Overview
Using recent case-study material from Virtual Presence Limited
and the National Aeronautics and Space Administration (including
space and defense studies, surgery, automobile design, and
ceramics), this richly illustrated course demonstrates application of
human-centered methodologies in delivering usable, affordable,
and extensible interactive 3D or VR solutions for prototyping and
training applications.
Prerequisites
No prior experience in the field of human factors or ergonomics.
Those with some experience of introducing VR into real-world
applications, or those considering or assessing VR technologies
for their own organizations, will acquire useful knowledge in this
course.
Topics
Virtual reality, virtual environments, interactive 3D. The pitfalls of
"technology push." Human factors issues ("remember the user").
Human-centered design standards (NASA and international
sources). Virtual reality and human factors methodologies and
"best practices." US and UK evidence in support of humancentered
design. US and UK case studies (surgery, aerospace,
defense, automotive, engineering, ceramics, education). The need
for future research and development (human-performance metrics,
spatial and temporal situation awareness, collective training,
transfer of training).
Course #06 Notes (PDF, 5.2MB) |