Abstract

The goal of the WrightBroS project is to design a system supporting the training of pilots in a flight simulator. The desired software should work on smart glasses supplementing the visual information with augmented reality data, displaying, for instance, additional training information or descriptions of visible devices in real time. Therefore, the rapid recognition of observed objects and their exact positioning is crucial for successful deployment. The keypoint descriptor approach is a natural framework that is used for this purpose. For this to be applied, the thorough examination of specific keypoint location methods and types of keypoint descriptors is required first, as these are essential factors that affect the overall accuracy of the approach. In the presented research, we prepared a dedicated database presenting 27 various devices of flight simulator. Then, we used it to compare existing state-of-the-art techniques and verify their applicability. We investigated the time necessary for the computation of a keypoint position, the time needed for the preparation of a descriptor, and the classification accuracy of the considered approaches. In total, we compared the outcomes of 12 keypoint location methods and 10 keypoint descriptors. The best scores recorded for our database were almost 96% for a combination of the ORB method for keypoint localization followed by the BRISK approach as a descriptor.

Highlights

  • This manuscript describes research aiming at finding a rapid and efficient method for the classification of flight simulator elements in the cockpit

  • The described software will work based on mixed reality smart glasses—e.g., HoloLens and Oculus

  • The BRISK feature descriptor applied to the keypoint prepared using the ORB approach achieved the best score (90.45%)

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Summary

Introduction

This manuscript describes research aiming at finding a rapid and efficient method for the classification of flight simulator elements in the cockpit. This is part of a project that aims to design an augmented reality (AR) system for the training of pilots and the efficient maintenance of the flight simulator. In addition to displaying the static information to familiarize the user with the available flight procedures, the system will interactively support the pilot in task execution training and testing. The chosen algorithms must work on the CPU. This is because when a device is equipped with a GPU, it is not accessible for external use

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