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dc.contributor.authorMichael, Brandonen_US
dc.contributor.authorAburumman, Nadineen_US
dc.contributor.editorVangorp, Peteren_US
dc.contributor.editorHunter, Daviden_US
dc.date.accessioned2023-09-12T05:44:56Z
dc.date.available2023-09-12T05:44:56Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-231-8
dc.identifier.urihttps://doi.org/10.2312/cgvc.20231201
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/cgvc20231201
dc.description.abstractVirtual Reality (VR) is a highly immersive and interactive experience that renders users to be engrossed in a 3D virtual environment. The recent technological advancements with high-resolution headset display, and accurate tracking of six degrees of freedom paired with controllers allow life-like renditions of real-world scenarios as well as fictional scenarios without potential environmental risks. This paper explores the usage of Virtual Reality in education by incorporating current pedagogical approaches into an interactive 3D virtual environment. The focus of this study revolves around language pedagogy, in specific, the tool developed allows teach users fundamental Mandarin Chinese. This educational VR application enables users to practice their reading and writing skills through a calligraphy lesson and engages users in a listening and speaking lesson through natural conversation. To achieve an organic dialogue, phrases spoken by the user in a lesson are validated immediately through an intuitive phrase recognition system developed using machine learning. The developed prototype has undergone testing to ensure its efficacy. An initial investigation into this prototype found that the majority of participants were supportive of this concept and believe that it would improve the engagement of digital education.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies -> Virtual reality; Neural networks
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.subjectNeural networks
dc.titleExploring Language Pedagogy with Virtual Reality and Artificial Intelligenceen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.description.sectionheadersVisualisation and Interaction
dc.identifier.doi10.2312/cgvc.20231201
dc.identifier.pages103-107
dc.identifier.pages5 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License