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Ballroom Dance Training with Motion Capture and Virtual Reality

dc.contributor.authorMaier, Sophia
dc.contributor.authorOberdörfer, Sebastian
dc.contributor.authorLatoschik, Marc Erich
dc.date.accessioned2024-10-08T15:13:01Z
dc.date.available2024-10-08T15:13:01Z
dc.date.issued2024
dc.description.abstractThis paper investigates the integration of motion capture and virtual reality (VR) technologies in competitive ballroom dancing (slow walz, tango, slow foxtrott, viennese waltz, quickstep), aiming to analyze posture correctness and provide feedback to dancers for posture enhancement. Through qualitative interviews, the study identifies specific requirements and gathers insights into potentially helpful feedback mechanisms. Using Unity and motion capture technology, we implemented a prototype system featuring real-time visual cues for posture correction and a replay function for analysis. A validation study with competitive ballroom dancers reveals generally positive feedback on the system’s usefulness, though challenges like cable obstruction and bad usability of the user interface are noted. Insights from participants inform future refinements, emphasizing the need for precise feedback, cable-free movement, and user-friendly interfaces. While the program is promising for ballroom dance training, further research is needed to evaluate the system’s overall efficacy.en
dc.identifier.doi10.1145/3670653.3677499
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/44887
dc.language.isoen
dc.pubPlaceNew York, NY, USA
dc.publisherAssociation for Computing Machinery
dc.relation.ispartofProceedings of Mensch und Computer 2024
dc.subjectBallroom Dance
dc.subjectDance Teaching
dc.subjectMotion Capture
dc.subjectPosture Analysis
dc.subjectSport
dc.subjectVirtual Reality
dc.titleBallroom Dance Training with Motion Capture and Virtual Realityen
dc.typeText/Conference Paper
gi.citation.startPage617–621
gi.conference.locationKarlsruhe, Germany

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