Computer-based training (CBT) has become an important training tool and is
used effectively in providing part-task activities. In the military domain
virtual environments (VEs) have long been exploited, mainly through virtual
reality (VR), to create realistic working environments. More recently, aug
mented reality (AR) and advanced embedded training (AET) concepts have also
emerged and the development of "AR-AET" and "VR-CBT" concepts promise to b
ecome essential tools within military training. Whilst the advantages of bo
th AR and VR are attractive, the challenges for delivering such application
s are, generally, technology led. Equally as important, however, is the inc
orporation of human factors design and implementation techniques and this h
as been recognized by the development and publication of International Stan
dard ISO 13407, Human-Centred Design Processes for Interactive Systems. Exa
mples described in this paper serve to review Human Factors issues associat
ed with the use of both AR and VR training systems. Whilst there are common
issues between AR and VR applications in considering the potential of synt
hetic training environments, it is also necessary to address particular hum
an-centred design issues within each application domain. (C) 2001 Academic
Press.