Back to results
Bibliographic record · Consultation and access
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

Open access available
Quick overview. Review the resource’s basic details, then access the content using the main button. This page shows only the information needed to identify, cite, and open the work.

Resource access

Open the content from the main option or choose another available source.

DOAJ DOAJ Articles
Entrar por DOAJ
Main access

Open access available

Recurso identificado como acceso abierto, sin confirmar automáticamente si es texto completo directo.
Open resource

Summary

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and visual information, but always-available sensory cues may act as guidance and limit performance when those cues are withdrawn.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comparable acquisition, sound-guided practice reduced performance when auditory and visual cues were withdrawn, consistent with the guidance hypothesis and specificity-of-practice accounts.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.

How to cite

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 7 Aug. 2026].

Share and print

Save the record, copy its permanent link, or print it as a PDF.

Export reference

You can export the record in common formats for use in a reference manager.

Resource details

Bibliographic information to help confirm that this is the correct material.

Title
Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task
Author / contributors
Ryota Sasaki et al
Publisher
Frontiers Media S.A
Publication year
2026
ISSN
1664-1078
ISSN
1664-1078
Language
English

Subjects

Explore related resources through these subjects.

Copied