Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/27242
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dc.contributor.authorMichael, B-
dc.contributor.authorAburumman, N-
dc.coverage.spatialAberystwyth, Wales, UK-
dc.date.accessioned2023-09-25T06:33:57Z-
dc.date.available2023-09-25T06:33:57Z-
dc.date.issued2023-09-13-
dc.identifierORCID iD: Nadine Aburumman https://orcid.org/0000-0003-4578-8738-
dc.identifier.citationMichael, B. and Aburumman, N. (2023) 'Exploring Language Pedagogy with Virtual Reality and Artificial Intelligence', Proceedings of Computer Graphics and Visual Computing (CGVC 2023), Aberystwyth, Wales, UK, 13-15 September, pp. 1 - 6. doi: 10.2312/cgvc.20231201 (Available at: https://diglib.eg.org/xmlui/handle/10.2312/cgvc20231201).en_US
dc.identifier.isbn978-3-03868-231-8-
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/27242-
dc.descriptionThe manuscript and video of the presentation are available online at https://diglib.eg.org/xmlui/handle/10.2312/cgvc20231201-
dc.description.abstractCopyright © 2023 The Authors. Virtual Reality (VR) is a highly immersive and interactive experience that renders users to be engrossed in a 3D virtual environment. The recent technological advancements with high-resolution headset display, and accurate tracking of six degrees of freedom paired with controllers allow life-like renditions of real-world scenarios as well as fictional scenarios without potential environmental risks. This paper explores the usage of Virtual Reality in education by incorporating current pedagogical approaches into an interactive 3D virtual environment. The focus of this study revolves around language pedagogy, in specific, the tool developed allows teach users fundamental Mandarin Chinese. This educational VR application enables users to practice their reading and writing skills through a calligraphy lesson and engages users in a listening and speaking lesson through natural conversation. To achieve an organic dialogue, phrases spoken by the user in a lesson are validated immediately through an intuitive phrase recognition system developed using machine learning. The developed prototype has undergone testing to ensure its efficacy. An initial investigation into this prototype found that the majority of participants were supportive of this concept and believe that it would improve the engagement of digital education.en_US
dc.format.extent1 - 6-
dc.format.mediumElectronic-
dc.languageEnglish-
dc.language.isoenen_US
dc.publisherThe Eurographics Association - The European Association for Computer Graphicsen_US
dc.relation.urihttps://diglib.eg.org/xmlui/handle/10.2312/cgvc20231201-
dc.relation.urihttps://diglib.eg.org/xmlui/handle/10.2312/cgvc20231201-
dc.rightsCopyright © 2023 The Authors. Proceedings published by Eurographics - The European Association for Computer Graphics. This is an open access article under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits use, distribution and reproduction in any medium, provided the original work is properly cited.-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.source41st Computer Graphics & Visual Computing Conference-
dc.source41st Computer Graphics & Visual Computing Conference-
dc.subjectcomputing methodologiesen_US
dc.subjectvirtual realityen_US
dc.subjectneural networksen_US
dc.titleExploring Language Pedagogy with Virtual Reality and Artificial Intelligenceen_US
dc.typeConference Paperen_US
dc.identifier.doihttps://doi.org/10.2312/cgvc.20231201-
dc.relation.isPartOfComputer Graphics and Visual Computing (CGVC)-
pubs.finish-date2023-09-15-
pubs.finish-date2023-09-15-
pubs.publication-statusPublished-
pubs.start-date2023-09-13-
pubs.start-date2023-09-13-
dc.rights.holderThe Authors-
Appears in Collections:Dept of Computer Science Research Papers

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