A Universal Language Translator: Is This the Future or the Doom of Language Learning?
DOI:
https://doi.org/10.33830/humayafhisip.v2i2.4107Keywords:
AI, language translator, Metaverse, language learningAbstract
Artificial Intelligence-based universal language translation system allows users in the Metaverse to better communicate with each other. Meta points to construct an all-inclusive dialect interpretation framework to permit clients to relate to others within the Metaverse without stressing almost dialect obstructions. Zuckerberg uncovered that Meta is working on building an AI-powered "all-inclusive discourse interpreter" for the Metaverse that will work for everybody within the advanced world. This venture points to streamline clients intelligent who speak distinctive dialects within the computerised universe with the assistance of AI. This paper will consider how virtual realities can affect and affect language learning. On the one hand, virtual realities could benefit people trying to learn second languages by providing virtual experiences that we could share with people who speak other languages. We could learn from other people, and they could learn from us, by "total immersion" in such shared experiences. On the other hand, virtual realities could remove the motivation from many people to learn second languages at all by providing nearly simultaneous. These two views will be argued further.
References
Antonacci, D.M. and Modaress, N. (2008). Envisioning the Educational Possibilities of User Created Virtual Worlds. AACE Journal, 16(2), pp. 115-126.
Automatic Translation on Facebook https://code.fb.com/ml-applications/expanding-automatic-machine-translationto-more-languages/. Accessed on 12th, June 2022
Bardzell, S., Shankar, K. (2007). Video Game Technologies and Virtual Design: A Study of Virtual Design Teams in a Metaverse. In Shumaker, R. (eds). Virtual Reality. ICVR 2007. Lecture Notes in Computer Science, vol 4563. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73335-5_65
Baron, N.S. (2008). Always On: Language in an Online and Mobile World. Oxford University Press.
Carbonell, J. G., Cullingford, R. E., & Gershman, A. v. (1981). Steps Toward Knowledge-Based Machine Translation. IEEE Transactions on Pattern Analysis and Machine Intelligence, PAMI-3(4), 376–392. https://doi.org/10.1109/TPAMI.1981.4767124
Derntl, M., & Hummel, K. A. (2005). Modeling Context-Aware e-Learning Scenarios. Third IEEE International Conference on Pervasive Computing and Communications Workshops, 337–342. https://doi.org/10.1109/PERCOMW.2005.60
Deutschmann, M., Panichi, L., & Molka-Danielsen, J. (2009). Designing Oral Participation in Second Life: A Comparative Study of Two Language Proficiency Courses. ReCALL, 21(2), 206–226. https://doi.org/10.1017/S0958344009000196
Doherty, Stephen. (2016). The Impact of Translation Technologies on the Process and Product of Translation. International Journal of Communication 10, pp. 947-969.
Dominguez-Noriega, S., Vaca, J. M., Agudo, J. E., Delicado, G. and Dominguez, E. (2010a). Automating Avatars in Second Life, Educational Insights and Applications. Second International Conference on Computer Supported Education, Valencia, Spain, pp. 353-357.
Dominguez-Noriega, S., Vaca, J. M., Sanchez, H. and Rico, M. (2010b) Moving Forward on Education with Second Life: Viability and Challenges. IADIS E-Society 2010 Proceedings, Porto, Portugal, pp. 499-502.
Dostert, Leon. (1957). Brief History of Machine Translation Research. Eighth Annual Round Table Meeting on Linguistics and Language Studies. Georgetown University.
Johanis, Y. G., & Pendit, N. P. M. D. (2022). Perubahan Makna pada Terjemahan Lirik Lagu “In Control” Setelah Dialihbahasakan. HUMAYA Jurnal Hukum Humaniora Masyarakat Dan Budaya, 2(1), 50-59. https://doi.org/10.33830/HUMAYA_FHISIP.V2I1.2952
Kemp, J. and Livingstone, D. (2006). Putting a second life ‘metaverse’ skin on learning management systems. Proceedings of the Second Life education workshop at the Second Life community convention, pp. 13-18.
Kumar, S., Chhugani, J., Kim, C., Kim, D. et al. (2008). Second Life and the New Generation of Virtual Worlds. Computer, 41(9), pp. 46-53.
Lewis, T. (2003) Autonomous Language Learning in Tandem. Academy Electronic Publications.
Lik-Hang, Lee et al. (2021). All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda. Journal of Latex Class Files, 14(8). https://doi.org/10.48550/arXiv.2110.05352
Livingstone, D., Kemp, J., & Edgar, E. (2008). From Multi-User Virtual Environment to 3D Virtual Learning Environment. ALT-J, 16(3), 139–150. https://doi.org/10.1080/09687760802526707
Molka-Danielsen, J. and Deutschmann, M. (2009). Learning and Teaching in the Virtual World of Second Life. Tapir Academic Press.
Pelachaud, C., Martin, J., André, E., Chollet, G. et al. (2007). Intelligent Virtual Agents. Springer.
Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG-Based Instruction in Elementary English Education in Korea. Journal of Computer Assisted Learning, 26(5), 370–378. https://doi.org/10.1111/j.1365-2729.2010.00353.x
Ullrich, S., Bruegmann, K., Prendinger, H., Ishizuka, M. (2008). Extending MPML3D to Second Life. In Prendinger, H., Lester, J., Ishizuka, M. (eds) Intelligent Virtual Agents. IVA 2008. Lecture Notes in Computer Science(), vol 5208. Springer. https://doi.org/10.1007/978-3-540-85483-8_29
Wolgemuth, Mark R. and Alberg, John David. (2008). Proxy for Real-Time Translation of Source Objects Between a Server and a Client, Feb. 14, 2008.
World Internet Users Statistics and 2022 World Population Stats. https://www.internetworldstats.com/stats.htm. Retrieved on December 5, 2022
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2022 Andre Syafrony
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.