The following is a list of hardware & software used:
1. Keyboard
2. Mouse
3. Monitor
4. Power supply
5. Speakers
6. Video Card
7. Microsoft Flight Simulator X
8. Set of earphones
Description of subjects
10 participants were chosen to experiment Microsoft Flight Simulator X. The participants consist of 5 female UNIMAS students, 3 male UNIMAS students, 1 female working adult and 1 male working adult, with ages ranging from 21 to 25 years. All 10 participants have had prior experiences with virtual reality, mostly from entertainment and gaming. At the time of the experiment, all 10 participants were of excellent health; mentally and physically and had sufficient rest the night before. There will be little to no …show more content…
The collected data are analysed and entered into Statistical Package for Social Science (SPSS). The mean responses for each question were calculated.
After completing Tutorial 1: First Takeoff, participants completed the usability questionnaire. The usability of the Microsoft Flight Simulator X was rated on a 4-point scale, whereby a higher number indicates a higher usability score. Table 1 represents the means and standard deviations of usability questionnaire scores while Table 2 represents the means and agreement percentage for usability questionnaire.
In table 2, the shaded boxes represent the highest mean scores (3.10) while the mean score bolded in red shows the lowest mean score (1.40). The highest mean scores relate with the legibility of the instructions and displayed texts while the lowest mean score is concerned with the ability to recover from mistakes in the simulation.
Based on the agreement, most of the participants (80%) agree that the Microsoft Flight Simulator X menu screen and options are easy to use and understand. On the other hand, none of participants (0%) agree that they are able to remember the key commands and their associated functions and neither could they recover easily from mistakes made while using the …show more content…
However, problems arise when it comes to understanding and memorizing the key commands and their associated functions. As seen in Figure 1.0, there are 19 combinations of key commands required to carry out certain functions when using the simulation. Due to the need to press different keys on the keyboard, the participants found it hard to remember those keys, causing the participants to make errors in navigating and flying the plane. This brings us to the second problem, which is none of the participants agree that they could recover in the event of accidentally flying the plane off-course or crashing the plane. The participants reported that the simulator did not provide the ability to restart a certain part of the mission. Instead, the participants had to restart the whole mission from the beginning, requiring them to listen to the instructions from the start instead of focusing and recovering where they left off. The act of having to restart the mission greatly affects its usability because “forcing the user to re-load the training flight degrades the efficiency of the system, which is a prime measure of its usability” (Shackel; Nielson as cited in Scherle,