通过VR技术学习日语。Altspace VR案例

Q3 Arts and Humanities
A. Mantelli
{"title":"通过VR技术学习日语。Altspace VR案例","authors":"A. Mantelli","doi":"10.30687/ANNOR/2385-3042/2021/01/024","DOIUrl":null,"url":null,"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","PeriodicalId":37019,"journal":{"name":"Annali di Ca Foscari Serie Orientale","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Learning Japanese through VR Technology. The Case of Altspace VR\",\"authors\":\"A. Mantelli\",\"doi\":\"10.30687/ANNOR/2385-3042/2021/01/024\",\"DOIUrl\":null,\"url\":null,\"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\",\"PeriodicalId\":37019,\"journal\":{\"name\":\"Annali di Ca Foscari Serie Orientale\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Annali di Ca Foscari Serie Orientale\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.30687/ANNOR/2385-3042/2021/01/024\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Annali di Ca Foscari Serie Orientale","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30687/ANNOR/2385-3042/2021/01/024","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0

摘要

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
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Learning Japanese through VR Technology. The Case of Altspace VR
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
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信