Elaine M. Raybourn

Elaine M. Raybourn is a Principal Member of the Technical Staff for Sandia’s Cognitive Science & Applications department, and has a Ph.D. in Intercultural Communication with an emphasis in Social-Process Simulation & Games. Elaine has over 18 years experience in the field of intercultural communication and over 10 years experience using computer games for cultural, social-process simulations. Elaine currently leads Adaptive Training Systems & Human, Social, Cultural, and Behavioral Model Validation & Verification research programs. Her research and design efforts have focused on enhancing intercultural communication and cross-cultural understanding with technology-mediated, collaborative systems that promote self-awareness and intercultural adaptability. Her team’s work was identified by the Defense Science Board Summer Study "21st Century Strategic Technology Vectors" as critical capabilities and enabling technologies for the 21st century that show promise. Elaine has been an ERCIM (European Consortium for Research in Informatics and Mathematics) fellow, and is currently a National Laboratory Professor at the University of New Mexico’s Department of Communication & Journalism.

Publications

Honing Emotional Intelligence with Game-Based Crucible Experiences
Elaine M. Raybourn. © 2013. 14 pages.
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one’s emotional intelligence. Subsequent...
Foreword
Elaine M. Raybourn. © 2011. 2 pages.
This Foreword is included in the book Handbook of Research on Culturally-Aware Information Technology: Perspectives and Models.
Honing Emotional Intelligence with Game-Based Crucible Experiences
Elaine M. Raybourn. © 2011. 13 pages.
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one’s emotional intelligence. Subsequent...
Design Cycle Usability Evaluations of an Intercultural Virtual Simulation Game for Collaborative Learning
Elaine M. Raybourn. © 2003. 21 pages.
The present chapter describes the design cycle employed to create a computer-mediated social-process simulation called the DomeCityMOO. Participants created cultural identities...