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.

Highlights

  • In the present work, I will try to analyse the opportunities offered by Virtual Reality (VR) for Japanese learning

  • This present work will move beyond the analysis of VR for language learning from an experimental perspective to focus instead on what currently exists on the market and how it is used

  • After outlining the state of current VR technology and its diffusion in the consumer market, I have identified hardware and software through which to verify the existence of VR in Japaneselearning communities

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Summary

Introduction

I will try to analyse the opportunities offered by Virtual Reality (VR) for Japanese learning. Several types of software and hardware are already available on the market, mostly purchasable from the manufacturers’ online stores. This present work will move beyond the analysis of VR for language learning from an experimental perspective (prototype hardware, software, lab testing) to focus instead on what currently exists on the market and how it is used. By analysing the process of communication through VR as a medium, I will identify what typology of software best allows language exchange and communication between users, and I will present my experience of one particular software (Altspace VR) with an already established community of Japanese learners. I will try to identify reasons why this software and in general learning through VR can motivate learners and allow them to focus, more effectively than traditional technologies

What is VR?
The Second Era of VR
VR as a Medium
Japanese Learning through Altspace VR
Informal Learning and Sense of Belonging
What is the advantage of VR over regular language-learning technologies?
Findings
Conclusions
Full Text
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