• Title/Summary/Keyword: 댄스 동작

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The Direction of Research and Development for Reviltalization of K-POP Dance Contents Industry (K-POP 댄스 콘텐츠 산업 활성화를 위한 연구 개발 방향)

  • Kim, Dohyung;Jang, Minsu;Kim, Jaehong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.855-858
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    • 2015
  • K-POP dance has been the best contributor for the worldwide spread of K-POP. However, despite the popularity of K-POP dance, Korea has not still secured foundation technology and database required for the global market expansion of K-POP dance contents, which results in stagnation in dance contents industry. This paper suggests the direction of technology development for reviltalization of K-POP dance contents industry. As one of the related studies, we especially introduce the research project conducted by Electronics and Telecommunications Research Institute(ETRI) and address prospects for the technology and its ripple effect.

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Dance Posture Correction Method using DETR-based Object Detection (DETR 기반 객체탐지를 사용한 댄스 자세교정 방법)

  • Woo, Sangchul;Ji, Sumi;Sung, Yunsick
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.41-42
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    • 2020
  • 전 세계적으로 코로나 바이러스가 확산되면서 언택트 시대가 되었다. 언택트 시대에서는 대부분의 대면활동이 비대면으로 전환되고 있다. 전 세계적으로 열광중인 케이팝 댄스의 대중화를 위해 우리는 비대면으로 댄스 학습이 가능한 DETR 기반 객체탐지를 사용한 댄스 자세교정 연구를 제안한다. 본 논문에서 제안한 댄스 자세교정은 객체탐지에 DETR을 적용한 방식이다. DETR은 기존 객체탐지 모델에서 앵커박스, 바운딩박스 중복처리를 제거하는 NMS같은 휴리스틱한 방법을 사용하지 않고 트랜스포머를 통해 자동으로 학습하도록 만든 모델이다. DETR로 객체탐지를 한 후 강사와 사용자의 동작유사성을 샴 뉴럴 네트워크를 통해 계산한다.

Development of Experience Dance Game using Kinect Motion Capture (키넥트를 이용한 체감형 동작 인식 댄스 게임 개발)

  • Yun, Hye-Jeong;Kim, Kwang-Il;Lee, Jeong-Hun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.1
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    • pp.49-56
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    • 2014
  • Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.

Visualization System for Dance Movement Feedback using MediaPipe (MediaPipe를 활용한 춤동작 피드백 시각화 시스템)

  • Hyeon-Seo Kim;Jae-Yeung Jeong;Bong-Jun Choi;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.217-224
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    • 2024
  • With the rapid growth of K-POP, the dance content industry is spreading. With the recent increase in the spread of SNS, they also shoot and share their dance videos. However, it is not easy for dance beginners who are new to dancing to learn dance moves because it is difficult to receive objective feedback when dancing alone while watching videos. This paper describes a system that uses MediaPipe to compare choreography videos and dance videos of users and detect whether they are following the movement correctly. This study proposes a method of giving feedback based on Color Map to users by calculating the similarity of dance movements between user images taken with webcam or camera and choreography images using cosine similarity and COCO OKS. Through this system, objective feedback on users' dance movements can be visually received, and beginners are expected to be able to learn accurate dance movements.

The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.65-75
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    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

Biomechanical Analysis of Key Motion on BoA's No. 1 in K-Pop Dance (보아의 K-Pop 넘버원 댄스 핵심동작의 생체역학적 분석)

  • Hah, Chong-Ku;Jang, Young-Kwan;Ki, Jae-Sug
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.970-977
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    • 2015
  • The purpose of this study was to investigate biomechanical factors on key motions in K-Pop dance(BoA's No.1). A professional choreographer who was BoA's K-Pop No. 1 dance participated in this study. ROMs(range of motion) of shoulder and elbow joints in AP direction were greater than other joints. Those of trunk and pelvis in ML direction were the greatest of other directions. The velocity of CoG in SI direction was greater than other directions, and also max angular velocities of shoulder, elbow, knee, and hip joints in AP direction were the greatest of all directions. But ROM and angular velocity of ankle joint were very small. Max rotational powers of shoulder and knee joints were larger than other joints.

Characteristics of Everyday Movement Represented in Steve Paxton's Works: Focused on Satisfyin' Lover, Bound, Contact at 10th & 2nd- (스티브 팩스톤(Steve Paxton)의 작품에서 나타난 일상적 움직임의 특성에 관한 연구: , , 를 중심으로)

  • KIM, Hyunhee
    • Trans-
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    • v.3
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    • pp.109-135
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    • 2017
  • The purpose of this thesis is to analyze characteristics of everyday movement showed in performances of Steve Paxton. A work of art has been realized as a special object enjoyed by high class people as high culture for a long time. Therefore, a gap between everyday life and art has been greatly existed, and the emergence of everyday elements in a work of art means that public awareness involving social change is changed. The postmodernism as the period when a boundary between art and everyday life is uncertain was a postwar society after the Second World War and a social situation that rapidly changes into a capitalistic society. Changes in this time made scholars gain access academically concepts related to everyday life, and affected artists as the spirit of the times of pluralistic postmodernism refusing totality. At the same period of the time, modern dance also faced a turning point as post-modern dance. After the Second World War, modern dance started to be evaluated as it reaches the limit, and at this juncture, headed by dancers including the Judson Dance Theatre. Acting as a dancer in a dance company of Merce Cunningham, Steve Paxton, one of founders of the Judson Dance Theatre, had a critical mind of the conditions of dance company with the social structure and the process that movement is made. This thinking is showed in early performances as an at tempt to realize everyday motion it self in performances. His early activity represented by a walking motion attracted attention as a simple motion that excludes all artful elements of existing dance performances and is possible to conduct by a person who is not a dancer. Although starting the use of everyday movement is regarded as an open characteristic of post-modern dance, advanced researches on this were rare, so this study started. In addition, studies related to Steve Paxton are skewed towards Contact Improvisation that he rose as an active practician. As the use of ordinary movement before he focused on Contact Improvisation, this study examines other attempts including Contact Improvisation as attempts after the beginning of his performances. Therefore, the study analyzes Satisfyin' Lover, Contact at 10th & 2nd and Bound that are performances of Steve Paxton, and based on this, draws everyday characteristics. In addition, related books, academic essays, dance articles and reviews are consulted to consider a concept related to everyday life and understand dance historical movement of post-modern dance. Paxton attracted attention because of his activity starting at critical approach of movement of existing modern dance. As walking of performers who are not dancers, a walking motion showed in Satisfyin' Lover gave esthetic meaning to everyday movement. After that, he was affected by Eastern ideas, so developed Contact Improvisation making a motion through energy of the natural laws. In addition, he had everyday things on his performances, and used a method to deliver various images by using mundane movement and impromptu gestures originating from relaxed body. Everyday movement of his performances represents change in awareness of performances of the art of dancing that are traditionally maintained including change of dance genre of an area. His activity with unprecedented attempt and experimentation should be highly evaluated as efforts to overcome the limit of modern dance.

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Automatic Synthesis of Dancing Motions Matching to Ad-lib Musical Performances (즉흥 음악 연주에 따른 춤 동작 자동 생성)

  • Kang, Kyung-Kyu;Choung, Yu-Jean;Kim, Jung-A;Li, Xianji;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.176-182
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    • 2007
  • 본 연구에서는 사용자가 즉석에서 연주한 곡에 대응하는 춤 동작을 자동으로 생성하는 기술을 제안한다. 본 기법은 먼저 댄서로부터 모션 캡쳐 받은 춤 시퀀스를 분절화한 후 사용자가 신디사이저를 통해 직접 연주하여 얻은 MIDI 데이터를 분석해 음악에서의 특징점을 추출한다. 그리고 분절화 한 모션의 세그먼트들을 음악에 맞춰 다시 배열하여 새로운 춤 시퀀스를 생성함으로써 사용자가 연주한 음악과 어울리는 춤 동작을 자동으로 생성한다. 이를 위해 세 단계의 작업을 수행하게 되는데, 첫 번째 단계에서 모션 캡쳐를 통해 얻게 된 데이터에서 캐릭터의 위치와 자세를 기준으로 하여 긴 시퀀스를 의미 있는 작은 춤 동작으로 분절화한다. 두 번째 단계에서는 사용자의 연주를 통해 획득한 MIDI를 분석하여 특징점을 추출하고, 마지막 단계에서는 이를 바탕으로 음악에 기반한 음악과 동작을 합성한다. 본 연구는 음악과 댄스의 리듬감이 파괴되지 않도록 합성함으로써 우리의 연구는 기존 연구에 비해서 훨씬 자연스러운 춤 시퀀스를 결과물로 만들어 낸다.

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Design and Implementation of Real-time Online Random Play Dance Platform (실시간 온라인 랜덤 플레이 댄스 플랫폼 설계와 구현)

  • Soobin Kim;Jihye Park;Minyoung Lee;Seoyeon Mun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1023-1024
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    • 2023
  • 랜덤 플레이 댄스 라는 오프라인 이벤트를 언제 어디서나 참여할 수 있도록 실시간 온라인 앱 서비스로 제시한다. 실시간 플레이를 위해 앱으로 사용자 영상에서 바로 스켈레톤을 추출하고 웹소켓으로 스켈레톤 데이터를 주고받으며 스켈레톤 추출, 시각화, 송출을 한다. 플레이가 끝나면 안무동작 정확도 알고리즘을 통해 사용자가 자신의 춤 정확도를 가늠할 수 있다.

Technology Analysis about Using Robot Game System (로봇(Robot)을 활용한 게임시스템 기술동향 분석)

  • Park, Soo-Ile
    • 한국IT서비스학회:학술대회논문집
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    • 2009.11a
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    • pp.310-315
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    • 2009
  • 로봇(Robot)을 활용한 연구는 산업적 측면이 아닌 연구개발의 측면에서 진행되고 있었으나, 최근 들어 로봇 시스템의 상품화를 위하여 주어진 동작들을 조합하여 더 많은 동작을 생성할 수 있는 기술들이 진보되어 댄스나 배틀(대전)을 할 수 있을 정도로 발전하고 있다. 또한, 로봇 기술은 향후 10년 내에 우리들의 삶에 끼칠 영향은 매우 지대할 것으로 전망된다. 실제 로봇과 가상 로봇 인터페이스 기술이 상용화되기 위한 On-line Interactive 콘텐츠와 실제 로봇 등의 동기화 엔진 개발과 동기화를 위한 무선 프로토콜 및 복합동작 또는 연속동작을 수행할 수 있는 소프트웨어, 실제와 가상 로봇 제어 디바이스 모듈의 개발에 관련된 표준을 필요로 한다. 본 논문에서는 다차원의 융합기술을 기반으로 하는 로봇을 활용한 게임시스템은 해당산업에 미치는 효과가 막대하여, 그에 적합한 최신 정보 분석을 통한 기술동향을 제안한다.

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