Department of WarPDFTier 2 · Documented firsthand reportPartially redacted
AAWSAP DIRD, Cockpits in the Era of Breakthrough Flight, November 2010
DOW-UAP-D144 · Release 06 (9/18)
Agency
Department of War
Document type
PDF
Location
Las Vegas, Nevada (United States)
Incident date
11/1/10
Release
Release 06 (9/18)
Evidence tier
Tier 2 · Documented firsthand report
What the document says
This document is a Defense Intelligence Reference Document (DIRD), a technical reference format used by the Defense Intelligence Agency (DIA) to capture baseline knowledge on a specific topic for later analytic use. DIRDs are best understood as reference and synthesis products rather than as original research. It is one of 38 DIRDs produced under the Advanced Aerospace Weapon System Applications Program (AAWSAP) between 2009 and 2011. Because AAWSAP’s scope permitted a broad range of supporting topics, not every DIRD in the series directly concerns aerospace systems or future threat assessment. The following summary reflects the DIRD’s scope and framing at the time of writing and should not be read as implying current validation of the concepts discussed.
This DIRD examines how cockpit design might change if future aerospace vehicles were ever to achieve major propulsion breakthroughs such as control over gravity and inertia, “propellantless” flight, or faster-than-light travel. The report does not describe an existing or emerging vehicle class. Instead, it asks what such hypothetical capabilities would mean for piloting, displays, controls, and human factors, and it argues that the biggest design challenges would come from full six-degree-of-freedom motion, operation across multiple flight regimes from near-surface flight to orbit and deep space, and the possible separation between the craft’s actual motion and the crew’s internal physical sensations. It combines those assumptions with established human-machine-interface principles and with maturing inputs such as gesture, voice, and brain-machine control to outline a provisional cockpit centered on intuitive displays, stress-tolerant physical controls, and a virtual surround display.
Auto-extracted from the original PDF · may contain extraction artifacts. The source document above is authoritative.
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Defense
Intelligence
Reference
Document
Defense Futures
01 November 2010
ICOD: 8 July 2010
DIA-08-1011-002
Cockpits in the Era of
Breakthrough Flight
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Cockpits in the Era of Breakthrough Flight
The Defense Intelligence Reference Document provides non-substantive but
authoritative reference information related to intelli ence to ics or methodolo ies.
Prepared by:
Technology Warning Division (DW0-4)
Defense Warning Office
Directorate for Analysis
Defense Intelligence Agency
Author:
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This product is one in a series of advanced technology reports produced in FY 2009 under the Defense
Intelligence Agency, Defense Warning Office's Advanced Aerospace Weapon System Applications
AAWSA Pro ram. Comments or questions pertaining to this document should be addressed to ...., -
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as mg on, DC 20340-5100.
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Contents
Introduction ...........................................................................................................iv
Chapter 1: Predicting Implications of Propulsion Breakthroughs ........................... 1
MARCH OF PROGRESS: REVOLUTIONARY PROPULSION PHYSICS....................... 1
VEHICLE and COCKPIT IMPLICATIONS............................................................... 2
Chapter 2: Human-Machine Interface Lessons ..................................................... 18
HUMAN PERCEPTION NORMS ........................................................................... 18
DESIGN FOR STRESS ............................................ ................................................. 21
DEVICES TO CONVEY INFORMATION ................................................................ 23
DEVICES FOR RECEIVING PILOT COMMANDS ................................................... 27
CONTEMPORARY AIRCRAFT COCKPITS............................................................. 28
Chapter 3: Provisional Cockpit for Breakthrough Flight........................................ 32
FLIGHT MODES ................................................................................................. 32
PHYSICAL DISPLAVS ........................................................................................ 34
VIRTUAL SURROUND DISPLAY ......................................................................... 40
CONTROLS ........................................................................................................ 41
Chapter 4: Future Work ........................................................................................ 43
MULTIPLE FLIGHT REGI ME GUIDANCE CONVENTIONS ..................................... 43
VECTOR MOTION DISPLAY ............................................................................... 43
VECTOR MOTION CONTROL .............................................................................. 43
OPTIMUM MIX OF CONTROL METHODS ............................................................. 44
Appendix A: Annotated Bibliography .................................................................... 45
Appendix B: Endnotes .......................................................................................... SO
Figures
Figure 1. Six Independent Degrees of Freedom...................................................... 3
Figure 2. Comparing Conventions of Aircraft Motion .............................................. 5
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Figure 3. Necessary Distinction Between External & Internal Force Environments. 6
Figure 4. Warp Drive ...............................................................................................8
Figure 5. Hypothetical Gravitational Bias Drive .......................................................9
Figure 6. Inertial Frame Bias Drive and Vehicle Zones ..........................................10
Figure 7. Typical Science Fiction Orientations .......................................................12
Figure 8. Cosmic Microwaves as Universal Motion Reference Frame .....................15
Figure 9. Human Fields of View .............................................................................20
Figure 10. Flight Deck of Contemporary Aircraft ...................................................29
Figure 11. Contemporary Primary Flight Display ...................................................30
Figure 12. Space Cockpit Visions Circa 1959 ......................................................... 31
Figure 13. Provisional Breakthrough- Era Cockpit ..................................................33
Figure 14. Functional Designation of Physical Cockpit Panels................................ 34
Tables
Table 1: Comparing Reaction Time to Distance Traversed at Various Speeds ....... 13
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Cockpits in the Era of Breakthrough Flight
Introduction
Responding to the request to explore forefront science relevant to future cockpits for
any form of aerospace craft and/or deep-space craft that is propelled by any
unspecified advanced or breakthrough propulsion physics, this report offers a
provisional cockpit design that employs the following:
•
Predictions of propulsion physics breakthroughs.
•
Lessons of human-machine interface.
•
Emerging technology for displays and controls.
This study discusses the implications of breakthrough propulsion, including the mastery
over gravitational and inertial forces and the prospect for faster-than-light spaceflight.
The main reference used to predict these possibilities is the book Frontiers of Propulsion
Science [Millis & Davis, 2009]. Although the breakthroughs discussed in this book are
not imminent, enough progress has been made to allow for thoughtful speculation
about their characteristics and possible implementations.
How these advances may affect future cockpits is described, and this is the central
message of this study. The most significant differences from legacy cockpits are
identified and then used to set the baseline design requirements.
Additionally, substantial lessons about human-machine interfaces are reviewed and
applied to this notional cockpit. Most of this progress relies on better accommodating
the norms and limitations of human perception-lessons that do not change even when
vehicle characteristics change.
Recent advancements in the use of hand gestures for commands are also included, as
well as advancements in brain-machine interfaces. In this conceptual study of far-future
possibilities, these technologies are assumed to have reached fu ll maturity, with one
exception: in order to focus this study on future cockpits, the options for brain implants
and
for
transhumanism-where
humans
are
reengineered
to
adapt to
new
requirements-are not considered.
Next-step investigations are suggested to refine the ideas presented herein. A caveat
is that advances in cockpits for breakthrough flight might be further advanced by taking
advantage of the gaming industry techniques or through science fiction speculation.
Note: All projections in this report are based on public domain information.
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Chapter 1: Predicting Implications of Propulsion
Breakthroughs
MARCH OF PROGRESS: REVOLUTIONARY PROPULSION PHYSICS
Breakthroughs in propulsion physics (such as the control over gravitational or inertial
forces, propellant-less space drives, and even faster-than-light travel) are not
imminent; however, enough progress has been made to allow for thoughtful
speculation about their nature and implications. As a preview, the implications to
cockpit design include added degrees of motion, combination of operational regimes
(near ground, orbit, and beyond), greater range of speed (from zero-speed hover to
beyond light speed), and loss of familiar motion cues (pilot's inertia and visual cues)
resulting from the separation of external and internal environments.
The primary reference used to predict these possibilities is the book Frontiers of
Propulsion Science [Millis & Davis, 2009],1 particularly chapters 3, 4, and 15. This book
may be the first-ever scholarly compilation of science pertaining to breakthrough
flight-methods sufficiently advanced to enable human voyages to other star systems.
The book examines a wide range of works, offering introductory explanations and
comparisons between approaches and identifying high-priority unknowns needing
deeper study. References to specific ideas and issues cite that book and other original
works.
Setting Ideal Performance as Design Target
This report focuses on the most significant likely differences between contemporary
cockpits and cockpits in the era of breakthrough flight. Possibilities that imply the most
demanding changes are considered first, and explanations of the correlations between
the propulsion characteristics and resulting cockpit features are provided . Looking to
the far future, this study evaluates the impact of having achieved the following
breakthrough advancements:
•
Control over gravitational and inertial forces:
-
The craft is propelled by interacting with the properties of the space-time and/ or
inertial frames surrounding the craft- and can accelerate at g levels beyond
human endurance.
-
The environment inside a craft can be sustained anywhere between 0 g and 1 g
(minimum range) without regard for either the motion of the craft or its outside
gravitational environment.
•
Faster-than -light (FTL) speeds are possible by having mastered control over those
aspects of nature that impose the light-speed limit.
However, due to reasonable
relativistic projections of the energy required for propulsion coupled with the limits
of the human lifespan, it is reasonable to expect that travels will be limited to within
our galaxy. For the sake of bracketing the scope of coverage, this study assumes
that practical star flight will be limited to a 100-light-year radius around our Sun.
Even with this constraint, thousands of star systems are within that range.
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•
The energy supply for these features resides on the vehicle and is considered to
have a dynamic interplay with the motion of the vehicle. The energy can be
transferred to and from the environment surrounding the craft as a consequence of
the propulsive maneuvers.
Sanity Check on Predictions
Objectively, the propulsion physics predictions offered in this report should be
interpreted as informed conjectures or, at best, well-reasoned speculations. Absent of
verified theories and engineering implementations, it is premature to consider this first
study as the last word on this topic. Further progress will likely reduce the span of
options and provide greater insight into implementation details.
It must also be stressed that these interpretive predictions and cockpit implications are
solely generated by the author and, thus, have not yet been published or debated with
other scientists and engineers. Therefore, the reader should consider these predictions
to be an initial step into the process.
VEHICLE AND COCKPIT IMPLICATIONS
~deally, it is desirable to have a vehicle that can move in any direction, at any speed, in
both air and space, without limitations. These features imply the need to have
technological mastery over the forces of gravity and inertia and mastery over those
aspects of nature that impose the light-speed limit. Based on projections of the
underlying physics, such abilities would have secondary characteristics that affect how
such motions are monitored and controlled.
Degrees of Freedom
Unlike an aircraft, whose motion consists basically of deviations from constant forward
motion, or a helicopter, whose motion is dominated by the dynamics of its main rotors,
a breakthrough propulsion vehicle would allow the full six degrees of freedom, including
the ability to remain fixed relative to a desired reference. For example, if we start with
the situation of a vehicle hovering over the ground, the breakthrough vehicle should be
able to change its orientation (yaw, pitch, or roll) without affecting its altitude or lateral
position. Similarly, it should be able move up/down or laterally without the need to
induce pitch or roll maneuvers (Figure 1).
Such novel motion leads to two major differences from legacy cockpits:
•
Independent control inputs are needed for the full six degrees of freedom (yaw,
pitch, and roll; and laterally, x [fore-aft], y [left-rig ht], and z [up-down]).
•
New display methods are required to convey position, orientation, and motion for all
those degrees of freedom.
The control methods need not copy legacy methods from airplanes or helicopters
methods that are based on the mechanisms of their origin (Figure 2). Instead, future
cockpit designs are now free to use control methods tailored to the natural
action/reaction of pilots, while the vehicle's interfaces perform the function of
converting pilot inputs to drive the vehicle's motion. Whether such a system consists of
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a single joystick with six degrees of freedom, some sort of gesture-based system, or
one that has those degrees of freedom dispersed across multiple pilot inputs (e.g ., head
motion, legs and feet, and arms and hands) remains open for future study. As a
provisional baseline, this report chooses the option of having a pair of six-degree-of
freedom joysticks, one for both the left and right hands and located at the edge of the
cockpit chair's arm rests.
Three equally avallable rectilinear axes of motion
Three equally available rotational axes of motion
Figure 1, Six Independent Degrees of Freedom. [Graphic: A. Szames] Note : the vehicle shown is strictly
hypothetical and is a combination of three 1960s science fiction vehicles: Seaview submarine, Galileo shuttle, and
Amtronic car.
Similar to requiring new control methods, new display methods are also required to
convey more information than in legacy cockpits.
In addition to the complete six
degrees of freedom, these motions will take place near the Earth's surface, in orbit, and
in deep space. A key difference spanning those regimes is the traditional role played by
a gravitational field as a reference for orientation and motion. Since a gravitational
reference will not always be present, and yet is extremely important when it is present,
the new display system must accommodate all regimes in a way that feels natural to
the pilots. These particular challenges are addressed in the section on Mixed
Operational Regimes.
Separation of Internal and External Environments
Probably the most significant and perplexing difference for breakthrough-era cockpits is
that the sensations of motion inside the vehicle will not necessarily match the motion of
the vehicle itself. This is both a consequence of the method of propulsion as well as
cockpit features designed to ensure crew survival.
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As illustrated in Figure 2, when planning for breakthrough flight, there is no need to
constrain designs to match the legacy conventions derived from prior vehicles. In the
case of both the airplane and the helicopter, the control inputs available to the pilot are
specific to the mechanisms of the control surfaces. When projecting breakthough flight,
it is assumed that the controls will be tailored to match the natural characteristics of
pilots, and the propulsion system will be designed to perform accordingly.
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2A
28
2C
Figure 2. Comparing Conventions of Aircraft Motion. [Credit: A. Szames]
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To make this easier to grasp and to provide a provisional concept, imagine that the
vehicle is partitioned into concentric sections as shown in Figure 3. The central volume
is for the crew, where it is required that the gravitational and inertial forces be
sustained within survivable levels. The inner shell, or inner hull, surrounding that region
contains whatever devices provide that safe environment. The outer shell contains the
propulsion devices that induce the desired motion of the craft relative to the external
space. The region between the two hull shells is a provisional separation for analyzing
the interaction between those two functions.
Coordinate system of the
Crew cabin where inertial
external environment
and gravitational forces
are maintained at normal,
safe conditions
Outer shell whose
propulsion interacts with
provides a safe internal
external environment
force environment
Figure 3. Necessary Distinction Between External and Internal Force Environments. [Graphic: A. Szames]
For analytical purposes, it is advantageous to consider these volumes and control
surfaces (the hull shells) as separate and then use them to define boundary conditions.
In addition to its utility for assessing future cockpit designs, this multisectioned vehicle
baseline is valuable for gedanken experiments about revolutionary propulsion concepts.
Why This Is Odd
Conventionally, gravitational and inertial effects permeate through everything, so the
notion of having different conditions inside and outside of the craft runs contrary to
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experience. If the gravitational environment outside the craft is 1 g, that same 1 g is
expected inside as well. Similarly for accelerations, the entire mass of the vehicle,
including its occupants, will experience the same inertial reactions as the vehicle
accelerates.
Upon the advent of breakthrough propulsion, mastery over gravitational and inertial
forces will have been achieved. This implies, for example, that it is possible for a vehicle
to accelerate at extreme g's while its crew remains within survivable limits or that,
while cruising in deep space (absent of any acceleration or gravitational field), the crew
can enjoy the familiar, constant 1 g upward.
Because such possibilities run so contrary to established experience, it is difficult to
comprehend how such things can be achieved and then contemplate the consequences
that these advances impose onto other systems of the vehicle-in this case, how they
affect cockpit designs. Not all known approaches to propulsion physics evoke the need
for a double hull. 2 Versions that simply suggest a new thrusting mechanism and
reaction mass would only need the double hull if also addressing how to provide a safe
acceleration environment for the crew. As stated earlier, however, the most significant
possible impacts are considered for this study. Therefore, two examples are described
next for how breakthrough propulsion would require this provisional double-hull
configuration.
Why Double-Hull Needed: Example 1 (Warp Drive)
The Alcubierre warp drive, which uses the physics from the Riemannian geometry of
Einstein's general relativity, creates a "warp bubble" around the cralt, and then this
bubble of space-time is moved through the surrounding space-time. This effect is
created (in theory) by expanding space-time behind the vehicle and contracting space
time in front. The vehicle within the bubble feels no acceleration forces. As illustrated
in Figure 4, 3 the high peaks represent expanding space-time, while the low peaks
represent contracting space-time. Note that the inner region is flat (meaning that the
vehicle does not experience any acceleration forces), that the region far from the
propulsion effect is also flat, and that these two regions are separate.
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Figure 4. Warp Drive. Taken directly from the Frontiers book, this image has become the iconic representation
for a warp drive : the "York Extrinsic Time Plot."
In theory, the outer shell is presumed to create the propulsive effect of warping space
time outside the craft without affecting the inside. In short, the Alcubierre warp drive
creates a separation of space-time environments inside and outside of the craft,
although the exact details remain uncertain.
Although there is no explicit function for the inner hull in this situation, this Alcubierre
warp drive at least illustrates the concept of separation of these outer and inner
environments. When planning future cockpits, the outer and inner inertial frames need
to be treated as two distinct zones. The physics related to such considerations is still
evolving4 and beyond the scope of this report.
Why Double Hull Needed: Example 2 {Field Space Drive)
Another class of conceptual propulsion is a "field drive"-a subset of "space drives"
where a spacecraft is propelled " ... using only the interactions between the spacecraft
and its surrounding space ... "5 Instead of using the Riemannian geometry of Einstein's
general relativity, these approaches use the physics of fields and scalar potentials. 6
While several variants exist, the "Bias Drive" concept is selected here to illustrate the
relevance of the double-hull configuration, specifically in the context of modifying the
scalar potential that defines an inertial frame. By altering the properties of the
surrounding inertial scalar, a gradient in that scalar is induced which, in turn, induces
gravitational-like forces on matter located in that gradient.
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Figure 5 represents one version of this effect/ where the vehicle and its contents would
be located at the steep gradient and therefore would jointly experience acceleration
forces. Taken directly from the Frontiers book, this image represents what would
happen if it were possible to asymmetrically modify Newton's gravitational constant to
induce gravitational gradients that would then, in turn, accelerate the vehicle. Despite
the similarity to the distortions in the warp drive (Figure 4), these surfaces represent
scalar potentials of gravitational fields. Figure 6 is a modified version of this where the
double-hull configuration of Figure 3 is imposed, along with the condition that the inner
region remains unaffected. In Figure 6, the locations of the inner and outer shell are
identified on the figure. The notion of the gravitational bias drive has been modified
here to illustrate the concept of having two separate zones of inertial and gravitational
forces.
In this case, the plotted surface represents a scalar potential of an inertial
frame, where a gradient has the same effect as a gravitational field. The smaller central
flat area is the inside of the vehicle where no acceleration forces are felt. The outer
edges of the diagram are also flat, representing the unaffected space sufficiently far
from the propulsive effect. The distorted regions in between represent the effects of
both the outer and inner hull shells. The outer hull shell induces a gradient that propels
the vehicle, and the inner shell acts to prevent those distortions from reaching the crew
cabin.
It should be emphasized that these notions are at the level of thought
experiments, as opposed to being mature theory.
a) Multiplicative modification, B, Eq. (39a)
b) Exponential modification, b, Eq. (39b)
Figure 5. Hypothetical Gravitational Bias Drive.
In short, this Inertial Frame Bias Drive has affected the space both outside and inside of
the craft to propel the vehicle and to keep its crew isolated from the resulting
acceleration forces. For example, if the outer hull creates a 10-g field outside the craft,
the inner hull would compensate to create an opposing field such that the crew cabin is
free of the 10-g acceleration forces. It can, therefore, be speculated that-if such field
affecting physics is discovered-the inner shell could create a 1-g field when the craft is
coasting in 0-g deep space.
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Outer Hull
Inner Hull
Crew Safe Zone
Figure 6. Inertial Frame Bias Drive and Vehicle Zones. [Credit: M. Millis]
To be explicit, the physics and engineering to create such situations do not yet exist.
The related physics can be categorized as still being at steps one and two of the
scientific method: defining the problem and collecting data. 8 Among many other issues
eluding discovery and resolution, major issues include momentum conservation, the
role played by inertial frames, and methods to affect gravitational and inertial
properties of matter and space.
Secondary Consequences
Pertinent to cockpit design, the normal sensations of motion inside the cockpit will likely
not be the same. In contrast to the advantage of shielding the crew from harsh
maneuvers, this shielding removes sensations of motion (seat-of-pants feeling) that
pilots use to help judge the motion of their vehicle. This detriment is compounded by
the likelihood of inducing motion sickness, since the visual cues of the vehicle's real
motion will be different from that felt by the pilot. A difference between visual and
vestibular cues is a cause of motion sickness. The option of allowing a certain portion of
the vehicle's g-loading to be transferred to the cockpit can be considered as a
mitigation strategy. Accordingly, cockpit controls to affect such changes are required.
Also, it is likely that this double-hull notion would prevent direct visual contact between
the occupants and the environment outside the vehicle, or perhaps distort such visual
cues beyond easy interpretation. In other words, do not expect windows. Without the
famil iar visual and vestibular cues directly available to the pilot, it becomes vitally
important for the cockpit displays to provide reliable and instinctive cues for the pilot to
aptly judge the position, orientation, and motion of the vehicle.
Mixed Operational Regimes
A major desirable feature sought from propulsion breakthroughs is the ability to move
from the surface of the Earth directly into space. This implies that the vehicle's displays
and controls must readily encompass motion near the Earth's surface, ascent into space,
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transitions into and out of orbits, and long-duration sustained cruising in a 0-g
environment.
As alluded to earlier, this deviates from prior displays where the Earth's gravitational
field is available from which to gauge orientation. Similarly, the notion of an altimeter
takes on a whole new meaning in this context. While visual cues for "up" are
instinctively clear near the surface of the Earth (or even in closed rooms where 1 g is
present), for a true breakthrough vehicle, these will be special conditions amongst a
greater span of possibilities.
A particular consequence of these added operational regimes is that unfamiliar
situations are presented that must be made easy for the pilot to comprehend. Human
instincts of motion and perception are honed from living in a 1-g environment with the
majority of motions constrained to the (comparatively) two-dimensional ground. Also,
lacking eyes in the back of our heads, our natural sense of attention is focused forward.
While these instinctual characteristics serve well in travel near the ground, they do not
apply to orbits or to deep-space flight.
Orbit
Orbits around the Earth-or any gravitating body, for that matter-present stable,
constant energy situations. Orbits are convenient parking locations. A vehicle does not
need to expend energy to stay in orbit indefinitely (unless drag forces from the
atmosphere or long extensions of the vehicle come into play). Orbits, therefore, are
common trajectories to select when loitering near gravitating bodies. But so far in the
course of human evolution, developing an innate sense of placing a vehicle into an orbit
does not exist. Although a human can instinctively run at just the right speed and
direction to catch a ball thrown toward them, such natural instincts do not apply to
placing a vehicle in orbit. Therefore, display systems will be required to provide readily
interpretable cues for the pilots to transition into orbital flight. This implies presenting
the natural relations between orbital altitude and orbital speed. This challenge is
compounded since such cues must naturally blend with the motion cues used when
flying near the surface.
Deep-Space and Interstellar Flight
Deep-space flight adds yet another challenge; namely, the almost total absence of
familiar cues for motion, position, and orientation. Given the extremely large distances
between astronomical objects and that relativistic effects do not become significant
(>1% distortions) until reaching beyond 10% of light speed, the view outside the craft
will appear stationary-even when traveling at 60 million miles per hour (9% c). The
display systems that are tied to the navigation references (to be discussed later) must
convey motion to the pilots in a natural manner despite the absence of familiar human
cues.
Compounding the absence of a sense of motion, there is an absence of orientation.
There is no dominant direction for "up" during deep-space flight. If some form of
artificial or synthetic gravity is provided for long-duration crew health, then that
internal 1 g will create the most dominant sense of "up" for the crew, and the display
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system that conveys the spacecraft's orientation relative to the external space will have
to be clear enough to overcome this prejudicial sense of orientation.
Notice, for example, that in almost all science fiction stories, spacecraft move laterally
(forward) relative to the vehicles' internal sense of "up" {Figure 7). Motion along the z
axis is seldom mentioned. Although this is a natural extension of how we move relative
to the surface of the Earth, it is not the only scenario. In contrast, consider a rocket
whose 1-g orientation is aligned with its major axis of motion. This is a consequence of
its propulsive thrust. In other words, at least two conventions for direction during deep
space flight are possible : the notion of lateral motion across a landscape (where the
internal 1 g is at right angles to flight), or vertical motion with an astronomical range
(where the internal 1 g is coincident with the direction of flight).
Conveniently matching film studio conditions, the interiors of fictional spacecraft
provide a comfortable 1-g environment for the crew. They also follow the terrestrial
convention of motion: their major direction of motion is forward (a lateral motion),
even though they are experiencing an acceleration force of 1 g upward (their internal,
synthetic gravity).
These two directions, up and forward, are at a right angle. In
contrast, the thrusting direction and the internal g-axis of a rocket are in the same
direction. The choice of orientation for real deep-space motion is a subject for further
study.
FORWARD
(Externally)
Figure 7. Typical Science Fiction Orientations. [Images: A. Szames]
Since propulsion breakthroughs have not yet been discovered, there is no way of
knowing if the propulsion methods themselves will dictate the choice of orientation.
Therefore, to plan for the uncertain future, this is a choice worthy of deeper study. Is
the natural human instinct for forward-dominated motion a better human-machine
interaction than the upward-dominated motion that might be dictated by the propulsion
method? Such an assessment must also consider how well the convention works when
transitioning from deep-space flight into orbit, then landing, and then back again to
deep-space flight. Once any convention is set into place, it will be difficult to change
later.
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Crew Size Considerations
The last aspect to take into account as a consequence of mixed operational regimes is
that of the crew size. For short-duration missions (less than a few hours), it is
reasonable to conceive of vehicles with only one pilot. For more complex missions,
additional crew will be required, and thus additional displays and controls specific to
their tasks will be required . Finally, for long-duration missions, sufficient crew will be
required to carry out its mission and maintain optimal vehicle performance. These
changes-for accommodating the roles and responsibilities of crew in relation to the
overall mission-are likely to be the same as those distinctions in traditional vehicles
(e.g. , cars versus cruise ships). Those changes typically include a hierarchical
organization, which is independent of the issues of propulsion physics.
Essential elements will include monitoring and controlling the 1-g internal life-support
environment as well as ensuring the long-term health of the crew.
Full Span of Speeds
In addition to inertial effects previously addressed, the implications due to high speed
remain.
Accommodating the reaction time of the pilot is critical. The extreme high
speed of breakthrough spacecraft will demand that automated flight controls take
precedence over the pilot's manual flight control.
Automated controls for aircraft and even for automobiles are an ever-improving
technology. For breakthrough flight, these technologies will be mandatory and will also
have to include options for maneuvering near ground, into orbits, and through deep
space. This should come as no surprise, since the advantages of having automated
flight controls warrant their use even if pilot reaction times were not an issue.
Table 1. Comparing Reaction Time to Distance Traversed at Various Speeds1
Speed
Distance Traversed in l Second
mph
km/h
C
Feet
Meters
Miles
Km
Walking
2
3
3
1
Driving Around Town
40
64
60
18
Commercial Air Flight
500
800
730
220
Hypersonic Flight
Low Earth Orbit
4,000
17,500
6,400
28,000
0.00001
0.00003
5,900
26,000
1,800
7,800
1
5
2
8
Deep-Space Probe
35,000
56,000
0.00005
51,000
16,000
10
16
Nonrelativistic Flight
60
Million
97
Million
0.09
89 Million
27 Million
17,000
27,000
Relativistic Flight
400
Million
650
Million
0.60
590 Million
180 Million
110
Thousand
180
Thousand
1 The distances traversed while waiting for the pilot to react are reasonable for speeds slower than hypersonic
fl ight. If traveling at hypersonic speeds near the ground, however, the situation is different. At some point,
regardless of the skill of the pilot, an automated system will be needed. Also note the huge disparity between the
fastest achieved speeds (deep-space probe) in comparison to nonrelativistic flight. This disparity of three orders of
magnitude is a clear statement about the state of our technology when contemplating deep-space flight.
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Extreme Relativistic
660
Million
1.07
Billion
0.99
970 Million
270 Million
180
Thousand
297
Thousand
Light Speed
670
Million
1.08
Billion
1
980 Million
300 Million
190
Thousand
300
Thousand
Faster Than Light?
13
Billion
22
Billion
20
202 Billion
6 Billion
4 Million
6 Million
Table 1 is designed to put a pilot's reaction time into perspective; it compares distances
traversed during the one second it takes the pilot to scan and comprehend his displays
("dwell time") and then react. 9 In addition, it will take time for those commanded
changes to take effect, but those durations are not known. The distances shown in the
table are those traversed before any corrective actions are initiated. If these distances
are determined to be excessive, then automated flight controls are mandatory.
Another aspect resulting from the effects of ultrahigh vehicle speed is the so-called
"relativistic twin paradox. 1110 Because of relativistic effects, there will be a mismatch
between the time measured aboard the craft and that measured at its base of
departure. The equations to track this situation are well established. 11 The challenge is
how to present this information so that both the crew and the mission personnel at the
base can easily comprehend the implications.
More provocative than the implications of relativistic speeds is the possibility of faster
than-light (FTL) travel. Beyond the perplexing issues of causal violations and closed
time-like curves inherent with all FTL notions to date, 12 there is the question of tracking
position, orientation, and motion when beyond light speed.
It is reasonable to assume that when a vehicle is traveling FTL, the normal flow of
electromagnetic waves (i.e., light) to and from the craft will be cut off. To better
visualize this, consider the Doppler shifts as a vehicle approaches light speed. The
colors of light heading into the flight path will be shifted to such a short wavelength
that it will cease to be detectable. Similarly, the light approaching the rear of the craft
will red-shift so much that it also ceases to be detectable. Again, do not count on
windows.
Navigation References
The main difference between navigating with existing vehicles and breakthrough
vehicles is that the breakthrough vehicles will have to navigate in deep space and
around other astronomical bodies where GPS systems and location beacons do not exist.
Another major difference is that the physics of the propulsion methods might distort or
block information that is traditionally used for navigation.
Inertial Navigation (Acceleration Measurement)
In inertial guidance systems, accelerometers and ring laser gyros accurately track the
changes in the vehicle's motion (lateral and rotational accelerations). These signals are
integrated to keep track of position by evaluating changes in both velocity and
acceleration.
In the case of the double hull, where the inertial effects might be different inside of the
craft, these tools become more difficult to apply. If we assume that the physics and
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technology for manipulating inertial fields ( or for warping space-time) can accurately
track these effects, then that knowledge may compensate to keep these tools viable.
Design of future guidance systems must address this issue.
Absolute Velocity - Universal Speedometer
Conveniently, nature provides another reference frame for deep-space navigation. The
cosmic microwave background is a reference frame against which velocity can be
measured relative to the mean rest frame of the universe. By comparing fore/aft
Doppler shifts relative to this highly isotropic and homogeneous radiation, velocity
measurements can be derived. For example, the net velocity of the Earth's motion
relative to this background has been measured to be 365 km/s. 13 However, the cosm ic
microwave background will not be detectable at FTL speeds.
As illustrated in Figure 8, although many of the pictures of the cosmic microwave
background radiation remove the prominent dipole moment shown in this graphic (the
major color difference), it is precisely this dipole-the difference between fore/aft
Doppler shifts-that provides a navigation reference for deep-space flight. The
projection of this image is a spherical shell that has been opened and flattened. The
Doppler shift corresponds to the Earth's motion of over 1.3 million km/h relative to the
mean rest frame of the universe. The Earth moves in the direction away from the red
and toward the blue.
Figure 8. Cosmic Microwaves as Universal Motion Reference Frame. [Credit : NASA]
Position-Reference Star Trackers
For deep-space flight, the star trackers that have been developed for existing
spacecraft may still prove viable, new instrumentation will probably be required. Given
the enormous expanse of space, the apparent locations of stars will not vary that
much.14 Even those that do appear to move-our closest stars-are known well enough
so that software can take into account how those positions will change as the vehicle's
position changes. Due to Doppler shifting, as noted previously, checking positions
relative to the stars will only be possible at sublight speed.
For speeds approaching light speed, corrections will be required for relativistic effects.
Such effects will probably not become apparent until traveling well beyond about 9% c,
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which is a speed that is still three orders of magnitude beyond the highest speeds
achieved to date.
Another modification for star trackers will be required for FTL travel. In essence, with
FTL flight, the vehicle arrives at the destination ahead of time-in an unfamiliar way. To
understand this, recall that all information we see from the cosmos is old. Those images
have taken a while to reach us, and the reality at their point of emission has continued
forward in time. For example, when we see sunlight, the image is more than 8 minutes
old. The images we see from Alpha Centauri show what it looked like over 4 years ago.
Thus, if we could zip to Alpha Centauri instantly, over 4 years of time would have
elapsed since we last looked at it. Alpha Centauri's condition will be a surprise upon
arrival.
Therefore, any star tracker to accompany FTL flight must take into account the
trajectories of astronomical objects so that their positions can be accurately predicted
to correspond to the correct time of arrival in both spatial and temporal coordinates.
There is no known precedent for this situation.
In support of the forgoing discussion, we are speculating that heretofore unknown
advances in physics regarding the quantum vacuum and the nature of inertial frames
will result in new motion-detection technology. In researching future propulsion
breakthroughs, the utility of sensing and affecting such phenomena is pertinent.
Compilations of Implications
The following list is a compilation of the characteristics discussed in this section about
the possible features associated with breakthrough flight. While the list is admittedly
incomplete, it conveys the most significant differences compared to conventional
methods of flight.
•
Six degrees of independent motion/orientation:
-
Translational motion: fore/aft, left/right, up/down.
-
Rotational (orientation): pitch, yaw, roll.
•
Distinct inner and outer environments for inertial and gravitational forces.
•
Speeds encompassing zero, subrelativistic (<0.1 c), relativistic (0.1 c ~ v < 1.0 c),
and beyond light-speed, yet expecting a travel limit of about a 100-light-year radius
around the Sun.
•
Three flight regimes:
-
Near the surface of gravitating body (where gravitational direction provides
natural orientation).
-
Orbits around a gravitating body (where cues for entering orbit are required for
the pilot).
-
Deep-space flight (without obvious orientation cues or obvious sense of motion).
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•
Navigational information sources:
-
Position:
•
Master reference taken relative to starting position (Sun-Earth system).
•
Current location taken from the following:
o Star tracker:
•
Modified to handle 3D database of star locations for deep-space
motion (yet less than 100-light-year radius around the Sun).
•
Predictive trajectories (to extrapolate positions for FTL travel).
•
Note: Can only take star tracker readings at sublight speed.
o First integration on measured velocity and relative to point of
departure.
o Second integration on measured accelerations since point of departure.
-
Velocity:
•
Directly measured from cosmic microwave background Doppler shifts,
where velocity is relative to the mean rest frame of the universe.
•
First integration on measured accelerations since point of departure.
-
Accelerations:
•
Linear:
o Accelerometers with corrections calculated based on the influence of
the propulsion methods that affect gravitational and inertial forces.
o Differentiation of velocity changes as measured using the cosmic
microwave background.
•
Rotational:
o Gyros (e.g., ring laser gyros) with correction inputs from the
propulsion methods that affect gravitational and inertial forces.
o Orientation as inferred from star tracker measurements.
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Chapter 2: Human-Machine Interface Lessons
Over recent decades, substantial improvements have been made to human-machine
interfaces. 15 Most of this progress relies on better accommodating the norms and limits
of human perception-lessons that do not change even when vehicle characteristics
change. These lessons are reviewed in this chapter and then applied in the conceptual
design offered in the third chapter. Examples of such characteristics include reaction
times, tunnel vision under stress, instinctual association with position, interpretations of
displayed colors, and lessons learned from interactions with display and control
technologies.
Recent progress on augmented rea lity displays, 16 voice control, 17 gesture-based
computer inputs, 18 and brain-machine interfaces (BMis) 19 are also considered. In this
study of far-future possibilities, these technologies are assumed to have reached full
maturity. Instead of going into the details of their status, only their implications will be
addressed here.
One exception was made when considering emerging technologies-specifically the
notion of modifying humans for breakthrough flight. This exception includes brain
implants for BMis and reengineering humans (transhumanism) to adapt to new
requirements. 20 Rather than requiring humans to be reengineered for breakthrough
flight, this study focuses on adapting the cockpit to address natural human
characteristics. This forces attention on the cockpit design requirements.
Numerous references about human factors were consulted, focusing on those details
most relevant to this study. Since similar assertions were echoed in many of these
references, it is not always clear how to trace a given assertion to a specific reference.
Instead, an annotated bibliography is included at the end of this report that has short
descriptions of each reference.
HUMAN PERCEPTION NORMS
Physical Object Analogs
Human interpretation mechanisms are rooted in the paradigm of a physical
environment. Mimicking a physical environment in a display and control system
enhances comprehension and allows features to be recognized with less effort than
when translating dials, bar graphs, or alphanumeric displays. 21 This not only pertains to
perceptions of motion, but also to the comprehension of a vehicle's operation:
understanding its limits, supplies of consumables, malfunction modes, and other
parameters.
Accordingly, humans naturally remember where to look for a particular piece of
information or what direction to flip a particular switch. Humans are also adept at
subconsciously applying models of social behavior and causal events.
Hierarchies,
similar to societal organizations, offer a natural model with which to categorize systems
and subsystems. Causal relations (cause leads effect) match well with procedures and
operational flow diagrams. For more abstract concepts and complex data sets, a
combination of hierarchical and causal relations can be used, typically taking the form
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of conceptual maps.
Numerous templates for these tools are readily available and
many are adaptable to gesture-based interaction .22
Color
Color is convenient for labeling different categories of information, providing status
indications, and for adding redundant (corroborating) information to minimize errors.
Humans mentally process color information first and do so more accurately and with
less effort than when distinguishing shapes or alphanumeric indicators. The upper limit
on the recommended number of colors to simultaneously display is only about 4 to 12
colors. To augment this number, it is acceptable to adjust the saturation or brightness
of a given color to represent gradations, such as terrain height or the criticality of a
variable. 23
Although research has not progressed to the point where absolute recommendations
can be made for the use of colors, the tripartite system is a widely recognized and
easily discernable status indicator:
•
Red = danger.
•
Yellow = caution.
•
Green = safe to proceed.
Conveniently, fewer pilots have colorblindness than the general public, and thus color
coded displays can be used more effectively than with the general public (data: 8% of
males and 0.4% of females are colorblind to red-green or blue-yellow distinctions). 24
Other lessons regarding the use of color include the following :25
•
Use strong colors sparingly: strong colors draw attention, and too many of them can
overstimulate the user.
•
Yellow is a rare color since it is simultaneously soft and intense.
•
The color of objects is more discernable than the color of text or lines.
•
Use soft colors (grays, pastels) for backgrounds and large areas.
•
A good color choice is one where that color is not conspicuous.
•
Use soft contrasts or graduated contrasts between areas, since hard contrasts can
appear to vibrate.
•
Avoid having the color white next to strong colors since it is too much of a contrast.
•
Avoid framing a box of text since that creates clutter. Instead, place the text in a
box with a different fill color.
•
If needed to strengthen boarders between softly colored areas, frame the area with
a darker shade of its fill color.
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Fields of View
There is a difference between what humans are physically capable of seeing and where
they naturally concentrate their attention.
Using a reference point that is straight
ahead and level with the eyes, the normal full field of view extends laterally (left/right)
±100°, upward about +60°, and downward about -75°. Of course, turning the head
can extend the lateral reach directly behind, but that rearward view would be in the
edge of periphery vision. This full span, however, is not where humans normally direct
their attention.
With the head in a fixed position, the normal field of view spans left/right ±100°. The
periphery is most sensitive to motion even when discrete images cannot be resolved.
The region shown that spans roughly ±60° is the area that can be easily scanned by
moving the eyes and whose information can be mentally processed in parallel. A much
narrower field, about ±6°, is where humans can discern details and begin processing
information serially. This zone can be aimed anywhere in the normal field of view.
Finally, the region of focus where alphanumerics can be read is only about ±2°, which
corresponds to only one square inch at a distance of 2 feet. Another characteristic of
human vision is the tendency to fixate in the upper right corner of a given display. In
the figure insert, the percentages shown refer to the proportion of total time that the
eye tends to fixate on those regions.
Figure 9. Human Fields of View. [Graphic: A. Szames]
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Peripheral Vision
Peripheral vision has been used with some success to display rates of change and
artificial horizons in aircraft. Evidence indicates that peripheral vision can process
spatial information in parallel without appreciable mental attention. Also, evidence
indicates that peripheral spatial cues (e.g., artificial horizon laser trace) may still be
subconsciously processed during stress-induced tunnel vision, even though the pilot is
no longer consciously noticing it. 26
Attention
In the absence of stimuli, visual attention is spread evenly across the full field of view,
and that information is processed subconsciously in parallel. But in the event of motion
or noise, visual attention aims toward those changes, and then that information is
processed serially. In the context of cockpits, this means that all the panels and
windows that are normally in the field of view are processed subconsciously in parallel,
and a change in any one of those will be noticed, thus drawing attention to that change.
Once attention has been triggered, the information is processed more serially.
Blinking lights are a common way to draw attention. Sound can also be used, and the
combination of sound and lights is commonly used in malfunction enunciator panels. It
is possible, however, to saturate the pilot with too many blinking lights and sounds.
Although firm values are not established, it is recommended to keep such functions to a
minimum-preferably tied to the highest-priority status indications.
Another method to draw the attention is through physical feeling. Vibrations or a
change in feel of the vehicle will get the attention of the pilot, and with experience, the
correlation between physical sensations and the status of the vehicle can become
second nature. Historically, there are many instances where the pilots were innately
able to sense changes in operating condition of the vehicle just through feel.
In addition to naturally created sensations, having deliberate vibrations built into the
seat is another option for sending information to the pilot.
Force-feedback controls
have also been found helpful, where the degree of resistance or vibration fed back
through a control (e.g., joystick and pedals) provides interpretable information that can
be mentally processed in parallel.
Upon the advent of control over gravitational and inertial forces, it will likely become
possible to deliberately provide the pilot with vestibular cues-mimicking inertial
accelerations in association with the external conditions, but at survivable levels.
DESIGN FOR STRESS
The most important time for the pilot-machine interface to work optimally is in
moments of crisis. Thus, as a starting point for cockpit design, it is best to focus on the
highest-priority information and controls and to present those displays and controls in a
manner that accommodates human norms during stress. 27
Accordingly, this section
covers human limits and errors and advice for providing alarms and response options.
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Dwell and Reaction Time
It takes about 0.4 to 0.6 seconds of dwell time at a particular display to extract the
necessary quantitative information and at least 0.125 to 0.2 seconds for a qualitative
recheck to reaffirm the reading has not significantly changed . In addition, the pilot
needs another 0.125 to 0.2 seconds to act on that information. 28 Taken together, this
creates a total response time of 0. 7 to 1.0 seconds between first looking at a display
and commanding the appropriate response.
As an aside, displays whose update rates exceed this dwell time cannot be accurately
read. This means that displays should be slowed down to the rate at which humans can
absorb their information, roughly a half-second.
Tunnel Vision
While under stress, humans tend to narrow their visual attention, often fixating on a
single central display or task : the greater the stress, the greater the narrowing.
Humans are oblivious to this effect as it is happening. (As an aside, hypoxia- breathing
insufficient levels of oxygen-induces the same effect and can be used to simulate this
condition during training.) Peripheral vision is ignored, although some evidence
suggests that spatial peripheral cues are subconsciously retained. This tunnel vision
tendency cannot be prevented, but can be accommodated by providing the most critical
information on the central display in a natural symbolic format. 29
Forgetful Visual Scanning
Humans tend to lose track of when they last looked at a particular area of information,
sometimes forgetting to recheck parameters when needed. 30 This is where automated
checklists can help, 31 as well as vehicle management systems that process the vehicle's
situation and then recommend the best corrective measures.
Limiting Options
Humans tend to be able to retain only about 3 to 10 different items in short-term
memory. Some studies focus on seven items as the optimum. Thus, it is recommended
in quick-selection menus, or when designing hierarchical categorizations, to have no
more than four to seven items per level.
For groupings of information that are not
needed during critical moments, these constraints can be relaxed, but with the added
consequence of requiring significantly more browsing time.
Adaptive Display Errors
In computer displays having multiple layered windows, or where the display changes in
different situations, it is common that a user will lose track of how their current display
image relates to the whole system. 32 This problem is called "getting lost" or referred to
as a "keyhole" error. To prevent this error, it is best to simultaneously display some
schematic indicator of where the user is in the system. This requires a pictorial
representation of the relations of the system's operational windows. This situation is
consistent with the evidence that humans tend to rely on a physical model for where to
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look for information rather than being proficient at remembering a sequence of steps
from which to retrieve information.
In systems having different operating modes, a common error is for an operator to
execute a command sequence that is inappropriate for the mode they are currently
using but entirely correct for a different mode. 33 This type of error is called a "mode
error." An example of this is when a pilot enters a new heading for the autopilot to
follow when the plane is not in autopilot mode. To prevent this error, it is advised to
have the most critical operating modes as fixed, physical displays.
Other Distractions
It is important to remember that the cockpit might not always offer a smooth,
distraction-free ride. Buffeting can cause a finger to press the wrong button (or a
gesture-based command to misdirect), or the eyes might not be able to resolve a
particular value. Excessive use of audible alarms and blinking lights can saturate the
pilot. Other activities or distractions available to the pilot must be taken into account so
that the most critical functions are easy to find and operate, including sufficiently large
buttons and text.
Alarms and Responses
Traditionally, physical enunciator panels combined with audible alarms and blinking
lights were used to highlight malfunctions. In addition to fixed enunciator panels, more
complex systems can now computationally analyze a number of variables and only
present the most pertinent values and alarm states.
DEVICES TO CONVEY INFORMATION
Observation and interpretation of displays is always secondary to the primary task of
actually operating the system. Thus, it is important that displays be designed to first
serve the user and to take on as much of the information-processing burden as
possible. Also, it is suggested that the displays and control input devices should be
designed according to the operator's preferences, as opposed to the more common
practice of designing based on the system engineer's expectations. The following
paragraphs describe lessons learned
regarding
various methods of conveying
information to the pilot. 34
Fixed and Adaptive Displays
Fixed displays,
Context
This is one of 257 Department of War records in the declassified archive, reported in the United States region. It was published in Release 06 (9/18).
Evidence tiers describe the type of record (sensor capture vs. written report vs.
administrative file) · not a claim about its conclusions. UFO Papers reports only what the documents state.