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

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Facial Hair. There was an early proposal to include substantial facial hair on the virtual casualty.<br />

However, this was advised against, as members of the Armed Forces (<strong>and</strong> especially those in the<br />

Army) are encouraged to remain as clean-shaven as possible at all times in order to ensure a good<br />

seal between the facial skin <strong>and</strong> nuclear, biological <strong>and</strong> chemical protective respirators (such as the<br />

UK’s S10 assembly). A similar proposal was<br />

put <strong>for</strong>ward to animate a fly l<strong>and</strong>ing on the<br />

casualty during the procedure. The final rightarm<br />

tattoo was a concession <strong>and</strong>, interestingly,<br />

did not attract adverse comments from the early<br />

users! The casualty’s nipples also appeared<br />

later in the development process!<br />

Stethoscope Tubing Dynamics. In the<br />

original ITT, developers had programmed quite<br />

dramatic flexing algorithms into the stethoscope<br />

tube object. During the Airway-Breathing-<br />

Circulation (ABC) animation sequence, as the<br />

avatar h<strong>and</strong> moved the stethoscope towards the<br />

casualty, the tube flailed quite dramatically<br />

around the scene (Figure 25) which many end<br />

users found both comical <strong>and</strong> distracting.<br />

36<br />

Figure 25: Excessive virtual stethoscope tube<br />

flexing effects.<br />

Source: Author’s Image Archive<br />

“Hovering canula”. This is actually not a significant item but was noticed by one or two surgeons<br />

during the early reviews of the original ITT. Once the virtual canula had been acquired <strong>for</strong> blood<br />

extraction <strong>and</strong> fluids had been administered, the animated process by which the surgeon inserted it<br />

into the casualty’s right arm depicted the canula “hovering” slightly in front of the surgeon’s h<strong>and</strong>s,<br />

describing its own insertion path<br />

just ahead of the surgeon’s h<strong>and</strong><br />

movements.<br />

Laryngoscope Environment<br />

Mapping. This was considered to<br />

be so distracting that it even<br />

created a virtual “glare” effect<br />

when using the laryngoscope in<br />

conjunction with the suction <strong>and</strong><br />

intubation tubes. Some users also<br />

noted – having stopped the<br />

intubation procedure – that the<br />

reflection on the laryngoscope<br />

surface was actually wrong,<br />

showing the casualty’s body, DPM<br />

trousers <strong>and</strong> nurse instead of<br />

parts of the surgeon’s own virtual<br />

body (Figure 26)! This may<br />

appear too critical, but it was<br />

surprising that this was actually<br />

detected by at least 3 of the early<br />

users of the system!<br />

Figure 26: “Impossible” reflections on virtual laryngoscope<br />

surface.<br />

Source: Author’s Image Archive<br />

Do not assume that end users will not notice shortcomings in fidelity <strong>and</strong><br />

other aspects of game design. Hypo- <strong>and</strong> hyper-fidelity effects or task-<br />

irrelevant features may adversely affect an end user’s acceptance of <strong>and</strong><br />

per<strong>for</strong>mance on a part-task simulation.

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