Spatialized Audio in a Custom-Built OpenGL-Based Ear Training Virtual Environment

Authors: Pedersen, K., Hulusic, V., Amelidis, P., Slattery, T.

Journal: IEEE Computer Graphics and Applications

Publication Date: 01/09/2020

Volume: 40

Issue: 5

Pages: 67-81

eISSN: 1558-1756

ISSN: 0272-1716

DOI: 10.1109/MCG.2020.3013439

Abstract:

Interval recognition is an important part of ear training-the key aspect ofmusic education. Once trained, themusician can identify pitches,melodies, chords, and rhythms by listening tomusic segments. In a conventional setting, the tutor would teach a trainee the intervals using amusical instrument, typically a piano. However, this is expensive, time consuming, and nonengaging for either party.With the emergence of new technologies, including virtual reality (VR) and areas such as edutainment, this and similar trainings can be transformed intomore engaging,more accessible, customizable (virtual) environments, with the addition of new cues and bespoke progression settings. In this work, we designed and implemented a VR ear training system for interval recognition. The usability, user experience, and the effect ofmultimodal integration through the addition of a perceptual cue, spatial audio, was investigated in two experiments with 46 participants. The results showthat the systemis highly acceptable and provides a very good experience for users. Furthermore, we show that the added spatial auditory cues provided in the VR application give users significantlymore information for judging themusical intervals, something that is not possible in a non-VR environment.

https://eprints.bournemouth.ac.uk/34409/

Source: Scopus

Spatialized Audio in a Custom-Built OpenGL-Based Ear Training Virtual Environment.

Authors: Pedersen, K., Hulusic, V., Amelidis, P., Slattery, T.

Journal: IEEE Comput Graph Appl

Publication Date: 2020

Volume: 40

Issue: 5

Pages: 67-81

eISSN: 1558-1756

DOI: 10.1109/MCG.2020.3013439

Abstract:

Interval recognition is an important part of ear training-the key aspect of music education. Once trained, the musician can identify pitches, melodies, chords, and rhythms by listening to music segments. In a conventional setting, the tutor would teach a trainee the intervals using a musical instrument, typically a piano. However, this is expensive, time consuming, and nonengaging for either party. With the emergence of new technologies, including virtual reality (VR) and areas such as edutainment, this and similar trainings can be transformed into more engaging, more accessible, customizable (virtual) environments, with the addition of new cues and bespoke progression settings. In this work, we designed and implemented a VR ear training system for interval recognition. The usability, user experience, and the effect of multimodal integration through the addition of a perceptual cue, spatial audio, was investigated in two experiments with 46 participants. The results show that the system is highly acceptable and provides a very good experience for users. Furthermore, we show that the added spatial auditory cues provided in the VR application give users significantly more information for judging the musical intervals, something that is not possible in a non-VR environment.

https://eprints.bournemouth.ac.uk/34409/

Source: PubMed

Spatialized Audio in a Custom-Built OpenGL-Based Ear Training Virtual Environment

Authors: Pedersen, K., Hulusic, V., Amelidis, P., Slattery, T.

Journal: IEEE COMPUTER GRAPHICS AND APPLICATIONS

Publication Date: 2020

Volume: 40

Issue: 5

Pages: 67-81

eISSN: 1558-1756

ISSN: 0272-1716

DOI: 10.1109/MCG.2020.3013439

https://eprints.bournemouth.ac.uk/34409/

Source: Web of Science

Spatialised Audio in a Custom-Built OpenGL-based Ear Training Virtual Environment

Authors: Pedersen, K., Hulusic, V., Amelidis, P., Slattery, T.

Journal: IEEE Computer Graphics and Applications

Publication Date: 01/09/2020

Publisher: IEEE

eISSN: 1558-1756

ISSN: 0272-1716

DOI: 10.1109/MCG.2020.3013439

https://eprints.bournemouth.ac.uk/34409/

Source: Manual

Spatialized Audio in a Custom-Built OpenGL-Based Ear Training Virtual Environment.

Authors: Pedersen, K., Hulusic, V., Amelidis, P., Slattery, T.

Journal: IEEE computer graphics and applications

Publication Date: 09/2020

Volume: 40

Issue: 5

Pages: 67-81

eISSN: 1558-1756

ISSN: 0272-1716

DOI: 10.1109/mcg.2020.3013439

Abstract:

Interval recognition is an important part of ear training-the key aspect of music education. Once trained, the musician can identify pitches, melodies, chords, and rhythms by listening to music segments. In a conventional setting, the tutor would teach a trainee the intervals using a musical instrument, typically a piano. However, this is expensive, time consuming, and nonengaging for either party. With the emergence of new technologies, including virtual reality (VR) and areas such as edutainment, this and similar trainings can be transformed into more engaging, more accessible, customizable (virtual) environments, with the addition of new cues and bespoke progression settings. In this work, we designed and implemented a VR ear training system for interval recognition. The usability, user experience, and the effect of multimodal integration through the addition of a perceptual cue, spatial audio, was investigated in two experiments with 46 participants. The results show that the system is highly acceptable and provides a very good experience for users. Furthermore, we show that the added spatial auditory cues provided in the VR application give users significantly more information for judging the musical intervals, something that is not possible in a non-VR environment.

https://eprints.bournemouth.ac.uk/34409/

Source: Europe PubMed Central