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Virtual Learning Environments for Culture and Intercultural Competence
Abstract
The authors review six virtual learning environments built to support the acquisition of cultural knowledge and communication skills: ATL, BiLAT, Croquelandia, Second China, TLCTS, and VECTOR. Each leverages modern 3D video game engine technology which allows high-fidelity simulation of new cultural settings, including representations of buildings, streets, art work, dress, voice, gestures, and more. To bring more realism to simulated cultural interactions, several of the systems are driven by artificial intelligence (AI) models of culture, communication, and emotion. Additionally, several rely on narrative-based techniques to place the target culture in context and enhance motivation of those using the systems. The authors conclude with a discussion of the reviewed environments and identify potential research directions that focus on (1) intercultural competence skills, (2) learner assessment, and (3) cultural model building and validation.
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