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A Virtual Reality Experience for Learning Languages

Published: 02 May 2019 Publication History

Abstract

This demo showcases an interactive virtual reality experience for language learning that allows users to enter a virtual world to explore and interact with their surroundings while learning Spanish. Through immersive game-play on the Oculus Rift, users explore Spanish translations of everyday household items in a search-and-find format, scoring points when they can correctly identify and select objects. Users are able to put what they learn into practice in real time. Study participants who tried the experience said they found this method of language learning to be more enjoyable than traditional methods of studying due to the gamification created and it not "feeling like studying". As virtual reality headsets continue to become more accessible to the public, addresses the cost limitations of traveling overseas to achieve immersion in foreign language. This application can be expanded to most real-world scenarios and locations. Additionally, it can be applied to any language.

Supplementary Material

MP4 File (demo1183.mp4)
Supplemental video

Reference

[1]
Savage, B. L., & Hughes, H. Z. (2014). How Does Short-Term Foreign Language Immersion Stimulate Language Learning?. Frontiers: The Interdisciplinary Journal of Study Abroad, 24, 103--120.

Cited By

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  • (2024)Leveraging motion to foster learning by working with immersive concept mapsProceedings of the 2024 International Conference on Advanced Visual Interfaces10.1145/3656650.3658848(1-3)Online publication date: 3-Jun-2024
  • (2024)Envisioning Support-Centered Technologies for Language Practice and Use: Needs and Design Opportunities for Immigrant English Language Learners (ELLs)Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642236(1-15)Online publication date: 11-May-2024
  • (2024)VRcabulary: A VR Environment for Reinforced Language Learning via Multi-Modular Design2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)10.1109/AIxVR59861.2024.00053(315-319)Online publication date: 17-Jan-2024
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  1. A Virtual Reality Experience for Learning Languages

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    Published In

    cover image ACM Conferences
    CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    3673 pages
    ISBN:9781450359719
    DOI:10.1145/3290607
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 May 2019

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    Author Tags

    1. language learning
    2. virtual reality

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    • Demonstration

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    CHI '19
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    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

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    Cited By

    View all
    • (2024)Leveraging motion to foster learning by working with immersive concept mapsProceedings of the 2024 International Conference on Advanced Visual Interfaces10.1145/3656650.3658848(1-3)Online publication date: 3-Jun-2024
    • (2024)Envisioning Support-Centered Technologies for Language Practice and Use: Needs and Design Opportunities for Immigrant English Language Learners (ELLs)Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642236(1-15)Online publication date: 11-May-2024
    • (2024)VRcabulary: A VR Environment for Reinforced Language Learning via Multi-Modular Design2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)10.1109/AIxVR59861.2024.00053(315-319)Online publication date: 17-Jan-2024
    • (2024)Factors Influencing Educators’ Curiosity to Learn about VR Technologies in EducationTechTrends10.1007/s11528-024-00961-268:3(547-558)Online publication date: 20-Apr-2024
    • (2024)Virtual reality and gamification in education: a systematic reviewEducational technology research and development10.1007/s11423-024-10351-3Online publication date: 19-Mar-2024
    • (2024)Educators’ opinions about VR/AR/XR: An exploratory studyEducation and Information Technologies10.1007/s10639-024-12808-7Online publication date: 13-Jun-2024
    • (2024)Learning Foreign Language Vocabulary Through Task-Based Virtual Reality ImmersionHCI International 2024 Posters10.1007/978-3-031-61953-3_23(203-213)Online publication date: 1-Jun-2024
    • (2023)Augmented Reality and Virtual RealityPerspectives on Enhancing Learning Experience Through Digital Strategy in Higher Education10.4018/978-1-6684-8282-7.ch007(166-189)Online publication date: 30-Jun-2023
    • (2023)NVSHU: Virtual Reality Design and Narrative Popularization for Intangible Cultural Heritage CharactersSIGGRAPH Asia 2023 XR10.1145/3610549.3614615(1-2)Online publication date: 28-Nov-2023
    • (2023)From Artifacts to Outcomes: Comparison of HMD VR, Desktop, and Slides Lectures for Food Microbiology Laboratory InstructionProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580913(1-17)Online publication date: 19-Apr-2023
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