7,688 research outputs found

    Helicopter flights with night-vision goggles: Human factors aspects

    Get PDF
    Night-vision goggles (NVGs) and, in particular, the advanced, helmet-mounted Aviators Night-Vision-Imaging System (ANVIS) allows helicopter pilots to perform low-level flight at night. It consists of light intensifier tubes which amplify low-intensity ambient illumination (star and moon light) and an optical system which together produce a bright image of the scene. However, these NVGs do not turn night into day, and, while they may often provide significant advantages over unaided night flight, they may also result in visual fatigue, high workload, and safety hazards. These problems reflect both system limitations and human-factors issues. A brief description of the technical characteristics of NVGs and of human night-vision capabilities is followed by a description and analysis of specific perceptual problems which occur with the use of NVGs in flight. Some of the issues addressed include: limitations imposed by a restricted field of view; problems related to binocular rivalry; the consequences of inappropriate focusing of the eye; the effects of ambient illumination levels and of various types of terrain on image quality; difficulties in distance and slope estimation; effects of dazzling; and visual fatigue and superimposed symbology. These issues are described and analyzed in terms of their possible consequences on helicopter pilot performance. The additional influence of individual differences among pilots is emphasized. Thermal imaging systems (forward looking infrared (FLIR)) are described briefly and compared to light intensifier systems (NVGs). Many of the phenomena which are described are not readily understood. More research is required to better understand the human-factors problems created by the use of NVGs and other night-vision aids, to enhance system design, and to improve training methods and simulation techniques

    Change blindness: eradication of gestalt strategies

    Get PDF
    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Characteristics of flight simulator visual systems

    Get PDF
    The physical parameters of the flight simulator visual system that characterize the system and determine its fidelity are identified and defined. The characteristics of visual simulation systems are discussed in terms of the basic categories of spatial, energy, and temporal properties corresponding to the three fundamental quantities of length, mass, and time. Each of these parameters are further addressed in relation to its effect, its appropriate units or descriptors, methods of measurement, and its use or importance to image quality

    Engineering data compendium. Human perception and performance. User's guide

    Get PDF
    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    Head-mounted displays and dynamic text presentation to aid reading in macular disease

    Get PDF
    The majority of individuals living with significant sight loss have residual vision which can be enhanced using low vision aids. Smart glasses and smartphone-based headsets, both increasing in prevalence, are proposed as a low vision aid platform. Three novel tests for measuring the visibility of displays to partially sighted users are described, along with a questionnaire for assessing subjective preference. Most individuals tested, save those with the weakest vision, were able to see and read from both a smart glasses screen and a smartphone screen mounted in a headset. The scheme for biomimetic scrolling, a text presentation strategy which translates natural eye movement into text movement, is described. It is found to enable the normally sighted to read at a rate five times that of continuous scrolling and is faster than rapid serial visual presentation for individuals with macular disease. With text presentation on the smart glasses optimised to the user, individuals with macular disease read on average 65% faster than when using their habitual optical aid. It is concluded that this aid demonstrates clear benefit over the commonly used devices and is thus recommended for further development towards widespread availability

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

    Get PDF
    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

    Human-centered display design : balancing technology & perception

    Get PDF

    Motion Parallax in Stereo 3D: Model and Applications

    Get PDF
    Binocular disparity is the main depth cue that makes stereoscopic images appear 3D. However, in many scenarios, the range of depth that can be reproduced by this cue is greatly limited and typically fixed due to constraints imposed by displays. For example, due to the low angular resolution of current automultiscopic screens, they can only reproduce a shallow depth range. In this work, we study the motion parallax cue, which is a relatively strong depth cue, and can be freely reproduced even on a 2D screen without any limits. We exploit the fact that in many practical scenarios, motion parallax provides sufficiently strong depth information that the presence of binocular depth cues can be reduced through aggressive disparity compression. To assess the strength of the effect we conduct psycho-visual experiments that measure the influence of motion parallax on depth perception and relate it to the depth resulting from binocular disparity. Based on the measurements, we propose a joint disparity-parallax computational model that predicts apparent depth resulting from both cues. We demonstrate how this model can be applied in the context of stereo and multiscopic image processing, and propose new disparity manipulation techniques, which first quantify depth obtained from motion parallax, and then adjust binocular disparity information accordingly. This allows us to manipulate the disparity signal according to the strength of motion parallax to improve the overall depth reproduction. This technique is validated in additional experiments

    Light environment - A. Visible light. B. Ultraviolet light

    Get PDF
    Visible and ultraviolet light environment as related to human performance and safety during space mission
    corecore