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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 289 records · Page 16

Human operator dynamics for aural compensatory tracking

The human operator's ability to control using aural information only and using combined aural and visual displays was investigated for a simple tracking task. Tracking error was presented to the test subjects using one- and two-ear displays. For both displays the pitch of the tone represented the magnitude of the tracking error. The operator's aural control characteristics were modeled as a describing function plus a remnant. The effects on the measured describing function and remnant of different system dynamics, changes in the frequency content of the input and different displays were determined during the study. The describing function and remnant data indicate that humans can control as well with aural cues as with visual cues for the task considered. However, the reduction in operator time delays, expected because of the generally faster human response to aural stimuli, was not evident in the results. It was also determined that the operators could control equally well with either the one- or two-ear display.

Vinje, E. W.↗

Shuttle vehicle and mission simulation requirements report, volume 1

The requirements for the space shuttle vehicle and mission simulation are developed to analyze the systems, mission, operations, and interfaces. The requirements are developed according to the following subject areas: (1) mission envelope, (2) orbit flight dynamics, (3) shuttle vehicle systems, (4) external interfaces, (5) crew procedures, (6) crew station, (7) visual cues, and (8) aural cues. Line drawings and diagrams of the space shuttle are included to explain the various systems and components.

Burke, J. F.↗

Coordinated adaptive washout for motion simulators.

This paper introduces a new method of providing motion cues to a moving base six-degree-of-freedom flight simulator utilizing nonlinear filters. Coordinated adaptive filters, used to coordinate translational and rotational motion, are derived based on the method of continuous steepest descent, and the basic concept of the digital controllers used for the uncoordinated heave and yaw cues is also presented. The coordinated adaptive washout method is illustrated by an application in a six-degree-of-freedom fixed-base environment.

Parrish, R. V.↗

Motion software for a synergistic six-degree-of-freedom motion base

Computer software for the conversion of fixed-base simulations into moving-base simulations utilizing a synergistic six-degree-of-freedom motion simulator has been developed. This software includes an actuator extension transformation, inverse actuator extension transformation, a centroid transformation, and a washout circuit. Particular emphasis is placed upon the washout circuitry as adapted to fit the synergistic motion simulator. The description of the washout circuitry and illustration by means of a sample flight emphasize that translational cue representation may be of good fidelity, but care in the selection of parameters is very necessary, particularly in regard to anomalous rotational cues.

Parrish, R. V.↗

The influence of radio altimeter errors on pilot performance during the final approach and landing phase of an RPV mission

Due to the fact that remotely piloted vehicles (RPV's) are currently being flown from fixed base control centers, kinesthetic and real world peripheral vision cues are absent. The absence of these cues complicates the piloting task, particularly during the final approach and landing phase of a mission. The pilot's task is futher complicated by errors in the displayed altitude information. To determine the influence of these errors on pilot performance during the final approach and landing phase of a mission, an experiment was conducted in which pilot subjects were asked to fly a fixed base simulation of a Piper PA-30 aircraft, using degraded altitude information. For this experiment, the chevron component of the display configuration was driven by a radio altimeter. Four altimeters were used, each with a different error characteristic, but within the range specified for the Sperry series of radio altimeters. Results indicate that for range of errors considered, there is no significant difference in landing performance that can be attributed to errors in altitude information.

Howard, J. C.↗

Motion-base simulator study of control of an externally blown flap STOL transport aircraft after failure of an outboard engine during landing approach

A moving-base simulator investigation of the problems of recovery and landing of a STOL aircraft after failure of an outboard engine during final approach was made. The approaches were made at 75 knots along a 6 deg glide slope. The engine was failed at low altitude and the option to go around was not allowed. The aircraft was simulated with each of three control systems, and it had four high-bypass-ratio fan-jet engines exhausting against large triple-slotted wing flaps to produce additional lift. A virtual-image out-the-window television display of a simulated STOL airport was operating during part of the investigation. Also, a simple heads-up flight director display superimposed on the airport landing scene was used by the pilots to make some of the recoveries following an engine failure. The results of the study indicated that the variation in visual cues and/or motion cues had little effect on the outcome of a recovery, but they did have some effect on the pilot's response and control patterns.

Middleton, D. B.↗

Displays

An experimental investigation made to determine the depth cue of a head movement perspective and image intensity as a function of depth is summarized. The experiment was based on the use of a hybrid computer generated contact analog visual display in which various perceptual depth cues are included on a two dimensional CRT screen. The system's purpose was to impart information, in an integrated and visually compelling fashion, about the vehicle's position and orientation in space. Results show head movement gives a 40% improvement in depth discrimination when the display is between 40 and 100 cm from the subject; intensity variation resulted in as much improvement as head movement.

Source record↗

Perception of linear horizontal self-motion induced by peripheral vision /linearvection/ - Basic characteristics and visual-vestibular interactions

The basic characteristics of the sensation of linear horizontal motion have been studied. Objective linear motion was induced by means of a moving cart. Visually induced linear motion perception (linearvection) was obtained by projection of moving images at the periphery of the visual field. Image velocity and luminance thresholds for the appearance of linearvection have been measured and are in the range of those for image motion detection (without sensation of self motion) by the visual system. Latencies of onset are around 1 sec and short term adaptation has been shown. The dynamic range of the visual analyzer as judged by frequency analysis is lower than the vestibular analyzer. Conflicting situations in which visual cues contradict vestibular and other proprioceptive cues show, in the case of linearvection a dominance of vision which supports the idea of an essential although not independent role of vision in self motion perception.

Berthoz, A.↗

The effect of visual-motion time delays on pilot performance in a pursuit tracking task

A study has been made to determine the effect of visual-motion time delays on pilot performance of a simulated pursuit tracking task. Three interrelated major effects have been identified: task difficulty, motion cues, and time delays. As task difficulty, as determined by airplane handling qualities or target frequency, increases, the amount of acceptable time delay decreases. However, when relatively complete motion cues are included in the simulation, the pilot can maintain his performance for considerably longer time delays. In addition, the number of degrees of freedom of motion employed is a significant factor.

Miller, G. K., Jr.↗

First-Order-hold interpolation digital-to-analog converter with application to aircraft simulation

Those who design piloted aircraft simulations must contend with the finite size and speed of the available digital computer and the requirement for simulation reality. With a fixed computational plant, the more complex the model, the more computing cycle time is required. While increasing the cycle time may not degrade the fidelity of the simulated aircraft dynamics, the larger steps in the pilot cue feedback variables (such as the visual scene cues), may be disconcerting to the pilot. The first-order-hold interpolation (FOHI) digital-to-analog converter (DAC) is presented as a device which offers smooth output, regardless of cycle time. The Laplace transforms of these three conversion types are developed and their frequency response characteristics and output smoothness are compared. The FOHI DAC exhibits a pure one-cycle delay. Whenever the FOHI DAC input comes from a second-order (or higher) system, a simple computer software technique can be used to compensate for the DAC phase lag. When so compensated, the FOHI DAC has (1) an output signal that is very smooth, (2) a flat frequency response in frequency ranges of interest, and (3) no phase error. When the input comes from a first-order system, software compensation may cause the FOHI DAC to perform as an FOHE DAC, which, although its output is not as smooth as that of the FOHI DAC, has a smoother output than that of the ZOH DAC.

Cleveland, W. B.↗

A study to determine the characteristic shapes of helicopter visual approach profiles

On previous helicopter instrument approach studies, pilot comments frequently indicated that the deceleration profiles were characterized by 'unnatural cues', and it was found that the pilots were comparing the motion and attitude cues with those obtained during visual approaches. Prior to this study, the characteristic shape of visual approach profiles had not been formally documented. Over 200 visual approaches were flown using different helicopter types, test subjects, and initial conditions, and the altitude and groundspeed profiles were measured by a precision tracking radar. The data from each approach were then processed, and the characteristic shape of the altitude, groundspeed, and deceleration profiles was determined for each set of initial conditions. These flight data were processed further using graphical analysis techniques and parameterization, which, in turn, led to developing closed-form equations that accurately describe the characteristic groundspeed and deceleration profiles. Results from this study can be used to select instrument approach profiles, to develop instrument approach control laws, and to define the corresponding hardware requirements.

Moen, G. C.↗

Recent ground-based and in-flight simulator studies of low-speed handling characteristics of supersonic cruise transport aircraft

Several advanced arrow-wing concepts have evolved from NASA's Supersonic Cruise Aircraft Research (SCAR) Program. Evaluations of the low-speed handling characteristics of these configurations have been conducted at Langley Research Center using a fixed-base ground simulator with a visual landing scene. A brief in-flight simulation program was also conducted using Calspan's Total In-Flight Simulator (TIFS) in order to provide: (1) points of reference for interpretation of the ground-simulator results, (2) data for control-system design tradeoffs, and (3) data on effects of real-world visual height cues and cockpit-motion cues not available in the fixed-base simulation. The more significant results of these studies are presented.

Grantham, W. D.↗

Vestibular-visual interactions in flight simulators

The following research work is reported: (1) vestibular-visual interactions; (2) flight management and crew system interactions; (3) peripheral cue utilization in simulation technology; (4) control of signs and symptoms of motion sickness; (5) auditory cue utilization in flight simulators, and (6) vestibular function: Animal experiments.

Clark, B.↗

Analytical evaluation of two motion washout techniques

Practical tools were developed which extend the state of the art of moving base flight simulation for research and training purposes. The use of visual and vestibular cues to minimize the actual motion of the simulator itself was a primary consideration. The investigation consisted of optimum programming of motion cues based on a physiological model of the vestibular system to yield 'ideal washout logic' for any given simulator constraints.

Young, L. R.↗

A comparison of washout filters using a human dynamic orientation model

The Ormsby model of human dynamic orientation, a discrete time computer program, was used to provide a vestibular explanation for observed differences between two washout schemes. These washout schemes, a linear washout and a nonlinear washout, were subjectively evaluated. It was found that the linear washout presented false rate cues, causing pilots to rate the simulation fidelity of the linear scheme much lower than the nonlinear scheme. By inputting these motion histories into the Ormsby model, it was shown that the linear filter causes discontinuities in the pilot's perceived angular velocity, resulting in the sensation of an anomalous rate cue. This phenomenon does not occur with the use of the nonlinear filter.

Riedel, S. A.↗

Simulator study of the effect of visual-motion time delays on pilot tracking performance with an audio side task

The effect of time delay was determined in the visual and motion cues in a flight simulator on pilot performance in tracking a target aircraft that was oscillating sinusoidally in altitude only. An audio side task was used to assure the subject was fully occupied at all times. The results indicate that, within the test grid employed, about the same acceptable time delay (250 msec) was obtained for a single aircraft (fighter type) by each of two subjects for both fixed-base and motion-base conditions. Acceptable time delay is defined as the largest amount of delay that can be inserted simultaneously into the visual and motion cues before performance degradation occurs. A statistical analysis of the data was made to establish this value of time delay. Audio side task provided quantitative data that documented the subject's work level.

Riley, D. R.↗

Simulation replay - Implementation and flight simulation applications

Throughout the aircraft development process flight simulators are used to evaluate design concepts, 'handling' qualities, and operational procedures. A modern flight research simulator comprises a cockpit equipped with flight instruments and controls, subsystems to provide visual, motion, and other flight cues, and a digital computer. REPLAY is a computer program which enables a user to reproduce the multidimensional flight cues for an entire simulation 'run'. Attention is given to simulation fidelity improvement, simulation data recovery, simulation quality assurance, and aircraft systems research. It is pointed out that each of the applications discussed supports aircraft systems research by improving the realism, efficiency, or reliability of the simulation facility.

Crane, D. F.↗

Pilot assessment of two computer-generated display formats for helicopter instrument approach

Two computer generated display formats were evaluated as primary displays by six research pilots in a fixed base simulator. One of the computer generated display formats was an electronic attitude director indicator (EADI) which featured three cue flight director, command information, superimposed on true perspective runway symbology. The other computer generated display format featured separate horizontal and vertical situation information with vector predictors. A baseline display, consisting of an electromechanical attitude director indicator (ADI) with a three cue flight director and a moving map, was used as a reference for the pilot evaluations.

Niessen, F. R.↗