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

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Calligraphic Stylisation Learning with a Physiologically Plausible Model of Movement and Recurrent Neural Networks 用生理上似是而非的运动模型和循环神经网络学习书法风格
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078049
Daniel Berio, Memo Akten, F. Leymarie, M. Grierson, R. Plamondon
We propose a computational framework to learn stylisation patterns from example drawings or writings, and then generate new trajectories that possess similar stylistic qualities. We particularly focus on the generation and stylisation of trajectories that are similar to the ones that can be seen in calligraphy and graffiti art. Our system is able to extract and learn dynamic and visual qualities from a small number of user defined examples which can be recorded with a digitiser device, such as a tablet, mouse or motion capture sensors. Our system is then able to transform new user drawn traces to be kinematically and stylistically similar to the training examples. We implement the system using a Recurrent Mixture Density Network (RMDN) combined with a representation given by the parameters of the Sigma Lognormal model, a physiologically plausible model of movement that has been shown to closely reproduce the velocity and trace of human handwriting gestures.
我们提出了一个计算框架,从示例绘画或写作中学习风格化模式,然后生成具有相似风格品质的新轨迹。我们特别关注与书法和涂鸦艺术相似的轨迹的生成和风格化。我们的系统能够从少量用户定义的例子中提取和学习动态和视觉质量,这些例子可以用数字设备(如平板电脑、鼠标或动作捕捉传感器)记录。然后,我们的系统能够将新用户绘制的轨迹转换为与训练示例在运动学和风格上相似的轨迹。我们使用循环混合密度网络(RMDN)与Sigma对数正态模型参数给出的表示相结合来实现该系统,Sigma对数正态模型是一种生理学上合理的运动模型,已被证明可以密切再现人类手写手势的速度和痕迹。
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引用次数: 15
Cultivating kinaesthetic awareness through interaction: Perspectives from somatic practices and embodied cognition 通过互动培养动觉:来自躯体实践和具身认知的视角
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078042
Yves Candau, Jules Françoise, S. Alaoui, T. Schiphorst
Designing for kinaesthetic awareness, the perception of our body's position and movement, presents a unique set of challenges and opportunities. While these implications are relatively new in the HCI community, they resonate with experiential knowledge from somatic practices and theories in embodied cognition. Still, moving is an interactive sound installation designed to support the perception of a person's micro-movements. We elaborate here on findings from a previous study, first emerged inductively from a grounded theory analysis of phenomenological interviews. Tracing the connections between these findings, and existing research in somatic practices and embodied cognition, reveals a range of distinctions and alternatives to flesh out the question: How can we understand and cultivate kinaesthetic awareness through interaction?
设计动觉,感知我们的身体的位置和运动,提出了一套独特的挑战和机遇。虽然这些含义在HCI领域相对较新,但它们与躯体实践和具身认知理论的经验知识产生了共鸣。尽管如此,移动是一种交互式声音装置,旨在支持对人的微动作的感知。我们在此详细阐述先前研究的发现,该研究首先从现象学访谈的扎根理论分析中归纳出来。追踪这些发现之间的联系,以及在躯体实践和具身认知方面的现有研究,揭示了一系列的区别和替代方案,以充实这个问题:我们如何通过互动来理解和培养动觉意识?
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引用次数: 27
Graph-restricted game approach for investigating human movement qualities 研究人体运动品质的图形限制博弈方法
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078030
Ksenia Kolykhalova, G. Gnecco, M. Sanguineti, A. Camurri, G. Volpe
A novel computational method for the analysis of expressive full-body movement qualities is introduced, which exploits concepts and tools from graph theory and game theory. The human skeletal structure is modeled as an undirected graph, where the joints are the vertices and the edge set contains both physical and non-physical links. Physical links correspond to connections between adjacent physical body joints (e.g., the forearm, which connects the elbow to the wrist). Nonphysical links act as "bridges" between parts of the body not directly connected by the skeletal structure, but sharing very similar feature values. The edge weights depend on features obtained by using Motion Capture data. Then, a mathematical game is constructed over the graph structure, where the vertices represent the players and the edges represent communication channels between them. Hence, the body movement is modeled in terms of a game built on the graph structure. Since the vertices and the edges contribute to the overall quality of the movement, the adopted game-theoretical model is of cooperative nature. A game-theoretical concept, called Shapley value, is exploited as a centrality index to estimate the contribution of each vertex to a shared goal (e.g., to the way a particular movement quality is transferred among the vertices). The proposed method is applied to a data set of Motion Capture data of subjects performing expressive movements, recorded in the framework of the H2020-ICT-2015 EU Project WhoLoDance, Project no. 688865. Preliminary results are presented.
利用图论和博弈论的概念和工具,提出了一种新的分析富有表现力的全身运动特性的计算方法。将人体骨骼结构建模为无向图,其中关节是顶点,边缘集包含物理和非物理链接。物理连接对应于相邻物理身体关节之间的连接(例如,前臂连接肘关节和手腕)。非物理连接充当身体各部分之间的“桥梁”,这些部分不是由骨骼结构直接连接的,但具有非常相似的特征值。边缘权值取决于运动捕捉数据获得的特征。然后,在图结构上构建一个数学博弈,其中顶点表示玩家,边表示他们之间的通信通道。因此,身体运动是根据基于图形结构的游戏来建模的。由于顶点和边对运动的整体质量有贡献,因此采用的博弈论模型具有合作性质。一个叫做Shapley值的博弈论概念被用作中心指数来估计每个顶点对共享目标的贡献(例如,特定的移动质量在顶点之间转移的方式)。所提出的方法应用于执行表达动作的受试者的动作捕捉数据集,该数据集记录在H2020-ICT-2015欧盟项目whoolodance的框架中,项目编号:688865. 给出了初步结果。
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引用次数: 2
Initial Investigations into Characterizing DIY E-Textile Stretch Sensors DIY电子纺织品拉伸传感器特性的初步研究
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078043
R. Stewart, Sophie Skach
This paper evaluates three electronic textile (e-textile) stretch sensors commonly constructed for bespoke applications: two variations of fabric knit with a stainless steel and polyester yarn, and knit fabric coated with a conductive polymer. Two versions of the knit stainless steel and polyester yarn sensor, one hand and one machine knit, are evaluated. All of the materials used in the construction of the sensors are accessible to designers and engineers, and are commonly used in wearable technology projects, particularly for arts performance. However, the properties of each sensor have not before been formally analysed. We evaluate the sensors' performance when being stretched and released.
本文评估了三种通常用于定制应用的电子纺织品(e-textile)拉伸传感器:两种由不锈钢和聚酯纱线编织的织物,以及涂有导电聚合物的针织织物。两种版本的编织不锈钢和聚酯纱线传感器,一种手工和一种机器编织,进行了评估。设计人员和工程师都可以使用传感器的所有材料,这些材料通常用于可穿戴技术项目,特别是艺术表演。然而,每个传感器的特性在此之前都没有被正式分析过。我们评估了传感器在拉伸和释放时的性能。
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引用次数: 5
The Delay Mirror: a Technological Innovation Specific to the Dance Studio 延迟镜:舞蹈工作室特有的技术创新
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078033
L. Molina-Tanco, C. García-Berdonés, A. Reyes-Lecuona
This paper1. evaluates the use of the Delay Mirror (DM) in the dance studio. The DM is a device that records a video stream which is rendered immediately on a large screen, but with a delay of a few seconds. A dancer can observe her own movements in the same way she would do so when looking at a normal mirror. However, the delay allows her to observe dynamic movements which cannot usually be observed other than in video. We evaluate whether this device can be useful in the context of a dance class, and whether it complements the normal mirror, while being less intrusive than a normal video recording which is recorded and then re-played, possibly interrupting workflow. Qualitative evaluation was performed in the context of an advanced-level adult ballet course.
这paper1。评估延迟镜(DM)在舞蹈工作室的使用。DM是一种记录视频流的设备,视频流立即呈现在大屏幕上,但会有几秒钟的延迟。一个舞者可以用同样的方式观察自己的动作,就像她在看一面普通的镜子一样。然而,延迟使她能够观察到除了视频之外通常无法观察到的动态运动。我们评估了这种设备在舞蹈课上是否有用,以及它是否能补充正常的镜子,同时比正常的视频记录更少干扰,因为正常的视频记录是录制的,然后重新播放,可能会中断工作流程。定性评价是在一个高级成人芭蕾课程的背景下进行的。
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引用次数: 13
Assessing the Accuracy of an Algorithm for the Estimation of Spatial Gait Parameters Using Inertial Measurement Units: Application to Healthy Subject and Hemiparetic Stroke Survivor 利用惯性测量单元评估空间步态参数估计算法的准确性:在健康受试者和偏瘫中风幸存者中的应用
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078034
F. Visi, Theodoros Georgiou, S. Holland, O. Pinzone, Glenis Donaldson, J. Tetley
We have reviewed and assessed the reliability of a dead reckoning and drift correction algorithm for the estimation of spatial gait parameters using Inertial Measurement Units (IMUs). In particular, we are interested in obtaining accurate stride lengths measurements in order to assess the effects of a wearable haptic cueing device designed to assist people with neurological health conditions during gait rehabilitation. To assess the accuracy of the stride lengths estimates, we compared the output of the algorithm with measurements obtained using a high-end marker-based motion capture system, here adopted as a gold standard. In addition, we introduce an alternative method for detecting initial impact events (i.e. the instants at which one foot contacts the ground, here used for delimiting strides) using accelerometer data. Our method, based on a kinematic feature we named 'jerkage', has proved more robust than detecting peaks on raw accelerometer data. We argue that the resulting measurements of stride lengths are accurate enough to provide trend data needed to support worthwhile gait rehabilitation applications. This approach has potential to assist physiotherapists and patients without access to fully-equipped movement labs. More specifically, it has applications for collecting data to guide and assess gait rehabilitation both outdoors and at home.
我们回顾并评估了航位推算和漂移校正算法的可靠性,用于使用惯性测量单元(imu)估计空间步态参数。我们特别感兴趣的是获得准确的步幅测量,以评估可穿戴触觉提示设备的效果,该设备旨在帮助步态康复期间患有神经健康状况的人。为了评估步幅估计的准确性,我们将该算法的输出与使用高端基于标记的运动捕捉系统获得的测量结果进行了比较,这里采用的是金标准。此外,我们还介绍了一种利用加速度计数据检测初始撞击事件的替代方法(即一只脚接触地面的瞬间,这里用于划分跨距)。我们的方法,基于我们称之为“猛地”的运动学特征,已被证明比在原始加速度计数据上检测峰值更健壮。我们认为,由此产生的步幅测量足够准确,可以提供支持有价值的步态康复应用所需的趋势数据。这种方法有可能帮助物理治疗师和没有设备齐全的运动实验室的患者。更具体地说,它可以用于收集数据,以指导和评估户外和家中的步态康复。
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引用次数: 13
Limbs synchronisation as a measure of movement quality in karate 空手道中四肢同步度作为动作质量的衡量标准
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078027
Paolo Alborno, Nikolas De Giorgis, A. Camurri, E. Puppo
We present a method to compute a measure of karate movement quality from MoCap data. We start from well-known common assumptions: an expert athlete is able to perform movements characterized by stable and clean postures and stances, i.e., he is able to conclude the movements without hesitation, noisy small fluctuations or movement ripples. To explore this hypothesis, we collected a dataset of motion capture data of movements of five athletes while performing two different kata's for a total of 22 trials. The athletes have two distinct levels of skill and age: junior brown belt and senior black belt. For each trial, we compute the acceleration of the limbs (arms and legs) and carry out a multi-scale analysis to identify and extract relevant events. Such events correspond to maxima and minima of acceleration intensity (i.e. peaks of high acceleration or deceleration) that occur near the start and the end points of each basic movement segment in a session of kata. Significant events are then selected and an event-synchronisation approach is used to measure the amount of synchrony between the two arms and between the two legs. Results show that expert performers exhibit higher synchronisation with respect to beginners, resulting in more stable and clean movements perceived by observers.
我们提出了一种从动作捕捉数据中计算空手道运动质量的方法。我们从一个众所周知的普遍假设开始:一个专业的运动员能够完成以稳定和干净的姿势和姿态为特征的动作,即他能够毫不犹豫地结束动作,嘈杂的小波动或运动涟漪。为了探索这一假设,我们收集了五名运动员在表演两种不同类型时的动作捕捉数据集,共进行了22次试验。运动员有两个不同的技术水平和年龄:初级棕带和高级黑带。对于每次试验,我们计算四肢(手臂和腿)的加速度,并进行多尺度分析以识别和提取相关事件。这样的事件对应于最大和最小的加速强度(即高加速或减速的峰值),发生在一个套路的每个基本动作段的开始和结束点附近。然后选择重要的事件,并使用事件同步方法来测量两条手臂和两条腿之间的同步量。结果表明,专业表演者比初学者表现出更高的同步性,从而使观察者感受到更稳定和干净的动作。
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引用次数: 8
The social-dance: decomposing naturalistic dyadic interaction dynamics to the 'micro-level' 社交舞蹈:将自然的二元互动动力学分解到“微观层面”
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078055
C. Whyatt, E. Torres
The 'social dance' is an implicit, yet vital, characteristic of dyadic interactions. Attempts to characterize this complex behavior have illustrated unconscious levels of content and temporal entrainment within artificial social contexts. Yet, when viewed in a naturalistic setting, this complex systems problem faces a number of methodological and theoretical challenges. Utilizing precise kinematic recordings while adopting the 'micro-movement' approach, cross coherence analysis and tenets of graph theory, this paper presents an analytical framework to characterize unfolding, nonlinear temporal exchange and entrainment across a social dyad. This framework is empirically demonstrated within a clinical domain of individuals with known social difficulties: Autism Spectrum Disorder (ASD). Results illustrate the ability for this objective methodology to quantify variability in social dynamics, and profile dyadic entrainment during naturalistic exchange -- with no a priori constraints or limitations. Viewed within the context of a clinical assessment tool for ASD, results facilitate consideration of clinician impact on dyadic exchange, and point to a potential refinement of core tasks associated with such clinical batteries.
“社交舞蹈”是一种隐含的,但重要的,二元互动的特征。描述这种复杂行为的尝试已经说明了在人工社会环境中无意识的内容水平和时间夹带。然而,从自然主义的角度来看,这个复杂的系统问题面临着许多方法论和理论上的挑战。利用精确的运动学记录,同时采用“微运动”方法,交叉相干分析和图论的原则,本文提出了一个分析框架,以表征展开,非线性时间交换和夹带跨社会二元。这一框架在已知社会困难个体的临床领域中得到了经验证明:自闭症谱系障碍(ASD)。结果表明,这种客观的方法能够量化社会动态的可变性,并在自然交换过程中描述二元夹带——没有先验的约束或限制。在ASD临床评估工具的背景下,研究结果有助于考虑临床医生对二元交换的影响,并指出了与此类临床电池相关的核心任务的潜在改进。
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引用次数: 14
Issues and Strategies of Rhythmicality for MotionComposer 运动作曲家的节奏性问题与策略
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078038
Andreas Bergsland, R. Wechsler
The paper discusses issues of rhythmicality in the MotionComposer, a therapy device for persons with different abilities that turns movement into music using video-based motion tracking. Aiming at both a low entry fee, and that the result should be rhythmical enough to induce further movement, the design of the device faces an inherent challenge, namely that since users are both dancing to the beat of the music, and creating it at same time, then they must be rhythmic enough in their movements to produce a satisfying result, or the feedback loop will break down. In addressing the problem, we apply a number of strategies named triggering, accenting and adaptive. This paper discusses the pros and cons of the various approaches, referring to experiences gathered in the field, and concludes by summarizing possibilities for improvements in the next version of the device.
本文讨论了MotionComposer中的节奏问题,这是一种针对不同能力的人的治疗设备,它使用基于视频的运动跟踪将运动转化为音乐。以较低的报名费和足够有节奏的结果为目标,设备的设计面临着一个固有的挑战,即因为用户都是随着音乐的节奏跳舞,同时创造音乐,那么他们的动作必须有足够的节奏来产生令人满意的结果,否则反馈循环就会崩溃。为了解决这个问题,我们应用了一系列策略,称为触发、重读和自适应。本文讨论了各种方法的优点和缺点,参考了在该领域收集的经验,并总结了下一版本设备改进的可能性。
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引用次数: 3
Capturing and Documenting Creative Processes in Contemporary Dance 捕捉和记录当代舞蹈的创作过程
Pub Date : 2017-06-28 DOI: 10.1145/3077981.3078041
C. Ribeiro, R. K. D. Anjos, Carla Fernandes
The performing arts, and dance in particular, have been considered as intangible cultural heritage by UNESCO since 2003. This acknowledgement reflects the importance of preserving the knowledge generated within this art form for future generations. Nevertheless, what and how this sensible material should be preserved is still lacking clear methodological approaches. When considering creative processes, this seems an even more daunting task, as it goes beyond simply documenting the final product of a creation. Recent advancements in technology has allowed to consider other approaches of capturing data apart from video or photography, which are mostly static and have a single viewpoint. In this paper we describe how 3D data capture and point cloud visualization techniques have been used to capture and document João Fiadeiro's choreographic and compositional processes. Together with Fiadeiro we have identified a sub-set of core concepts of his method which have then been used to conduct two improvisation sessions involving Fiadeiro's dancers and himself. Those concepts have been used as the basis for the development of new visualization techniques that better illustrate, in an interactive system, the complexity of Fiadeiro's creative process.
表演艺术,尤其是舞蹈,自2003年起就被联合国教科文组织列为非物质文化遗产。这种认可反映了为后代保存这种艺术形式中产生的知识的重要性。然而,这些敏感的材料应该保存什么以及如何保存,仍然缺乏明确的方法方法。当考虑到创造过程时,这似乎是一项更加艰巨的任务,因为它不仅仅是记录创造的最终产品。最近的技术进步使得人们可以考虑除视频或摄影之外的其他捕获数据的方法,这些方法大多是静态的,只有一个视点。在本文中,我们描述了如何使用3D数据捕获和点云可视化技术来捕获和记录jo o Fiadeiro的编舞和构图过程。与Fiadeiro一起,我们确定了他的方法的核心概念的子集,然后用于Fiadeiro的舞者和他自己进行两次即兴表演。这些概念被用作开发新的可视化技术的基础,这些技术在交互系统中更好地说明了Fiadeiro创作过程的复杂性。
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引用次数: 15
期刊
Proceedings of the 4th International Conference on Movement Computing
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