• Title/Summary/Keyword: Dance Moves

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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'.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

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.

Analysis on the Trends of Research Themes of the Korean Dance Using Text Mining (텍스트 마이닝을 활용한 한국무용 연구주제 동향 분석)

  • Kim, Woo-Kyung;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.215-228
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    • 2019
  • The purpose of this study is to analyze the trends of research themes of the Korean dance in recent 20 years using text mining. The study has analyzed 3,047 words in 1,468 academic papers posted in the Research & Information Services Section(RISS). TEXTOM, a big data analysis solution, has been used to refine and analyse data, and the keyword analysis and topic modeling have been adopted during the text-mining process to come up with meaningful results. First, the theme of studies has shifted from the structure of the basic Korean dance moves to the use and transmission of the Korean dance. Second, those who participate in studies of the Korean dance have changed from middle-aged women to elderly women. Third, studies on dance records have been inactivated. Fourth, studies on Choi Seung-hee have consistently been a subject of interest. Fifth, the focus of studies has turned from the Korean creative dance to the Korean traditional dance. Sixth, there are no iconic research themes that would lead the academic trends with no clear boundaries of research themes.

Significance of the R16 Korea Contest as Culture Contents ('R16 코리아' 대회의 문화콘텐츠적 가치)

  • Kim, Gigook;Lee, Woojae
    • Cross-Cultural Studies
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    • v.39
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    • pp.97-125
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    • 2015
  • Significance of the R16 Korea Contest as Culture Contents. Known for relentless practice and intense moves, widespread presence on the Internet, strong ethnic elements highlighting Korean physical attributes and collective culture, b-boying occupies a special place in Korea today. News of four consecutive wins in major b-boy contests around the world have changed the common public conception that b-boys are simply a group of problem boys and students in hip-hop clothes intent on showing off their dance moves. B-boying is no longer perceived as a dance that is performed in the shadowy underground but as a dynamic and beautiful art form of physical expression that is part of today's popular culture. This paper examines the significance of R-16 Korea as culture contents and its main event, the World B-boy Masters Championship. It introduces how the contest has developed since 2007 to reach popular influence and gain international recognition. The paper also compares R-16 Korea to the world's four major b-boy contests, Battle Of The Year, UK B-boy Championship, Free Style Session, and Red Bull BC One to see if any distinctions could be found among them and to evaluate the significance of R-16 Korea as cultural content in its rise to one of the world's top 5 major b-boy contests. Finally, this study makes suggestions for b-boying to become more established as part of Korea's culture contents.

A Study on the Seungmu of Bup Woo Song Jae-Sub (법우 송재섭 승무의 가치 연구)

  • Choi, Seok-Kwon
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.311-317
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    • 2021
  • This study is a qualitative study for "Seung-mu" of Song, Jae-Sub, who has been designated as Intangible Cultural Heritage No. 15 by Daejeon City, performed by literature research. The significance of this study is to examine the life and to understand the performance of Bup-Woo Song Jae-Sub, the Seung-mu performer, and to supply the knowledge of the dance moves, rhythm, and materials of the Seung-mu. Song Jae-Sub's Seung-mu is characterized by a soft appearance, and the process of assimilation and conformity to nature is melted into the dance moves, and it contains the aesthetics of humility that puts the opinions of others before oneself. Furthermore, Song Jae-Sub's Seung-mu is characterized by his humility and flexibility expressed through dance.

Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.195-200
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    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.

Impact of K-pop on Positive Feeling Towards Korea, Consumption Behaviour and 1Intention to Visit from other Asian Countries (아시아국가에서의 K-pop 이용행동과 K-pop으로 인한 국가호감도 및 한국 방문의도 변화)

  • Kim, Ju-Yeon;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.516-524
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    • 2012
  • K-pop has gained its popularity all over the world, and its popularity is mostly concentrated in Asian countries. Korean wave which has started from Korean dramas has expanded its horizon to K-pop, which centers around idol singers since 2005. The K-pop's popularity is evident from fans imitating singers' dance moves, makeup, appearance, and even trying to learn Korean. This study tries to explore consuming behaviors of Asian K-pop consumers from China, Japan, Thailand and Vietnam, and the main reasons Asian consumers prefer K-pop over their own countries' pop. The study also analyzes on how K-pop influences K-pop consumers to build positive feeling toward Korea and give them intention to visit Korea. The results showed the differences among K-pop consuming behaviors, relationship among attributes of K-pop, positive feeling toward Korea, and intention to visit Korea among four Asian countries. Findings would be the stepping stone that could support K-pop to expand its market to other foreign countries.

Gyuncheonak of Jangsaengboyeonjimu and the Relationship between Gubyeonjakdaedo and Gucheondo - Focusing on 『Yeoryeong Jeongjae Holgi』 and 「Lee Byung-sung Record Book」 (장생보연지무의 균천악, 구변작대도와 구천도와의 연관성 - 『여령정재홀기』와 「이병성기록서」를 중심으로 -)

  • Lee, Ha-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.238-246
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    • 2022
  • The purpose of this study was to draw the conclusion that the appearance of 'Gyuncheonak' in the lyrics of Jangsaengboyeonjimu and that 'Gubyeonjakdaedo' are related to Gucheondo in Taoism and Buddhism. Jangsaengboyeonjimu is a Jeongjae, which has a variety of dance moves and composition changes compared to any other royal Jeongjae, and is recorded in detail that the formation changes nine times. the lyrics and Gubyeonjakdaedo were compared. The relationship was inferred by applying the Gubyeonjakdaedo of the record book to the Gucheondo Island of Taoism and Buddhism. It is believed that in 1829, Crown Prince Hyo Myung created the work by putting the meaning of Gyuncheondo in Taoism and Buddhism in the song and Gubyeonjakdaedo.