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

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Section 2.0<br />

Background: Why <strong>Human</strong> <strong>Factors</strong> <strong>Guidelines</strong> <strong>for</strong> i<strong>3D</strong> <strong>and</strong> <strong>Games</strong>-<strong>Based</strong> Training?<br />

Key Points Summary<br />

• The “vision” of Virtual Reality (VR) in the late 1980s <strong>and</strong> 1990s – in particular achieving<br />

“immersion” within computer-generated environments using wearable or user-enclosing<br />

interactive technologies – was not fulfilled, due to a combination of commercial, technologypush<br />

<strong>and</strong> human factors issues.<br />

• Real-time engine <strong>and</strong> content development technologies underpinning entertainment games<br />

have captured the attention of a wide range of training <strong>and</strong> education specialists.<br />

• Serious games go beyond entertainment to deliver engaging, familiar, af<strong>for</strong>dable <strong>and</strong><br />

accessible interactive media to support a wide variety of learning applications.<br />

• <strong>Human</strong> <strong>Factors</strong> guidelines are required now to ensure that lessons learned from the VR era of<br />

the 1990s are adopted early in the development of this new interactive <strong>3D</strong> (i<strong>3D</strong>) arena.<br />

• <strong>Human</strong> <strong>Factors</strong> guidelines will help games development companies underst<strong>and</strong> the<br />

importance of integrating knowledge about the end user early on in the design process<br />

(remembering that serious games users may not be accomplished entertainment “gamers”).<br />

• <strong>Games</strong> developers must only deliver interactive media that is relevant <strong>and</strong> appropriate to the<br />

learning, training, or educational process – no more, no less. “Special effects” of no<br />

relevance to the task <strong>and</strong> context MUST be avoided.<br />

• <strong>Human</strong> <strong>Factors</strong> guidelines will also help end users <strong>and</strong> their organisations to become<br />

“in<strong>for</strong>med customers” <strong>and</strong> to play more critical <strong>and</strong> proactive roles in the development of<br />

products <strong>for</strong> their particular area of application.<br />

• <strong>Human</strong> <strong>Factors</strong> guidelines will also support the exploitation of serious games <strong>and</strong> related i<strong>3D</strong><br />

technologies <strong>for</strong> experimental research involving virtual prototypes <strong>and</strong> scenarios.<br />

• ONLY when an INTEGRATED human-centred design approach has been adopted (addressing<br />

the appropriateness of simulation content, interactive input <strong>and</strong> display technologies) will a<br />

serious game or i<strong>3D</strong> product deliver immersion, engagement, presence <strong>and</strong> believability.<br />

• Serious games <strong>and</strong> related i<strong>3D</strong> technologies will NOT solve all of the training requirements of<br />

a specific system or applications <strong>and</strong> should always be considered as part of a blended<br />

solution, exploiting real-world facilities or equipment <strong>and</strong> other <strong>for</strong>ms of media as<br />

appropriate.<br />

Section 2.0 – Main References<br />

Barnett, B., Helbing, K., Hancock, G., Heininger, R. & Perrin, B. (2000), “An Evaluation of the Training<br />

Effectiveness of Virtual Environments”, in Proceedings of the Interservice/Industry Training, Simulation &<br />

Education Conference (I/ITSEC; Orl<strong>and</strong>o, Florida), November 27-30, 2000.<br />

Fenn, J., Raskino, M., Basso, M., Phifer, G., et al. (2007), “Hype Cycle <strong>for</strong> Emerging Technologies,<br />

2007”, Gartner Inc. Report ID Number: G00149712, July 2007.<br />

Stone, R.J. & Swann, P. (2002), “Virtually a Market? Selling Practice <strong>and</strong> the Diffusion of Virtual Reality”,<br />

in Stanney, K.M. (Ed.), Virtual Environments H<strong>and</strong>book, Lawrence Erlbaum Associates, Inc., Chapter 28.<br />

18

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