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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Document Details

Document Type
Technical Report
Publication Date
Jan 01, 2011
Accession Number
AD1171597

Entities

People

  • Amy Ogan
  • H. Clifford Lane

Organizations

  • Carnegie Mellon University
  • University of Southern California

Tags

DTIC Thesaurus Topics

  • Acquisition
  • Artificial Intelligence
  • Case Studies
  • Cognitive Systems Engineering
  • Computers
  • Digestive System Processes
  • Education
  • Environment
  • Human-Computer Interaction
  • Knowledge Management
  • Language
  • Learning
  • Psychology
  • Reliability
  • Social Sciences
  • Training
  • Video Games

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Military History of the United States in the 20th Century.
  • STEM Education

Technology Areas

  • AI & ML
  • AI & ML - DoD AI Strategy