Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano Learning
As technology becomes increasingly important in education, including music, many VR (virtual reality) and AR (augmented reality) applications have been developed to improve skills and knowledge in playing musical instruments, such as piano. However, these applications mainly utilize MIDI input for v...
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Format: | Article |
Language: | English |
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IEEE
2023-01-01
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Series: | IEEE Access |
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Online Access: | https://ieeexplore.ieee.org/document/10176148/ |
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author | Insan Ganang Putranda Asiya Mufida Yumna Yusep Rosmansyah Yuda Sukmana |
author_facet | Insan Ganang Putranda Asiya Mufida Yumna Yusep Rosmansyah Yuda Sukmana |
author_sort | Insan Ganang Putranda |
collection | DOAJ |
description | As technology becomes increasingly important in education, including music, many VR (virtual reality) and AR (augmented reality) applications have been developed to improve skills and knowledge in playing musical instruments, such as piano. However, these applications mainly utilize MIDI input for validating notes. This research explores the potential implementation of mixed reality to enhance piano learning through audio processing capabilities while maintaining users’ motivation. The research used the HoloLens 2 device and the FFT (Fast Fourier Transform) method with peak detection and compared various window functions to determine the most accurate one. Blackman-Harris performed the best, with a 97.28% accuracy rate when tested on complex songs. The application was also tested by 31 participants and evaluated using the HMSAM (Hedonic-Motivation System Adoption Model), revealing that curiosity and joy were the most significant factors influencing the use of the application. The effectiveness of the learning was moderate, with an increase of 31.28%. Although there were limitations in the use of audio processing, it could still be utilized and improved further to keep users motivated to learn piano. |
first_indexed | 2024-03-12T22:57:09Z |
format | Article |
id | doaj.art-b53588210cb14544ba3eae8d988e2b96 |
institution | Directory Open Access Journal |
issn | 2169-3536 |
language | English |
last_indexed | 2024-03-12T22:57:09Z |
publishDate | 2023-01-01 |
publisher | IEEE |
record_format | Article |
series | IEEE Access |
spelling | doaj.art-b53588210cb14544ba3eae8d988e2b962023-07-19T23:00:46ZengIEEEIEEE Access2169-35362023-01-0111711947120010.1109/ACCESS.2023.329325010176148Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano LearningInsan Ganang Putranda0https://orcid.org/0009-0000-7783-7499Asiya Mufida Yumna1Yusep Rosmansyah2https://orcid.org/0000-0003-2314-6734Yuda Sukmana3https://orcid.org/0000-0002-1283-813XSchool of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung, IndonesiaSchool of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung, IndonesiaSchool of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung, IndonesiaSchool of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung, IndonesiaAs technology becomes increasingly important in education, including music, many VR (virtual reality) and AR (augmented reality) applications have been developed to improve skills and knowledge in playing musical instruments, such as piano. However, these applications mainly utilize MIDI input for validating notes. This research explores the potential implementation of mixed reality to enhance piano learning through audio processing capabilities while maintaining users’ motivation. The research used the HoloLens 2 device and the FFT (Fast Fourier Transform) method with peak detection and compared various window functions to determine the most accurate one. Blackman-Harris performed the best, with a 97.28% accuracy rate when tested on complex songs. The application was also tested by 31 participants and evaluated using the HMSAM (Hedonic-Motivation System Adoption Model), revealing that curiosity and joy were the most significant factors influencing the use of the application. The effectiveness of the learning was moderate, with an increase of 31.28%. Although there were limitations in the use of audio processing, it could still be utilized and improved further to keep users motivated to learn piano.https://ieeexplore.ieee.org/document/10176148/Mixed realitydigital signal processingmusicgames |
spellingShingle | Insan Ganang Putranda Asiya Mufida Yumna Yusep Rosmansyah Yuda Sukmana Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano Learning IEEE Access Mixed reality digital signal processing music games |
title | Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano Learning |
title_full | Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano Learning |
title_fullStr | Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano Learning |
title_full_unstemmed | Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano Learning |
title_short | Exploring Audio Processing in Mixed Reality to Boost Motivation in Piano Learning |
title_sort | exploring audio processing in mixed reality to boost motivation in piano learning |
topic | Mixed reality digital signal processing music games |
url | https://ieeexplore.ieee.org/document/10176148/ |
work_keys_str_mv | AT insanganangputranda exploringaudioprocessinginmixedrealitytoboostmotivationinpianolearning AT asiyamufidayumna exploringaudioprocessinginmixedrealitytoboostmotivationinpianolearning AT yuseprosmansyah exploringaudioprocessinginmixedrealitytoboostmotivationinpianolearning AT yudasukmana exploringaudioprocessinginmixedrealitytoboostmotivationinpianolearning |