A spectrum of affordances is illustrated below that was made as a result of studies performed in association with the U.S. Army’s Military Open Simulator Enterprise Strategy (MOSES), a review of literature, and limited ethnographic experience using/playing in the environments.
The spectrum illustrates a range of determinants, factors that influence decision outcomes, across computer-based simulation including serious games and virtual world affordances. The spectrum has five levels that are not hierarchical: personal, environment, technical, effectiveness, and evidence. Determinant environments include serious games where users are characterized as players that follow constraints possible found in the real (physical) world. Non-determinant virtual worlds have users represented by avatars where that can be represented by almost anything if users have the skills and abilities to change appearance. The spectrum does not attempt to characterize affordances of live, face-to-face, physical learning situations.
Image credit Barbara Truman
Creation of an Integrated Viewer for Open Simulation
It is possible through collaboration with university partners that an integrated viewer can be developed to enable a crosswalk across non-determinant virtual world simulation usage to determinant training using serious games. Obtaining system performance data may drive convergence and system integration. The image below, Virtual World Viewer Comparison, shows an example of a modeled 3D environment using Firestorm viewer (top) and Babylonjs (bottom).
Image credit US Army MOSES Team