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

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1.0 Introduction<br />

The 1980s <strong>and</strong> 1990s were marked by a series of<br />

important events in the evolution of interactive digital<br />

technologies. In particular, rapid developments in<br />

computer graphics hardware <strong>and</strong> software prompted<br />

the launch of a number of “movements” throughout<br />

the globe, including computer-generated imagery<br />

(CGI) <strong>and</strong> animation (e.g. <strong>for</strong> the film <strong>and</strong> TV<br />

industries), scientific visualisation, Virtual Reality (VR)<br />

<strong>and</strong> wearable computing. Whilst these groups did<br />

much to bring a range of previously expensive, unique<br />

<strong>and</strong> (superficially) impressive technologies to the<br />

attention of a much wider global audience than ever<br />

be<strong>for</strong>e, they were also responsible <strong>for</strong> creating a<br />

culture of myth, hype <strong>and</strong> false promise. This was<br />

particularly the case <strong>for</strong> VR (e.g. Figure 1). From the<br />

perspective of potential adopters in domains such as<br />

engineering, defence, medicine <strong>and</strong> so on, VR<br />

provided a roller coaster ride of achievement <strong>and</strong><br />

6<br />

Figure 1: Early British Virtuality Visette<br />

head-mounted display <strong>and</strong> glove.<br />

Source: www.babeledunnit.org<br />

failure throughout the 1990s. To use the terminology used to describe Gartner Hype Cycles 1 , VR<br />

was already well past its “peak of inflated expectations” by 1995 <strong>and</strong> on course to hit the bottom of<br />

the “trough of disillusionment” (Figure 2), where it is still struggling today to make a comeback.<br />

Figure 2: Gartner Hype Cycle <strong>for</strong> emerging technologies, 1995.<br />

Source: Gartner Inc. 4<br />

One of the most important, if not the most important lesson to be learned from the Virtual Reality /<br />

Virtual Environments / Synthetic Environments (VR/VE/SE) era of the 1990s is that input from HF<br />

specialists must be given credible recognition throughout the entire design process underpinning a<br />

whole- or part-task training simulation based on interactive <strong>3D</strong> (i<strong>3D</strong>; including applications based on<br />

gaming technologies, often referred to as “serious games”). For example, task analysis, concept<br />

demonstrations/presentations, the definition of learning outcomes <strong>and</strong> metrics, pedagogy 2; 3 , Virtual<br />

1 The first (1995) Hype Cycle <strong>for</strong> Emerging Technologies can be seen in: Fenn, J. & Linden, A. (2005),<br />

“Gartner’s Hype Cycle Special Report <strong>for</strong> 2005”; Gartner Inc. Report ID Number: G00130115, 05 August 2005.<br />

2 Pedagogy: the science, theory <strong>and</strong> practice of teaching – based on contents of Clark, D. (2006), “Pedagogy<br />

<strong>and</strong> e-Learning”; Epic White Paper; www.epic.co.uk.<br />

3 Pedagogical issues associated with serious games <strong>and</strong> simulations are also contained within a Web-based<br />

Style Guide <strong>for</strong> Serious <strong>Games</strong> <strong>and</strong> Simulations: http://clarkaldrich.blogspot.com/.

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