Salsa dance learning evaluation and motion analysis in gamified virtual reality environment

被引:0
|
作者
Simon Senecal
Niels A. Nijdam
Andreas Aristidou
Nadia Magnenat-Thalmann
机构
[1] University of Geneva,
[2] University of Cyprus,undefined
[3] RISE Research Center,undefined
来源
Multimedia Tools and Applications | 2020年 / 79卷
关键词
Motion analysis; Salsa dance; Virtual reality; Human computer interaction;
D O I
暂无
中图分类号
学科分类号
摘要
Learning couple dance such as salsa is challenging as it requires to understand and assimilate all the dance skills (guidance, rhythm, style) correctly. Salsa is traditionally learned by attending a dancing class with a teacher and practice with a partner, the difficulty to access such classes though, and the variability of dance environment can impact the learning process. Understanding how people learn using a virtual reality platform could bring interesting knowledge in motion analysis and can be the first step toward a complementary learning system at home. In this paper, we propose an interactive learning application in the form of a virtual reality game, that aims to help the user to improve its salsa dancing skills. The application was designed upon previous literature and expert discussion and has different components that simulate salsa dance: A virtual partner with interactive control to dance with, visual and haptic feedback, and a game mechanic with dance tasks. This application is tested on a two-class panel of 20 regular and 20 non-dancers, and their learning is evaluated and analyzed through the extraction of Musical Motion Features and the Laban Motion Analysis system. Both motion analysis frameworks were compared prior and after training and show a convergence of the profile of non-dancer toward the profile of regular dancers, which validates the learning process. The work presented here has profound implications for future studies of motion analysis, couple dance learning, and human-human interaction.
引用
收藏
页码:24621 / 24643
页数:22
相关论文
共 50 条
  • [31] Dance Posture Analysis Based on Virtual Reality Technology and Its Application in Dance Teaching
    Yang, Xue
    Lyu, Yin
    EDUCATIONAL SCIENCES-THEORY & PRACTICE, 2018, 18 (05): : 1224 - 1235
  • [32] Mechanical failure analysis in a virtual reality environment
    Li, JP
    Thompson, G
    PROCEEDINGS OF THE INSTITUTION OF MECHANICAL ENGINEERS PART E-JOURNAL OF PROCESS MECHANICAL ENGINEERING, 2005, 219 (E3) : 237 - 250
  • [33] Evaluation of a Gamified 3D Virtual Reality System to Enhance the Understanding of Movement in Physics
    Iquira Becerra, Diego Alonso
    Herrera Quispe, Jose Alfredo
    Apaza Aceituno, Roni Guillermo
    Poma Vargas, Gaby Mary
    Fernandez Zamora, Flor Gabriela
    Huillca Mango, Jose Luis
    Anccasi Figueroa, Guadalupe Paulina
    Perez Vizcarra, Aldo Alexis
    Torres Chana, Jaison Willian
    PROCEEDINGS OF THE 9TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION (CSEDU), VOL 1, 2017, : 395 - 401
  • [34] Dance evaluation system based on motion analysis
    Tada, Masahiro
    Naemura, Masahide
    GRAPP 2006: PROCEEDINGS OF THE FIRST INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS, 2006, : 243 - +
  • [35] The Application of Virtual Reality Technology in EFL Learning Environment in China
    Chen, Xiangyu
    Chen, Meihua
    PROCEEDINGS OF THE 2016 INTERNATIONAL CONFERENCE ON SENSOR NETWORK AND COMPUTER ENGINEERING, 2016, 68 : 23 - 26
  • [36] Towards a Social Virtual Reality Learning Environment in High Fidelity
    Zizza, Chiara
    Starr, Adam
    Hudson, Devin
    Nuguri, Sai Shreya
    Calyam, Prasad
    He, Zhihai
    2018 15TH IEEE ANNUAL CONSUMER COMMUNICATIONS & NETWORKING CONFERENCE (CCNC), 2018,
  • [37] The integration of augmented reality in the virtual learning environment for practical activities
    El Kabtane, Hamada
    Mourdi, Youssef
    El adnani, Mohamed
    Sadgal, Mohamed
    PROCEEDINGS OF 2015 INTERNATIONAL CONFERENCE ON ELECTRICAL AND INFORMATION TECHNOLOGIES (ICEIT 2015), 2015, : 363 - 368
  • [38] Gamification-Based UML Learning Environment in Virtual Reality
    Yigitbas, Enes
    Schmidt, Maximilian
    Bucchiarone, Antonio
    Gottschalk, Sebastian
    Engels, Gregor
    ACM/IEEE 25TH INTERNATIONAL CONFERENCE ON MODEL DRIVEN ENGINEERING LANGUAGES AND SYSTEMS, MODELS 2022 COMPANION, 2022, : 27 - 31
  • [39] Mechanism to Capture Learners' Interactions in Virtual Reality Learning Environment
    Prakash, Antony
    Rajendran, Ramkumar
    2022 INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2022), 2022, : 335 - 337
  • [40] The Effects of Cognitive Load on Engagement in a Virtual Reality Learning Environment
    Vesga, Jhon Bueno
    Xu, Xinhao
    He, Hao
    2021 IEEE VIRTUAL REALITY AND 3D USER INTERFACES (VR), 2021, : 645 - 652