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Serious Games for Immersive Cultural Training: Creating a Living World
March/April 2009 (vol. 29 no. 2)
pp. 49-60
Marjorie A. Zielke, University of Texas at Dallas
Monica J. Evans, University of Texas at Dallas
Frank Dufour, University of Texas at Dallas
Timothy V. Christopher, University of Texas at Dallas
Jumanne K. Donahue, University of Texas at Dallas
Phillip Johnson, University of Texas at Dallas
Erin B. Jennings, University of Texas at Dallas
Brent S. Friedman, University of Texas at Dallas
Phonesury L. Ounekeo, University of Texas at Dallas
Ricardo Flores, University of Texas at Dallas
Living worlds offer a nonlinear, unscripted process for experiencing and safely learning the cognitive complexity and nuance of culture through emergent high-fidelity simulation. The 3D Asymmetric Domain Analysis and Training model uses visual, auditory, behavioral, and cultural models for immersive cultural training using the living-world construct.

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Index Terms:
games, personal computing, computing milieu, social and behavioral sciences, computer applications, serious games
Citation:
Marjorie A. Zielke, Monica J. Evans, Frank Dufour, Timothy V. Christopher, Jumanne K. Donahue, Phillip Johnson, Erin B. Jennings, Brent S. Friedman, Phonesury L. Ounekeo, Ricardo Flores, "Serious Games for Immersive Cultural Training: Creating a Living World," IEEE Computer Graphics and Applications, vol. 29, no. 2, pp. 49-60, March-April 2009, doi:10.1109/MCG.2009.30
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