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Learning Japanese through VR Technology. The Case of Altspace VR

Alessandro Mantelli    Università Ca’ Foscari Venezia, Italia    



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.

Keywords: Virtual reality. Japanese language. Digital humanities. Virtual worlds. Learning through technology. Informal language learning.

Lingua: en

Presentato: 25 Gennaio 2021   Accettato: 14 Giugno 2021   Pubblicato: 30 Giugno 2021  

permalink: http://doi.org/10.30687/AnnOr/2385-3042/2021/01/024

Creative Commons License This work is licensed under a Creative Commons Attribution 4.0 International License