Crew members on currently on ISS can email, videocon, or use the IP phone to call anyone at anytime. However, future long duration missions will heavily rely on asynchronous communication due to the expected time delay. ANSIBLE will provide additional methods beyond email to combat social and sensory monotony. While ANSIBLE will have the technologies to accommodate the communication latencies, it can also be used in real time, during pre- and post-flight when crew and families may be geographically separated (e.g. due to training schedules), thus providing a longitudinal continuum for connecting with their social support systems. Further, VEs are natural environments to provide training, skills maintenance, as well as cooperative experiential learning. VAs are guides and instructors in other domains, and they may be of greater importance to serve in those roles in the context of limited real-time communications.
There are many potential ANSIBLE applications. Military service members can use ANSIBLE to connect with family, friends, and psychological health support before, during, and after deployment. Virtual avatars can function as therapists and not only reach a larger population, but also allow anonymity which has been shown to be a preferred option for many end users. Outside of telehealth, the global military simulation and virtual training market (estimated $9.03 billion in 2012), and simulation-based learning (revenues estimated at $2.48 billion by 2015) are natural fits to an ANSIBLE like tool. Further, the growth rate of virtual meetings in companies is estimated to be 80 , with tools like Conversity meetings bringing together global team members for 'face-to-face' exchanges in Second Life. These technologies are expected to expand into eLearning, enterprise social software, and VA assisted online commerce. All these different market segments are potential future markets for ANSIBLE.