Journal | Annali di Ca’ Foscari. Serie orientale
Journal issue | 57 | 2021
Research Article | Learning Japanese through VR Technology. The Case of Altspace VR
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.
Submitted: Jan. 25, 2021 | Accepted: June 14, 2021 | Published June 30, 2021 | Language: en
Keywords Japanese language • Digital humanities • Virtual worlds • Learning through technology • Informal language learning • Virtual reality
Copyright © 2021 Alessandro Mantelli. This is an open-access work distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction is permitted, provided that the original author(s) and the copyright owner(s) are credited and that the original publication is cited, in accordance with accepted academic practice. The license allows for commercial use. No use, distribution or reproduction is permitted which does not comply with these terms.
Permalink http://doi.org/10.30687/AnnOr/2385-3042/2021/01/024
Articles
Report
Reviews
DC Field | Value |
---|---|
dc.identifier |
ECF_article_5503 |
dc.title |
Learning Japanese through VR Technology. The Case of Altspace VR |
dc.contributor.author |
Mantelli Alessandro |
dc.publisher |
Edizioni Ca’ Foscari - Digital Publishing, Fondazione Università Ca’ Foscari |
dc.type |
Research Article |
dc.language.iso |
en |
dc.identifier.uri |
http://edizionicafoscari.it/en/edizioni4/riviste/annali-di-ca-foscari-serie-orientale/2021/1/learning-japanese-through-vr-technology-the-case-o/ |
dc.description.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. |
dc.relation.ispartof |
Annali di Ca’ Foscari. Serie orientale |
dc.relation.ispartof |
Vol. 57 | June 2021 |
dc.issued |
2021-06-30 |
dc.dateAccepted |
2021-06-14 |
dc.dateSubmitted |
2021-01-25 |
dc.identifier.issn |
|
dc.identifier.eissn |
2385-3042 |
dc.rights |
Creative Commons Attribution 4.0 International Public License |
dc.rights.uri |
http://creativecommons.org/licenses/by/4.0/ |
dc.identifier.doi |
10.30687/AnnOr/2385-3042/2021/01/024 |
dc.peer-review |
yes |
dc.subject |
Digital humanities |
dc.subject |
Digital humanities |
dc.subject |
Informal language learning |
dc.subject |
Informal language learning |
dc.subject |
Japanese language |
dc.subject |
Japanese language |
dc.subject |
Learning through technology |
dc.subject |
Learning through technology |
dc.subject |
Virtual reality |
dc.subject |
Virtual reality |
dc.subject |
Virtual worlds |
dc.subject |
Virtual worlds |
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