文化训练系统模拟的实验设计及初步结果

P. Fishwick, A. Coffey, Rasha Kamhawi, Julie Henderson
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引用次数: 6

摘要

计算机模拟已被军方广泛应用于以武力为基础的训练,但直到最近才被用于训练研究人员、分析人员和战争人员,以处理跨文化敏感性问题。后一种类型的培训给受训者一种“置身于”目标文化的感觉。我们建立了第二个中国项目,作为一个混合沉浸式,基于知识的软件平台,用于文化培训。这种培训有效吗?更具体地说,沉浸对记忆和其他认知变量的影响是什么?我们选择基于我们的研究问题,而不是围绕一个特定的用户组,而是更普遍地围绕一个类别的培训系统-一个涉及使用多用户虚拟环境(MUVEs)。我们提出了一个旨在测试muve是否是有效培训平台的实验架构,并解释了开发测试环境以确定该有效性的确切性质的过程。我们还讨论了从早期试点研究和正在进行的实验中吸取的教训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An experimental design and preliminary results for a cultural training system simulation
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 and other cognitive variables? We chose to base our research questions, not around a specific user group, but more generally around a category of training system—one involving the use of multi-user virtual environments (MUVEs). We present the architecture of an experiment designed to test whether MUVEs are effective training platforms, and to explain the process used in developing a testing environment to determine the precise nature of that effectiveness. We also discuss lessons learned from the earlier pilot study and ongoing experiment.
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