Modern information technologies are developing rapidly, leading to increased complexity and diversity in user interfaces. One of the key challenges is the creation of adaptive interfaces capable of effectively meeting the needs of diverse users, taking into account their individual preferences, tasks, and characteristics. This article addresses the challenges of designing human-machine interfaces in the context of developing professional virtual training complexes and proposes criteria and metrics for evaluating their ergonomics. The proposed metrics, such as Adjusted Contrast Ratio (ACR), Angular Element Size (AES), Cognitive Load Index (CLI), and others, enable the quantitative assessment of interface quality, shifting from subjective evaluations to objective design methods. The article also analyzes approaches to the practical implementation of these metrics within game engines for subsequent evaluation of professional virtual training complexes. The developed approach aims to automate the process of interface selection and optimization, which is particularly critical for professional simulators, as a poorly designed interface can significantly reduce user immersion in the virtual environment and the quality of professional training.

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Evaluation of Ergonomics in Human-Machine Interfaces of Professional Virtual Simulators

  • Kirill Patutin,
  • Artem Obukhov

摘要

Modern information technologies are developing rapidly, leading to increased complexity and diversity in user interfaces. One of the key challenges is the creation of adaptive interfaces capable of effectively meeting the needs of diverse users, taking into account their individual preferences, tasks, and characteristics. This article addresses the challenges of designing human-machine interfaces in the context of developing professional virtual training complexes and proposes criteria and metrics for evaluating their ergonomics. The proposed metrics, such as Adjusted Contrast Ratio (ACR), Angular Element Size (AES), Cognitive Load Index (CLI), and others, enable the quantitative assessment of interface quality, shifting from subjective evaluations to objective design methods. The article also analyzes approaches to the practical implementation of these metrics within game engines for subsequent evaluation of professional virtual training complexes. The developed approach aims to automate the process of interface selection and optimization, which is particularly critical for professional simulators, as a poorly designed interface can significantly reduce user immersion in the virtual environment and the quality of professional training.