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    An Overview of Immersive Virtual Reality Music Experiences in Online Platforms
    Loveridge, B (Stony Brook University, 2023)
    As the field of Virtual Reality (VR) continues to mature, so too does the potential for creative and immersive musical experiences in the medium. However, of the thousands of applications now available across the major VR platforms, only a small number of titles focus on the ability to create or explore musical content. This article outlines the current state of music games, experiences, and creative applications across the current VR ecosystem. Firstly, it surveys the quantity of commercial titles currently available across the major VR platforms with a music-related focus. Secondly, the article classifies music applications into the following subcategories: music creation and creative arranging, rhythm games, music video experiences, and music performance activities. Finally, it provides an overview of the key musical applications in each category that can assist and inspire musicians, technicians, and educators in their creative musical endeavors.
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    ‘It’s not so scary anymore. It’s actually exhilarating’: A proof-of-concept study using virtual reality technology for music performance training under pressure
    Osborne, M ; Glasser, S ; Loveridge, B (ASCILITE Publications, 2022-11-18)
    Extended lockdowns associated with the COVID-19 pandemic severely ruptured the capacity of performing artists to connect with peers and colleagues in professional and educational contexts. In this study we test a protocol for the use of immersive performance technologies in tertiary institutions to provide developing and early career musicians to connect with pedagogues and access safe, realistic spaces within which to practice performing under varying degrees of pressure. We investigated the affordances of a VR environment to trigger performance anxiety, and the effectiveness of a synchronous digitally mediated environment for tertiary educators to train a key performance psychology skill. Heart rate, self-reported anxiety and confidence measurements were taken over four levels of situational stress and performance demands. Results revealed that the technology enabled a pre-performance routine to be effectively taught online by an instructor to a musician wearing a VR headset. Notably, this was achieved by both participants being in separate locations without detriment to the teacher-student relationship. This study provides encouraging insight into the capacity for immersive technologies to help students effectively manage the stresses of live performance in both virtual and real worlds.
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    Reimagining the performance experience through the establishment of a virtual performance hall.
    Glasser, S ; Cochrane, T ; Loveridge, B ; Osborne, M ( 2021-10-27)
    Paper presented as part of the symposium "Reimagining Performance with Immersive Reality Technologies" at ISPS 2021, 27-30 October, Montreal, Canada.
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    Design principles for immersive reality to enhance creativity and performance through transdisciplinary collaboration.
    Osborne, M ; Cochrane, T ; Loveridge, B ; Glasser, S ( 2021-10-27)
    Paper presented as part of the symposium "Reimagining Performance with Immersive Reality Technologies" at ISPS 2021, 27-30 October, Montreal, Canada.
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    Reimagining music performance with immersive reality technologies.
    Loveridge, B ; Osborne, M ; Glasser, S ( 2021-11-05)
    NowNet Arts Conference 2021 Network Arts: Transformation of Distance.
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    Exploring opportunities for musician’s health and performance enhancement using VR simulation training.
    Glasser, S ; Osborne, M ; Loveridge, B ( 2021-10-07)
    Paper presented at Games for Change Asia-Pacific Festival 2021, 5-7 October, online conference.
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    Ethical considerations for sustainable music training using VR technology: a case study of performance anxiety.
    Osborne, M ; Glasser, S ; Loveridge, B ( 2022-04-08)
    Presentation given at the 2022 Teaching Music Online in Higher Education (TMOHE) and Music, Education and Technology (MET) online international conference. INTRODUCTION Simulation training is used to develop performance skills in various disciplines, particularly where in-situ training is either impossible or unsafe to implement (Renganayagalu et al., 2021). Such training enables learners to acclimatise to real-life stressors and anxiety-inducing scenarios in a physically and/or psychologically safe environments, to protect against performance decrements which reveal themselves in high pressure contexts rather than low-stress practice sessions. BACKGROUND Recent work using immersive virtual reality (VR) provides preliminary evidence of the capacity of this technology to evoke music performance anxiety (Fadeev et al., 2020; Fanger et al., 2020). In this study, we explore the capacity of VR to assist music students to develop technical and psychological competence to perform at their best under pressure implemented within tertiary music institution settings. METHOD Richie’s Plank Experience (Toast VR, 2016) was used to approximate the physiological symptoms of high-stress performance in a single case pilot study with a highly trained violinist. Prior to exposure, a performance psychologist taught the participant a pre-performance routine with demonstrated utility in musicians (Osborne et al., 2014). The psychologist subsequently guided the participant remotely through the routine via Zoom, whilst the participant was immersed in the VR environment. Heart rate, subjective units of distress, and confidence measurements were taken across five levels of exposure which varied the integration of instrument and intervention. FINDINGS The plank task induced a notable stress response. Additionally, the musician was receptive to pre-performance routine instructions to downregulate their stress response. This created a performance focus when in the VR environment, demonstrated by decreased anxiety and increased confidence ratings across performance tasks. IMPLICATIONS/RECOMMENDATIONS We provide preliminary evidence for the capacity of immersive VR to induce the situational stress required to trigger a cascade of physical and psychological responses. The benefits of this technology need to be considered alongside areas such as privacy, storage, access, and accessibility
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    Networked Music Performance in Virtual Reality: Current Perspectives
    Loveridge, B (Stony Brook University, 2020)
    The ability for musicians to interact face-to-face has been highly impacted by the COVID-19 pandemic. Physical distancing and travel restrictions have forced teaching, rehearsals, and performances to be moved online. The use of videoconference platforms designed for conversation has also meant accepting their limitations when used in musical contexts. For example, in networked music performance (NMP), low-latency audio is usually transmitted alongside a separate video image. Since videoconference systems usually have a higher degree of in-built delay, the result is that performers often ignore the video image of each other in order to maintain a steady rhythm. If musicians usually avoid looking at each other during NMPs, could virtual reality provide a viable alternative to videoconferencing? In recent years, virtual reality has reemerged as an immersive medium with the ability to bring users together in an online space. However, there is a relatively small body of literature that is concerned with realistic acoustic interaction approaches in NMP when virtual reality is used as the visual medium. This paper explores research at the intersection of networked music performance, virtual reality, and virtual environments. It finds that virtual reality as a visual alternative to videoconferencing in NMP is worthy of further investigation and points to priorities for future research.
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    Development and feasibility testing of an online virtual reality platform for delivering therapeutic group singing interventions for people living with spinal cord injury
    Tamplin, J ; Loveridge, B ; Clarke, K ; Li, Y ; Berlowitz, DJ (SAGE PUBLICATIONS LTD, 2020-07)
    People with quadriplegia have a high risk for respiratory illness, social isolation and depression. Previous research has demonstrated that therapeutic singing interventions can not only improve breathing function and speech loudness, but also improve mood and social connectedness for people with quadriplegia. Face-to-face group attendance is difficult for this population due to difficulties with distance and travel. Online environments offer an accessible and cost-effective solution for people to connect with others without leaving their home. In a two-phase iterative design, we explored and tested different approaches for delivering online music therapy sessions with 12 patients from an inpatient spinal cord injury rehabilitation service. Six participants in Phase 1 trialled different virtual reality headsets and completed a short interview about their experience of the equipment and online singing trials. Outcomes from Phase 1 testing led to the development of a custom-built virtual reality application for online group music therapy sessions with low-latency audio. We tested the acceptability and feasibility of this platform in comparison to face-to-face and teleconference options for music therapy with six different patients. These participants completed three validated questionnaires: System Usability Scale, Quebec User Evaluation of Satisfaction with assistive Technology, and Psychosocial Impact of Assistive Devices Scale, and an interview about their experience. Questionnaire scores were good with mean ratings of 4.4 for Quebec User Evaluation of Satisfaction with assistive Technology, 53 for System Usability Scale and positive mean Psychosocial Impact of Assistive Devices Scale scores of 1.5 for competence, 2 for adaptability and 1.5 for self-esteem. Thematic analysis of post-session qualitative interviews revealed five themes: virtual reality was a positive experience, virtual reality was immersive and transportative, virtual reality reduced inhibitions about singing in front of others, virtual reality may reduce social cues, and the virtual reality equipment was comfortable, accessible and easy to use. Telehealth options, including a custom-designed virtual reality program, with low-latency audio are an acceptable and feasible mode of delivery for therapeutic singing interventions for people with spinal cord injury. Future non-inferiority research is needed to test online delivery modes for music therapy in comparison to face-to-face treatment.