Innovative Application of Human-Computer Interaction Technology in Higher Education Music Education
Publié en ligne: 21 mars 2025
Reçu: 12 oct. 2024
Accepté: 08 févr. 2025
DOI: https://doi.org/10.2478/amns-2025-0654
Mots clés
© 2025 Yeqiu Chen, published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
“Human-computer interaction” is a scientific system engineering composed of three parts: “human-machine-environment”, which is a communication medium for humans and computers to use the user interface set by the system as a medium of communication, and transmit and exchange information through the user interface for information exchange [1]. With the continuous development of science and technology, “human-computer interaction” technology has good interactivity and safety. Its interaction technology is widely used in many fields of study, and even in social life, the existence of interaction technology can be seen everywhere.
Music itself is an interactive art, and the performer is a participant in the interaction. The performer is the participant of the interaction, and the artistic expression itself is the feedback response after the artistic perception, and the two are interrelated. The participation of “human-computer interaction” mode provides diversified choices of teaching resources for the development of music discipline, and at the same time expands the space for the development of music subdisciplines [2]. Intelligent musical instruments for teaching brings the visualization of teaching content, students can visually feel the picture of the learning content, the learning content of the picture decomposition, students follow the content of the picture for learning, can reduce the difficulty of students’ understanding of the teaching content, improve the efficiency of students’ mastery of knowledge [3-4]. In multimedia teaching, interactive whiteboard for the traditional blackboard chalk teaching mode to open up new ways to enrich the content of music education resources, and at the same time, innovative interactive learning methods, enrich the students “human-computer interaction” mode of knowledge acquisition, reduce the difficulty of learning [5-6]. In addition, the music APP with human-computer interaction page can be through the computer terminal system, the graphic arts, video and audio technology, psychology and other disciplines to carry out three-dimensional cross-fertilization, the information will be output through the human-computer interaction interface or run, so as to realize the human-computer interactive experience [7-8].
Malaschenko, V. O. et al. look at the development and application of computers and music technology in the field of music education and analyze the changes in music hardware and software on the basis of digitization of musical instrument interfaces, discussing the impact of computer hardware and software and music technology on the experimental training of teacher-training college students in musical instrument performance [9]. Ng, D. T. et al. utilized a mobile musical instrument app for teaching music theory and instrumental knowledge, using a flipped classroom format to engage students in lesson planning through recorded videos and collaborative activities, which enhanced students’ music knowledge while motivating them to actively participate [10]. Liu, J. et al. combined intelligent technology with subject teaching and proposed an intelligent teaching method for teaching robots and keyboard instrument playing, and its li By analyzing the images and movements of students when they play musical instruments with a convolutional neural network model, it can implement personalized teaching for students according to their abilities and improve the students’ music learning effect [11]. Gorbunova, I. B. et al. described and analyzed interactive music teaching using a computer program for playing musical instruments, where students can effectively learn musical instruments, scores, and theoretical knowledge through the development of hardware and software systems suitable for music training and teaching in a networked educational environment [12]. Intelligent musical instruments through the computer system settings, can realize the “human-computer interaction” visualization, audible, through the integration and classification of traditional music teaching content to achieve personalized teaching, step-by-step guide students to learn new knowledge, to ensure that teachers teach in an orderly manner.
Fang, P. E. N. G. showed that multimedia teaching is an ideal modern means of teaching, which through the integration of multimedia information, such as text, audio and video, provides students with more vivid and complex teaching content, and mobilizes the students’ senses in order to give them a profound teaching experience [13]. Yang, X. explored the effects of interactive music learning tools on the rhythmic ability of college students teaching electroacoustic music, and proposed an interactive learning system based on OSC, which was experimentally shown to have a better assisting effect on college students’ music perception and rhythmic performance, and provided valuable insights for the development of digital music education [14]. Song, R. pointed out that the application of multimedia technology in music teaching complements the weaker aspects of traditional music education, which not only improves students’ professional knowledge skills, but also cultivates students’ basic qualities in music appreciation teaching, which has a wide development prospect in music teaching in colleges and universities [15]. Yang, Y. studied the digital reform of the combination of multimedia technology and vocal music teaching, and its use of video, pictures, sound and other forms of vivid display of teaching content is conducive to enhancing students’ interest in learning and improving students’ learning efficiency [16]. Multimedia music teaching mode provides more possibilities in classroom teaching mode, teaching resources, etc., so that the communication between educators and students is more convenient, the information transfer is more effective, the classroom atmosphere is more lively, and the immersive learning atmosphere can be created as well.
Tian, H. established a cloud computing music interactive education platform based on an automated grouping platform database to generate personalized teaching resources based on students’ basic learning information and provide basic technical support, which is conducive to students’ better understanding of the teaching content, mastering the intrinsic laws of the knowledge they have learned, and promoting the further development of music education [17]. Chen, X. Constructs a high school music intelligent teaching system based on neuron model and RBF algorithm, which not only cultivates students’ independent learning ability, but also enhances students’ motivation to learn music, which is of far-reaching significance to music teaching [18]. Cheng, L. et al. focused on the user needs of music teaching and learning software to establish synergies between software development knowledge and music teaching methods based on interviews with software developers and music educators to provide more adaptive and robust digital music software for music teaching and learning activities [19]. Teen, L. B. et al. evaluated the role of music software integration in high school music instruction and found that music software enhanced student motivation, and that students’ motivation and self-directed learning were significantly enhanced in an instrument learning and singing program with software integration [20]. In music platforms with human-computer interaction pages, the user’s experience of interacting with information based on knowledge and experience in an interactive terminal system is significantly amplified, providing a good positive feedback pathway for music learning activities.
This paper is oriented to the development of virtual learning environment for music-assisted teaching in colleges and universities, combining virtual reality technology and human-computer interaction and other technologies, and on the Unity3D platform, the experimental teaching of the principle of automatic control is introduced into the virtual reality scenario, and a virtual learning environment is constructed. The overall framework of the virtual learning system is proposed, including the user input layer, application function layer, algorithm model layer, development tool layer, and data layer. The layers are independent and mutually supportive. On the basis of the proposed general framework, geometric modeling, behavioral modeling, and physical modeling of the virtual learning environment are investigated to complete the modeling process of the virtual learning environment and enhance the immersion and interaction of the entire virtual learning environment system. The system’s human-computer interaction is also tested in combination with performance testing tools.
The construction of the virtual learning environment model is the core of the whole system, the construction of the 3D virtual scene, the behavioral actions of the virtual intelligent body and the motion control of the physical model are the key factors affecting the sense of immersion, in view of this factor, this paper successively completes the geometric modeling of the 3D scene, the behavioral modeling of the virtual intelligent body, and the control modeling of the physical model, to improve the sense of immersion and interactivity of the virtual learning environment.
Virtual learning environment is a kind of learning environment developed and designed based on virtual reality technology, in which learners are immersed and actively participate in what is happening in it, which is a development trend of future education forms and teaching technology [21]. By utilizing the immersive, interactive, and conceptual characteristics of virtual reality technology, a realistic and interesting learning environment can be provided for learners.
Compared with traditional learning environments, virtual learning environments have numerous advantages, so they have gradually become a research hotspot in the field of virtual reality [22]. In this paper, the application development of teaching support environment is carried out for vocal theory and experimental teaching in college music education, and the interactive system framework of virtual learning environment is proposed as shown in Figure 1. The framework adopts a hierarchical design, which can realize the display of system functions through the mutual collaboration between the levels. In addition, the hierarchical design has good extensibility and can be widely used in the design and development of interactive systems for virtual learning environments.

General framework of virtual learning environment
The user input layer mainly consists of input devices that are responsible for the interaction between the user and the virtual learning environment.With the help of input devices, users can interact with the virtual characters in the virtual learning environment through voice, posture, and other means to obtain specialized knowledge and other information contained therein.
The application function layer mainly includes the functions realized by the virtual learning environment, through the simulation of the real classroom environment, so as to improve students’ motivation to learn and let students have a better sense of immersion.
In order to realize the functions of each application scene, this paper designs an algorithm model layer in the virtual learning environment for music education in colleges and universities. The realization of each application scenario is a step-by-step process that cannot be separated from the support provided by the model layer, and these models play different supporting roles for different scenarios.
The development tool layer of the system mainly includes the construction platform of the virtual learning environment interaction system, which mainly includes the development platforms of 3DS MAX, Unity3D Engine virtual game engine, and PyCharm development tool, etc. 3DS MAX is responsible for the geometric modeling of the 3D model, while Unity3D is mainly responsible for the construction of the 3D scene and user interaction interface. Among them, 3DS MAX is responsible for the geometric modeling of the 3D model, while Unity3D is mainly responsible for the construction of the 3D scene and the construction of the user interaction interface, and PyCharm is mainly responsible for the running of the intelligent Q&A deep learning training code.
The data layer of the system mainly stores system-related information and expandable knowledge resources. In this paper, the related data resources are categorized into four types: IPS-VLQA Q&A library, open-domain Q&A library, control algorithm library, and virtual intelligent body model library.
The IPS-VLQA Q&A library mainly stores knowledge points related to music education.
The open-domain Q&A library stores Q&A statements from daily life.
The control algorithm library mainly stores the algorithms and parameters of virtual instrument experiments related to music education.
Virtual Intelligent Body Model Library, which mainly stores 3D models and character animations of intelligent bodies.
Geometric modeling is the use of 3D modeling software or tools to construct 3D scenes, and the geometric appearance of the scene plays a pivotal role in the immersion and authenticity of the system. In this paper, 3DS MAX modeling software is used to create the required 3D objects, and Unity3D game engine is used to complete the simulation of the virtual scene, and its construction process is shown in Figure 1. It mainly involves collecting and organizing data resources, including model design drawings and various model parameters.Secondly, the model is created and optimized, which mainly includes the steps of entity modeling, model optimization, adjustment of parent-child relationships of components, and material processing.Finally, the models are transformed into FBX format 3D models and then imported into Unity3D engine for enhanced rendering.
The virtual learning environment cannot be created without a variety of 3D models, such as walls, doors and windows, blackboards, schoolbags, textbooks and so on, which are needed for the scene [23]. First of all, through the 3DS MAX software to create some standard basic body, and then in the basis of these basic models for extrusion, patchwork and other operations for the expansion of the model.At the same time, the parameters of the model are set to conform to the real-world properties.
For some complex 3D models, each structural component model is still an independent entity after the completion of solid modeling, and it is necessary to adjust the parent-child relationship for them to make them become a completed object. At the same time, the attributes of each structural component are adjusted to make its position, size, and angle more consistent with reality.
After adjusting the parent-child relationship of the completed solid model, it is also necessary to carry out material processing. By adding these materials to the three-dimensional model, it can have a more realistic appearance. This is an important part of the geometric modeling process.Different objects need to be created with different materials to create a unique three-dimensional texture, thus creating a realistic three-dimensional effect.

Schematic diagram of geometric modeling
Three-dimensional objects obtained through solid modeling usually need to be optimized, as the complexity of the model directly affects the performance of the entire system. Therefore, it is necessary to delete and merge the connecting surfaces and three-dimensional nodes of the three-dimensional object model, so as to streamline the number of surfaces and models, and improve the loading speed of the virtual scene as well as the system’s operation speed. At the same time, some complex 3D static models can be mapped to achieve the purpose of model optimization without affecting the visual sensory premise.
Through the above process, this paper finally builds a virtual learning environment for music education in colleges and universities.
Intelligent character motion control is mainly intended to directly control the body movements of intelligent characters, and the quality of intelligent character motion control will directly affect the immersion and authenticity of the virtual learning system.At present, intelligent character motion control technology mainly includes parametric keyframe technology, kinematics method, dynamics method, and motion capture technology.In this paper, we mainly model the motion control of intelligent characters using the dynamics method.The advantage of this method is that it makes the movements of the intelligent character more in line with physical laws and has good realism.
The primary purpose of the dynamics method is to determine the force and moment applied to the joints by analyzing the joint state of the intelligent character and the trajectory of the end effector. The more commonly used method is the Newton-Euler equation, which derives the forces and moments applied to the joints when the angular velocity, linear velocity and acceleration of the joints are known:
Where the force
The view cone is the basic method to simulate human vision, the view cone is shown in Figure 3, only the objects within the range of the view cone can be perceived by the intelligent character. Where L represents the effective distance that the intelligent character can see in the virtual environment, and R represents the range of the angle of the intelligent character’s field of view, in the virtual environment, R ≤ 30° is usually chosen to simulate the optimal visual zone of human vision.

Visual cone
The point occlusion detection algorithm is a more commonly used line of sight detection method. Firstly, the center point
To facilitate the detection, a hexahedron is used as an enclosing box for the occluder and it is projected on the
Then, substitute Eq. (2) into Eq. (3) to solve for
In order to realize the visual perception of the intelligent character, this paper creates a visual perceptron for the intelligent character, in which the visual range of the intelligent character is defined, and visual triggers are also created for the objects that the intelligent character wishes to see. When the visual trigger is activated within the visual range of the smart character, it informs the visual perceptron, leading to the smart character’s appropriate behavior.
Once the virtual environment is represented as a raster, it is necessary to perform path search using a certain search strategy to find an optimal path from the start node to the goal node from the free raster. Currently, optimal path search can be divided into two categories: blind search and heuristic search.
Blind search is a type of brute force search algorithm, which generally searches according to a predetermined strategy without considering the characteristics of the problem itself.This method is not efficient and doesn’t always find the optimal path, which is not suitable for solving complex problems. For the problem of low efficiency of blind search, heuristic search has been proposed. Heuristic search adds enlightening information related to the problem, which makes the search proceed in the most ideal direction and reduces the complexity of the search. Heuristic search usually evaluates the importance of nodes using an evaluation function, which has the general form:
Where
A* algorithm is the most commonly used heuristic search algorithm, has the advantages of fast speed and high efficiency, and is widely used in path planning, the evaluation function of A* algorithm is:
where
Where
For the raster method
If only the vertical and horizontal movement of the smart character in the raster cell is allowed, the Manhattan distance, which represents the sum of the vertical and horizontal distances between two points, can be used. The expression for this is:
If the smart character is allowed to move in the diagonal of the raster cell, using the diagonal distance is obviously smaller than the Manhattan distance, which should be chosen as the valuation function. Its expression is:
If the intelligent character is allowed to move in any direction, the straight line distance between two points can be used as the valuation function with the expression:
In order to realistically reflect the intelligent character’s walk, this paper uses the Euclidean distance as the valuation function because the Euclidean distance is smaller than both the diagonal distance and the Manhattan distance, so it is guaranteed to find a most path.
The interaction element is the key element to be focused on in the scenario design, which can achieve information communication, emotional communication, and promote learners’ reflection to satisfy psychological needs and self-realization.The design of interaction elements is mainly to realize interactive functions such as roaming, playing, and manipulating 3D models in the virtual learning scene, etc.Interactivity reflects the degree to which learners can perform various operations in the scene and receive effective feedback.Reasonable and effective interaction design can enhance the learning experience of learners, increase their motivation and interest in learning, and help achieve the goals of the scene.
The division of the virtual learning scene levels in this study is mainly based on the pedagogical interaction hierarchy tower, as well as the three-dimensional interaction hierarchy relationship, and modifications and additions are made on the basis of the division of these two types of interaction hierarchies, adding the main features of the virtual learning scene. For example, roaming and manipulating in the scene, etc. Finally, the hierarchical relationship of 3D interaction of the virtual learning scene is divided into three levels: geometric roaming layer, selective manipulation layer and collaborative interaction layer, forming the interaction hierarchy of the virtual learning scene as shown in Figure 4.

Hierarchical relationship between virtual learning scenarios
1) The geometric roaming layer refers to the operation between the learner and the learning scene, which is mainly manifested in the movement of the learner’s position in the scene, the all-round understanding of the state of the scene by means of the joystick and the head-mounted display, and the browsing of the content in the scene in order to carry out geometric roaming.
2) The selection and manipulation layer mainly refers to the interaction between the learner and the objects and resources with interactive functions in the virtual learning scene, which is mainly reflected in the interaction between the learner and the resources and contents in the scene and the interaction between the learner and the scene interface and media devices.
3) Collaborative interaction layer refers to the interaction behavior that occurs between learners, when multiple learners enter a scene at the same time, corresponding interactions can occur between learners.
When carrying out interaction design, we can start from the hierarchical relationship of interactions and analyze the required interaction at each layer according to the specific requirements of the virtual learning scene.In addition, it is also necessary to consider the technical way of achieving the interaction.Generally speaking, the technical way of interaction can be divided into several major interaction methods, such as visual gaze interaction, handle ray interaction, position tracking interaction and voice interaction:
1) Visual gaze interaction Visual gaze interaction, also known as “timed anchor point”, is the most basic interaction method. It means that after the learner puts on the helmet, he/she can select the interaction through the anchor point directly in front of his/her eyes. When the learner focuses his/her gaze on an interactive interface or virtual object in the scene for a certain period of time, the interaction will be triggered by this object. 2) Joystick ray interaction Learners use the handle and supporting facilities to manipulate objects in the virtual learning scene. 3) Position tracking interaction When a computer host and VR equipment are used to coordinate and cooperate for scene experiences, position tracking interaction is mostly used to add interactive operations to the scene. In this case, the learner is in a certain space, and within the scope of this space to move freely, this interaction mode is similar to the behavioral patterns in the real world, the learner can use the original life experience and habits to quickly understand the interactive content and mode, enhance the learner’s motivation to learn, and produce a good learning experience. 4) Voice Interaction Voice interaction is a commonly used human-computer interaction method in virtual learning scenarios, which can effectively stimulate the interest of learners, and the synchronized sound with the screen in the scenarios can effectively avoid the distraction of learners’ attention and make the learning experience more real and interesting.
When designing interactions in virtual learning scenarios, the type of form of interaction is mainly considered to be the interaction between the person and the scenario. Therefore, when designing the interaction of the scene, the two different interaction categories, explicit and implicit, are mainly considered in the design of the scene.
In this paper, explicit and implicit interactions are further subdivided into four types of interaction forms as shown in Figure 5, based on the two aspects of the initiative of device use and the attention of user experience. In this case, the interaction is divided into four categories, with the initiative of the device being the horizontal axis and the attention being the vertical axis. The white area indicates explicit interaction and the gray area indicates implicit interaction, and the four quadrants correspond to the four types of interaction. From the division of explicit and implicit interactions, it can be seen that each quadrant represents an interaction mode, and each interaction mode plays a different interaction function.

Explicit interaction and implicit interaction
From a comprehensive point of view, the interactions in virtual learning scenarios can be simply divided into two categories: explicit and implicit interactions:
First, explicit interaction mainly refers to learners’ interactions with the obvious iconic elements in the scene, which can be directly accessed through observation. Learners can trigger corresponding actions through the interaction interface and menus to realize interaction anytime and anywhere.
Second, implicit interaction refers to the fact that the interaction symbols are not always observed by the learner in the scene and are not always presented in the interface. The main role of implicit interaction is to gain insight into the learners’ real needs, provide temporary guidance or hints for the learners, and eliminate the obstacles in the learning process in time to ensure the smooth progress of the learning process.
The sample size of this questionnaire survey is 49 people, the main population to art music-related undergraduate students, this kind of population for the learning of knowledge mostly have their own unique knowledge and understanding, followed by their strong interest in virtual reality technology products, the acceptance of new things is higher, to meet the population selection of this experimental research. Before the questionnaire filling starts, let everyone experience the learning scene of the virtual learning system, and then collect and organize the questionnaires of each person, and finally get 49 valid questionnaires. Finally, the statistical experimental data was imported into the SPSS data analysis software to facilitate the subsequent data analysis work.
Reliability analysis refers to the reliability measurement of the obtained questionnaire research data, through the SPSS software to detect the consistency of the research data when expressing the relevant variables, the commonly used coefficient of reliability analysis is the Cronbach
Cronbach reliability analysis
Cronbach reliability analysis - Simplified format | ||
---|---|---|
Number of terms | Sample size | Cronbach |
11 | 49 | 0.837 |
Validity analysis refers to the analysis of the validity of the questionnaire research, mainly through the questionnaire research or other methods to measure the results of the questionnaire data obtained to achieve the set objectives, that is, the questionnaire research data and the degree of proximity to the real situation. KMO and Bartlett sphericity are generally used to test the validity analysis of the research questionnaire.The KMO value is generally between 0-1, and the data results of this questionnaire research are shown in Table 2. It can be seen that the KMO value = 0.734, indicating that the structure of this questionnaire research is well designed. In the Bartlett’s test of sphericity, the approximate chi-square value is 151.985, and P is 0.000 (less than 1%). In summary, it shows that there is a strong correlation between the variables of this questionnaire research, and subsequent data analysis work can be carried out.
KMO and Bartlett’s test
KMO and Bartlett tests | ||
---|---|---|
KMO value | 0.734 | |
Bartlett sphericity test | Approximate chi-square | 151.985 |
Degree of freedom | 52 | |
p-value | 0.000 |
Based on the data from the above questionnaire research, the average score situation of 49 students on the importance of each design requirement point of the virtual learning system for music education in colleges and universities was calculated to facilitate the subsequent data analysis work, and the details of the scores of each requirement point are shown in Table 3. From the data scores, it can be seen that the students have higher demands on perceived controllability (R8, 4.35), ease of operation (R9, 4.25), scenario aesthetics (R11, 4.35), and design style consistency (R3, 4.25), which meets the students’ pursuit of visual perception and interactive operation of virtual learning environments.
Design demand point scoring
Design requirement point | Score situation | |
---|---|---|
ID | Details | |
R1 | A variety of effective presentation methods | 3.90 |
R2 | Clear stratification of information | 3.95 |
R3 | Design style consistency | 4.25 |
R4 | Content fit | 3.85 |
R5 | Interactive fluency | 4.10 |
R6 | Feedback effectiveness | 4.15 |
R7 | Student interactive data analysis | 4.00 |
R8 | Perceived controllability | 4.35 |
R9 | Easy to operate and learn | 4.25 |
R10 | Situational fitness | 4.10 |
R11 | Scene aesthetics | 4.35 |
However, evaluating the importance of user requirements solely from the students’ perspective is too one-sided and subjective, so it is necessary to synthesize the views of five experts on the design requirements.The scores of the design requirements were weighed accordingly to arrive at an adjusted level of importance for the user requirements. Although the total number of student evaluations is higher than that of the experts, their depth of research and understanding of the VLE is weaker than that of the experts, so in order to better weigh the two, the student evaluations and the expert scores were each given a 50% weighting.
In addition, in order to emphasize the key user requirements and the subsequent determination of design goals, the weighting of the final adjusted design requirements was controlled so that all the design requirements summed up to 1. The details of the specific scores are shown in Table 4, with the highest weighted score being content fit (R4, 0.0960), followed by ease of operation (R9, 0.0956). The weighted scores are more credible than doing an evaluation of the importance of user needs from the students’ perspective alone.
Design a demand point-weighted score
Design requirement point | Student rating | Expert rating | Final score | Weighted score | |
---|---|---|---|---|---|
ID | Details | ||||
R1 | A variety of effective presentation methods | 3.90 | 4.33 | 4.115 | 0.0923 |
R2 | Clear stratification of information | 3.95 | 4.45 | 4.200 | 0.0942 |
R3 | Design style consistency | 4.25 | 3.35 | 3.800 | 0.0852 |
R4 | Content fit | 3.85 | 4.71 | 4.280 | 0.0960 |
R5 | Interactive fluency | 4.10 | 4.02 | 4.060 | 0.0910 |
R6 | Feedback effectiveness | 4.15 | 4.20 | 4.175 | 0.0936 |
R7 | Student interactive data analysis | 4.00 | 4.42 | 4.210 | 0.0944 |
R8 | Perceived controllability | 4.35 | 3.65 | 4.000 | 0.0897 |
R9 | Easy to operate and learn | 4.25 | 4.28 | 4.265 | 0.0956 |
R10 | Situational fitness | 4.10 | 3.00 | 3.550 | 0.0796 |
R11 | Scene aesthetics | 4.35 | 3.55 | 3.950 | 0.0886 |
Similar to the user needs study, each participant will be required to fill out a background survey that collects general demographic information, whether they have had experience with VLEs, and whether they have had experience with VR.Each of the 49 participants will receive approximately five minutes of rapid VLE training due to the fact that the participant may be exposed to virtual reality for the first time. Therefore, subjective evaluations may be influenced by exposure to something new. Next, participants will be required to perform the following two tasks. The order in which these two tasks are presented will be balanced between participants:
For Task 1, the system provided a virtual piano model as the target shape, and participants were asked to use the virtual piano to complete the piano piece “To Alice”.
For Task 2, the system provided a virtual piano model identical to the one in Task 1, and participants were asked to use the virtual piano to compose freely.
Each task was preceded by a training session in which the experimenter explained how to interact with the system and allowed participants to practice. After practicing, participants were asked to get as close as possible to the target shape and complete the virtual model as quickly as possible. Participants were then asked to complete questionnaires about usability and presence.
In order to evaluate the overall HCI effectiveness of the virtual learning system constructed in this paper for music education in higher education, this study collected objective user interaction performance, as well as subjective metrics related to the evaluation of usability and presence. For user interaction performance, this study measured completion time and accuracy. Interaction accuracy was calculated from the correlation coefficient of the data between the user’s performance score of playing the piano piece “To Alice” in the virtual learning system, and the standardized score. For sense of presence, this study used the Slater-Usoh-Steed (SUS) sense of presence questionnaire to collect user feedback after each task. To evaluate the usability of a virtual learning system for music education in higher education using HCI, this study used its own usability questionnaire consisting of a 7-point Likert scale.
The experimental results of 49 users completing Task 1 and Task 2 in the usability study of human-computer interaction are shown in Figure 6. Where (a) is the completion time, (b) is the accuracy (c) is the presence and usability score. An

Usability analysis of human-computer interaction of the system

Overall, familiarity improves users’ interaction performance in the virtual learning environment. From the results, it was found that participants’ completion speed and interaction accuracy for the familiar piano piece “To Alice” were better than the free creation performance in Task 2. This virtual course is mainly for college students and graduate students majoring in music-related fields of art in colleges and universities, and it is also considered to provide online teaching services for students in other colleges and universities across the country. Therefore, when designing a virtual learning system for music education, it is necessary to take into account the characteristics of such students and design the virtual course in a targeted way.As music students are more sensitive to the visual appearance of the virtual learning environment, including color and other factors, they have a strong curiosity and desire to learn new things. And their thinking is relatively strong, so when designing the teaching scene of the virtual learning environment, we need to control the design quality, design style and interface design layout according to these characteristics of the students. Try to use scenes that students are familiar with when developing the design to reduce cognitive barriers in the process of student use.
Virtual reality technology and human-computer interaction technology provide a new form for traditional teaching, making the development of virtual learning environments a reality. In this paper, the traditional classroom is virtualized through the computer, so that students and teachers can learn and operate experiments in the virtual environment, immersive experience of the learning and experimental process, and deepen students’ understanding of theoretical knowledge, which not only breaks the time and space constraints of music teaching, but also improves the exploratory and independent nature of students. A virtual learning environment for human-computer interaction systems for music education in colleges and universities is developed, and the software and hardware development environment and functional structure of the system are introduced.Users can browse and roam in a comprehensive way in the virtual learning environment, and obtain rich knowledge information from it.Finally, the system’s performance was tested with the help of Unity3D, and the results showed that the system can run smoothly and has certain feasibility and effectiveness.