As the arts and the sciences are merging more and more, and as technology is rapidly expanding, the integration of bodily movement with computers and user interface design is being explored. An application of dance to technology can contribute to the field's growth, as can an application of technology to the dance world. This project explores the different routes and forms that this collaboration can take, and finds two key applications that have emerged from this integration, which are augmented dance performances and games made available to wider ranges of people to access dance.
Background
Educators in the dance field have used a variety of tools and analyses to discuss and understand dance academically. One widely used method is the Laban Movement Analysis, which was developed by dance theorist Rudolph Laban, is a language used to describe and interpret dance and movement. It incorporates insight from other disciplines, such as anatomy, kinesiology, and psychology, and is used not only by dancers but actors, musicians, and athletes as well.
The Laban Movement Analysis (LMA) is studied in Jin Kjölberg's research (2004) took steps to understand how different movement interactions can affect design outcomes in the field of HCI. Using LMA, dance and body movements were reflected upon and analyzed while participants of the study attended a Physical Expression course. One of the key research questions that stemmed from this was: "How should a full body movement-based interface be designed and implemented in order to give the user a natural and intuitive interaction experience?" (2). This kind of research reflects the process of collaboration between dance and computers, and has come a long way since.
The Laban Movement Analysis (LMA) is studied in Jin Kjölberg's research (2004) took steps to understand how different movement interactions can affect design outcomes in the field of HCI. Using LMA, dance and body movements were reflected upon and analyzed while participants of the study attended a Physical Expression course. One of the key research questions that stemmed from this was: "How should a full body movement-based interface be designed and implemented in order to give the user a natural and intuitive interaction experience?" (2). This kind of research reflects the process of collaboration between dance and computers, and has come a long way since.