ArticleComputers in human behavior2023
The assessment of presence and performance in an AR environment for motor imitation learning: A case-study on violinists.
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.
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Who cites it
8 citing papers in PubMed, 31 citations in OpenAlex.
- Augmented Reality in Vocal Technique Training: Interactive Visualizations of Breath and Posture Control Using Magic Keys AR.Applied psychophysiology and biofeedback · 2026Article
- Haptic feedback in violin education as a case study of robotic exoskeleton-mediated motor learning.Scientific reports · 2026Article
- A study of how immersion and interactivity in MoCap mediate psychological affordances and drive conceptual learning in computer animation courses.Frontiers in psychology · 2026Article
- Embodied musical experiences in the metaverse: a review of sensorimotor integration in VR-based music performance.Frontiers in psychology · 2026Review
- Modeling Emotional Arousal With Turbulence Measured by EEG.Psychophysiology · 2025Article
- Exploring the Impact of Artificial Intelligence on the Creativity Perception of Music Practitioners.Journal of Intelligence · 2025Article
- Enhancing human-human musical interaction through kinesthetic haptic feedback using wearable exoskeletons: theoretical foundations, validation scenarios, and limitations.Frontiers in psychology · 2024Article
- Dataset for the assessment of presence and performance in an augmented reality environment for motor imitation learning: A case-study on violinists.Data in brief · 2023Article
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Authors and funding
6 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
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.
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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.