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Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning
Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning
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Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning
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Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning
Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning

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Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning
Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning
Journal Article

Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning

2023
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Overview
A logogram is a type of writing system in which each character represents a word. Compared to segmental scripts where the alphabets reflect sounds, learning logograms are disengaging, since each character is not linked to its pronunciation. This paper presents Logogram VR, a virtual reality edutainment game that uses a treadmill and controllers to teach Hanja, which uses logograms. Hanja is a traditional Korean language writing system comprising over 8000 Chinese characters. The system leverages the logogram’s feature that each letter stands for each vocabulary item, as an embodied learning strategy. Specifically, it incorporates each character’s meaning into the VR learning environment, accompanied by gamified actions using a treadmill and VR controllers. We evaluated the system with 33 participants to test its overall usability, while determining the desirable playtime and number of characters for the further enhancement of it. We demonstrated and assessed the system with 125 visitors at an exhibition to disseminate it and verify the results with a wider population sample. The user studies revealed that the system provides a playful experience for learning Hanja without severe motion sickness. The differences in age groups showed that the embodiment approach utilizing meanings and actions in VR may be an effective logogram edutainment strategy, particularly among adolescents.