Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136688
Jinki Jung, Suwon Lee, Hyeopwoo Lee, H. Yang, L. Weruaga, M. Zemerly
In this paper we propose a sensor fusion based indoor localization method for mobile Augmented Reality (MAR). The aim of this research is to provide fine-tuning of the line feature based localization to accuracy of centimeter-level by exploring multi-modality of a mobile device. In order to match with line features from the captured scene and the given floor map, a line-based indoor scene analysis is proposed with Manhattan world assumption. An efficient pairwise line matching method using corresponding compass sensor data is presented to yield accurate localization and registration for MAR. Experimental results demonstrated that the proposed method is able to provide real-time performance and robustness in indoor environment.
{"title":"Real-time sensor-fusion based indoor localization for mobile Augmented Reality","authors":"Jinki Jung, Suwon Lee, Hyeopwoo Lee, H. Yang, L. Weruaga, M. Zemerly","doi":"10.1109/VSMM.2014.7136688","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136688","url":null,"abstract":"In this paper we propose a sensor fusion based indoor localization method for mobile Augmented Reality (MAR). The aim of this research is to provide fine-tuning of the line feature based localization to accuracy of centimeter-level by exploring multi-modality of a mobile device. In order to match with line features from the captured scene and the given floor map, a line-based indoor scene analysis is proposed with Manhattan world assumption. An efficient pairwise line matching method using corresponding compass sensor data is presented to yield accurate localization and registration for MAR. Experimental results demonstrated that the proposed method is able to provide real-time performance and robustness in indoor environment.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"161 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116890381","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136662
Stefan Hödlmoser, S. Zambanini, M. Kampel
The process of synthetically producing an image illustrating merged parts of multiple source images is usually known as image morphing. In this work a system is presented which morphs more than two source images to one output image. Its focus lies on using ancient coin images belonging to a common coin type. Nowadays, these coins can be worn or damaged. The goal of the presented morphing framework is the automatic detection and summarization of visual data of common regions by which outliers like wear marks of coins are removed. Since image registration forms the basis of the morphing system, SIFT flow functionalities are used. The selection of possible region-candidates is inferred by means of a Markov Random Field in order to find the best combination of visual content. Finally, solving the Poisson equation smooths the morphed image. An evaluation is carried out in which the system is applied to three different data sets in order to demonstrate visually aesthetic results. A second evaluation is done by investigating a classification task of ancient coin images. It is shown that substituting a morphed image as training image in the classification task improves the representation of a coin type compared to a single image.
{"title":"Multi-image morphing: Summarizing visual information from similar ancient coin image regions","authors":"Stefan Hödlmoser, S. Zambanini, M. Kampel","doi":"10.1109/VSMM.2014.7136662","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136662","url":null,"abstract":"The process of synthetically producing an image illustrating merged parts of multiple source images is usually known as image morphing. In this work a system is presented which morphs more than two source images to one output image. Its focus lies on using ancient coin images belonging to a common coin type. Nowadays, these coins can be worn or damaged. The goal of the presented morphing framework is the automatic detection and summarization of visual data of common regions by which outliers like wear marks of coins are removed. Since image registration forms the basis of the morphing system, SIFT flow functionalities are used. The selection of possible region-candidates is inferred by means of a Markov Random Field in order to find the best combination of visual content. Finally, solving the Poisson equation smooths the morphed image. An evaluation is carried out in which the system is applied to three different data sets in order to demonstrate visually aesthetic results. A second evaluation is done by investigating a classification task of ancient coin images. It is shown that substituting a morphed image as training image in the classification task improves the representation of a coin type compared to a single image.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"55 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113982512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136648
Fathi Saleh, M. Badawi, M. Harb, Karim Omar
Pharaonic inscriptions contain a lot of scenes that illustrate many activities in ancient Egypt, such as daily life activities, religious rituals, festivals, battles, etc. This paper aims to show how the Egyptian Center for Documentation of Cultural and Natural Heritage (CULTNAT) used computer graphics in some projects to visualize the ancient Egyptian scenes in an attractive manner. This paper is concerned with four different projects; namely the botanical garden in Karnak temple, the Zodiac of Dendera Temple, the Opet Festival, Kadesh Battle. In each of them, the heritage data visualization was realized with different methodology that suits better the content being presented. The paper describes those different methodologies, why they were used and challenges faced to achieve those projects.
{"title":"Reviving ancient Egyptian scenes","authors":"Fathi Saleh, M. Badawi, M. Harb, Karim Omar","doi":"10.1109/VSMM.2014.7136648","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136648","url":null,"abstract":"Pharaonic inscriptions contain a lot of scenes that illustrate many activities in ancient Egypt, such as daily life activities, religious rituals, festivals, battles, etc. This paper aims to show how the Egyptian Center for Documentation of Cultural and Natural Heritage (CULTNAT) used computer graphics in some projects to visualize the ancient Egyptian scenes in an attractive manner. This paper is concerned with four different projects; namely the botanical garden in Karnak temple, the Zodiac of Dendera Temple, the Opet Festival, Kadesh Battle. In each of them, the heritage data visualization was realized with different methodology that suits better the content being presented. The paper describes those different methodologies, why they were used and challenges faced to achieve those projects.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128948205","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136693
Harald Kraemer, Norbert Kanter
The first of the core challenges, museums and archives have to face today is getting oversight and control, and an idea about the usefulness of the exponentially growing amount of digital data. The second core challenge is the defining of strategies for the use and re-use of the existing data in IT Systems like Collection Management Software. And the third one is how a museum can find a unique position as content provider and producer in the growing field of transmedia (formerly multimedia). The authors will give an overview about the current situation and show on several case studies where museums and archives are headed. This paper will have two parts. iIn Part 1: 'Digital Strategies in Museums' Norbert Kanter, international renown expert in Museum Informatics, will give an insight why museums need more than ever digital strategies. Furthermore he is explaining how the latest Collection Management Systems can support the use and re-use of different kind of data for different purposes. The workshop part 1 will give a comprehensive overview of tools and possibilities used by museums today to deliver their wealth of digital data and create transformations of these in all kinds of technologies-from databases to re-use and re-creation with technologies like portal sites, 3D-printing or Google Glass. In Part 2 'Transmedia vs. Augmented Reality' Harald Kraemer, producer, director as well as critical observer of online and offline Multimedia applications for and in museums, introduces into the problems of archiving multimedia content and methods to analyse these masterpieces of interactive applied arts. Meanwhile different forms of transmedia like interactive narrations told by interactive narrators, serious games or apps as well as Augmented Reality-driven 3D events become a progressive factor for a successful knowledge transfer of cultural heritage. As keepers of authentic artefacts and the related informations and narrations, museums increasingly have the obligation to define strategies for their digital future. In this paper the authors show and discuss some options.
{"title":"Use and re-use of data how Collection Management Systems, Transmedia and Augmented Reality impact the future of museum","authors":"Harald Kraemer, Norbert Kanter","doi":"10.1109/VSMM.2014.7136693","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136693","url":null,"abstract":"The first of the core challenges, museums and archives have to face today is getting oversight and control, and an idea about the usefulness of the exponentially growing amount of digital data. The second core challenge is the defining of strategies for the use and re-use of the existing data in IT Systems like Collection Management Software. And the third one is how a museum can find a unique position as content provider and producer in the growing field of transmedia (formerly multimedia). The authors will give an overview about the current situation and show on several case studies where museums and archives are headed. This paper will have two parts. iIn Part 1: 'Digital Strategies in Museums' Norbert Kanter, international renown expert in Museum Informatics, will give an insight why museums need more than ever digital strategies. Furthermore he is explaining how the latest Collection Management Systems can support the use and re-use of different kind of data for different purposes. The workshop part 1 will give a comprehensive overview of tools and possibilities used by museums today to deliver their wealth of digital data and create transformations of these in all kinds of technologies-from databases to re-use and re-creation with technologies like portal sites, 3D-printing or Google Glass. In Part 2 'Transmedia vs. Augmented Reality' Harald Kraemer, producer, director as well as critical observer of online and offline Multimedia applications for and in museums, introduces into the problems of archiving multimedia content and methods to analyse these masterpieces of interactive applied arts. Meanwhile different forms of transmedia like interactive narrations told by interactive narrators, serious games or apps as well as Augmented Reality-driven 3D events become a progressive factor for a successful knowledge transfer of cultural heritage. As keepers of authentic artefacts and the related informations and narrations, museums increasingly have the obligation to define strategies for their digital future. In this paper the authors show and discuss some options.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130218711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136673
Maria Fedorova, T. Schiphorst
This paper looks at performance in the context of activism and digital video documentation in which performers' corporeality and the scenic space are mediated through video and online video sharing platforms such as YouTube. It aims to define the ways digital video materializes the body of the performer in front of the camera and how this corporeality is translated to the spectator. Despite all technical possibilities provided by digital technology, it is the degraded, low-fi amateur aesthetics of the digital image that reveals the political in the piece by engaging the viewer. We analyze a number of contemporary performance artworks (Art Group Voina, Philip Huang, 0100101110101101.org - Eva and Franco Mattes). This paper closes with a discussion about the paradigm between the representation of body in social space, legibility of the image, compressed aesthetics and online video circulation.
本文着眼于行动主义和数字视频文献背景下的表演,其中表演者的肉体和景观空间通过视频和在线视频分享平台(如YouTube)进行调解。它旨在定义数字视频在镜头前将表演者的身体物质化的方式,以及如何将这种肉体转化为观众。尽管数字技术提供了所有的技术可能性,但数字图像的低级、低保真业余美学通过吸引观众来揭示作品中的政治。我们分析了一些当代行为艺术作品(艺术团体Voina, Philip Huang, 0100101110101101.org - Eva和Franco Mattes)。本文最后讨论了身体在社会空间中的表现、图像的易读性、压缩美学与网络视频流通之间的范式。
{"title":"Image as a trace of action: Recording activist performance art","authors":"Maria Fedorova, T. Schiphorst","doi":"10.1109/VSMM.2014.7136673","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136673","url":null,"abstract":"This paper looks at performance in the context of activism and digital video documentation in which performers' corporeality and the scenic space are mediated through video and online video sharing platforms such as YouTube. It aims to define the ways digital video materializes the body of the performer in front of the camera and how this corporeality is translated to the spectator. Despite all technical possibilities provided by digital technology, it is the degraded, low-fi amateur aesthetics of the digital image that reveals the political in the piece by engaging the viewer. We analyze a number of contemporary performance artworks (Art Group Voina, Philip Huang, 0100101110101101.org - Eva and Franco Mattes). This paper closes with a discussion about the paradigm between the representation of body in social space, legibility of the image, compressed aesthetics and online video circulation.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131338409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136672
D. Rossi, E. Petrucci, A. Olivieri
This proposal is aimed at illustrating a low cost exhibit of a projection-based city atlas. The exhibit could be replicated and reconfigured in accordance with the size of the mock-up and the spatial arrangement of the place where it will be located. The paper will be divided into different sections in order to explain and illustrate: the state of the art and previous experiences about spatial augmented geographycal representation; the technical issues regarding the projection set-up and the technological framework related to the touchless interaction system; the content design process. Within this framework, the experimentation has been carried out on the urban area of Ascoli Piceno (Italy). Based on the description of events occurring over time, the interactive virtual tour aims to highlight how the urban fabric has changed throughout the historical and political periods that have affected the city.
{"title":"Projection-based city atlas: An interactive, touchless, virtual tour of the urban fabric of Ascoli Piceno","authors":"D. Rossi, E. Petrucci, A. Olivieri","doi":"10.1109/VSMM.2014.7136672","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136672","url":null,"abstract":"This proposal is aimed at illustrating a low cost exhibit of a projection-based city atlas. The exhibit could be replicated and reconfigured in accordance with the size of the mock-up and the spatial arrangement of the place where it will be located. The paper will be divided into different sections in order to explain and illustrate: the state of the art and previous experiences about spatial augmented geographycal representation; the technical issues regarding the projection set-up and the technological framework related to the touchless interaction system; the content design process. Within this framework, the experimentation has been carried out on the urban area of Ascoli Piceno (Italy). Based on the description of events occurring over time, the interactive virtual tour aims to highlight how the urban fabric has changed throughout the historical and political periods that have affected the city.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116089977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136681
M. Nabil, Fathi Saleh
Structure from Motion (SfM) is considered to be a low-cost and easy-to-use 3D digitization method compared to other methods such as laser scanning. SfM has become a widely used reconstruction method in cultural heritage applications including museums artifacts and archaeological sites. In this paper we are going to present a comparative study for using two SfM software: PhotoScan from Agisoft and RECAP from Autodesk as part of our an on-going research that aims at finding the best method to create high quality 3D models for artifacts with minimal human interference. To expose real problems expected in the museum environment, the study was made using three small artefacts from the Egyptian museum in Cairo.
{"title":"3D reconstruction from images for museum artefacts: A comparative study","authors":"M. Nabil, Fathi Saleh","doi":"10.1109/VSMM.2014.7136681","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136681","url":null,"abstract":"Structure from Motion (SfM) is considered to be a low-cost and easy-to-use 3D digitization method compared to other methods such as laser scanning. SfM has become a widely used reconstruction method in cultural heritage applications including museums artifacts and archaeological sites. In this paper we are going to present a comparative study for using two SfM software: PhotoScan from Agisoft and RECAP from Autodesk as part of our an on-going research that aims at finding the best method to create high quality 3D models for artifacts with minimal human interference. To expose real problems expected in the museum environment, the study was made using three small artefacts from the Egyptian museum in Cairo.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116653249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136697
Camille Autran, F. Guéna
The paper aims to present methods used and difficulties encountered in an experiment of 3D reconstruction of a disappeared museum: The Alexandre Lenoir's museum of French Monuments. This experiment is a part of a larger research whose objective is to pool knowledge of art historians, museum curators and computer scientists in order to develop digital tools for enhanced communication, teaching and research in the museum heritage sector.
{"title":"3D reconstruction of a disappeared museum","authors":"Camille Autran, F. Guéna","doi":"10.1109/VSMM.2014.7136697","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136697","url":null,"abstract":"The paper aims to present methods used and difficulties encountered in an experiment of 3D reconstruction of a disappeared museum: The Alexandre Lenoir's museum of French Monuments. This experiment is a part of a larger research whose objective is to pool knowledge of art historians, museum curators and computer scientists in order to develop digital tools for enhanced communication, teaching and research in the museum heritage sector.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129524944","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136665
Kit Devine
Virtual reality, though still expensive, is becoming more common in museums. And while interactive games are touted as powerful learning tools, virtual worlds are places that can support a range of activities including, but not limited to, interactive games. The Virtual Sydney Rocks (VSR) is a prototype multi-modal time-based virtual heritage world. It was tested at the Rocks Discovery Museum in the historic Sydney Rocks district in Sydney, Australia. Users of the VSR had the option of playing a Game, taking a Tour and Exploring freely. The initial findings reveal that museum visitors liked to engage with the VSR via several of the available modes and that the game was the least popular. Individual users had clear preferences and each of the three interaction modes was the preferred mode for a significant minority of users. In conclusion, when it comes to learning users liked a combination of modes as they appreciated that each mode had particular strengths.
{"title":"Go your own way: User preference in a time-based virtual heritage world","authors":"Kit Devine","doi":"10.1109/VSMM.2014.7136665","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136665","url":null,"abstract":"Virtual reality, though still expensive, is becoming more common in museums. And while interactive games are touted as powerful learning tools, virtual worlds are places that can support a range of activities including, but not limited to, interactive games. The Virtual Sydney Rocks (VSR) is a prototype multi-modal time-based virtual heritage world. It was tested at the Rocks Discovery Museum in the historic Sydney Rocks district in Sydney, Australia. Users of the VSR had the option of playing a Game, taking a Tour and Exploring freely. The initial findings reveal that museum visitors liked to engage with the VSR via several of the available modes and that the game was the least popular. Individual users had clear preferences and each of the three interaction modes was the preferred mode for a significant minority of users. In conclusion, when it comes to learning users liked a combination of modes as they appreciated that each mode had particular strengths.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121505956","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-12-01DOI: 10.1109/VSMM.2014.7136679
Jongwook Lee, Boncheol Goo
In this paper, we propose a digital learning environment for the education of components of Korea traditional dance. This study analyzes the existing apprenticeship contents and training methods. And we propose a digital teaching methods that can increase the learning effect. The educational content of Seungmu(monk's dance) is consist of stepping, keeping time, motion, emotion and rhythmic pattern. Training method are direct instruction, direct demonstration and explaining metaphor. We propose learning methods to increase the learning effect and technology to reflect the intention of each elements. We made the prototype for education of stepping in Seungmu elements.
{"title":"A study on the e-learning for Korean traditional dance","authors":"Jongwook Lee, Boncheol Goo","doi":"10.1109/VSMM.2014.7136679","DOIUrl":"https://doi.org/10.1109/VSMM.2014.7136679","url":null,"abstract":"In this paper, we propose a digital learning environment for the education of components of Korea traditional dance. This study analyzes the existing apprenticeship contents and training methods. And we propose a digital teaching methods that can increase the learning effect. The educational content of Seungmu(monk's dance) is consist of stepping, keeping time, motion, emotion and rhythmic pattern. Training method are direct instruction, direct demonstration and explaining metaphor. We propose learning methods to increase the learning effect and technology to reflect the intention of each elements. We made the prototype for education of stepping in Seungmu elements.","PeriodicalId":170661,"journal":{"name":"2014 International Conference on Virtual Systems & Multimedia (VSMM)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127826521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}