Evidence map›Paper›PMID 37663430›Full record

ArticleComputers in human behavior2023

The assessment of presence and performance in an AR environment for motor imitation learning: A case-study on violinists.

Adriaan Campo, Aleksandra Michałko, Bavo Van Kerrebroeck, Boris Stajic, Maja Pokric, Marc Leman

Open access · hybridAbstract read
In one paragraph

Article in Computers in human behavior, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers.

0numbers the graph read from it
0cells of the map it votes in
8citing papers in PubMed
5.3field-weighted citation impact, top 4% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

8 citing papers in PubMed, 31 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 1 institution in 1 country.

Adriaan CampoDepartment of Art, Music and Theatre Sciences, Faculty of Arts and Philosophy, Institute for Psychoacoustics and Electronic Music (IPEM), Ghent University, Miriam Makebaplein 1, B-9000, Gent België, Belgium.
Aleksandra MichałkoDepartment of Art, Music and Theatre Sciences, Faculty of Arts and Philosophy, Institute for Psychoacoustics and Electronic Music (IPEM), Ghent University, Miriam Makebaplein 1, B-9000, Gent België, Belgium.
Bavo Van KerrebroeckDepartment of Art, Music and Theatre Sciences, Faculty of Arts and Philosophy, Institute for Psychoacoustics and Electronic Music (IPEM), Ghent University, Miriam Makebaplein 1, B-9000, Gent België, Belgium.
Boris StajicARVRtech, Antona Čehova 1, Novi Sad, Serbia.
Maja PokricARVRtech, Antona Čehova 1, Novi Sad, Serbia.
Marc LemanDepartment of Art, Music and Theatre Sciences, Faculty of Arts and Philosophy, Institute for Psychoacoustics and Electronic Music (IPEM), Ghent University, Miriam Makebaplein 1, B-9000, Gent België, Belgium.
Ghent University · BE

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The acquisition of advanced gestures is a challenge in various domains of proficient sensorimotor performance. For example, orchestral violinists must move in sync with the lead violinist's gestures. To help train these gestures, an educational music play-back system was developed using a HoloLens 2 simulated AR environment and an avatar representation of the lead violinist. This study aimed to investigate the impact of using a 2D or 3D representation of the lead violinist's avatar on students' learning experience in the AR environment. To assess the learning outcome, the study employed a longitudinal experiment design, in which eleven participants practiced two pieces of music in four trials, evenly spaced over a month. Participants were asked to mimic the avatar's gestures as closely as possible when it came to using the bow, including bowing, articulations, and dynamics. The study compared the similarities between the avatar's gestures and those of the participants at the biomechanical level, using motion capture measurements, as well as the smoothness of the participants' movements. Additionally, presence and perceived difficulty were assessed using questionnaires. The results suggest that using a 3D representation of the avatar leads to better gesture resemblance and a higher experience of presence compared to a 2D representation. The 2D representation, however, showed a learning effect, but this was not observed in the 3D condition. The findings suggest that the 3D condition benefits from stereoscopic information that enhances spatial cognition, making it more effective in relation to sensorimotor performance. Overall, the 3D condition had a greater impact on performance than on learning. This work concludes with recommendations for future efforts directed towards AR-based advanced gesture training to address the challenges related to measurement methodology and participants' feedback on the AR application.

Indexed as

Augmented realityMotor learningPresenceSkill transferStereoscopic vision

Identifiers

PMID37663430
PMCPMC10305781
OpenAlexW4382513687

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.