# Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning
## 6 Conclusions  
In this paper, we introduced Logogram VR, an embodied virtual reality edutainment system for learning Hanja, the Korean rendering of Chinese characters, which is a form of logographic writing. The VR system employs an embodied learning approach by demonstrating the meaning of each character and the user's physical activities in a gamified environment. We verified the practicality of the platform through a user study investigating its overall usability and demonstrated it at a design exhibition to disseminate it to a wider audience.  
The users perceived the system to be enjoyable, engaging, immersive, and helpful for learning logograms, while it did not cause motion sickness. Specifically, the users indicated that gamified actions through gestures and walking were the most fun part of the game, demonstrating the effectiveness of an embodiment strategy. Our study results revealed that the embodied learning approach via gamified VR is best suited for adolescents, indicating the system's applicability to students.  
The work contributes to the field of embodied learning by introducing an enjoyable method of logogram edutainment. The novelty of the suggested technique is the exploitation of logograms that feature thousands of distinct words for the construction of learning content and a corresponding virtual reality environment. While it revealed the effectiveness of the embodied logogram learning among teenagers, it also evokes the necessity for additional aids for adults to learn to use the system without technical support. Additionally, the desirable playtime and quantity of characters, as well as preferred time per characters might be employed for future studies when researchers consider the discussions of the configurable task volume and the 'engagement time'. Potential future work involves a scenario design with more abstract words, more convenient methods of virtual reality locomotion for embodied learning, as well as more extensive user studies with diverse populations.  
**Author Contributions:** Conceptualization, G.K.; methodology, G.K. and S.K.; software, E.A.; data curation, E.A.; formal analysis, G.K.; writing--original draft preparation, G.K. and E.A.; writing--review and editing, G.K. and S.K.; supervision, S.K. All authors have read and agreed to the published version of the manuscript.  
**Funding:** This research was supported in part by the National Research Foundation of Korea (NRF) funded by the MSIT (2021R1A4A1030075), in part by the Korea Institute of Energy Technology Evaluation and Planning (KETEP) and the Ministry of Trade, Industry & Energy (MOTIE) of the Republic of Korea (No. 20204010600340), and in part by the IITP grant funded by the MSIT (No. 2019-0-01842, AI Graduate School Program (GIST)).  
**Institutional Review Board Statement:** The study was conducted according to the guidelines of the Declaration of Helsinki, and approved by the Institutional Review Board of Gwangju Institute of Science and Technology. (Protocol code 20190510-HR-45-02-02, approved on 10 May 2019).  
**Informed Consent Statement:** Informed consent was obtained from all subjects involved in the study.  
**Data Availability Statement:** The data presented in this study are available on request from the corresponding author.  
**Conflicts of Interest:** The authors declare no conflict of interest.