01.01.2013 Views

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

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

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

The Nintendo Wiimote <strong>and</strong> Nunchuk<br />

controllers (shown in Figure 7) are a good<br />

illustration of this problem. Whilst these<br />

devices may provide considerable<br />

entertainment <strong>for</strong> gamers in home<br />

settings, their use as intuitive interactive<br />

control devices <strong>for</strong> serious games <strong>and</strong><br />

other i<strong>3D</strong> applications is highly<br />

questionable, despite the findings of<br />

recent small-sample studies. Take, <strong>for</strong><br />

example, a report in the medical training<br />

domain which resulted in considerable<br />

Internet news announcements (e.g.<br />

technology.newscientist.com, 19 January,<br />

2008). The researchers reported that, on<br />

the basis of a sample of only 8 trainee<br />

doctors, playing with certain Wii games<br />

can improve a surgeon's per<strong>for</strong>mance in<br />

the operating theatre! One of the<br />

researchers even stated that: “the whole<br />

point about surgery is to execute small,<br />

finely controlled movements with your<br />

h<strong>and</strong>s, <strong>and</strong> that is exactly what you get<br />

Figure 7: Nintendo Wiimote <strong>and</strong> Nunchuk in use.<br />

Source: Edmonton Journal (www.canada.com)<br />

playing Wii”. Surgical dexterity dem<strong>and</strong>s much, much more than the rather gross manual<br />

experiences delivered by games exploiting wrist <strong>and</strong> arm movements alone.<br />

To summarise then, inappropriate use of data display or data input devices, either in isolation or<br />

combined within an integrated interface, can seriously compromise any attempt on the part of the<br />

simulation designer to achieve engagement or believability (sometimes referred to as the<br />

“suspension of disbelief” – a term first coined by Samuel Taylor Coleridge in 1817 <strong>and</strong> applied more<br />

recently to the immersive goals of VR <strong>and</strong> mainstream entertainment games).<br />

“Hybrid” input-display technologies refer to devices where display <strong>and</strong> control elements are evident<br />

within a single device. For example, controls exist that provide the end user with haptic feedback or<br />

some other <strong>for</strong>m of sensory stimulus (e.g. confirmatory visual or auditory cueing), integrated within<br />

a multi-axis data input device, such as a mouse, joystick or other multi-axis controller. The Novint<br />

Falcon haptic (<strong>for</strong>ce/touch) feedback system, shown earlier in Figure 5, is a good example of a<br />

hybrid input-display technology.<br />

To conclude this section, it should be stressed that, as well as a technological arena in desperate<br />

need of significant <strong>and</strong> regular <strong>Human</strong> <strong>Factors</strong> contributions, the i<strong>3D</strong> <strong>and</strong> serious games<br />

communities also have the potential to revolutionise the way the <strong>Human</strong> <strong>Factors</strong> specialists<br />

themselves conduct their research. One of the biggest problems facing those in the HF <strong>and</strong><br />

Systems Engineering communities has been the absence of af<strong>for</strong>dable, accessible tools supporting<br />

rapid <strong>and</strong> timely investigations into new equipment concepts, hypothetical scenarios, user interface<br />

designs, ergonomics prototypes, part-task training needs, <strong>and</strong> so on. In other words,<br />

uncomplicated tools that are usable in the defence <strong>and</strong> industrial arenas by more than just those<br />

with strong software or i<strong>3D</strong> competencies.<br />

The serious gaming community looks set to provide those tools – not only under “free-<strong>for</strong>-research”<br />

licensing conditions, but, increasingly, as freely distributable, Open Source engines, many of which<br />

are emerging from academic institutions <strong>and</strong> defence research organisations 17 . The HFI DTC has,<br />

since 2004, been investigating the suitability of i<strong>3D</strong> <strong>and</strong> serious games technologies <strong>for</strong> concept<br />

demonstration <strong>and</strong> early HF assessment purposes.<br />

17 See also www.devmaster.net.<br />

16

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!