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Exploring costume-avatar interaction in digital dance experiences

Published: 30 June 2022 Publication History

Abstract

Dance in the digital world is an area that has been explored vividly the last years with applications in education/learning, cultural heritage preservation, archiving and performance. Digital costume is a concept complimentary to dance that also evolves as technology grows, with virtual fashion shows, digital-only clothing, virtual showrooms, and recreation of historic costumes to make their appearance more and more often. However, their intersection hasn’t been quite explored yet although it has a lot to offer in areas like digital fashion design, animation, games and artistic performances. We envisage that combining realistically simulated clothes along with motion data can add a significant potential to movement research. Specifically for learning or exploring movement in digital environments, the representation of the dancer (3d avatar) is an important aspect to be examined, for example, specific digital clothes might enhance movement understanding and thus affect learning, in some cases. Having the hypothesis that different avatar and/or cloth visualizations might lead to different results in movement, an experiment with users has been conducted in an immersive Virtual Reality environment. We setup a testbed environment, where avatars of different forms (abstract, anthropomorphic, robot) and with different costumes could perform dances. The users were immersed in the environment and had to repeatedly follow the dance steps with all avatar-costume combinations. Their performance was then rated by experts regarding the general quality of movement, the rhythm, and the steps. The analysis of these results provided insights on the effect of costumes and avatar types on the above parameters and along with qualitative aspects, wishes to initiate a study around the limitations and opportunities of combining costume and dance in digital, interactive environments.

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Cited By

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  • (2024)Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitionsTelematics and Informatics Reports10.1016/j.teler.2024.10015015(100150)Online publication date: Sep-2024
  • (2022)Virtual Humans in Museums and Cultural Heritage SitesApplied Sciences10.3390/app1219991312:19(9913)Online publication date: 1-Oct-2022

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          cover image ACM Other conferences
          MOCO '22: Proceedings of the 8th International Conference on Movement and Computing
          June 2022
          262 pages
          ISBN:9781450387163
          DOI:10.1145/3537972
          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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          Publication History

          Published: 30 June 2022

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          Author Tags

          1. Avatars
          2. Cloth simulation
          3. Digital clothes
          4. Digital dance
          5. HCI
          6. Virtual Reality

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          • Refereed limited

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          • ?Regional Excellence?, under the Operational Program ?Competitiveness, Entrepreneurship and Innovation? (EPAnEK), which is co-funded by Greece and European Union

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          MOCO '22

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          Overall Acceptance Rate 85 of 185 submissions, 46%

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          Cited By

          View all
          • (2024)Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitionsTelematics and Informatics Reports10.1016/j.teler.2024.10015015(100150)Online publication date: Sep-2024
          • (2022)Virtual Humans in Museums and Cultural Heritage SitesApplied Sciences10.3390/app1219991312:19(9913)Online publication date: 1-Oct-2022

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