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Shape of Music: AR-based Tangible Programming Tool for Music
Visualization
Qiao Jin
jin00122@umn.edu
Department of Computer Science and Engineering,
University of Minnesota
Minneapolis, MN, USA
Danli Wang
danli.wang@ia.ac.cn
Institute of Automation, Chinese Academy of Sciences
Beijing, China
Haoran Yun
haoran.yun@upc.edu
ViRVIG Research Center, Universitat Politècnica de
Catalunya
Barcelona, Spain
Svetlana Yarosh
lana@umn.edu
Department of Computer Science and Engineering,
University of Minnesota
Minneapolis, MN, USA
ABSTRACT
Integrating music into Computer Science (CS) education can stimu-
late children’s creativity, change the stereotypical perspective of
CS, and encourage women, ethnic or cultural minorities involved
in the Computer Science area. In this paper, we use Augmented
Reality (AR) technology to design a tangible programming system
- AR-MPro for children, acting as a bridge between programming
and music. It allows children to create customized AR eects to
visualize music with low-cost materials by constructing tangible
program sequences. AR-MPro is expected to broaden participation
in computing, and be more intuitive, intriguing and instructional
to enrich children’s creating and programming experiences.
CCS CONCEPTS
•Human-centered computing
→
Systems and tools for inter-
action design;Mixed / augmented reality;•Social and profes-
sional topics
→
Children;•Applied computing
→
Interactive
learning environments.
KEYWORDS
Augmented Reality, AR, music, tangible programming, creation,
children, computational thinking.
ACM Reference Format:
Qiao Jin, Danli Wang, Haoran Yun, and Svetlana Yarosh. 2023. Shape of
Music: AR-based Tangible Programming Tool for Music Visualization. In
Interaction Design and Children (IDC ’23), June 19–23, 2023, Chicago, IL, USA.
ACM, New York, NY, USA, 5 pages. https://doi.org/10.1145/3585088.3593872
1 INTRODUCTION
Programming learning helps children acquire knowledge of com-
puter science (CS), learn problem-solving and design strategies, and
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on the rst page. Copyrights for third-party components of this work must be honored.
For all other uses, contact the owner/author(s).
IDC ’23, June 19–23, 2023, Chicago, IL, USA
©2023 Copyright held by the owner/author(s).
ACM ISBN 979-8-4007-0131-3/23/06.
https://doi.org/10.1145/3585088.3593872
develop logical and creative abilities. Most importantly, it can culti-
vate computational thinking (CT) abilities. Graphical user interface
(GUI) and tangible user interface (TUI) oer exible interfaces, help-
ing children handle the code easier. In particular, TUI is better for
catering to the habits of young children preferring the operation
by holding toys in hand [
6
]. As demonstrated by the survey of com-
putational kits designed for young children [
30
], physical features
strongly inuence how children perceive and use a computational
kit. Tangible languages oer a sensory engagement to children
[
8
,
31
], have the potential to simplify the understanding of complex
syntax, enhance the learning eect [
17
], and improve children’s
involvement in programming [18].
In recent years, research has integrated programming learning
with other disciplines. Some added music components and inves-
tigated advanced methods for computational systems to support
musical expression and interaction [
23
]. Program and music share
many similar identities [
3
]. For example, a program is simply a set
of instructions given to a computer to carry out a certain task or
task. And a song is also a set of musical notes, read as instructions,
played with the instrument. The repeated note can be seen as the
loop function in the program. Bridging music and CS education
is considered a good way for stimulating children’s expression
and creativity. In addition, there are implicit stereotypes relating
to people in the eld of computer science [
2
,
19
]. They are often
portrayed as nerds and socially distant from other people. How-
ever, introducing music to CS learning experience could drastically
change students’ perspectives on CS learning [
11
]. Moreover, it
can encourage women and ethnic or cultural minorities who are
under-represented in CS to become involved in the CS eld [23].
In this paper, we present a new tangible programming system
named AR-MPro, which helps children learn programming by vi-
sualizing a part of a song. We designed this system to enable youth
to create their own music visualization by programming. Our goal
is to engage children to learn basic programming knowledge, such
as the parameter, loop or sequence, change students’ perceptions
of computing, and provide a transformative programming learning
experience.
IDC ’23, June 19–23, 2023, Chicago, IL, USA Jin, Wang, Yun and Yarosh.
2 RELATED WORK
2.1 Tangible Creation and Programming Tools
for Children
Several tangible creations and programming tools [
30
] have been
developed for children. TanProRobot 2.0 [
26
], Electronic Blocks
[
28
], MakerWear [
10
], TanPro-Kit [
25
], and KIBO [
24
] which have
tangible I/O system and no digital screen. Through them, children
can run, verify and correct the program with the observation of
electronic devices (such as machine components). However, Merely
relying on the physical interface (such as sensors, lighting, etc.) or
voice feedback during programming shrinks the visual forms of
feedback.
Augmented Reality (AR) technology provides new opportunities
to optimize TUI-based computational toolkit by compensating for
the lack of visual feedback. A real object with augmented inter-
action is considered superior to an abstraction of a system with
a screen only in many aspects. Moreover, the use of interactive
AR in education is conducive to attracting students’ interest in the
study, thereby improving study eciency [
13
]. Researchers have
applied AR technology in tangible programming. In Tiles that Talk
[
1
], dierent tiles represent computer syntax, software libraries
and hardware, showing the system design of a project through
the camera. Thymio II [
16
] is an educational robot integrating
augmented reality and learning computer concepts by its visual
programming environment. ARScratch [
20
] is an AR authoring
environment based on the Scratch programming platform, allow-
ing children to create programs that mix real and virtual spaces.
ARMaze [
9
] and Code Notes [
22
] are tangible computational think-
ing toolkits, on which programs are created by physical materials
(wooden blocks or paper cards) and codes are processed using the
AR-based mobile game. By providing students with tangible objects
to manipulate and interact with in AR environments, these tools en-
able a more hands-on and immersive learning experience. Our study
explores the potential of AR-based tangible programming tools in
the eld of music visualization. We are specically interested in
investigating the use of AR scaolding in loop learning because it
is a fundamental structure (repetition) in music composition, and it
can be challenging for children to grasp as a programming concept
[14].
2.2 Programming with Music for Children
Development of interdisciplinary programming platforms has be-
come increasingly popular in the education area [
15
]. Music is
viewed as a promising domain for integrating computational think-
ing, as both involve patterns, repetitions and identication of struc-
tures [
5
,
12
]. While several programming tools that support music
creation and visualization exist, they primarily use graphic user
interfaces, such as ScratchJr [
4
] and ARcadia [
11
]. These tools may
present challenges for younger children due to their limited expe-
riences in computer or related infrastructure operations, such as
keyboard and mouse. There are a few works that combine music
and pure tangible programming language. Sabuncuoglu’s work [
21
]
presents an aordable and accessible tangible music platform for vi-
sually impaired children that aims to teach programming concepts
through music creation. TuneTable[
29
] is a computational musical
tabletop exhibit for children, which teaches coding concepts by
making music using several sound samples and tangible blocks.
With particular considerations combining both AR-based tangi-
ble programming and music, we implement AR-MPro, to introduce
programming concepts to children under 9 years old through mu-
sical stimulus and intuitive and instructive AR scaolding. Unlike
prior research in this area, which mostly focuses on constructing
a sound sequence to create a music, our approach links musical
notes with corresponding AR visual eects, providing a new way
to introduce programming concepts to young children.
3 DESIGN AND IMPLEMENTATION
Augmented Reality for Musical Programming, or AR-MPro for short,
is a music visualization and programming tool with AR technology
designed for children. Our goal is to create a bridge between music
and program, allowing children to use this tool intuitively, and
to understand how to construct a program correctly using AR
feedback. To achieve this goal we created a system that consists of
four parts (Figure 1): AR-MPro Application on mobile devices that
display the musical notes and visual feedback; Code Tokens which
are used to construct a program; Loop Prompter helps children
optimize the program; Show Cards which are used to identify the
current musical track and show visualization eects.
Figure 1: AR-MPro is composed of a series of code tokens, an
AR-MPro application, a loop prompter and show cards.
3.1 AR-MPro Application
The AR-MPro application is implemented by Unity 3D and Qual-
comm Vuforia platform which displays 3D scenes on the image
targets (e.g., loop prompter and show cards). The sound material
chosen for the musical aspect is piano, and the musical notes are
presented through the Numbered Musical Notation (NMN) sys-
tem [
27
], in which each note is denoted by a number representing
its scale degree in a particular key. NMN simplies the notation
of traditional music, replacing complex characters and symbols,
Shape of Music: AR-based Tangible Programming Tool for Music Visualization IDC ’23, June 19–23, 2023, Chicago, IL, USA
Figure 2: Four types of Code Tokens: Start/End, Logic, Motion,
Duration.
and enabling non-musicians to learn and perform the music. The
NMN representation will be displayed at the top of the screen, with
varying lengths corresponding to dierent note durations. We high-
lighted the looped musical pieces in the musical track (Figure 3).
The application contains two stages, programming and running
stage (Figure 4), corresponding to programming and code execution
in traditional terms of computer programming. In the programming
stage, after previewing the given notes of an episode, along with an
arrow sign that marks the point to be programmed next, players are
programming with Code Tokens. Each musical note must be linked
to a motion token, with or without a duration token depending
on the note length. Once the nal program is created and tested,
players are supposed to click the switch button or change the show
card to switch to another soundtrack or save the current program
and move to running stage. The running stage provides AR feedback
on the program created by the player on the show card along with
the related music. This visual scenery of a program can help players
understand the execution process of their program. Users can also
test their code after nishing a part of the program using the scan
button in the system. This will allow the users to correct or debug
their initial sequence using visual feedback (e.g., if logic tokens
appear in pairs; if every note is linked to a motion token). The tips
button gives the user one of the solution programs of a track in a
graphic way. Users can refer to this to derive their own optimized
solution.
Figure 3: The virtual model shown on top of a Show Card.
3.2 Code Tokens
Code Tokens (Figure 2) are made using wood-based cards with
TopCode [
7
] texture, which children can easily use to assemble a
program on the table. To provide children with a more intuitive
programming experience, we designed code tokens with dierent
functionalities and colors. There are four types of code tokens:
Start/End Tokens, Logic Tokens, Motion Tokens, and Duration
Tokens. Each token is color-coded according to its category of func-
tionality. Start/End tokens are used to indicate the start or end of
the program. Logic tokens contain Loop tokens whose functionality
is similar to the logic of "for" loop in a traditional programming
language. Players should place them at the beginning or end of
the token sequences, other tokens should be placed in the middle.
Motion tokens are used to indicate the motion of the objects, which
contain scale, color changing, moving, etc. Duration tokens control
the duration of a note. Children are expected to recognize how long
a note is played and use the prolong token accordingly.
3.3 Loop Prompter
Loop Prompter is a self-made wooden card used in the programming
stage (Figure 5). This helps the user detect patterns or repetitive
structures that can be optimized by using loop tokens. When loop
prompter is recognized by the application, AR feedback will appear
in each repeated and continuous program segments, letting users
learn and use loop structure more intuitively.
3.4 Show Cards
Show Cards locates the place of the virtual AR model, which are
also markers indicating dierent music track. Dual soundtrack can
be triggered by two show cards in the running stage (Figure 6). AR-
MPro application will detect and keep tracking the show card, then
render the existing 3D models in the same location. AR 3D model
will be updated and transform shape and position following the
program accordingly which be coded before. During the execution,
users are able to change the position or angle of the show card. It
will not disrupt the ow of virtual model.
4 PILOT TESTING AND ONGOING WORK
To gather preliminary feedback and rene the system design, a
pilot study was conducted with three university students who had
no prior programming experience and musical knowledge. The
pilot testing procedure involved introducing the participants to
our AR-based tangible programming tool and asking them to use
it to visualize two music tracks, both of which contained repeated
musical pieces. We instructed them to construct their program
on their own and then use the loop prompter to optimize their
program. Throughout the 40-minute testing session, we observed
their interactions with the AR-MPro and asked them to provide
feedback on their experience (e.g., Were there any parts of the AR-
MPro system that were dicult to understand or use? Did you nd
the loop prompter feature helpful in optimizing your program?
Were there any features or functions you wished the AR-MPro
had?).
Overall, we received positive feedback and summarized their
feedback in the following. First, the one-to-one correspondence
IDC ’23, June 19–23, 2023, Chicago, IL, USA Jin, Wang, Yun and Yarosh.
Figure 4: a) In the programming stage, users arranged Code Tokens which correspond to the musical notes. b) In the running
stage, the visualized program is shown in the Show Card. When playing a musical note, which corresponds to a motion token
(e.g., move forward, change color, scale up, etc.) with or without a duration token, the 3D model (in this case, a cube) displayed
on the show card will perform the corresponding motion for the designated duration.
Figure 5: Loop Prompter could help users recognize repeated
programming segments by showing AR Scaolding.
Figure 6: Dual soundtrack can be triggered by two show cards.
between the repeated musical piece and loop structure in program-
ming is helpful for understanding the usage of the loop concept.
Besides, the AR scaolding and highlight UI elements are easy to
understand. Finally, all of them think the AR and music visualiza-
tion in the running stage makes the whole system attractive and
enjoyable. They appreciated the free one-to-one mapping between
code tokens and musical notes, which allowed them to create a
unique AR visualization in the system. We also have captured some
issues from the initial testing. For example, the duration of the note
required fundamental musical knowledge, which might be hard
to be understood by children. Then, the AR model and music are
pre-dened and are not customized enough. Users may get tedious
if keep working with the same materials. Participants suggested
that future improvements could include customized visual eects,
such as a wider variety of motion blocks and the ability to change
AR models in show cards.
We plan to conduct aformal study with AR-MPro with a targeted
group of children between the ages of 6 and 9. In the study, we
will provide the participants with fundamental musical knowledge
and include a detailed description of how the AR-MPro applica-
tion functions. In addition to assessing task completion and ease
of creation and programming, we will further explore the impact
of music and AR scaolding on the children’s learning experience.
Specically, we will observe how children identify and create their
programs, particularly for the loop structure construct, and how
AR scaolding helps them revise their programs. The results of
this formal study will provide us with a deeper understanding of
the technical opportunities for supporting more logical and com-
plex musical visualization creation and programming experiences
for children, as well as nding ways to develop their interest in
computer science.
5 CONCLUSION
We present AR-MPro, a unique AR system designed to enable chil-
dren to create their own music presentations using the tangible
programming language. Our aim is to bridge music and program-
ming, empowering children to explore the intersection of these two
elds in an engaging and creative way. Based on our pilot testing,
the system’s AR scaolding has the potential to make it easier for
children to understand programming concepts while promoting
creativity and self-expression. As its eectiveness with children has
not yet been empirically validated, we plan to conduct a formal user
study to further explore the user experience and the inuence of AR
scaolding and music on children. Moreover, we aim to improve the
system by integrating more customized elements such as tokens,
display models (e.g., adding cartoon or animated gures), and AR
eects.
Shape of Music: AR-based Tangible Programming Tool for Music Visualization IDC ’23, June 19–23, 2023, Chicago, IL, USA
ACKNOWLEDGMENTS
We express our sincere gratitude to all the participants who dedi-
cated their time and eorts to participate in this study. We would
also like to acknowledge Ye Yuan and Kathan Shah for their helpful
support and feedback on this project.
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