Author: Richard F. Haines
Publisher:
ISBN:
Category :
Languages : en
Pages : 40
Book Description
Head-up Transition Behavior of Pilots During Simulated Low-visibility Approaches
Author: Richard F. Haines
Publisher:
ISBN:
Category :
Languages : en
Pages : 40
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 40
Book Description
Head-Up Displays: Designing the Way Ahead
Author: Richard L. Newman
Publisher: Taylor & Francis
ISBN: 1351931520
Category : Transportation
Languages : en
Pages : 372
Book Description
This is a thorough description of this increasingly important technology, starting from the development of head-up displays (HUDs), particularly specifications and standards and operational problems associated with HUD use. HUD involvement in spatial disorientation and its use in recognizing and recovering from unusual attitudes is discussed. The book summarizes the design criteria including hardware, software, interface and display criteria. It goes on to outline flight tasks to be used for evaluating HUDs and discusses the impact of HUDs on flight training. Recent work indicates that a HUD may allow a significant reduction in the time required to train a pilot on a particular aircraft, even considering non-HUD-related tasks. The author concludes with a review of unresolved HUD issues and recommendations for further research and provides an impressive bibliography, glossary and index. Within the military aviation sector the book will be of use to industry, research agencies, test pilot schools and air force training establishments. In the civil area regulatory authorities, airlines and industry will also have an increasing interest.
Publisher: Taylor & Francis
ISBN: 1351931520
Category : Transportation
Languages : en
Pages : 372
Book Description
This is a thorough description of this increasingly important technology, starting from the development of head-up displays (HUDs), particularly specifications and standards and operational problems associated with HUD use. HUD involvement in spatial disorientation and its use in recognizing and recovering from unusual attitudes is discussed. The book summarizes the design criteria including hardware, software, interface and display criteria. It goes on to outline flight tasks to be used for evaluating HUDs and discusses the impact of HUDs on flight training. Recent work indicates that a HUD may allow a significant reduction in the time required to train a pilot on a particular aircraft, even considering non-HUD-related tasks. The author concludes with a review of unresolved HUD issues and recommendations for further research and provides an impressive bibliography, glossary and index. Within the military aviation sector the book will be of use to industry, research agencies, test pilot schools and air force training establishments. In the civil area regulatory authorities, airlines and industry will also have an increasing interest.
NASA Technical Paper
Author:
Publisher:
ISBN:
Category : Astronautics
Languages : en
Pages : 492
Book Description
Publisher:
ISBN:
Category : Astronautics
Languages : en
Pages : 492
Book Description
Scientific and Technical Aerospace Reports
Author:
Publisher:
ISBN:
Category : Aeronautics
Languages : en
Pages : 440
Book Description
Publisher:
ISBN:
Category : Aeronautics
Languages : en
Pages : 440
Book Description
Monthly Catalogue, United States Public Documents
Author:
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 1064
Book Description
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 1064
Book Description
Monthly Catalog of United States Government Publications
Author:
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 572
Book Description
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 572
Book Description
Body Language
Author: Mark J. Rowlands
Publisher: MIT Press
ISBN: 0262264404
Category : Philosophy
Languages : en
Pages : 255
Book Description
An argument that activity provides a useful template for thinking about representation and that deeds are themselves representational: our representing of the world consists, in part, in certain sorts of deeds that we perform in the world. In Body Language, Mark Rowlands argues that the problem of representation—how it is possible for one item to represent another—has been exacerbated by the assimilation of representation to the category of the word. That is, the problem is traditionally understood as one of relating inner to outer—relating an inner representing item to something extrinsic or exterior to it. Rowlands argues that at least some cases of representation need to be understood not in terms of the word but of the deed. Activity, he claims, is a useful template for thinking about representation; our representing the world consists, in part, in certain sorts of actions that we perform in that world. This is not to say simply that these forms of acting can facilitate representation but that they are themselves representational. These sorts of actions—which Rowlands calls deeds—do not merely express or re-present prior intentional states. They have an independent representational status. After introducing the notion of the deed as a "preintentional act," Rowlands argues that deeds can satisfy informational, teleological, combinatorial, misrepresentational, and decouplability constraints—and so qualify as representational. He puts these principles of representation into practice by examining the deeds involved in visual perception. Representing, Rowlands argues, is something we do in the world as much as in the head. Representing does not stop at the skin, at the border between the representing subject and the world; representing is representational "all the way out."
Publisher: MIT Press
ISBN: 0262264404
Category : Philosophy
Languages : en
Pages : 255
Book Description
An argument that activity provides a useful template for thinking about representation and that deeds are themselves representational: our representing of the world consists, in part, in certain sorts of deeds that we perform in the world. In Body Language, Mark Rowlands argues that the problem of representation—how it is possible for one item to represent another—has been exacerbated by the assimilation of representation to the category of the word. That is, the problem is traditionally understood as one of relating inner to outer—relating an inner representing item to something extrinsic or exterior to it. Rowlands argues that at least some cases of representation need to be understood not in terms of the word but of the deed. Activity, he claims, is a useful template for thinking about representation; our representing the world consists, in part, in certain sorts of actions that we perform in that world. This is not to say simply that these forms of acting can facilitate representation but that they are themselves representational. These sorts of actions—which Rowlands calls deeds—do not merely express or re-present prior intentional states. They have an independent representational status. After introducing the notion of the deed as a "preintentional act," Rowlands argues that deeds can satisfy informational, teleological, combinatorial, misrepresentational, and decouplability constraints—and so qualify as representational. He puts these principles of representation into practice by examining the deeds involved in visual perception. Representing, Rowlands argues, is something we do in the world as much as in the head. Representing does not stop at the skin, at the border between the representing subject and the world; representing is representational "all the way out."
Presbyopia Research
Author: Gerard Obrecht
Publisher: Springer Science & Business Media
ISBN: 1475721315
Category : Medical
Languages : en
Pages : 290
Book Description
Seeing is life. Seeing is transfonning luminous col We wish to extend our academic and theoretical ored stimulations and shapes into amental represen knowledge and also to complete and exchange our tation, structured in space and in time. But seeing is technical and professional experience to prepare also opening onto the world that surrounds us: it is corrective means for the future. thus a means for communicating and learning. Numerous questions have yet to be answered, Jean-Jacques Rousseau, a philosopher worth such as: quoting during the bicentennial of the French Revo lution of which he was an instigator, stated, "of all • Will it one day be possible to defer or stop the the senses, vision is that wh ich can be the least aging of the accommodative apparatus? readily separated from judgments of the mind. " • Is further improvement of the current corrective Sight is increasingly called on in our modern means possible, whether spectacles or contact world. Maturity is affected at about 40-45 years by lenses? the on set of presbyopia. Atthat age, which demands • How are behavioral and psychological presbyope all our intellectual and physical means, our sight typologies to be integrated in the course of exam should be irreproachable. Our efficiency must not be ination, prescription, and fitting with corrective diminished.
Publisher: Springer Science & Business Media
ISBN: 1475721315
Category : Medical
Languages : en
Pages : 290
Book Description
Seeing is life. Seeing is transfonning luminous col We wish to extend our academic and theoretical ored stimulations and shapes into amental represen knowledge and also to complete and exchange our tation, structured in space and in time. But seeing is technical and professional experience to prepare also opening onto the world that surrounds us: it is corrective means for the future. thus a means for communicating and learning. Numerous questions have yet to be answered, Jean-Jacques Rousseau, a philosopher worth such as: quoting during the bicentennial of the French Revo lution of which he was an instigator, stated, "of all • Will it one day be possible to defer or stop the the senses, vision is that wh ich can be the least aging of the accommodative apparatus? readily separated from judgments of the mind. " • Is further improvement of the current corrective Sight is increasingly called on in our modern means possible, whether spectacles or contact world. Maturity is affected at about 40-45 years by lenses? the on set of presbyopia. Atthat age, which demands • How are behavioral and psychological presbyope all our intellectual and physical means, our sight typologies to be integrated in the course of exam should be irreproachable. Our efficiency must not be ination, prescription, and fitting with corrective diminished.
NASA Scientific and Technical Publications
Author:
Publisher:
ISBN:
Category : Aeronautics
Languages : en
Pages : 410
Book Description
Publisher:
ISBN:
Category : Aeronautics
Languages : en
Pages : 410
Book Description
Handbook of Research on Decision-Making Capabilities Improvement With Serious Games
Author: Correia, Anacleto
Publisher: IGI Global
ISBN: 1668491672
Category : Business & Economics
Languages : en
Pages : 459
Book Description
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.
Publisher: IGI Global
ISBN: 1668491672
Category : Business & Economics
Languages : en
Pages : 459
Book Description
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.