5 research outputs found
Learning Languages and Complex Subjects with Memory Palaces
A memory palace is an ancient technique of using space as a way of organizing memories. Itâs a powerful tool for learning, retaining, and recalling large amounts of complex information quickly and effectively. In the middle ages, these techniques were widely used to learn and compose large texts and works of literature. In this paper, we present the fundamental theory behind memory palaces as the foundation for the project Macunx - a VR platform for building memory palaces to learn huge amounts in short time and with full retention - as well as the initial stages of its development. The paper concludes with a discussion of the future stages over the testing of the package with end-users for its final refinement
Immersive Ars Memoria: Evaluating the Usefulness of a Virtual Memory Palace
The Method of Loci (also memory palace) is the most powerful mnemonic strategy and was widely analyzed over the last twenty years. Especially, the approach to combine this ancient learning method with modern technology got more and more into the focus of an interdisciplinary research community. Researchers presented their students virtual environments via computer screen or head-mounted displays and instructed them to use these virtual worlds as a template for a memory palace. However, most studies did not investigate the usersâ attitude to actually use such a tool in everyday situations. This study addresses this research gap by an experiment and a correlation and regression analysis. Results show significant correlations between the learning success and important factors of the users intention to use a virtual memory palace
Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with or they disordered they acquired during their life. 900,000 people in the UK are severely or profoundly deaf and based on a study by Action On Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress, and an even larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a serious game (SG) that aims to close the communication gap between able hearing people and people with a hearing impediment by providing a tool that facilitates BSL learning targeting adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. It explains the experimental framework of the study and presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs and it presents qualitative outcomes that inform the further development of the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource and future studies
Using serious games for learning sign language combining video, enhanced interactivity and VR technology
One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with or they disordered they acquired during their life. 900,000 people in the UK are severely or profoundly deaf and based on a study by Action On Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress, and an even larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a serious game (SG) that aims to close the communication gap between able hearing people and people with a hearing impediment by providing a tool that facilitates BSL learning targeting adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. It explains the experimental framework of the study and presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs and it presents qualitative outcomes that inform the further development of the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource and future studies
Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with, or they developed during their life. Nine hundred thousand people in the UK are severely or profoundly deaf. Based on a study by Action on Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a
massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress. It also leaves even a larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a Serious Game (SG) that aims to close the communication gap between able hearing people and people with hearing impairment by providing a tool that facilitates BSL learning targeting the adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. The paper explains the experimental framework of the study. It presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video-based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs. It also presents qualitative outcomes that inform the further development of
the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource, and future studies