Please use this identifier to cite or link to this item: http://hdl.handle.net/1959.14/101467
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Game engineering approach to the effect of music on learning in virtual-immersive environments
International Conference on Game Research and Development (4 - 6 December 2006 : Perth, W.A.)
Wong, Kevin K. W.; Fung, Lance C. C.; Cole, Peter; Prakash, Edmond C.; Rhalibi, Abdennour El. CyberGames 2006 : Esplanade Hotel Fremantle Perth, Western Australia 4-6 December 2006 / International Conference on Game Research and Development, p.224-230
ACM international conference proceeding series Vol. 223
The aim of this study is to investigate the influence of different musical styles on learning in virtual-immersive environments. As shown in other studies, music and musical training has positive effects on spatial-temporal reasoning (e.g.. maths, chess). Music is also used in therapies to reduce stress or to aid children with Attention Deficit Hyperactivity Disorder (ADHD). In our study we want to use the findings from former investigations and combine these to create a holistic, immersive learning experience. The idea involves creating a 3d model of the Macquarie University icon (the Macquarie Lighthouse in Sydney) and use this model to develop a course about the history of the lighthouse. The users can explore the virtual environment in the style of a 3d adventure game and they will learn about the history of the lighthouse and colonial Sydney by interacting with virtual avatars. Within this framework we want to investigate the effect of Classical music, Rock/Pop music, Didgeridoo music, RAP music and compare these with nature sounds, white noise and silent conditions. We want to find out which musical style is most beneficial for learning and motivation in virtual-immersive environments. Our hypothesis is that instrumental music with a rate of 50 - 70 beats per minute (BPM) will be most beneficial for learning. This hypothesis is supported by other studies but has not been tested in virtual and immersive environments.