Yesterday, I finished reading this article which was published fairly recently in Technical Communication (April 2008, to be exact). In light of the last article which was read by the class, and the reactions which it evoked from almost everyone who wrote about it or commented on it, this reading didn't really set off any alarms. The issues discussed by the author have largely been mentioned already by most of us EG 3773ers, and those concerns which we haven't pointed out by now are not anything really shocking: cybercrime (something we hear about every day), health concerns (the physical ones, such as carpal tunnel syndrome and transmission of disease, which itself seemed a bit contrived - I know it's a possibility but you certainly don't have to be in a virtual world to pick up germs. You just have to be using a CUNY computer lab! Or a gym!), and finally, she mentions cybersickness as related to motion sickness, but doesn't really go into it in any more detail. Maybe it is because we tore up that last article so much, but this one, to me, had a rather shallow aspect and failed to answer any questions I have about what sort of effect these virtual environments will have upon society, or about how the creators of these sites are attempting to resolve the problems inherent in virtual computing. In my opinion, it also failed to really "explore" the "human factors in virtual worlds," and gave them only a quick glazing-over in order to pacify the publisher's demands. Maybe it's the editor who is to blame. Maybe they just didn't have enough space in their magazine. It just seems that a lot more could be said about this.
The author Padmanabhan attempts to call attention to several items which can be addressed when designing a virtual environment. After a rather long and tedious introduction to the fundamental purposes of virtual worlds, including their growth statistics, perceived benefits, and identifiable hazards, the article investigates the actual design of these spaces, and what might be considered as an improvement to existing formats. All of the design areas discussed were previously spotlighted by another research group in 1998, and the author simply expands upon their theoretical findings.
Human performance efficiency is the first area Padmanabhan delves into. She begins with a discussion of what is dubbed "presence" in a virtual world, which is basically the degree of realism and fullness of the experience. The entire section is given over to describing various examples of virtual experience, and really does nothing to explain the details of what is being done to enhance the experience and foster "presence." She mentions the kiosks in a virtual Tokyo, the educational activities of a site called "Ancient Spaces," and even videoconferencing and teleconferencing in Microsoft Office. Yet she goes no further. She does not mention anything being done to augment sound quality, either live or computer-generated. She does not even attempt to address the use of 3-D graphics, giving it only the briefest nod of acknowledgment. I would have liked a discourse on the pros and cons of the 3-D era which arrived with the release of Microsoft Vista. Is it really all it claims to be? Who is using it? Who isn't? How can it be implemented so that more people have access to it without buying a whole new operating system or graphics card? And how much can it enhance a virtual experience when an avatar is still a crude, awkward, cartoonish representation of a human being - and when the graphics take so long to load that the screen must be refreshed and rebuilt with every avatar gesture?
Padmanabhan then goes on to discuss what tasks or activities may benefit from a virtual environment, and what can be done to enhance those experiences. I believe that either she chose poor examples, or that there is really very little advantage to transferring the tried-and-true method of doing things (such as exploration and training) to the virtual method. She gives, as case studies, the field of automobile and aircraft repair, operation, and maintenance. Well, flight simulators have been around for quite some time, and unless the goal is to save space, I don't think that the pilots need any more virtual training. There is no substitute, as they say, for th
e real thing; personally, I would rather know that my pilot logged actual miles during his/her training over virtual miles any day. If she means that these physical enhancements to simulate a cockpit should be implemented for the casual user, then I would say that should be relegated to the video arcades and game halls. At least, then, the gaming junkies would have to get off of their butts and go somewhere in order to have the experience.
What really amazes me is that she then touts the advantages of virtualizing the process of learning
auto mechanics and repair. There is no advantage whatsoever to this, and I can say that with some authority being quite adept at bicycle repair and computer repair, and also having grown up with an expert auto mechanic as my stepfather (City Tech Auto Mechanics lab technician, in fact - they moved the department to Bronx Community College many moons ago). Why bother with a simulation when there are literally thousa
nds of junk cars around to practice on? If you can afford data goggles, why are you trying to be an auto mechanic? If you can't afford tools, why are you buying data goggles? Why are you even running a sophisticated virtual world program on your (supposedly) crummy computer? Are you just trying to avoid getting your hands dirty? Because I can tell you, that's a big part of the game. It's like trying to be a surgeon and avoid the blood (well, maybe that's not a good analogy; the medical field is sort of getting there...).
You get the point. Again, this is a field where you can only learn by doing. You need to feel the tightness of the bolts, the delicate adjustments and precise amounts of pressure to apply. You need to know what it feels like to need an extra hand in there. Obviously the author never repaired anything.
There were many other points in the article which I objected to. I will save these for another blog entry, perhaps. But towards the end, Padmanabhan mentions usability testing of virtual worlds. This, to me, is laughable. Does anyone think there is any validity to a usability test of a world with millions of participants who are constantly creating objects, events, and mini-environments? How can you effectively test a world that is
expanding at the rate of 20 servers per week? How can you test a world where everyone is indulging in their wildest fantasies? It is impossible, even if all they do is test, and test, and test some more. Even then, the unpredictable will be more the rule than the exception.
I hope I haven't bored you too much with this critique, but the article really irked me. I found it redundant, vague, and uninformative. I would have much rather been reading my boring textbook; at least I would have learned something.
Photo credits (in order of appearance):
1. www.eyebeam.org
2. www.dl4all.com
3. www.idealgadget.com
4. www.tinkerservices.com
5. academic.cuesta.edu









