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Boman, Duane

Publications and source records attributed to Boman, Duane.

Forecasting the impact of virtual environment technology on maintenance training

To assist NASA and the Air Force in determining how and when to invest in virtual environment (VE) technology for maintenance training, we identified possible roles for VE technology in such training, assessed its cost-effectiveness relative to existing technologies, and formulated recommendations for a research agenda that would address instructional and system development issues involved in fielding a VE training system. In the first phase of the study, we surveyed VE developers to forecast capabilities, maturity, and estimated costs for VE component technologies. We then identified maintenance tasks and their training costs through interviews with maintenance technicians, instructors, and training developers. Ten candidate tasks were selected from two classes of maintenance tasks (seven aircraft maintenance and three space maintenance) using five criteria developed to identify types of tasks most likely to benefit from VE training. Three tasks were used as specific cases for cost-benefit analysis. In formulating research recommendations, we considered three aspects of feasibility: technological considerations, cost-effectiveness, and anticipated R&D efforts. In this paper, we describe the major findings in each of these areas and suggest research efforts that we believe will help achieve the goal of a cost-effective VE maintenance training system by the next decade.

Schlager, Mark S.↗

Studies of the field-of-view resolution tradeoff in virtual-reality systems

Most virtual-reality systems use LCD-based displays that achieve a large field-of-view at the expense of resolution. A typical display will consist of approximately 86,000 pixels uniformly distributed over an 80-degree by 60-degree image. Thus, each pixel subtends about 13 minutes of arc at the retina; about the same as the resolvable features of the 20/200 line of a Snellen Eye Chart. The low resolution of LCD-based systems limits task performance in some applications. We have examined target-detection performance in a low-resolution virtual world. Our synthesized three-dimensional virtual worlds consisted of target objects that could be positioned at a fixed distance from the viewer, but at random azimuth and constrained elevation. A virtual world could be bounded by chromatic walls or by wire-frame, or it could be unbounded. Viewers scanned these worlds and indicated by appropriate gestures when they had detected the target object. By manipulating the viewer's field size and the chromatic and luminance contrast of annuli surrounding the field-of-view, we were able to assess the effect of field size on the detection of virtual objects in low-resolution synthetic worlds.

Piantanida, Thomas P.↗