{"id":{"repo_id":"embry-riddle","oai_identifier":"oai:commons.erau.edu:edt-1684"},"canonical_url":"https://search.dev.ndltd.org/etd/embry-riddle/oai:commons.erau.edu:edt-1684","repository":{"repo_id":"embry-riddle","name":"Embry Riddle Aeronautical University","base_url":"https://commons.erau.edu/do/oai/"},"display":{"title":"Comparing Training Effects of Virtual Reality Flight Simulation to Conventional PC-Based Flight Simulation","abstract":"<p>The purpose of the current project was to investigate the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing the training results when using conventional desktop flight simulation versus VR flight simulation. Additionally, this project examined the user experience of VR flight simulation and how users’ motivation and satisfaction with VR simulations. This research employed a quasi-transfer of training experiment including 48 participants. Analyses indicated that VR group participants performed better in the post-training maneuver performance on an FTD than in the conventional desktop simulation group. Findings also supported that VR flight simulation could provide a better user experience and generate a higher motivation for usage. This work contributed positive evidence that VR flight simulation has a large potential to be an effective flight training and provided a foundation for future research to continue exploring the training effect of VR flight simulation.</p> <p>Keywords: virtual reality, flight training, user experience, self-efficacy</p>","abstract_html":"&lt;p&gt;The purpose of the current project was to investigate the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing the training results when using conventional desktop flight simulation versus VR flight simulation. Additionally, this project examined the user experience of VR flight simulation and how users’ motivation and satisfaction with VR simulations. This research employed a quasi-transfer of training experiment including 48 participants. Analyses indicated that VR group participants performed better in the post-training maneuver performance on an FTD than in the conventional desktop simulation group. Findings also supported that VR flight simulation could provide a better user experience and generate a higher motivation for usage. This work contributed positive evidence that VR flight simulation has a large potential to be an effective flight training and provided a foundation for future research to continue exploring the training effect of VR flight simulation.&lt;/p&gt; &lt;p&gt;Keywords: virtual reality, flight training, user experience, self-efficacy&lt;/p&gt;","abstract_has_math":false,"creators":["Zhang, Tianxin"],"institution":null,"degree_name":"Doctor of Philosophy in Human Factors","degree_level":"Dissertation - Open Access","degree_discipline":"Human Factors and Behavioral Neurobiology","degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2022,"date_issued":"2022-05-01T07:00:00Z","date_published":"2022-05-01T07:00:00Z","updated_at":"2026-07-27T19:25:16Z","subjects":["virtual reality","flight training","user experience","self-efficacy","Aviation and Space Education","Human Factors Psychology"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://commons.erau.edu/edt/668","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Zhang, Tianxin"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"thesis:degree_discipline","label":"Discipline","values":["Human Factors and Behavioral Neurobiology"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Dissertation - Open Access"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Doctor of Philosophy in Human Factors"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["virtual reality","flight training","user experience","self-efficacy","Aviation and Space Education","Human Factors Psychology"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://commons.erau.edu/edt/668"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>The purpose of the current project was to investigate the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing the training results when using conventional desktop flight simulation versus VR flight simulation. Additionally, this project examined the user experience of VR flight simulation and how users’ motivation and satisfaction with VR simulations. This research employed a quasi-transfer of training experiment including 48 participants. Analyses indicated that VR group participants performed better in the post-training maneuver performance on an FTD than in the conventional desktop simulation group. Findings also supported that VR flight simulation could provide a better user experience and generate a higher motivation for usage. This work contributed positive evidence that VR flight simulation has a large potential to be an effective flight training and provided a foundation for future research to continue exploring the training effect of VR flight simulation.</p> <p>Keywords: virtual reality, flight training, user experience, self-efficacy</p>"]},{"key":"dc:title","label":"Title","values":["Comparing Training Effects of Virtual Reality Flight Simulation to Conventional PC-Based Flight Simulation"]}]}],"canonical_facts":{"dc:creator":["Zhang, Tianxin"],"dc:description.abstract":["<p>The purpose of the current project was to investigate the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing the training results when using conventional desktop flight simulation versus VR flight simulation. Additionally, this project examined the user experience of VR flight simulation and how users’ motivation and satisfaction with VR simulations. This research employed a quasi-transfer of training experiment including 48 participants. Analyses indicated that VR group participants performed better in the post-training maneuver performance on an FTD than in the conventional desktop simulation group. Findings also supported that VR flight simulation could provide a better user experience and generate a higher motivation for usage. This work contributed positive evidence that VR flight simulation has a large potential to be an effective flight training and provided a foundation for future research to continue exploring the training effect of VR flight simulation.</p> <p>Keywords: virtual reality, flight training, user experience, self-efficacy</p>"],"dc:identifier":["https://commons.erau.edu/edt/668"],"dc:subject":["virtual reality","flight training","user experience","self-efficacy","Aviation and Space Education","Human Factors Psychology"],"dc:title":["Comparing Training Effects of Virtual Reality Flight Simulation to Conventional PC-Based Flight Simulation"],"thesis:degree_discipline":["Human Factors and Behavioral Neurobiology"],"thesis:degree_level":["Dissertation - Open Access"],"thesis:degree_name":["Doctor of Philosophy in Human Factors"]},"updated_at":"2026-07-27T19:25:16Z"}