Learning Japanese through VR Technology. The Case of Altspace VR

A. Mantelli
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引用次数: 0

Abstract

Through this paper, I intend to analyse the state of Japanese learning through virtual reality technologies, avoiding as much as possible the analysis of prototypes and laboratory experiments, focusing instead on a case study that implements software and hardware already present on the consumer market. After analysing the VR technology currently available to end-users and its hardware, which has lately increased in popularity due to the COVID-19 pandemic, and the specificities of virtual reality compared to other communication technologies, I will proceed to the analysis of the case study Altspace VR, a social VR software used also by an active Japanese learning community, to try to identify the characteristics that could make this technology particularly suitable for language learning. © 2021 ;cb Creative Commons Attribution 4.0 International Public License
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通过VR技术学习日语。Altspace VR案例
通过这篇论文,我打算通过虚拟现实技术来分析日本学习的现状,尽可能避免对原型和实验室实验的分析,而是集中在一个案例研究上,实现了消费者市场上已经存在的软件和硬件。在分析了终端用户目前可用的VR技术及其硬件(最近由于COVID-19大流行而越来越受欢迎)以及虚拟现实与其他通信技术相比的特殊性之后,我将继续分析案例研究Altspace VR,这是一个活跃的日本学习社区使用的社交VR软件,试图找出可能使这项技术特别适合语言学习的特征。©2021;cb知识共享署名4.0国际公共许可协议
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来源期刊
Annali di Ca Foscari Serie Orientale
Annali di Ca Foscari Serie Orientale Arts and Humanities-Religious Studies
CiteScore
0.20
自引率
0.00%
发文量
32
审稿时长
16 weeks
期刊最新文献
Before the Revolution Tradition and Modernity in Two Short Stories by Bao Tianxiao, “Qie ming bo” 妾命薄 and “Yi lü ma” 一縷麻 57 | 2021 Learning Japanese through VR Technology. The Case of Altspace VR 56 | 2020 55 | 2019
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