With the development of language research and language teaching, people realize that grammatical competence is an important part of communicative competence. In foreign language teaching, grammar teaching is not only necessary but also the main way to achieve the goal of communicative competence. This article mainly studies the virtual reality technology college English immersive context teaching method based on artificial intelligence and machine learning. The purpose is to improve students’ English learning ability. Through the comparative teaching experiment of two classes of freshmen in a university, the experimental class conducted VR technology-based immersive virtual context teaching from the perspective of constructivism, while the control class adopted common multimedia equipment and traditional teaching methods. In the classroom, teachers occupy most of the time, students only passively receive a lot of information from teachers, they have little chance to participate in the exchange of information and express ideas in the target language, and most of the time they are “immersed” in the Chinese environment. The overall English level was also better than that of the control class, with an average score of 2.8 points higher. This shows that college English immersive context teaching combining constructivism theory and VR technology can indeed improve students’ English level.
Virtual reality emerged as an interactive, dynamic and dynamic technology in the early 1980 s. recently, with the introduction of advanced digital (DT) concept and its application in space, it has great advantages in information integration. virtual integration, real-time dynamic optimization decision-making and so on are helpful to solve these problems. means making full use of physical models and data (product design data, historical run data, service recovery data, etc.) to accomplish tasks. Replicating physical space in virtual space and applying virtual reality and digital mirror image to the production of digital media can help news integrate all content, display the whole process, avoid problems, close circuits, optimize repeated operations, Make dynamic decisions in real time. The goal is to realize the interaction and integration between the real world environment and the virtual space of the digital environment in order to realize the harmony between the virtual real space in the whole life cycle.
At present, since the era of development of cognitive neuroscience has begun, the researcher has started to explore the relationship between the cognitive development of animation, and the influence on the brain structure and features by MRI and other brain imaging techniques, so as to reveal the relationship among physiology, perception and emotion. Teenagers with different genders have different patterns of cognitive activity, and consequently the brain structure and the characteristics of its activity with gender differences when watching a cartoon have provided a significant inspiration. Based on the results of gender difference, age difference, data of ERP and traceability, the investigation of the article has begun with the contrast of semantic information represented by the animation with the information of cognition degree of "animation-picture". It has come to conclusions as follows: 1) In the semantic exchange of an animation, the perception and judgement of the emotional relationship are more difficult than those of the context; 2) People with different genders have obvious cognitive differences, and hence the film editing, the field of shooting scale and the movement of camera will stimulate the visual areas in the brains of male and female with quite different active degrees. And also, the audiovisuals of a film might have a stimulating synergy to the brains of male and female; 3) In the transition of "animation-picture-semantics", both of P300 and N400 will emerge, which explains that the judgement of the above two relations is realized through the spatial memory and the understanding of meanings; 4) On the basis of the mutuality and interaction between the emotion and the perception, the analysis tracking down the source has discovered that, the functional area of semantic comprehension is mainly located at the angular gyrus of inferior parietal lobule, that is, Area 39 and the back of gyrus frontalis inferior (Area 44 and 45), which are included within the scope of visual and motor speech areas.
As the atmosphere of domestic animation is getting stronger and stronger in recent years, its proportion in the process of public aesthetics, entertainment, and consumption is increasing; thus, the relationship between the audience and works has become an important academic focus. The theatrical animation in the animation industry has become the category that needs to be focused on and changed in the development process of domestic animation because of its characteristics of receiving attention from all-age audiences. Because of the diversified audience levels faced by theatrical animation, it is particularly difficult to coordinate the needs of each audience level, coupled with the long-term influence of Japanese and American animation; the trend of pop culture led by network culture; the inheritance, excavation, and reconstruction of national culture; and other cultural environment and creative thinking intertwined, making the construction of the independence of domestic animation appear more and more difficult. The purpose of this paper is to analyze the theoretical study of the healing elements of Natsume Yojimbo and to analyze the creation of Chinese traditional ink and wash in the creation of our own works. It is concluded that the thematic choices are based on two categories: emotions and dreams, which focus on personal life experience and universal concern for human life. The character construction is divided into three aspects: self-resistance and self-reflection, self-vision and self-actualization, and traumatic experience and self-rescue to explain the complexity and diversity of the characters’ growth connotation. The narrative perspective constitutes the perspective from which the issues are viewed. The omniscient perspective allows for the coexistence of complex character relationships and a clear storyline, while the limited perspective reveals certain emotional tendencies. The narrative mode presents the moral of the text with cause-and-effect narrative, embellished group narrative, and dreamlike polyphony narrative. Finally, the article discusses the realistic dilemma of the growth narrative of domestic online animation and tries to put forward feasible development suggestions in response to the problems at this stage.
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