2022
DOI: 10.31234/osf.io/ue58a
|View full text |Cite
Preprint
|
Sign up to set email alerts
|

Assessing expertise using eye tracking in a Virtual Reality flight simulation

Abstract: Objective: The aim of this work was to examine the fidelity and validity of an aviation simulation using eye tracking. Background: Commercial head-mounted virtual reality (VR) systems offer a convenient and cost-effective alternative to existing aviation simulation (e.g., for refresher exercises). We performed pre-implementation testing of a novel aviation simulation, designed for head-mounted VR, to determine its fidelity and validity as a training device. Method: Eighteen airline pilots, with varying levels … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2023
2023
2023
2023

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 55 publications
0
1
0
Order By: Relevance
“…Questions such as "I had a sense of being there in the training environment" are responded to on a 1-7 Likert scale anchored between "at no time" and "almost all the time". This questionnaire has previously been validated in relation to experimentally induced breaks in presence (Slater and Steed, 2000), and used in the context of medical assessment scenarios (Pan et al, 2016), aviation simulation (Harris et al, 2022), and social interaction (Pan et al, 2015). The presence questionnaire was used for the VR and 2D video conditions as the questions are not applicable to real-world activities.…”
Section: Presencementioning
confidence: 99%
“…Questions such as "I had a sense of being there in the training environment" are responded to on a 1-7 Likert scale anchored between "at no time" and "almost all the time". This questionnaire has previously been validated in relation to experimentally induced breaks in presence (Slater and Steed, 2000), and used in the context of medical assessment scenarios (Pan et al, 2016), aviation simulation (Harris et al, 2022), and social interaction (Pan et al, 2015). The presence questionnaire was used for the VR and 2D video conditions as the questions are not applicable to real-world activities.…”
Section: Presencementioning
confidence: 99%