92 research outputs found

    Preliminary user centred evaluation of regional aircraft cabin interiors in virtual reality

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    The main aim of the CASTLE (Cabin System Design Towards Passenger Wellbeing) European project is to deliver innovative interiors solutions that maximize the comfort and wellbeing of passengers in the next future. To achieve such objective, an effective HCD (Human Centred Design) approach has been employed to derive a Human Response Model based on a holistic assessment of comfort. The overall methodology has been conceived to provide different tools and methods to collect data on the impact that the design of each cabin item has on the user from the earliest design stages. One of these tools is represented by using 3D virtual mock-ups to capture data on the user\u2019s perception and to rate the level of appreciation inspired by the specific design. In this paper we present the experimental procedures and the results from a preliminary experimental campaign of Human in the loop simulations in Virtual/Augmented Reality of a Regional Aircraft

    EXPERIMENTAL PROCEDURES FOR PRELIMINARY USER CENTRED EVALUATION OF REGIONAL AICRAFT CABIN INTERIORS IN VIRTUAL REALITY

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    One of the main aims of the Horizon 2020 CASTLE (Cabin System Design Towards Passenger Wellbeing) project is to deliver innovative cabin interiors solutions that maximize the comfort and wellbeing of passengers in the next future. In order to achieve such an ambitious objective, an effective HCD (Human Centred Design) approach has been put in place to derive a Human Response Model based on a holistic assessment of comfort. Therefore, the overall CASTLE HCD methodology has been conceived to provide different tools and methods to collect data on the impact that the design of each cabin item has on the user from the earliest design stages. One of these tools is represented by the use of 3D mock-ups in Virtual/Augmented Reality environments to capture data on the user\u2019s perception and to rate the level of appraisal inspired by the specific design solution. In this paper we present the experimental procedures for the Human in the loop simulations in Virtual Reality Environment of the Regional Aircraft solutions provided in the CASTLE Project. First, we introduce the overall procedure plan. Then, we describe the work done for the creation of the Virtual Environment for different scenarios (user standing in the cabin, Galley, Lavatory) and for the subjective evaluation of these cabin items

    Augmented reality technology selection based on integrated QFD-AHP model

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    In the last decade, Augmented Reality has become increasingly popular. As improved performances are gathered in terms of mature hardware and software tools, we are observing the stemming of a huge number of applications of this technology both in the entertainment and in the industrial domains. On the one hand, such applications are usually claimed to bring benefits in terms of productivity or enhancement of the human\u2019s capability to perform tasks. On the other hand, researchers and developers seem not to adequately consider the different meanings that AR assumes when implemented through visualization devices that can differ significantly in nature and in their capability to provide a mixed real-virtual scenario. In this paper, we describe a user-centred method based on an integrated QFD-AHP approach to select the best visualization display technology with regard to a specific application context. The aim is to establish a repeatable and documented process for the identification of the technology that best suits and mitigates the acceptability risks of the transition from a legacy working environment to an AR based operational environment. The method has been developed in the framework of the RETINA (Resilient Synthetic Vision for Advanced Control Tower Air Navigation Service Provision) project involving the end users, in this case, air traffic controllers. Nevertheless, it can be generalised and applied to other contexts of use. Furthermore, in order to be resilient to the fast, technological development in AR, it can be used to update the results as improvements arise in the performance level of the display devices in a specific technology

    Generative design of 3D printed hands-free door handles for reduction of contagion risk in public buildings

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    During the emergency caused by COVID 19 evidence has been provided about the risk of easily getting the virus by touching contaminated surfaces and then by touching eyes, mouth, or nose with infected hands. In view of the restarting of daily activities in presence, it is paramount to put in place any strategy that, in addition to social distancing, is capable to positively impact on the safety levels in public buildings by reducing such risk. The main aim of this paper is to conceive a design methodology, based on a digital, flawless, and sustainable procedure, for producing human-building interfacing solutions that allow anybody to interact in a safer and more comfortable way. Such solutions are focused on the adaptation of existing buildings features and are thought to be an alternative to sensor based touchless technology when this is not applicable due to economic or time constraints. The process is based on the integration of digital technologies such as 3D Scanning, Generative Design and Additive Manufacturing and is optimised to be intuitive and to be adaptive, hence, to be replicable on different kinds of surfaces. The design concept is finalised to generate automatically different products that meet geometry fitting requirements and therefore adapt to the specific geometries of existing handles. A specific case on Hands Free Door Handles is presented and the results of manufacturing and preliminary validation process are provided and discussed

    Human centred design and evaluation of cabin interiors for business jet aircraft in virtual reality

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    In the recent past a growing attention to the passenger is emerging overall in the transport domain. Hence, maximising the quality of travelling from the human\u2019s point of view is a new challenge especially in those fields, such as aeronautics, in which technical efficiency, capacity and sustainability have traditionally driven the design process of systems and subsystems. In this context it is crucial to implement an efficient human centred design process in order to foresee the capability of a specific cabin interiors design of meeting the user\u2019s expectations, including the needs related to comfort and well being. By using virtual reality technologies as a vehicle/platform, it allows the users/passengers to experience the interior environment of the cabin long before the actual development and manufacturing of the full size demonstrator. Due to the complex nature of aerospace programmes, typically taking \u2018many\u2019 years to develop and productionise, technologies which help reduce programme risk and potential delays are hugely beneficial to all partners involved. In this paper we present the results of a virtual reality based evaluation campaign specifically conceived for the collection of potential users\u2019 feedback in the design of innovative and breakthrough solutions for the business jet industry. The main issues have regarded the identification of the expectation for such an elitist population and the creation of a Virtual Environment to explore the entire cabin as a holistic approach and innovative passenger experience. The work has been performed in the framework the Horizon 2020 project CASTLE (Cabin Systems Design Toward Passenger Well-being)

    EEG alpha power is modulated by attentional changes during cognitive tasks and virtual reality immersion

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    Variations in alpha rhythm have a significant role in perception and attention. Recently, alpha decrease has been associated with externally directed attention, especially in the visual domain, whereas alpha increase has been related to internal processing such as mental arithmetic. However, the role of alpha oscillations and how the different components of a task (processing of external stimuli, internal manipulation/representation, and task demand) interact to affect alpha power are still unclear. Here, we investigate how alpha power is differently modulated by attentional tasks depending both on task difficulty (less/more demanding task) and direction of attention (internal/external). To this aim, we designed two experiments that differently manipulated these aspects. Experiment 1, outside Virtual Reality (VR), involved two tasks both requiring internal and external attentional components (intake of visual items for their internal manipulation) but with different internal task demands (arithmetic vs. reading). Experiment 2 took advantage of the VR (mimicking an aircraft cabin interior) to manipulate attention direction: it included a condition of VR immersion only, characterized by visual external attention, and a condition of a purely mental arithmetic task during VR immersion, requiring neglect of sensory stimuli. Results show that: (1) In line with previous studies, visual external attention caused a significant alpha decrease, especially in parieto-occipital regions; (2) Alpha decrease was significantly larger during the more demanding arithmetic task, when the task was driven by external visual stimuli; (3) Alpha dramatically increased during the purely mental task in VR immersion, whereby the external stimuli had no relation with the task. Our results suggest that alpha power is crucial to isolate a subject from the environment, and move attention from external to internal cues. Moreover, they emphasize that the emerging use of VR associated with EEG may have important implications to study brain rhythms and support the design of artificial systems

    Monitoring of the conservation state of the internal wall surfaces of Room with Golden Vault in the Domus Aurea

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    This project describes the monitoring campaign, performed in situ with the collaboration of Konica Minolta Sensing Europe, in order to verify the actual conservation state of the internal wall surfaces of the Room with Golden Vault in the Domus Aurea in Rome. Particularly, the main aim of this work was to evaluate the problems caused by aggressive environmental conditions (combination of low air temperature and high relative humidity). During this survey, characterized by the integrated use of two and three-dimensional techniques, the environmental conditions were carefully monitored. Reference sample regions of the vault were acquired by means of the 3D laser scanner Konica Minolta Vivid 9i (optical triangulation-based) that allows capturing morphological details of the stucco decorations with a good resolution. Moreover, each detailed scan was supplied with related high resolution images taken by a digital reflex camera Olympus E-510 rigidly connected to the scanner. In Cultural Heritage monitoring applications it is important to integrate the data acquired with different instruments and techniques. Therefore, by this methodological approach, it has been possible to integrate both two and three dimensional data by the projection of the acquired images on the corresponding digital model. In order to complete the cognitive framework of the vault, systematic measures of spectrophotometry by means of the portable spectrophotometer Minolta 2600d were also carried out. The digital data, collected and elaborated by this monitoring campaign, allowed to create a database of morphological information, high resolution digital images, colorimetric values and reflectance curves that may be used in the future as reference data to periodically monitor the conservation state of the surfaces

    Human-in-the-loop evaluation of an augmented reality based interface for the airport control tower

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    An innovative airport control tower concept based on the use of modern augmented reality technologies has been developed and validated by means of human-in-the-loop experiments in a simulated environment. An optical-based augmented reality interface underpins the proposed concept that consists in providing air traffic control operators in the airport control tower with complete head-up information, as opposed to the current mix of information retrieval through both head-up real view and head-down interfaces. Specific measurement of the time spent by the operator working in either head-up or head-down position, show that the proposal has a clear effect in stimulating the air traffic control operator to work in a head-up position more than in a head-down position, with positive effects on his/her situational awareness and perceived workload, especially when dealing with low visibility conditions operational scenarios

    Brain\u2013Computer Interface-Based Adaptive Automation to Prevent Out-Of-The-Loop Phenomenon in Air Traffic Controllers Dealing With Highly Automated Systems

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    Increasing the level of automation in air traffic management is seen as a measure to increase the performance of the service to satisfy the predicted future demand. This is expected to result in new roles for the human operator: he will mainly monitor highly automated systems and seldom intervene. Therefore, air traffic controllers (ATCos) would often work in a supervisory or control mode rather than in a direct operating mode. However, it has been demonstrated how human operators in such a role are affected by human performance issues, known as Out-Of-The-Loop (OOTL) phenomenon, consisting in lack of attention, loss of situational awareness and de-skilling. A countermeasure to this phenomenon has been identified in the adaptive automation (AA), i.e., a system able to allocate the operative tasks to the machine or to the operator depending on their needs. In this context, psychophysiological measures have been highlighted as powerful tool to provide a reliable, unobtrusive and real-time assessment of the ATCo's mental state to be used as control logic for AA-based systems. In this paper, it is presented the so-called "Vigilance and Attention Controller", a system based on electroencephalography (EEG) and eye-tracking (ET) techniques, aimed to assess in real time the vigilance level of an ATCo dealing with a highly automated human-machine interface and to use this measure to adapt the level of automation of the interface itself. The system has been tested on 14 professional ATCos performing two highly realistic scenarios, one with the system disabled and one with the system enabled. The results confirmed that (i) long high automated tasks induce vigilance decreasing and OOTL-related phenomena; (ii) EEG measures are sensitive to these kinds of mental impairments; and (iii) AA was able to counteract this negative effect by keeping the ATCo more involved within the operative task. The results were confirmed by EEG and ET measures as well as by performance and subjective ones, providing a clear example of potential applications and related benefits of AA

    Design and implementation of eye tracking application for generation of augmented reality content on spatial see through display of remote and virtual control tower (RVT)

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    Airports are a fundamental node in the aviation system. The growth of this sector undergoes the evolution of the airports procedures and infrastructures. Air traffic control is considered to be one of the most important activity performed in an airport. This often involves numerous personnel, construction and maintenance costs etc. With the ongoing digitalisation process in various fields, the concept of remote and virtual control towers (RVT) has emerged owing to the innovation in this field. Technologies such as augmented reality (AR) have successfully paved their smooth way to bring in improvements to an RVT. The current work aims to enhance and improve the controller work in an RVT exploiting the adaption of virtual reality and AR systems. In particular, this concept is under investigation within the EU funded SESAR project: RETINA (Resilient Synthetic Vision for Advanced Control Tower Air Navigation Service Provision) and DTT (Digital Technologies for Tower). AR content generation by virtue of various display technologies are studied and, Optical Spatial See-through displays (O SSTDs) have been considered for its own advantages in developing this application. One of the necessary requirements of AR in this configuration is identified as the tracking of the operator’s point of view (eye-tracking), to provide virtual content consistent with its real position. Thus, this paper elaborates the design of specific eye-tracking system using Microsoft Kinect V2 for the virtual control tower application. The need to have binocular vision to use AR content is assessed and the interface has been tested with few subjects to evaluate the precision of the measurements detected through the proposed solution
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