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

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4.0 Task Design Issues & Task Fidelity<br />

4.1 i<strong>3D</strong> or <strong>Games</strong>-<strong>Based</strong> Technologies <strong>for</strong> Skill or Decision Training<br />

Tasks?<br />

Low Physical Fidelity<br />

Maintaining High<br />

Psychological Fidelity<br />

Real-World Interfaces<br />

or Replicas to Enhance<br />

Believability <strong>and</strong><br />

Engagement<br />

“Hybrid” Physical Fidelity<br />

Maintaining High<br />

Psychological Fidelity<br />

As was emphasised in Section 2.4 (see also Figure 6), only when an integrated human-centred<br />

design approach has been adopted during the design phases will an i<strong>3D</strong> games-based simulation<br />

system deliver immersion, engagement, presence <strong>and</strong> believability to its end users.<br />

Building upon this, Figure 19 presents a design continuum based on the experience of applying i<strong>3D</strong><br />

<strong>and</strong> serious games technologies to a variety of real-world training domains, such as those<br />

described earlier. In essence, the continuum proposes that, to achieve a successful learning<br />

outcome when developing part-task simulators, the design of the simulated tasks <strong>and</strong> the<br />

interaction with those tasks should take into consideration:<br />

(a) whether the task to be trained is fundamentally perceptual-motor (e.g. skills-based) or<br />

cognitive (e.g. decision-based) in nature (or a combination of the two), <strong>and</strong><br />

(b) whether or not all or only a percentage of the members of a target audience possess preexisting<br />

(task-relevant) perceptual-motor skills <strong>and</strong> domain knowledge.<br />

The impact of these issues on physical <strong>and</strong> functional fidelity (as defined in Section 3.1) is of<br />

considerable importance, as is their impact on such issues as the choice of hardware <strong>and</strong> software<br />

<strong>and</strong>, of course, developmental costs. Task analyses, supplemented with real-world observations<br />

<strong>and</strong> briefings or interviews, should strive to uncover what pre-existing skills <strong>and</strong> domain knowledge<br />

already exist, together with the experience <strong>and</strong> attitudes of end users to computer-based training<br />

technologies.<br />

To illustrate some of the issues contained within Figure 19, the real-world experiences outlined in<br />

Section 3.0, together with other examples to back up the claims made, will now be described in<br />

more detail. Turning first to the left-h<strong>and</strong> extreme of the continuum, experience has shown that,<br />

when considering i<strong>3D</strong> hardware <strong>and</strong> software solutions, simulators designed to foster basic<br />

perceptual-motor skills should, in the main, rely on the end user’s interaction with simplified,<br />

30<br />

High Physical Fidelity<br />

Maintaining High<br />

Psychological Fidelity<br />

Perceptual-Motor Skills Perceptual-Motor <strong>and</strong> Cognitive Skills<br />

Cognitive “Skills”<br />

Level of Pre-Existing Skills / Domain Knowledge? Level of Pre-Existing Skills / Domain Knowledge?<br />

Abstracted Task Elements Abstracted <strong>and</strong> Realistic Task Elements Realistic Task Elements<br />

Special-Purpose<br />

Interface Devices to<br />

Simulate Specific Task<br />

Features<br />

Hardware Costs Increase (Special Interfaces – Including Bespoke Manufacture)<br />

Software Costs Increase (Development Time <strong>for</strong> Higher Physical Fidelity)<br />

COTS/Conventional<br />

Computer Interfaces –<br />

Engagement Primarily<br />

Via Displayed Content<br />

Figure 19: A suggested perceptual-motor / cognitive skills “continuum” relevant to i<strong>3D</strong> <strong>and</strong><br />

serious games part-task training systems design.

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