The Impact of 2D and 3D Gamified VR on Learning American Sign Language

May 14, 2024 Β· Declared Dead Β· πŸ› arXiv.org

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Authors Jindi Wang, Ioannis Ivrissimtzis, Zhaoxing Li, Lei Shi arXiv ID 2405.08908 Category cs.HC: Human-Computer Interaction Citations 3 Venue arXiv.org Last Checked 4 months ago
Abstract
Sign language has been extensively studied as a means of facilitating effective communication between hearing individuals and the deaf community. With the continuous advancements in virtual reality (VR) and gamification technologies, an increasing number of studies have begun to explore the application of these emerging technologies in sign language learning. This paper describes a user study that compares the impact of 2D and 3D games on the user experience in ASL learning. Empirical evidence gathered through questionnaires supports the positive impact of 3D game environments on user engagement and overall experience, particularly in relation to attractiveness, usability, and efficiency. Moreover, initial findings demonstrate a similar behaviour of 2D and 3D games in terms of enhancing user experience. Finally, the study identifies areas where improvements can be made to enhance the dependability and clarity of 3D game environments. These findings contribute to the understanding of how game-based approaches, and specifically the utilisation of 3D environments, can positively influence the learning experience of ASL.
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