support - Training
25Virtual Hawk cockpit simulation
Product Support - Training
26Visual cueing to move throttle
Product Support - Training
27Selecting throttle using grasp
Product Support - Training
28- Full details of experimental results to appear in
ITEC proceedings in April 2001 but a summary
would include - VR system arguably more expensive even than
high-fidelity simulator. But more current
hardware and software would probably change the
balance. - Time to training generally longer - partly due to
unfamiliarity with hardware - and less likely to
successfully complete start-up procedure - Although subjects were more tired and reported
the task more difficult, they would be more
likely to volunteer for this experiment than the
CBT version! - Specific problems with gesture recognition as a
means of picking objects - Questionable whether the task was sufficiently
spatial but generally participants found the VR
environment more familiar
29Some future developments
30Electrode montage for VR environment trial
Objective assessments
31Manipulating controls in virtual simulation
Objective assessments
32Recording taken in VR environment
Objective assessments
33Band-Power OutputRecord in VR Environment
Eyes Closed
Objective assessments
34THE END