360 Vr Content Production Based on the Analysis of the Movements in the Korean Traditional Court Dances, Cheoyongmu and Bosangmu
Jung-Su Nam1, Young-Eun Kim2, Nam-Soon In3, SangHun Nam4

1Jung-Su Nam, Department of Acting & Performance, Suwon Science College, Seja-Ro, Jeongnammyeon, Hwaseongsi, Gyeonggido, South Korea.
2Young-Eun Kim, Bitwin Media Lab Inc, Chuncheon, Gangwon-do, South Korea.
3Nam-Soon IN, Institute of Korean Traditional Culture, Sinchon-ro gil, Seodaemun-gu, Seoul, South Korea.
4SangHun Nam, Department of Newmedia, Seoul Media Institute of Technology, Hwagok-ro-gil, Gangseo-gu, Seoul, South Korea.

Manuscript received on 01 May 2019 | Revised Manuscript received on 15 May 2019 | Manuscript published on 30 May 2019 | PP: 2334-2338 | Volume-8 Issue-7, May 2019 | Retrieval Number: G6395058719/19©BEIESP
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Recently, virtual reality technology has been combined with performing arts to provide new performance contents. Traditional performances, one of the areas where the latest technology can be applied, have recently been reborn using VR technology. This study aims to investigate the process of obtaining 360 VR contents based on the movements of Korean traditional court dance, namely Cheoyongmu and Bosangmu. By analyzing the stage characteristics, movements, and storytelling of traditional performances, we determined the appropriate camera positions for the shooting. By the means of rehearsal shooting, the dancers were able to understand 360 VR shooting and the camera positions were adjusted after analyzing the recorded video. The recorded performance video was broken down into 360 VR contents and an application for experiencing 360 VR contents was created through HMD.
Keyword: Korean Dance, Traditional Culture, Movement Analysis, Virtual Reality, 360 VR.
Scope of the Article: Virtual Reality