The article is devoted to the problem of technosymbiosis in the aircraft of the 6th generation. We discussed the actual engineering and psychological problems arising in the process of thematic development of aviation equipment of high degree of automation. We explain and criticize the basic concepts of thematic and engineering-psychological design that implement the principle of human inclusion to artificial interfaces and environments. The concept of "multiplication of possibilities" and a symbiotic approach to the integration of the pilot and the aircraft, according to which the integration of the pilot (crew) with the aircraft is of a symbiotic nature, which results in a new techno-biotic self-organizing unity, behaving as a combat unit, focused on achieving decisive superiority over the enemy. We have shown that the problem of technosymbiosis closely connected with the solution of the problem of design of interfaces. Further increase in the degree of integration of the pilot with the interface environment involves going beyond the classical physical and physical-algorithmic interactions. We discuss the problems of trainings system used for pilots training and increasing integration with the control systems of the aircraft. The directions and technologies of technological integration associated with the possibility of implementing the methodology of "multiplication of opportunities" in the design of aviation systems of high degree of automation.
This paper shows a change in the paradigm of medium-oriented training of complex systems operators on simulators using high-precision models of real control systems and their application environments. Evolution of the technogenic environment leads to an increase in the complexity of professional activity, which hinders the implementation of simple algorithmic learning technologies. Forecasts to reduce the role of man in ergatic systems are not justified. New ergatic systems using artificial intelligence technologies require from operators qualities that exceed human capabilities, which requires an examination of projects and an assessment of user control complexity. The reasons for the non-classical “complex learning” methodology, which takes into account the student’s self-organization and orientation in a complex dynamic context, are shown. Promising methodological approaches to the development of simulators that implement symbiotic medium-oriented learning are considered.
The article is devoted to non-classical ergonomic of eSports. The theoretical foundations of non-classical and post-non-classical ergonomics of immersive and interactive environments are considered as applied to the activities of cybersportsmen. It is shown that the use of tools and the conceptual basis of classical ergonomics and engineering psychology are not enough to consider the self-organizing processes of mutual orientation of the gameplay participants in an artificial dynamic environment of activity. The new conceptual basis includes philosophical and natural science positions of radical and epistemological constructivism, which allows considering the recursive processes of autopoietic self-organization that take place in the subjective and communication sphere of gamers in the process of achieving a game result from a unified systemic position. The issues of professional training of gamers, the inclusion in the gaming environment, immersiveness and interactivity of artificial environments are considered. The problem of presence in the game world as criteria for the incarnation of the gamer’s “I” in the “I” of an effective game character is analyzed.
To solve a wide class of practical problems in engineering practice, groups of robots with varying network topology are used; these groups are controlled by decentralized algorithms. The emphasis is on decentralizing computing in group, but at the communications protocol layer, the network remains centralized using data routing. This article discusses the task of group control, in which there is no traditional data packets routing. The procedure of simulation modeling and the hardware stand that implements it are described.
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