TY - JOUR
T1 - Real-Time Live Streaming Framework for Cultural Heritage Using Multi-Camera 3D Motion Capture and Virtual Avatars †
AU - Kim, Minjoon
AU - Hwang, Taemin
AU - So, Jaehyuk
N1 - Publisher Copyright:
© 2025 by the authors.
PY - 2025/11
Y1 - 2025/11
N2 - The preservation and digital transmission of cultural heritage have become increasingly vital in the era of immersive media. This study introduces a real-time framework for digitizing and animating traditional performing arts, with a focus on Korean traditional dance as a representative case study. The proposed approach combines three core components: (1) high-fidelity 3D avatar creation through volumetric scanning of performers, costumes, and props; (2) real-time motion capture using multi-camera edge processing; and (3) motion-to-avatar animation that integrates skeletal mapping with physics-based simulation. By transmitting only essential motion keypoints from lightweight edge devices to a central server, the system enables bandwidth-efficient streaming while reconstructing expressive, lifelike 3D avatars. Experiments with eight performers and eight cameras achieved low latency (~200 ms) and minimal network load (<1 Mbps), successfully reproducing the esthetic qualities and embodied gestures of Korean traditional performances in a virtual environment. Beyond its technical contributions, this framework provides a novel pathway for the preservation, dissemination, and immersive re-experiencing of intangible cultural heritage, ensuring that the artistry of traditional dance can be sustained and appreciated in digital form.
AB - The preservation and digital transmission of cultural heritage have become increasingly vital in the era of immersive media. This study introduces a real-time framework for digitizing and animating traditional performing arts, with a focus on Korean traditional dance as a representative case study. The proposed approach combines three core components: (1) high-fidelity 3D avatar creation through volumetric scanning of performers, costumes, and props; (2) real-time motion capture using multi-camera edge processing; and (3) motion-to-avatar animation that integrates skeletal mapping with physics-based simulation. By transmitting only essential motion keypoints from lightweight edge devices to a central server, the system enables bandwidth-efficient streaming while reconstructing expressive, lifelike 3D avatars. Experiments with eight performers and eight cameras achieved low latency (~200 ms) and minimal network load (<1 Mbps), successfully reproducing the esthetic qualities and embodied gestures of Korean traditional performances in a virtual environment. Beyond its technical contributions, this framework provides a novel pathway for the preservation, dissemination, and immersive re-experiencing of intangible cultural heritage, ensuring that the artistry of traditional dance can be sustained and appreciated in digital form.
KW - 3D virtual avatar
KW - live streaming framework
KW - real-time motion capture
KW - traditional performing arts
UR - https://www.scopus.com/pages/publications/105022975643
U2 - 10.3390/app152212208
DO - 10.3390/app152212208
M3 - Article
AN - SCOPUS:105022975643
SN - 2076-3417
VL - 15
JO - Applied Sciences (Switzerland)
JF - Applied Sciences (Switzerland)
IS - 22
M1 - 12208
ER -