Virtual Reality · Immersive Language Acquisition · Research-Grade

Immersion is how humans actually learn languages.

Immersion is the method the most demanding language programs are built on — the Foreign Service Institute and the Defense Language Institute among them. SonaXR is building a research-grade Virtual Reality delivery of immersion — culturally authentic scenarios, Azure phoneme-level pronunciation scoring, difficulty that adapts to behavioral performance signals, and published second-language acquisition science executed in code. Higher education, military readiness, and speech and language research, on one platform.

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Capability · Spans every audience

English-Language Evaluation

The same instrument, measuring English — for any of our audiences

SonaXR's measurement pipeline is language-agnostic by design, and we have built it. A demonstrated English-language scenario places a participant in immersive Virtual Reality conversation with a Non-Player Character that responds to their speech in real time inside a scripted scenario flow, and evaluates their spoken English through the same instrument that scores every other language — phoneme-level pronunciation, per-word accuracy, fluency, response timing, and transcript. English is not a separate product; it is the same platform pointed at a different target language, and it is relevant to civilian, research, and military audiences alike.

  • Demonstrated English scenario: scripted Non-Player Character, live spoken interaction
  • Same objective measures the platform produces for any language
  • Demonstrates the language-agnostic pipeline with a working build
  • Applicable across higher education, research, and federal language readiness
Explore English evaluation
01 · Civilian

Civilian Language Acquisition

Higher education · Corporate · Individual learners

Immersion is the method the Foreign Service Institute and other intensive language programs are built on. SonaXR is building immersion in culturally authentic Virtual Reality scenarios, with Azure phoneme-level pronunciation scoring, difficulty that adapts to behavioral performance signals, and measurement instrumentation classroom immersion does not produce.

  • Higher-education licensing for language departments (planned offering)
  • Corporate training for international assignment preparation (planned offering)
  • Individual learner access tied to objective measurement (planned offering)
  • Common European Framework of Reference-aligned progression (in development)
Enter Civilian
02 · Research

Speech & Language Researchers

Second-language acquisition, speech science & cognitive aging labs

Speech and second-language acquisition research needs standardized, reproducible spoken-interaction environments with measurable participant exposure and Institutional Review Board-clean longitudinal data. Existing approaches capture affect and speech through self-report, video-recall, or physiological sensing. SonaXR adds a different one: a controlled Virtual Reality scenario that logs objective speech performance and behavioral signals automatically, with no evaluative score shown to the participant.

  • Standardized immersion scenario with measurable participant exposure
  • Phoneme-level scoring and longitudinal session metrics, exportable for analysis
  • Session-token-only analytics — designed so records cannot be joined to identity
  • No evaluative score shown to the participant — removes the scoring confound
  • Proposed pilot pricing $10,000–$25,000
Enter Research
03 · Military

Military Language Acquisition & Sustainment

All services · Service academies · Defense Language Institute

Language proficiency is a measurable readiness factor across the Department of War, and immersion is the method federal language programs are built on. SonaXR is building a research-grade Virtual Reality delivery of immersion — culturally authentic scenarios, measurement output mappable to the Interagency Language Roundtable scale through published approximate crosswalks, and rapport architecture intended to produce voluntary practice behavior rather than compliance behavior.

  • Common European Framework of Reference scoring, mappable to the Interagency Language Roundtable (ILR) scale via published approximate crosswalks
  • Sustainment practice for perishable proficiency at S-2 / S-3 between formal training cycles
  • European Portuguese as test/development language; pipeline language-agnostic
  • Department of War Direct-to-Phase-II and AFWERX Open Topic pathways
Enter Military
04 · Measurement & Data

Measurement & Data Export

The structured data layer beneath every deployment

SonaXR is built measurement-first. Every session produces objective performance data — phoneme-level scores, per-word accuracy, fluency, response timing, and transcript — in a structured, audit-logged form that exports cleanly into an organization's own analysis tools. The platform measures and exports; interpretation belongs to the deploying organization.

  • Objective performance measures captured every session
  • Standardized task environment — data comparable across sessions and users
  • Structured, audit-logged export for an organization's own tools
  • Session-token-keyed; raw audio stripped before any write
Enter Measurement & Data
05 · Platform

The technical infrastructure.

Speech
Azure phoneme-level pronunciation scoring
Hardware
Virtual Reality is the delivery medium, with Meta Quest 3 the primary and only validated target. Built on Unity XR for cross-headset portability; current builds use Meta-specific hand-tracking features, and deployment on other headsets is supported by the architecture but not yet tested.
Retention
Modified SM-2 Spaced Repetition System
Privacy
Session-token-only architecture with deletion-request tracking
Patents
Five provisionals filed March 2026 (non-provisional deadline March 2027; provisionals are filings, not granted patents). They cover the affective learning loop, privacy-by-design analytics, and AI agent governance — an architecture designed to support academic Institutional Review Board review and Department of War data-assurance review.
See platform

A working platform, in active development.

Status: pre-seed prototype. What follows is running code demonstrated on Meta Quest 3 hardware, not a shipped product. No learning-outcome study has been run, and no third party has independently validated the platform. Claims below are limited to what the current build does.

Speech Stack
Azure phoneme-level pronunciation scoring, integrated and running in live builds on Meta Quest 3 (scoring is performed by Azure Cognitive Services, not on-device). In live hardware testing the engine returned pronunciation scores of 97–99 on target phrases in the demonstration scenario. That is the scoring engine’s output on a small phrase set, not an independent benchmark and not a learning-outcome result.
Retention Science
Modified SM-2 Spaced Repetition System. Multi-phase structured conversation with phoneme-level scoring at every utterance.
Hardware
Virtual Reality is the delivery medium, chosen for the presence and plausibility properties the literature attributes to it — not because it is proven superior on learning outcomes, which remains an open question. Meta Quest 3 is the primary and only validated target. The platform is built on Unity XR for cross-headset portability — current builds rely on Meta-specific hand-tracking features, and deployment on additional headsets is supported by the architecture but not yet tested in production.
Privacy Architecture
Analytics keyed to a volatile cryptographic session token that is never derived from a device identifier; raw audio is stripped at the persistence layer before any analytics write. The architecture is designed so that analytics records cannot be joined to user identity — a property intended to support both academic Institutional Review Board requirements and Department of War data-assurance review.
Foundations

Built on the proven science of immersion.

SonaXR’s architecture maps established second-language acquisition findings and the Human-Computer Interaction literature on immersive presence directly into code — one peer-reviewed construct per implementation choice. Whether high-immersion Virtual Reality delivery outperforms lower-immersion delivery on learning outcomes is still an open empirical question and recent results are mixed. SonaXR is built to help answer that question, not to assume the answer. Read the full Foundations brief →

Immersion Place Illusion and Plausibility Illusion — the two-factor decomposition of Virtual Reality presence (Slater, 2009; Slater et al., 2022). Place Illusion is delivered by the Meta Quest 3 sensorimotor pipeline. Plausibility Illusion is engineered into every scenario: culturally authentic settings, characters whose behavior responds contingently to the participant, and a world that reflects the language community the learner is being trained for.
Social Presence Networked Minds Social Presence Inventory (Biocca and Harms, 2003) operationalized across co-presence, psychological involvement, and behavioral engagement. The platform's Non-Player Character proximity behavior, the affective companion architecture, and its character gaze and attention behavior are engineered against the validated sub-dimensions of this instrument.
Rapport Tickle-Degnen and Rosenthal three-factor rapport model — positivity, mutual attention, coordination (Tickle-Degnen and Rosenthal, 1990) — operationalized by Gratch et al. for virtual agents (Gratch et al., 2007; Huang, Morency and Gratch, 2011). Backchannel timing is a primary rapport variable in this literature; SonaXR's character architecture is built around timing-precise affective response, with tighter contingent backchannel cues an explicit development priority. The platform has not yet been scored on the rapport instrument.
Embodiment Avatar Embodiment Questionnaire (Peck and Gonzalez-Franco, 2021; Gonzalez-Franco and Peck, 2018) as the standardized measurement instrument. Embodiment is deliberately scoped to hand presence for the cognitively-aging participant population — a design choice intended to reduce motion-sickness risk and cognitive load while remaining measurable on the hand-relevant sub-scales.
Retention Modified SM-2 Spaced Repetition System with separate receptive and productive tracks (Pellicer-Sánchez and Schmitt, 2010). Equal spacing implementation per Nakata (2015).
Phonology Speech Learning Model-informed High Variability Phonetic Training (Flege, 1995). Intelligibility-weighted pronunciation scoring per Derwing and Munro (2005).
Affect Affective Filter-aware difficulty adaptation (Krashen, 1982; MacIntyre et al., 1998). The platform's AdaptiveDifficultyDirector computes a composite behavioral proxy for learner anxiety — consecutive pronunciation failures, rolling performance deficit, and hint-request frequency — and adapts difficulty against it, with no score shown to the learner. This is a behavioral proxy, not a validated affect measure. Validating it against established affect instruments is precisely the study the platform is built to support. Motivation is not currently modeled.
Feedback Ellis-graded corrective feedback ladder (Ellis et al., 2006). Feedback escalates from implicit recast to explicit correction only as needed.
Vocabulary Concreteness-graded vocabulary sequencing (de Groot and Keijzer, 2000). High-concreteness items are introduced earlier; abstract vocabulary is staged behind sufficient prior exposure.
Curriculum Semantic-cluster spacing (Nakata and Suzuki, 2019). Semantically related items are limited to a maximum of two per session to prevent interference and consolidation failure.
Capability · English

The same instrument, now measuring English.

A demonstrated English-language scenario that places a participant in immersive Virtual Reality conversation with a scripted Non-Player Character that responds to their speech in real time — and evaluates their spoken English through the same measurement instrument that scores every other language on the platform.

From the beginning, SonaXR's speech, scoring, and measurement pipeline was built to be language-agnostic. The English demonstration is the proof: the same architecture that scores European Portuguese now runs an English-language conversation scenario, with a Non-Player Character that responds to the participant's speech in real time within a scripted, phase-structured flow, and a measurement layer that evaluates the participant's spoken English as it happens. The dialogue is authored and phase-gated, not open-ended free conversation. English is not a separate product line — it is the existing platform pointed at a different target language.

Because the instrument is the same, the data is the same. Every English session produces the same objective performance record the platform generates for any language: phoneme-level pronunciation scoring, per-word accuracy, fluency measures, response timing, and the session transcript, written to a structured, audit-logged store and exportable into an organization's own analysis tools. The platform measures and exports; interpretation belongs to the deploying organization.

This matters because English proficiency is itself a research subject and a readiness factor across every audience SonaXR serves. The same English-evaluation capability is relevant to all of them — higher-education programs working with English language learners, research labs studying English speech production and acquisition in populations they recruit, and federal language programs for whom English proficiency is a measurable component of readiness. One instrument, one data format, applied wherever spoken English needs to be measured under standardized, reproducible conditions.

The English scenario is a demonstrated capability — a working build shown on hardware, not a released product — running on the same Meta Quest 3 deployment, the same character and conversation architecture, and the same privacy-by-design analytics — volatile session tokens never derived from a device identifier, raw audio stripped at the persistence layer before any write. What is true of the platform's measurement and privacy posture for any language is true here.

English evaluation quick facts

What it is
Demonstrated English scenario: responsive Non-Player Character, live spoken interaction
Measures produced
Phoneme-level scores, per-word accuracy, fluency, response timing, transcript
Instrument
The same pipeline that scores every other language — proving language-agnostic by design
Who it serves
Civilian, research, and military audiences alike
Privacy
Session-token-keyed; raw audio stripped before any write
01 · Civilian

For civilian language acquisition through immersion.

Higher education, corporate language training, and individual learners. Immersion is the method the most intensive language programs are built on. SonaXR is building immersion at research-grade rigor — culturally authentic Virtual Reality scenarios, phoneme-level scoring, measurable progression.

Immersion is the method the most intensive language programs are built on — the Foreign Service Institute and the Defense Language Institute among them. The civilian language acquisition market, by contrast, is dominated by consumer applications optimized for daily-streak engagement. SonaXR is building immersion in research-grade form — culturally authentic scenarios, contingent character behavior built against established presence and rapport constructs from Human-Computer Interaction research, and phoneme-level pronunciation scoring that produces per-student performance data classroom delivery does not generate. Instructor-facing reporting on top of that data is on the product roadmap.

SonaXR's planned higher-education model is institutional licensing for language departments, built on a study-enrollment and consent infrastructure designed to support cohort-based deployment, with Common European Framework of Reference-aligned skill measurement; instructor-facing progress reporting is on the product roadmap. Cultural authenticity is engineered into scenario design — the platform's first built scenario is a nine-phase European Portuguese kitchen breakfast dialogue with a native-register Non-Player Character, target-culture register and politeness norms, and contextual scaffolding that reflects how the language is used in the country it is spoken in. Students are not memorizing phrasebook fragments; they are practicing inside a place that responds to them. It is one scenario today; the scenario library is being built.

For multinational employers preparing employees for international assignments, corporate language training tied to measurable proficiency data is a planned offering. The architectural basis for it already exists: a consent and deletion-request tracking pipeline paired with session-token-only analytics.

Individual licensing is a planned tier, giving learners outside the consumer-app paradigm access to the same Virtual Reality conversation infrastructure. The product is positioned as a research-grade alternative to streak-based learning — oriented toward measured spoken performance rather than engagement streaks, with longitudinal session data exportable to the learner.

The primary development language is European Portuguese, used as a test bed during the build phase. The underlying speech, retention, and measurement pipeline is language-agnostic by design — demonstrated by a working English-language scenario that runs the same instrument against English speech. Additional target languages will be added as the pipeline is validated against each and partner contracts are in place.

Civilian quick facts

Higher education
Institutional licensing for language departments
Corporate
International assignment preparation
Individual
Research-grade alternative to streak-based apps
Standards
Common European Framework of Reference-aligned
Development language
European Portuguese (test bed); English scenario demonstrated; pipeline language-agnostic
02 · Research

For speech and language researchers.

A research-grade Virtual Reality instrument for studies of spoken second-language performance. Relevant to second-language acquisition labs, speech science, cognitive aging and cognitive reserve research, and clinical speech populations.

Second-language learning is a widely studied candidate intervention for cognitive reserve, and the evidence is genuinely contested: meta-analyses report a delay in dementia onset among bilinguals, while prospective incidence data do not reach significance. We do not claim the protective effect is established. We claim the field lacks a standardized, measurable, reproducible way to deliver and instrument the intervention — and that this is one reason the question stays open. Most consumer tools are optimized for engagement metrics rather than Institutional Review Board-grade outcome measurement. SonaXR is being built to close that gap, in cognitive aging and in the other speech research areas where standardized spoken-interaction data is scarce.

The platform is engineered against the validated measurement instruments cognitive science and Human-Computer Interaction research already use. Place Illusion and Plausibility Illusion (Slater, 2009; Slater et al., 2022) define the construct of Virtual Reality presence the platform is designed to deliver. The Networked Minds Social Presence Inventory (Biocca and Harms, 2003) and the Avatar Embodiment Questionnaire (Peck and Gonzalez-Franco, 2021) are the standardized social-presence and embodiment instruments the platform is built to be measured against. The Tickle-Degnen and Rosenthal three-factor model of rapport as operationalized in virtual-agent research (Gratch et al., 2007; Huang, Morency and Gratch, 2011) informs the platform's character-behavior architecture. These constructs are well-established in their respective literatures. SonaXR itself has not yet been scored against any of these instruments — doing so, alongside validating the platform’s behavioral affect proxy against established affect measures, is a first-order goal of early pilots and an open collaboration opportunity for an incoming investigator.

Pilots are structured as Institutional Review Board-reviewed protocols, with study design — duration, cohort size, intervention dosage, and outcome measures — left to the principal investigator. SonaXR captures and exports objective performance data; the investigator defines every research question and performs every interpretation. The platform does not diagnose, screen, monitor, or treat any condition, and makes no clinical claim about any participant. Proposed pilot pricing is set to sit below the procurement thresholds typical at many institutions. The platform's privacy architecture generates cryptographic session tokens that are never derived from device identifiers, and raw audio is stripped at the persistence layer before any analytics record is written. A deletion-request tracking pipeline with a dual-authorization gate and audit logging records data-subject deletion requests for institutional review. Institutional Review Board protocols at each site layer consent capture and retention policy on top of this architecture.

SonaXR is initiating discovery conversations with speech, second-language acquisition, and cognitive aging researchers, including Alzheimer's Disease Research Centers affiliated with the National Institute on Aging's research network. A National Institutes of Health Small Business Innovation Research (SBIR) Direct-to-Phase-II application is in preparation for an upcoming receipt date. Direct-to-Phase-II does not require a prior Phase I award but does require demonstrating that feasibility has already been established; SonaXR is assembling that evidence base from its working prototype. No award has been made and no application has yet been submitted.

Research quick facts

Pilot pricing
$10,000–$25,000 per lab per year
Study design
Institutional Review Board-reviewed; protocol set by principal investigator
Data export
Session-token-keyed, audit-logged; structured for analysis export
Cohort size
Researcher-defined; platform supports per-site cohorts
Federal pathway
National Institutes of Health R44 Direct-to-Phase-II
03 · Military

For military language acquisition and sustainment.

Language proficiency is a measurable readiness factor across all services and components of the Department of War. SonaXR is building structured acquisition and sustainment from initial training through deployment cycles, with Common European Framework of Reference-aligned output that maps to the Interagency Language Roundtable (ILR) scale through documented crosswalks and a session design informed by the Oral Proficiency Interview (OPI) the federal system uses for spoken assessment.

The Department of War invests heavily in language capability — through the Defense Language Institute Foreign Language Center, through the service academies, through career-long sustainment programs across the Air Force, Army, Navy, Marine Corps, and Coast Guard, and through Special Operations Command's regionally aligned forces. Across that span, two persistent challenges recur: delivering immersive, conversation-based instruction at scale, and measuring proficiency continuously rather than at end-of-cycle examinations.

SonaXR addresses both. The platform delivers immersive Virtual Reality conversation in target languages, with structured phases that move learners from elementary exchange through more complex discourse. Embedded measurement runs continuously and produces objective data: phoneme-level pronunciation scoring, vocabulary retention via an SM-2-family Spaced Repetition System, and Common European Framework of Reference-aligned progression, which maps to the Interagency Language Roundtable scale through published approximate crosswalks. Speaking is not part of the Defense Language Proficiency Test — the Oral Proficiency Interview is what evaluates spoken proficiency, and it is the part of the federal language assessment system the platform is most relevant to. The platform's spoken-practice session structure is designed around the same warm-up → level-check → probe → wind-down shape the Oral Proficiency Interview uses, with functional task ladders (describe → narrate → handle situation → support opinion) aligned to Interagency Language Roundtable level descriptors. The platform produces measurement data to inform a program's own view of readiness; it complements formal assessment rather than replacing it, and proficiency determinations remain with the assessing authority.

Use cases span the full lifecycle. Initial acquisition practice for entry-level linguists at the Defense Language Institute Foreign Language Center. Sustainment practice between formal training cycles — structured, measurable practice for personnel who must hold a required Interagency Language Roundtable level (commonly S-2 or S-3) when operational requirements demand it. Pre-deployment refresh for regionally aligned units. Long-tail maintenance for personnel who acquired a language years prior and want measurable evidence of continued practice. The same Virtual Reality pipeline serves all of them, producing measurement data in formats structured for a program's own analysis.

Rapport architecture is the platform's hypothesis for producing voluntary practice behavior rather than compliance behavior. The reasoning is that a system producing a checkbox gets logged into; a system producing a relationship gets returned to. SonaXR's character behavior is engineered against the three-factor rapport model of Tickle-Degnen and Rosenthal (1990), as operationalized for virtual agents by Jonathan Gratch's program at the Institute for Creative Technologies (Gratch et al., 2007; Huang, Morency and Gratch, 2011) — work funded by the Defense Advanced Research Projects Agency and the Army Research Laboratory. Whether that architecture actually raises voluntary practice rates in an operational population is an empirical claim SonaXR has not yet tested, and measuring it is a proposed objective of any pilot.

The underlying pipeline is language-agnostic. The current development language is European Portuguese, used as a test bed during the build phase and not yet fully implemented for production deployment. The same phoneme-level scoring and retention architecture is designed to support any target language — including Defense Language Institute Category III and IV languages — once the test-language implementation is fully validated and partner contracts define language priorities. Building on Unity XR is intended to support deployment across major enterprise headsets over time, though current builds are validated on Meta Quest 3.

SonaXR is preparing toward a Department of War Direct-to-Phase-II submission and is evaluating AFWERX Open Topic pathways. No Department of War contract, award, or pilot is currently in place. Direct-to-Phase-II requires demonstrating Phase-I-equivalent feasibility, and SonaXR is building the prototype evidence base accordingly. Engagement targets include the Defense Language Institute Foreign Language Center, the service academies' language departments, Air Force language programs, Army language programs, and United States Special Operations Command.

Military quick facts

Use cases
Initial acquisition practice; sustainment practice toward Interagency Language Roundtable S-2 / S-3; pre-deployment refresh; long-tail maintenance
Measurement alignment
Common European Framework of Reference-aligned scoring, mappable to the Interagency Language Roundtable scale via documented crosswalks; Oral Proficiency Interview structure informs spoken-session design. Complements formal assessment; does not replace it.
Customer surface
All services, Defense Language Institute Foreign Language Center, service academies, Special Operations Command
Hardware
Virtual Reality on Meta Quest 3 (primary and only validated target); built on Unity XR, additional headsets supported by the architecture but not yet tested
Languages
European Portuguese (test/development); operationally relevant for Lajes Field and AFRICOM Lusophone engagement. Pipeline language-agnostic, including Defense Language Institute Category III and IV languages.
Federal pathway
Department of War Direct-to-Phase-II; AFWERX Open Topic
04 · Measurement & Data

Every session produces structured, exportable data.

SonaXR is built measurement-first. Each interaction generates objective performance data in a clean, structured form, and every deployment can export that data for its own analysis.

Most language software reports a streak or a score. SonaXR is built the other way around: measurement is the product. Every spoken interaction generates an objective performance record — phoneme-level pronunciation scores, per-word accuracy, fluency measures, response timing, and the session transcript — written to a structured store the moment it happens.

Because the task environment is standardized and reproducible, the same measures are produced the same way in every session. That makes the data comparable across sessions and across users, so a program can track performance on its own terms over time. SonaXR reports the measurements as objective numbers; what they are used for is decided entirely by the organization that deploys it.

Data leaves the platform through a structured, audit-logged export designed to drop cleanly into a program's own analysis tools. The export is keyed to a volatile cryptographic session token that is never derived from a device identifier, and raw audio is stripped at the persistence layer before any record is written — so the exported data carries performance measures without carrying identity. A deletion-request pipeline with a dual-authorization gate and audit logging is built in.

This measurement-and-export layer is the same across every SonaXR deployment — civilian, military, and academic alike. The platform measures and exports; it does not interpret. Any conclusion drawn from the data belongs to the organization or investigator that deploys the platform, under their own policies and protocols.

Measurement & data quick facts

What it produces
Objective performance measures: phoneme scores, per-word accuracy, fluency, response timing, transcript
Comparability
Standardized, reproducible task environment — measures comparable across sessions and users
Export
Structured, audit-logged export designed for an organization's own analysis tools
Privacy
Session-token-keyed; never derived from device identifiers; raw audio stripped before write
Interpretation
Performed by the deploying organization, not the platform
05 · Founders

Built by an experienced founding team.

Virtual reality engineering and university-level computer science teaching, paired with mechanical engineering rigor and active military service. The team that built SonaXR is the team that operates it.

CEO & Founder
Kenneth Pestka

Kenneth holds a Master's degree in Computer Science and has taught computer science to majors at the University of South Carolina Upstate. He has founded and led businesses, has a background in virtual reality development, and brings a sales background that bridges technical product development and customer-facing strategy. He is the sole engineer on the current SonaXR build and the sole inventor named on its five provisional patent filings. He founded SonaXR to bring research-grade measurement to the intersection of virtual reality, second-language acquisition, and speech science.

COO & Co-Founder
Jacob Stokes

Jacob brings mechanical engineering rigor and operational discipline to SonaXR. A Clemson University graduate (Bachelor's in Mechanical Engineering, Minor in Mathematics) and graduate of the South Carolina Governor's School for Science and Mathematics, he has spent his civilian career on process improvement at scale — including a co-op project at BorgWarner that delivered $1.7M in annual savings on a $2.9M initial investment. He leads SonaXR's operational, compliance, and process discipline.

Active National Guard
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Principal Kenneth Pestka · CEO & Founder
Phone 864 276 2066
Location Belton, South Carolina · USA
Entity SonaXR LLC — Formed November 2025 · South Carolina