About Wholodance

Whole-Body Interaction Learning for Dance Education
Starting Date: January 1st, 2016
Duration: 36 months
Total EU Contribution: € 3.332.585.00
Project Number: 688865

Research and Innovation Action funded under the European Union’s Horizon 2020 Programme.
Wholodance aims at developing and applying breakthrough technologies to Dance Learning in order to achieve results that will have relevant impacts on numerous targets including, but not limited to, the dance practitioners ranging from Researchers and Professionals to Dance Students and the Interested Public. Wholodance focuses on five main Objectives listed and briefly described below:
step_01_page

Investigate bodily knowledge

by applying similarity search tools, computational models, emotional content analysis and techniques for the automated analysis of non-verbal expressive movement to dance data that will help investigate movement and learning principles, vocabularies, mental imagery and simulation connected to Dance Practises.


step_02_page

Preserve the Cultural Heritage

by creating a proof-of-concept motion capture repository of dance motions built in methods allowing interpolations, extrapolations and synthesis through similarity search among different compositions documenting diverse and specialized dance movement practices, and learning approaches.


step_03_page

Innovate the Teaching of Dance

by developing among others a life-size volumetric display that will enable a dance student to literally step inside the Dance master’s body that through the use of immersive and responsive motion capture data, will Identify and respond to collisions between the physical and virtual bodies.


step_04_page

Revolutionize Choreography

by building and structuring an interactive repository of motion capture dance libraries. Custom dance data blending engine will give choreographers and dance teachers a powerful tool to blend and assemble an infinite number of dance compositions.


step_05_page

Widen the access and practice of Dance

by providing access to the created dance database through commercially available consumer grade motion capture devices like the MS Kinect, Intel’s real sense and others.