Elaine M. Raybourn

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The accurate identification of obscured and concealed objects in complex environments was an important skill required for survival during human evolution, and is required today for many forms of expertise. Here we used transcranial direct current stimulation (tDCS) guided using neuroimaging to increase learning rate in a novel, minimally guided(More)
This paper describes an experimental, adaptive community-based system, the Forum, designed to facilitate communication where there are mutual concerns or interests among virtual communities within or across organizations. Our description of the Forum is presented from the perspective of user-centered interaction design. The system consists of a WWW-based(More)
Introduction Throughout human history we have played and gamed. According to Eric Berne (1964), author of Games People Play, human relationships are in fact comprised of game playing behaviors. Huizinga [1] observes that playing games is one of the most common ways to form new groups – groups formed from playing games tend to become stable. Since playing(More)
In Beyond Culture, anthropologist Edward T. Hall indicated that "culture is the total communication framework" comprised of words, actions, nonverbal behaviors, the handling of time, space, and materials, world view, beliefs, and attitudes passed over time from generation to generation. Culture often serves as a perceptual filter with which we determine(More)
As the computer game industry grows, game capabilities and designs are being re-used for purposes other than entertainment. The study of 'Serious Games', i.e. games for education and policy making, is of growing interest in many sectors. This SIG will bring together people interested in the topic area to discuss emerging opportunities and challenges. A(More)
This report describes the Simulation Experience Design Method and it’s applicability toward designing intercultural agents. The Simulation Experience Design Method creates engaging multiplayer, multicultural learning experiences by focusing on how dynamic game content, roles, scenarios, and assessment feedback contribute to an emergent communication culture(More)
This sketch describes DocuDrama, a tool that offers a generation of interactive narratives that are based on activities in a collaborative virtual environment. DocuDrama [Schäfer et al. 2001] is built as part of TOWER [2002], a Theatre of Work Enabling Relationships, which allows project members to be aware of project relevant activities as well as to(More)