Presence and Flow in Virtual and Mixed Realities for Music-Related Educational Settings

Music in Extended Reality (XR) is increasingly present in both academic and industrial research. While XR applications are more prevalent in STEM education, there is growing interest in the use of XR for music education. This study investigates how multi-user XR scenarios affect perceived social presence and flow in music-related tasks, as both dimensions positively correlate with learning satisfaction and perceived learning effectiveness. Using the multi-user applications PatchWorld and Fortnite under different Virtual and Mixed Reality conditions, participants played interactive musical memory games. Initial results indicate significant differences in perceived presence but not in flow perception depending on the XR modality, providing valuable insights for the design of effective XR-based music teaching tools.

Authors

Publication Details

Published
2024-09-30
DOI
https://doi.org/10.1109/is262782.2024.10704115
Citations
6
Primary Topic
Flow Experience in Various Fields
Type
article
Field-Weighted Citation Impact
4.74
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article

Presence and Flow in Virtual and Mixed Realities for Music-Related Educational Settings

Michael Oehler, Tray Minh Voong, Benedict Saurbier, L.E. Bruns
6 citations
Flow Experience in Various Fields
4.74
article

Presence and Flow in Virtual and Mixed Realities for Music-Related Educational Settings

Michael Oehler, Tray Minh Voong, Benedict Saurbier, L.E. Bruns
article en
6 citations

Abstract

Music in Extended Reality (XR) is increasingly present in both academic and industrial research. While XR applications are more prevalent in STEM education, there is growing interest in the use of XR for music education. This study investigates how multi-user XR scenarios affect perceived social presence and flow in music-related tasks, as both dimensions positively correlate with learning satisfaction and perceived learning effectiveness. Using the multi-user applications PatchWorld and Fortnite under different Virtual and Mixed Reality conditions, participants played interactive musical memory games. Initial results indicate significant differences in perceived presence but not in flow perception depending on the XR modality, providing valuable insights for the design of effective XR-based music teaching tools.

Quality Education
Openalex Percentile: Top 5%
Flow Experience in Various Fields
4.74
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