McKinley R Andy, McIntire Lindsey K, Funke Margaret A
711 HPW/RHPA, Wright-Patterson AFB, OH, USA.
Aviat Space Environ Med. 2011 Jun;82(6):635-42. doi: 10.3357/asem.2958.2011.
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.
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.
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).
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.
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。
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)。
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。