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At least 73 records · Page 4

Experimental Studies of the Effect of Intent Information on Cockpit Traffic Displays

Intent information provides knowledge of another aircraft's current and future trajectory states. Prototype traffic displays were designed for four different levels of intent: Position, Rate, Commanded State, and FMS (Flight Management System)-Path. The current TCAS (traffic collision avoidance systems) Display, which shows altitude rate in addition to current position and altitude, was used as a baseline and represents the lowest level of intent. The Rate, Commanded State, and FMS-Path Displays show increasing levels of intent information using TCAS-like symbology in addition to incorporating a conflict probe and profile view display. An initial experiment was run on the MIT (Massachusetts Institute of Technology) Part Task Flight Simulator in which eight airline pilots flew five traffic scenarios with each of the four displays. Results show that pilots had fewer separation violations and maneuvered earlier with the three intent displays. Separation violations were reduced when pilots maneuvered earlier. A second experiment was run to compare performance between displaying intent information directly and incorporating it into a conflict probe. A different set of eight airline pilots flew four traffic scenarios with the TCAS and Commanded State Displays with and without the conflict probe. Conflict probes with two minute and long range look-ahead times were tested. Displaying conflict bands or showing intent information directly both led to fewer separation violations and earlier avoidance maneuvers than the base TCAS Display. Performance was similar between the two minute and long range look-ahead conflict probes. Pilots preferred all intent displays over the TCAS Display.

Barhydt, Richard↗

Experimental Studies of Intent Information on Cockpit Traffic Displays

Intent information provides knowledge of another aircraft's current and future trajectory states. Prototype traffic displays were designed for four different levels of intent: No Intent, Rate, Commanded State, and Flight Management System (FMS)-Path. The TCAS Display was used as a baseline and represents the No Intent Level. The Rate, Commanded State, and FMS-Path Displays show increasing levels of intent information using TCAS-like symbology in addition to incorporating a conflict probe and profile view display. An experiment was run on the MIT Part Task Flight Simulator in which eight airline pilots flew five traffic scenarios with each of the four displays. Results show that pilots had fewer separation violations and maneuvered earlier with the three intent displays. Separation violations were reduced when pilots maneuvered earlier. A second experiment was run to compare performance between displaying intent information directly and incorporating it into a conflict probe. A different set of eight airline pilots flew four traffic scenarios with the TCAS and Commanded State Displays with and without the conflict probe. Conflict probes with two minute and long range look-ahead times were tested. Displaying conflict bands or showing intent information directly both led to fewer separation violations and earlier avoidance maneuvers than the base TCAS Display. Performance was similar between the two minute and long range look-ahead conflict probes. Pilots preferred all intent displays over the TCAS Display.

Barhydt, Richard↗

Comparison of Pilots' Situational Awareness While Monitoring Autoland Approaches Using Conventional and Advanced Flight Display Formats

A simulation experiment was performed to assess situation awareness (SA) and workload of pilots while monitoring simulated autoland operations in Instrument Meteorological Conditions with three advanced display concepts: two enhanced electronic flight information system (EFIS)-type display concepts and one totally synthetic, integrated pictorial display concept. Each concept incorporated sensor-derived wireframe runway and iconic depictions of sensor-detected traffic in different locations on the display media. Various scenarios, involving conflicting traffic situation assessments, main display failures, and navigation/autopilot system errors, were used to assess the pilots' SA and workload during autoland approaches with the display concepts. From the results, for each scenario, the integrated pictorial display concept provided the pilots with statistically equivalent or substantially improved SA over the other display concepts. In addition to increased SA, subjective rankings indicated that the pictorial concept offered reductions in overall pilot workload (in both mean ranking and spread) over the two enhanced EFIS-type display concepts. Out of the display concepts flown, the pilots ranked the pictorial concept as the display that was easiest to use to maintain situational awareness, to monitor an autoland approach, to interpret information from the runway and obstacle detecting sensor systems, and to make the decision to go around.

Kramer, Lynda J.↗

Volumetric 3D Display System with Static Screen

Current display technology has relied on flat, 2D screens that cannot truly convey the third dimension of visual information: depth. In contrast to conventional visualization that is primarily based on 2D flat screens, the volumetric 3D display possesses a true 3D display volume, and places physically each 3D voxel in displayed 3D images at the true 3D (x,y,z) spatial position. Each voxel, analogous to a pixel in a 2D image, emits light from that position to form a real 3D image in the eyes of the viewers. Such true volumetric 3D display technology provides both physiological (accommodation, convergence, binocular disparity, and motion parallax) and psychological (image size, linear perspective, shading, brightness, etc.) depth cues to human visual systems to help in the perception of 3D objects. In a volumetric 3D display, viewers can watch the displayed 3D images from a completely 360 view without using any special eyewear. The volumetric 3D display techniques may lead to a quantum leap in information display technology and can dramatically change the ways humans interact with computers, which can lead to significant improvements in the efficiency of learning and knowledge management processes. Within a block of glass, a large amount of tiny dots of voxels are created by using a recently available machining technique called laser subsurface engraving (LSE). The LSE is able to produce tiny physical crack points (as small as 0.05 mm in diameter) at any (x,y,z) location within the cube of transparent material. The crack dots, when illuminated by a light source, scatter the light around and form visible voxels within the 3D volume. The locations of these tiny voxels are strategically determined such that each can be illuminated by a light ray from a high-resolution digital mirror device (DMD) light engine. The distribution of these voxels occupies the full display volume within the static 3D glass screen. This design eliminates any moving screen seen in previous approaches, so there is no image jitter, and has an inherent parallel mechanism for 3D voxel addressing. High spatial resolution is possible with a full color display being easy to implement. The system is low-cost and low-maintenance.

Geng, Jason↗

Multiple-Flat-Panel System Displays Multidimensional Data

The NASA Ames hyperwall is a display system designed to facilitate the visualization of sets of multivariate and multidimensional data like those generated in complex engineering and scientific computations. The hyperwall includes a 77 matrix of computer-driven flat-panel video display units, each presenting an image of 1,280 1,024 pixels. The term hyperwall reflects the fact that this system is a more capable successor to prior computer-driven multiple-flat-panel display systems known by names that include the generic term powerwall and the trade names PowerWall and Powerwall. Each of the 49 flat-panel displays is driven by a rack-mounted, dual-central-processing- unit, workstation-class personal computer equipped with a hig-hperformance graphical-display circuit card and with a hard-disk drive having a storage capacity of 100 GB. Each such computer is a slave node in a master/ slave computing/data-communication system (see Figure 1). The computer that acts as the master node is similar to the slave-node computers, except that it runs the master portion of the system software and is equipped with a keyboard and mouse for control by a human operator. The system utilizes commercially available master/slave software along with custom software that enables the human controller to interact simultaneously with any number of selected slave nodes. In a powerwall, a single rendering task is spread across multiple processors and then the multiple outputs are tiled into one seamless super-display. It must be noted that the hyperwall concept subsumes the powerwall concept in that a single scene could be rendered as a mosaic image on the hyperwall. However, the hyperwall offers a wider set of capabilities to serve a different purpose: The hyperwall concept is one of (1) simultaneously displaying multiple different but related images, and (2) providing means for composing and controlling such sets of images. In place of elaborate software or hardware crossbar switches, the hyperwall concept substitutes reliance on the human visual system for integration, synthesis, and discrimination of patterns in complex and high-dimensional data spaces represented by the multiple displayed images. The variety of multidimensional data sets that can be displayed on the hyperwall is practically unlimited. For example, Figure 2 shows a hyperwall display of surface pressures and streamlines from a computational simulation of airflow about an aerospacecraft at various Mach numbers and angles of attack. In this display, Mach numbers increase from left to right and angles of attack increase from bottom to top. That is, all images in the same column represent simulations at the same Mach number, while all images in the same row represent simulations at the same angle of attack. The same viewing transformations and the same mapping from surface pressure to colors were used in generating all the images.

Gundo, Daniel↗

A manned maneuvering unit proximity operations planning and flight guidance display and control system

This task concerns the design, development, testing, and evaluation of a new proximity operations planning and flight guidance display and control system for manned space operations. A forecast, derivative manned maneuvering unit (MMU) was identified as a candidate for the application of a color, highway-in-the-sky display format for the presentation of flight guidance information. A silicon graphics 4D/20-based simulation is being developed to design and test display formats and operations concepts. The simulation includes the following: (1) real-time color graphics generation to provide realistic, dynamic flight guidance displays and control characteristics; (2) real-time graphics generation of spacecraft trajectories; (3) MMU flight dynamics and control characteristics; (4) control algorithms for rotational and translational hand controllers; (5) orbital mechanics effects for rendezvous and chase spacecraft; (6) inclusion of appropriate navigation aids; and (7) measurement of subject performance. The flight planning system under development provides for: (1) selection of appropriate operational modes, including minimum cost, optimum cost, minimum time, and specified ETA; (2) automatic calculation of rendezvous trajectories, en route times, and fuel requirements; (3) and provisions for manual override. Man/machine function allocations in planning and en route flight segments are being evaluated. Planning and en route data are presented on one screen composed of two windows: (1) a map display presenting a view perpendicular to the orbital plane, depicting flight planning trajectory and time data attitude display presenting attitude and course data for use en route; and (2) an attitude display presenting local vertical-local horizontal attitude data superimposed on a highway-in-the-sky or flight channel representation of the flight planned course. Both display formats are presented while the MMU is en route. In addition to these displays, several original display elements are being developed, including a 3DOF flight detector for attitude commanding, a different flight detector for translation commands, and a pictorial representation of velocity deviations.

Gershzohn, Gary R.↗

Effect of short-term exposure to stereoscopic three-dimensional flight displays on real-world depth perception

High-fidelity color pictorial displays that incorporate depth cues in the display elements are currently available. Depth cuing applied to advanced head-down flight display concepts potentially enhances the pilot's situational awareness and improves task performance. Depth cues provided by stereopsis exhibit constraints that must be fully understood so depth cuing enhancements can be adequately realized and exploited. A fundamental issue (the goal of this investigation) is whether the use of head-down stereoscopic displays in flight applications degrade the real-world depth perception of pilots using such displays. Stereoacuity tests are used in this study as the measure of interest. Eight pilots flew repeated simulated landing approaches using both nonstereo and stereo 3-D head-down pathway-in-the-sky displays. At this decision height of each approach (where the pilot changes to an out-the-window view to obtain real-world visual references) the pilots changed to a stereoacuity test that used real objects. Statistical analysis of stereoacuity measures (data for a control condition of no exposure to any electronic flight display compared with data for changes from nonstereo and from stereo displays) reveals no significant differences for any of the conditions. Therefore, changing from short-term exposure to a head-down stereo display has no more effect on real-world relative depth perception than does changing from a nonstereo display. However, depth perception effects based on sized and distance judgements and on long-term exposure remain issues to be investigated.

Busquets, Anthony M.↗

Evaluation of advanced displays for engine monitoring and control

The relative effectiveness of two advanced display concepts for monitoring engine performance for commercial transport aircraft was studied. The concepts were the Engine Monitoring and Control System (EMACS) display developed by NASA Langley and a display by exception design. Both of these concepts were based on the philosophy of providing information that is directly related to the pilot's task. Both concepts used a normalized thrust display. In addition, EMACS used column deviation indicators; i.e., the difference between the actual parameter value and the value predicted by an engine model, for engine health monitoring; while the Display by Exception displayed the engine parameters if the automated system detected a difference between the actual and the predicted values. The results showed that the advanced display concepts had shorter detection and response times. There were no differences in any of the results between manual and auto throttles. There were no effects upon perceived workload or performance on the primary flight task. The majority of pilots preferred the advanced displays and thought they were operationally acceptable. Certification of these concepts depends on the validation of the engine model. Recommendations are made to improve both the EMACS and the display by exception display formats.

Summers, L. G.↗

Panoramic, large-screen, 3-D flight display system design

The report documents and summarizes the results of the required evaluations specified in the SOW and the design specifications for the selected display system hardware. Also included are the proposed development plan and schedule as well as the estimated rough order of magnitude (ROM) cost to design, fabricate, and demonstrate a flyable prototype research flight display system. The thrust of the effort was development of a complete understanding of the user/system requirements for a panoramic, collimated, 3-D flyable avionic display system and the translation of the requirements into an acceptable system design for fabrication and demonstration of a prototype display in the early 1997 time frame. Eleven display system design concepts were presented to NASA LaRC during the program, one of which was down-selected to a preferred display system concept. A set of preliminary display requirements was formulated. The state of the art in image source technology, 3-D methods, collimation methods, and interaction methods for a panoramic, 3-D flight display system were reviewed in depth and evaluated. Display technology improvements and risk reductions associated with maturity of the technologies for the preferred display system design concept were identified.

Franklin, Henry↗

Terrain Portrayal for Head-Down Displays Experiment

The General Aviation Element of the Aviation Safety Program's Synthetic Vision Systems (SVS) Project is developing technology to eliminate low visibility induced General Aviation (GA) accidents. SVS displays present computer generated 3-dimensional imagery of the surrounding terrain on the Primary Flight Display (PFD) to greatly enhance pilot's situation awareness (SA), reducing or eliminating Controlled Flight into Terrain, as well as Low-Visibility Loss of Control accidents. SVS-conducted research is facilitating development of display concepts that provide the pilot with an unobstructed view of the outside terrain, regardless of weather conditions and time of day. A critical component of SVS displays is the appropriate presentation of terrain to the pilot. An experimental study has been conducted at NASA Langley Research Center (LaRC) to explore and quantify the relationship between the realism of the terrain presentation and resulting enhancements of pilot SA and pilot performance. Composed of complementary simulation and flight test efforts, Terrain Portrayal for Head-Down Displays (TP-HDD) experiments will help researchers evaluate critical terrain portrayal concepts. The experimental effort is to provide data to enable design trades that optimize SVS applications, as well as develop requirements and recommendations to facilitate the certification process. This paper focuses on the experimental set-up and preliminary qualitative results of the TP-HDD simulation experiment. In this experiment a fixed based flight simulator was equipped with various types of Head Down flight displays, ranging from conventional round dials (typical of most GA aircraft) to glass cockpit style PFD's. The variations of the PFD included an assortment of texturing and Digital Elevation Model (DEM) resolution combinations. A test matrix of 10 terrain display configurations (in addition to the baseline displays) were evaluated by 27 pilots of various backgrounds and experience levels. Qualitative (questionnaires) and quantitative (pilot performance and physiological) data were collected during the experimental runs. Preliminary results indicate that all of the evaluation pilots favored SVS displays over standard gauges, in terms of terrain awareness, SA, and perceived pilot performance. Among the terrain portrayal concepts tested, most pilots preferred the higher-resolution DEM. In addition, with minimal training, low-hour VFR evaluation pilots were able to negotiate a precision approach using SVS displays with a tunnel in the sky guidance concept.

Hughes, Monica F.↗

Design and Testing of an Unlimited Field-of-regard Synthetic Vision Head-worn Display for Commercial Aircraft Surface Operations

Experiments and flight tests have shown that a Head-Up Display (HUD) and a head-down, electronic moving map (EMM) can be enhanced with Synthetic Vision for airport surface operations. While great success in ground operations was demonstrated with a HUD, the research noted that two major HUD limitations during ground operations were their monochrome form and limited, fixed field of regard. A potential solution to these limitations found with HUDs may be emerging Head Worn Displays (HWDs). HWDs are small, lightweight full color display devices that may be worn without significant encumbrance to the user. By coupling the HWD with a head tracker, unlimited field-of-regard may be realized for commercial aviation applications. In the proposed paper, the results of two ground simulation experiments conducted at NASA Langley are summarized. The experiments evaluated the efficacy of head-worn display applications of Synthetic Vision and Enhanced Vision technology to enhance transport aircraft surface operations. The two studies tested a combined six display concepts: (1) paper charts with existing cockpit displays, (2) baseline consisting of existing cockpit displays including a Class III electronic flight bag display of the airport surface; (3) an advanced baseline that also included displayed traffic and routing information, (4) a modified version of a HUD and EMM display demonstrated in previous research; (5) an unlimited field-of-regard, full color, head-tracked HWD with a conformal 3-D synthetic vision surface view; and (6) a fully integrated HWD concept. The fully integrated HWD concept is a head-tracked, color, unlimited field-of-regard concept that provides a 3-D conformal synthetic view of the airport surface integrated with advanced taxi route clearance, taxi precision guidance, and data-link capability. The results of the experiments showed that the fully integrated HWD provided greater path performance compared to using paper charts alone. Further, when comparing the HWD with the HUD concept, there were no differences in path performance. In addition, the HWD and HUD concepts were rated via paired-comparisons the same in terms of situational awareness and workload. However, there were over twice as many taxi incursion events with the HUD than the HWD.

Arthur, Jarvis J., III↗

Advanced Three-Dimensional Display System

A desktop-scale, computer-controlled display system, initially developed for NASA and now known as the VolumeViewer(TradeMark), generates three-dimensional (3D) images of 3D objects in a display volume. This system differs fundamentally from stereoscopic and holographic display systems: The images generated by this system are truly 3D in that they can be viewed from almost any angle, without the aid of special eyeglasses. It is possible to walk around the system while gazing at its display volume to see a displayed object from a changing perspective, and multiple observers standing at different positions around the display can view the object simultaneously from their individual perspectives, as though the displayed object were a real 3D object. At the time of writing this article, only partial information on the design and principle of operation of the system was available. It is known that the system includes a high-speed, silicon-backplane, ferroelectric-liquid-crystal spatial light modulator (SLM), multiple high-power lasers for projecting images in multiple colors, a rotating helix that serves as a moving screen for displaying voxels [volume cells or volume elements, in analogy to pixels (picture cells or picture elements) in two-dimensional (2D) images], and a host computer. The rotating helix and its motor drive are the only moving parts. Under control by the host computer, a stream of 2D image patterns is generated on the SLM and projected through optics onto the surface of the rotating helix. The system utilizes a parallel pixel/voxel-addressing scheme: All the pixels of the 2D pattern on the SLM are addressed simultaneously by laser beams. This parallel addressing scheme overcomes the difficulty of achieving both high resolution and a high frame rate in a raster scanning or serial addressing scheme. It has been reported that the structure of the system is simple and easy to build, that the optical design and alignment are not difficult, and that the system can be built by use of commercial off-the-shelf products. A prototype of the system displays an image of 1,024 by 768 by 170 (=133,693,440) voxels. In future designs, the resolution could be increased. The maximum number of voxels that can be generated depends upon the spatial resolution of SLM and the speed of rotation of the helix. For example, one could use an available SLM that has 1,024 by 1,024 pixels. Incidentally, this SLM is capable of operation at a switching speed of 300,000 frames per second. Implementation of full-color displays in future versions of the system would be straightforward: One could use three SLMs for red, green, and blue, respectively, and the colors of the voxels could be automatically controlled. An optically simpler alternative would be to use a single red/green/ blue light projector and synchronize the projection of each color with the generation of patterns for that color on a single SLM.

Geng, Jason↗

Computational Modeling to Limit the Impact Displays and Indicator Lights Have on Habitable Volume Operational Lighting Constraints

The goal of this investigation is to determine design limitations and architectural solutions that limit the impact light from displays and indicator lamps have on the operational environment task lighting and lighting countermeasure spectrum constraints. It is concerning that this innovative architectural lighting system, could be compromised by spectrums from display systems, architectural materials, and structures that are not considered as part a full system design implementation. The introduction of many Commercial Off the Shelf (COTS) products to the spacecraft volume that contain LEDs, without consideration to the human factors and biological constraints, is another problem. Displays and indicators are a necessary part of the spacecraft and it is the goal of this research project to determine constraints and solutions that allow these systems to be integrated while minimizing how the lighting environment is modified by them. Due to the potentially broad scope of this endeavor, the project team developed constraints for the evaluation. The evaluation will be on a set of tasks that required significant exposure in the same environment while having a large chance of impacting the light spectrum the crew is expected to receive from the architectural lighting system. The team plans to use recent HRP research on "Net Habitable Volume" [1] to provide the boundary conditions for volume size. A Zemax ® lighting model was developed of a small enclosure that had high intensity overhead lighting and a standard intensity display with LED indicator arrays. The computer model demonstrated a work surface illuminated at a high level by the overhead light source compared to displays and indicators whose light is parallel to the work plane. The overhead lighting oversaturated spectral contributions from the display and indicator at the task work surface. Interestingly, when the observer looked at the displays and LEDs within the small enclosure, their spectral contribution was significant but could be reduced by reflecting overhead light from the wall(s) to the observer. Direct observation of displays and LEDs are an issue because the user's viewing area is a display, not an illuminated work surface. Since avionics command centers consume significant crew time, the tasks that seemed at higher risk for unwanted spectral contributions as an operational volume with significant quantity of displays and indicators that were either under direct observation of the crew or impacting a volume the crew may be required to sleep in.

Clark, T. E.↗

Computational Modeling to Limit the Impact Displays and Indicator Lights Have on Habitable Volume Operational Lighting Constraints

NASA has demonstrated an interest in improving astronaut health and performance through the installment of a new lighting countermeasure on the International Space Station. The Solid State Lighting Assembly (SSLA) system is designed to positively influence astronaut health by providing a daily change to light spectrum to improve circadian entrainment. Unfortunately, existing NASA standards and requirements define ambient light level requirements for crew sleep and other tasks, yet the number of light-emitting diode (LED) indicators and displays within a habitable volume is currently uncontrolled. Because each of these light sources has its own unique spectral properties, the additive lighting environment ends up becoming something different from what was planned or researched. Restricting the use of displays and indicators is not a solution because these systems provide beneficial feedback to the crew. The research team for this grant used computer-based computational modeling and real-world lighting mockups to document the impact that light sources other than the ambient lighting system contribute to the ambient spectral lighting environment. In particular, the team was focused on understanding the impacts of long-term tasks located in front of avionics or computer displays. The team also wanted to understand options for mitigating the changes to the ambient light spectrum in the interest of maintaining the performance of a lighting countermeasure. The project utilized a variety of physical and computer-based simulations to determine direct relationships between system implementation and light spectrum. Using real-world data, computer models were built in the commercially available optics analysis software Zemax Optics Studio(c). The team also built a mockup test facility that had the same volume and configuration as one of the Zemax models. The team collected over 1200 spectral irradiance measurements, each representing a different configuration of the mockup. Analysis of the data showed a measurable impact on ambient light spectrum. This data showed that obvious design techniques exist that can be used to bind the ambient light spectrum closer to the planned spectral operating environment for the observer's eye point. The following observations should be considered when designing an operational environment that is dominated by computer displays. When more light is directed into the field of view of the observer, the greater the impact it will make on various human factors issues that depend on spectral shape and intensity. Because viewing angle has a large part to play in the amount of light flux on the crewmember's retina, beam shape, combined with light source location is an important factor for determining percent probable incident flux on the observer from any combination of light sources. Computer graphics design and display lumen output are major factors influencing the amount of spectrally intense light projected into the environment and in the viewer's direction. Use of adjustable white point display software was useful only if the predominant background color was white and if it matched the ambient light system's color. Display graphics that used a predominantly black background had the least influence on unplanned spectral energy projected into the environment. Percent reflectance makes a difference in total energy reflected back into an environment, and within certain architectural geometries, reflectance can be used to control the amount of a light spectrum that is allowed to perpetuate in the environment. Data showed that room volume and distance from significant light sources influence the total spectrum in a room. Smaller environments had a homogenizing effect on total light spectrum, whereas light from multiple sources in larger environments was less mixed. The findings indicated above should be considered when making recommendations for practice or standards for architectural systems. The ambient lighting system, surface reflectance, and display and indicator implementation all factor into the users' spectral environment. A variety of low-cost solutions exist to mitigate the impact of light from non-architectural lighting systems, and much potential for system automation and integration of display systems with the ambient environment. This team believes that proper planning can be used to avoid integration problems and also believes that human-in-the-loop evaluations, real-world test and measurement, and computer modeling can be used to determine how changes to a process, display graphics, and architecture will help maintain the planned spectral operating lighting environment.

Clark, T. A.↗

Three methods of presenting flight vector information in a head-up display during simulated STOL approaches

A simulator study was conducted to determine the usefulness of adding flight path vector symbology to a head-up display designed to improve glide-slope tracking performance during steep 7.5 deg visual approaches in STOL aircraft. All displays included a fixed attitude symbol, a pitch- and roll-stabilized horizon bar, and a glide-slope reference bar parallel to and 7.5 deg below the horizon bar. The displays differed with respect to the flight-path marker (FPM) symbol: display 1 had no FPM symbol; display 2 had an air-referenced FPM, and display 3 had a ground-referenced FPM. No differences between displays 1 and 2 were found on any of the performance measures. Display 3 was found to decrease height error in the early part of the approach and to reduce descent rate variation over the entire approach. Two measures of workload did not indicate any differences between the displays.

Dwyer, J. H., III↗

Head-up transition behavior of pilots with and without head-up display in simulated low-visibility approaches

To quantify head-up transition behavior with and without a flightpath type head-up display, eight rated B-727 pilots each flew 31 manual and coupled approaches in a simulator with B-727 dynamics and collimated model board external scene. Data were also obtained on the roll played by the head-up display in the coupled-to-manual transition. Various wind shears, low visibilities, and ceilings were tested along with unexpected misalignment between the runway and head-up display symbology. The symbolic format used was a conformal scene. Every pilot except one stayed head-up, flying with the display after descending below the ceiling. Without the display and as altitude decreased, the number of lookups from the instrument panel decreased and the duration of each one increased. No large differences in mean number or duration of transitions up or down were found during the head-up display runs comparing the no-misalignment with the lateral instrument landing system offset misalignment runs. The head-up display led to fewer transitions after the pilot made a decision to land or execute a missed approach. Without the display, pilots generally waited until they had descended below the ceiling to look outside the first time, but with it several pilots looked down at their panel at relatively high altitudes (if they looked down at all). Manual takeover of control was rapid and smooth both with and without the display which permitted smoother engine power changes.

Haines, R. F.↗

AIDDE the Ames Interactive Dynamic Display Editor

This paper describes the design and development of the Ames Interactive Dynamic Display Editor language (AIDDE). AIDDE and its associated tools are a software system that facilitates the interactive creation and use of real-time displays. For the present purposes, real-time displays are pictures on a CRT that change over time to reflect the state of a system. A graphics tree describes a display. Display dynamics are specified by attaching expressions to the tree. Offline, AIDDE is used to draw displays, define display dynamics, and generate host computer source code and a representation of the tree convenient for use in a graphics device. At run time, the compiled host code passes the results of the expressions to a graphics device to modify the tree. The graphics processor repeatedly traverses the tree to draw a changing display on the CRT. Several real-time displays have been implemented using AIDDE with good results.

Globus, A.↗

A comparison of visual and kinesthetic-tactual displays for compensatory tracking

Recent research on manual tracking with a kinesthetic-tactual (KT) display suggests that under certain conditions it can be an effective alternative or supplement to visual displays. In order to understand better how KT tracking compares with visual tracking, both a critical tracking and stationary single-axis tracking tasks were conducted with and without velocity quickening. In the critical tracking task, the visual displays were superior, however, the quickened KT display was approximately equal to the unquickened visual display. In stationary tracking tasks, subjects adopted lag equalization with the quickened KT and visual displays, and mean-squared error scores were approximately equal. With the unquickened displays, subjects adopted lag-lead equalization, and the visual displays were superior. This superiority was partly due to the servomotor lag in the implementation of the KT display and partly due to modality differences.

Jagacinski, R. J.↗