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Terenzi, Lorenzo

Publications and source records attributed to Terenzi, Lorenzo.

Control Force Compensation in Ground-Based Flight Simulators

This paper presents the results of a study that investigated if controller force compensations accounting for the inertial force and moment due to the aircraft motion during flight have a significant effect on pilot control behavior and performance. Seven rotorcraft pilots performed a side-step and precision hovering task in light turbulence in the Vertical Motion Simulator. The effects of force compensation were examined for two different simulated rotorcraft: linear and UH-60 dynamics with two different force gradient of the lateral stick control. Four motion configurations were used: large motion, hexapod motion, fixed-base motion, and fixed-base motion with compensation. Control-input variables and task performance such as the time to translate to the designated hover position, station-keeping position errors, and handling qualities ratings were used as measures. Control force compensation enabled pilot control behavior and performance more similar to that under high- or medium-fidelity motion to some extent only. Control force compensation did not improve overall task performance considering both rotorcraft models at the same time. The control force compensation had effects on the linear model with lighter force gradient, but only a minimal effect on pilots? control behavior and task performance for the UH-60 model, which had a higher force gradient. This suggests that the control force compensation has limited benefits for controllers that have higher stiffness.

Chung, William W.

Control Force Compensation in Ground-Based Flight Simulators

This paper presents the results of a study that investigated if controller force compensations accounting for the inertial force and moment due to the aircraft motion during flight have a significant effect on pilot control behavior and performance. Seven rotorcraft pilots performed a side-step and precision hovering task in light turbulence in the Vertical Motion Simulator. The effects of force compensation were examined for two different simulated rotorcraft: linear and UH-60 dynamics with two different force gradient of the lateral stick control. Four motion configurations were used: large motion, hexapod motion, fixed-base motion, and fixed-base motion with compensation. Control-input variables and task performance such as the time to translate to the designated hover position, station-keeping position errors, and handling qualities ratings were used as measures. Control force compensation enabled pilot control behavior and performance more similar to that under high- or medium-fidelity motion to some extent only. Control force compensation did not improve overall task performance considering both rotorcraft models at the same time. The control force compensation had effects on the linear model with lighter force gradient, but only a minimal effect on pilots? control behavior and task performance for the UH-60 model, which had a higher force gradient. This suggests that the control force compensation has limited benefits for controllers that have higher stiffness.

Chung, William

Comparing Virtual Reality to Conventional Simulator Visuals: Effects of Peripheral Visual Cues in Roll-Axis Tracking Tasks

This paper compares the effects of peripheral visual cues on manual control between a conventional fixed-base simulator and virtual reality. The results were also compared with those from a previous experiment conducted in a motion-base simulator. Fifteen participants controlled a system with second-order dynamics in a disturbance-rejection task. Tracking performance, control activity, simulator sickness questionnaire answers, and biometrics were collected. Manual control behavior was modeled for the first time in a virtual reality environment. Virtual reality did not degrade participants’ manual control performance or alter their control behavior. However, peripheral cues were significantly more effective in virtual reality. Control activity decreased for all conditions with peripheral cues. The trends introduced by the peripheral visual cues from the previous experiment were replicated. Finally, VR was not more nauseogenic than the conventional simulator. These results suggest that virtual reality might be a good alternative to conventional fixed-base simulators for training manual control skills.

Terenzi, Lorenzo

Rotational and Translational Velocity and Acceleration Thresholds for the Onset of Cybersickness in Virtual Reality

This paper determined rotational and translational velocity and acceleration thresholds for the onset of cybersickness. Cybersickness causes discomfort and discourages the widespread use of virtual reality systems for both recreational and professional use. Visual motion or optic flow is known to be one of the main causes of cybersickness due to the sensory conflict it creates with the vestibular system. The aim of this experiment is to detect rotational and translational velocity and acceleration thresholds that cause the onset of cybersickness. Participants were exposed to a moving particle field in virtual reality for a few seconds per run. The field moved in different directions (longitudinal, lateral, roll, and yaw), with different velocity profiles (steady and accelerating), and different densities. Using a staircase procedure, that controlled the speed or acceleration of the field, we detected the threshold at which participant started to feel temporary symptoms of cybersickness. The optic flow was quantified for each motion type and by modifying the number of features, the same amount of optic flow was present in each scene. Having the same optic flow in each scene allows a direct comparison of the thresholds. The results show that the velocity and acceleration thresholds for rotational optic flow were significantly lower than for translational optic flow. The thresholds suggestively decreased with the decreasing particle density of the scene. Finally, it was found that all the rotational and translational thresholds strongly correlate with each other. While the mean values of the thresholds could be used as guidelines to develop virtual reality applications, the high variability between individuals implies that the individual tuning of motion controls would be more effective to reduce cybersickness while minimizing the impact on the experience of immersion.

Terenzi, Lorenzo