Proceedings of the 2010 Winter Simulation Conference 2010
DOI: 10.1109/wsc.2010.5679110
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An experimental design and preliminary results for a cultural training system simulation

Abstract: Computer simulation has been widely deployed by the military for force-on-force based training but only more recently for training researchers, analysts, and war-fighters in matters of cross cultural sensitivity. This latter type of training gives the trainee a sense of "being inside" a target culture. We built the Second China Project as a hybrid immersive, knowledge-based software platform for use in cultural training. Is this training effective? More specifically, what are the effects of immersion on memory… Show more

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Cited by 8 publications
(4 citation statements)
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References 17 publications
(14 reference statements)
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“…Tests of their system showed better learning results from an immersive environment than a web-based environment. 24 They also showed that greater interaction in the simulations produced a better sense of location in the game.…”
Section: Cross-cultural Trainingmentioning
confidence: 95%
“…Tests of their system showed better learning results from an immersive environment than a web-based environment. 24 They also showed that greater interaction in the simulations produced a better sense of location in the game.…”
Section: Cross-cultural Trainingmentioning
confidence: 95%
“…In the development of virtual simulation experiments in the field of cultural heritage, in 2010, P.A. Fishwick and others built the Second China Project as a hybrid immersive, knowledge-based software platform for Chinese cultural training [6]. E. Selmanovi ć and others added interactive digital stories to a virtual simulation system related to the diving tradition of the Old Bridge in Mostar, and conducted a user experience evaluation to prove that this method can create empathy among participants [7].…”
Section: Overview Of Research On Virtual Simulation Experimental Teac...mentioning
confidence: 99%
“…The way in which model components are shown, and interacted with, can be determined only through social and behavioural research methods. Recently, as part of two experiments (Fishwick et al, 2010), we introduced two different stimuli-one web-based and the other an immersive environment not unlike the one shown in Figure 5. While results from one experiment and specific context cannot be uniformly generalized to other contexts, our team found some interesting results in terms of memory and gender.…”
Section: Model Customizationmentioning
confidence: 99%