通过混合现实与Oculus Quest 2:学习钢琴的案例研究

IF 2.3 4区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE
Mariano M. Banquiero, Gracia Valdeolivas, Sergio Trincado, Natasha Garcia, M. Juan
{"title":"通过混合现实与Oculus Quest 2:学习钢琴的案例研究","authors":"Mariano M. Banquiero, Gracia Valdeolivas, Sergio Trincado, Natasha Garcia, M. Juan","doi":"10.1109/MMUL.2022.3232892","DOIUrl":null,"url":null,"abstract":"Mixed reality (MR) in standalone headsets has many advantages over other types of devices. With the recent appearance of the Passthrough of Oculus Quest 2, new possibilities open up. This work details the features of the current Passthrough and how its potential was harnessed and its drawbacks minimized for developing a satisfying MR experience. It has been applied to learning to play the piano as a use case. A total of 33 piano students participated in a study to compare participants’ interpretation outcomes and subjective experience when using a MR application for learning piano with two visualization modes (border lines on all the keys (Wireframe) versus solid color hiding the real keys (Solid)). The two visualization modes provided a satisfying experience. Even though there were no significant differences in the analyzed variables, the students preferred the Solid mode, indicating that short-distance Passthrough limitations should be minimized in application development.","PeriodicalId":13240,"journal":{"name":"IEEE MultiMedia","volume":"30 1","pages":"60-69"},"PeriodicalIF":2.3000,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Passthrough Mixed Reality With Oculus Quest 2: A Case Study on Learning Piano\",\"authors\":\"Mariano M. Banquiero, Gracia Valdeolivas, Sergio Trincado, Natasha Garcia, M. Juan\",\"doi\":\"10.1109/MMUL.2022.3232892\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Mixed reality (MR) in standalone headsets has many advantages over other types of devices. With the recent appearance of the Passthrough of Oculus Quest 2, new possibilities open up. This work details the features of the current Passthrough and how its potential was harnessed and its drawbacks minimized for developing a satisfying MR experience. It has been applied to learning to play the piano as a use case. A total of 33 piano students participated in a study to compare participants’ interpretation outcomes and subjective experience when using a MR application for learning piano with two visualization modes (border lines on all the keys (Wireframe) versus solid color hiding the real keys (Solid)). The two visualization modes provided a satisfying experience. Even though there were no significant differences in the analyzed variables, the students preferred the Solid mode, indicating that short-distance Passthrough limitations should be minimized in application development.\",\"PeriodicalId\":13240,\"journal\":{\"name\":\"IEEE MultiMedia\",\"volume\":\"30 1\",\"pages\":\"60-69\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2023-04-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE MultiMedia\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1109/MMUL.2022.3232892\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, HARDWARE & ARCHITECTURE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE MultiMedia","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1109/MMUL.2022.3232892","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, HARDWARE & ARCHITECTURE","Score":null,"Total":0}
引用次数: 2

摘要

独立头戴式耳机中的混合现实(MR)与其他类型的设备相比具有许多优势。随着最近Oculus Quest 2的Passthrough的出现,新的可能性打开了。这项工作详细介绍了当前直通的特点,以及如何利用其潜力,并将其缺点降到最低,以开发令人满意的MR体验。它已经作为一个用例应用于学习弹钢琴。共有33名钢琴学生参加了一项研究,以比较参与者在使用磁共振应用程序学习钢琴时的两种可视化模式(所有键的边界线(线框)和隐藏真实键的纯色(纯色))的解释结果和主观体验。这两种可视化模式提供了令人满意的体验。尽管在分析的变量中没有显著差异,但学生更喜欢Solid模式,这表明在应用程序开发中应尽量减少短距离直通的限制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Passthrough Mixed Reality With Oculus Quest 2: A Case Study on Learning Piano
Mixed reality (MR) in standalone headsets has many advantages over other types of devices. With the recent appearance of the Passthrough of Oculus Quest 2, new possibilities open up. This work details the features of the current Passthrough and how its potential was harnessed and its drawbacks minimized for developing a satisfying MR experience. It has been applied to learning to play the piano as a use case. A total of 33 piano students participated in a study to compare participants’ interpretation outcomes and subjective experience when using a MR application for learning piano with two visualization modes (border lines on all the keys (Wireframe) versus solid color hiding the real keys (Solid)). The two visualization modes provided a satisfying experience. Even though there were no significant differences in the analyzed variables, the students preferred the Solid mode, indicating that short-distance Passthrough limitations should be minimized in application development.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
IEEE MultiMedia
IEEE MultiMedia 工程技术-计算机:理论方法
CiteScore
6.40
自引率
3.10%
发文量
59
审稿时长
>12 weeks
期刊介绍: The magazine contains technical information covering a broad range of issues in multimedia systems and applications. Articles discuss research as well as advanced practice in hardware/software and are expected to span the range from theory to working systems. Especially encouraged are papers discussing experiences with new or advanced systems and subsystems. To avoid unnecessary overlap with existing publications, acceptable papers must have a significant focus on aspects unique to multimedia systems and applications. These aspects are likely to be related to the special needs of multimedia information compared to other electronic data, for example, the size requirements of digital media and the importance of time in the representation of such media. The following list is not exhaustive, but is representative of the topics that are covered: Hardware and software for media compression, coding & processing; Media representations & standards for storage, editing, interchange, transmission & presentation; Hardware platforms supporting multimedia applications; Operating systems suitable for multimedia applications; Storage devices & technologies for multimedia information; Network technologies, protocols, architectures & delivery techniques intended for multimedia; Synchronization issues; Multimedia databases; Formalisms for multimedia information systems & applications; Programming paradigms & languages for multimedia; Multimedia user interfaces; Media creation integration editing & management; Creation & modification of multimedia applications.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信