Cloning: a novel method for interactive parallel simulation
Proceedings of the 29th conference on Winter simulation
State saving for interactive optimistic simulation
Proceedings of the eleventh workshop on Parallel and distributed simulation
The time and state relationships in simulation modeling
Communications of the ACM - Special issue on simulation modeling and statistical computing
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Seeing is believing: the importance of visualization in manufacturing simulation
Proceedings of the 32nd conference on Winter simulation
Modeling reality with simulation games for a cooperative learning
Proceedings of the 32nd conference on Winter simulation
Critical approach to 3D virtual realities for group work
Proceedings of the second Nordic conference on Human-computer interaction
Theory of Modeling and Simulation
Theory of Modeling and Simulation
Proceedings of the eighteenth workshop on Parallel and distributed simulation
GamePlan: Serious Gaming for Place Making
Proceedings of the second Australasian conference on Interactive entertainment
Experimental investigation of the impacts of virtual reality on discrete-event simulation
WSC '05 Proceedings of the 37th conference on Winter simulation
Practitioners' perception of the impacts of virtual reality on discrete-event simulation
WSC '05 Proceedings of the 37th conference on Winter simulation
Multiple worlds: a formalism for simulation based design
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
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In this paper we present the use of "what-if"-analysis in simulation games for spatial decision making by introducing the concept of multiple worlds. We expect that "what-if"-analysis in games enables the trainees to achieve more robust results, which is defined as the ability to achieve the required goals given different scenarios. Scenarios are defined as exogenous variables on the multiple worlds. Viable decisions for a particular world are assessed by splitting the given world into multiple ones and running simulations for these new worlds. This assessment is performed by a) comparing the alternatives represented by each world and b) exploring the timeline of each world by selecting specific time instants. The navigation both through multiple worlds and through time should provide the users the possibility to formulate a robust answer for the specified problem. We will present a viable architecture and 4 distinct modes of game-play for the simulation game.