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      Metaverse-Powered Experiential Situational English-Teaching Design: An Emotion-Based Analysis Method

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      1 , 2 , 1 , * ,
      Frontiers in Psychology
      Frontiers Media S.A.
      metaverse, neural networks, EEG, crowd-creation, emotion recognition

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          Abstract

          Metaverse is to build a virtual world that is both mapped and independent of the real world in cyberspace by using the improvement in the maturity of various digital technologies, such as virtual reality (VR), augmented reality (AR), big data, and 5G, which is important for the future development of a wide variety of professions, including education. The metaverse represents the latest stage of the development of visual immersion technology. Its essence is an online digital space parallel to the real world, which is becoming a practical field for the innovation and development of human society. The most prominent advantage of the English-teaching metaverse is that it can provide an immersive and interactive teaching field for teachers and students, simultaneously meeting the teaching and learning needs of teachers and students in both the physical world and virtual world. This study constructs experiential situational English-teaching scenario and convolutional neural networks (CNNs)–recurrent neural networks (RNNs) fusion models are proposed to recognize students’ emotion electroencephalogram (EEG) in experiential English teaching during the feature space of time domain, frequency domain, and spatial domain. Analyzing EEG data collected by OpenBCI EEG Electrode Cap Kit from students, experiential English-teaching scenario is designed into three types: sequential guidance, comprehensive exploration, and crowd-creation construction. Experimental data analysis of the three kinds of learning activities shows that metaverse-powered experiential situational English teaching can promote the improvement of students’ sense of interactivity, immersion, and cognition, and the accuracy and analysis time of CNN–RNN fusion model is much higher than that of baselines. This study can provide a nice reference for the emotion recognition of students under COVID-19.

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          Most cited references37

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          How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design

          Virtual commerce applies immersive technology such as augmented reality and virtual reality into e-commerce to shift consumer perception from 2D product catalogs to 3D immersive virtual spaces. In virtual commerce, the alignment of application design paradigms and the factors influencing consumer behavior is paramount to promote purchase of products and services. The question of their relation needs to be answered, together with the possible improvement of application design. This paper used a systematic literature review approach to synthesize research on virtual commerce from both application design and consumer behavior research, considering the promotion of purchase in virtual commerce settings. Throughout the review, influential factors to purchase and preeminent design artifacts were identified. Then, the research gaps were discovered by mapping the design artifacts to the influential factors, which can inspire future research opportunities on the synergy of these two research directions. Moreover, the evolution of virtual commerce research along with multiple directions were discussed, including the suggestion of meta-commerce as a future trend.
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            An Adaptive Localized Decision Variable Analysis Approach to Large-Scale Multiobjective and Many-Objective Optimization

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              What is a metaverse

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                Author and article information

                Contributors
                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                24 March 2022
                2022
                : 13
                : 859159
                Affiliations
                [1] 1School of Foreign Languages, Zhejiang Gongshang University , Hangzhou, China
                [2] 2Graduate School of Education, University of Perpetual Help System DALTA , Metro Manila, Philippines
                Author notes

                Edited by: Jianhui Lv, Tsinghua University, China

                Reviewed by: Bo Yi, Northeastern University, China; Weifeng Zhang, Xinxiang University, China

                *Correspondence: Wurong Gao, gaowurong@ 123456126.com

                This article was submitted to Educational Psychology, a section of the journal Frontiers in Psychology

                Article
                10.3389/fpsyg.2022.859159
                8987594
                35401297
                e21069d4-7fdb-42d2-9533-dbebcd4ac2de
                Copyright © 2022 Guo and Gao.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 31 January 2022
                : 21 February 2022
                Page count
                Figures: 4, Tables: 4, Equations: 4, References: 37, Pages: 9, Words: 5988
                Funding
                Funded by: National Social Science Fund of China, doi 10.13039/501100012456;
                Categories
                Psychology
                Original Research

                Clinical Psychology & Psychiatry
                metaverse,neural networks,eeg,crowd-creation,emotion recognition
                Clinical Psychology & Psychiatry
                metaverse, neural networks, eeg, crowd-creation, emotion recognition

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