Spatial disorientation (SD) poses a serious threat to flight safety. A pilot's gaze behaviour that characterizes his/her visual perception and attention determines success in dealing with this phenomenon. Regardless of a pilot's experience or proficiency, sensory illusions can lead to differences between instrument indications and what the pilot "feels". Understanding how simulator-induced SD cues affect gaze behaviour in pilots and non-pilots is our interest and was addressed as the aim of this research. Using a SD flight simulator, 40 male (20 military pilots; 20 non-pilots) were exposed to 12 flight sequences. We measured and compared subjects' gaze behaviour and flight performance in response to three visual and three motion illusions across two groups (pilots vs. non-pilots) and flight type (non-SD vs. SD flight). From the applied SD cues only in three illusions (false horizon, somatogyral, and Coriolis), the difference in visual attention distribution in comparison with non-SD flight was observed. There was no interaction of expertise and flight type. The pilots had shorter mean fixation time than non-pilots, except for landings. For the same SD flight profiles, we found the changes of the subjects' gaze behaviour and flight performance. The SD cues affect both the pilots and non-pilots in the same way; therefore, being an expert in piloting aircraft does not reduce the susceptibility of the pilot to loss of their spatial orientation. Eye-tracking technology could be useful in the analysis of the pilots' attention and better understanding and training of pilots' flight performance during SD events.
Objective This study investigated the effect of the spatial disorientation (SD) events on an attentive blank stare in the cockpit scene and demonstrated how much the flight task and visual delayed discrimination task were competing for the pilots’ attention. Background SD in flight is the leading cause of human error-related aircraft accidents in the military, general and commercial aviation, and has been an unsolved problem since the inception of flight. In-flight safety research, visually scanning cockpit instruments, and detecting changes are critical countermeasures against SD. Method Thirty male military pilots were performing a dual task involving piloting a flight simulator and visual change detection, while eye movements were obtained using an eye tracker. Results Pilots made more flight errors and spent less time gazing at the area of change in SD-conflict than in non-conflict flights. The vestibular origin SD-conflict led not only to deteriorated piloting and visual scanning but also to problems coordinating overt and covert attention, resulting in lower noticeability of visual changes despite gazing at them. Conclusion Our study shows that looking at a given area in space is not a sufficient condition for effective covert attention allocation and the correct response to a visual stimulus. It seems to be important to make pilots aware of this during SD training. Application To reduce change blindness, some strategies, such as reducing the number of secondary tasks is extremely valuable. Particular efforts should also be focused on improving the design of the aircraft cockpit by increasing the conspicuousness of critical information.
The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18–48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.
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