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Razvoj in evalvacija navidezno resničnostne aplikacije za učenje ljudskih plesov
ID Panjan, Kristjan (Author), ID Pesek, Matevž (Mentor) More about this mentor... This link opens in a new window

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Abstract
Magistrska naloga obravnava razvoj in evalvacijo izobraževalne aplikacije za učenje slovenskih ljudskih plesov s pomočjo tehnologije navidezne resničnosti. Trenutno cenovno dostopna VR očala na trgu ne nudijo sledenja celotnega telesa uporabnika. Učenje plesa v navidezni resničnosti zahteva sledenje celotnega telesa, kar uresničimo z integracijo nizkocenovne zunanje kamere in modela za zajem gibanja na osnovi strojnega učenja, ki zagotavlja natančno sledenje v realnem času. V sodelovanju z izkušenimi folklorniki smo zajeli več kot 60 posnetkov plesov, ki predstavljajo osnovo za učenje. Aplikacija je razvita v okolju Unity in vključuje več različnih slovenskih ljudskih plesov z modularnimi učnimi scenariji, ki omogočajo vadbo plesa kot vajo ali v ocenjevalnem načinu, kjer je vključena povratna informacija. Pri evalvaciji aplikacije so bili udeleženci razdeljeni v dve skupini. Prva, video skupina, se je učila plesov po posnetku, druga, VR skupina, pa je za učenje uporabila očala za navidezno resničnost. Primerjava med skupinama je prinesla rezultate za oceno, ali je navidezna resničnost kot tehnologija sprejemljiva za učenje ljudskih plesov ter kakšne so njene prednosti in slabosti v tem primeru uporabe. Ocena strokovnjakov za ljudske plese je primerjavi dodala dodatno težo, saj so s strokovnega vidika ocenili vpliv navidezne resničnosti in njen učinek na učenje ter angažiranost udeležencev. Rezultat je inovativna aplikacija za učenje ljudskih plesov, ki za delovanje ne zahteva drage dodatne opreme za sledenje telesu uporabnika VR očal. Obenem predstavlja rešitev za digitalno ohranjanje in širjenje slovenske kulturne dediščine, saj združuje cenovno dostopno tehnologijo z zadovoljivo kakovostjo zajema gibanja ter nudi možnost učenja plesa v domačem okolju.

Language:Slovenian
Keywords:navidezna resničnost, zajem gibanja, kulturna dediščina, izobraževalna aplikacija, slovenski ljudski plesi, sledenje gibanju celotnega telesa
Work type:Master's thesis
Typology:2.09 - Master's Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2026
PID:20.500.12556/RUL-181879 This link opens in a new window
COBISS.SI-ID:277465091 This link opens in a new window
Publication date in RUL:17.04.2026
Views:210
Downloads:119
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Secondary language

Language:English
Title:Development and evaluation of a virtual reality application for learning folk dances
Abstract:
This master's thesis examines the development and evaluation of an educational application for learning Slovenian folk dances using virtual reality technology. Currently, affordable VR headsets available on the market do not support full-body tracking. However, learning dance in virtual reality requires full-body tracking. We address this limitation by integrating a low-cost external camera and a machine learning-based motion capture model, which ensures accurate real-time body tracking. In collaboration with experienced folk dancers, we recorded over 60 dances that form the foundation for learning. The application is developed in the Unity environment and includes several Slovenian folk dances with modular learning scenarios, allowing dance practice either as exercise or in evaluation mode, which provides feedback. For the evaluation, participants were divided into two groups. The first group, the video group, learned dances from recordings, while the second group, the VR group, used virtual reality headsets for learning. The comparison between the groups provided results for assessing whether virtual reality is suitable for learning folk dances and what its advantages and disadvantages are in this context. Evaluation by folk dance experts added further value to the comparison, as they assessed from a professional perspective the impact of virtual reality on learning and participant engagement. The result is an innovative application for learning folk dances that does not require expensive additional equipment to track the VR headset user's body. At the same time, it offers a solution for the digital preservation and dissemination of Slovenian cultural heritage, as it combines affordable technology with satisfactory motion capture quality and provides the opportunity to learn dance in a home environment.

Keywords:virtual reality, motion capture, cultural heritage, educational application, Slovenian folk dances, full-body motion tracking

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