沉浸与可用性之间:用于远程音乐制作的2D和混合现实界面的比较研究

IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Alberto Boem, Matteo Tomasetti, Luca Turchet
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引用次数: 0

摘要

网络音乐表演(NMP)系统传统上专注于优化远程协作的音频传输,通常依赖于基本的2D视频馈送,缺乏协调音乐表演所必需的空间意识和视觉线索。虽然混合现实(MR)技术为音乐协作提供了有希望的增强功能,但其与NMP系统的集成仍未得到充分研究,特别是在沉浸感和可用性之间的平衡方面。本研究通过比较传统的2D视频会议设置与具有点云表示和空间音频的MR环境来解决这一差距。采用预先录制的刺激模拟方法,我们对专业电吉他演奏家(N = 16)进行了一项实验研究,结合定量动作分析和定性反馈,研究两种设置如何影响音乐表演、动作和存在感。头部运动分析显示,与2D条件相比,MR下的运动明显减少(p <;0.001),而去趋势波动分析显示MR中更有结构的运动模式(p <;0.01)。任务后评估显示,尽管MR增强了沉浸感和存在感(p <;0.001),参与者在二维条件下报告了更强的表现一致性和更少的技术干扰(p <;0.001)。空间音频对用户体验的影响最小,视觉元素吸引了大多数参与者的注意力。这些发现强调了磁共振音乐表演中沉浸感和身体表现力之间的根本紧张关系,表明未来的系统应该优先考虑人体工程学,而不是技术创新。这项研究有助于更深入地了解MR在新兴音乐元宇宙中音乐合作的潜力和局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Between immersion and usability: A comparative study of 2D and mixed reality interfaces for remote music making
Networked Music Performance (NMP) systems have traditionally focused on optimizing audio transmission for remote collaboration, often relying on basic 2D video feeds that lack the spatial awareness and visual cues essential for coordinated musical performance. While Mixed Reality (MR) technology offers promising enhancements for musical collaboration, its integration into NMP systems remains understudied—particularly regarding the balance between immersion and usability. This study addresses that gap by comparing traditional 2D video conferencing setups with MR environments featuring point cloud representations and spatial audio. Using a simulation-based approach with pre-recorded stimuli, we conducted an experimental study with professional electric guitar players (N = 16) to examine how both setups affect musical performance, movement, and sense of presence, combining quantitative motion analysis with qualitative feedback. Head movement analysis revealed significantly reduced motion in MR compared to 2D conditions (p < 0.001), while detrended fluctuation analysis indicated more structured movement patterns in MR (p < 0.01). Post-task evaluations showed that although MR enhanced immersion and presence (p < 0.001), participants reported greater performance coherence and fewer technical interferences in the 2D condition (p < 0.001). Spatial audio had minimal impact on user experience, with visual elements drawing most of the participants’ attention. These findings underscore a fundamental tension between immersion and physical expressiveness in MR-based music performance, suggesting that future systems should prioritize ergonomics alongside technological innovation. This research contributes to a deeper understanding of the potential and limitations of MR in musical collaboration within the emerging Musical Metaverse.
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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