A color Passthrough mixed reality application for learning piano

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-06 DOI:10.1007/s10055-024-00953-w
Mariano Banquiero, Gracia Valdeolivas, David Ramón, M.-Carmen Juan
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Abstract

This work presents the development of a mixed reality (MR) application that uses color Passthrough for learning to play the piano. A study was carried out to compare the interpretation outcomes of the participants and their subjective experience when using the MR application developed to learn to play the piano with a system that used Synthesia (N = 33). The results show that the MR application and Synthesia were effective in learning piano. However, the students played the pieces significantly better when using the MR application. The two applications both provided a satisfying user experience. However, the subjective experience of the students was better when they used the MR application. Other conclusions derived from the study include the following: (1) The outcomes of the students and their subjective opinion about the experience when using the MR application were independent of age and gender; (2) the sense of presence offered by the MR application was high (above 6 on a scale of 1 to 7); (3) the adverse effects induced by wearing the Meta Quest Pro and using our MR application were negligible; and (4) the students showed their preference for the MR application. As a conclusion, the advantage of our MR application compared to other types of applications (e.g., non-projected piano roll notation) is that the user has a direct view of the piano and the help elements appear integrated in the user’s view. The user does not have to take their eyes off the keyboard and is focused on playing the piano.

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用于学习钢琴的彩色直通混合现实应用程序
本作品介绍了混合现实(MR)应用的开发情况,该应用使用色彩穿透技术(color Passthrough)来学习弹钢琴。研究比较了参与者在使用所开发的 MR 应用程序学习弹钢琴与使用 Synthesia 系统(N = 33)时的解释结果及其主观体验。结果表明,MR 应用程序和 Synthesia 对学习钢琴很有效。不过,使用 MR 应用程序时,学生弹奏的曲目明显更好。两个应用程序都提供了令人满意的用户体验。不过,使用 MR 应用程序时,学生的主观体验更好。本研究得出的其他结论包括以下几点:(1) 学生使用磁共振应用软件的结果及其对体验的主观看法与年龄和性别无关;(2) 磁共振应用软件提供的临场感很高(在 1 到 7 的评分中高于 6 分);(3) 佩戴 Meta Quest Pro 和使用我们的磁共振应用软件所产生的不良影响微乎其微;(4) 学生表现出对磁共振应用软件的偏好。总之,与其他类型的应用软件(如非投影钢琴卷轴记谱法)相比,我们的磁共振应用软件的优势在于用户可以直接看到钢琴,帮助元素与用户视图融为一体。用户无需将视线从键盘上移开,只需专注于弹钢琴。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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