Araştırma Makalesi
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Gamified Violin Playing in Virtual Reality Based Metaverse Environment

Yıl 2023, Cilt: 3 Sayı: 1, 7 - 11, 10.03.2024
https://doi.org/10.57020/ject.1298919

Öz

Violin is one of the most significant musical instruments of both Turkish and western music. It is a stringed instrument played with a bow. Due to its fretless nature, it is relatively difficult to learn and play the instrument, compared with other musical instruments. In this study, a violin has been modeled to be played in virtual reality and metaverse environment is for a better and more entertaining violin education. Even if the student does not actually have a violin in hand, by means of virtual reality glasses, the modeled violin can be seen in the virtual reality environment. The camera of the Oculus Quest 2 Virtual Reality Glasses and haptic gloves are used to sense the both student's finger pressing and bow movements. By means of this study, the student does not need to own a real violin. Considering that a good violin has a high cost, the student will not need to spend high cost to buy the instrument. Besides, the biggest problem of the violin and other stringed musical instruments is the tuning of the instrument. Without a good tuning, the strings will not sound harmoniously and the student will not be able to play correctly because of not hearing the correct sound. Tuning ability needs some experience. But there is no tuning problem in the violin modeled in this study since it does not have real strings which means that even a beginner level student will not have a tuning problem. Also, in this study, while playing various exercises and songs, the musical notes needed to be pressed on the violin are highlighted to ensure that the student confirms whether to play correctly. The study is an alternative material of violin education in a more entertaining way.

Kaynakça

  • Sutherland, I. E. (1965). The ultimate display. In Proceedings of the IFIP Congress, Vol. 2, pp. 506-508.
  • Syamimi, A., Gong, Y., & Liew, R. (2020). VR industrial applications―A singapore perspective. Virtual Reality & Intelligent Hardware, 2(5), 409-420. Doi: 10.1016/j.vrih.2020.06.001.
  • Kocabay-Şener, N. (2021). Facebook Nasıl “Meta” laştı?. Yeni Medya, 2021(11), 174-179.
  • Fang, H., Guo, J., & Wu, H. (2022). Wearable triboelectric devices for haptic perception and VR/AR applications. Nano Energy, 96, 107112., doi: 10.1016/j.nanoen.2022.107112.
  • Ada Silva Marinho, A., Terton, U., & Jones, C. M. (2022). Cybersickness and postural stability of first time VR users playing VR videogames. Applied Ergonomics, 101, 103698., doi: 10.1016/j.apergo.2022.103698.
  • Wu, D. Y., Lin, J. H. T., & Bowman, N. D. (2022). Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising. Computers in Human Behavior, 133, 107255., doi: 10.1016/j.chb.2022.107255.
  • Ma, J., Zhao, D., Xu, N., & Yang, J. (2023). The effectiveness of immersive virtual reality (VR) based mindfulness training on improvement mental-health in adults: A narrative systematic review. Explore, 19(3), 310-318, doi: 10.1016/j.explore.2022.08.001.
  • Wen, J., & Gheisari, M. (2021). VR-Electricians: Immersive storytelling for attracting students to the electrical construction industry. Advanced Engineering Informatics, 50, 101411, doi: 10.1016/j.aei.2021.101411.
  • Kostyk, A., & Sheng, J. (2023). VR in customer-centered marketing: Purpose-driven design. Business Horizons, 66(2), 225-236. doi: 10.1016/j.bushor.2022.06.005.
  • Srinivasan, B., Iqbal, M. U., Shahab, M. A., & Srinivasan, R. (2022). Review of virtual reality (VR) applications to enhance chemical safety: from students to plant operators. ACS Chemical Health & Safety, 29(3), 246-262. doi: 10.1021/acs.chas.2c00006.
  • Chu, E., & Zaman, L. (2021). Exploring alternatives with unreal engine’s blueprints visual scripting system. Entertainment Computing, 36, 100388. doi: 10.1016/j.entcom.2020.100388.
  • Hendriyani, Y., & Amrizal, V. A. (2019, November). The Comparison Between 3D Studio Max and Blender Based on Software Qualities. In Journal of Physics: Conference Series (Vol. 1387, No. 1, p. 012030). IOP Publishing. doi: 10.1088/1742-6596/1387/1/012030.
  • Stojanov, I., Ristevski, B., Kotevski, Z., & Savoska, S. (2016). Application of 3ds Max for 3D Modelling and Rendering, in Proccedings of the ICAIIT2016, 133–144. doi: 10.20544/AIIT2016.17.
  • Wood, A. (2014). Behind the scenes: A study of Autodesk Maya. Animation, 9(3), 317-332. doi: 10.1177/1746847714546247.
  • Çankaya, S. (2019). Use of VR headsets in education: A systematic review study. Journal of Educational Technology and Online Learning, 2(1), 74-88. doi: 10.31681/jetol.518275.
  • Bayraktar, E., & Kaleli, F. (2007). Sanal gerceklik ve uygulama alanlari. Akademik Bilişim’07 - IX. Akademik Bilişim Konferansı, Dumlupinar University, Kütahya. 1(6).pp. 253–259.
  • Stasolla, F. (2021). Virtual reality and wearable technologies to support adaptive responding of children and adolescents with neurodevelopmental disorders: A critical comment and new perspectives. Frontiers in Psychology, 12, 720626., doi: 10.3389/fpsyg.2021.720626.
  • Perret, J., & Vander Poorten, E. (2018, June). Touching virtual reality: a review of haptic gloves. In ACTUATOR 2018; 16th International Conference on New Actuators, Bremen, 270–274.
  • Christopoulou, E., & Xinogalos, S. (2017). Overview and comparative analysis of game engines for desktop and mobile devices., International Journal of Serious Games,4(4), doi: 10.17083/ijsg.v4i4.194.
  • Juliani, A., Berges, V. P., Teng, E., Cohen, A., Harper, J., Elion, C., ... & Lange, D. (2018). Unity: A general platform for intelligent agents. arXiv preprint arXiv:1809.02627. Accessed: Feb. 13, 2023. [Online]. Available: http://arxiv.org/abs/1809.02627
  • Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. doi: 10.1108/IJILT-02-2017-0009.
  • Öden, M. S., Bolat, Y. İ., & Göksu, İ. (2021). Kahoot! as a gamification tool in vocational education: More positive attitude, motivation and less anxiety in EFL. Journal of Computer and Education Research, 9(18), 682-701., doi: 10.18009/jcer.924882.
  • Karoğlu, A. K., Kübra, B. A. L., & Çimşir, E. (2020). Toplum 5.0 sürecinde Türkiye’de eğitimde dijital dönüşüm. Üniversite Araştırmaları Dergisi, 3(3), 147-158. doi: 10.26701/uad.815428.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2 (1), 486–497. doi: 10.3390/encyclopedia2010031.
  • Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17-24.
  • Park, S. M., & Kim, Y. G. (2022). A metaverse: Taxonomy, components, applications, and open challenges. IEEE access, 10, 4209-4251. doi: 10.1109/ACCESS.2021.3140175.
  • Rameshwar, J. R. (2022). Caribbean metaverse development: A literature review perspective. Journal of Metaverse, 2(2), 83-99. doi: 10.57019/jmv.1120470.
  • Rehm, S. V., Goel, L., & Crespi, M. (2015). The metaverse as mediator between technology, trends, and the digital transformation of society and business. Journal For Virtual Worlds Research, 8(2), 1-6. doi: 10.4101/jvwr.v8i2.7149.
  • Zhao, Y., Jiang, J., Chen, Y., Liu, R., Yang, Y., Xue, X., & Chen, S. (2022). Metaverse: Perspectives from graphics, interactions and visualization. Visual Informatics, 6(1), 56-67., doi: 10.1016/j.visinf.2022.03.002.
  • Damar, M. (2021). Metaverse shape of your life for future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1-8.
  • Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38. doi: 10.1145/2480741.2480751.
  • Ante, L. (2022). The non-fungible token (NFT) market and its relationship with Bitcoin and Ethereum. FinTech, 1(3), 216-224., doi: 10.3390/fintech1030017.
  • Oduncu, S. (2022). NFT, Kripto Sanatı ve Türkiye’deki Yansımaları. Art-e Sanat Dergisi, 15(29), 195-224. doi: 10.21602/sduarte.1080813.
  • Kesendere, Y., Sakin, A. Ş., & Acar, A. K. (2020). Educators’ views on online/distance violin education at Covid-19 outbreak term. Journal for the Interdisciplinary Art and Education, 1(1), 1-19. doi: 10.29228/jiae.1.
  • Aytekin, A., Toğral, A., & YILMAZ, Ö. (2015). Epoksi Reçineleri ve Mesleki Dermatozlarla İlişkisi. Ankara Medical Journal, 15(2), 96-101. doi: 10.17098/amj.86443.
  • Sturman, R. (2012). A dynamical systems approach to musical tuning. Dynamical Systems, 27(1), 131-143. doi: 10.1080/14689367.2012.656300.
  • Akutsu, T. (2020). Changes after Suzuki: A retrospective analysis and review of contemporary issues regarding the Suzuki Method in Japan. International Journal of Music Education, 38(1), 18-35. doi: 10.1177/0255761419859628.
  • Başak, N. B., Bağcı, H., & Can, Ü. K. (2020). Türkiye'de Klasik Batı Müziği Alanında Yayınlanmış Keman İle İlgili Öğretici Ulusal Kitapların İncelenmesi. Motif Akademi Halkbilimi Dergisi, 13(30), 917-935., doi: 10.12981/mahder.679746.

Gamified Violin Playing in Virtual Reality Based Metaverse Environment

Yıl 2023, Cilt: 3 Sayı: 1, 7 - 11, 10.03.2024
https://doi.org/10.57020/ject.1298919

Öz

Violin is one of the most significant musical instruments of both Turkish and western music. It is a stringed instrument played with a bow. Due to its fretless nature, it is relatively difficult to learn and play the instrument, compared with other musical instruments. In this study, a violin has been modeled to be played in virtual reality and metaverse environment is for a better and more entertaining violin education. Even if the student does not actually have a violin in hand, by means of virtual reality glasses, the modeled violin can be seen in the virtual reality environment. The camera of the Oculus Quest 2 Virtual Reality Glasses and haptic gloves are used to sense the both student's finger pressing and bow movements. By means of this study, the student does not need to own a real violin. Considering that a good violin has a high cost, the student will not need to spend high cost to buy the instrument. Besides, the biggest problem of the violin and other stringed musical instruments is the tuning of the instrument. Without a good tuning, the strings will not sound harmoniously and the student will not be able to play correctly because of not hearing the correct sound. Tuning ability needs some experience. But there is no tuning problem in the violin modeled in this study since it does not have real strings which means that even a beginner level student will not have a tuning problem. Also, in this study, while playing various exercises and songs, the musical notes needed to be pressed on the violin are highlighted to ensure that the student confirms whether to play correctly. The study is an alternative material of violin education in a more entertaining way.

Kaynakça

  • Sutherland, I. E. (1965). The ultimate display. In Proceedings of the IFIP Congress, Vol. 2, pp. 506-508.
  • Syamimi, A., Gong, Y., & Liew, R. (2020). VR industrial applications―A singapore perspective. Virtual Reality & Intelligent Hardware, 2(5), 409-420. Doi: 10.1016/j.vrih.2020.06.001.
  • Kocabay-Şener, N. (2021). Facebook Nasıl “Meta” laştı?. Yeni Medya, 2021(11), 174-179.
  • Fang, H., Guo, J., & Wu, H. (2022). Wearable triboelectric devices for haptic perception and VR/AR applications. Nano Energy, 96, 107112., doi: 10.1016/j.nanoen.2022.107112.
  • Ada Silva Marinho, A., Terton, U., & Jones, C. M. (2022). Cybersickness and postural stability of first time VR users playing VR videogames. Applied Ergonomics, 101, 103698., doi: 10.1016/j.apergo.2022.103698.
  • Wu, D. Y., Lin, J. H. T., & Bowman, N. D. (2022). Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising. Computers in Human Behavior, 133, 107255., doi: 10.1016/j.chb.2022.107255.
  • Ma, J., Zhao, D., Xu, N., & Yang, J. (2023). The effectiveness of immersive virtual reality (VR) based mindfulness training on improvement mental-health in adults: A narrative systematic review. Explore, 19(3), 310-318, doi: 10.1016/j.explore.2022.08.001.
  • Wen, J., & Gheisari, M. (2021). VR-Electricians: Immersive storytelling for attracting students to the electrical construction industry. Advanced Engineering Informatics, 50, 101411, doi: 10.1016/j.aei.2021.101411.
  • Kostyk, A., & Sheng, J. (2023). VR in customer-centered marketing: Purpose-driven design. Business Horizons, 66(2), 225-236. doi: 10.1016/j.bushor.2022.06.005.
  • Srinivasan, B., Iqbal, M. U., Shahab, M. A., & Srinivasan, R. (2022). Review of virtual reality (VR) applications to enhance chemical safety: from students to plant operators. ACS Chemical Health & Safety, 29(3), 246-262. doi: 10.1021/acs.chas.2c00006.
  • Chu, E., & Zaman, L. (2021). Exploring alternatives with unreal engine’s blueprints visual scripting system. Entertainment Computing, 36, 100388. doi: 10.1016/j.entcom.2020.100388.
  • Hendriyani, Y., & Amrizal, V. A. (2019, November). The Comparison Between 3D Studio Max and Blender Based on Software Qualities. In Journal of Physics: Conference Series (Vol. 1387, No. 1, p. 012030). IOP Publishing. doi: 10.1088/1742-6596/1387/1/012030.
  • Stojanov, I., Ristevski, B., Kotevski, Z., & Savoska, S. (2016). Application of 3ds Max for 3D Modelling and Rendering, in Proccedings of the ICAIIT2016, 133–144. doi: 10.20544/AIIT2016.17.
  • Wood, A. (2014). Behind the scenes: A study of Autodesk Maya. Animation, 9(3), 317-332. doi: 10.1177/1746847714546247.
  • Çankaya, S. (2019). Use of VR headsets in education: A systematic review study. Journal of Educational Technology and Online Learning, 2(1), 74-88. doi: 10.31681/jetol.518275.
  • Bayraktar, E., & Kaleli, F. (2007). Sanal gerceklik ve uygulama alanlari. Akademik Bilişim’07 - IX. Akademik Bilişim Konferansı, Dumlupinar University, Kütahya. 1(6).pp. 253–259.
  • Stasolla, F. (2021). Virtual reality and wearable technologies to support adaptive responding of children and adolescents with neurodevelopmental disorders: A critical comment and new perspectives. Frontiers in Psychology, 12, 720626., doi: 10.3389/fpsyg.2021.720626.
  • Perret, J., & Vander Poorten, E. (2018, June). Touching virtual reality: a review of haptic gloves. In ACTUATOR 2018; 16th International Conference on New Actuators, Bremen, 270–274.
  • Christopoulou, E., & Xinogalos, S. (2017). Overview and comparative analysis of game engines for desktop and mobile devices., International Journal of Serious Games,4(4), doi: 10.17083/ijsg.v4i4.194.
  • Juliani, A., Berges, V. P., Teng, E., Cohen, A., Harper, J., Elion, C., ... & Lange, D. (2018). Unity: A general platform for intelligent agents. arXiv preprint arXiv:1809.02627. Accessed: Feb. 13, 2023. [Online]. Available: http://arxiv.org/abs/1809.02627
  • Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. doi: 10.1108/IJILT-02-2017-0009.
  • Öden, M. S., Bolat, Y. İ., & Göksu, İ. (2021). Kahoot! as a gamification tool in vocational education: More positive attitude, motivation and less anxiety in EFL. Journal of Computer and Education Research, 9(18), 682-701., doi: 10.18009/jcer.924882.
  • Karoğlu, A. K., Kübra, B. A. L., & Çimşir, E. (2020). Toplum 5.0 sürecinde Türkiye’de eğitimde dijital dönüşüm. Üniversite Araştırmaları Dergisi, 3(3), 147-158. doi: 10.26701/uad.815428.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2 (1), 486–497. doi: 10.3390/encyclopedia2010031.
  • Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17-24.
  • Park, S. M., & Kim, Y. G. (2022). A metaverse: Taxonomy, components, applications, and open challenges. IEEE access, 10, 4209-4251. doi: 10.1109/ACCESS.2021.3140175.
  • Rameshwar, J. R. (2022). Caribbean metaverse development: A literature review perspective. Journal of Metaverse, 2(2), 83-99. doi: 10.57019/jmv.1120470.
  • Rehm, S. V., Goel, L., & Crespi, M. (2015). The metaverse as mediator between technology, trends, and the digital transformation of society and business. Journal For Virtual Worlds Research, 8(2), 1-6. doi: 10.4101/jvwr.v8i2.7149.
  • Zhao, Y., Jiang, J., Chen, Y., Liu, R., Yang, Y., Xue, X., & Chen, S. (2022). Metaverse: Perspectives from graphics, interactions and visualization. Visual Informatics, 6(1), 56-67., doi: 10.1016/j.visinf.2022.03.002.
  • Damar, M. (2021). Metaverse shape of your life for future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1-8.
  • Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38. doi: 10.1145/2480741.2480751.
  • Ante, L. (2022). The non-fungible token (NFT) market and its relationship with Bitcoin and Ethereum. FinTech, 1(3), 216-224., doi: 10.3390/fintech1030017.
  • Oduncu, S. (2022). NFT, Kripto Sanatı ve Türkiye’deki Yansımaları. Art-e Sanat Dergisi, 15(29), 195-224. doi: 10.21602/sduarte.1080813.
  • Kesendere, Y., Sakin, A. Ş., & Acar, A. K. (2020). Educators’ views on online/distance violin education at Covid-19 outbreak term. Journal for the Interdisciplinary Art and Education, 1(1), 1-19. doi: 10.29228/jiae.1.
  • Aytekin, A., Toğral, A., & YILMAZ, Ö. (2015). Epoksi Reçineleri ve Mesleki Dermatozlarla İlişkisi. Ankara Medical Journal, 15(2), 96-101. doi: 10.17098/amj.86443.
  • Sturman, R. (2012). A dynamical systems approach to musical tuning. Dynamical Systems, 27(1), 131-143. doi: 10.1080/14689367.2012.656300.
  • Akutsu, T. (2020). Changes after Suzuki: A retrospective analysis and review of contemporary issues regarding the Suzuki Method in Japan. International Journal of Music Education, 38(1), 18-35. doi: 10.1177/0255761419859628.
  • Başak, N. B., Bağcı, H., & Can, Ü. K. (2020). Türkiye'de Klasik Batı Müziği Alanında Yayınlanmış Keman İle İlgili Öğretici Ulusal Kitapların İncelenmesi. Motif Akademi Halkbilimi Dergisi, 13(30), 917-935., doi: 10.12981/mahder.679746.
Toplam 38 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Yazılım Testi, Doğrulama ve Validasyon
Bölüm Araştırma Makaleleri
Yazarlar

Ercan Aykut 0000-0001-8639-8408

Sena Taş 0000-0002-4162-7585

Erken Görünüm Tarihi 30 Eylül 2023
Yayımlanma Tarihi 10 Mart 2024
Yayımlandığı Sayı Yıl 2023 Cilt: 3 Sayı: 1

Kaynak Göster

APA Aykut, E., & Taş, S. (2024). Gamified Violin Playing in Virtual Reality Based Metaverse Environment. Journal of Emerging Computer Technologies, 3(1), 7-11. https://doi.org/10.57020/ject.1298919

Journal of Emerging Computer Technologies
is indexed and abstracted by
Index Copernicus, ROAD, Academia.edu, Google Scholar, Asos Index, Academic Resource Index (Researchbib), OpenAIRE, IAD, Cosmos, EuroPub, Academindex

Publisher
Izmir Academy Association
www.izmirakademi.org