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Proceedings of the 4th International Conference on Movement Computing最新文献

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Leveraging morphological computation for expressive movement generation in a soft robotic artwork 利用形态学计算在软体机器人艺术作品中产生表达性运动
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078029
Jonas Jørgensen
The paper describes the design of a cephalopod-inspired soft robot that is part of the art installation Tales of C (2017). Two soft modules for movement are presented, one actuated by a servo motor the other with pneumatics. It is shown that dynamic biomorphic movements can be realized with these modules using simple control signals (linear and constant changes).
这篇论文描述了一个受头足类动物启发的软体机器人的设计,它是艺术装置《C的故事》(Tales of C, 2017)的一部分。提出了两个运动软模块,一个由伺服电机驱动,另一个由气动驱动。结果表明,这些模块可以通过简单的控制信号(线性和恒定变化)实现动态生物形态运动。
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引用次数: 12
Towards an Aesthetics of Touch 走向触摸美学
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078028
Lauren Hayes, Jessica J. Rajko
In this paper we explore an interdisciplinary approach towards an aesthetics of touch. Research into the role of the body has become increasingly prevalent in fields ranging from philosophy of mind to human-computer interaction. At the same time, haptic technology has becoming ubiquitous within personalized devices and wearables. Despite this, touch remains largely under-explored within contemporary aesthetics. We firstly outline what might be gained from artistic practices that acknowledge a multisensory model of perception. Secondly, we discuss the difficulties of arriving at a standardized taxonomy for touch-based aesthetics and why this endeavor may not be fruitful. Finally, we outline an approach based on first-person felt experiences, drawing on creative practice research involving computational technology within the fields of somatics, dance, and music.
在本文中,我们探索了一种跨学科的触摸美学方法。从心灵哲学到人机交互等领域,对身体角色的研究越来越普遍。与此同时,触觉技术在个性化设备和可穿戴设备中变得无处不在。尽管如此,触摸在当代美学中仍未得到充分的探索。我们首先概述了从承认多感官感知模型的艺术实践中可能获得的东西。其次,我们讨论了为基于触摸的美学达成标准化分类的困难,以及为什么这种努力可能不会有成果。最后,我们概述了一种基于第一人称感受体验的方法,并借鉴了体细胞学、舞蹈和音乐领域中涉及计算技术的创造性实践研究。
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引用次数: 19
Digital Oxymorons: From Ordinary to Expressive Objects Using Tiny Wireless IMUs 数字矛盾:使用微型无线imu从普通到富有表现力的对象
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078040
Andreas Schlegel, Cédric Honnet
In this paper we discuss the potential of ordinary objects acting as human computer interfaces with an Inertial Measurement Unit, the Twiz, to capture a body's orientation and acceleration. The motivation behind this research is to develop a toolkit that enables end users to quickly prototype custom interfaces for artistic expressions through movement. Through an iterative design process we have enhanced existing technical implementations such as wireless data transfer, battery lifespan, two-way communication and data analysis including machine-learning techniques. We conducted object-making sessions and developed software prototypes for audio and visual feedback. We explored a range of experiments related to visual arts, dance, and music by attaching the Twiz to different types of objects to allow users to carry out impromptu interactions. As a result of this process we have gained a better understand of an object's expressive potential whilst capturing and analyzing its movement.
在本文中,我们讨论了普通物体与惯性测量单元Twiz作为人机接口的潜力,以捕获物体的方向和加速度。这项研究背后的动机是开发一个工具包,使最终用户能够通过运动快速地为艺术表达定制界面原型。通过迭代设计过程,我们增强了现有的技术实现,如无线数据传输、电池寿命、双向通信和包括机器学习技术在内的数据分析。我们进行了对象制作会议,并开发了音频和视觉反馈的软件原型。我们探索了一系列与视觉艺术、舞蹈和音乐相关的实验,将Twiz连接到不同类型的物体上,让用户进行即兴互动。作为这个过程的结果,我们在捕捉和分析物体运动的同时,更好地理解了物体的表达潜力。
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引用次数: 6
Rich gesture, reduced control: the influence of constrained mappings on performance technique 丰富的手势,减少控制:约束映射对表现技术的影响
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078039
Robert H. Jack, T. Stockman, Andrew Mcpherson
This paper presents an observational study of the interaction of professional percussionists with a simplified hand percussion instrument. We reflect on how the sound-producing gestural language of the percussionists developed over the course of an hour session, focusing on the elements of their gestural vocabulary that remained in place at the end of the session, and on those that ceased to be used. From these observations we propose a model of movement-based digital musical instruments as a projection downwards from a multidimensional body language to a reduced set of sonic features or behaviours. Many factors of an instrument's design, above and beyond the mapping of sensor degrees of freedom to dimensions of control, condition the way this projection downwards happens. We argue that there exists a world of richness of gesture beyond that which the sensors capture, but which can be implicitly captured by the design of the instrument through its physicality, constituent materials and form. We provide a case study of this model in action.
本文介绍了一项关于专业打击乐手与简易手击乐器相互作用的观察研究。我们反思了打击乐手的发声手势语言是如何在一个小时的课程中发展起来的,重点关注他们的手势词汇中在课程结束时仍然存在的元素,以及那些停止使用的元素。根据这些观察,我们提出了一个基于动作的数字乐器模型,作为从多维肢体语言向下投射到一组减少的声音特征或行为的投影。仪器设计的许多因素,超出了传感器自由度到控制尺寸的映射,决定了这种向下投影的方式。我们认为,除了传感器捕捉到的手势之外,还有一个丰富的手势世界,但它可以通过其物理、组成材料和形式被仪器的设计隐含地捕捉到。我们提供了一个实际应用的案例研究。
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引用次数: 21
Methods for Tracking Dynamically Coupled Brain-Body Activities during Natural Movement 自然运动中脑-体动态耦合活动跟踪方法
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078054
Jihye Ryu, Joseph Vero, E. Torres
A fundamental property of movement is its dynamically changing variability and its adaptive nature. These features seem to be connected to the cognitive control of our actions by the brain. However, it has been a challenge to connect cognitive neuroscience and movement science in developing a framework amenable to study the coupled dynamics of the brain and body during natural movements. Part of the problem has been the lack of proper sensors to probe both activities in tandem. Fortunately, contemporary advances in wireless technology with high sampling resolution have paved the way to address this challenge. In this paper, we make use of wireless wearable sensors and a new statistical platform to study the dynamic interactions of the brain, body and heart during natural walking. To examine the influence of cognitive tasks on deliberate (self-emergent), spontaneous, or inevitable (autonomic) processes, we combine the use of a metronome and specific instructions on paced breathing, while harnessing the heart signal underlying the evoked behaviors. This paper presents a new platform for the individualized behavioral analyses, which incorporates a new set of data types and visualization tools, to quantify the outcome of such experimental paradigm. We discuss our results and suggest that these new methods and paradigm may serve to unify and advance the fields of cognitive neuroscience and neuro-motor control.
运动的一个基本属性是动态变化的可变性和适应性。这些特征似乎与大脑对我们行为的认知控制有关。然而,将认知神经科学和运动科学联系起来,建立一个框架来研究大脑和身体在自然运动过程中的耦合动力学,一直是一个挑战。部分问题在于缺乏适当的传感器来同时探测这两种活动。幸运的是,具有高采样分辨率的当代无线技术的进步为解决这一挑战铺平了道路。在本文中,我们利用无线可穿戴传感器和一个新的统计平台来研究自然行走过程中大脑、身体和心脏的动态相互作用。为了研究认知任务对故意(自发)、自发或不可避免(自主)过程的影响,我们将节拍器的使用与有节奏呼吸的特定指令结合起来,同时利用诱发行为背后的心脏信号。本文提出了一个个性化行为分析的新平台,该平台结合了一套新的数据类型和可视化工具,以量化这种实验范式的结果。我们讨论了我们的结果,并建议这些新的方法和范式可能有助于统一和推进认知神经科学和神经运动控制领域。
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引用次数: 8
Movement Matters: How a Robot Becomes Body 运动至关重要:机器人如何成为身体
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078035
Petra Gemeinboeck, Rob Saunders
This paper explores movement and its capacity for meaning-making and eliciting affect in human-robot interaction. Bringing together creative robotics, dance and machine learning, our research project develops a novel relational approach that harnesses dancers' movement expertise to design a non-anthropomorphic robot, its potential to move and capacity to learn. The project challenges the common assumption that robots need to appear human or animal-like to enable people to form connections with them. Our performative body-mapping (PBM) approach, in contrast, embraces the difference of machinic embodiment and places movement and its connection-making, knowledge-generating potential at the center of our social encounters. The paper discusses the first stage of the project, in which we collaborated with dancers to study how movement propels the becoming-body of a robot, and outlines our embodied approach to machine learning, grounded in the robot's performative capacity.
本文探讨了运动及其在人机交互中产生意义和激发情感的能力。我们的研究项目将创造性的机器人技术、舞蹈和机器学习结合在一起,开发了一种新颖的关系方法,利用舞者的运动专业知识来设计一个非拟人化的机器人,它具有移动和学习的潜力。这个项目挑战了一个普遍的假设,即机器人需要看起来像人类或动物,才能让人们与它们建立联系。相比之下,我们的表演身体映射(PBM)方法包含了机械体现的差异,并将运动及其建立联系、产生知识的潜力置于我们社会接触的中心。本文讨论了该项目的第一阶段,我们与舞者合作研究运动如何推动机器人成为身体,并概述了我们基于机器人表演能力的机器学习具体化方法。
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引用次数: 23
Incorporating Kinesthetic Creativity and Gestural Play into Immersive Modeling 将动觉创造力和手势游戏融入沉浸式建模
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078045
Sung-A Jang, Graham Wakefield, Sung-Hee Lee
The 3D modeling methods and approach presented in this paper attempt to bring the richness and spontaneity of human kinesthetic interaction in the physical world to the process of shaping digital form, by exploring playfully creative interaction techniques that augment gestural movement. The principal contribution of our research is a novel dynamics-driven approach for immersive freeform modeling, which extends our physical reach and supports new forms of expression. In this paper we examine three augmentations of freehand 3D interaction that are inspired by the dynamics of physical phenomena. These are experienced via immersive augmented reality to intensify the virtual physicality and heighten the sense of creative empowerment.
本文提出的3D建模方法和方法试图通过探索有趣的创造性互动技术来增强手势运动,将物理世界中人类动觉互动的丰富性和自发性引入到塑造数字形式的过程中。我们研究的主要贡献是一种新颖的动态驱动方法,用于沉浸式自由形式建模,它扩展了我们的物理范围并支持新的表达形式。在本文中,我们研究了受物理现象动力学启发的徒手三维交互的三种增强。这些都是通过沉浸式增强现实来体验的,以加强虚拟物理并提高创造性赋权感。
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引用次数: 5
Embodied Interaction through Movement in a Course Work 课程作业中通过动作体现的互动
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078026
Cumhur Erkut, S. Dahl
Designing for and through movement is becoming increasingly important in human computer interaction, and it is widely accepted that the designers should develop their bodily skills and learn how to use the movement as design material. Yet, the reports on the education space around embodied interaction are scarce. We present an approach for teaching and designing embodied interaction in collaboration with contemporary dance choreographers. We describe a workshop, where after movement sessions, simple projects were implemented by the participants. The evaluation of projects and student feedback indicate that the four learning objectives, namely: 1) movement as a design material, 2) bodily skills needed for technological implementation, 3) movement qualities, and 4) practical projects, were attained for most of the participants. For some participants, however, the movement qualities were hard concepts to grasp and utilize in design, and this difficulty had an impact on all the other learning objectives. Further experiments with new tools, techniques, contexts, and guidelines are therefore required to highlight the importance of movement qualities in design.
在人机交互中,为动作而设计和通过动作进行设计变得越来越重要,人们普遍认为设计师应该发展他们的身体技能,学习如何使用动作作为设计材料。然而,围绕具身互动的教育空间的报道却很少。我们提出了一种与当代舞蹈编导合作的教学和设计具身互动的方法。我们描述了一个研讨会,在运动会议之后,参与者实施了简单的项目。对项目的评估和学生反馈表明,大多数参与者达到了四个学习目标,即:1)作为设计材料的动作,2)技术实施所需的身体技能,3)动作质量,4)实际项目。然而,对于一些参与者来说,运动品质是难以掌握和在设计中利用的概念,这种困难对所有其他学习目标都有影响。因此,需要使用新的工具、技术、环境和指导方针进行进一步的实验,以突出运动质量在设计中的重要性。
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引用次数: 9
Real and virtual body percussionists interaction 真实与虚拟身体打击乐手互动
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078048
Elisabetta Bevacqua, G. Desmeulles
A first approach to an autonomous virtual agent able to play body percussion with real body percussionists is presented. The agent is autonomous in the sense that it can recognize the artists' calls and react to them by playing back a prerecorded sequence. The agent architecture is described focusing mainly on the artists' calls recognition module. This work, still under construction, produced two artistic performances which were presented in front of an audience.
提出了一种能够与真实的身体打击乐演奏者一起演奏身体打击乐的自主虚拟代理的第一种方法。从某种意义上说,代理是自主的,它可以识别艺术家的呼叫,并通过播放预先录制的序列来做出反应。对代理体系结构进行了描述,重点介绍了艺术家呼叫识别模块。这个仍在建设中的作品,产生了两场艺术表演,呈现在观众面前。
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引用次数: 1
Storytelling with Interactive Physical Theatre: A case study of Dot and the Kangaroo 用互动物理剧场讲故事:以Dot和袋鼠为例
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078036
Andrew Bluff, Andrew Johnston
This paper examines the way movement based interactive visuals were used as a storytelling device in the physical theatre production of Creature: Dot and the Kangaroo. A number of performers and artists involved in the production were interviewed and their perceptions of the interactive technology have been contrasted against a similar study into abstract dance. The animated backgrounds and interactive animal graphics projected onto the stage were found to reduce the density of script by describing the location of action and spirit of the character, reducing the necessity for this to be spoken. Peak moments of the show were identified by those interviewed and a scene analysis revealed that the most successful scenes featured a more integrated storytelling where the interaction between performers and the digital projections portrayed a key narrative message.
本文研究了基于动作的交互式视觉效果在《生物:Dot和袋鼠》的物理戏剧制作中被用作讲故事的方式。参与制作的一些表演者和艺术家接受了采访,他们对互动技术的看法与对抽象舞蹈的类似研究进行了对比。投影到舞台上的动画背景和互动动物图形通过描述动作的位置和角色的精神来减少剧本的密度,减少了说出来的必要性。接受采访的人确定了演出的高峰时刻,现场分析显示,最成功的场景以更完整的故事叙述为特色,表演者和数字投影之间的互动描绘了一个关键的叙事信息。
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引用次数: 7
期刊
Proceedings of the 4th International Conference on Movement Computing
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