José L. Gómez-Sirvent, Alicia Fernández-Sotos, Antonio Fernández-Caballero, Desirée Fernández-Sotos
{"title":"Assessment of music performance anxiety in a virtual auditorium through the study of ambient lighting and audience distance","authors":"José L. Gómez-Sirvent, Alicia Fernández-Sotos, Antonio Fernández-Caballero, Desirée Fernández-Sotos","doi":"10.1007/s10055-024-00947-8","DOIUrl":null,"url":null,"abstract":"<p>Performance anxiety is a common problem affecting musicians’ concentration and well-being. Musicians frequently encounter greater challenges and emotional discomfort when performing in front of an audience. Recent research suggests an important relationship between the characteristics of the built environment and people’s well-being. In this study, we explore modifying the built environment to create spaces where musicians are less aware of the presence of the audience and can express themselves more comfortably. An experiment was conducted with 61 conservatory musicians playing their instrument in a virtual auditorium in front of an audience of hundreds of virtual humans. They performed at different distances from the audience and under different levels of ambient lighting, while their eye movements were recorded. These data, together with questionnaires, were used to analyse the way the environment is perceived. The results showed that reducing the light intensity above the audience made the view of the auditorium more calming, and the same effect was observed when the distance between the audience and the musician was increased. Eye-tracking data showed a significant reduction in saccadic eye movements as the distance from the audience increased. This work provides a novel approach to architecture influence on musicians’ experience during solo performances. The findings are useful to designers and researchers.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.4000,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-024-00947-8","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
Performance anxiety is a common problem affecting musicians’ concentration and well-being. Musicians frequently encounter greater challenges and emotional discomfort when performing in front of an audience. Recent research suggests an important relationship between the characteristics of the built environment and people’s well-being. In this study, we explore modifying the built environment to create spaces where musicians are less aware of the presence of the audience and can express themselves more comfortably. An experiment was conducted with 61 conservatory musicians playing their instrument in a virtual auditorium in front of an audience of hundreds of virtual humans. They performed at different distances from the audience and under different levels of ambient lighting, while their eye movements were recorded. These data, together with questionnaires, were used to analyse the way the environment is perceived. The results showed that reducing the light intensity above the audience made the view of the auditorium more calming, and the same effect was observed when the distance between the audience and the musician was increased. Eye-tracking data showed a significant reduction in saccadic eye movements as the distance from the audience increased. This work provides a novel approach to architecture influence on musicians’ experience during solo performances. The findings are useful to designers and researchers.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.