Microsoft Flight Simulator Fundamentals
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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). -
Yahoo! Games Announces Relationship with Microsoft Game Studios New Relationship Catapults Yahoo! Games on Demand Past 100 Games Mark SUNNYVALE, Calif
Yahoo! Games Announces Relationship With Microsoft Game Studios New Relationship Catapults Yahoo! Games on Demand Past 100 Games Mark SUNNYVALE, Calif. - October 2, 2003 - Yahoo! Games, the leading online games destination (Nielsen//NetRatings - August 2003), today announced Microsoft Game Studios, a leading worldwide publisher and developer of games for Windows®, XboxTM video game system and online platforms, is the newest publisher to contribute titles to Yahoo! Games on Demand (http://gamesondemand.yahoo.com). With this new relationship, more than 100 titles are available to consumers for play on Yahoo! Games on Demand. "Our relationship with Microsoft Game Studios marks another milestone in Yahoo!'s mission to deliver top quality PC games to millions of online consumers," said Dan Hart, general manager of Yahoo! Games. "This relationship gives Yahoo! Games the ability meet the growing demand for direct rental and streaming play via the Internet, and lets consumers choose from more than 100 PC game titles through Yahoo! Games on Demand." Yahoo! Games on Demand is a one-stop destination to play a diverse selection of more than 100 popular PC games from leading publishers, giving users a choice of popular new and classic games, in genres ranging from action and strategy to simulation and arcade. Players can sign up for Yahoo! Games on Demand Unlimited monthly or quarterly subscription packages, which enables them to play all subscription games with no time limits. Fifteen new titles will be added to Yahoo! Games on Demand through this relationship with Microsoft Game Studios. Available titles include: Age of Mythology®, Combat Flight SimulatorTM 3, Dungeon Siege, Microsoft Flight Simulator 2004, FreelancerTM, Rise of NationsTM, and Zoo TycoonTM. -
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. -
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). -
Simulator Platform Motion Requirements for Recurrent Airline Pilot Training and Evaluation
Simulator Platform Motion Requirements for Recurrent Airline Pilot Training and Evaluation Judith Bürki-Cohen U.S. Department of Transportation Research and Special Programs Administration John A. Volpe National Transportation Systems Center Cambridge, MA 02142 Tiauw H. Go Massachusetts Institute of Technology Cambridge, MA 02139 William W. Chung Science Applications International Corporation Lexington Park, MD 20653 Jeffery A. Schroeder NASA Ames Research Center Moffett Field, CA 94035 Final Report September 2004 1 ACKNOWLEDGEMENTS Many people contributed to this work, and we are very grateful to all of them. The work has been requested by the Federal Aviation Administration’s Flight Standards Service Voluntary Safety Programs Branch managed by Dr. Tom Longridge. We greatly appreciate his insights. In his office, we would also like to thank Dr. Douglas Farrow for his support. Dr. Eleana Edens is the perfect FAA Program Manager. We thank her for her encouragement and effective guidance. The Chief Scientific and Technical Advisor for Human Factors, Dr. Mark D. Rodgers, sponsored the work. We thank him and Dr. Tom McCloy in his office for their involvement. The discussions with Dr. Ed Cook and Paul Ray, the present and former managers of the National Simulator Program Office, were always enlightening. Members of other branches of the FAA’s Flight Standard Services that provided helpful suggestions are Jan Demuth and Archie Dillard. At the Volpe National Transportation Systems Center, we thank Dr. Donald Sussman, the Chief of the Operator Performance and Safety Division, for his direction. Young Jin Jo provided critical support for the First Study, and Sean Jacobs and Kristen Harmon for the Second Study. -
Using Microsoft Flight Simulator X to Develop Aeronautical Decisionmaking Skills in the Classroom
Wright State University CORE Scholar International Symposium on Aviation International Symposium on Aviation Psychology - 2009 Psychology 2009 Using Microsoft Flight Simulator X to Develop Aeronautical Decisionmaking Skills in the Classroom Wendy S. Beckman Mark Callender Paul A. Craig Steve Gossett Wayne Dornon Follow this and additional works at: https://corescholar.libraries.wright.edu/isap_2009 Part of the Other Psychiatry and Psychology Commons Repository Citation Beckman, W. S., Callender, M., Craig, P. A., Gossett, S., & Dornon, W. (2009). Using Microsoft Flight Simulator X to Develop Aeronautical Decisionmaking Skills in the Classroom. 2009 International Symposium on Aviation Psychology, 690-695. https://corescholar.libraries.wright.edu/isap_2009/1 This Article is brought to you for free and open access by the International Symposium on Aviation Psychology at CORE Scholar. It has been accepted for inclusion in International Symposium on Aviation Psychology - 2009 by an authorized administrator of CORE Scholar. For more information, please contact [email protected]. USING MICROSOFT FLIGHT SIMULATOR X TO DEVELOP AERONAUTICAL DECISION- MAKING SKILLS IN THE CLASSROOM Wendy S. Beckman, Mark Callender, Paul A. Craig, Steve Gossett, Wayne Dornan Middle Tennessee State University Murfreesboro, Tennessee In the Aerospace Department at Middle Tennessee State University, Microsoft Flight Simulator X (MSFSX) is being utilized in the classroom to develop the aeronautical decision-making skills future pilots will need. The utilization of this inexpensive software to create realistic scenarios is discussed and a variety of examples are provided. While working through a scenario, students view either pre-recorded segments of a virtual flight, or participate in real time decision-making as a flight segment is “flown” by the instructor. -
Pilot Manual
AIRMATE PILOT GUIDE iOS v2.1 - Android 1.6 (C) MYRIEL AVIATION S.A. (www.airmate.aero) iOS v 2.1 - Android v 1.6 November 2020 contact: [email protected] CONTENTS AIRMATE ...................................................................................................................................... 1 PILOT GUIDE iOS v2.1 - Android 1.6 ...................................................................................... 1 Prerequisites ................................................................................................................................ 2 Disclaimer ................................................................................................................................... 2 What's new in Airmate iOS version 2.1 ...................................................................................... 3 What's new in Airmate Android version 1.6 ............................................................................... 4 Next releases roadmap ................................................................................................................ 5 Migrating from another app ........................................................................................................ 5 First launch...................................................................................................................................... 7 Connect to your account ............................................................................................................. 7 Chart Download ......................................................................................................................... -
Download Article
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. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
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.