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Human Factors Guidelines for Interactive 3D and Games-Based ...

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2.0 Background: Why <strong>Human</strong> <strong>Factors</strong> <strong>Guidelines</strong> <strong>for</strong><br />

i<strong>3D</strong> <strong>and</strong> <strong>Games</strong>-<strong>Based</strong> Training?<br />

Whilst it is not the goal of this guidelines document to provide a comprehensive critique of Virtual<br />

Reality <strong>and</strong> associated technologies, it is important to appreciate why the discipline failed to deliver<br />

(in all but a very small number of applications domains) <strong>and</strong> why the lessons learned should not be<br />

<strong>for</strong>gotten at this early stage in the development of gaming technologies <strong>and</strong> related i<strong>3D</strong> simulations.<br />

In the late 1980s <strong>and</strong> the early 1990s, the die-hard proponents<br />

of VR were convinced that, come the end of the 20 th Century,<br />

users of today’s real-time, multi-sensory computer environments<br />

would be exclusively wearing head-mounted displays (HMDs –<br />

Figures 1 <strong>and</strong> 3 – upper image), instrumented gloves, suits <strong>and</strong><br />

body-mounted spatial tracking systems. As can be seen today,<br />

this vision simply did not come to pass in the real world. Neither<br />

did similar claims that VR users would be found sitting at Star<br />

Trek-like consoles with stereoscopic displays, or st<strong>and</strong> within<br />

multi-wall projection display facilities (“CAVEs” 5 – Figure 3,<br />

lower image), driven by “graphics supercomputers”.<br />

Instead, these users are, today, to be found in domestic,<br />

commercial <strong>and</strong> defence settings, using a mouse <strong>and</strong> keyboard<br />

– possibly a joystick or gamepad – facing a conventional<br />

computer screen displaying images from an off-the-shelf<br />

domestic PC, equipped with a graphics processor costing a<br />

significant fraction of the price of the supercomputers of the<br />

1990s.<br />

As illustrated earlier, VR both “peaked <strong>and</strong> troughed” in the<br />

1990s, <strong>for</strong> a variety of commercial, technical <strong>and</strong> human-centred<br />

reasons. Commercial naïvety on the part of VR companies,<br />

significant failures to deliver meaningful <strong>and</strong> usable intellectual<br />

property on the part of so-called academic “centres of<br />

excellence”, expensive <strong>and</strong> unreliable hardware, an absence of<br />

case studies with cost-benefit analyses <strong>and</strong> a widespread<br />

absence of attention to the requirements <strong>and</strong> limitations of the<br />

end users all took their toll by the end of the 1990s 6 .<br />

Yet, despite the failure of VR to deliver, today’s interactive <strong>3D</strong><br />

users – those equipped with conventional computer equipment<br />

– are beginning to benefit from the products of a stronglyfocused,<br />

market-driven movement – one that was originally<br />

10<br />

Figure 3: Defence <strong>and</strong><br />

automotive engineering<br />

applications of HMD <strong>and</strong><br />

CAVE technologies.<br />

Source: Author’s Image Archive<br />

labelled as technically <strong>and</strong> academically inferior by the proponents <strong>and</strong> purists of VR. That<br />

community is the gaming community – home to graphics hardware manufacturers such as nVidia<br />

<strong>and</strong> ATI, <strong>and</strong> “populated” with entrepreneurs <strong>and</strong> programmers responsible <strong>for</strong> such memorable<br />

First-Person/Third-Person Shooter (FPS/TPS) <strong>and</strong> Role-Playing Game (RPG) titles as Delta Force,<br />

Operation Flashpoint, Medal of Honor, Half-Life, FarCry <strong>and</strong> Crysis <strong>and</strong> Assassin’s Creed, to<br />

mention but a few.<br />

5 Cave Automatic Virtual Environment – a registered trademark of the University of Illinois – describes a roomlike<br />

enclosure comprising back-projected video walls exposing occupants to virtual environments, edgeblended<br />

to create seamless wrap-around presentations.<br />

6 Stone, R.J. (2004), “Whatever Happened to Virtual Reality?”, In<strong>for</strong>mation Professional, October/November,<br />

2004, Institute of Electrical Engineers (IEE; now Institute of Engineering & Technology - IET), 12-15.

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