Affiliation:
1. ISTANBUL GELISIM UNIVERSITY, FACULTY OF ENGINEERING-ARCHITECTURE, DEPARTMENT OF ELECTRICAL AND ELECTRONIC ENGINEERING
2. ISTANBUL GELISIM UNIVERSITY, İSTANBUL GELİŞİM VOCATIONAL SCHOOL, DEPARTMENT OF ELECTRONICS AND AUTOMATION
Abstract
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.
Reference38 articles.
1. Sutherland, I. E. (1965). The ultimate display. In Proceedings of the IFIP Congress, Vol. 2, pp. 506-508.
2. 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.
3. Kocabay-Şener, N. (2021). Facebook Nasıl “Meta” laştı?. Yeni Medya, 2021(11), 174-179.
4. 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.
5. 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.