VR Virtual Prototyping Application for Airplane Cockpit:
A Human-centred Design Validation
Miguel Nunes
1a
, Emanuel Silva
1b
, Nuno Sousa
1c
, Emanuel Sousa
1d
,
Eduardo Júlio Marques Nunes
2
and Iara Margolis
1e
1
Center for Computer Graphic, Campus de Azurém, Guimarães, Braga, Portugal
2
AEROMEC - Aeródromo Municipal de Cascais, Hangar 6, 2785-632, Tires, São Domingos Rana, Portugal
Keywords: Usability, Intuitive Design, Virtual Reality, Handling, SAM, SUS, Aircraft Cockpit, Safety, Well-being.
Abstract: The present study aimed to assess how professionals from the aviation industry perceived the usability of an
application aimed at developing prototypes of airplane cockpits, in virtual reality, from a human-centred
design perspective. 12 participants from the aeronautical industry took part in the study. An evaluation using
the SUS (System Usability Scale) resulted in a final score of 81.3, while the results from the SAM (Self-
Assessment Manikin) indicated a neutral-positive trend towards the application. From participant’s
observations and comments, the application’s potential to improve airline security, pilot comfort, and cockpit
design efforts, was recognized and appreciated. Despite the positive interactions, some aspects of the
application were found to need further improvement, to better align with the expectations and needs of the
professionals towards which the application is being geared to.
1 INTRODUCTION
For companies to find success in the current
commercial market climate, they must plan, develop,
test, and release iterations and improvements to their
various products in increasingly shorter time spans
(Ottosson, 2002). To alleviate the risks associated
with product design, many companies now opt to first
create Virtual Prototypes (VP), leaving the
production of physical, Real Prototypes (RP) to the
later stages of development, to keep costs down (Choi
& Cheung, 2008).
When working with VPs, typically CAD
applications are used to create digital mock-ups and
3D models of designs that should be as realistic as
possible given the available technology. While these
VPs can be worked with using a standard PC monitor,
they are even more advantageous when used
alongside a virtual reality (VR) system, as this gives
users a better sense of how the product will look in
the final, physical product. Professionals can thus
a
https://orcid.org/0000-0002-9393-0906
b
https://orcid.org/0000-0002-8498-5278
c
https://orcid.org/0000-0002-1728-7939
d
https://orcid.org/0000-0001-5128-5753
e
https://orcid.org/0000-0003-1677-6607
more easily detect errors or areas that can be
improved (de & Praun von, 1998, as cited in de Sá
& Rix, 2000, p. 130; Wolfartsberger, 2019). In recent
years, the technology of various VR systems has
rapidly improved, giving consumers access to high
quality VR experiences, while decreasing the amount
of setup required, as well as the negative effects that
come from using it, at a relatively low cost (Gerschütz
et al., 2019).
However, despite the advantages of interacting
with a VP using a VR system, in general, it has not
yet been established how to optimize the design all
interactions that might occur between users and a VR
environment. This issue is made even more complex
when taking into consideration the various interaction
modalities that a system might use, the level of
familiarity that users have towards being and working
in a VR environment, and the various potential uses
for VR applications (Berni & Borgianni, 2020;
Wolfartsberger, 2019).
Nunes, M., Silva, E., Sousa, N., Sousa, E., Nunes, E. and Margolis, I.
VR Virtual Prototyping Application for Airplane Cockpit: A Human-centred Design Validation.
DOI: 10.5220/0011658800003417
In Proceedings of the 18th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2023) - Volume 2: HUCAPP, pages
177-184
ISBN: 978-989-758-634-7; ISSN: 2184-4321
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
177
VR for Cockpit Design
According to statistical data regarding air traffic
accidents with more than 2 deaths, involving aircrafts
transporting more than 19 passengers, between
January 1
st
, 1950, and June 30
th
, 2019, 49% of all
accidents occurred due to pilot error, which may be
categorized as Improper procedure, Navigation error,
and Spatial disorientation, among others. If the range
is restricted to the 2010s, this number increases to 57%
(Statistics, 2022). In their study regarding pilot
checklists, Degani and Wiener (1993) correlated
human factors issues with aviation security. This data
corroborates how important a good cockpit’s design
is, as it enhances the ability of pilots to make decisions
more efficiently, safely, and quickly. Zaitseva and
Dubovitskiy (2020), in turn, assessed how the rigour
of a cockpit’s structuring and signalization, as well as
the importance and rationalization of the worker’s
workspace, affects their efficiency and functional
reliability, identifying these as factors that can prevent
a plethora of human errors.
When designing an application to be used in a
professional setting, such as one to work with VP, it
is important to appropriately design and set up how
interactions will occur. It should be ensured that
whichever interactions that are designed are easy to
use and increase the application’s acceptability
(Nielsen, 1993). These interactions will be influence
various aspects of the application, such as its
intuitiveness and how satisfied users feel with it
(Nielsen and Molich, 1990).
A human-centred design approach looks to attend
to the user’s needs (Keinonen, 2008), and to create
more intuitive designs (Giacomin, 2014). According
to ISO 9241-210 (2019), a human-centred design
approach carries great benefits, both economic and
social, to all those involved, such as decreasing the
risk of product failure, improving the product’s
quality, and avoiding the chance of harm occurring
due to its use.
This study aims to evaluate how a virtual reality
application, intended to aid in virtual prototyping
airplane cockpits, performs in terms of usability, from
a human-centred design approach, among users from
the aviation industry. Fundamentally it seeks to
answer the following question: How is the usability
of a virtual reality cockpit prototyping application
perceived by users from the aviation industry?
2 RESEARCH METHODOLOGY
The experimental procedure for this study, presented
below, was split into three steps: (1) Signing the
informed consent form; (2) Using the VR application;
(3) Answering the final questionnaires on the tablet
device.
Participants
12 participants (8 male), between 18 to 56 years-old
(M = 39.25 ± SD 12.10) participated in the study.
Three participants were left-handed, and eight
participants reported having no visual issues. All
participants worked in the aviation industry, albeit in
different areas, such as piloting, project management
in maintenance, repair, and operations (MRO),
intelligence, aeronautics engineering, airship
maintenance and modification, cabin crew, among
others. In general, participants reported having a
slight amount of previous experience with VR, and
moderate experience with playing video and mobile
games. Only three participants had never previously
used VR.
VR Application
A VR headset HTC Vive Pro was used to interact with
the application. This system was composed of a Vive
Pro headset, 1 Vive Pro controller (held on the right
hand), and 2 Vive base stations 1.0 (HTC
Corporation, n.d.). A tablet device was used to fill out
the questionnaires.
The VR application was created with the aim of
aiding airline industry professionals with creating,
modifying, and validating an airplane cockpit’s
instrument panel, giving them the freedom to
manipulate instruments on a VP.
The system requirements and specifications were
developed alongside users, with task goals and
specifications being identified according their
necessities. When starting the application, in its
current stage, the virtual environment is composed of
the inside of a Falcon 50’s cockpit, in which an empty
instrument panel, with a main and a secondary
section, can be found. Above the main section, users
can find the “Gallery”. This gallery has two states,
“Closed” (Figure 1, Left) and “Opened”. When
opened, users can find inside it a list of instruments
with which they can interact. The size of these
instruments, while in the gallery, is scaled down, and
they are scaled back to their actual size when moved
outside the gallery and into the virtual panel. When
the instruments are placed on the panel, users can do
various actions with them, such as: manipulating the
location of instruments; creating groups of
instruments to manipulate their location in tandem
(groups of two or more instruments); switching the
location of two instruments with each other; aligning
the position of instruments with another’s; and
placing instruments against each other. To do these
HUCAPP 2023 - 7th International Conference on Human Computer Interaction Theory and Applications
178
actions, users can perform three interactions through
the Vive Pro controller: “touch”, “grab”, and “select”.
To “touch” an object or icon, users must pass one of
their intermediary fingers of the virtual hand (that is,
index, middle, or ring fingers) through the object or
icon they want to touch, without pressing any of the
controller’s buttons. To “grab” an object, in turn,
users must press the controller’s Trigger Button while
the virtual hand is in contact with an object with a
yellow outline (Figure 1, Right), which indicates
which object will be grabbed. Lastly, to “select” an
object, users must press the button at the centre of the
controller’s touchpad while the virtual hand is in
contact with an object with a yellow outline, which
indicates which object will be selected.
To place an instrument on the panel, users must
first open the “Gallery” by touching its icon.
Afterwards, they can “grab” the instrument from the
gallery, and move it to the intended location on the
panel. Once there, pushing the instrument towards the
panel will cause it to “snap” into place, and users can
let go of it (Figure 1, Right). By grabbing the
instrument again, users can move it somewhere else
as well.
While positioning an instrument on the panel, if
other objects have already been placed on it, position
aid guidelines will appear between the centre of the
grabbed object and the centre of nearest object whose
centre is in the same vertical (when objects are side
by side) or horizontal (when an object is above the
other) axis. These guidelines facilitate the process of
organizing instruments in relation to one another.
Additionally, while placing objects next to each other,
users are aided by a “snapping” function, which
brings the grabbed object near another object already
on the panel, leaving a pre-defined amount of space
between them.
When placing objects, the application also detects
and signals when objects are overlapping one another,
when part of an object is placed outside the panel’s
bounds (Figure 2, Left), or when part of an object is
overlapping the cockpits side walls.
Lastly, the “select” interaction can be used to
either group 2 or more objects together and move
them all at once, or to switch the location of an
instrument with that of another. To create a group,
users must individually select each object that will be
part of that group, by using the “select” interaction on
each one. When an object is selected, it is marked
with a green icon (Figure 2, Right). The action of
switching the location of two objects with each other
can only be done between objects with an equivalent
size. To do this action, users must first select both
objects, using the “select” interaction, and then
“touch” the “Switch” icon that will be available on
the environment. While this action has been
implemented, it was not used in this study.
Figure 1: Gallery – Closed (Left). Instrument placed on the
panel, with the yellow outline around an instrument (Right).
Figure 2: Object outsider the panel’s bounds (Left), Group
with two instruments selected (Right).
This VR application was updated after an initial
usability study (Silva et al., 2023). In comparison to
that version, changes to actions and interactions were
implemented in the current version based on the
feedback gathered through said study. The following
is a list of the main changes. (1) The functionality of
the “gallery” was changed, with users now being able
to grab instruments directly from it and moving them
over to the panel. Additionally, instruments could be
returned to it by letting them go while they weren’t
place on the panel (2) The actions required for the
“select” interaction were changed, with users now
having to first be touching the instrument before
pressing the centre touchpad button, and no longer
have to keep it pressed.
Procedure
This study was conducted in an aviation event that
occurred in October 2022, in Portugal. The study was
conducted at one of the event’s booths, where
professionals working on the aviation industry were
invited to participate. The idea of conducting this
study during this event arose in response to the
difficulties the researchers had in getting access to
users from this industry, due to the schedule
limitations of many of these professionals to
participate in user-studies.
Firstly, the intended aim of the application’s final
version, and at which stage of development it was at
the time, were explained to participants. It was also
explained that an initial study had already been
conducted with subjects not part of the aviation
VR Virtual Prototyping Application for Airplane Cockpit: A Human-centred Design Validation
179
industry, in a decontextualized environment, and the
importance of gathering data from professionals in
the industry (Silva et al., 2023).
Participants were taken to a private space where
they could freely try out the application. A brief
explanation about the controller’s buttons and their
usage was given before they entered the VR
environment. Throughout the session, a researcher
was available to answer any questions or doubts,
while another researcher noted down any
observations made by participants. After exiting the
VR environment, participants were asked to fill out a
set of questionnaires on the tablet device, which were
meant to gather demographic information, as well
their perception of the application’s user experience.
These questionnaires were: (1) A Sociodemographic
characteristics questionnaire; (2) The SUS (Brooke,
1996), used to measure the participant’s perception of
usability, and which was also used to compare with
the results from the previous study, which also used
this tool (Silva et al., 2023); and the (3) SAM
(Bradley & Lang, 1994), a non-verbal pictographic
scale used to assess the affective reaction of
participants regarding the system, separating it into
three dimensions (pleasure, arousal, and dominance).
A signed consent form was obtained from all
participants.
Data Analysis
SUS’ data analysis was carried out like in the
previous study (Silva et al., 2023), that is, according
to the calculations and parameters presented by
Brooke (1996), as well as the parameters presented by
Bangor et al. (2009). A stratified analysis of SUS,
according to the Nielsen (1993)’s scale was also
performed. Therefore, results were split into
satisfaction, ease of memorization, ease of learning,
efficiency and minimization of errors, based on
Boucinha and Tarouco (2013).
The median was used as a measure for the analysis
of SAM’s results. While the mean is more frequently
used (Aguirre, 2016), since SAM uses a bipolar scale,
Belfiore (2015) suggests that the median should be
used instead. The author claims that, since the
numbers are connected to a classification scale, using
the mean might result in an unintended bias, as
participants analyse the scale’s label instead of its
number. The SAM’s median was worked with and
justified in the work of Ribeiro (2020).
The results from observing participants
throughout the sessions, which were noted down by a
researcher, were also analysed.
Data Comparison
This research was carried out as a complement to a
previously conducted study in which we aimed to
assess the user experience and, among other factors,
the usability of the application with an emphasis on
the “touch”, “grab”, and “select” interactions (Silva
et al., 2023). The SUS was implemental in the
experimental protocol of both studies, and the results
obtained were compared to see if any changes to the
perception of usability occurred.
Furthermore, special attention was given to
participant’s comments and observations related to
the application’s system which were modified from
the previous study, namely: the modification to the
instrument’s gallery; the changes to the “select”
interaction; and how to add instruments to a group.
3 RESULTS AND DISCUSSION
SUS
The SUS had a final score of 81.3, which corresponds
to a classification of “acceptable”, according to
Brooke (1996) and Bangor et al. (2009). In Bangor et
al. (2009)’s adjective perspective, SUS, in general, is
considered as being “Good”.
Figure 3 shows each participant’s SUS results,
with the orange bars indicating female participants,
and blue bars indicating male participants. Bangor et
al. (2009)’s acceptability (green line) and non-
acceptability (red line) limits, as well as the overall
mean (purple line) are also shown. It can be noted
that, of the 5 lowest scores, 4 came from the female
participants, while the other came from a male
participant who worked in airplane manufacturing. It
can also be noted that the 3 participants who reported
having myopia (identified by a bold outline in Figure
3) were part of the group of lowest scorers (1 female
with a score of 72.5, 1 male and 1 female with a score
of 70). Left-handed participants gave the two lowest
scores (1 male and one female with a score of 70), as
well as the highest score (1 male, with a score of 100),
all aged between 41 and 49 years old.
Participants that reported having plenty or
moderate contact with VR, video games, and mobile
games, evaluated the application with a lower mean
score of 76. As for participants that reported having
had little to no prior contact with VR, videogames, or
mobile games, rated the application in a positive way,
with a mean score of 87.
Regarding the stratified analysis according to
Nielsen (1993)’s scale, it can be noted that all
dimensions are above the acceptable level (Figure 4).
HUCAPP 2023 - 7th International Conference on Human Computer Interaction Theory and Applications
180
Comparing them amongst each other, “satisfaction”
and “ease of learning” where the lowest ones, in
order. Thus, it can be concluded that the usability
parameter, measured using the SUS, was positive.
SAM
Analysing the results from SAM, a trend of neutral-
positive affective reaction regarding the application
can be noted. In the dimension of “pleasure” (Figure
5, A), the median is at a value right before the
extremely positive, which corresponds to a
pleasurable reaction. In the dimension of “arousal”,
the created affection was neutral (Figure 5, B). As for
the dimension of “dominance”, an affective reaction
of positive control was found (Figure 5, C), which
demonstrates a feeling of control towards the
application.
Regarding profile analysis, no differences were
noted between left-handed and right-handed
participants. On the other hand, differences were
noted between the affective reaction of males vs.
females, and between those with previous experience
with VR, video games, and mobile games, versus
those without (Figure 6). Comparing the results
obtained from both sexes, while positive pleasure
results were obtained from both, women seem to have
had a slightly lower activation. Regarding arousal, the
difference in results from both sexes is more
significant, as men had a moderate-positive affective
reaction, while women had a neutral-moderate
negative reaction. As for dominance, men had a
bigger perception of a feeling of control.
Looking at data from the perspective of previous
experience with VR, videogames, and mobile games,
a more positive trend could be noted on those without
prior experience. Those without prior experience had
a maximum positive affective reaction in the
dimension of dominance, while those with prior
experience scored two points lower. Regarding the
dimension of arousal, a two-point difference was also
found, with those with prior experience reporting a
neutral affective reaction, while those without
reported a moderate-positive affective reaction.
Lastly, in the dimension of “pleasure”, both groups
had the same result.
Observation
During the participant’s interactions with the VR
application, the following positive aspects were
noted: (1) The instructions provided to participants
were easily understood; (2) Opening the gallery
caused a pleasant surprise reaction, since instruments
would poop into view; (3) Participants immediately
wanted to grab the instruments found in the gallery;
(4) The yellow outline around objects was useful to
help understand their 3D dimensions; (5) All
participants quickly put the “grab” interaction to use,
and easily understood how it worked; (6) Moving an
instrument after grabbing it was reported as being
fluid and quick; (7) Participants reported that placing
the instruments on the panel was intuitive, and they
did this action without any issues; (8) Participants
quickly perceived when objects overlaid each other
on the panel, due to the change of the object’s colour;
(9) Returning instruments to the gallery was
conducted intuitively; (10) Releasing the grab on an
instrument, while it was neither in the gallery nor on
the panel, caused some surprise, as it would
automatically return to the gallery.
Likewise, the following negative aspects were
also noted: (1) Participants reported that the gallery
could be more visible; (2) Participants had trouble
understanding that the yellow outline indicated that
an object could be interacted with; (3) Participants
reported that the yellow outline was visually
confusing; (4) Placing an instrument on the panel’s
borders raised questions that had to be addressed
through the session; (5) Some participants reported
that they felt that the indication that an object was
being “grabbed” was strange.
Figure 3: SUS Score.
Figure 4: SUS Score – Stratification.
VR Virtual Prototyping Application for Airplane Cockpit: A Human-centred Design Validation
181
Figure 5: SAM - Pleasure (A), Arousal (B), Dominance (C).
Figure 6: SAM By profile (male, female, with and without
previous experience with VR).
Regarding more general comments towards the
application, an aircraft maintenance and
modifications engineer reported been pleased with it.
Two participants (the MROs), in turn, praised the
application, one of them mentioning that he could
foresee a lot of potential for it, both for design and
assembly of cockpits, from a maintenance and
engineering standpoint, as well as for the validation
of the cockpit by pilots. One pilot stated that “I hope
you’ll keep developing this app so that pilots can have
more comfort.” Another pilot commented that,
besides the gains in comfort, using the application
could help reduce the number of errors that occur and,
potentially, prevent air traffic accidents.
Overall, it could be noted that the application was
easy to interact with, from a functionality, usability,
and intuitiveness standpoint. However, some aspects
regarding visibility and interaction still need to be
improved.
Comparison with the Previous Study
In the previously conducted study (Silva et al., 2023),
although the VR environment was uncharacterized,
and sessions were conducted with a pre-defined
sequence of tasks to be carried out, issues were found.
Amongst these, we point out: (1) the way in which the
“select” interaction was established; and (2) the
action of loading instruments onto the slots followed
by then dragging them onto the panel. These aspects
were changed and tested in the current study.
Comparing the two studies, the SUS scores from the
previous study had a mean of 68.5, while, in the
current study, they have a mean of 81.3. According to
Bangor et al. (2009), this means they moved from the
marginally acceptable area, with the adjective of
“ok”, to the acceptability area, with the adjective of
“good.”
Another change that was noted was in the data
stratification, where all dimensions improved, with
“satisfaction” and “ease of learning” going from
marginal to acceptable.
In the face of these changes, it is clear that the
system became more intuitive, functional, and fluid,
compared to the version used on the previous study.
Additionally, the new gallery was well accepted by
participants of this study, although it can still be
improved further.
Discussion
From the viewpoint of the VR application’s usability,
and the experience it provided users with, the
application was well accepted and regarded as having
a good usability. This includes the easiness of using
it, its efficiency, satisfaction, intuitiveness, agility,
and dominance. These aspects converge to Nielsen
(1993)’s and Nielsen and Molich (1990)’s view of
good usability, as well as to ISO 9241-210 (2019)’s
metrics of effectiveness, efficiency, and satisfaction.
Furthermore, taking these norms into account, this
study looked to take a human-centred approach when
designing the application, keeping the intended users
of its final version in mind.
Some basic aspects of the application, which can
be improved further, were also noted, such as the
observations raised regarding the gallery, the object’s
outline, and a neutral arousal response. Nonetheless,
when comparing the results from this research with
those obtained in the previously conducted study, an
improvement of its usability can be noted. As for the
application itself and the ideia behind its
development, the feedback received was positive, as
users noted the potential it has.
This study was faced with some limitations.
Firstly, the researchers had trouble contacting users
that are part of the application’s intended user group,
and, as the study was carried out during an aviation
event, it was not the ideal context for a study to be
conducted in. Some consideration must thus be made
regarding the obtained results. Participants were in a
positive context and were enthusiastic when they
started their session. Complementary, the SUS and
SAM are self-reporting tools that assess a user’s
experience. Therefore, it’s possible that the
HUCAPP 2023 - 7th International Conference on Human Computer Interaction Theory and Applications
182
environment in which the study was conducted might
have had a positive influence in the user’s satisfaction
and perception. This aspect is reinforced by Seo et al.
(2014) who looked at cognitive-emotional behaviour,
and reported that a user’s usability perception might
be positively correlated with their emotional
engagement. To try and address these issues, while
recruiting participants, fluence in the user’s
satisfaction and perception. This aspect is reinforced
by Seo et al. (2014)’s study, where the author the
importance of criticising the application freely and
voicing their opinions, given that the application was
still in development.
Secondly, participants had the freedom to do as
they pleased while in the virtual environment, as there
were no pre-established tasks they had to perform. The
result was that not all participants made use of the
grouping action (using the “select” interaction). On
one hand, this format was useful to see how intuitive
the application was and how excited participants were.
On the other hand, some areas we wished to assess
received less attention than others, which reinforces
the need for future research, with a more matured
version of the application, following a more structured
protocol. Nonetheless, given that this study’s protocol
was simple and had few functions for users to use, the
positive “Freedom” aspect was highlighted.
In continuation of the previous point, the
application was still limited in the number of
instruments available and actions that could be
performed. This might influence the application’s
usability and the environment’s aesthetic.
In future work, we aim to implement the
suggestions for improvements that were gathered in
this study. We also intend to test and test the more
mature version of the application again, in a
controlled environment and with a well-established
experimental protocol, with participants that are part
of the application’s intended user group. Another
factor that may be important to analyse in future
research is the connection between human-centred
design and business strategy (Giacomin, 2014). As
efficiency and safety can be related with cockpit
design, it may be possible to extrapolate a relation
between the improvements granted by a VR
prototyping tool and effective economic return.
4 CONCLUSIONS
By making efforts to acquire feedback regarding the
application’s development from professionals in the
aviation industry, we aimed to ultimately help
promote the application’s adoption upon release, as
the final version will be geared towards the
expectations and needs of these users, specifically
those involved with the process of cockpit
development and maintenance. While some design
changes had previously been implemented in the
application, with the intent of improving its usability
and the experience it provides users, these came from
data gathered next to users who were not
professionals in the aviation industry (Silva et al.,
2023). While these contributions are still valuable at
earlier stages of development, it is paramount to
gather the opinions of the intended userbase as early
as possible, so they can better shape the application’s
development. This includes aeronautical designers,
developers, engineers, and pilots, for example.
However, as these professionals are not always
available to test out earlier developmental builds,
opportunities where user data can be gathered quickly
and efficiently, such as industry events, must be taken
advantage of. Importantly, such events also serve to
show not only the usefulness of a virtual prototyping
application, but also the usefulness of having such an
application working in virtual reality, thanks to the
hardware that is currently available, and the
contributions users can have in shaping the
development of applications they might use in the
future.
Taking the results from this study into account,
other functionalities and interactions of the
application can still be developed further, and more
rigorous testing with these professionals must be
conducted. However, these future tests must be
conducted in a structured environment and with
controlled tasks, to fully assess the participants’
opinions and potential issues of the application during
use, not only regarding the interactions and actions
that are currently available on it, but also regarding
those actions and interactions which are planned to be
implemented by the final version.
Throughout each session, it could be noted that
the professionals from the aviation industry were
pleased with the direction towards which the virtual
reality cockpit prototyping application was being
developed. As four participants noted, the aim is for
this application, when finalized, to be a tool that can
help promote the safety and well-being of all those
inside an aircraft, starting with pilots themselves, by
improving the cockpits with which they work with.
ACKNOWLEDGEMENTS
This research has been carried out under project
“I2AM - Intelligent Immersive Aircraft Modification”,
VR Virtual Prototyping Application for Airplane Cockpit: A Human-centred Design Validation
183
funded by the FEDER component of the European
Structural and Investment Funds through the
Operational Competitiveness and Internationalization
Programme (COMPETE 2020) [Funding Reference:
OCI-01-0247-FEDER-070189].
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