Title: Emotion and Fidelity in
1 Emotion and Fidelity in Serious Virtual Worlds
Mary Matthews Strategy and Business Development
Director TruSim
2Blitz Games Ltd
3Emotion and Fidelity
4Emotion and Fidelity
5Working in Partnership
6Four Dimensional Framework (de Freitas 2006)
E n g a g e m e n t
Evaluation
Analysis
C
C
L
L
R
P
NEED
R
P
BUSINESS / ORGANIZATION NEED
7Four Dimensional Framework Learner Dimension
Evaluation
Analysis
L
NEED
BUSINESS / ORGANIZATION NEED
8Survey of Healthcare Staff - Demographics
Total - 175 people
Male 19
Female 81
9Do you play video games?
10Preferred Method of Learning
If you need to learn a new task, but can only
select one method, which would you choose?
Male
Female
Over 40
30 - 39
Listening 14
Listening 13
Listening 14
Listening 13
Watching 36
Watching 47
Watching 46
Watching 36
Trying it 50
Trying it 40
Trying it 40
Trying it 51
11Enthusiasm/Enjoyment of Using Computers
Under 30 Over 40
12Anxiety Towards Computers
ALL
13Anxiety Towards Computers
Under 30 Over 40
14Four Dimensional Framework Context Dimension
Evaluation
Analysis
C
L
NEED
BUSINESS / ORGANIZATION NEED
15Four Dimensional Framework Representation
Dimension
Evaluation
Analysis
C
L
NEED
R
BUSINESS / ORGANIZATION NEED
16Emotion and Learning
17(No Transcript)
18Basic Types of Fidelity (Stone 2007)
TASK FIDELITY the design of appropriate
sensory and behavioural features into the end
users task that support the delivery of the
desired learning effect.
CONTEXT FIDELITY (local, remote) the design of
appropriate background sensory and behavioural
detail (including avatar/agent styles and
behaviours) to compliment and not interfere
with the task being performed and the learning
outcomes.
19Basic Types of Fidelity (Stone 2007)
INTERACTIVE FIDELITY the degree to which input
(control) and display technologies need to be
representative of real life human-system
interfaces and, where they do not, the careful
management of control-display mapping and
acknowledgement of human stereotypes.
Understanding the benefits/ limitations of
virtual vs. real control set-ups.
HYPO- and HYPER- FIDELITY the inclusion of
too little, too much or inappropriate sensory
and/ or behavioural detail (task, context and
interaction systems) leading to possible negative
effects on serious game/simulation performance
and on knowledge or skills transfer.
20Four Dimensional Framework Pedagogy Dimension
Evaluation
Analysis
C
L
NEED
R
P
BUSINESS / ORGANIZATION NEED
21Emotion and Learning
22Further Dimensions - SMEs
23Creating Trust
24mmatthews_at_trusim.com
CONTACTS
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- Mob 44 (0) 7941 4462421