Collaborative VR environment for supporting food culture learning

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Boning Li, Lehao Zhou, Junichi Hoshino
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Abstract

In recent years, cultural learning has required the design of experiential and reflective environments that go beyond mere knowledge acquisition to support the understanding and internalization of cultural values. This study constructed a collaborative VR learning environment focused on food culture, enabling learners to actively interpret and engage in the meaning-making of cultural values in a virtual space. The system consists of scenarios based on three themes: ingredients, tableware, and cuisine. It offers experiences that engage learners with cultural elements through exploration, observation, and cooking. Through voice and non-verbal gestures via avatars, learners shared their insights and emotions, deepening their learning. A comparative experiment showed that participants in the collaborative learning condition significantly outperformed those in the individual learning condition in terms of recognition of cultural values, knowledge acquisition, learning motivation, and cultural awareness. Observations also revealed the natural formation of joint attention through gestures such as pointing and shared gaze, which facilitated reflective meaning-making. Based on these findings, four design recommendations were derived: (1) supporting meaning-making through experience and dialogue, (2) supporting collaboration through non-verbal interaction, (3) designing immersive experiences that enhance intrinsic motivation, and (4) creating scenarios and tasks that encourage reflection.
支持饮食文化学习的协同VR环境
近年来,文化学习要求设计体验和反思环境,而不仅仅是知识获取,以支持文化价值观的理解和内化。本研究构建了以饮食文化为核心的协同VR学习环境,使学习者能够在虚拟空间中主动解读和参与文化价值观的意义建构。该系统由基于三个主题的场景组成:食材、餐具和烹饪。它通过探索、观察和烹饪,为学习者提供与文化元素互动的体验。通过虚拟化身的语音和非语言手势,学习者分享他们的见解和情感,加深他们的学习。对比实验表明,协作学习条件下的被试在文化价值认知、知识获取、学习动机和文化意识方面显著优于个体学习条件下的被试。观察还揭示了共同注意的自然形成,通过手势,如指向和共同凝视,这促进了反思性意义的形成。基于这些发现,我们得出了四项设计建议:(1)通过体验和对话支持意义创造;(2)通过非语言互动支持协作;(3)设计增强内在动机的沉浸式体验;(4)创建鼓励反思的场景和任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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