Serious Games for Immersive Cultural Training: Creating a Living World March/April 2009 (vol. 29 no. 2) pp. 49-60
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2009.30
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. 1. H. Goldstein, "Grand Theft Auto IV Review," 2008; http://xbox360.ign.com/articles/869869381p1.html .
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, Mar./Apr. 2009, doi:10.1109/MCG.2009.30 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||