The innovation path of VR technology integration into music classroom teaching in colleges and universities

Abstract Traditional music education in higher education institutions has traditionally followed a one-size-fits-all teaching model, which limits student interaction and hinders personalized learning. This approach does not align with the expectations of modern students, who seek a more engaging and...

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Main Authors: Yupeng Han, Lin Han, Chun Zeng, Wei Zhao
Format: Article
Language:English
Published: Nature Portfolio 2025-04-01
Series:Scientific Reports
Subjects:
Online Access:https://doi.org/10.1038/s41598-025-97003-5
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author Yupeng Han
Lin Han
Chun Zeng
Wei Zhao
author_facet Yupeng Han
Lin Han
Chun Zeng
Wei Zhao
author_sort Yupeng Han
collection DOAJ
description Abstract Traditional music education in higher education institutions has traditionally followed a one-size-fits-all teaching model, which limits student interaction and hinders personalized learning. This approach does not align with the expectations of modern students, who seek a more engaging and effective learning experience. With the growing integration of Virtual Reality (VR) technology in education, its immersive and interactive features offer new possibilities for enhancing music instruction in colleges and universities. To explore these possibilities, this study proposes an Intelligent Interactive Music Teaching (IIMT) model that combines VR technology with Deep Convolutional Generative Adversarial Networks and Deep Deterministic Policy Gradient algorithms. The study utilizes publicly available music teaching videos and virtual environment interaction data. After applying data cleaning, noise reduction, and normalization techniques, the processed data is used to construct training and validation datasets. Experimental results indicate that the IIMT model generates images and audio with detail richness and clarity scores ranging from 0.7 to 1.0. The optimized system maintains a response time between 85 and 115 milliseconds and an average frame rate of 55 to 65 frames per second, ensuring smooth interaction. In a “vocal training” scenario, the IIMT model achieves an efficiency score of 0.96 and a task completion rate of 98.77%, demonstrating its effectiveness in improving instructional quality and enhancing students’ learning experiences. These findings suggest that the IIMT model can serve as a valuable tool for educators and institutions seeking to modernize music education through interactive and intelligent teaching methodologies.
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spelling doaj-art-ca24c1228b124b5fb03773ec131492bd2025-08-20T03:06:54ZengNature PortfolioScientific Reports2045-23222025-04-0115111710.1038/s41598-025-97003-5The innovation path of VR technology integration into music classroom teaching in colleges and universitiesYupeng Han0Lin Han1Chun Zeng2Wei Zhao3Jiangxi University of Finance and EconomicsNanchang Jiaotong InstituteState Grid Nanchang Power Supply CompanyNanchang Jiaotong InstituteAbstract Traditional music education in higher education institutions has traditionally followed a one-size-fits-all teaching model, which limits student interaction and hinders personalized learning. This approach does not align with the expectations of modern students, who seek a more engaging and effective learning experience. With the growing integration of Virtual Reality (VR) technology in education, its immersive and interactive features offer new possibilities for enhancing music instruction in colleges and universities. To explore these possibilities, this study proposes an Intelligent Interactive Music Teaching (IIMT) model that combines VR technology with Deep Convolutional Generative Adversarial Networks and Deep Deterministic Policy Gradient algorithms. The study utilizes publicly available music teaching videos and virtual environment interaction data. After applying data cleaning, noise reduction, and normalization techniques, the processed data is used to construct training and validation datasets. Experimental results indicate that the IIMT model generates images and audio with detail richness and clarity scores ranging from 0.7 to 1.0. The optimized system maintains a response time between 85 and 115 milliseconds and an average frame rate of 55 to 65 frames per second, ensuring smooth interaction. In a “vocal training” scenario, the IIMT model achieves an efficiency score of 0.96 and a task completion rate of 98.77%, demonstrating its effectiveness in improving instructional quality and enhancing students’ learning experiences. These findings suggest that the IIMT model can serve as a valuable tool for educators and institutions seeking to modernize music education through interactive and intelligent teaching methodologies.https://doi.org/10.1038/s41598-025-97003-5Music classroom teaching in colleges and universitiesVRDCGANDDPGTeaching interaction
spellingShingle Yupeng Han
Lin Han
Chun Zeng
Wei Zhao
The innovation path of VR technology integration into music classroom teaching in colleges and universities
Scientific Reports
Music classroom teaching in colleges and universities
VR
DCGAN
DDPG
Teaching interaction
title The innovation path of VR technology integration into music classroom teaching in colleges and universities
title_full The innovation path of VR technology integration into music classroom teaching in colleges and universities
title_fullStr The innovation path of VR technology integration into music classroom teaching in colleges and universities
title_full_unstemmed The innovation path of VR technology integration into music classroom teaching in colleges and universities
title_short The innovation path of VR technology integration into music classroom teaching in colleges and universities
title_sort innovation path of vr technology integration into music classroom teaching in colleges and universities
topic Music classroom teaching in colleges and universities
VR
DCGAN
DDPG
Teaching interaction
url https://doi.org/10.1038/s41598-025-97003-5
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