The use of motion capture, virtual reality and 3D animation are widely used within the entertainment sector, and simulation for training in a variety of industries. As the knowledge and technology for digital visualizations are continuously improving, the interest and areas of application are growing as well. An increasing amount of research has been conducted lately within the area of application for dance and dance pedagogy, and this study aims to investigate the possibilities that are within this area of visualizations for dance. We prepared a simple visualization prototype using recorded motion capture data of two dancers. In the next stage, participants got to discuss the prototype in an interview format. Based on the data gathered fro...
Measurement of body motion using motion capture systems has become widespread in the fields of enter...
Video has become the medium of choice for documenting work of dancing performed in limited space and...
The creative uses of new motion capture technology place it in the middle of a hybrid and relatively...
The use of motion capture, virtual reality and 3D animation are widely used within the entertainment...
In this paper, we describe an ongoing work towards developing a whole-body interaction interface for...
Motion Capture and whole-body interaction technologies have been experimentally proven to contribute...
Digital technologies can help with preservation of cultural heritage and virtual reality can be used...
Few studies have focused on how learning takes place in physical education and health (PEH) practice...
Dancing is a very popular entertainment activity which is, however, quite difficult to learn. Our ob...
A general view of various ways in which virtual dance can be understood is presented in the first pa...
This thesis builds on three studies exploring demonstrations in show dance classes. Primarily, the t...
Abstract—Owing to recent advancements in motion capture technologies, physical exercise systems that...
“it is like jumping down into a water-barrel” – a study about dance pedagogues work with choreograp...
In this paper we present the objectives and preliminary work of WhoLoDancE a Research and Innovation...
Abstract. In this paper we present the European project Open Dance and in particular our contributio...
Measurement of body motion using motion capture systems has become widespread in the fields of enter...
Video has become the medium of choice for documenting work of dancing performed in limited space and...
The creative uses of new motion capture technology place it in the middle of a hybrid and relatively...
The use of motion capture, virtual reality and 3D animation are widely used within the entertainment...
In this paper, we describe an ongoing work towards developing a whole-body interaction interface for...
Motion Capture and whole-body interaction technologies have been experimentally proven to contribute...
Digital technologies can help with preservation of cultural heritage and virtual reality can be used...
Few studies have focused on how learning takes place in physical education and health (PEH) practice...
Dancing is a very popular entertainment activity which is, however, quite difficult to learn. Our ob...
A general view of various ways in which virtual dance can be understood is presented in the first pa...
This thesis builds on three studies exploring demonstrations in show dance classes. Primarily, the t...
Abstract—Owing to recent advancements in motion capture technologies, physical exercise systems that...
“it is like jumping down into a water-barrel” – a study about dance pedagogues work with choreograp...
In this paper we present the objectives and preliminary work of WhoLoDancE a Research and Innovation...
Abstract. In this paper we present the European project Open Dance and in particular our contributio...
Measurement of body motion using motion capture systems has become widespread in the fields of enter...
Video has become the medium of choice for documenting work of dancing performed in limited space and...
The creative uses of new motion capture technology place it in the middle of a hybrid and relatively...