With the recovery of the global economy, commercial aviation travel has dramatically increased over the last several years and continued growth is projected at a rate of 6.5% per year. Aircraft manufacturers have an unprecedented backlog of commercial aircraft orders to meet the demand. This, in turn, is causing a surge in the demand for civil pilots to fly these new aircraft with a total of 637,000 new pilot jobs projected over the next 20 years. The increase in pilot demand will stress current commercial training system facilities. With technology advances in head-worn augmented reality and virtual reality systems (AR/VR), the potential exists to leverage this technology to increase training throughput. However, the question arises as to what will be acceptable to federal aviation regulators and aircrew in-training.
There has been recent emphasis on flight crew coordination competencies being factored into refresher and type rating training. Three specific competencies: Communication, Leadership and Teamwork, and Workload Management, are prominent areas where AR/VR technologies can be utilized. In an AR/VR environment, the question arises as to how best to portray a human avatar to provide the second crew member. Previous research in the use of avatars for human stimuli theorizes that avatars with high human-likeness may evoke feelings of eeriness in the human observer (Borst & de Gelder, 2015).
This paper presents an experiment that was performed to study the best representation of a pilot avatar for the purposes of competency-based training. The study utilized 4 different avatar representations portrayed in a virtual 787 cockpit displayed in an HTC Vive headset. Sixteen personnel with various piloting experience went through a within subjects experimental design with two factors. The two factors were realistic vs. abstract representation and full body vs. partial body. The results of the study are presented herein.
Uncanny Avatars in Virtual Aircraft Environments, How Best to Represent
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