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Human-Computer Interaction
1 Introduction
A flight simulator is a device that articially re-creates aircraft flight and the envi-
ronment in which it flies, for pilot training, design, or other purposes [1]. It is used for a
variety of reasons, including flight training (mainly of pilots), the design and devel-
opment of the aircraft itself, and research into aircraft characteristics and control
handling qualities.
User-Centered Design (UCD) is the process of designing a tool, such as flight
simulators or applications user interface, from the perspective of how it will be
understood and used by a pilot. Rather than requiring pilots to adapt their attitudes and
behaviors in order to learn and use simulator, simulator can be designed to support its
intended pilots existing beliefs, attitudes, and behaviors as they relate to the tasks that
the simulator is being designed to support. Recent years, many organizations and
researchers have studied the coordination design theory and methods for aircraft
cockpit human-computer. Tang [2] and Zhang [3] considered the pilots cognition
characteristic and perception motion characteristic. Ai [4] researched the relationship of
the main equipments arrangement in the cockpit and the ergonomics. Wang [5] taking
the ecological interface design (EID) theory as the basis, summarized the guidelines of
designing the interface of the ghter cockpit.
2 Usability
According to the international standard, ISO 9241-11 [6], the denition of usability is
the extent to which a product can be used by specied users to achieve specied goals
with effectiveness, efciency and satisfaction in a specied context of use, which is
affected by the users, their goals and the usage situation.
Usability is dened by 5 quality components [7]:
Learnability: How easy is it for users to accomplish basic tasks the rst time they
encounter the design?
Efciency: Once users have learned the design, how quickly can they perform
tasks?
Memorability: When users return to the design after a period of not using it, how
easily can they reestablish prociency?
Errors: How many errors do users make, how severe are these errors, and how
easily can they recover from the errors?
Satisfaction: How pleasant is it to use the design?
There are many methods for studying usability, but the most basic and useful is
user testing, which has 3 components [8]:
Get hold of some representative users.
Ask the users to perform representative tasks with the design.
Observe what the users do, where they succeed, and where they have difculties
with the user interface.
In order to evaluate the usability of the flight simulators, many advanced and
primary pilots respectively be selected to complete designated training missions.
Recording what the pilots do and where they have difculties with the cockpit.
The cockpit display systems is the major human-computer interaction means, they
provide a visual presentation of the information and data from the aircraft sensors and
systems to the pilot to enable the pilot to operate the aircraft safely and carry out the
mission [9]. They are thus vital to the operation of any aircraft as they provide the pilot,
whether civil or military, with primary flight information, navigation information,
engine data, airframe data and warning information. The military pilot has also a wide
array of additional information to view, such as: infrared imaging sensors, radar, tac-
tical mission data, weapon aiming, threat warnings.
The pilot is able to rapidly absorb and process substantial amounts of visual
information but it is clear that the information must be displayed in a way which can be
readily assimilated, and unnecessary information must be eliminated to ease the pilots
task in high work load situations. A number of developments have taken place to
improve the pilotdisplay interaction and this is a continuing activity as new tech-
nology and components become available. Examples of these developments are Head
up displays (HUD), Helmet mounted displays (HMD), Multi-function colour displays,
Usability Evaluation of the Flight Simulators Human-Computer Interaction 695
Digitally generated color moving map displays and Synthetic pictorial imagery, Dis-
plays management using intelligent knowledge based system (IKBS) technology,
Improved understanding of human factors and involvement of human factors spe-
cialists from the initial cockpit design stage.
Equally important and complementary to the cockpit display systems in the
human-computer interaction are the means provided for the pilot to control the oper-
ation of the avionic systems and to enter data [10]. Again, this is a eld where continual
development is taking place [11, 12]. Multi-function keyboards and multi-function
touch panel displays are now widely used. Speech recognition technology has now
reached sufcient maturity for direct voice input control to be installed in the new
generation of military aircraft. Audio warning systems are also now well established in
both military and civil aircraft. The integration and management of all the display
surfaces by audio/tactile inputs enables a very signicant reduction in the pilots
workload to be achieved in the new generation of single seat ghter/strike aircraft.
Other methods of data entry which are being evaluated include the use of eye trackers,
sounds and body languages.
In this research, as the major HCI system, the power gauges, turn & slip, compass,
altimeter, ASI, AI and VSI are considered.
A usable system is created by getting hold of enough of the right usability information
and using the information well. Usually people thinking that measured values are
quantitative and that criteria application yields quantitative results, that it is important
that the target value of a usability evaluation criterion can be either quantitative or
qualitative. Traditional, there are generally three types of usability evaluation methods
[1316]: Testing, Inspection, and Inquiry. In Usability Testing approach, representative
users work on typical tasks using the system (or the prototype) and the evaluators use
the results to see how the user interface supports the users to do their tasks. In Usability
Inspection approach, usability specialists and sometimes software developers, users
and other professionals examine usability-related aspects of a user interface. In
Usability Inquiry approach usability evaluators obtain information about users likes,
dislikes, needs, and understanding of the system by talking to them, observing them
using the system in real work (not for the purpose of usability testing), or letting them
answer questions verbally or in written form.
In order to evaluate the usability of the flight simulator, these three kinds of
methods all be used in studying. The factors which influence the efciency of the flight
simulators human-computer interaction mainly include: learnability, efciency,
memorability, errors and satisfaction. Here, based on the grey system theory, using
cloud model [1726] and the normal grey whitenization weight function to evaluate the
usability of the flight simulator.
696 Y. Shi and D. Ouyang
yij 1
xij 2 xLi ; xUi 2
:
1 xij xU
i =gi xij [ xUi
valve; closed interval xLi ; xU i is the optimal interval, and gi = maxxLi min xij ;
u
max xij xi .
Usability Evaluation of the Flight Simulators Human-Computer Interaction 697
Cloud is combined by many Cloud drops, and a Cloud drop may be footy, but the
whole shape of the Cloud reflects the important characters of the quantity concept [6].
Cloud is used to compare to an uncertainty mapping between quantity and quality
because this distribution looks like the Cloud in the sky, and it has a clear shape when
far looking, but there is no borders in nearly. The digital character of Cloud can be
expressed by Ex(Expected value), En(entropy) and He(Hyper entropy).
Expected value Ex is the center value of concept in the theory eld, and its the
representative value of the qualitative concept.
Entropy En is the measuring of the fuzziness of qualitative concept, reflects the
numerical range which can be accepted by this concept in the theory eld, and
698 Y. Shi and D. Ouyang
embodies the uncertain margin of the qualitative concept. The bigger the entropy is, the
bigger numerical range can be accepted by the concept, and the fuzzier are the
concepts.
Hype Entropy He reflects the dispersion of the Cloud drops. The bigger the Hyper
Entropy is, the bigger of its dispersion and the randomness of degree of membership,
and this is the Clouds thickness.
So, the fuzziness (the uncertainty of qualitative concept) and randomness (ran-
domness of degree of membership) are completely combined together by three char-
acteristic numbers of the Cloud models, which make up the mapping between quality
and quantity as the foundation of knowledge expression.
According to the habit of natural languages of people, the performance of
description things of determining the natural generally uses ve graduation laws, i.e.
better, good, general, difference and worse. Using the cloud model to
express these ve formulations, the desired value Ex can be expressed by 1, 0.75, 0.5,
0.25 and 0; but at the same time, these values are approximate, so they can be adjusted
by the entropy, En = 0.04, by this way, the cloud drops can cover the [0, 1] interval;
Hype Entropy He = 0.005, as showed by the Fig. 2.
constructing. These designated clouds used for calculating the empty cloud are called
the base cloud. Because in exceeding the evaluation research of the efciency of the
flight simulators Human-Computer Interaction system, only use the weighted sum
algorithm, so only introduce addition and multiplication of the cloud here.
If there is a given cloud in xed domain C1 Ex1 ; En1 ; He1 , C2 Ex2 ; En2 ; He2 , the
calculated result of arithmetic operation for C1 and C2 is CEx ; En ; He .
Its operation of multiplication can be expressed as:
Ex = Ex1 Ex2 ; 4
s
2
2
En1 En2
En = jEx1 Ex2 j + ; 5
Ex1 Ex2
s
2
2
He1 He2
He = jEx1 Ex2 j + ; 6
Ex1 Ex2
After get the positive-going, antidromic generate algorithm and the weighted sums
algorithm, can use the cloud model theory to carry on the evaluation of efciency for
the Human-Computer Interaction system.
In order to get the usability information, research chooses 10 pilots with different flying
experience, aiming for a reasonable balance regarding age and rank, i.e. at least 40 %
must be primary and at least 40 % must be senior rank pilots. About age, approxi-
mately one-third must be under 30 years old, between 30 and 40 and above 40 %.
700 Y. Shi and D. Ouyang
Regarding operation skills, the representative user group will divide subjects into
two groups, each balanced with respect to age, i.e.:
(1) Subjects who have little experience in specied flight simulators human-computer
interaction system but have strong interest in flying.
(2) Subjects who are familiar with specied flight simulators human-computer
interaction system.
So, the 10 pilots including 4 primary ranks and 4 senior ranks, the other 2 are
middle rank pilots.
Through the meetings with discussion, observation and interaction with system
three kinds methods to get the usability information. During the pilots completing
interaction with cockpit display system, the Digital Airborne Video Recorder recorded
the pilots sight scan path in different training process or different mission.
Choose four kinds of flight simulators human-computer interaction, about
availability in Fig. 1, the index and afliated subordinate index are calculated. The
experts give the ve indexes learnability, efciency, memorability, errors and satis-
faction, respectively a different weight assignment 0.2, 0.2, 0.4, 0.2, and
change them into digital characteristic of the cloud, likewise, the experts provides and
appraises languages to the system among them, the digital characteristic changed into
the cloud as shown in Table 1.
According to number value described above and weighted sum operation method of
the cloud, it can be obtained through calculating, the system is shown in Fig. 1, the
digital characteristic of cloud of the learnability index is: (0.42, 0.0458, 0.0058), its
cloud chart is shown as Fig. 4.
6 Conclusion
This paper analyzed the index system of Human-Computer Interaction system for
usability evaluation, and representative evaluation model has been set up. The nor-
malization method of the index and the conversion method of the natural language
from qualitative to quantitative are described. Taking the flight simulators
human-computer interaction in four different periods to evaluate, which accords with
the evaluation result. According to the model, sensitivity analysis can be carried on, by
thus promote the usability of flight simulators human-computer interaction system.
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