Refer to the article attached titled Flight Simulator Fidelity, Training Transfer, and Role of the Instructors in Optimizing Learning and other attached readings and these videos,
Describe the meaning of fidelity, training transfer, and negative training transfer and do the following.
With respect to flight simulators, examine fidelity and whether it changes over time or when learning progresses.
Explore the instructor’s role and responsibilities in the training and simulation environment.
Finally, employ some best practices to determine fidelity shortfalls for specific simulator tasks by individuals.
This assignment is supposed to be the majority construct of the learner, so please don’t use too many references. It should be written in a blog style.
665200
HFSXXX10.1177/0018720816665200Human FactorsTeam Training
Team Training for Dynamic Cross-Functional
Teams in Aviation: Behavioral, Cognitive, and
Performance Outcomes
Glenn E. Littlepage, Michael B. Hein, Richard G. Moffett III,
Paul A. Craig, and Andrea M. Georgiou, Middle Tennessee
State University, Murfreesboro
Objective: This study evaluates the effectiveness of
a training program designed to improve cross-functional
coordination in airline operations.
Background: Teamwork across professional specializations is essential for safe and efficient airline operations, but
aviation education primarily emphasizes positional knowledge
and skill. Although crew resource management training is
commonly used to provide some degree of teamwork training, it is generally focused on specific specializations, and little
training is provided in coordination across specializations.
Method: The current study describes and evaluates a
multifaceted training program designed to enhance teamwork and team performance of cross-functional teams
within a simulated airline flight operations center. The
training included a variety of components: orientation
training, position-specific declarative knowledge training,
position-specific procedural knowledge training, a series of
high-fidelity team simulations, and a series of after-action
reviews.
Results: Following training, participants demonstrated
more effective teamwork, development of transactive memory, and more effective team performance.
Conclusion: Multifaceted team training that incorporates positional training and team interaction in complex
realistic situations and followed by after-action reviews
can facilitate teamwork and team performance.
Application: Team training programs, such as the one
described here, have potential to improve the training of
aviation professionals. These techniques can be applied to
other contexts where multidisciplinary teams and multiteam systems work to perform highly interdependent
activities.
Keywords: training evaluation, team coordination, simulation and training, multiteam systems, group performance
Address correspondence to Glenn E. Littlepage, Psychology
Department, Middle Tennessee State University, Murfreesboro,
TN 37132; e-mail: Glenn.Littlepage@mtsu.edu.
HUMAN FACTORS
Vol. 58, No. 8, December 2016, pp. 1275–1288
DOI: 10.1177/0018720816665200
Copyright © 2016, Human Factors and Ergonomics Society.
Introduction
The objective of this study is to describe and
evaluate the effectiveness of a theoretically and
empirically based program of team training for
entry-level aviation professionals. The multifaceted program is designed to facilitate teamwork,
emergent cognitive states supporting teamwork,
and team performance. Our research and training
program emphasizes the importance of teamwork
across all the positions within a multiteam environment and provides participants the opportunity
to refine teamwork skills in a nonconsequential
environment. Specifically, we examine a training
program to improve the functioning of a simulated airline flight operations center.
Teamwork in Aviation
Work teams are an integral component of organizations (Devine, Clayton, Phillips, Dunford,
& Melner, 1999; Lawler, Mohrman, & Benson,
2001), and the commercial aviation industry is
no exception (Kanki, Helmreich, & Anca, 2010).
A number of highly trained professionals with
complementary expertise are needed to operate
an airline. Work teams operate on the flight deck,
in the cabin, at air traffic control centers, at maintenance facilities, and at airline flight operations
centers. Not only must these individuals be proficient in their respective specializations, they must
also work together in a coordinated manner. Poor
coordination across occupational specializations
may be problematic (Beer, 2013), especially when
nonroutine events occur (Bienefeld & Grote,
2014; DeChurch & Marks, 2006; Marks, Mathieu,
& Zaccaro, 2001; Salas, Sims, & Burke, 2005).
Misunderstandings and poor coordination can
lead to costly flight delays (Ball et al., 2010) and
greatly compromise safety (Merket, Bergondy, &
Salas, 2000; Shappell et al., 2007).
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Recognition of the importance of effective
teamwork led to the development of crew resource
management (CRM) programs designed to
improve crew coordination and decision making
(Federal Aviation Administration, 2004; Helmreich, Merritt, & Wilhelm, 1999). CRM training is
a common and effective approach to train teamwork knowledge and skills (O’Connor et al., 2008;
Salas, Wilson, Burke, & Wightman, 2003). However, almost all CRM and related teamwork training has been done with teams consisting of members who share a single occupational specialization (i.e., pilots, cabin crew, air traffic control, or
maintenance; Kanki et al., 2010).
Although cross-specialization coordination is
essential to airline operations, little research has
been directed toward the study of coordination
within cross-functional teams or within multiteam
systems in aviation. One exception is a study of
coordination between cockpit crews and flight
attendants (Bienefeld & Grote, 2014), which
showed that coordination between the captain and
the lead flight attendant led to more effective multiteam performance. These authors and others
(e.g., Shuffler, Jimenez-Rodriquez, & Kramer,
2015) suggest that team training programs might
improve teamwork across occupational specializations and multiteam performance.
One important component of commercial aviation that requires teamwork across occupational
specializations is the flight operation center. Each
airline maintains a centralized flight operations
center, which is the operational management center for the airline’s flights. Within this center,
members of diverse aviation specializations work
in a coordinated manner to perform the activities
needed to ensure that flights are staffed, loaded,
fueled, and launched in a way that promotes safe
and efficient airline operations. Because of the
requirement for intensive coordination between
individuals with different domains of specialized
knowledge, the flight operations center represents
a cross-functional team. Not only must members
of a flight operations center work with other disciplines at the center, but they must also work
closely with cockpit crews in a number of planes
and with personnel at various airports served by
the airline. Thus, these members operate within a
multiteam system. A multiteam system involves
multiple-component teams (e.g., a flight crew,
December 2016 – Human Factors
flight operations center personnel, and airport
ramp and gate personnel) that work interdependently to accomplish shared goals (Mathieu,
Marks, & Zaccaro, 2001; Zaccaro, Marks, &
DeChurch, 2012). Effective multiteam performance requires coordination both between team
members and also between component teams.
Although aviation professionals receive extensive education and professional training within
their specialization, they frequently lack training
for coordination with other specializations. Thus,
they are generally less than optimally prepared to
work in the team and multiteam settings that are
common in the airline industry. Collaboration
across occupational specializations is difficult
because of differences in task orientation dimensions, such as speed versus accuracy and analysis
versus action (Caruso & Woolley, 2008). Consequently, team training may be especially critical in
flight operations centers because people with different functional backgrounds must work together
both within the center and also in dealings with
outside individuals or groups. Theory and research
on group processes, group/team performance, and
multiteam systems (DeChurch & Marks, 2006;
Zaccaro et al., 2012) provide perspectives from
which to view the cognitive states and behavioral
processes that facilitate the level of coordination
required to maintain efficient airline performance.
Team Training Theory
A variety of sound training approaches have
been identified (Gregory, Feitosa, Driskell,
Salas, & Vessey, 2013) and the current program
incorporated multiple practices. Consistent with
the training framework suggested by CannonBowers and colleagues (Cannon-Bowers, Rhodenizer, Salas, & Bowers, 1998), the training incorporated prepractice, practice, and after-practice activities. Prepractice activities included onboarding,
position-specific declarative knowledge training, and position-specific procedural knowledge
training. Practice activities involved a series of
multiperson dynamic simulations. Postpractice
activities involved after-action review sessions
following each simulation.
Onboarding (orientation training) was
designed to achieve two important functions. It
served to provide motivation and orientation.
Team Training
Effective onboarding can have a big influence
on employee motivation (Snell, 2006) and can
promote the development of shared and accurate
mental models (Marks, Zaccaro, & Mathieu,
2000).
Position-specific training can provide declarative knowledge (facts and concepts) and procedural knowledge (an understanding of how to
accomplish the task). Both are needed for effective team performance (Banks & Millward, 2007).
The purpose of the position-specific training was
to ensure that each participant developed an understanding of his or her role, responsibilities, and the
technical knowledge to do the job.
Multiperson simulation that captures the essential task and teamwork functions is considered to
be an effective approach to team training (Howard, 2011; Salas, Bowers, & Rhodenizer, 1998;
Salas, Cooke, & Gorman, 2010). A recent metaanalysis of team training showed simulation-based
training was correlated (r = .45) with team outcomes (Klein et al., 2005, cited in Kozlowski &
Ilgen, 2006). Despite the fact that training on complex tasks facilitates transfer, most of the training
literature tends to focus on relatively simple, routine tasks rather than complex, dynamic tasks
requiring adaptation (Kozlowski et al., 2001). Airlines operate in a dynamic environment requiring
adaptation. As a result, teams need to develop not
only routine expertise but also adaptive expertise
(Kozlowski, 1998). Adaptive expertise can be
facilitated by active learning experiences that are
naturalistic and adaptive. To this end, the simulations included unanticipated events that required
coordinated action.
Although some skills needed for effective
team performance are generic in nature and can
be trained in a variety of contexts, more specialized skills are task contingent and are best
trained in situations that closely match the task
environment (Cannon-Bowers, Tannenbaum,
Salas, & Volpe, 1995). Naturalistic adaptive
training of teams is best accomplished when
teams work in natural contexts and are faced
with situations that require them to monitor conditions and plan and collectively execute corrective actions (Kozlowski, 1998).
Team learning and performance can be
improved through the effective use of afteraction reviews (Villado & Arthur, 2013). A recent
1277
meta-analysis indicated that after-action reviews
can result in a 25% increase in team performance
(Tannenbaum & Cerasoli, 2013). Together, these
five techniques (onboarding, declarative knowledge training, procedural knowledge training,
simulations, and after-action reviews) incorporate sound training principles.
Team Training, Teamwork, and Team
Performance
Previous research suggests that the use of
effective training techniques can positively affect
team performance, teamwork, and emergent cognitive states that support teamwork. A metaanalysis indicates that team training is generally effective (Salas et al., 2008); team training
showed moderate relations with a wide range of
criteria, including team performance (ÃÂ = .42),
process (ÃÂ = .44), affective (ÃÂ = .35), and cognitive (ÃÂ = .42) outcomes. Team processes and cognitions are especially important for complex tasks,
interdependent tasks, and tasks where adaptation is needed (Hülsheger, Anderson, & Salgado,
2009; LePine, Piccolo, Jackson, Mathieu, & Saul,
2008). These findings underscore the importance
of teamwork and emergent cognitive states that
promote an understanding of task and teamwork
demands. It follows that training programs that
promote teamwork and relevant cognitive states
can promote effective team performance.
Because we utilized a multifaceted team
training program reflecting practices that have
been found to be effective (Gregory et al., 2013),
we hypothesize that the team training program
would be positively evaluated by participants
and would lead to positive changes in emergent
cognitive states, teamwork-related behavior, and
team performance. A recommended first step in
training evaluation is the assessment of participant evaluations (Kirkpatrick, 1979). Because
the training program was highly job related and
based on sound training theory, we expected
participants to believe that the training was valuable. Therefore we proposed the following:
Hypothesis 1: The training program would lead
to positive training evaluations.
A number of emergent cognitive states have
been identified that can serve as coordinating
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mechanisms to support effective teamwork
(Salas et al., 2005). These cognitive states
include collective efficacy and transactive memory. Transactive memory represents a shared
understanding of the knowledge distribution
within a group. Meta-analysis (DeChurch &
Mesmer-Magnus, 2010) indicated that transactive memory was related to team performance
(ÃÂ = .44). A series of studies by Moreland
and colleagues (e.g., Moreland & Myaskovsky,
2000) indicated that training intact teams on an
assembly task led to the development of transactive memory systems and more effective team
performance. Hence, we posit the following:
Hypothesis 2: The team training program
would result in greater transactive memory.
Collective efficacy is a group’s shared belief
that it can collectively accomplish its task. A
meta-analysis by Stajkovic, Lee, and Nyberg
(2009) indicated a positive weighted average correlation between collective efficacy and team performance (G[r+] = .35) and especially for highly
interdependent tasks (G[r+] = .45). Collective
efficacy increases with task success and decreases
with failure experiences (Prussia & Kinicki,
1996). The training was expected to increase task
skill, but simulations became progressively more
difficult, making it difficult to confidently predict
the nature of changes in collective efficacy. Thus,
we examined changes in collective efficacy but
did not propose a directional hypothesis.
Research Question 1: Did the team training program affect the level of collective efficacy?
As previously indicated, meta-analytic evidence indicates that interactive team training
can promote teamwork (ÃÂ = .44, Salas et al.,
2008). Team training has been shown to facilitate effective teamwork in multiple contexts,
such as simulated helicopter missions (Stout,
Salas, & Fowlkes, 1997), surgical simulations
(Paige et al., 2014), postoperative nursing teams
(Paull et al., 2013), and multiteam military
simulations (Firth, Hollenbeck, Miles, Ilgen, &
Barnes, 2015). Together these findings provide
strong evidence that team training can lead to
more effective teamwork, leading us to propose
the following:
December 2016 – Human Factors
Hypothesis 3: The team training would result in
more effective teamwork.
A meta-analysis (LePine et al., 2008) documented the consistent relationship between
teamwork and team performance. Both overall
teamwork (ÃÂ = .31) and several facets of teamwork (e.g., backup behavior, goal specification,
conflict management) were related to team
performance. Meta-analytic evidence indicates
that team training can lead to team performance
improvements (Salas et al., 2008). Therefore,
we propose the following:
Hypothesis 4: The team training would result
in more effective group performance outcomes.
Method
Participants
Participants consisted of 394 students assigned
to 39 teams; all were aerospace (aviation science) students enrolled in an undergraduate,
senior-level capstone course. Although participation in training was a course requirement,
utilization of participant’s data for research
purposes was voluntary. This research complied
with the American Psychological Association
Code of Ethics and was approved by the Institutional Review Board at Middle Tennessee State
University. Informed consent was obtained from
each participant. The following concentrations
or specializations were represented: aerospace
administration, flight dispatch, maintenance
management, professional pilot, and aerospace
technology (i.e., engineering, computer science as they relate to aviation). Although these
senior-level students had completed significant
course work in their specializations, they possessed limited knowledge of the other specializations and had limited experience working
with students from the other specializations.
They were assigned to teams of approximately 10 people. There were five to six teams
in each semester. Each participant was assigned
to a specific position in multiteam simulations of
airline operations. The positions (described
later) were those typically found in a centralized
airline flight operations center as well as pilot
and an airport ramp tower coordinator positions.
Team Training
To the extent possible, participants were assigned
to positions that were consistent with their aviation specialization. Eighty-six percent were
assigned to a role matching their specialization
or utilizing skills closely related to their specialization. As described next, in all cases, participants received task-specific training on their
role within the simulation.
Training
Onboarding. Each semester, a 45-min orientation/onboarding session was conducted in a
classroom setting. It included a description of
the virtual airline, the series of simulations, the
team task, individual roles, and the need for
coordination. Participants were informed that
the simulations would take place in the Flight
Operations Unified Simulation (FOCUS) Lab
(described in following sections).
Task-specific training: Declarative knowledge. Each participant individually completed
two online modules: One module provided an
overview of the overall composition and function of the simulated flight operations center,
and the other module was specific to the participant’s position in the lab. In order to maximize
learning, each module had an online quiz that
had to be passed prior to the participant coming
to the hands-on training (Carpenter, 2012).
Task-specific training: Procedural knowledge. Each team participated in a session lasting
45 min to 1 hr; each team was taken into the lab,
and each member was provided with individual
instruction, demonstration, and supervised practice at his or her workstation. The purpose of this
session was to ensure that each participant
developed an understanding of his or her role
responsibilities and the technical knowledge to
do the job.
Simulations. Because airline operations require
coordinated actions among members of diverse
occupational specializations, we utilized a
series of team simulations. Each simulation
required a team of approximately 10 persons to
work collaboratively to conduct airline operations. These tasks included normal operations
needed for flight departures and arrivals (e.g.,
ensuring that planes were properly fueled,
attending to routine maintenance issues, and
ensuring that crews were available). Simulations
1279
also included nonroutine events that required
team adaptation. These events included unexpected maintenance issues, such as loss of cabin
pressure or an inoperable cargo door. They also
included in-flight passenger issues, such as a
medical emergency or an unruly passenger.
Additional situations could include a security
breach at an airport, inoperable refueling equipment, a sick crew member, or serious weather
issues. Effective responses to nonroutine events
could include not only actions to correct the
immediate problem but also actions to restore
normal conditions.
For example, if a plane experiences a serious
safety issue while in flight, the first concern is to
safely land, which may involve diversion to
another airport. If this event occurs, many downstream consequences may exist, and solutions
may be complex and multifaceted. Passengers
on the diverted flight must be rerouted, the
maintenance issue must be resolved, and a
replacement aircraft and flight crews will be
needed for later flight legs. Each of these problems may be difficult to resolve and may require
collaborative adaptive efforts. Because adaptive
team training may be best accomplished with a
series of active learning and reflection experiences, we utilized a series of simulations and
after-action reviews.
Simulation 1
During this 2.5-hr simulation, the participants collectively worked to operate the simulated airline. The team has operational control
of the airline and the ability to make operational
decisions. The airline is a regional carrier with
a fleet of 30 aircraft (50-passenger Canadian
Regional Jet [CRJ] aircraft commonly used
in regional airlines) serving 16 airports, two
of which serve as regional hubs with reserve
crews, reserve aircraft, and maintenance facilities. During the simulation, approximately 80
flight events (takeoffs and landings) occurred.
Much of the activity involved routine handling
of flights and required communication and
teamwork. In addition, nonroutine events (such
as severe weather, maintenance issues, or other
problems requiring attention) occurred and further increased the need for information transfer,
coordinated action, and adaptation.
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Figure 1. FOCUS Lab components.
After-Action Review 1. Following the first simulation, facilitated after-action reviews were conducted. In preparation for the after-action review,
participants individually completed a form about
successful and unsuccessful events and their perceptions of team behaviors that contributed to
these outcomes (Tannenbaum, Beard, & Cerasoli,
2013). During the after-action review, the group
participated in a facilitated discussion of positive
and negative events and opportunities for improvement. This session typically lasted approximately
1 hr.
Simulations 2 and 3
These simulations were similar to the first
simulation. They involved the same flight schedule, but a different set of nonroutine events were
presented each time. Consistent with the training goals of the studies, the number and/or difficulty of nonroutine events tended to increase
across the three simulations. The second and
third after-action reviews followed the same
format as the first, but in the third, there was a
focus on lessons learned that participants could
take with them into their careers and advice they
would give students starting the lab.
Setting and Positions
The simulations were conducted in the
FOCUS Lab, a four-room facility (see Figure 1).
This facility includes a flight operations center,
a ramp control tower, a pseudopilot room, and
a CRJ flight simulator. This setting mirrors the
task environments of a regional airline.
December 2016 – Human Factors
Flight operations center. This room housed
multiple workstations. The flight operations
coordinator had the most central role and had
final decision-making authority for most matters
related to the operation of flights. In order to
make effective decisions, this person needed to
utilize information from all other participants in
the simulation, including those in other rooms.
The flight operations coordinator could communicate with all individuals in the simulation and
was the primary boundary spanner between the
flight operations center team and other positions
(pseudopilot, CRJ pilot and copilot, and ramp
tower coordinator).
The other positions in this room (a) ensured
that flights were properly loaded, they had sufficient fuel, and passengers and cargo were effectively managed (flight planning); (b) tracked the
flights and maintained and updated the flight
schedule data (flight data and tracking); (c) considered weather conditions (weather monitoring);
(d) ensured that flight crews did not exceed legal
duty time limitations (crew scheduling); and (e)
ensured that aircraft were properly maintained and
safe for flight (maintenance planning and maintenance scheduling). Personnel in the flight operations center were seated around the rim of a double
row of long tables. This arrangement allowed for
face-to-face communication between these positions, but headset and text communication was
also available.
Six large-screen monitors were wall mounted;
three were behind each long side of the tables so
that each side displayed the flight schedule, a
radar view of the flights in progress, and a
weather map. These displays provided real-time
information during the simulation. In addition,
each workstation was equipped with a computer
and two monitors to allow access to multiple
sources of data relevant to that position.
Ramp control tower. The ramp control tower
was located in an adjacent room and simulated the
operation of one of the airline’s hub airports
(Nashville). The ramp tower coordinator directed
arriving and departing flights to appropriate taxiways and gates and provided notification to the
flight operations coordinator when a plane was
ready for release from the gate area. This room
contained three wall-mounted large-screen monitors providing computer-generated, panoramic,
Team Training
real-time views of the gates, runways, and taxiways. Another display showed a radar view of
flights preparing for landing and takeoff, and a
computer allowed the operator to direct the planes
to gates and taxiways. The ramp tower coordinator could communicate with the flight operations
coordinator via headset and text.
Pseudopilot room. The pseudopilot room
consisted of a single workstation where flights
from locations other than Nashville were started
by the pseudopilot. (As described earlier, flights
from the Nashville airport were requested from
the ramp tower.) This position could also divert
aircraft if so directed and could report any issues
that arose with these flights. This workstation
consisted of a single computer terminal. Voice
and text communication was available with
positions in the flight operations center and with
the ramp tower coordinator.
CRJ simulator. The CRJ simulator was a
fully functional simulation of an aircraft (CRJ200) cockpit area. It was located offsite and was
operated by the CRJ pilot and CRJ copilot. The
CRJ simulator represented one of the planes in
the airline’s fleet, and (unlike the pseudopilot)
the CRJ crew had full operational control of the
aircraft. Voice and text communication was
available with the flight operations center,
weather, and the ramp control tower. Additional
details about the FOCUS Lab and the individual
positions and additional methodological details
are available in the supplementary materials at
http://hfs.sagepub.com/supplemental.
Data Collection Procedures
Data were collected during seven semesters. Procedures differed somewhat between the
semesters. During the first two semesters (10
teams), each team participated in two simulations, and the CRJ simulator was not utilized.
During the other semesters (29 teams), the CRJ
simulator was utilized, and a third simulation
and after-action review were added. Participants
completed research instruments at individual
computer stations in a computer lab reserved for
their use. All sessions involved the operation of
the same airline routes with the same resources,
but weather conditions varied and events, such
as maintenance problems or other issues, were
manipulated. The simulations were designed
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to create the feel of a work shift much like participants would experience upon entering the
workforce in commercial aviation.
Measures
Affective reactions. A five-item scale was
used to assess participants’ evaluation of the
training experiences. Following the final simulation, participants indicated the extent of
agreement with statements that the experiences were valuable (e.g., helped understand
the work of other specializations, helped
understand the need for teamwork, helped prepare them for job demands). The response
scale was anchored by strongly disagree (1)
and strongly agree (6).
Emergent cognitive states. Two emergent
cognitive states were examined. These included
transactive memory and collective efficacy.
Transactive memory: Transactive memory was
assessed using a 15-item scale developed by
Lewis (2003) in which team members (participants) evaluated the awareness of the
knowledge and responsibilities of the various professional specializations found in
their FOCUS Lab team, how credible they
believed that knowledge was, and how well
the team coordinated their work. A 5-point
response scale was used that ranged from
strongly disagree (1) to strongly agree (5).
This measure was collected both following
the task-specific training and after the last
simulation.
Collective efficacy: This 10-item scale was
based on the collective efficacy scale by
Quiñones (1995). The 5-point response
scale ranged from strongly disagree (1) to
strongly agree (5). The original scale was
modified for our research to measure participants’ beliefs about their team’s future performance during an upcoming FOCUS Lab
simulation. This measure was first collected
following the task specific training and also
after each simulation.
Behaviors. Two types of measures were used
to assess participant behavior. These were participant self-ratings of teamwork and observer
ratings of teamwork.
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Self-rated teamwork: Teamwork was assessed
using a 30-item self-report teamwork scale
developed by Mathieu and Marks and
based on Marks et al. (2001). Each item
was phrased as the extent to which the team
actively worked to perform various teamwork behaviors; the response scale ranged
from 1 (not at all) to 5 (to a very great
extent). The scale yielded an overall teamwork score, scores for teamwork during
action and transition (planning and reflection) phases, and scores for interpersonal
behavior. Participants completed this measure after each simulation.
Observer-rated teamwork: Observers (members
of the research team) rated teams on teamwork behaviors using a 10-item, behaviorally anchored scale developed specifically
for this research. The measure included an
overall score and three subscales: problem
solving (four items), coordination (two items),
and information utilization (four items). The
observers used a 7-point rating scale where a
rating of 1 reflected behaviors expected at the
trainee level, a rating of 3 reflected behaviors
expected at the developing level, a rating of
5 reflected behaviors expected at the experienced level, and a rating of 7 reflected behaviors expected at the professional level. Ratings
were collected after each simulation.
Team performance. For each FOCUS Lab
simulation, the system software provided two
objective measures of team performance.
Delay time: Delay time was calculated for
each flight during a simulation by subtracting the time difference between the scheduled arrival and actual arrival times of each
flight. Delay time reflects the total hours of
delay pooled across all flights scheduled
during a simulation.
Financial loss: Financial loss was measured in
dollars. Each simulation began with a possible revenue value based on the money generated by the number of passengers and the
number of flights (approximately $400,000
per simulation). Any time delay in a flight
resulted in a financial penalty based on the
amount of time delay and the number of
December 2016 – Human Factors
passengers on a flight using an airline industry–
based formula. These measures (time delay
and financial loss) accrued over the course of a
simulation. These data were collected for each
simulation and presented to the teams during
the next after-action review.
Results
Unless otherwise noted, data were examined
using repeated-measures ANOVAs contrasting initial and final measures. See Table 1 for
means and standard deviations of initial and
final measures.
Affective Reactions
The five-item affective reactions scale was
internally consistent (α = .90). Consistent with
Hypothesis 1, a single-sample t test revealed
that the mean rating (M = 5.21) reflected positive evaluations, t(312) = 34.48, p < .001.
Emergent Cognitive States
Transactive memory. Hypothesis 2 stated that
training would lead to higher levels of transactive
memory. The transactive memory scale showed
adequate internal consistency (α = .73). The intraclass correlation (ICC1) represents an assessment
of the variance attributable to group membership
(Bliese, 2000, p. 354). Prior to simulations, there
was essentially no group-level variance (ICC1 =
.003); following simulations, some degree of
group-level variance was apparent (ICC1 = .06).
Participants were senior aerospace majors and,
therefore, would be expected to have partially
developed transactive memory systems. In fact,
participants did initially display a general awareness of the knowledge and responsibilities of various professional specializations (M = 3.70).
Consistent with Hypothesis 1, higher levels of
transactive memory were observed following
training (M = 4.04), F(1, 33) = 83.32, p < .001,
η2 = .72). Together these results indicate that
although there was not a great deal of withingroup agreement about the extent of transactive
memory, the initially moderate level of transactive
memory was somewhat enhanced following the
simulations and related experiences.
Collective efficacy. Research Question 1 concerned the effects of team training on collective
Team Training
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Table 1: Initial and Final Descriptive Statistics
Initial
Measure
Affective reactions
Transactive memory
Collective efficacy
Self-rated teamwork (overall)
Action processes
Transition processes
Interpersonal processes
Observer-rated teamwork (overall)
Problem solving
Coordination
Information utilization
Delay time (hours)
Financial loss (thousands)
M
3.70
4.16
3.73
3.63
3.57
4.02
3.32
3.22
3.28
3.46
10.80
$35.9
efficacy. Internal consistency was high (α = .88).
Prior to the simulations, there was little withingroup agreement (ICC1 = .02), but agreement
increased following the simulations (ICC1 =
.13). In order to evaluate Research Question 1, a
repeated-measures (pretest-posttest) ANOVA
was conducted to compare the level of collective
efficacy following initial positional training and
following simulations. It revealed that collective
efficacy did not show consistent change as a
result of the simulations, F < 1. In order to determine if teams differed in level of collective efficacy, a pair of one-way ANOVAs (one for initial
and one for final collective efficacy) contrasted
the level of collective efficacy across teams. Initially, collective efficacy did not differ across
teams, F < 1, but following the simulations and
related experiences, efficacy did differ across
teams, F(33, 255) = 2.31, p < .001, η2 = .23.
Together these findings suggest that although
there was no consistent overall change in collective efficacy, it appears that the training may
have positively affected the efficacy of some
teams while negatively affecting the efficacy of
other teams.
Teamwork
Hypothesis 3 predicted that team training
would result in more effective teamwork behavior.
Final
SD
0.12
0.19
0.28
0.29
0.35
0.27
0.76
0.81
0.81
0.74
4.49
$14
M
5.21
4.04
4.15
4.06
3.96
3.98
4.25
4.57
4.44
4.55
4.70
6.41
$24.1
SD
0.88
0.20
0.35
0.32
0.33
0.37
0.31
1.01
1.07
1.06
0.93
4.14
$16
Teamwork was assessed both by self-ratings and
by observer ratings.
Self-rated teamwork. The self-rated teamwork scale showed high internal consistency
(α = .96) and a moderate degree of within-group
agreement (initial ICC1 = .09; postsimulation
ICC1 = .15). A pretest-posttest ANOVA of the
overall teamwork scale indicated that teamwork
showed a modest increase from the initial simulation (M = 3.73) to the final simulation (M =
4.06), F(1, 37) = 53.10, p < .001, η2 = .59. Each
of the three facets of teamwork, action processes, F(1, 37) = 46.01, p < .001, η2 = .55; transition processes, F(1, 37) = 49.61, p < .001, η2 =
.57; and interpersonal processes, F(1, 37) =
34.09, p < .001, η2 = .48 increased as well.
Observer-rated teamwork. Examination of
observer ratings of teamwork (α = .96) revealed
large improvements in teamwork. Observer ratings of teamwork increased from 3.32 to 4.57 for
the overall teamwork scale, F(1, 26) = 34.67, p <
.001, η2 = .57. Likewise, observer ratings of
each component of teamwork increased from the
first to the final simulation: problem solving, F(1,
26) = 28.32, p < .001, η2 =.52; coordination, F(1,
26) = 31.69, p < .001, η2 = .55; and information
utilization, F(1, 26) = 41.91, p < .001, η2 = .62.
Consistent with Hypothesis 3, both participantrated and observer-rated teamwork increased with
team training.
1284
December 2016 - Human Factors
Outcome Measures
Delay time. Mean delay time decreased by
more than 4 hr from a mean of 10.80 hr on the
initial simulation to 6.41 hr on the final simulation, F(1, 32) = 17.68, p = .001, η2 = .36. These
results indicate that team performance improved
as training progressed despite the fact that later
simulations were more challenging.
Financial loss. Financial losses due to flight
delays decreased by more than 32% ($11,721).
The mean loss on the initial simulation was
$35,865, whereas the mean loss on the final simulation was $24,145, F(1, 32) = 10.13, p < .01,
η2 = .24. Decreases in both delay time and financial losses provide support for Hypothesis 4 that
training would lead to more effective team
performance.
Discussion
Results provided support for all four hypotheses. Consistent with Hypothesis 1, participants
perceived the training to be valuable. Likewise,
training affected transactive memory, teamwork, and performance.
Training positively affected transactive memory. Because participants were senior aerospace
majors, it is reasonable to expect that they would
have a general understanding of the knowledge
and responsibilities of various specializations.
This appeared to be the case; initial levels of
transactive memory were moderately high and
essentially the same as those observed in MBA
teams completing yearlong consulting projects
(Lewis, 2003). Nevertheless, we expected the
interactive team training to increase transactive
memory. Supporting Hypothesis 2, the training
led to higher transactive memory scores. This
finding is consistent with previous findings that
intact team training (Lewis, 2003; Moreland &
Myaskovsky, 2000) and task experience in intact
teams (Littlepage, Robison, & Reddington,
1997) can lead to the development of transactive
memory. Thus, the team training experiences
allowed team members to become more aware
of the knowledge, skills, abilities, and responsibilities of other team members.
Both member ratings and observer ratings
indicated that teamwork improved across simulations, providing support for Hypothesis 3.
Improvements in teamwork are important
because meta-analytic findings confirm that various teamwork behaviors are related to effective
team performance (LePine et al., 2008). This
meta-analysis also indicated that although generally related to performance, teamwork was
somewhat more important with large groups and
interdependent tasks. These factors were present
in the current simulations (and the airline flight
operations centers they were designed to reflect)
as we used relatively large groups of specialists
working on highly interdependent tasks in a
time-sensitive, multiteam environment.
The reduction in delay times across simulations and increased revenues indicate that team
performance improved as a result of the training
and provides support for Hypothesis 4. Although
it is likely that some of the performance improvements were the result of increased individual
task knowledge and skill acquired during the
simulations, the enhanced transactive memory
and teamwork suggest an additional factor: Participants learned to work more effectively as a
team. Team cognition and teamwork are important mediators of group performance (Ilgen,
Hollenbeck, Johnson, & Jundt, 2005; LePine
et al., 2008). Our findings suggest that highfidelity team simulations led to a more refined
understanding of the nature of team member
knowledge, more effective teamwork, and higher
levels of team performance.
Research Question 1 examined potential
changes in collective efficacy. Because team
performance improved across simulations, it
might be anticipated that participation in the
simulations would also increase feelings of efficacy; this was not the case. Comparison of
presimulation and postsimulation levels of collective efficacy revealed no change. Shea and
Howell (2000) found that individuals had unrealistic initial performance expectations. It is possible that group members’ initial levels of collective efficacy were unrealistically high and
that performance feedback resulted in more realistic levels. Collective efficacy can increase or
decrease as a result of positive or negative feedback about group performance (Prussia &
Kinicki, 1996; Tindale, Kulik, & Scott, 1991).
Thus, it is possible that the lack of change in collective efficacy could be the result of offsetting
Team Training
processes of revision of initially unrealistic initial performance expectations and intrinsic and
explicit feedback about performance gains
deriving from increased task experience.
Limitations
This project had both training and research
objectives, which can require trade-offs. Training objectives are best served with progressively
more difficult scenarios, whereas standardization across scenarios is more compatible with
research objectives. In the present study, consistent with training objectives, scenarios tended
to become more challenging across simulations.
Although this design is not consistent with the
ideal of standardization desired for research,
findings of improved teamwork and performance are more impressive, considering the
increasing complexity of simulations. A related
issue stems from the extreme high fidelity of
the simulations, which is both a strength and
a limitation of the study. The positive consequences of the high fidelity are greater mundane and psychological realism and potentially
greater transfer of training (Cannon-Bowers
et al., 1995). A negative consequence of the high
level of fidelity is the lack of standardization.
In order to reduce treatment contamination, a
wide variety of nonroutine events was used,
and they frequently varied across simulations.
Attempts were made to roughly equate the difficulty of nonroutine events during each round
of simulations, but we do not have evidence
of equivalence. The fidelity of the simulations
makes it extremely hard to equate the difficulty
level of nonroutine events, because the difficulty of an event is often largely determined
by the adequacy of the team’s initial response.
That is, even with a simple problem, issues can
quickly proliferate if the team does not respond
properly.
The study utilized a pretest-posttest design
and is subject to internal validity threats, such as
maturation and history (Shadish, Cook, &
Campbell, 2002). For example, it is possible that
our results do not derive from the training program but instead may reflect effects of group
development resulting from the interaction with
the team members or a general familiarity with
the airline simulation. Although these alterna-
1285
tive explanations could be evaluated with the
addition of control groups, a variety of factors
made the creation of appropriate control conditions difficult. Most measures were based on
behavior, cognitive states, or performance in, or
deriving directly from, the simulations. It would
be problematic to assess these variables using
individuals without the simulation experience.
Even if it were possible to develop meaningful
control conditions, that would require control
participants with the same level of knowledge
and skills as the participants in the training condition. We had a limited pool of senior aerospace
majors, and assigning some to control conditions would greatly reduce the number of participants assigned to the training program and
would also be inconsistent with the ethical principle of justice by withholding an effective training intervention (Hoyle, Harris, & Judd, 2002).
Thus, although a stronger experimental design
would have been ideal, it was not practical in
this study.
Future Directions
Although results show the effects of the
combined training program, they do not provide evidence of the relative importance of the
various components. Previous research suggests
that each of the components can be effective
(Banks & Millward, 2007; Salas et al., 2010;
Snell, 2006; Tannenbaum & Cerasoli, 2013),
but it is unclear whether each component adds
incremental benefit to the various outcomes. It
may be that one component is of primary importance, but it is also possible that all have meaningful impact or that the various components
have differential impact on various outcomes.
That is, one facet may have its greatest effect on
emergent cognitive states whereas another component may have a greater impact on teamwork
behavior or performance. Although the study
design does not allow for the assessment of the
contribution of individual training components,
the examination of the relative importance of
various facets of the training program is worthy
of attention.
Transfer of training to the work context is
worthy of examination. Although it is clear that
senior aviation students developed enhanced
transactive memory and that teamwork and team
1286
December 2016 - Human Factors
performance improved, these effects were noted
only within the training context. Work to examine the postgraduation transition to aviation
careers would be a useful extension.
Acknowledgments
Conclusions and Applications
Findings provide evidence that a multifaceted training program that features high-fidelity
team simulations can lead to enhanced teamwork, transactive memory, and enhanced team
performance. The current research extends work
on team training by showing the positive effects
of team training for relatively large crossfunctional teams conducting extremely complex
tasks requiring adaptation and operating within
a multiteam context.
The approach used here can serve as a model
for initial and recurring training at commercial
airlines and in military aviation. Some facets of
aviation rely extensively on training techniques
like those utilized here. Although pilots in training and professional pilots undergo extensive
simulator training and after-action reviews, the
use of interactive training across aviation disciplines is rare. The extensive use of a comprehensive set of validated training techniques in crossfunctional aviation teams or in multiteam systems may prove to be an effective way to
facilitate coordinated performance within an
airline. Such training can facilitate onboarding
of new hires or refresher training or can serve as
a component of selection programs for individuals seeking entry into a variety of aviation
professions.
The approaches used here also have the
potential to be used to improve teamwork and
performance of teams in other settings that
require coordination. Although training programs such as this one may be of use in many
team settings, they may be especially useful in
cross-functional teams and in multiteam systems. The utility of team-based simulations has
been demonstrated in various fields, such as
health care, nuclear power, and the military
(Bogenstätter et al., 2009; Stachowski, Kaplan,
& Waller, 2009; Tschan et al., 2009). However,
the greater use of comprehensive programs consisting of multiple training components of
known effectiveness may be warranted.
The development of the simulation lab was supported by NASA Grant No. NNX10AI11G. We thank
Paul Carlson, Durant Bridges, Evan Lester, and Joe
Cooper for technical assistance and Morgan Pearn,
Amber Fritsch, Emily Sanders, and Jennifer Henslee
for assistance with data collection and management.
Key Points
•• A comprehensive training program featuring simulations requiring cross-functional coordination
can enhance team performance, teamwork behavior, and transactive memory.
•• Entry-level aviation professionals can benefit
from task-relevant training involving collaboration among aviation specializations.
Supplementary Materials
The online supplementary material is available at
http://hfs.sagepub.com/supplemental.
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Glenn E. Littlepage is a professor in the Psychology
Department at Middle Tennessee State University.
He received his PhD in social psychology in 1974
from Kansas State University.
Michael B. Hein is a professor in the Psychology
Department at Middle Tennessee State University
and the director of the Center for Human Resource
and Organizational Effectiveness. He received his
PhD in industrial/organizational psychology in 1990
from Georgia Institute of Technology.
Richard G. Moffett III is an associate professor in
the Psychology Department at Middle Tennessee
State University and a senior consultant at the
Center for Human Resource and Organizational
Effectiveness. He received his PhD in industrial/
organizational psychology in 1996 from Auburn
University.
Paul A. Craig is a professor in the Aerospace Department at Middle Tennessee State University. He
received his EdD in curriculum and instruction in
1998 from Tennessee State University.
Andrea M. Georgiou is an associate professor in the
Aerospace Department at Middle Tennessee State
University. She received her PhD in educational
psychology in 2014 from Capella University.
Date received: September 19, 2015
Date accepted: July 20, 2016
Cogn Tech Work (2017) 19:263–277
DOI 10.1007/s10111-017-0421-7
ORIGINAL ARTICLE
A virtual reality flight simulator for human factors engineering
Matthias Oberhauser1 • Daniel Dreyer2
Received: 19 April 2016 / Accepted: 22 June 2017 / Published online: 15 July 2017
Springer-Verlag London Ltd. 2017
Abstract This research presents a virtual reality flight
simulator (VRFS) that combines the advantages of desktop
simulations and hardware mock-ups, i.e., the flexibility of a
desktop flight simulation with the level of immersion close
to a full flight simulator. In contrast to similar existing
virtual reality flight simulators, the presented system
focuses on human factors (HF) engineering and is used for
evaluating flight decks in an early phase of the design
process. Hence, HF tools that are based on HF methods
have been integrated; applying these methods requires
collecting objective (e.g., eye tracking, physiological data,
head and finger movements) as well as subjective data
(e.g., questionnaires). In this paper, three user studies are
presented that demonstrate the application of the integrated
HF methods and the general usability of the system. These
studies have been conducted as part of human–machine
interface (HMI) development projects and range from basic
cognitive research to HMI evaluations using realistic scenarios. The user studies indicate that HF engineering with
the help of this system is possible and a feasible alternative
to other means of evaluation. Yet, the abilities are limited
due to technological and physiological constraints. This is
why the scope of the VRFS lies between desktop simulations and a full hardware mock-up and cannot replace
either of those. However, the presented studies show that
the system can provide reliable information on the interaction with HMI. Thus, it is a reliable low-cost addition in
& Matthias Oberhauser
matthias.oberhauser@student.tugraz.at
1
Technical University of Graz, 8010 Graz, Austria
2
Airbus Defence and Space GmbH, 85077 Manching,
Germany
the early development process of cockpit human machine
interaction technologies when it comes to HF evaluations.
Keywords Virtual reality Human factors engineering
Virtual reality flight simulation Flight deck design
1 Introduction
Modern commercial aircraft cockpits are safety-critical
products with advanced and well-researched user interfaces. Due to strict quality standards for both hardware and
software, the manufacturing costs and, consequently, the
final product prices are high. As in every other complex
product development cycle, adding changes to a mature
product causes even higher costs and can lead to design
compromises, which often results in expensive products
with less-than-perfect user interfaces. In order to avoid
such changes, knowledge about the final product’s properties should be generated as early as possible. Thus, the
development of human machine interfaces in flight deck
design requires feedback on human factors, i.e., ergonomics, usability, and cognitive aspects at a very early
stage of the design process (Reuzeau and Nibbelke 2004).
Depending on the stage of development of a product, the
HF evaluation methods and prototypes should be chosen
carefully in order not to tie up crucial resources (Kelly
2004). First, it is necessary to select the right level of
simulation fidelity, corresponding to the maturity of the
prototype and the development stage. The second step is to
determine the adequate human factors method.
Some methods use subjective questionnaires (e.g.,
NASA-TLX and SART) while others collect objective data
such as physiological parameters (e.g., gaze behavior and
heart rate), or performance parameters (e.g., task
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completion times and error rate). Most methods require a
large pool of test persons in order to create statistically
viable results. In aviation, flight crews, engineers, and
technicians are highly trained professionals with expertise
in their specific domains. Their performance, appraisal, and
feedback during experiments are more profound. Hence,
experiments with these subject matter experts (SME), even
with small sample sizes, return valuable feedback in particular on the operational implications of a proposed
solution (Reuzeau and Nibbelke 2004).
Figure 1 shows different prototypes and their level of
fidelity, costs, and flexibility. A very low-fidelity prototype
can be a paper sketch or a storyboard that is used to walk
through sequences of events. If a concept gets more mature,
stand-alone prototypes based on desktop computers with
more or less complex simulations and interactions can be
used. These kinds of evaluations are referred to as desktop
research. Today, the systems of flight decks are highly
interlinked and coupled (Wise et al. 2009). Therefore, an
integrated evaluation in a rather holistic flight deck is
essential. This simulator research can take place in engineering mock-ups, i.e., fixed based hardware flight simulators specially equipped for engineering needs or even
high-fidelity certified motion-based full flight simulators.
From using low-fidelity paper sketches to high-fidelity
full flight simulators, the costs increase exponentially,
whereas the level of flexibility, i.e., the ease of changing,
integrating, and testing a prototype decreases. In order to
transfer an HMI concept from desktop research to the
simulator research domain, a huge additional effort in cost
and time is necessary with the consequence of losing
flexibility. For human factors engineering, this means that
evaluations of HMI technologies can take place either in a
flexible, low-fidelity desktop-based environment or in a
high-fidelity hardware simulator with a product that is
already in a rather mature state and is not subject to substantial changes anymore. Meister and Gawron (2009)
analyzed human factors-related research papers and
showed that approximately half of the studies, which did
involve onsite testing with participants, took place in
Fig. 1 Simulator continuum for human factors research
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laboratory conditions or low-fidelity part-task simulators.
The other half was conducted in full flight simulators or
even in real flight conditions. The authors of the work
presented here believe that there is a broad spectrum
between these two options that, nevertheless, has mostly
been ignored so far in the context of HF evaluations.
This research aims to fill the gap in human factors
engineering in flight deck design with the concept of
immersive virtual worlds. With the help of virtual reality
(VR), a subject can experience a three-dimensional space
by wearing a head-mounted display (HMD) or 3D glasses
with an attached head and finger tracking system.
In this paper, a virtual cockpit mock-up that is connected
to a flight simulation will be presented. The major contribution of this research is providing engineers with a tool to
evaluate their ideas in a holistic operational environment
already in an early stage of the design process. For these
evaluations, human factors methods have been integrated
in the system. With the specific modular architecture of the
system, new cockpit concepts or single HMI components
can be integrated easily, as can be additional human factors
methods.
This paper is structured as follows: In the next section, a
brief overview of related work, in particular existing virtual
reality cockpit simulators, will be provided. Afterward, the
architecture of the virtual reality flight simulator and the
means of visualization and interaction will be described. In
‘‘Human factors methodologies,’’ the integration of human
factors methods will be discussed. Three user studies, which
range from basic cognitive research to HMI evaluation and
development, will be presented in ‘‘Experimental research.’’
These studies show the capabilities of this system for HF
evaluations and the validity of the integrated HF methods.
2 Related work
Virtual reality is already in use in the development of flight
decks today. It is common practice for exploring ergonomic or visibility aspects of aircraft cockpits (Goutal
Cogn Tech Work (2017) 19:263–277
2000). For ergonomic applications, the digital cockpit
mock-up can be fully static without any functionalityâ€â€
similar to a wooden mock-up. To investigate cognitive
aspects of an aircraft cockpit, an operational context is
necessary though.
A digital cockpit mock-up of a fixed-wing aircraft has
been connected to a flight simulation for the purpose of
pilot training by the Technical University of Darmstadt
(Dörr et al. 2001; Dörr 2004). This system has been evaluated in regard of usability aspects (Hüsgen and Klingauf
2005) and was evaluated with airline pilots as a low-cost
procedure trainer (Bauer and Klingauf 2008).
There are similar systems for rotary-wing aircraft. The
Airbus Helicopters Enhanced Virtual Environment (EVE)
is a virtual cockpit that focuses on training (Bauer and
Klingauf 2008) and is used in air crash investigations
(Bauer 2014). The University of Istanbul also presented a
low-cost virtual reality flight simulator for rotary-wing
aircraft in 2009 (Yavrucuk et al. 2009).
In contrast to existing systems, which mainly have a
focus on training, the simulator presented in this paper
focuses on the rapid prototyping, integration, and evaluation of HMI components.
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based on ROS, each of these main components can be
replaced, e.g., with a different type of tracking system or a
different flight simulation software. Yet, one has to keep in
mind that the usability of the system and the obtained
results highly depend on the used hardware and software
components. In the following section, the architecture with
the commonly used components used up to now as well as
the possible options of integrating additional components
will be discussed.
3.1 The tracking system
The optical tracking system delivers six degrees of freedom
information of the user’s head and the position of his or her
hands and each finger. These data are then transformed into
the local coordinate system of the flight simulation. The
transformed hand tracking data drive a geometry that
resembles a human hand.
The transformed head tracking data are connected to the
virtual camera inside the three-dimensional cockpit in the
flight simulation (Aslandere et al. 2014). In order to
achieve stereoscopic vision, a separate module transforms
the rendering output and performs the respective optical
transformations for each eye (Southard 1993).
3 The virtual reality flight simulator
3.2 Visualization
The virtual reality flight simulator that is presented in this
paper consists of a virtual functional cockpit that is connected to commercially available flight simulation software. For experiencing this virtual mock-up, three distinct
features are needed: a tracking system, an output device
for visualization, and the possibility to interact with the
flight simulation and the virtual mock-up (Dreyer et al.
2014). The modular architecture of the VRFS (see Fig. 2)
is based on the robot operating system (ROS), an opensource network framework based on a publisher/subscriber system (Quigley et al. 2009). Using ROS has
certain advantages over a custom-made solution or
existing proprietary frameworks: Due to an active user
base, ROS is constantly evolving, it has been ported to
many devices and platforms, and it is well documented
and supported. This leads to low entry barriers for
developers, which is an important factor for the acceptance of a simulation environment. Every component in
the system is connected to ROS and therefore has bidirectional access to information like telemetry data from
the flight simulation or position data from the tracking
system.
The core system consists of basic hardware flight controls, a flight simulation (e.g., X-plane), the external
tracking system, a head-mounted display (HMD), and a
finger-tracking system. Due to the modular architecture
The video data that are provided by the simulation can
be presented to the subject by using a head-mounted
display. The HMD used for this research has a resolution
of 1280 9 1024 pixels per eye within a diagonal field of
view (FOV) of 60 . Head-mounted displays with a
higher FOV exist, but often the resolution does not
increase accordingly. This leads to a smaller pixel density (i.e., pixel per degree FOV), which has a negative
influence on the readability (e.g., symbols on displays) in
the VR.
If a higher FOV is necessary, a so-called powerwall can
also be used in which the two images are displayed frame
sequentially on a screen via a 3D-capable projector. A user
sitting in front of the screen wearing motion-tracked shutter
glasses gets an immersive stereoscopic picture of the
simulation.
3.3 Prototype integration
The intention of the modular and distributed approach of
the VRFS is to make it convenient to integrate new
software and hardware components like new system
simulations or novel flight displays and their content. The
robot operating system (ROS), which is used as a simulation framework, supports the transmission of numerical,
audio, or video data and can be used independently of the
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Fig. 2 Architecture of the virtual reality flight simulator
operating system or programming language (Crick et al.
2011).
For prototypes with new display content, a common use
case, three levels of integration exist: (a) a static image or a
playback of display content, (b) display content that is
driven by simulation telemetry data, and (c) and bidirectional interactive display content (Oberhauser et al. 2016).
These prototypes can be integrated without modifying the
base system.
A side effect of using ROS is the built-in ability to
record the complete communication that happens in the
systemâ€â€a feature that is of particular value when it comes
to post-analysis of a trial.
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3.4 Virtual collaboration
Modern flight crews consist of a pilot flying and a pilot
non-flying with a strict allocation of tasks and responsibilities, the so-called crew resource management (Helmreich et al. 1999). This interaction has to be considered in
the development and evaluation of new HMI components.
Hence, it is preferable to perform a user trial with a twoperson crew.
As all telemetry data are shared across the framework, it
is easy to set up a second, identical instance of the flight
simulation. The virtual camera of this second instance is
driven by the head tracking system of the second pilot. In
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Fig. 3 Virtual collaboration in the virtual reality flight simulator
order to be able to see each other’s head and fingers and
interact with the second pilot, all tracked limbs are visualized in both instances as shown in Fig. 3.
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Adding hardware controls to the digital mock-up is a
balancing act between a fully flexible, cost-effective
environment with no hardware elements and one with
costly hardware elements but decreased flexibility. In an
extreme case, this could lead to a full hardware mock-up,
which undermines the purpose of a flexible VR environment. On the other hand, the product maturation process
leads to an increasing product feature determination. By
equipping the VRFS with this mature hardware, the simulation platform can grow with the project’s progress from
a flexible rapid prototyping environment to a higher-fidelity engineering mock-up as shown in Fig. 5.
Regardless at which point in the development process
virtual reality is used to evaluate HMI components, the
right human factors method must be chosen on a case-bycase basis. The following section describes the methodologies that have been used in the VRFS so far.
3.5 Interaction methods
4 Human factors methodologies
Different methods have been implemented to give the user
control over the simulation and to interact with cockpit
elements. The interaction can be fully virtual as a collision
detection system is implemented (see Fig. 4): If a collision
between a virtual button geometry and a virtual finger
geometry is detected, a command is sent to the simulation
(Aslandere et al. 2014). In this case, the user has no haptic
feedback, which makes the usability of these control elements challenging. With mechanisms to prevent dual-activation and by adapting the size of the collision volumes,
the interaction with fully virtual elements can be enhanced
(Aslandere et al. 2015; Hüsgen and Klingauf 2005).
By placing plywood or acrylic glass plates at the spatial
position of virtual buttons, a simple haptic feedback can be
generated. With this method, the usability of the virtual
elements can be further enhanced. Interactive hardware
elements (e.g., controls and/or actuators) can be connected
to the simulation as well. If those elements are placed in the
exact same spatial position as in the digital mock-up, a socalled mixed mock-up is created. Frequently used levers
and rotary buttons should be provided as hardware elements for a fast and intuitive use, as illustrated in Fig. 4.
In aviation, workload (WL) and situation awareness (SA)
are the two central concepts when it comes to the evaluation of flight decks (Wickens 2002). In the VRFS, several
human factors methodologies have been applied to measure these concepts in multiple ways. These methods can
be divided into subjective methods, i.e., self-assessment
information provided verbally or in written form by the
pilot, and objective methods, i.e., data gathered from
independent sources.
Another commonly used human factors metric is the
distribution of visual attention. The focus of attention can
be shifted overt, i.e., an eye movement, or covert, i.e., a
shift of attention without an eye movement (Posner 1980;
Hunt and Kingstone 2003). A shift of visual attention to a
certain element does not necessarily involve its perception
or even comprehension (Just and Carpenter 1980). Yet,
visual attention is an important factor when it comes to the
interface design of head-up displays (HUD) and glass
cockpit screens.
The HF methods for assessing the visual attention, both
overt and covert, as well as methods for assessing workload
Fig. 4 Mixed mock-up and full virtual interaction
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Fig. 5 Mixed mock-up in the
cockpit development process
and situation awareness and their application in the virtual
environment are presented in the following sections.
4.1 Eye tracking
In order to evaluate the pilot’’s overt information-gathering
process, an eye tracking analysis is necessary. This is of
particular interest for the evaluation of displays like primary flight displays (PFD) or head-up displays (Jorna and
Hoogeboom 2004). In such systems, the eye movement
provides indications on the pilot’s visual perception. With
the number of fixations, glances, and transitions in combination with other data, like physiological information,
conclusions about the pilot’s workload can be drawn. Thus,
an eye tracking system is useful for many human factors
evaluations of modern flight decks and is therefore integrated in the VRFS. In this context, Jorna and Hoogeboom
(2004) state: ‘‘The use of eye based data is attractive as it
reveals the strategies that are being used by the flight crew
to access the visual data available on the flight deck.’’
Optical eye tracking systems need a clear line of sight to
the subject’s eye. In a VR environment, this view is
obstructed by an HMD or by 3D glasses. To gather eye
tracking data when using an HMD, a small camera is
placed close to the pilot’s eye. In order to adapt to different
subjects, this camera is attached to an adjustable ring
around the HMD’s eye piece to get a clear view of the
pilot’s eye. Tests showed that this system is reliable and
capable of adjusting to most test persons even when disturbed by glasses or makeup (Liesecke 2013).
The system merges the eye camera image with an image
from a field camera and calculates the eye gaze based on a onetime calibration. In the VRFS, this field camera is substituted
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by the visual data that is rendered by the flight simulation. For
this purpose, a synchronized instance of the flight simulation is
created. This additional view is used solely for the eye tracking
system and can be enriched with additional information like
simulation time or eye tracking markers as illustrated in
Fig. 6. With these markers, areas of interest (AOI) can be
defined in post–processing, and an automated evaluation of
eye fixations and transitions is possible.
Another way of processing eye tracking data is to
transform the 2D information of the eye gaze into threedimensional space. In combination with the three-dimensional eye gaze vector, the data from the head tracking
system, and a virtual mock-up of the environment, it is
possible to calculate the ‘‘collision’’ of the eye gaze at
every point of time. Based on this information, a heat map
visualization of the eye gaze on the three-dimensional
cockpit geometry can be created as shown in Fig. 7(left). If
the virtual cockpit is annotated with AOIs, as illustrated in
Fig. 7(right), further quantitative analysis of the eye gaze
movement can be conducted automatically or semiautomatically.
4.2 Motion analysis
The tracking system delivers data about the head and hand
movements and is one of the key components to create the
virtual reality environment. The data can be used to draw
conclusions on the physical workload. The frequency and
amplitude of head and/or hand movements can be used as a
measure of the amount of physical workload. Another
measure can be the dwell time for ergonomically unfavorable positions like overhead operations. Whether the
analysis of motion data has an added value has to be
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Fig. 6 Eye tracking view with virtual markers and areas of interest
Fig. 7 Three-dimensional eye tracking heat map and areas of interest
decided on a case-by-case basis according to the specific
HF questions at hand.
4.3 Physiological data
A parameter that can easily be measured is the heart rate.
Among others, this information can reflect psychological
concepts like ‘‘mental load’’ and ‘‘effort’’ (Jorna and
Hoogeboom 2004). In the VRFS, these data are collected
by using a pulse sensor with a sensor attached to the pilot’s
ear. This sensor is also connected to the simulation
framework and can therefore be recorded. Thus, the heart
rate can be correlated with the respective flight phases.
4.4 ATTENDO
The ATTENDO method is used for assessing the distribution of visual attention. It is based on the secondary task
paradigm, i.e., measuring the reaction of a visual stimulus
by the pilot (Hillebrand 2013). The visual targets are small
rectangles or circles and are pseudo-randomly displayed
spatially and temporarily in the subject’s field of view for a
short period of time (e.g., 200 ms). The primary task, e.g.,
flying the aircraft, has to be executed and monitored by the
pilot permanently. Whenever a target is visible for the
pilot, he or she should react by pressing a button. If the
pilot reacts more often to targets in a certain area, this area
has a higher degree of visual attention. The method has
been used to evaluate the distribution of visual attention of
different head-up displays, showing visual tunneling
effects in highly de-cluttered and centered HUD symbologies (Hillebrand et al. 2012). ATTENDO can be used to
evaluate the distribution of visual attention in a two-dimensional plane as well as in three-dimensional space
(Michalczik et al. 2013).
The ATTENDO method has been integrated into the
VRFS using a plugin for the flight simulation that can be
used in the virtual reality flight simulator as well as on a
stand-alone desktop computer. The targets have been
recreated as three-dimensional objects. They can be displayed inside as well as outside of the cockpit. The position, appearance time, and the properties of the objects are
controlled by a sequential configuration file.
4.5 Questionnaires
The NASA Task Load Index (NASA-TLX) is a wellknown multi-dimensional subjective method for assessing
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the workload of a task (Hart and Staveland 1988; Hart
2006). This method can be applied with a simple questionnaire after a task is completed in the VR. In order not to
interrupt the immersive virtual reality experience, i.e.,
removing the HMD or glasses, this questionnaire can also
be displayed inside a virtual environment (Dreyer and
Hillebrand 2010).
The situation awareness rating technique (SART) can be
used to assess the situation awareness after a task in the VR
has been completed. It is suitable for short experiment
sessions (Selcon and Taylor 1990). Similar to the NASATLX, this subjective method can be conducted with or
without VR equipment.
5 Experimental research
With the help of the virtual reality flight simulator and the
integrated human factors methods, several user studies
have been conducted. In this section, three of these studies
will be presented (for an overview, please see Table 1).
The studies show the application of the presented methods
and represent a wide spectrum of technology maturity and
complexity of scenarios. The types of studies, according to
Deaton and Morrison (2009), range from basic research for
testing a new theoretical concept, to applied research with a
software demonstrator, to advanced development for
evaluating a hardware prototype.
5.1 Advanced head-up display evaluation
5.1.1 Introduction
Head-up displays present information in the pilot s head-up
field of view. These displays have three design goals: (1)
reducing the amount of visual scanning between the
information in the cockpit and the outside world, (2)
reducing re-accommodation between the outside and the
inside head-down view, and (3) presenting additional
augmented information about the outside world (Wickens
et al. 2004). Head-up guidance systems (HUGS) provide
additional information on the optimal flight path and
energy management, enabling a pilot to stay head-up in all
phases of flight and improving situation awareness. Nevertheless, when using such a system in a standard instrument landing system (ILS) approach, according to
procedures, a pilot has to gather information regarding the
final checklist items which are ‘‘Landing Gear,’’ ‘‘Thrust
Reversers’’ and ‘‘Flaps’’ from head-down displays. In
consequence, he or she needs to re-accommodate to the
outside world (Bandow 2006). As part of the ALICIA (All
Condition Operations Infrastructure) project, an advanced
head-up display symbology was developed that eradicates
the procedural need for head-down information gathering
in a standard ILS approach (Dreyer et al. 2014). This HUD
has a single indication, a simple green disk for all system
states that have to be checked in this phase of the approach.
5.1.2 Methodology
This so-called Green Disc Concept was integrated into a
conventional head-up display. To exclude confounding
factors stemming from the VR environment, a comparison
of this novel HUD with a conventional one was chosen,
both evaluated in the virtual environment. The scenario for
both experiments was a low-visibility instrument landing
system (ILS) approach to the airport of Clermont–Ferrand
(LFLC). This means that an electronic navigation aid is
present and guides the pilot to the airport; visual contact
with the runway has to be established at least 100 ft above
Table 1 Selection of studies performed with the virtual reality flight simulator
Study
Type of study
Technology
Scenario
Human factors
methods
(1) Advanced HUD
evaluations
Applied research
Virtual head-up display
demonstrator
Realistic low-visibility approach
scenario
Eye tracking
analysis
NASA-TLX
SART
Heart rate analysis
(2) Peripheral horizon display
evaluation
Basic research
Early research prototype
Simplified, non-operational flying
task
ATTENDO
(3) System management study
Advanced
development
Hardware prototype
Complex realistic multi-system
failure scenario
Head tracking
analysis
NASA-TLX
SART
Temporal task
performance
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ground. Starting with the initial approach fix, eventually
this approach ends in a go-around, a procedure to abort an
approach and regain altitude, as visual contact with the
runway cannot be established. The experiment supervisor
took the role of the co-pilot to ensure conformity with
operational procedures. Eleven pilots from different German airlines participated in the trials. In order to assess
workload and situation awareness, a SART and a NASATLX questionnaire had to be completed after each
approach. Head movements and eye gaze, acquired through
the built-in eye tracking system, were used to distinguish
between head-up and head-down phases.
5.1.3 Participants
Eleven male commercial airline pilots from several German airlines participated in the trials with a mean age of
49 years and an average experience of 10,200 flight hours.
5.1.4 Results
The results show that the subjectively measured workload
decreased. At the same time, the subjectively measured
situation awareness for the landing task increased (Dreyer
et al. 2014). This can be attributed to the fact that the headup percentage was increased significantly due to the
introduced ‘‘Green Disc Concept’’ as illustrated in Fig. 8.
A similar scenario, yet using a conventional head-up
guidance system, was used in the research conducted by
Bandow (2006). For the presented user study in the VRFS,
the same operational procedures were applied as well as a
similar conventional HUD. Figure 8 shows that the average
head-up percentage in the full flight simulator study
(86.70%) is similar to the conventional scenario in the
virtual reality flight simulator (87.55%). This indicates that
the operational behavior in virtual reality is comparable to
the full flight simulator environment.
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Regarding physiological data, the heart rate was captured in both user studies. Figure 9 shows an illustration of
the average heart rate across all subjects. The data is normalized based on the resting heart rate (Bokranz and
Landau 1991). The time axis is shifted to align with the goaround event and covers a range of 5 min before and 30 s
after the event. The heart rate in the full flight simulator is
substantially higher than in the VRFS, as well as the
increase shortly before the go-around. This increase, albeit
at a much lower level, is also visible in the heart rate data
of the virtual reality scenario.
With a section of the heart rate gathered in the virtual
reality trials, a discontinuity regression analysis (Shadish
et al. 2002) was conducted as illustrated in Fig. 9. This
method shows a discontinuity of the data 30 s before the
go-around. This leads to the hypothesis that this increase of
heart rate is significant and triggered by the go-around
event. Further research is necessary to investigate this
effect.
Figure 10 shows an eye tracking heat map of a head-up
display in primary mode and in the de-cluttered A3 mode.
In this study the T-scan pattern, which is typical for pilots
trained in using head-up displays, could clearly be
observed in the eye tracking analysis for the primary mode.
When switching to the A3 mode, this wide scanning pattern
is replaced by a shift of attention to the center of the display as expected (Bandow 2006). The next study deals with
the so-called mental tunneling effect that stems from this
behavior.
5.2 Peripheral horizon display evaluation
5.2.1 Introduction
In the final approach phase, head-up displays equipped
with HUGS get highly de-cluttered. This means that speed
and altitude tapes disappear and most of the information is
Fig. 8 Head-up percentages
during a low-visibility CATIIIA
approach
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Fig. 9 Normalized heart rates in the VRFS and the full flight simulator study and a regression discontinuity analysis
Fig. 10 Head-up display and eye-scanning patterns
moved to the center of the display. This shifts the pilot’s
attention to the runway centerline and the central flight
guidance symbology. As a side effect, a mental or cognitive tunneling effect may occur (Hillebrand 2012; Bandow
2006). To counter this effect, Bandow (2006) proposed a
peripheral vision horizon display (PVHD) that is based on
the Malcolm Horizon (Malcolm 1984): This system consists of two artificial horizons that are integrated into the
struts of the cockpit as shown in Fig. 11. This peripheral
stimulus should expand or even eliminate the mental tunnel
created by the de-cluttered and centered HUD/HUGS
symbology.
Fig. 11 Peripheral horizon display
5.2.2 Methodology
As in this study the influence of the peripheral stimulus of
the PVHD is the subject of research, a high field of view is
necessary. The output device powerwall offers this high
field of view. The pilot is placed right in front of the screen
with the two struts on the far left and far right of his field of
view. To evaluate the distribution of visual attention, the
ATTENDO method is used. With the stereoscopic vision
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enabled by the shutter glasses, the visual attention is also
measured in two separate depth layers. A comparable flying task with defined roll and pitch values is pre-programmed. The pilot has to follow these roll and pitch
commands as exactly as possible while maintaining the
airspeed. Simultaneously, the ATTENDO targets are displayed randomly and a reaction using the fire button on the
joystick is required.
Cogn Tech Work (2017) 19:263–277
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5.2.3 Participants
As the flying task in this scenario was simplified, no
operational flying skills were required in order to participate. Thus, in this study, 11 licensed pilots and 12 nonpilots participated.
5.2.4 Results
The results indicate no significant difference in the distribution of visual attention between the flights with and the
flights without peripheral horizon display. Despite this
negative result, further studies on the influence of the
PVHD should be conducted to rule out confounding factors
stemming from the experimental setup and the virtual
environment. In particular, an experiment with licensed
commercial pilots and a peripheral vision HMD should be
undertaken for that purpose. Yet, the trials show that the
ATTENDO method itself is feasible in virtual reality
environments.
5.3 System management study
Another user study unrelated to head-up displays aims at
simplifying the ‘‘Manage Systems’’ task in the flight deck.
Most of the aircraft systems are controlled via the overhead
panel (OHP). In consequence, changes in aircraft systems
are directly reflected in the design of this panel. In this
consecutive study, a new OHP was designed and accompanied by a system management touch screen device. The
goal of this study is to evaluate the impact on the human
performance when conducting system management tasks
using this new HMI. The requirements for the system
management controls stem from the comparison of existing
aircraft systems, their HMI, and the development of a
hypothetical generic aircraft, including simplified HMI
concepts, further system automation, and a transfer of
system management functions to the head-down area.
Fig. 12 Virtual cockpit with the novel overhead panel and the softICP
beforehand. The device is placed at a matching spatial
position, connected to the simulator’s telemetry data using
the capabilities of the robot operating system and its screen
content is transferred into the virtual cockpit.
Similar to study (1), a comparative approach has been
chosen for both trials. Here, the system management procedures and the OHP of an Airbus A320 are compared to
the novel system management approach and the respective
OHP.
In the first trial, two malfunctions that are followed by
rather complex system management tasks have been chosen as scenarios. The first malfunction, a bleed air fault,
occurs in cruise flight. This forces the pilot to descend.
Shortly after reaching the new altitude level, an engine fire
occurs, followed by further system management tasks. In
the second trial, a scenario with multiple system failures
that result in a fuel leak was chosen. With the available
system management controls, the pilot has to locate and
isolate the leak (Dreyer and Oberhauser 2016).
During the scenarios, eye or head tracking data, the
heart rate, telemetry data and finger trackin...
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