Design and Implementation of a Virtual Reality Experience System Incorporating Popular Music and Dance
Clicks: 1
ID: 312688
2025
Article Quality & Performance Metrics
Overall Quality
Not rated
Combines reader engagement with the AI quality analysis. This
article has not been analysed, so there is no overall score —
reader engagement is measured and shown alongside.
Reader Engagement
0.0
/100
1 views
0 readers
AI Quality Assessment
Not analyzed
Readership in this journal
Ranked #247 of 705 articles by views in Journal of Computing & Biomedical Informatics
Most read
Least read
Bar heights use a square-root scale. Only the 120 most-read articles are drawn; the journal has 705 in total.
Mint this article as an NFT
Not yet mintedCreate a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.
5
SUSD
one-off · no wallet required
Abstract
In this paper, we introduce a design of immersive virtual reality system that combines pop music and dance to attract the user and bring them the entertainment experiences. Using motion capture, real time audio analysis, and 3D visualization, the proposed approach generates an interactive scenario in which users learn, perform, and experience dance choreography to pop music. The system architecture is based on the Unity3D game engine and the Oculus Quest 2 VR headset, combined with in-house motion tracking algorithms to offer a dynamic and fun experience. We investigated learnability, immersion, and learning effectiveness through two user studies involving three age groups with 45 participants in total. The VR dance app scored 78.4 on average in the SUS. The74% of respondents reported to have improved significantly in dancing, and 83% to feel they were performing better. The system latency was limited to less than 20ms to maintain synchronization of user’s movement and feedback in the virtual world. This work advances the development of VR-based entertainment and education, and establishes that music and dance may be leveraged as sources of fun and learning in virtual worlds.
| Reference Key |
imported_1777056052_69ebb93402f41
Use this key to autocite in the manuscript while using
SciMatic Manuscript Manager or Thesis Manager
|
|---|---|
| Authors | Hyuntai Kim |
| Journal | Journal of Computing & Biomedical Informatics |
| Year | 2025 |
| DOI |
10.56979/1001/2025/1165
|
| URL | |
| Keywords | Keywords not found |
Citations
No citations found. To add a citation, contact the admin at info@scimatic.org
Comments
No comments yet. Be the first to comment on this article.