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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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/.