Harmosphere VR: Enhancing Harmonic Learning in Music Schools
Through Virtual Reality
Weronika Stachurska
1
, Aleksandra Witoszek-Kubicka
2 a
and Magdalena Igras-Cybulska
1 b
1
AGH University of Krakow, Poland
2
Cracow University of Economics, Poland
Keywords:
Virtual Reality, Music Education, Harmony, User-Centered Design.
Abstract:
In this pilot study, we investigate the potential of Virtual Reality in supporting music education through a
prototype application designed to facilitate self-learning of harmony. The selection of this topic stemmed from
exploratory research, particularly in-depth interviews with secondary music students (N=6), which delved into
the challenges and obstacles faced during their education. Additionally, we conducted a thorough examination
of available applications and websites for music theory learning. Building upon the research findings, we
proceeded with user modeling using personas and empathy mapping. The design of the solution began with
the formulation of user stories, value proposition canvas, and the creation of a storyboard. Subsequently, we
developed the preliminary outline of the solution - the HarmosphereVR application. Following this phase, a
prototype of a practical exercise in Unity was prepared, focusing on constructing a harmonic progression in
the key of C major, comprising four chords. The application was developed in Unity engine for Meta Quest 2
headsets.
1 INTRODUCTION
The rapid development of digital technologies affects
many, if not all, aspects of human life. It is not indif-
ferent, equally, to education daily interaction with
technology transforms the way we learn. Simultane-
ously, increasingly newer and more advanced devices
are becoming accessible to many members of society.
They are starting to appear in universities, schools,
and homes. The prevalence of technology introduces
numerous novel possibilities and prospects for sup-
porting the education sector. Mobile applications and
solutions in the field of virtual and augmented re-
ality provide learners with an immersive and inter-
active learning experience, enabling them to under-
stand challenging concepts and ideas more efficiently
and effectively (Marougkas et al., 2023). However,
it seems that in artistic education, traditional teaching
methods based on chalkboards and books still prevail.
Due to the specific nature of artistic subjects such as
singing or playing a musical instrument, maintaining
direct contact with the teacher and applying more tra-
ditional teaching methods is necessary. Nevertheless,
a
https://orcid.org/0000-0001-5304-3379
b
https://orcid.org/0000-0001-5621-7901
the curriculum also includes theoretical subjects, such
as music theory and harmony. These classes require
knowledge of numerous rules and analytical think-
ing. Many individuals face challenges in navigating
through the abundance of principles that need to be
learned and adeptly applied to tasks. Consequently,
the integration of virtual reality with the teaching of
theoretical artistic subjects, such as harmony, poses
an intriguing question worthy of further exploration.
Certainly, there are numerous challenges associ-
ated with the utilization of virtual reality in artistic
education. One of them is the issue of physical dis-
comfort accompanying the use of these devices. VR
goggles are often quite bulky and enclosed, leading
to potential discomfort or overheating when worn for
extended periods. Additionally, some individuals suf-
fer from simulator sickness, experiencing symptoms
such as nausea, headaches, and dizziness while using
VR technology. This is often due to a lack of synchro-
nization between the images in the goggles and the
user’s movements, for instance, when the user moves
in the game but their physical body remains station-
ary. While there are increasing methods to mitigate
this phenomenon, it still remains a problem. Another
challenge is the relatively high cost of the devices.
Many of them, to enjoy high-quality and advanced
Stachurska, W., Witoszek-Kubicka, A. and Igras-Cybulska, M.
Harmosphere VR: Enhancing Harmonic Learning in Music Schools Through Virtual Reality.
DOI: 10.5220/0012757400003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 1, pages 765-771
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
765
graphics, require a powerful computer with a high-
end graphics card, which can be costly. Consequently,
only a limited number of people can afford to pur-
chase such setups. Spatial constraints also present a
limitation. Small spaces do not allow for full utiliza-
tion of the possibilities of virtual reality, and colli-
sions between the user and objects in their surround-
ings can pose safety risks. Furthermore, a significant
challenge lies in the technology required to provide
immersion to users by engaging their various senses,
tracking movements, and displaying high-quality im-
ages, particularly realistic graphics. Limitations re-
garding resolution, data compression, and bandwidth
can also impact the smooth operation of VR systems
(Keshavarz and Golding, 2022).
However, the rapid development of virtual and
augmented reality has the potential to address most of
these challenges. Given the increasingly prominent
presence of this technology in education overall, its
utilization in artistic education is worth considering.
The contributions of this paper are as follows:
1. We conducted an exploratory study aimed at gain-
ing deeper insights into the needs and challenges
encountered in secondary music education.;
2. We introduced an immersive interactive virtual
environment designed to facilitate the learning of
harmony at the secondary music education level.
2 RELATED WORKS
To ascertain the current state of knowledge regard-
ing the utilization of virtual reality tools to support
the learning of music theory, a literature review was
conducted using databases such as Scopus, Web of
Science, Google Scholar, as well as ResearchGate.
The search syntax involved the use of key term com-
binations: ”music, ”theory, ”harmony, ”teaching,
”learning,”, ”AR” and ”VR” in various configura-
tions, with the limitation of the search to Polish and
English languages.
The study of music theory has been a fundamental
component of traditional music education for years.
Despite the raised doubts in recent years about the
value and place of these contents in music education,
research indicates that music theory remains a highly
valuable subject of study. At the same time, there is
an emphasis on the necessity to tailor teaching meth-
ods and tools to the needs of the students(Gutierrez,
2018). From the student’s perspective main concerns
revolve round the inadequate integration of course
content with related subject areas, leading to unan-
swered questions about its broader context. The ne-
glect of diverse aspects, including cultural, physical,
psychological, and metaphorical considerations, hin-
der students from connecting musical theories with
their broader musical experiences. Over-reliance on
the keyboard, varied perceptions of the purpose of
theory study among instrument groups, and the lack
of diversity in non-common practice genres and tradi-
tions are significant issues (Gutierrez, 2019).
Also educators recognize the importance of seek-
ing solutions to support their music theory teach-
ing. The experience of remote teaching during the
COVID-19 pandemic has driven teachers to em-
brace new technologies and tools for music education.
Their desire is to continue utilizing existing tools and
to explore new ones, as they firmly believe in the en-
hancement of the overall quality of learning (Cam-
lin and Lisboa, 2021). Utilizing technological solu-
tions to support classroom teaching and incorporating
them into students’ independent work allows for ad-
ministering crucial discussions about music outside of
class and helps create an engaging environment (De-
loy, 2022).
Research confirms the propositions put forth by
students and teachers. Online training courses support
music education as they allow individuals to work
at their own pace, collaborate with others, and con-
tribute to a deeper understanding of music (Li et al.,
2022). The application of digital technologies, specif-
ically wikis, simulators, and social networks, enables
students to engage in seamless communication with
teachers and peers, thereby increasing their interest in
learning (Zainuddin et al., 2019).
Several virtual reality tools for learning music the-
ory have been identified, targeting various groups of
end users. Singing-Blocks is a serious game project
aimed at young adults without musical education, cre-
ated in 2018. It enables the learning of basic harmony
principles, including chord construction and progres-
sion, by arranging colorful blocks shaped like walls in
the right positions. The game consists of multiple lev-
els with a progression of difficulty. The effectiveness
of the solution has not been verified to date (Timoney
et al., 2018).
Another proposal is ChordAR”. It is a seri-
ous game designed for children to aid in learning the
basics of music theory, including concepts such as
chords. Initially, survey research was conducted to
identify the problems and needs of preschool-aged
children. The results of these surveys were taken into
account in the development of the solution. The game
features a storyline and levels of varying difficulty. It
involves arranging LEGO blocks to symbolize indi-
vidual chords in accordance with what is displayed
on the screen. The correct arrangement of blocks is
shown against a background image from the camera
ERSeGEL 2024 - Workshop on Extended Reality and Serious Games for Education and Learning
766
(Augmented Reality), allowing users to easily repli-
cate what they see. The prototype was tested with
twelve individuals aged 4 to 7. The research indicated
that the game was well-received by children, taught
them chord construction, and sparked their curiosity
for further music theory learning (Lu et al., 2022).
Another identified solution is a multisensory AR
handbook for children aged 4 to 12. It teaches the
composition of an orchestra and the characteristics of
the instruments within it. In addition to the physical
handbook, a mobile application was designed that uti-
lizes augmented reality technology. Through this ap-
plication, children can explore the sounds of various
instruments, complete quizzes, and even attend a vir-
tual concert. Usability tests were conducted with 497
preschool-aged users from different regions of Tai-
wan. The satisfaction with learning using the hand-
book was rated at 4.998 out of 5, which is an im-
pressive result. This confirms the effectiveness of AR
technology in creating music educational materials
for children (Ho et al., 2023). Despite identifying vir-
tual and augmented reality tools for learning music,
no solutions directly supporting the study of harmony
were found. However, many websites, applications,
and courses for learning music theory, mainly in the
English language, both paid and free, have been iden-
tified.
MyMusicTheory” is a website for learning mu-
sic theory. On this platform, you can find publicly
accessible educational materials at various levels as
well as video courses. The ”Grade 6 Music Theory
Course” covers the basics of harmony, preparing stu-
dents for the Music Theory Grade 6 exam organized
by the Associated Board of the Royal Schools of Mu-
sic (ABRSM), a renowned educational organization
issuing international certificates that officially docu-
ment one’s musical education. The course lasts for 15
weeks, is available in English, and includes 5 hours
of video content, a document with notes, and exer-
cises to complete. It also comes in an enhanced ver-
sion, offering additional teacher-assessed evaluations
for all tasks. The course’s price ranges from £60 to
£225. Alternatively, there are free resources available
on the website. The knowledge base accessible in the
free version is truly impressive, resembling a textbook
in its form (Williams, 2024).
Among other websites, it is worth highlighting the
course titled Four-part Harmony”. It is available
on Udemy, covering the fundamentals of four-part
harmony through video lessons, articles, quizzes, and
exercises for solving (Peters, 2024).
Despite the identification of tools for learning mu-
sic theory, especially harmony, it should be empha-
sized that they do not cater to the needs of the tar-
get group, which comprises students in secondary-
level music schools. The majority of the available
tools focus only on very basic topics, which students
are already well acquainted with. Conversely, more
advanced materials are minimally interactive, resem-
bling traditional textbooks in their format. Literary
studies validate the rationale behind developing an in-
teractive tool that supports the learning of music the-
ory, tailored to meet the requirements of students in
secondary-level music schools.
3 EXPLORATORY STUDY
To design a VR solution to support the learning of har-
mony, independent research was conducted to deepen
the understanding of the challenges in teaching har-
mony in music schools.
Three main research objectives were established.
The first one aimed at identifying the difficulties en-
countered by second-degree music school students
during the study of music theory, with a particular fo-
cus on the areas of harmony and musical principles.
Acquiring an understanding of the issues young musi-
cians grapple with narrowed down the areas of focus
in the subsequent research process. The second ob-
jective was to recognize the methods students employ
in assimilating knowledge in the realm of harmony.
This facilitated a deeper comprehension of how they
currently navigate the presented challenges. The third
objective was to identify the needs associated with the
learning of music theory, subsequently taken into ac-
count during the project development. To achieve the
research objectives, six research questions were for-
mulated:
Q1: What is the current state of music theory ed-
ucation in music schools?
Q2: Which part of the curriculum poses the great-
est challenges?
Q3: What sources do students utilize for learning?
Q4: What would facilitate their knowledge acqui-
sition?
Q5: Which learning approach proves most effec-
tive for them?
Q6: What is lacking in current teaching methods?
To accomplish defined research objectives, the de-
cision was made to utilize qualitative research in the
form of individual in-depth interviews. This method
is deemed appropriate for research that serves as the
foundation for designing solutions, such as VR ap-
plications as in such studies a more profound un-
derstanding of the needs and problems of the exam-
Harmosphere VR: Enhancing Harmonic Learning in Music Schools Through Virtual Reality
767
ined group is deemed more crucial than the potential
for generalizing conclusions to the population (DUR-
SUN, 2023). The study included participants who
were both students and graduates of a second-degree
music school. Six interviews were conducted with in-
dividuals recruited for the study through the snowball
sampling method. The research was conducted on-
site during the period from January to February 2023.
Each interview lasted approximately 30 minutes.
The analysis of the research results was based
on notes prepared from recorded conversations. In
the case of one individual who did not consent to
audio recording, notes were taken during the inter-
view. Additionally, immediately following each in-
terview, the interviewer documented observations re-
garding the facial expressions and behavior of the re-
spondents. Subsequently, data for cluster analysis was
prepared. Based on the notes, a table was created in
the FigJam software, which allows the recording of
brief notes on colored cards, known as ”sticky notes,
and their flexible arrangement on the board. This fa-
cilitates the identification of patterns and similarities.
Subsequently, the information was categorized using
affinity diagram. Ultimately, 20 clusters were iden-
tified, forming 5 categories of analysis: motivation
for music education, learning harmony in the music
school, study methods, challenges, and additional re-
sources(Figma, 2024).
The motivation for music education category per-
tains to the factors that influenced the respondents to
enroll in a music school. This includes responses as-
sociated, among other factors, with family influence
and exposure to music since childhood. The subse-
quent category, learning harmony in the music school,
encompasses information about opinions on the sub-
ject, the conduct of classes, teachers, and the profi-
ciency level of other individuals in the class. This
category facilitates a multidimensional and detailed
understanding of the current situation of the students.
The next category, learning methods, includes re-
sponses regarding finding suitable methods tailored
to individual needs, changing attitudes, instrumental
learning, problem-solving, systematic study, and at-
tentiveness during classes. It illustrates how the re-
spondents approach the learning of this subject and
how they cope with challenges. Another category -
challenges, encompasses information about catching
up on backlog, the time-consuming nature of learning,
piano skills, understanding principles, and the lack of
materials. This category highlights the difficulties stu-
dents in second-degree music schools face in learning
harmony. The final category is additional resources,
referring to how respondents obtained supplementary
information for their studies.
In each of the six designated categories, chal-
lenges and needs related to the current state of mu-
sic theory education by students were identified. The
gathered information allows for formulating recom-
mendations regarding the characteristics of a tool that
would support students in learning music theory: The
solution should: enable a systematic learning of mu-
sic theory (R1), focusing on a thorough mastery of
fundamentals (R2). An advantageous approach would
involve a more interactive solution (R3) than tradi-
tional materials like books, aiming to engage users
more actively in learning and distinguish itself from
conventional materials. It is essential to consider the
students’ schedule and avoid time-consuming tasks
(R4). Simplicity (R5) in language and accurate trans-
lation of theoretical concepts (R6) are crucial. It
would be valuable to demonstrate the application of
theory into practice (R7) and utilize sound for learn-
ing (R8) to familiarize individuals with the sound of
different harmonic combinations, facilitating a better
understanding of principles.
4 THE SOLUTION
4.1 Setup
The prototype was implemented in Unity 2021 LTS,
using OpenXR standard and XR Interaction Toolkit,
for Meta Quest 2 headset with two controllers (Fig.
4).
4.2 The Exercise
The prototype consists of one harmonic exercise.
It has a practical nature and resembles tasks from
lessons and exams in music school harmony classes.
It involves building a harmonic progression in the key
of C major, consisting of four chords. Its aim is
to practice constructing and connecting triad chords
without inversion: tonic, subdominant, and dominant.
Figure 1: Main scene in HarmosphereVR.
The user has the ability to listen to the chord they
create, as well as the entire exercise, which ensures
ERSeGEL 2024 - Workshop on Extended Reality and Serious Games for Education and Learning
768
Figure 2: Introduction into the game with visible vignette
effect.
the use of sound in learning. Additionally, chord con-
struction is based on the piano keyboard - mimick-
ing learning with the instrument. For the purposes
of the prototype, we decided to omit the theoretical
introduction, the possibility of returning to previous
chords, checking the correctness of the exercise at the
end, and handling black piano keys.
4.3 The Scene Design
The prototype consists of one scene (Fig. 1). The user
is positioned in a room with dark walls and no ceiling.
Above, they see a clear sky and the sun, which serves
as the light source. On the ground lie four walls in dif-
ferent colors: orange, pink, green, and blue. A nearly
flat piano keyboard is positioned a little further away,
with each key having a larger width than the walls.
Each key, representing the note ”C, is labeled with an
indication of its octave. The keyboard contains notes
from C (uppercase) to B3 (B with three sharps). Be-
hind the keyboard is a white board with two staves:
one with a treble clef and the other with a bass clef,
as well as the letters T, S, D, T, which denote chords.
A light yellow rectangle indicates the current chord to
be built. On the left side of the board, there is a legend
for the colored blocks - labels representing the voices.
The controllers resemble hands and are beige in color.
We decided to utilize smooth locomotion to ensure
that users can easily navigate my application in vari-
ous conditions - whether sitting, standing, or having
limited space around them. To mitigate the risk of vir-
tual reality sickness among participants, I employed
the vignette effect (Fernandes and Feiner, 2016). Uti-
lizing the vignette effect in VR can significantly en-
hance user immersion, gently guiding the player’s fo-
cus towards the central action while subtly diminish-
ing peripheral distractions. This effect not only el-
evates the visual narrative but also aids in reducing
potential VR discomfort, making for a more comfort-
able and engaging experience.
Figure 3: The white ray indicates the possibility of lifting
the colored block from a distance.
4.4 The Gameplay
Upon starting the game, the user is presented with an
interface introducing the task (Fig. 2). It consists
of three steps: the first is the most general and wel-
coming, the second describes the exercise, and the
third explains which buttons on the controller trig-
ger essential application functions. The user navi-
gates between the steps using the ”Next” and ”Back”
buttons. Upon pressing the menu button on the left
controller, a screen similar to the third step of the in-
troduction appears - providing information about the
button functions. Movement within the scene is facil-
itated by the analog sticks - the left one for walking
and the right one for rotating the camera. The colored
cubes can be lifted by holding one of the grip buttons,
both up close and from a distance (the ability to grasp
the block is indicated by a white ray (Fig. 3).
When a cube is placed on a piano key, a sound
is heard, which would occur in reality upon pressing
the key. As the block rests on the piano, a note ap-
pears on the board in the corresponding color, reflect-
ing its position. If the note is black, it means that the
pitch is outside the range of the voice symbolized by
the cube. Upon removing the block from the piano
key, the note on the board disappears. Pressing but-
ton A on the right controller allows the user to play
the current arrangement of blocks on the piano and
listen to whether the chord sounds as it should. But-
ton B enables saving the current chord and proceeding
to the next one. The trigger button on the right con-
troller triggers the playback of the sequence of saved
chords. (Fig. 4). The exercise concludes after saving
four chords (Fig. 5).
An example gameplay is presented under the link
(Stachurska, 2024).
Harmosphere VR: Enhancing Harmonic Learning in Music Schools Through Virtual Reality
769
Figure 4: Commands associated with the controller buttons.
Figure 5: The view after saving several chords.
5 DISCUSSION AND
CONCLUSION
The aim of this work was to create a prototype ap-
plication utilizing virtual reality technology for facil-
itating self-learning of harmony. The development of
the solutions was preceded by an analysis of scientific
publications and available applications and websites
for music theory learning. Subsequently, in-depth in-
dividual interviews were conducted with six partici-
pants, each having completed secondary music school
education. The next step involved the development of
the preliminary outline of the solution - the Harmo-
sphereVR application. The implemented exercise in-
volve constructing harmonic progressions in the key
of C major, comprising four chords each. The proto-
types were tested with users using Meta Quest 2 gog-
gles.
During the work, certain limitations were met.
They included, among others, the sample size dur-
ing in-depth individual interviews. This resulted from
limited access to individuals from a tightly defined
population. Conducting research on a larger number
of people than six could be beneficial. Another lim-
itation was that only one exercise was implemented,
leaving space for further works.
Our solution, next to SingingBlocks, ChordAR,
and Interactive AR Handbook, confirms that vir-
tual/augmented reality and music theory learning may
provide a good combination. Interactive exercises
using immersive technology motivate learners to ex-
plore new concepts and facilitate music theory learn-
ing. The HarmosphereVR applications differ from the
aforementioned projects in that they target a different
target audience - students and graduates of secondary
music schools. This is due, among other things, to
the prerequisite of prior knowledge of music theory
fundamentals, necessary to begin learning harmony.
Other solutions focus on uncomplicated topics that
children or adults without musical education learn at
the beginning of their musical journey. Our projects
focus on material from the curriculum of the harmony
subject in secondary music schools. This is their in-
novative and pioneering character. Additionally, in
ChordAR and SingingBlocks, sounds are represented
by individual blocks, one block per sound. In Harmo-
sphereVR, colored blocks symbolize voices, and the
sounds they produce depend on their arrangement on
the keyboard. This allows for the construction of a
greater quantity and more complicated chords. Addi-
tionally, the boards show the users in real-time how
the constructed chords look in notes, which is not
present in other solutions.
In the context of evaluating the effectiveness
and user experience of the current stage of Har-
mosphereVR prototype, a mixed-methods study ap-
proach will be applied. This methodology combines
both quantitative and qualitative research methods to
gain comprehensive insights. Quantitatively, user en-
gagement and learning outcomes will be measured
through pre and post-tests on harmony knowledge,
along with tracking usage statistics within the VR
application, such as session length and frequency of
use. Qualitatively, semi-structured interviews and fo-
cus groups with students and educators will provide
deeper understanding of the user experience, includ-
ing perceived usability, enjoyment, and educational
value. Also hybrid methods like reaction cards will
be used. This dual approach enables a holistic evalua-
tion of the VR application’s impact on learning and its
potential to enhance musical education by capturing
both numerical data and personal user experiences.
Our work leaves a very broad field for further de-
velopment. Implementing other practical exercises
and creating theoretical ones would bring significant
value. Additionally, the current tasks could be ex-
panded with new keys and chord functions. There is
also potential to introduce gamification to make the
applications even more engaging. It would also be
interesting to test the solutions in schools during har-
mony class to see how students apply their freshly ac-
quired theoretical knowledge in practice.
ERSeGEL 2024 - Workshop on Extended Reality and Serious Games for Education and Learning
770
ACKNOWLEDGEMENTS
The work presented in this paper was partially sup-
ported by the National Centre for Research and
Development (NCBiR) under Grant No. 0230/L-
11/2019.
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