2014 Fiscal Year Final Research Report
Research on the Situated Learning of Japanese Culture in 3D Metaverse
Project/Area Number |
22300296
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Research Category |
Grant-in-Aid for Scientific Research (B)
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Allocation Type | Single-year Grants |
Section | 一般 |
Research Field |
Educational technology
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Research Institution | Ritsumeikan University |
Principal Investigator |
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Co-Investigator(Kenkyū-buntansha) |
HOSOI Koichi 立命館大学, 映像学部, 教授 (00268145)
THAWONMAS Ruck 立命館大学, 情報理工学部, 教授 (50320122)
NAKAMURA Akinori 立命館大学, 映像学部, 教授 (70367134)
UEMURA Masayuki 立命館大学, 映像学部, 教授 (20388086)
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Project Period (FY) |
2010-04-01 – 2015-03-31
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Keywords | 状況学習 / 協調学習 / シリアスゲーム / メタバース / 日本文化 |
Outline of Final Research Achievements |
This research aims at implementing an learning platform for Japanese traditional culture using SecondLife (SL), which is the most popular metaverse infrastructure. As a first step, we constructed 3D metaverse that includes virtual Kimono museums, virtual Noh theater, and virtual Shinto shrine, for exhibiting tangible Japanese cultural heritage. We also constructed a mechanism to experience intangible cultural heritage by applying motion capture technology to avatar-based animation on the virtual Noh theater. A serious game for learning manners and customs for worshiping at Shinto shrine were also implemented. As a second step, we conducted learning experiments among the international and Japanese students. The analytical results of these experiments suggest that the interaction and co-playing in 3D metaverse could provide participants embodied and effective situated learning about tangible and intangible Japanese cultural heritage.
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Free Research Field |
学習科学
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