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 ...
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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.