Two of the issues faced by designers of modern high-performance aircraft simulators are: (1) the level of visual scene realism required to adequately train complex tasks within the simulator; and (2) the field-of-view required for such training. The experiment discussed in this paper was designed to study both of these problems as they relate to the training of manual dive bombing in the F-16 aircraft. The experiment was performed in two separate simulators using the same visual image generators and data base. The first simulator was a Fiber Optic Helmet Mounted Display (FOHMD) System with a full 360 degree field of regard; the second used Wide Angle Collimated (WAC) Windows to provide a more restricted field-of-view (FOV). Subjects with no previous fighter aircraft experience were trained to perform 10,20, and 30 dive bomb attacks on either a simulated bombing circle, a low detail airfield target scene, or a high detail simulation of the same scene. The transfer/test condition was a second different high detail airfield scene.
Effect of Scene Content and Field of View on Weapons Delivery Training
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