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

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emove LRU cover panels <strong>and</strong> the LRUs themselves. It was decided, there<strong>for</strong>e, that the simulated<br />

maintenance task would not benefit from a VR-like interface (see Figure 23) that attempted to<br />

reproduce the use of spanners, screwdrivers <strong>and</strong> other common tools. Not only was this level of<br />

technology unacceptable from a cost <strong>and</strong> reliability perspective, its use, as noted much earlier by<br />

Barnett et al. (2000), would probably focus the trainees’ attention more on interfacing with the VR<br />

through what would have been quite cumbersome <strong>and</strong> unreliable wearable equipment than on<br />

per<strong>for</strong>ming the task. Consequently, LRU panel opening, LRU extraction <strong>and</strong> inspection operations<br />

were achieved using “point-<strong>and</strong>-click” mouse inputs, combined with simple drop-down task<br />

sequence menus. This approach has since been exploited in the HFI DTC’s SubSafe submarine<br />

safety games-based demonstrator (described later in this document).<br />

One interesting finding relating to end user computer experience <strong>and</strong> attitudes was made just after<br />

the Avionics Maintenance Trainer was delivered to RAF Marham. One of the trainee Sergeants,<br />

having attended a classroom demonstration of how to use the simulator (note that the instructor’s<br />

keyboard <strong>and</strong> mouse were not visible during the time of the demonstration), was subsequently<br />

observed to lift his mouse off the simulator desk <strong>and</strong> move it around in space in order to elevate his<br />

virtual viewpoint up <strong>and</strong> over the virtual Tornado. This instance confirms that one cannot assume a<br />

uni<strong>for</strong>m distribution of computer interactive skills in one’s sample of end users.<br />

Despite the apparent knowledge, skills <strong>and</strong> attitudes of today’s “gamer”<br />

generation, <strong>for</strong> the <strong>for</strong>eseeable future it is important NOT to assume that<br />

all members of a target audience will have experience with BASIC<br />

computer interface technologies, let alone games controllers.<br />

4.2 Hypo-/Hyper-fidelity <strong>and</strong> Distractive Elements in Simulated Tasks<br />

Given the visual <strong>and</strong> dynamic qualities available with today’s serious gaming tools, there is an<br />

underst<strong>and</strong>able tendency <strong>for</strong> developers to stop at nothing to endow their simulations with what<br />

they believe to be the highest (<strong>and</strong>, there<strong>for</strong>e, the most appropriate) fidelity possible. Cursory<br />

glances at the effects in such titles as FarCry, Crysis <strong>and</strong> Half-Life 2 demonstrate this. The<br />

impressive images of helicopter down-draught effects over water, vehicle explosions, weapon<br />

discharge <strong>and</strong> the use of “rag doll physics” to simulate the flailing bodies of the recently deceased<br />

certainly capture the attention of the player.<br />

There is no doubt whatsoever that these effects far outclass anything the VR community has had to<br />

offer to date. However, do these effects actually contribute positively to the development of<br />

relevant skills <strong>and</strong> learning? Do they improve the probability of the transfer of said skills <strong>and</strong><br />

knowledge to real operational settings? Does it actually matter that the underlying particle physics<br />

engine is capable of supporting real-time water spray or the dynamic collision effects of barrels<br />

rolling down uneven terrain? Are these wonderfully impressive visual <strong>and</strong> behavioural effects<br />

actually representative of what happens in the real world, or have they been exaggerated to<br />

achieve maximum player satisfaction? Just as the VE/VR community was plagued throughout its<br />

early existence by the proponents of “reality or nothing”, so too are the current <strong>and</strong> future<br />

developers of games-based simulations. In some instances, their perception of reality may result in<br />

the delivery of one special effect too many.<br />

As summarised earlier, hypo- <strong>and</strong> hyper-fidelity are terms used to describe the inclusion of too little,<br />

too much or inappropriate sensory <strong>and</strong>/or behavioural detail into a simulated task or context <strong>and</strong><br />

may lead to negative knowledge or skills transfer from the virtual to the real. Hypo- <strong>and</strong> hyperfidelity<br />

effects can be classified according to the broad headings shown in Table 1.<br />

In the majority of cases, hypo- <strong>and</strong> hyper-fidelity effects can be overcome following a few pretraining<br />

exposures of the end user to the simulation. In the case of hyper-fidelity, once the “wow”<br />

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