Simulator Platform Motion Requirements for Recurrent Airline Pilot Training and Evaluation
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The Theme Park As "De Sprookjessprokkelaar," the Gatherer and Teller of Stories
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2018 Exploring a Three-Dimensional Narrative Medium: The Theme Park as "De Sprookjessprokkelaar," The Gatherer and Teller of Stories Carissa Baker University of Central Florida, [email protected] Part of the Rhetoric Commons, and the Tourism and Travel Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Baker, Carissa, "Exploring a Three-Dimensional Narrative Medium: The Theme Park as "De Sprookjessprokkelaar," The Gatherer and Teller of Stories" (2018). Electronic Theses and Dissertations, 2004-2019. 5795. https://stars.library.ucf.edu/etd/5795 EXPLORING A THREE-DIMENSIONAL NARRATIVE MEDIUM: THE THEME PARK AS “DE SPROOKJESSPROKKELAAR,” THE GATHERER AND TELLER OF STORIES by CARISSA ANN BAKER B.A. Chapman University, 2006 M.A. University of Central Florida, 2008 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the College of Arts and Humanities at the University of Central Florida Orlando, FL Spring Term 2018 Major Professor: Rudy McDaniel © 2018 Carissa Ann Baker ii ABSTRACT This dissertation examines the pervasiveness of storytelling in theme parks and establishes the theme park as a distinct narrative medium. It traces the characteristics of theme park storytelling, how it has changed over time, and what makes the medium unique. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness A thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Aviation at Massey University, Palmerston North, New Zealand Savern Reweti 2014 Abstract Flying is a difficult and complex activity that requires a significant level of attention from the pilot as well as a lengthy training period to gain sufficient competency. For issues of both cost and safety, flight simulation has been an integral part of flight training from its earliest beginnings. There have been a number of technological developments and improvements in both the level of fidelity and the training effectiveness of flight simulators. As a result, flight simulators in use today are the result of this technological, psychological, and engineering evolution. Indeed, simulator cockpits can now accurately replicate all of the functions of flight controls and instrumentation found in real aircraft. Furthermore, the development of high- resolution display systems utilising computer-generated imagery (CGI), means that flight simulators can now display very realistic terrain and environmental effects. The high cost of modern full motion flight simulators (FFSs) has meant that their use has generally been restricted to commercial airlines, military forces, and government agencies. More recently, rapid advances and decreasing costs in PC-based computer technology has enabled flight-training organisations to conduct more training with less expensive fixed-base flight training devices (FTDs). -
Serious Games Advergaming, Edugaming, Training and More
Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD. -
9/11 Report”), July 2, 2004, Pp
Final FM.1pp 7/17/04 5:25 PM Page i THE 9/11 COMMISSION REPORT Final FM.1pp 7/17/04 5:25 PM Page v CONTENTS List of Illustrations and Tables ix Member List xi Staff List xiii–xiv Preface xv 1. “WE HAVE SOME PLANES” 1 1.1 Inside the Four Flights 1 1.2 Improvising a Homeland Defense 14 1.3 National Crisis Management 35 2. THE FOUNDATION OF THE NEW TERRORISM 47 2.1 A Declaration of War 47 2.2 Bin Ladin’s Appeal in the Islamic World 48 2.3 The Rise of Bin Ladin and al Qaeda (1988–1992) 55 2.4 Building an Organization, Declaring War on the United States (1992–1996) 59 2.5 Al Qaeda’s Renewal in Afghanistan (1996–1998) 63 3. COUNTERTERRORISM EVOLVES 71 3.1 From the Old Terrorism to the New: The First World Trade Center Bombing 71 3.2 Adaptation—and Nonadaptation— ...in the Law Enforcement Community 73 3.3 . and in the Federal Aviation Administration 82 3.4 . and in the Intelligence Community 86 v Final FM.1pp 7/17/04 5:25 PM Page vi 3.5 . and in the State Department and the Defense Department 93 3.6 . and in the White House 98 3.7 . and in the Congress 102 4. RESPONSES TO AL QAEDA’S INITIAL ASSAULTS 108 4.1 Before the Bombings in Kenya and Tanzania 108 4.2 Crisis:August 1998 115 4.3 Diplomacy 121 4.4 Covert Action 126 4.5 Searching for Fresh Options 134 5. -
Attractions Management News 4Th September 2019 Issue
Find great staff ™ IAAPA EXPO EUROPE ISSUE MANAGEMENT NEWS 4 SEPTEMBER 2019 ISSUE 138 www.attractionsmanagement.com World's tallest coaster for Six Flags Qiddiya Six Flags has announced new details for its long-awaited venture in Saudi Arabia, revealing among its planned attractions the longest, tallest and fastest rollercoaster in the world and the world's tallest drop-tower ride. When it opens in 2023, Six Flags Qiddiya will be a key entertainment facility in the new city of Qiddiya, which is being built 40km (25m) from the Saudi capital of Riyadh. The park will cover 320,000sq m (3.4 million sq ft) and will feature 28 rides and attractions, with QThe record-breaking Falcon's Flight will six distinct lands around The Citadel open as part of the Qiddiya park in 2023 – a central hub covered by a billowing canopy inspired by Bedouin tents, where from all over the world have come to visitors will fi nd shops and cafés. expect from the Six Flags brand and The record-breaking Falcon's Flight to elevate those experiences with coaster and Sirocco Tower drop-tower will authentic themes connected to the be situated in The City of Thrills area. location," said Michael Reininger, CEO Our vision is to make "Our vision is to make Six Flags of Qiddiya Investment Company, which Six Flags Qiddiya a park Qiddiya a theme park that delivers all is driving the development of Qiddiya. that delivers thrills the thrills and excitement that audiences MORE: http://lei.sr/w5R9z_A Michael Reininger THEME PARKS AQUARIUMS MUSEUMS Disney to open Avengers World's 'highest -
Assessment of Enjoyment and Intensity of Physical Activity In
Preprints (www.preprints.org) | NOT PEER-REVIEWED | Posted: 12 August 2019 doi:10.20944/preprints201908.0146.v1 Peer-reviewed version available at Int. J. Environ. Res. Public Health 2019, 16, 3673; doi:10.3390/ijerph16193673 1 Article 2 Assessment of enjoyment and intensity of physical 3 activity in immersive virtual reality on the 4 omni-directional Omni treadmill and Icaros flight 5 simulator in the context of recommendations for 6 health 7 Małgorzata Dębska1, Jacek Polechoński1,*, Arkadiusz Mynarski1, Piotr Polechoński2 8 1 Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 9 Katowice, Poland; [email protected] (M.D.), [email protected] (J.P.), 10 [email protected] (A.M.) 11 2 Faculty of Physiotherapy, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 12 Katowice, Poland; [email protected] (P.P.) 13 * Correspondence: [email protected]; Tel.: +48-32-207-5358 14 15 Abstract: The aim of the study is to assess enjoyment and intensity of physical exercise while 16 practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training 17 devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains 18 the results of subjective research on the usefulness of such a form of PA in the opinion of users. In 19 total, 61 adults (10 women and 50 men) took part in the study. To assess the enjoyment level (EL) 20 Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity 21 was assessed during 10-minute sessions of active video games (AVGs) in IVR based on heart rate 22 (HR). -
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European Research Studies Journal Volume XXIII, Issue 3, 2020 pp. 598-612 The Effectiveness of Computer Games in Social Campaigns: A Case Study Submitted 11/04/20, 1st revision 30/04/20, 2nd revision 26/05/20, accepted 20/06/20 Mariusz Borawski1, Anna Borawska2, Konrad Biercewicz3, Jarosław Duda4 Abstract: Purpose: The objective of this article is to present an experiment in which social campaign messages could embedded in different types of computer games and to propose a framework to assess effectiveness of such approach with the use of cognitive neuroscience techniques (for example electroencephalography and eye-tracking) and questionnaires. Design/Methodology/Approach: The research is designed to gather data from two different sources, survey and cognitive neuroscience tools and to integrate obtained information. Findings: The obtained results, focusing mostly on recall and interest of experiment’s participants allow to state that using computer games for the purpose of social campaigns is very promising. Moreover, evaluating the efficacy of the messages and the medium itself using two very distinct methods, considering both conscious and subconscious opinions of examined subjects offers an additional quality to this type of research. Practical Implications: The proposed solution of testing the effectiveness of computer games in social campaigns can be used both by pracitioners that develop such campaigns and by scientists aiming to conduct advertising reserch. Originality/Value: Taking into account data from two different sources allows to capture both conscious and subconscious opinions about the social advertsising in the game, which shows the comprehensive image of the advertising’s effectiveness. Keywords: Social campaign, computer game, effectiveness, cognitive neuroscience. -
18 Tommy Bridges, Industry Connector 22 the Theme Park Brains Behind Caesars’ High Roller 24 Las Vegas Reinvents Itself
New tech for museums, parks & rides #53 • volume 10, issue 3 • 2014 www.inparkmagazine.com 18 Tommy Bridges, industry connector 22 The theme park brains behind Caesars’ High Roller 24 Las Vegas reinvents itself www.inparkmagazine.com 1 © SHOW: ECA2 - PHOTOS: JULIEN PANIE THINK SPECTACULAR! SPECIAL EVENTS I THEME PARKS & PERMANENT SHOWS I EXPOS & PAVILIONS “WINGS OF TIME” I SENTOSA ISLAND, SINGAPORE. STARTED IN JUNE 2014. TEL: +33 1 49 46 30 40 I CONTACT: [email protected] I WWW.ECA2.COM I FACEBOOK.COM/ECA2PARIS www.inparkmagazine.com #53• volume 10, issue 3 Wings of Time 6 ECA2 creates new Sentosa spectacular• by Martin Palicki IAAPA Beijing 10 Asian Attractions Expo: Martin Palicki reports Civil war surround 13 BPI produces video diorama for Kenosha museum • by Martin Palicki Leave it to Holovis 16 Modern tools of simulation & visualization• by Stuart Hetherington Building Bridges 18 Tommy Bridges = technology + opportunity • by Judith Rubin Caesars’ High Roller 22 Theme park savvy reinvents the wheel Tomorrow’s Vegas 24 The new investments: Joe Kleiman reports RFID changes everything 29 Disney’s MyMagic+ gets off to a strong start • by Martin Palicki The museum network 31 Artifact Technologies introduces Mixby platform• by Joe Kleiman Immersion with dinosaurs 33 Movie Park Germany opens The Lost Temple • by Judith Rubin Gamification and dark rides 36 Innovations from Triotech, Sally & Alterface Projects • by Joe Kleiman staff & contributors advertisers EDITOR DESIGN Alcorn McBride 35 © SHOW: ECA2 - PHOTOS: JULIEN PANIE Martin Palicki mcp, llc Alterface Projects 29 Artifact Technologies 34 CO-EDITOR CONTRIBUTORS Judith Rubin Stuart Hetherington All Things Integrated 19 Super 78 Boston Productions Inc. -
Flightsim Community Survey 2019
FlightSim Community Survey 2019 Final Report 1 Copyright Notice © 2020 Navigraph By licensing our work with the CC BY-SA 4.0 license it means that you are more than welcome to copy, remix, transform and build upon the results of this survey and then redistribute it to whomever you want in any way. You only have to give credit back to Navigraph and keep the same license. https://creativecommons.org/licenses/by-sa/4.0/ 2 Preamble This is the annual flightsim community survey, a collaborative effort between partners – developers, companies and organizations in the flightsim domain – coordinated and compiled by Navigraph. This survey is freely distributed for the common good of the flightsim community to guide future projects and attract new pilots. This flightsim community survey is the largest and most comprehensive of its kind. This year 17,800 respondents participated in the survey. This is an 18.6% increase from last year when 15,000 participated. This year’s survey consisted of 93 questions, compared to last year’s 77 questions. However, this year many more of the questions were conditional, allowing us to add new sections and ask in-depth questions only to those respondents for whom it was relevant. New sections this year contained questions specifically aimed at pilots using flight simulator software on mobile devices and helicopter flight simulators. We also added questions on combat simulators, air traffic control and flight planning. Finally, because of the upcoming release of the new Microsoft Flight Simulator 2020, we added questions on this topic as well. Our main objective this year was to recruit more and diverse partners to broaden the reach of the survey to get an even more representative sample of the community. -
Flight Simulator Development with Safety System Implementation
FLIGHT SIMULATOR DEVELOPMENT WITH SAFETY SYSTEM IMPLEMENTATION Berta Martínez Utrilla Bachelor’s thesis May 2017 Air Navigation Engineering ABSTRACT Tampereen ammattikorkeakoulu, Tampere University of Applied Sciences Universitat Politècnica de Catalunya, Polytechnic University of Catalonia Degree Programme in Air Navigation Engineering MARTÍNEZ UTRILLA, BERTA: Flight Simulator Development with Safety System Implementation Bachelor's thesis 43 pages, appendices 7 pages May 2017 In the constantly evolving aeronautical field, flight simulators are becoming increasingly common tools. Their use is being extended in both amateur and professional sectors since they provide life-like experiences effective in flight crew training from the comfort of a controlled enclosure, bringing economical benefits as well as reducing the impact on the environment. One of the most worrisome aspects regarding to these devices is safety, since the direct contact with individuals is constant. For this reason, the aim of the project has been the performance of a safety analysis on flight simulation devices to its future implementation in the simulator of Tampere University of Applied Sciences. In the first part of the study the basic concepts introducing the field of flight simulators have been presented, to be followed at later stage by a detailed analysis in the specific situation of the developing simulator of the university. Finally a deepening in the safety field has been performed, both in operational and general safety of the enclosure. On the whole, the project not only provides background information on the topic and analyses closely the simulator of the university but also deepens in the safety system, allowing the implementation of the obtained results in future similar devices. -
GUIDE for Rider Safety and Accessibility Ver
UNIVERSAL ORLANDO RESORT GUIDE FOR Rider Safety and Accessibility ver. 2021.06 UNIVERSAL STUDIOS FLORIDA AND UNIVERSAL’S ISLANDS OF ADVENTURE Welcome to Universal Orlando Resort We have provided this guide to give you as much detailed information about each attraction experience as possible. Our goal is to ensure that everyone is able to make well-informed decisions about their ability to safely, comfortably, and conveniently experience each of our attractions. If, at any time, you feel that you do not have enough information to make these decisions, please feel free to contact us. Additionally, we have included specific information for Guests with disabilities. This information provides a clear outline of the accommodations at each attraction, as well as the physical requirements for entering or exiting ride vehicles and other attraction areas. It is important to note that although all of our Attractions Attendants are eager to make your day as pleasant as possible, they are not trained in lifting or carrying techniques and therefore cannot provide physical assistance. We suggest that Guests with disabilities bring a companion who can provide any physical assistance that may be needed. Our goal is to provide the best accommodations possible to all of our Guests. With the information that follows, and with the information our Team Members can provide in answering questions, we are confident the experience you have with us will exceed your expectations. How to Contact Us You can message us at www.visitorsatisfaction.com/contactus/. Guest Services Coordinators are available seven days a week from 8:30AM until park close and make every effort to respond to messages in 24 to 48 hours; however, due to current high volume of emails received each day, please allow several days for a response.