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At least 37 records · Page 2

Developments in Human Centered Cueing Algorithms for Control of Flight Simulator Motion Systems

The authors conducted further research with cueing algorithms for control of flight simulator motion systems. A variation of the so-called optimal algorithm was formulated using simulated aircraft angular velocity input as a basis. Models of the human vestibular sensation system, i.e. the semicircular canals and otoliths, are incorporated within the algorithm. Comparisons of angular velocity cueing responses showed a significant improvement over a formulation using angular acceleration input. Results also compared favorably with the coordinated adaptive washout algorithm, yielding similar results for angular velocity cues while eliminating false cues and reducing the tilt rate for longitudinal cues. These results were confirmed in piloted tests on the current motion system at NASA-Langley, the Visual Motion Simulator (VMS). Proposed future developments by the authors in cueing algorithms are revealed. The new motion system, the Cockpit Motion Facility (CMF), where the final evaluation of the cueing algorithms will be conducted, is also described.

Houck, Jacob A.↗

Nonlinear Motion Cueing Algorithm: Filtering at Pilot Station and Development of the Nonlinear Optimal Filters for Pitch and Roll

Telban and Cardullo have developed and successfully implemented the non-linear optimal motion cueing algorithm at the Visual Motion Simulator (VMS) at the NASA Langley Research Center in 2005. The latest version of the non-linear algorithm performed filtering of motion cues in all degrees-of-freedom except for pitch and roll. This manuscript describes the development and implementation of the non-linear optimal motion cueing algorithm for the pitch and roll degrees of freedom. Presented results indicate improved cues in the specified channels as compared to the original design. To further advance motion cueing in general, this manuscript describes modifications to the existing algorithm, which allow for filtering at the location of the pilot's head as opposed to the centroid of the motion platform. The rational for such modification to the cueing algorithms is that the location of the pilot's vestibular system must be taken into account as opposed to the off-set of the centroid of the cockpit relative to the center of rotation alone. Results provided in this report suggest improved performance of the motion cueing algorithm.

Zaychik, Kirill B.↗

Manual control of yaw motion with combined visual and vestibular cues

Measurements are made of manual control performance in the closed-loop task of nulling perceived self-rotation velocity about an earth-vertical axis. Self-velocity estimation was modelled as a function of the simultaneous presentation of vestibular and peripheral visual field motion cues. Based on measured low-frequency operator behavior in three visual field environments, a parallel channel linear model is proposed which has separate visual and vestibular pathways summing in a complementary manner. A correction to the frequency responses is provided by a separate measurement of manual control performance in an analogous visual pursuit nulling task. The resulting dual-input describing function for motion perception dependence on combined cue presentation supports the complementary model, in which vestibular cues dominate sensation at frequencies above 0.05 Hz. The describing function model is extended by the proposal of a non-linear cue conflict model, in which cue weighting depends on the level of agreement between visual and vestibular cues.

Zacharias, G. L.↗

Refinement of Objective Motion Cueing Criteria Investigation Based on Three Flight Tasks

The objective of this paper is to refine objective motion cueing criteria for commercial transport simulators based on pilots' performance in three flying tasks. Actuator hardware and software algorithms determine motion cues. Today, during a simulator qualification, engineers objectively evaluate only the hardware. Pilot inspectors subjectively assess the overall motion cueing system (i.e., hardware plus software); however, it is acknowledged that pinpointing any deficiencies that might arise to either hardware or software is challenging. ICAO 9625 has an Objective Motion Cueing Test (OMCT), which is now a required test in the FAA's part 60 regulations for new devices, evaluating the software and hardware together; however, it lacks accompanying fidelity criteria. Hosman has documented OMCT results for a statistical sample of eight simulators which is useful, but having validated criteria would be an improvement. In a previous experiment, we developed initial objective motion cueing criteria that this paper is trying to refine. Sinacori suggested simple criteria which are in reasonable agreement with much of the literature. These criteria often necessitate motion displacements greater than most training simulators can provide. While some of the previous work has used transport aircraft in their studies, the majority used fighter aircraft or helicopters. Those that used transport aircraft considered degraded flight characteristics. As a result, earlier criteria lean more towards being sufficient, rather than necessary, criteria for typical transport aircraft training applications. Considering the prevalence of 60-inch, six-legged hexapod training simulators, a relevant question is "what are the necessary criteria that can be used with the ICAO 9625 diagnostic?" This study adds to the literature as follows. First, it examines well-behaved transport aircraft characteristics, but in three challenging tasks. The tasks are equivalent to the ones used in our previous experiment, allowing us to directly compare the results and add to the previous data. Second, it uses the Vertical Motion Simulator (VMS), the world's largest vertical displacement simulator. This allows inclusion of relatively large motion conditions, much larger than a typical training simulator can provide. Six new motion configurations were used that explore the motion responses between the initial objective motion cueing boundaries found in a previous experiment and what current hexapod simulators typically provide. Finally, a sufficiently large pilot pool added statistical reliability to the results.

motion simulation↗

Visually directed pointing as a function of target distance, direction, and available cues.

In pointing at visual targets without sight of the hand, large errors occur. There is a tendency to overreach targets, and this tendency is much greater (about 25 cm) when convergence is the only cue to distance than when there are many cues (2 to 11 cm). Angular errors of up to 10 deg also occur. These tend to be to the side opposite the sighting eye, when the favored hand is used. The variance of the pointing response with convergence alone is reduced by approximately half with the introduction of several spatial cues. These results are interpreted as indicating that, for a target within the reach of the arm and with convergence alone as a cue, the depth signal produced by the visual system corresponds to a greater distance than that produced when many cues are available. The results are also consistent with the hypothesis that perceived direction tends to approximate direction from the sighting eye.

Foley, J. M.↗

A model for the pilot's use of motion cues in roll-axis tracking tasks

Simulated target-following and disturbance-regulation tasks were explored with subjects using visual-only and combined visual and motion cues. The effects of motion cues on task performance and pilot response behavior were appreciably different for the two task configurations and were consistent with data reported in earlier studies for similar task configurations. The optimal-control model for pilot/vehicle systems provided a task-independent framework for accounting for the pilot's use of motion cues. Specifically, the availability of motion cues was modeled by augmenting the set of perceptual variables to include position, rate, acceleration, and accleration-rate of the motion simulator, and results were consistent with the hypothesis of attention-sharing between visual and motion variables. This straightforward informational model allowed accurate model predictions of the effects of motion cues on a variety of response measures for both the target-following and disturbance-regulation tasks.

Levison, W. H.↗

Motion cue effects on human pilot dynamics in manual control

Two experiments were conducted to study the motion cue effects on human pilots during tracking tasks. The moving-base simulator of National Aerospace Laboratory was employed as the motion cue device, and the attitude director indicator or the projected visual field was employed as the visual cue device. The chosen controlled elements were second-order unstable systems. It was confirmed that with the aid of motion cues the pilot workload was lessened and consequently the human controllability limits were enlarged. In order to clarify the mechanism of these effects, the describing functions of the human pilots were identified by making use of the spectral and the time domain analyses. The results of these analyses suggest that the sensory system of the motion cues can yield the differential informations of the signal effectively, which coincides with the existing knowledges in the physiological area.

Washizu, K.↗

G-cueing microcontroller (a microprocessor application in simulators)

A g cueing microcontroller is described which consists of a tandem pair of microprocessors, dedicated to the task of simulating pilot sensed cues caused by gravity effects. This task includes execution of a g cueing model which drives actuators that alter the configuration of the pilot's seat. The g cueing microcontroller receives acceleration commands from the aerodynamics model in the main computer and creates the stimuli that produce physical acceleration effects of the aircraft seat on the pilots anatomy. One of the two microprocessors is a fixed instruction processor that performs all control and interface functions. The other, a specially designed bipolar bit slice microprocessor, is a microprogrammable processor dedicated to all arithmetic operations. The two processors communicate with each other by a shared memory. The g cueing microcontroller contains its own dedicated I/O conversion modules for interface with the seat actuators and controls, and a DMA controller for interfacing with the simulation computer. Any application which can be microcoded within the available memory, the available real time and the available I/O channels, could be implemented in the same controller.

Horattas, C. G.↗

Influence of combined visual and vestibular cues on human perception and control of horizontal rotation

Measurements are made of manual control performance in the closed-loop task of nulling perceived self-rotation velocity about an earth-vertical axis. Self-velocity estimation is modeled as a function of the simultaneous presentation of vestibular and peripheral visual field motion cues. Based on measured low-frequency operator behavior in three visual field environments, a parallel channel linear model is proposed which has separate visual and vestibular pathways summing in a complementary manner. A dual-input describing function analysis supports the complementary model; vestibular cues dominate sensation at higher frequencies. The describing function model is extended by the proposal of a nonlinear cue conflict model, in which cue weighting depends on the level of agreement between visual and vestibular cues.

Zacharias, G. L.↗

Effect of motion cues during complex curved approach and landing tasks: A piloted simulation study

A piloted simulation study was conducted to examine the effect of motion cues using a high fidelity simulation of commercial aircraft during the performance of complex approach and landing tasks in the Microwave Landing System (MLS) signal environment. The data from these tests indicate that in a high complexity MLS approach task with moderate turbulence and wind, the pilot uses motion cues to improve path tracking performance. No significant differences in tracking accuracy were noted for the low and medium complexity tasks, regardless of the presence of motion cues. Higher control input rates were measured for all tasks when motion was used. Pilot eye scan, as measured by instrument dwell time, was faster when motion cues were used regardless of the complexity of the approach tasks. Pilot comments indicated a preference for motion. With motion cues, pilots appeared to work harder in all levels of task complexity and to improve tracking performance in the most complex approach task.

Scanlon, Charles H.↗

Modeling of Depth Cue Integration in Manual Control Tasks

Psychophysical research has demonstrated that human observers utilize a variety of visual cues to form a perception of three-dimensional depth. However, most of these studies have utilized a passive judgement paradigm, and failed to consider depth-cue integration as a dynamic and task-specific process. In the current study, we developed and experimentally validated a model of manual control of depth that examines how two potential cues (stereo disparity and relative size) are utilized in both first- and second-order active depth control tasks. We found that stereo disparity plays the dominate role for determining depth position, while relative size dominates perception of depth velocity. Stereo disparity also plays a reduced role when made less salient (i.e., when viewing distance is increased). Manual control models predict that position information is sufficient for first-order control tasks, while velocity information is required to perform a second-order control task. Thus, the rules for depth-cue integration in active control tasks are dependent on both task demands and cue quality.

Sweet, Barbara T.↗

The Role of Visual Cues in Microgravity Spatial Orientation

In weightlessness, astronauts must rely on vision to remain spatially oriented. Although gravitational down cues are missing, most astronauts maintain a subjective vertical -a subjective sense of which way is up. This is evidenced by anecdotal reports of crewmembers feeling upside down (inversion illusions) or feeling that a floor has become a ceiling and vice versa (visual reorientation illusions). Instability in the subjective vertical direction can trigger disorientation and space motion sickness. On Neurolab, a virtual environment display system was used to conduct five interrelated experiments, which quantified: (a) how the direction of each person's subjective vertical depends on the orientation of the surrounding visual environment, (b) whether rolling the virtual visual environment produces stronger illusions of circular self-motion (circular vection) and more visual reorientation illusions than on Earth, (c) whether a virtual scene moving past the subject produces a stronger linear self-motion illusion (linear vection), and (d) whether deliberate manipulation of the subjective vertical changes a crewmember's interpretation of shading or the ability to recognize objects. None of the crew's subjective vertical indications became more independent of environmental cues in weightlessness. Three who were either strongly dependent on or independent of stationary visual cues in preflight tests remained so inflight. One other became more visually dependent inflight, but recovered postflight. Susceptibility to illusions of circular self-motion increased in flight. The time to the onset of linear self-motion illusions decreased and the illusion magnitude significantly increased for most subjects while free floating in weightlessness. These decreased toward one-G levels when the subject 'stood up' in weightlessness by wearing constant force springs. For several subjects, changing the relative direction of the subjective vertical in weightlessness-either by body rotation or by simply cognitively initiating a visual reorientation-altered the illusion of convexity produced when viewing a flat, shaded disc. It changed at least one person's ability to recognize previously presented two-dimensional shapes. Overall, results show that most astronauts become more dependent on dynamic visual motion cues and some become responsive to stationary orientation cues. The direction of the subjective vertical is labile in the absence of gravity. This can interfere with the ability to properly interpret shading, or to recognize complex objects in different orientations.

Oman, Charles M.↗

Perception of aircraft Deviation Cues

To begin to address the need for new displays, required by a future airspace concept to support new roles that will be assigned to flight crews, a study of potentially informative display cues was undertaken. Two cues were tested on a simple plan display - aircraft trajectory and flight corridor. Of particular interest was the speed and accuracy with which participants could detect an aircraft deviating outside its flight corridor. Presence of the trajectory cue significantly reduced participant reaction time to a deviation while the flight corridor cue did not. Although non-significant, the flight corridor cue seemed to have a relationship with the accuracy of participants judgments rather than their speed. As this is the second of a series of studies, these issues will be addressed further in future studies.

Martin, Lynne↗

Objective Motion Cueing Criteria for Commercial Transport Simulators

This paper adds data to establish fidelity criteria for the simulator motion system diagnostic test now required during commercial aircraft simulator approval in the United States. Nineteen airline transport pilots flew three tasks under six different motion conditions in an experiment on the NASA Vertical Motion Simulator. The motion conditions allowed refinement of the initial fidelity criteria developed in previous experiments. In line with these previous experiments, the motion condition significantly affected (1) false motion cue pilot ratings, and sink rate and longitudinal deviation at touchdown in the approach and landing task, (2) false motion cue pilot ratings, roll deviations, and maximum pitch rate in the stall task, and (3) false motion cue pilot ratings, heading deviation, and pedal reaction time after an engine failure in the take-off task. Combining data from three experiments, significant differences in pilot-vehicle performance were used to define objective motion cueing criteria boundaries. These fidelity boundaries suggest that some hexapod simulators can possibly produce motion cues with improved fidelity in several degrees of freedom.

simulator motion↗

Objective Motion Cueing Criteria for Commercial Transport Simulators

This paper adds data to establish fidelity criteria for the simulator motion system diagnostic test now required during commercial aircraft simulator approval in the United States. Nineteen airline transport pilots flew three tasks under six different motion conditions in an experiment on the NASA Vertical Motion Simulator. The motion conditions allowed refinement of the initial fidelity criteria developed in previous experiments. In line with these previous experiments, the motion condition significantly affected (1) false motion cue pilot ratings, and sink rate and longitudinal deviation at touchdown in the approach and landing task, (2) false motion cue pilot ratings, roll deviations, and maximum pitch rate in the stall task, and (3) false motion cue pilot ratings, heading deviation, and pedal reaction time after an engine failure in the take-off task. Combining data from three experiments, significant differences in pilot-vehicle performance were used to define objective motion cueing criteria boundaries. These fidelity boundaries suggest that some hexapod simulators can possibly produce motion cues with improved fidelity in several degrees of freedom.

pilot performance↗

Effects of visual and motion simulation cueing systems on pilot performance during takeoffs with engine failures

Data are presented that show the effects of visual and motion during cueing on pilot performance during takeoffs with engine failures. Four groups of USAF pilots flew a simulated KC-135 using four different cueing systems. The most basic of these systems was of the instrument-only type. Visual scene simulation and/or motion simulation was added to produce the other systems. Learning curves, mean performance, and subjective data are examined. The results show that the addition of visual cueing results in significant improvement in pilot performance, but the combined use of visual and motion cueing results in far better performance.

Parris, B. L.↗

A study of the comparative effects of various means of motion cueing during a simulated compensatory tracking task

NASA's Langley Research Center conducted a simulation experiment to ascertain the comparative effects of motion cues (combinations of platform motion and g-seat normal acceleration cues) on compensatory tracking performance. In the experiment, a full six-degree-of-freedom YF-16 model was used as the simulated pursuit aircraft. The Langley Visual Motion Simulator (with in-house developed wash-out), and a Langley developed g-seat were principal components of the simulation. The results of the experiment were examined utilizing univariate and multivariate techniques. The statistical analyses demonstrate that the platform motion and g-seat cues provide additional information to the pilot that allows substantial reduction of lateral tracking error. Also, the analyses show that the g-seat cue helps reduce vertical error.

Mckissick, B. T.↗

Motion/visual cueing requirements for vortex encounters during simulated transport visual approach and landing

This paper addresses the issues of motion/visual cueing fidelity requirements for vortex encounters during simulated transport visual approaches and landings. Four simulator configurations were utilized to provide objective performance measures during simulated vortex penetrations, and subjective comments from pilots were collected. The configurations used were as follows: fixed base with visual degradation (delay), fixed base with no visual degradation, moving base with visual degradation (delay), and moving base with no visual degradation. The statistical comparisons of the objective measures and the subjective pilot opinions indicated that although both minimum visual delay and motion cueing are recommended for the vortex penetration task, the visual-scene delay characteristics were not as significant a fidelity factor as was the presence of motion cues. However, this indication was applicable to a restricted task, and to transport aircraft. Although they were statistically significant, the effects of visual delay and motion cueing on the touchdown-related measures were considered to be of no practical consequence.

Parrish, R. V.↗