Immersive VR for Signed Language Learning: A Comparative Evaluation of ASL Vocabulary Production
Md Shahinur Alam, Joseph Palagano, Natacha H. G. Mally, Lloyd May, Melissa Malzkuhn, Lorna C. Quandt
Limited access to qualified instructors and opportunities for guided practice remains a barrier for many people learning American Sign Language (ASL), including hearing learners and newly signing Deaf people. Interactive technologies that provide real-time, accessible feedback may help lower these barriers and support wider adoption of ASL. We developed ASL Champ!, a standalone virtual reality (VR) application that supports introductory ASL vocabulary learning in immersive environments. ASL Champ! provides automated feedback via a deep learning–based sign recognition algorithm using the VR headset's built-in cameras. We evaluated ASL Champ! in a within-participant experimental study comparing it with a conventional 2D video-based learning platform (Edpuzzle), focusing on user experience, cognitive workload, and behavioral outcomes relevant to accessible learning systems. Adult non-signers (