The Impact of 2D and 3D Gamified VR on Learning American Sign Language
Jindi Wang, Ioannis Ivrissimtzis, Zhaoxing Li, Lei Shi

TL;DR
This study investigates how 2D and 3D gamified VR environments affect learning American Sign Language, showing 3D environments enhance engagement but both types similarly improve user experience.
Contribution
It provides empirical evidence on the comparative impact of 2D and 3D VR games on ASL learning and identifies areas for improving 3D environment effectiveness.
Findings
3D VR games increase user engagement and attractiveness.
Both 2D and 3D games similarly enhance user experience.
Improvements needed for 3D environment clarity and dependability.
Abstract
Sign language has been extensively studied as a means of facilitating effective communication between hearing individuals and the deaf community. With the continuous advancements in virtual reality (VR) and gamification technologies, an increasing number of studies have begun to explore the application of these emerging technologies in sign language learning. This paper describes a user study that compares the impact of 2D and 3D games on the user experience in ASL learning. Empirical evidence gathered through questionnaires supports the positive impact of 3D game environments on user engagement and overall experience, particularly in relation to attractiveness, usability, and efficiency. Moreover, initial findings demonstrate a similar behaviour of 2D and 3D games in terms of enhancing user experience. Finally, the study identifies areas where improvements can be made to enhance the…
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Taxonomy
TopicsHand Gesture Recognition Systems · Hearing Impairment and Communication · Subtitles and Audiovisual Media
