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초록
The increase in income and leisure time, caused by the advancement of civilization, triggered people’s desire for improving human value and their qualify of life. Such a trend has led people to draw attention on culture and arts, and thus to the growth of demands on performance arts such as plays, music, and dances. But, in the current environment where cultural consumers have gradually increased and more attention has remarkably paid on pop-arts, the Korean public has more turned their face away from the Korean culture. Up to now, the previous studies on the popularization of dances have sought to propose theoretical frames of popularization mostly through their academic considerations and have found ways of popularizing the dances through research on the public recognition and status. The studies tried to propose issues and alternatives through policy directions along with through the existing literature research, but more specific analysis in depth and actual alternatives suitable for social flow and trend have been required in every part of the studies. As the cultural contents market has largely been grown, the development of unique contents and technologies has been required to make the Korean culture competitive and known in the world. Therefore, this study is intended for coming up with ways of popularizing Korean traditional dances through ‘emotion-based 3D avatar simulation’. Unlike the existing mechanical avatars, the avatar proposed in this study, which has facial expressions and emotions similar to human beings, is put into a 3D simulation to implement our traditional dances. Currently, our IT market is inferior in the development of unique contents and the 3D market, and we face the environment where any 2D or 3D contents related to Korean traditional dances have not been developed, and where harmonized and mixed education has been emphasized. In this respect, ‘3D avatar simulation based on an emotion recognition system’ is considered to be highly utilized in various ways, such as popularization of our traditional dances, dance education, and a tool of dance education, 3D games, 3D performances, harmonized and mixed interdisciplinary reserach.
키워드
- 제목
- 디지털시대 우리춤 대중화 방안 연구 -감성기반의 3D 아바타 시뮬레이션을 중심으로-
- 저자
- 김운미; 천주은
- 발행일
- 2011-08
- 저널명
- 우리춤과 과학기술
- 권
- 7
- 호
- 2
- 페이지
- 39 ~ 58