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At least 73 records · Page 4

Stall Recovery Guidance Algorithms Based on Constrained Control Approaches

Aircraft loss-of-control, in particular approach to stall or fully developed stall, is a major factor contributing to aircraft safety risks, which emphasizes the need to develop algorithms that are capable of assisting the pilots to identify the problem and providing guidance to recover the aircraft. In this paper we present several stall recovery guidance algorithms, which are implemented in the background without interfering with flight control system and altering the pilot's actions. They are using input and state constrained control methods to generate guidance signals, which are provided to the pilot in the form of visual cues. It is the pilot's decision to follow these signals. The algorithms are validated in the pilot-in-the loop medium fidelity simulation experiment.

Aircraft stall↗

Integration of visual and motion cues for simulator requirements and ride quality investigation

Preliminary tests and evaluation are presented of pilot performance during landing (flight paths) using computer generated images (video tapes). Psychophysiological factors affecting pilot visual perception were measured. A turning flight maneuver (pitch and roll) was specifically studied using a training device, and the scaling laws involved were determined. Also presented are medical studies (abstracts) on human response to gravity variations without visual cues, acceleration stimuli effects on the semicircular canals, and neurons affecting eye movements, and vestibular tests.

Young, L. R.↗

Visual and motion cueing in helicopter simulation

Early experience in fixed-cockpit simulators, with limited field of view, demonstrated the basic difficulties of simulating helicopter flight at the level of subjective fidelity required for confident evaluation of vehicle characteristics. More recent programs, utilizing large-amplitude cockpit motion and a multiwindow visual-simulation system have received a much higher degree of pilot acceptance. However, none of these simulations has presented critical visual-flight tasks that have been accepted by the pilots as the full equivalent of flight. In this paper, the visual cues presented in the simulator are compared with those of flight in an attempt to identify deficiencies that contribute significantly to these assessments. For the low-amplitude maneuvering tasks normally associated with the hover mode, the unique motion capabilities of the Vertical Motion Simulator (VMS) at Ames Research Center permit nearly a full representation of vehicle motion. Especially appreciated in these tasks are the vertical-acceleration responses to collective control. For larger-amplitude maneuvering, motion fidelity must suffer diminution through direct attenuation through high-pass filtering washout of the computer cockpit accelerations or both. Experiments were conducted in an attempt to determine the effects of these distortions on pilot performance of height-control tasks.

Bray, R. S.↗

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.↗

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.↗

Numerical and Visual Representations of Uncertainty Lead to Different Patterns of Decision Making

Although visualizations are a useful tool for helping people to understand information, they can also have unintended effects on human cognition. This is especially true for uncertain information, which is difficult for people to understand. Prior work has found that different methods of visualizing uncertain information can produce different patterns of decision making from users. However, uncertainty can also be represented via text or numerical information, and few studies have systematically compared these types of representations to visualizations of uncertainty. We present two experiments that compared visual representations of risk (icon arrays) to numerical representations (natural frequencies) in a wildfire evacuation task. Like prior studies, we found that different types of visual cues led to different patterns of decision making. In addition, our comparison of visual and numerical representations of risk found that people were more likely to evacuate when they saw visualizations than when they saw numerical representations. These experiments reinforce the idea that design choices are not neutral: seemingly minor differences in how information is represented can have important impacts on human risk perception and decision making.

97 MATHEMATICS AND COMPUTING↗

Low-visibility visual simulation with real fog

An environmental fog simulation (EFS) attachment was developed to aid in the study of natural low-visibility visual cues and subsequently used to examine the realism effect upon the aircraft simulator visual scene. A review of the basic fog equations indicated that two major factors must be accounted for in the simulation of low visibility - one due to atmospheric attenuation and one due to veiling luminance. These factors are compared systematically by (1) comparing actual measurements to those computed from the fog equations, and (2) comparing runway-visual-range-related visual-scene contrast values with the calculated values. These values are also compared with the simulated equivalent equations and with contrast measurements obtained from a current electronic fog synthesizer to help identify areas in which improvements are needed. These differences in technique, the measured values, the features of both systems, a pilot opinion survey of the EFS fog, and improvements (by combining features of both systems) that are expected to significantly increase the potential as well as flexibility for producing a very high-fidelity low-visibility visual simulation are discussed.

Chase, W. D.↗

Helicopter human factors research

Helicopter flight is among the most demanding of all human-machine integrations. The inherent manual control complexities of rotorcraft are made even more challenging by the small margin for error created in certain operations, such as nap-of-the-Earth (NOE) flight, by the proximity of the terrain. Accident data recount numerous examples of unintended conflict between helicopters and terrain and attest to the perceptual and control difficulties associated with low altitude flight tasks. Ames Research Center, in cooperation with the U.S. Army Aeroflightdynamics Directorate, has initiated an ambitious research program aimed at increasing safety margins for both civilian and military rotorcraft operations. The program is broad, fundamental, and focused on the development of scientific understandings and technological countermeasures. Research being conducted in several areas is reviewed: workload assessment, prediction, and measure validation; development of advanced displays and effective pilot/automation interfaces; identification of visual cues necessary for low-level, low-visibility flight and modeling of visual flight-path control; and pilot training.

Nagel, David C.↗

Low-Visibility Visual Simulation with Real Fog

An environmental fog simulation (EFS) attachment was developed to aid in the study of natural low-visibility visual cues and subsequently used to examine the realism effect upon the aircraft simulator visual scene. A review of the basic fog equations indicated that the two major factors must be accounted for in the simulation of low visibility-one due to atmospheric attenuation and one due to veiling luminance. These factors are compared systematically by: comparing actual measurements lo those computed from the Fog equations, and comparing runway-visual-range-related visual-scene contrast values with the calculated values. These values are also compared with the simulated equivalent equations and with contrast measurements obtained from a current electronic fog synthesizer to help identify areas in which improvements are needed. These differences in technique, the measured values, the Features of both systems, a pilot opinion survey of the EFS fog, and improvements (by combining features of both systems) that are expected to significantly increase the potential as well as flexibility for producing a very high-fidelity, low-visibility visual simulation are discussed.

Chase, Wendell D.↗

Does Involuntary Attentional Capture Curtail Stimulus Processing

Under certain conditions uninformative visual cues at non-target locations increase target RTs. The typical explanation is that visual attention has been involuntarily summoned to the cued location and is unavailable when needed at the target location. Here we present evidence that capture has not just oriented attention away from the target location, but has lead to the processing of stimuli at the location of the uninformative cue.

Remington, Roger W.↗

House Advantage or House of Cards? Stacking the Deck for Data Videos Leads to Null Results: Preprint

Videos are becoming a ubiquitous means of sharing information on social media platforms. In response, data videos - short clips combining visualization with dynamic storytelling, audio descriptions, and spatial referencing - have gained popularity for communicating data. These affordances suggest that data videos might communicate data patterns, trends, and concepts more effectively than static visualizations, enhancing comprehension. However, existing research has not systematically tested this claim. To address this gap, we conducted three controlled studies to measure comprehension differences between data videos and static visualizations. Despite leveraging visual cues and audio explanations, no data video led to significantly better comprehension than an analogous static visualization. Our results suggest data videos are not categorically better and that future research should examine the tradeoffs between their engagement benefits and costs.

97 MATHEMATICS AND COMPUTING↗

A visual display system approach for an advanced spaceflight simulator.

Future training and procedures simulators for advanced spacecraft will require that visual attachments provide forward, side and overhead window field of view capability. This paper presents an approach to high resolution, full color simulation of visual cues over the field of view offered by these crew station windows. Baseline requirements along with supporting rationale are presented. Candidate visual display hardware is identified and trade study results discussed. The display system approach presented is the result of studies which investigated the applicability of Apollo simulator visual display and image generation hardware to advanced spaceflight simulation.

Hock, E. A.↗

Vision System Measures Motions of Robot and External Objects

A prototype of an advanced robotic vision system both (1) measures its own motion with respect to a stationary background and (2) detects other moving objects and estimates their motions, all by use of visual cues. Like some prior robotic and other optoelectronic vision systems, this system is based partly on concepts of optical flow and visual odometry. Whereas prior optoelectronic visual-odometry systems have been limited to frame rates of no more than 1 Hz, a visual-odometry subsystem that is part of this system operates at a frame rate of 60 to 200 Hz, given optical-flow estimates. The overall system operates at an effective frame rate of 12 Hz. Moreover, unlike prior machine-vision systems for detecting motions of external objects, this system need not remain stationary: it can detect such motions while it is moving (even vibrating). The system includes a stereoscopic pair of cameras mounted on a moving robot. The outputs of the cameras are digitized, then processed to extract positions and velocities. The initial image-data-processing functions of this system are the same as those of some prior systems: Stereoscopy is used to compute three-dimensional (3D) positions for all pixels in the camera images. For each pixel of each image, optical flow between successive image frames is used to compute the two-dimensional (2D) apparent relative translational motion of the point transverse to the line of sight of the camera. The challenge in designing this system was to provide for utilization of the 3D information from stereoscopy in conjunction with the 2D information from optical flow to distinguish between motion of the camera pair and motions of external objects, compute the motion of the camera pair in all six degrees of translational and rotational freedom, and robustly estimate the motions of external objects, all in real time. To meet this challenge, the system is designed to perform the following image-data-processing functions: The visual-odometry subsystem (the subsystem that estimates the motion of the camera pair relative to the stationary background) utilizes the 3D information from stereoscopy and the 2D information from optical flow. It computes the relationship between the 3D and 2D motions and uses a least-mean-squares technique to estimate motion parameters. The least-mean-squares technique is suitable for real-time implementation when the number of external-moving-object pixels is smaller than the number of stationary-background pixels.

Talukder, Ashit↗

Design considerations for a space database

Part of the information used in a real-time simulator is stored in the visual database. This information is processed by an image generator and displayed as a real-time visual image. The database must be constructed in a specific format, and it should efficiently utilize the capacities of the image generator that is was created for. A visual simulation is crucially dependent upon the success with which the database provides visual cues and recognizable scenes. For this reason, more and more attention is being paid to the art and science of creating effective real-time visual databases. Investigated here are the database design considerations required for a space-oriented real-time simulator. Space applications often require unique designs that correspond closely to the particular image-generator hardware and visual-database-management software. Specific examples from the databases constructed for NASA and its Evans and Sutherland CT6 image generator illustrate the various design strategies used in a space-simulation environment. These database design considerations are essential for all who would create a space database.

Moss, Lance M.↗

Augmenting Topic Finding in the NASA Aviation Safety Reporting System using Topic Modeling

Context: The NASA Aviation and Safety Reporting System (ASRS) provides various publications to the aviation community (including individual anonymous reports, Callback, Database Search Requests, Directline, and Alerting Messages). Key to these publications are the timely processing of new reports, which is currently done mostly manually by ASRS staff, and which the volume increases yearly. Aim: We investigate whether existing topic modelling techniques are suitable to ease some of the manual effort, and to enhance it with additional visual cues regarding the process of grouping, sense making and labeling incoming (and previous) reports. Method: We evaluate the applicability of WarpLDA topic modelling results combined with three visualization tools, the first two of which have been extended by us in this work for ASRS: Termite, TopicFlow, and LDAVis. Based on the identified limitations in these tools, we propose a methodology for improving them, and evaluate their outputs using ASRS as our test dataset. Results: The user interfaces of Termite, Topicflow and LDAVis were found insufficient for sense-making of the narratives. Moreover, concerns regarding the stability of results due to the inherent randomness of topic modelling, and the lack of a measurable approach for evaluation against the existing ASRS manual workflow were also noted. Conclusion: While many tools to topic modeling and visualization have been proposed, more work is necessary before they can be applied in practical situations to improve existing manual workflows. The methodology presented and applied in this work contribute towards this effort.

ASRS↗

A Method for Measuring the Effective Throughput Time Delay in Simulated Displays Involving Manual Control

The advent and widespread use of the computer-generated image (CGI) device to simulate visual cues has a mixed impact on the realism and fidelity of flight simulators. On the plus side, CGIs provide greater flexibility in scene content than terrain boards and closed circuit television based visual systems, and they have the potential for a greater field of view. However, on the minus side, CGIs introduce into the visual simulation relatively long time delays. In many CGIs, this delay is as much as 200 ms, which is comparable to the inherent delay time of the pilot. Because most GCIs use multiloop processing and smoothing algorithms and are linked to a multiloop host computer, it is seldom possible to identify a unique throughput time delay, and it is therefore difficult to quantify the performance of the closed loop pilot simulator system relative to the real world task. A method to address these issues using the critical task tester is described. Some empirical results from applying the method are presented, and a novel technique for improving the performance of GCIs is discussed.

Jewell, W. F.↗

Sensation of rotation about a vertical axis with a fixed visual field in different illuminations and in the dark

The effects of the oculogyro illusion of the relative motion of a spot fixed with respect to the subject during subject rotation and of a fixed striped peripheral visual field under different levels of illumination on perceptions of rotation about a vertical axis are investigated. Subjects were seated in a rotatable flight trainer cockpit with visual fields consisting of darkness, a dim peripheral field, and a bright peripheral field, all fixed with respect to the subject, and subject perceptual thresholds, frequency responses and sensations of displacement and velocity were measured during trainer rotation at constant and varying angular accelerations. The perception of angular acceleration is found to exhibit a significantly lower threshold and a reduced latency time in the illuminated visual fields which was independent of the level of illumination. Subjective frequency responses showed a higher gain in the illuminated presentations, while subjective displacements during triangular velocity stimuli exhibited no difference for the different visual cues. Finally, magnitude estimations of the after-rotation associated with deceleration from a constant velocity showed a greater rising speed, larger velocity and longer duration under illumination. Results show that, for low accelerations, the visual input enhances sensitivity to self-motion, an effect explained by the oculogyral illusion.

Huang, J.↗