← Volver a resultados
Ficha bibliográfica · Consulta y acceso
Artículo

Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task

Ryota Sasaki et al · Frontiers Media S.A · 2026

Acceso abierto disponible
Lectura rápida. Revisá los datos básicos del recurso y luego accedé al contenido desde el botón principal. En esta ficha solo se muestra la información necesaria para identificar la obra, citarla y abrirla.

Acceso al recurso

Entrá al contenido desde la opción principal o elegí otra fuente disponible.

Acceso principal

Acceso abierto disponible

DOAJ DOAJ - Open Access Journals
Recurso identificado como acceso abierto, sin confirmar automáticamente si es texto completo directo.
Abrir recurso

Resumen

Descripción general del contenido del recurso.

IntroductionRhythm-game learning naturally couples auditory and visual information, but always-available sensory cues may act as guidance and limit performance when those cues are withdrawn. We tested whether congruent sonification during practice strengthens a trajectory representation or instead promotes cue dependency in a virtual reality (VR) rhythm-game task.MethodsForty right-handed participants learned a fixed 15-bar left/center/right trajectory sequence in VR. Across 24 sets, participants practiced with visual feedback only in the Control group or with congruent audiovisual feedback in the Sonification group. Each set comprised three feedback-rich practice trials followed by a silent memory-test trial in which the note stream and auditory feedback were removed. Performance was quantified by the accuracy (hit rate) and the practice-to-test decrement (Δhit rate).ResultsPractice hit rate improved similarly in both groups and plateaued around 80%. In contrast, cue-reduced silent-test performance diverged late in training (sets 22–24): the Control group outperformed the Sonification group (hit rate: 81.9%±9.4% vs. 68.4%±18.4%, padj = 0.023, Cliff's δ = 0.495). The practice-to-test decrement also indicated greater cue dependency with sonification (Δhit rate: 1.6%±7.4% vs. −10.7%±18.5%, padj = 0.0044, Cliff's δ = 0.590).DiscussionDespite comparable acquisition, sound-guided practice reduced performance when auditory and visual cues were withdrawn, consistent with the guidance hypothesis and specificity-of-practice accounts. These results suggest that VR motor training should match the intended execution context or employ faded sonification schedules to promote robust retention.

Cómo citar

Elegí el formato que necesitás y copiá la referencia al portapapeles.

APA 7

al, R. S. E. (2026). Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task. https://doi.org/10.3389/fpsyg.2026.1813641

MLA

al, Ryota Sasaki et. "Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task." 2026. https://doi.org/10.3389/fpsyg.2026.1813641.

Chicago

al, Ryota Sasaki et. 2026. "Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task.". https://doi.org/10.3389/fpsyg.2026.1813641.

Harvard

al, R. S. E. 2026, Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task, Frontiers Media S.A, available at: https://doi.org/10.3389/fpsyg.2026.1813641 [Accessed 25 Jun. 2026].

Compartir e imprimir

Guardá la ficha, copiá su enlace permanente o imprimila como PDF.

Exportar referencia

Si usás un gestor bibliográfico, podés exportar el registro en los formatos más comunes.

Detalles del recurso

Información bibliográfica útil para confirmar que se trata del material correcto.

Título
Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task
Autor / colaboradores
Ryota Sasaki et al
Editorial
Frontiers Media S.A
Año de publicación
2026
ISSN
1664-1078
ISSN
1664-1078
Idioma
eng

Materias

Explorá otros recursos relacionados a partir de estas materias.

Copiado