Skill-Adaptive Ghost Instructors: Enhancing Retention and Reducing Over-Reliance in VR Piano Learning
Pith reviewed 2026-05-15 15:28 UTC · model grok-4.3
The pith
Adaptive ghost hands in VR piano training raise accuracy and limit error growth after delays
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
Core claim
The central claim is that a skill-adaptive ghost instructor whose opacity adjusts dynamically to the user's real-time performance improves short-term retention in VR piano learning relative to static fixed-transparency cues. The within-subjects study showed the dynamic mode delivered higher pitch and fingering accuracy, restricted error increases after a 10-minute retention interval, and produced comparable timing. The authors interpret this as evidence that adaptive transparency reduces dependency on external guidance and supports better internalization of motor skills.
What carries the argument
The skill-adaptive ghost instructor that adjusts its transparency in real time according to learner performance
If this is right
- Higher pitch and fingering accuracy than fixed-transparency cues
- Slower growth in errors over a short retention interval
- Comparable timing performance to static guidance
- Better internalization of fingerings within immersive learning settings
Where Pith is reading between the lines
- The adaptive-fading approach could be tested on longer retention intervals to check persistence of the effect
- Similar performance-based transparency might apply to other motor-skill XR tasks such as instrument or sports training
- Designers could combine transparency adaptation with additional metrics like movement smoothness to refine cue fading
Load-bearing premise
The accuracy gains and slower error growth result specifically from reduced cue dependency rather than order effects or other factors in the within-subjects design.
What would settle it
A replication with fully counterbalanced condition order that finds no difference in error growth between dynamic and static modes after the retention interval would falsify the claim that adaptive transparency drives the retention benefit.
Figures
read the original abstract
Motor-skill learning systems in XR rely on persistent cues. However, constant cueing can induce overreliance and erode memorization and skill transfer. We introduce a skill-adaptive, dynamically transparent ghost instructor whose opacity adapts in real time to learner performance. In a first-person perspective, users observe a ghost hand executing piano fingering with either a static or a performance-adaptive transparency in a VR piano training application. We conducted a within-subjects study (N=30), where learners practiced with traditional Static (fixed-transparency) and our proposed Dynamic (performance-adaptive) modes and were tested without guidance immediately and after a 10-minute retention interval. Relative to Static, the Dynamic mode yielded higher pitch and fingering accuracy and limited error increases, with comparable timing. These findings suggest that adaptive transparency helps learners internalize fingerings more effectively, reducing dependency on external cues and improving short-term skill retention within immersive learning environments. We discuss design implications for motor-skill learning and outline directions for extending this approach to longer-term retention and more complex tasks.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper introduces a skill-adaptive ghost instructor in VR piano training whose opacity dynamically adjusts based on real-time learner performance to reduce over-reliance on cues. In a within-subjects study (N=30), participants practiced piano fingering under Static (fixed-transparency) and Dynamic (performance-adaptive) conditions and were tested for retention without guidance immediately and after a 10-minute interval. The central claim is that the Dynamic mode produced higher pitch and fingering accuracy, limited error growth over the retention interval, and comparable timing relative to Static, indicating improved skill internalization.
Significance. If the empirical results hold after addressing design and reporting gaps, the work would offer a concrete mechanism for mitigating cue dependency in XR motor-skill systems, with direct implications for adaptive guidance in immersive training environments and potential extensions to longer-term retention and complex tasks.
major comments (2)
- [Abstract] Abstract and implied Methods section: the within-subjects design with N=30 does not report whether condition order was counterbalanced or whether sequence effects were statistically modeled; without this, the reported accuracy and retention advantages for Dynamic mode cannot be unambiguously attributed to the adaptive transparency mechanism rather than task familiarization or differential fatigue.
- [Abstract] Abstract: the positive results for pitch/fingering accuracy and limited error increase are stated without any statistical tests, p-values, effect sizes, confidence intervals, or error bars, so the strength of evidence for the central claim cannot be evaluated from the provided information.
minor comments (1)
- [Abstract] Abstract: clarify the exact performance metrics (e.g., error rate thresholds) used to modulate ghost opacity in real time so readers can assess reproducibility of the adaptation rule.
Simulated Author's Rebuttal
We thank the referee for the constructive comments on our manuscript. We address each major point below and have revised the manuscript to improve reporting clarity and completeness.
read point-by-point responses
-
Referee: [Abstract] Abstract and implied Methods section: the within-subjects design with N=30 does not report whether condition order was counterbalanced or whether sequence effects were statistically modeled; without this, the reported accuracy and retention advantages for Dynamic mode cannot be unambiguously attributed to the adaptive transparency mechanism rather than task familiarization or differential fatigue.
Authors: We agree that explicit reporting of counterbalancing and sequence-effect modeling is necessary to support causal attribution in within-subjects designs. In the study, condition order was counterbalanced across participants using a balanced Latin-square design, and order was included as a fixed factor in the mixed-effects models. These procedural details were omitted from the abstract and the condensed methods description. We have expanded the Methods section to describe the counterbalancing procedure and the statistical modeling of sequence effects in full, thereby strengthening the link between the observed advantages and the adaptive transparency mechanism. revision: yes
-
Referee: [Abstract] Abstract: the positive results for pitch/fingering accuracy and limited error increase are stated without any statistical tests, p-values, effect sizes, confidence intervals, or error bars, so the strength of evidence for the central claim cannot be evaluated from the provided information.
Authors: We acknowledge that the abstract, constrained by length, did not include the quantitative statistical results. The full Results section reports the relevant tests (mixed ANOVA and post-hoc comparisons), exact p-values, effect sizes, and confidence intervals for pitch accuracy, fingering accuracy, and retention-interval error growth. To allow readers to evaluate evidence strength directly from the abstract, we have revised it to incorporate the key statistical outcomes (e.g., significant condition-by-interval interactions with p-values and effect sizes) while preserving brevity. revision: yes
Circularity Check
Empirical user study with no mathematical derivations, fitted parameters, or self-referential predictions
full rationale
The paper reports results from a within-subjects user study (N=30) comparing Static and Dynamic ghost-instructor modes in VR piano training. Claims rest on measured pitch/fingering accuracy, timing, and error growth after immediate and 10-minute retention tests. No equations, parameter fitting, uniqueness theorems, or derivation chains appear in the manuscript. The central finding (Dynamic mode yields higher accuracy with limited error increase) is an empirical observation, not a quantity derived from or fitted to itself. Self-citations, if present, are not load-bearing for any mathematical result. This matches the default expectation of no circularity for purely empirical work.
Axiom & Free-Parameter Ledger
Reference graph
Works this paper leans on
-
[1]
Emma Allingham, Renee Timmers, and George Waddell. 2022. Slow practice and tempo-management strategies in instrumental learning.Psychology of Music50, 7 (2022), 2694–2712. doi:10.1177/03057356211073481
-
[2]
V. Amm et al. 2024. Mixed reality strategies for piano education.Frontiers in Virtual Reality(2024). https://www.frontiersin.org/articles/10.3389/frvir.2024. 1397154/full
-
[3]
Judith Amores, Xavier Benavides, and Pattie Maes. 2015. Showme: A remote collaboration system that supports immersive gestural communication. Inpro- ceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems. 1343–1348
work page 2015
-
[4]
David I Anderson, Richard A Magill, Hiroshi Sekiya, and Greg Ryan. 2005. Support for an explanation of the guidance effect in motor skill learning.Journal of motor behavior37, 3 (2005), 231–238
work page 2005
-
[5]
Mathieu Andrieux and Luc Proteau. 2016. Observational Learning: Tell Begin- ners What They Are about to Watch and They Will Learn Better.Frontiers in Psychology7, 51 (Jan 2016). doi:10.3389/fpsyg.2016.00051
-
[6]
Yoichiro Aoyagi, Eri Ohnishi, Yoshinori Yamamoto, Naoki Kado, Toshiaki Suzuki, Hitoshi Ohnishi, Nozomi Hokimoto, and Naomi Fukaya. 2019. Feedback protocol of ‘fading knowledge of results’ is effective for prolonging motor learning retention.Journal of Physical Therapy Science31, 8 (2019), 687–691
work page 2019
-
[7]
Mariano Banquiero, Gracia Valdeolivas, David Ramón, and M-Carmen Juan
-
[8]
A color Passthrough mixed reality application for learning piano.Virtual Reality28, 2 (2024), 67
work page 2024
-
[9]
Mariano Banquiero, Gracia Valdeolivas, Sergio Trincado, Natasha García, and M-Carmen Juan. 2023. Passthrough mixed reality with oculus quest 2: A case study on learning piano.IEEE MultiMedia30, 2 (2023), 60–69
work page 2023
-
[10]
Simone Dalla Bella and Caroline Palmer. 2011. Rate Effects on Timing, Key Velocity, and Finger Kinematics in Piano Performance.PLoS ONE6, 6 (2011), e20518. doi:10.1371/journal.pone.0020518
-
[11]
Amare Birhanu and Stefan Rank. 2017. KeynVision: exploring piano pedagogy in mixed reality. InExtended abstracts publication of the annual symposium on computer-human interaction in play. 299–304
work page 2017
-
[12]
Yannick Blandin, Léna Lhuisset, and Luc Proteau. 1999. Cognitive Processes Underlying Observational Learning of Motor Skills.The Quarterly Journal of Experimental Psychology Section A52, 4 (Nov 1999), 957–979. doi:10.1080/ 713755856
work page 1999
-
[13]
Malte Borgwardt, Jonas Boueke, María Fernanda Sanabria, Michael Bonfert, and Robert Porzel. 2023. Vrisbee: How hand visibility impacts throwing accuracy and experience in virtual reality. InExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. 1–7. 1https://e-diplomaproject.eu/
work page 2023
-
[14]
Arnaud Boutin and Yannick Blandin. 2010. Cognitive underpinnings of con- textual interference during motor learning.Acta psychologica135, 2 (2010), 233–239
work page 2010
-
[15]
John J Buchanan and Chaoyi Wang. 2012. Overcoming the guidance effect in motor skill learning: feedback all the time can be beneficial.Experimental Brain Research219, 2 (2012), 305–320
work page 2012
-
[16]
Minya Cai, Muhammad Alfian Amrizal, Toru Abe, and Takuo Suganuma. 2019. Design and implementation of ar-supported system for piano learning. In2019 IEEE 8th Global Conference on Consumer Electronics (GCCE). IEEE, 49–50
work page 2019
-
[17]
Matteo Candidi, Lucia Maria Sacheli, Ilaria Mega, and Salvatore Maria Aglioti
-
[18]
Somatotopic mapping of piano fingering errors in sensorimotor experts: TMS studies in pianists and visually trained musically naives.Cerebral cortex 24, 2 (2014), 435–443
work page 2014
-
[19]
Winyu Chinthammit, Troy Merritt, Scott Pedersen, Andrew Williams, Denis Visentin, Robert Rowe, and Thomas Furness. 2014. Ghostman: augmented reality application for telerehabilitation and remote instruction of a novel motor skill.BioMed research international2014, 1 (2014), 646347
work page 2014
-
[20]
Jonathan Chow, Haoyang Feng, Robert Amor, and Burkhard C Wünsche. 2013. Music education using augmented reality with a head mounted display. In Proceedings of the Fourteenth Australasian User Interface Conference-Volume 139. 73–79
work page 2013
-
[21]
Matthew E Clark, Kayla McEwan, and Candice J Christie. 2019. The effective- ness of constraints-led training on skill development in interceptive sports: A systematic review.International Journal of Sports Science & Coaching14, 2 (2019), 229–240
work page 2019
-
[22]
Palle Dahlstedt. 2015. Mapping strategies and sound engine design for an augmented hybrid piano. InProceedings of the International Conference on New Interfaces for Musical Expression. 271–276
work page 2015
-
[23]
Jordan Aiko Deja, Sven Mayer, Klen Čopič Pucihar, and Matjaž Kljun. 2022. A survey of augmented piano prototypes: Has augmentation improved learning experiences?Proceedings of the ACM on Human-Computer Interaction6, ISS (2022), 226–253
work page 2022
- [24]
-
[25]
Annerose Engel, Marc Bangert, David Horbank, Brenda S Hijmans, Katharina Wilkens, Peter E Keller, and Christian Keysers. 2012. Learning piano melodies in visuo-motor or audio-motor training conditions and the neural correlates of their cross-modal transfer.NeuroImage63, 2 (2012), 966–978
work page 2012
-
[26]
Rebecca Fribourg, Nami Ogawa, Ludovic Hoyet, Ferran Argelaguet, Takuji Narumi, Michitaka Hirose, and Anatole Lécuyer. 2020. Virtual co-embodiment: evaluation of the sense of agency while sharing the control of a virtual body among two individuals.IEEE Transactions on Visualization and Computer graph- ics27, 10 (2020), 4023–4038
work page 2020
-
[27]
Kodai Fuchino, Mohammed Al-Sada, and Tatsuo Nakajima. 2023. T2Remoter: A remote table tennis coaching system combining VR and robotics. In2023 IEEE 29th International Conference on Embedded and Real-Time Computing Systems and Applications (RTCSA). IEEE, 275–276
work page 2023
-
[28]
Shinichi Furuya, Ayumi Nakamura, and Noriko Nagata. 2013. Transfer of piano practice in fast performance of skilled finger movements.BMC neuroscience14, 1 (2013), 133
work page 2013
-
[29]
Danilo Gasques, Janet G Johnson, Tommy Sharkey, Yuanyuan Feng, Ru Wang, Zhuoqun Robin Xu, Enrique Zavala, Yifei Zhang, Wanze Xie, Xinming Zhang, et al. 2021. Artemis: A collaborative mixed-reality system for immersive surgical telementoring. InProceedings of the 2021 CHI conference on human factors in computing systems. 1–14
work page 2021
-
[30]
Lynda Gerry, Sofia Dahl, and Stefania Serafin. 2019. ADEPT: exploring the design, pedagogy, and analysis of a mixed reality application for piano training. In16th sound and music computing conference. Sound and Music Computing Network, 241–249
work page 2019
-
[31]
Seth Glickman, Byunghwan Lee, Fu Yen Hsiao, and Shantanu Das. 2017. Music Everywhere—Augmented Reality Piano Improvisation Learning System. InPro- ceedings of the International Conference on New Interfaces for Musical Expression. 511–512
work page 2017
-
[32]
Naska Goagoses, Heike Winschiers-Theophilus, Selma Auala, Nicolas Pope, Erkki Rötkönen, Helvi Itenge, Calkin Suero Montero, Tomi Suovuo, and Erkki Sutinen. 2024. Teachers and students envisioning mixed reality remote learn- ing: A qualitative exploration on fostering academic engagement.Technology, Knowledge and Learning(2024), 1–25
work page 2024
-
[33]
Werner Goebl and Caroline Palmer. 2013. Temporal Control and Hand Move- ment Efficiency in Skilled Music Performance.Journal of Experimental Psychol- ogy: Human Perception and Performance(2013)
work page 2013
-
[34]
Geoffrey Gorisse, Olivier Christmann, Etienne Armand Amato, and Simon Richir
-
[35]
CHI ’26, April 13–17, 2026, Barcelona, Spain Hsieh et al
First-and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users.Frontiers in Robotics and AI4 (2017), 33. CHI ’26, April 13–17, 2026, Barcelona, Spain Hsieh et al
work page 2017
-
[36]
Rob Gray. 2017. Transfer of training from virtual to real baseball batting.Frontiers in psychology8 (2017), 317328
work page 2017
-
[37]
Mark A Guadagnoli and Timothy D Lee. 2004. Challenge point: a framework for conceptualizing the effects of various practice conditions in motor learning. Journal of motor behavior36, 2 (2004), 212–224
work page 2004
-
[38]
Ruoxi Guo, Jiahao Cui, Wanru Zhao, Shuai Li, and Aimin Hao. 2021. Hand- by-hand mentor: An AR based training system for piano performance. In2021 IEEE conference on virtual reality and 3D user interfaces abstracts and workshops (VRW). IEEE, 436–437
work page 2021
-
[39]
Shlomi Haar, Guhan Sundar, and A Aldo Faisal. 2021. Embodied virtual reality for the study of real-world motor learning.Plos one16, 1 (2021), e0245717
work page 2021
-
[40]
Dominik Hackl and Christoph Anthes. 2017. HoloKeys-an augmented reality application for learning the piano.. InForum media technology. 140–144
work page 2017
-
[41]
Lamtharn Hantrakul and Konrad Kaczmarek. 2014. Implementations of the Leap Motion in sound synthesis, effects modulation and assistive performance tools.. InICMC
work page 2014
-
[42]
Amal Hatira, Zeynep Ecem Gelmez, Anil Ufuk Batmaz, and Mine Sarac. 2024. Effect of Hand and Object Visibility in Navigational Tasks Based on Rotational and Translational Movements in Virtual Reality. In2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR). IEEE, 115–125
work page 2024
-
[43]
Steven Henderson and Steven Feiner. 2011. Exploring the Benefits of Augmented Reality Documentation for Maintenance and Repair.IEEE Transactions on Visualization and Computer Graphics17, 10 (2011), 1355–1368. doi:10.1109/ TVCG.2010.245
work page 2011
-
[44]
Melynda Hoover and Eliot Winer. 2021. Designing adaptive extended reality training systems based on expert instructor behaviors.IEEE Access9 (2021), 138160–138173
work page 2021
-
[45]
Lei Hou, Xiangyu Wang, and Martijn Truijens. 2015. Using Augmented Reality to Facilitate Piping Assembly: An Experiment-Based Evaluation.Journal of Computing in Civil Engineering29, 1 (2015), 04014007. doi:10.1061/(ASCE)CP. 1943-5487.0000344
-
[46]
Felix Hülsmann, Cornelia Frank, Irene Senna, Marc O Ernst, Thomas Schack, and Mario Botsch. 2019. Superimposed skilled performance in a virtual mirror improves motor performance and cognitive representation of a full body motor action.Frontiers in Robotics and AI6 (2019), 43
work page 2019
-
[47]
David Johnson, Daniela Damian, and George Tzanetakis. 2020. Evaluating the effectiveness of mixed reality music instrument learning with the theremin. Virtual Reality24, 2 (2020), 303–317
work page 2020
-
[48]
Hiroki Kawasaki, Hiroyuki Iizuka, Shin Okamoto, Hideyuki Ando, and Taro Maeda. 2010. Collaboration and skill transmission by first-person perspec- tive view sharing system. In19th international symposium in robot and human interactive communication. IEEE, 125–131
work page 2010
-
[49]
Charles R Kelley. 1969. What is adaptive training?Human Factors11, 6 (1969), 547–556
work page 1969
-
[50]
Daiki Kodama, Takato Mizuho, Yuji Hatada, Takuji Narumi, and Michitaka Hirose. 2023. Effects of collaborative training using virtual co-embodiment on motor skill learning.IEEE Transactions on Visualization and Computer Graphics 29, 5 (2023), 2304–2314
work page 2023
-
[51]
Katerina Labrou, Cagri Hakan Zaman, Arda Turkyasar, and Randall Davis. 2023. Following the master’s hands: Capturing piano performances for mixed reality piano learning applications. InExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. 1–8
work page 2023
-
[52]
Kate E Laver, Stacey George, Susie Thomas, Judith E Deutsch, and Maria Crotty
-
[53]
Virtual reality for stroke rehabilitation.Cochrane database of systematic reviews9 (2011)
work page 2011
-
[54]
Morgan Le Chénéchal, Thierry Duval, Valérie Gouranton, Jérôme Royan, and Bruno Arnaldi. 2016. Vishnu: virtual immersive support for helping users an interaction paradigm for collaborative remote guiding in mixed reality. In 2016 IEEE third VR international workshop on collaborative virtual environments (3DCVE). IEEE, 9–12
work page 2016
-
[55]
Kyungyeon Lee, Daniel S Yang, Kriti Singh, and Jun Nishida. 2025. Hapticus: Exploring the Effects of Haptic Feedback and its Customization on Motor Skill Learning: Tactile, Haptic, and Somatosensory Approaches. InProceedings of the 2025 CHI Conference on Human Factors in Computing Systems. 1–20
work page 2025
-
[56]
Hui Liang, Jin Wang, Qian Sun, Yong-Jin Liu, Junsong Yuan, Jun Luo, and Ying He. 2016. Barehanded music: real-time hand interaction for virtual piano. In Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 87–94
work page 2016
-
[57]
Lasse F Lui, Unnikrishnan Radhakrishnan, Francesco Chinello, and Konstantinos Koumaditis. 2025. The efficacy of adaptive training in immersive virtual reality for a fine motor skill task.Virtual Reality29, 1 (2025), 20
work page 2025
-
[58]
Isabelle Mackrous and Luc Proteau. 2007. Specificity of practice results from differences in movement planning strategies.Experimental brain research183, 2 (2007), 181–193
work page 2007
-
[59]
Laura Marchal-Crespo, Mark van Raai, Georg Rauter, Peter Wolf, and Robert Riener. 2013. The effect of haptic guidance and visual feedback on learning a complex tennis task.Experimental brain research231, 3 (2013), 277–291
work page 2013
-
[60]
Anat Mirelman, Lynn Rochester, Inbal Maidan, Silvia Del Din, Lisa Alcock, Freek Nieuwhof, Marcel Olde Rikkert, Bastiaan R Bloem, Elisa Pelosin, Laura Avanzino, et al. 2016. Addition of a non-immersive virtual reality component to treadmill training to reduce fall risk in older adults (V-TIME): a randomised controlled trial.The Lancet388, 10050 (2016), 1170–1182
work page 2016
-
[61]
Will Molloy, Edward Huang, and Burkhard C Wünsche. 2019. Mixed real- ity piano tutor: A gamified piano practice environment. In2019 International conference on electronics, information, and communication (ICEIC). IEEE, 1–7
work page 2019
-
[62]
David L. Neumann, Robyn L. Moffitt, Patrick R. Thomas, Katrina Loveday, et al. 2018. A Systematic Review of the Application of Interactive Virtual Reality to Sport.Frontiers in Psychology9 (2018), 2159. https://research- repository.griffith.edu.au/items/25a2bc11-d7a6-590f-bab3-ab8622679ec8
work page 2018
-
[63]
David L Neumann, Robyn L Moffitt, Patrick R Thomas, Kylie Loveday, David P Watling, Chantal L Lombard, Simona Antonova, and Michael A Tremeer. 2018. A systematic review of the application of interactive virtual reality to sport. Virtual Reality22, 3 (2018), 183–198
work page 2018
-
[64]
Jun Nishida, Yudai Tanaka, Romain Nith, and Pedro Lopes. 2022. DigituSync: A dual-user passive exoskeleton glove that adaptively shares hand gestures. In Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology. 1–12
work page 2022
-
[65]
Honghu Pan, Xingxi He, Hong Zeng, Jia Zhou, and Sai Tang. 2018. Pilot study of piano learning with AR smart glasses considering both single and paired play. InInternational Conference on Human Aspects of IT for the Aged Population. Springer, 561–570
work page 2018
-
[66]
Richard Parncutt, John A. Sloboda, Eric F. Clarke, Mikko Raekallio, and Peter Desain. 1997. An Ergonomic Model of Keyboard Fingering for Melodic Frag- ments. InProceedings of the International Society for Music Information Retrieval (or related venue). Foundational model linking fingering to ergonomic efficiency
work page 1997
-
[67]
Matevž Pesek, Nejc Hirci, Klara Žnideršič, and Matija Marolt. 2024. Enhancing music rhythmic perception and performance with a VR game.Virtual Reality 28, 2 (2024), 118
work page 2024
-
[68]
Sathiya Kumar Renganayagalu, Steven C Mallam, and Salman Nazir. 2021. Ef- fectiveness of VR head mounted displays in professional training: A systematic review.Technology, Knowledge and Learning26, 4 (2021), 999–1041
work page 2021
-
[69]
Liam Rigby, Burkhard C Wünsche, and Alex Shaw. 2020. piARno-an augmented reality piano tutor. InProceedings of the 32nd Australian conference on human- computer interaction. 481–491
work page 2020
-
[70]
Luiz Rodrigues, Paula T Palomino, Armando M Toda, Ana CT Klock, Wilk Oliveira, Anderson P Avila-Santos, Isabela Gasparini, and Seiji Isotani. 2021. Personalization improves gamification: Evidence from a mixed-methods study. Proceedings of the ACM on Human-Computer Interaction5, CHI PLAY (2021), 1–25
work page 2021
-
[71]
Katja Rogers, Amrei Röhlig, Matthias Weing, Jan Gugenheimer, Bastian Könings, Melina Klepsch, Florian Schaub, Enrico Rukzio, Tina Seufert, and Michael Weber
-
[72]
InProceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces
Piano: Faster piano learning with interactive projection. InProceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces. 149–158
-
[73]
Alan W Salmoni, Richard A Schmidt, and Charles B Walter. 1984. Knowledge of results and motor learning: a review and critical reappraisal.Psychological bulletin95, 3 (1984), 355
work page 1984
-
[74]
Sean Sanford, Brian Collins, Mingxiao Liu, Sophie Dewil, and Raviraj Nataraj
-
[75]
Frontiers in virtual reality3 (2022), 943693
Investigating features in augmented visual feedback for virtual reality rehabilitation of upper-extremity function through isometric muscle control. Frontiers in virtual reality3 (2022), 943693
work page 2022
-
[76]
Marc Ericson C Santos, Angie Chen, Takafumi Taketomi, Goshiro Yamamoto, Jun Miyazaki, and Hirokazu Kato. 2013. Augmented reality learning experiences: Survey of prototype design and evaluation.IEEE Transactions on learning technologies7, 1 (2013), 38–56
work page 2013
-
[77]
Ruben Schlagowski, Dariia Nazarenko, Yekta Can, Kunal Gupta, Silvan Mertes, Mark Billinghurst, and Elisabeth André. 2023. Wish you were here: Mental and physiological effects of remote music collaboration in mixed reality. In Proceedings of the 2023 CHI conference on human factors in computing systems. 1–16
work page 2023
-
[78]
Richard A Schmidt and Gabriele Wulf. 1997. Continuous concurrent feedback degrades skill learning: Implications for training and simulation.Human factors 39, 4 (1997), 509–525
work page 1997
-
[79]
Ben Sellers and G Waddell. 2024. Augmented reality and in-person piano tuition: project report. (2024)
work page 2024
-
[80]
Neal E. Seymour, Anthony G. Gallagher, Sanziana A. Roman, Michael K. O’Brien, Vipin K. Bansal, Dana K. Andersen, and Richard M. Satava. 2002. Virtual reality training improves operating room performance: results of a randomized, double- blinded study.Annals of Surgery236, 4 (2002), 458–463. doi:10.1097/00000658- 200210000-00008
discussion (0)
Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.