Virtual Performance Simulation Project

The future of music performance in virtual reality, redefining how musicians train, create, and engage with audiences.

The Virtual Performance Simulation Project is an award-winning, bespoke performance experience developed by a cross-faculty research team in conjunction with the Video and Media team. The 3D concert hall used in the application is modelled on the Hanson Dyer Hall in the Ian Potter Southbank Centre performance space.

The technology presents an innovative solution to the diverse challenges of performance anxiety and stress for performers, as well as equitable access to performance and training opportunities for those from diverse backgrounds, abilities, and career stages.

🏆 The Virtual Performance Simulation Project received an Innovation Award Commendation at the 2025 Australasian Simulation Congress.

This project was supported by the Faculty of Fine Arts and Music at The University of Melbourne.

"I've got tingles in my spine, it feels real!"

Third year Bachelor of Music student describing what it is like waiting in the virtual backstage area

About the project

  • The Virtual Performance Simulation Project utilises a performance environment that harnesses the unique affordances of immersive virtual reality technology for artists of all disciplines to develop their performance artistry, foster their ethical know-how, and expand creative potentials.

    The work encompasses aspects of music performance anxiety training and audience feedback in practice, the development of 3D digital performance venues, and incorporation of biometric capture in immersive musical performance.

  • The opportunity for students to perform in concert halls, and to experience the associated pressure of a live audience, is limited. However, immersive reality technology can be an effective way for musicians to develop their performance techniques and skills under pressure (Osborne et al., 2022). For this work, we received a TLI grant ($29,935; 2022-2023) to develop an evidence-based intervention for music performance students. We found that the use of immersive virtual reality can provide opportunities for students to manage the stresses of live performance more effectively.

    Work was initiated in 2023 to build 3D reconstructions of both the Hanson Dyer Hall and Kenneth Myer Auditorium as part of Glasser’s Researcher Development Grant ($9,967; 2022). The visualisations were expertly crafted by Isabel Solin and imported into Unreal Engine to create the VR training application. These virtual reconstructions of performance spaces offer a high degree of realism and will be further developed over time with the IP held by the University.

    Osborne, M., Glasser, S., & Loveridge, B. (2022). ‘It’s not so scary anymore. It’s actually exhilarating’: A proof-of-concept study using virtual reality technology for music performance training under pressure. ASCILITE Publications, e22116–e22116.

  • Immersive environments provide opportunities for new forms of musical performance co-created by humans and artificial intelligence (AI), while at the same time raising significant questions concerning ethics and ownership of performance.

    Our research critically examines these issues, resulting in a framework for the ethical collection and use of biometric data in performance settings, especially within immersive environments (Sparrow et al., 2024). This work was the result of the inaugural CAIDE AAIDE Grant ($20,000; 2022).

    Glasser, S., Osborne, M. S., Loveridge, B., Sparrow, L., & Kelly, R. (2025). Consent, connection, and creativity: Navigating the ethical boundaries of using biometric data in artistic performance. In E. K. Sunde, V. Bartlett, & J. Pfefferkorn (Eds.), Decentring ethics: AI art as method (pp. 259–278). Open Humanities Press. https://www.openhumanitiespress.org/books/titles/decentring-ethics

    L.A. Sparrow, C. Galwey, B. Loveridge, S. Glasser, M. S. Osborne, & R. M. Kelly. (2024). Heart and Soul: The Ethics of Biometric Capture in Immersive Artistic Performance. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, May 11-16, Honolulu, Hawaiʻi.

  • The 3D concert hall was created using 2D floorplans in Revit. This was then imported into Unreal Engine where the lighting and interactions were created and exported to a virtual reality application.

    The simulation runs on a PC VR using Airlink to provide a tether-free experience.

  • Our team of experts can help you explore what’s possible via consultation, research, in-house production, and by connecting you with others in this space at the University. Visit the Immersive Media page for more information.