Incorporated in a simulator design project, this study assessed the utility of a simulator prototype for air combat training to optimize continued development. After several scenarios, the 13 male participants completed a survey. Seven fidelity levels: visual feedback, head-up/head-down, instrumentation, flight controls, graphics, visual resolution, and field-of-view were rated for three dimensions: realism, limitation of performance, and importance of realism. The results informed decisions about which fidelity levels, head-up/head-down and field-of-view, that should be prioritized during the next design cycle, and generated recommendations for continued simulator design and directives for further evaluations.
The aim of this study is to define and evaluate a methodological framework for human-machine interaction (HMI) readiness evaluation in system development for complex, high risk, and task-critical environments. The long-term objective is to establish a HMI readiness evaluation framework for environments with these characteristics, in this specific case HMI development for fighter aircrafts. Based on literature studies a series of interviews were conducted to identify shortcomings of current practices and methods, and define requirements for an enhanced methodology. The results were further explored during facilitated workshops with HMI subject matter experts. The overall result is a methodological framework based on triangulation of many already established evaluation methods and techniques, combined with a set of measurable HMI criteria. Inspired by risk management practices, the result of the proposed methodology is presented in a HMI assessment matrix. This matrix is proposed to form the basis of the HMI evaluation and assessment.
This paper describes the development and initial experiences of an enhanced scenario visualization system recently introduced at the Swedish Air Force Combat Simulation Centre (FLSC). FLSC provides team training of fast-jet pilots, performs research on training effectiveness and human performance, and simulation-based development and acquisition. The system has been developed in-house, based on an extensive set of experiences and needs among various user groups, to support and enhance the effectiveness of simulator-based team training, as well as research and development programs. It provides enhanced presentations of scenarios, enabling pilots, instructors, training designers, researchers, and operational analysts to observe, reflect, and analyze sorties during and after execution. Initial experiences and reactions are promising, and the paper will address and relate those to other relevant efforts and elaborate on future interesting development paths.
Abstract : The measurement of operator performance has for some time formed the basis of research for those engaged in the field of human system interaction and the use of virtual reality (VR). Performance measurement is particularly relevant when the desire is to develop methods and metrics to assess the utility of VR for training purposes and to predict how well that training will then transfer to the real world. Performance measurement becomes even more critical when the VR application is used in a military context, e.g., in preparation for conflict. This chapter provides descriptions of some of the methods and measures used for measuring task and mission performance in virtual environments. As one of the challenges inherent in assessment of VR is the measurement of team and collective performance, this is the primary focus of the chapter.
The measurement of operator performance has for some time formed the basis of research for those engaged in the field of human system interaction and the use of virtual reality (VR). Performance measurement is particularly relevant when the desire is develop methods and metrics to assess the utility of VR for training purposes and to predict how well that training will then transfer to the real world. Performance measurement becomes even more critical when the VR application is used in a military context, e.g., in preparation for conflict.
Unmanned ground vehicles (UGVs) have been used in military operations in urban terrain (MOUT) for some time, with performance and safety advantages for reconnaissance related tasks. Reported here is a brief summary of the main research efforts conducted in cooperation with the Swedish Army Combat School concerning UGV use during reconnaissance activities. The SNOKEN II UGV was evaluated in two field exercises, indicating that it can be successfully used for several purposes. The importance of understanding the pros and cons of UGV use is emphasised in that this awareness enables the commander to decide in which situations it should be used. There is for example a trade-off between accepting limitations in pace of advance using the UGV, thereby also potentially increasing soldier safety, and the utility of quickly gathered reconnaissance information without the UGV.
The Swedish part of this report focus on research within virtual reality in the military sector. Of course there is a lot of research conducted at different universities in Sweden but these activities are not included here. The military research work presented here includes the three military administrations, FOI – Swedish Defence Research Agency, FMV – Swedish Defence Materiel Administration, and SNDC – Swedish National Defence College. Some work is done at the military units but the main research effort within the virtual reality area within the Swedish defence organization is included within these three administrations.
As a consequence of decreased defense budgets, the training time of conscript combat boat 90 operators has recently been reduced. The effect has been an increased number of drop–outs, detachments, and accidents during the training. The need to improve this precarious situation is urgent. This encouraged a study with the purpose of measuring abilities identified as important for being successful in the training, and hence a high-performing and safe combat boat 90 operator. The objective was to improve the selection process in order to minimize drop–outs, detachments, and accidents during the training. The test battery consisted of psychometric tests measuring spatial and verbal working memory, problem solving ability, risk willingness, and social capacity. The results of the psychometric tests were compared with instructor ratings of performance during the training. The only test that showed to reliably predict a successful combat boat 90 operator was the test that measured verbal working memory.
Many of today’s combat flight simulators have a high level of realism regarding most important levels of fidelity. Unfortunately, most often, they suffer regarding explicit training tools or “pedagogical tools”. Even though the computer evolution has made it possible, very few, if any, embedded pedagogical tools are available in the Swedish military simulator training facilities of today. In a simulated environment, it is possible to embed tools and visualizations that effectively can enhance training efficiency in ways not possible in real world situations. When developing a new simulator, it might in fact be a very effective strategy to focus (some) resources towards pedagogical aspects rather than just continue pursuing the impossible goal of achieving perfect realism. The authors believe that by relaxing the realism and instead stressing the pedagogical possibilities a much more effective training environment can be accomplished. In the development of the present “WVR Demonstrator” (Within Visual Range), such a strategy has been chosen. The simulator is a second version of the “WVR Illustrator” (presented at SAWMAS 2002). It is much improved and now has several embedded pedagogical tools for training. It is now possible for the pilots to see a visualization of several important combat parameters in real time in order to maximize the usefulness and training efficiency of the simulator. During a combat situation, these tools can be used individually or together according to the preference of the pilot and instructor. In the present report, a study of the training effects of such tools is presented. Swedish military pilots have answered several questions regarding (among other things) the usefulness of the pedagogical tools in the “WVR Demonstrator”. Preliminary results from the study suggest that the pedagogical tools are most probably very useful, at least in early stages of combat flight training. Pilots in the study believe that, if used correctly, the embedded pedagogical tools can make WVR-combat training more effective. The results are yet preliminary; however, they clearly show an effective step forward in the development of training simulators.
: Large Force Exercises such as Red Flag in the United States and Pitch Black in Australia require significant investments in resources and personnel. Participating units may spend months preparing for an LFE to ensure that warfighters receive the greatest training benefit from this investment. Local area training, however, cannot replicate the most demanding aspects of LFEs. Air Forces in the United Kingdom, Sweden, and Australia have used distributed simulation training to complement live-fly exercises to prepare for LFEs. In this panel presentation, the speakers will describe how training exercises using distributed simulation were structured and conducted to meet specific training goals. The panel will conclude with presentations on how detailed analysis of training needs is necessary to structure simulator scenarios and how future training exercises could be made more effective.