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无人航空系统的操作员选择:比较电子游戏玩家和飞行员

Operator selection for unmanned aerial systems: comparing video game players and pilots.

作者信息

McKinley R Andy, McIntire Lindsey K, Funke Margaret A

机构信息

711 HPW/RHPA, Wright-Patterson AFB, OH, USA.

出版信息

Aviat Space Environ Med. 2011 Jun;82(6):635-42. doi: 10.3357/asem.2958.2011.

DOI:10.3357/asem.2958.2011
PMID:21702315
Abstract

INTRODUCTION

Popular unmanned aerial system (UAS) platforms such as the MQ-1 Predator and MQ-9 Reaper have experienced accelerated operations tempos that have outpaced current operator training regimens, leading to a shortage of qualified UAS operators. To find a surrogate to replace pilots of manned aircraft as UAS operators, this study evaluated video game players (VGPs), pilots, and a control group on a set of UAS operation relevant cognitive tasks.

METHODS

There were 30 participants who volunteered for this study and were divided into 3 groups: experienced pilots (P), experienced VGPs, and a control group (C). Each was trained on eight cognitive performance tasks relevant to unmanned flight tasks.

RESULTS

The results indicated that pilots significantly outperform the VGP and control groups on multi-attribute cognitive tasks (Tank mean: VGP = 465 +/- 1.046 vs. P = 203 +/- 0.237 vs. C = 351 +/- 0.601). However, the VGPs outperformed pilots on cognitive tests related to visually acquiring, identifying, and tracking targets (final score: VGP = 594.28 +/- 8.708 vs. P = 563.33 +/- 8.787 vs. C = 568.21 +/- 8.224). Likewise, both VGPs and pilots performed similarly on the UAS landing task, but outperformed the control group (glide slope: VGP = 40.982 +/- 3.244 vs. P = 30.461 +/- 2.251 vs. C = 57.060 +/- 4.407).

CONCLUSIONS

Cognitive skills learned in video game play may transfer to novel environments and improve performance in UAS tasks over individuals with no video game experience.

摘要

引言

诸如MQ - 1“捕食者”和MQ - 9“死神”等常见的无人机系统(UAS)平台,其运行节奏加快,超过了当前操作员的训练方案,导致合格无人机操作员短缺。为了找到替代有人驾驶飞机飞行员的无人机操作员人选,本研究在一系列与无人机操作相关的认知任务上,对电子游戏玩家(VGP)、飞行员和一个对照组进行了评估。

方法

有30名参与者自愿参加本研究,并被分为3组:经验丰富的飞行员(P)、经验丰富的电子游戏玩家和一个对照组(C)。每组都接受了与无人飞行任务相关的八项认知表现任务的训练。

结果

结果表明,在多属性认知任务方面,飞行员的表现显著优于电子游戏玩家组和对照组(坦克任务平均值:电子游戏玩家组 = 465 ± 1.046,飞行员组 = 203 ± 0.237,对照组 = 351 ± 0.601)。然而,在与视觉获取、识别和跟踪目标相关的认知测试中,电子游戏玩家的表现优于飞行员(最终得分:电子游戏玩家组 = 594.28 ± 8.708,飞行员组 = 563.33 ± 8.787,对照组 = 568.21 ± 8.224)。同样,电子游戏玩家和飞行员在无人机着陆任务中的表现相似,但均优于对照组(下滑坡度:电子游戏玩家组 = 40.982 ± 3.244,飞行员组 = 30.461 ± 2.251,对照组 = 57.060 ± 4.407)。

结论

在电子游戏中习得的认知技能可能会迁移到新环境中,并比没有电子游戏经验的个体在无人机任务中表现更好。

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