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A Study on a VR-Based Noh Simulation System Using an Immersive Virtual Environment

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HCI International 2025 Posters (HCII 2025)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 2527))

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Abstract

In recent years, efforts to promote Japanese traditional culture internationally have intensified, particularly in the performing arts such as Noh and Kyogen. However, public familiarity with Noh remains limited due to a lack of opportunities to experience it. While most research on traditional performing arts focuses on analysis and preservation, studies aimed at increasing accessibility and promoting these art forms are sparse. To address this gap, this study proposes the VR-based Noh simulation system designed to enhance interest in Noh and facilitate its popularization.

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References

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Correspondence to Sota Sasaki .

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Sasaki, S., Onishi, K. (2025). A Study on a VR-Based Noh Simulation System Using an Immersive Virtual Environment. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2025 Posters. HCII 2025. Communications in Computer and Information Science, vol 2527. Springer, Cham. https://doi.org/10.1007/978-3-031-94165-8_12

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  • DOI: https://doi.org/10.1007/978-3-031-94165-8_12

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-94164-1

  • Online ISBN: 978-3-031-94165-8

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