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In this paper, we report on a case study where the experimental group (N\u2009=\u200922) experienced three mixed reality scenes in which the room was augmented with virtual objects from nature (e.g., a tree and falling leaves) and\/or the fantastic (e.g., a mermaid) designed to resonate with the music. The control group (N\u2009=\u200921) listened to the same music as the experimental group using audio only. Participants in both groups were asked to rate their emotions and experiences via several subscales of the Phenomenology of Consciousness Inventory, and describe associations, memories or thoughts that came to mind. Both groups reported being significantly absorbed by the experience and that the experience induced a state of relaxation. Listening to the music evoked a more inner-directed state of attention, while the MR group reported strong engagement with the multisensory MR environment. Familiarity with MR\/VR increased the enjoyment of the MR experience. The audio group also described a wide range of associative memories and images, which bear resemblance to the MR visualizations in several ways. We conclude that MR art\/music experiences have potential uses for (1) attracting new audiences to classical music; (2) encouraging professional performers and\/or music lovers in associative thinking and imagery; and (3) possibly serving as a new form of immersive art music therapy.<\/jats:p>","DOI":"10.1007\/978-3-032-10518-9_31","type":"book-chapter","created":{"date-parts":[[2025,10,31]],"date-time":"2025-10-31T13:36:44Z","timestamp":1761917804000},"page":"359-371","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":0,"title":["Music Consciousness with Mixed Reality: Case Study on Learning Associative Imagery in Classical Music Using Three Rachmaninoff Preludes, Op. 32"],"prefix":"10.1007","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-2036-8120","authenticated-orcid":false,"given":"Svetlana","family":"Rudenko","sequence":"first","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0000-0002-4954-7117","authenticated-orcid":false,"given":"Kelly","family":"Jakubowski","sequence":"additional","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0009-0003-0977-7879","authenticated-orcid":false,"given":"Xiangpeng","family":"Fu","sequence":"additional","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0000-0002-9273-6458","authenticated-orcid":false,"given":"Mads","family":"Haahr","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2025,11,1]]},"reference":[{"key":"31_CR1","doi-asserted-by":"publisher","unstructured":"Sikora, Y., Chernykh, V., Shaforost, Y., Danylyuk, S., Chemerys, I.: Leveraging gamification and game-based technologies for educational purposes. 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