Exploring Virtual Reality Flight Training as a Viable Alternative to Traditional Simulator Flight Training
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Participants flew three predefined circuits in a traditional flight simulator graphics condition (Broad Angle Display System, (BADS)), and conducted the same flight path and tasks using a VR graphics environment. The exploratory hypotheses in this research are that there would be no differences in the user experience, cognitive workload, and performance, between the two graphics conditions. User experience was gathered by a questionnaire probing motion sickness and other VR usability metrics. Cognitive load was gathered from a subjective rating in a questionnaire, derived from peripheral detection task, and by continuously measuring participant's physiological indices, including heart rate and galvanic skin response. Performance was obtained from flight path and airspeed deviations, and from flying precision.
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Copyright © 2018 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, research, scholarship, and teaching. Theses may only be shared by linking to Carleton University Institutional Repository and no part may be used without proper attribution to the author. No part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner.
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lawrynczyk-exploringvirtualrealityflighttrainingasaviable.pdf | 2023-05-05 | Public | Download |