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Proceedings of the 2nd International Workshop on Movement and Computing最新文献

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How do experts observe movement? 专家如何观察运动?
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791000
S. Alaoui, Kristin Carlson, Shannon Cuykendall, Karen Bradley, K. Studd, T. Schiphorst
Laban Movement Analysis (LMA) is an expert-based method by which Certified Movement Analysts observe and analyze movement. LMA is increasingly used in a variety of research fields, particularly when studying movement expressivity and computation where it is essential to generate an understanding of the observation process. In this paper we articulate the application of LMA as a tool for movement analysis in HCI research by using qualitative methods to deconstruct the observation process of LMA experts. We conducted a focus group in which 12 expert-participants observed and annotated videos of movement according to LMA categories. We transcribed their observation process and analyzed it using grounded theory in order to extract categories, concepts and theories that best explain and describe the process of observation in LMA. By doing so, we open research perspectives in which LMA can be integrated as a method for observation in the design of movement-based computational systems.
拉班运动分析(LMA)是一种基于专家的方法,通过注册运动分析师观察和分析运动。LMA越来越多地应用于各种研究领域,特别是在研究运动表达性和计算时,对观察过程的理解是必不可少的。本文通过定性方法解构LMA专家的观察过程,阐述了LMA作为运动分析工具在HCI研究中的应用。我们进行了一个焦点小组,其中12名专家参与者根据LMA类别观察和注释运动视频。我们对他们的观察过程进行转录,并用扎根的理论对其进行分析,以便提取出最能解释和描述LMA中观察过程的类别、概念和理论。通过这样做,我们打开了研究视角,其中LMA可以作为一种观察方法集成到基于运动的计算系统的设计中。
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引用次数: 20
Conceptualising interaction in live performance: reflections on 'encoded' 现场表演中互动的概念化:对“编码”的思考
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791003
Andrew Johnston
This paper presents a detailed examination of experiences of the creative team responsible for the direction, choreography, interaction design and performance of a dance and physical theatre work, Encoded. Interviews, observations and reflection on personal experience have made visible a range of different perspectives on the design, use and creative exploration of the interactive systems that were created for the work. The work itself, and in particular the use of interactive systems, was overall considered to be successful and coherent, even while participants' approaches and concerns were often markedly different. A trajectory of creative development in which exploratory improvisation and iterative design gradually became 'locked down' in preparation for final performance and touring is described.
本文详细介绍了负责舞蹈和物理戏剧作品《编码》的指导、编舞、交互设计和表演的创意团队的经验。访谈、观察和对个人经验的反思,让我们看到了一系列关于设计、使用和创造性探索互动系统的不同观点。总的来说,这项工作本身,特别是对互动系统的使用,被认为是成功和连贯的,即使参与者的方法和关注的问题往往明显不同。在创作发展的轨迹中,探索性的即兴创作和迭代设计逐渐被“锁定”,为最终的演出和巡演做准备。
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引用次数: 18
Sound space and spatial sampler 声音空间和空间采样器
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791010
G. Beller
The Spatial Sampler and the Sound Space are new musical instruments coming from the Synekine Project. This project involves performative and scientific researches for the creation of new ways to express ourselves. In a similar way a sampler is an empty box to be filled up with sound files, the Spatial Sampler turns the physical space around the performer as a key-area to place and to play his own voice samples. With the Sound Space, a performer literally spreads his voice around him by the gesture, creating an entire sound scene while playing with it. The gesture association of time and space makes these two instruments also suitable for dancers and body/movement artists, and for various applications.
空间采样器和声音空间是来自Synekine项目的新乐器。这个项目包括表演和科学研究,以创造新的表达自己的方式。类似地,采样器是一个装满声音文件的空盒子,空间采样器将表演者周围的物理空间作为放置和播放自己声音样本的关键区域。通过声音空间,表演者通过手势将声音传播到周围,在演奏时创造出完整的声音场景。时间和空间的手势联想使这两种乐器也适用于舞者和身体/运动艺术家,并适用于各种应用。
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引用次数: 3
Movement sequence analysis using hidden Markov models: a case study in Tai Chi performance 使用隐马尔可夫模型的动作序列分析:以太极拳表演为例
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791006
Jules Françoise, A. Roby-Brami, Natasha Riboud, Frédéric Bevilacqua
Movement sequences are essential to dance and expressive movement practice; yet, they remain underexplored in movement and computing research, where the focus on short gestures prevails. We propose a method for movement sequence analysis based on motion trajectory synthesis with Hidden Markov Models. The method uses Hidden Markov Regression for jointly synthesizing motion feature trajectories and their associated variances, that serves as basis for investigating performers' consistency across executions of a movement sequence. We illustrate the method with a use-case in Tai Chi performance, and we further extend the approach to cross-modal analysis of vocalized movements.
动作序列是舞蹈和表达动作练习必不可少的;然而,在运动和计算研究中,它们仍然没有得到充分的探索,这些研究主要集中在简短的手势上。提出了一种基于隐马尔可夫模型的运动轨迹综合的运动序列分析方法。该方法使用隐马尔可夫回归联合合成运动特征轨迹及其相关方差,作为调查表演者跨动作序列执行一致性的基础。我们用太极表演的一个用例来说明这种方法,并进一步将这种方法扩展到发声动作的跨模态分析。
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引用次数: 11
Kinesonic approaches to mapping movement and music with the remote electroacoustic kinesthetic sensing (RAKS) system 用远程电声动觉传感(RAKS)系统绘制运动和音乐的运动感应方法
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791020
Aurie Y. Hsu, S. Kemper
Sensor technologies allow for a direct link between a dancer's kinetic and kinesthetic experience and musical expression. The Remote electroAcoustic Kinesthetic Sensing (RAKS) system, a wearable wireless sensor interface designed specifically for belly dance, enables such a link. Teka Mori (2013) for belly dancer, RAKS system, and computer-generated sound, explores a kinesonic approach to mapping belly dance movement to timbral control in electronic music.
传感器技术允许舞者的动力和动觉体验与音乐表达之间的直接联系。远程电声动觉传感(RAKS)系统是一种专为肚皮舞设计的可穿戴无线传感器接口,可以实现这样的链接。Teka Mori(2013)为肚皮舞、RAKS系统和计算机生成的声音,探索了一种动态方法,将肚皮舞运动映射到电子音乐的音色控制。
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引用次数: 14
Experimenting with noise in markerless motion capture 在无标记动作捕捉中实验噪音
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791019
A. Miller
Visual culture has embraced the visual glitch as just one of many aesthetics associated with digital media. A glitch is often associated with noise in a technological system. Some motion capture systems experience noise and glitches as they process human movement. Under normal conditions, a glitch is undesirable because it decreases the usability of the capture. This short paper and demonstration introduce our research into the non-traditional use of motion capture data for the generation of artistic animated works.
视觉文化将视觉故障视为与数字媒体相关的众多美学之一。故障通常与技术系统中的噪音有关。一些动作捕捉系统在处理人体动作时会遇到噪音和故障。在正常情况下,小故障是不可取的,因为它降低了捕获的可用性。这篇短文和演示介绍了我们对非传统使用动作捕捉数据生成艺术动画作品的研究。
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引用次数: 2
Music means movement: musings on methods for movement analysis in music 音乐即乐章:对音乐中乐章分析方法的思考
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791001
Jan C. Schacher
This article addresses the intersection of technical, analytical and artistic approaches to perceiving and measuring musical movement. The point of view taken is situated between the development and application of technological tools, the design and running of exploratory experiments, and the musical performance moment, where perception of the body and its movements constitutes an integral part of the experience. Through a use-case that is shared with other artists and researchers, a wide range of necessary developments, both conceptually and in software is shown. The tools and the methods generated are juxtaposed with the realisation that movement analysis is merely one possible usage of acquired data. Artistic translations provide alternate ways of generating meaning from movement data, in particular when translating musical actions to pieces that span multiple modalities. With the proposed multi-perspective methodology, ways and means are sketched out that address the inherent multiplicity of domains involved in music performance and perception.
这篇文章讨论了技术、分析和艺术方法的交集,以感知和测量音乐运动。所采取的观点介于技术工具的开发和应用,探索性实验的设计和运行以及音乐表演时刻之间,其中对身体及其动作的感知构成了体验的组成部分。通过与其他艺术家和研究人员共享的用例,展示了概念上和软件上广泛的必要发展。生成的工具和方法与运动分析仅仅是获取数据的一种可能用法的实现并列。艺术翻译提供了从动作数据中产生意义的替代方法,特别是在将音乐动作翻译成跨越多种形式的作品时。通过提出的多视角方法论,我们勾勒出了解决音乐表演和感知所涉及的内在多样性领域的方法和手段。
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引用次数: 5
Interactive Tango Milonga: designing internal experience 互动探戈:设计内部体验
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791013
Courtney Brown, G. Paine
The Argentine tango concept of connection refers to the experience of complete synchronicity between self, partner, and music. This paper presents Interactive Tango Milonga, an interactive system giving tango dancers agency over music in order to increase this sense of relation between both partners and music. Like an improvising musician in an ensemble, each dancer receives musical feedback from both her movements and her partner's. Thus, each dancer can respond to the music, driving musical feedback, thereby heightening awareness and agency in both the sound and her partner's movements. Via presentation of this system, this paper illustrates methods for developing interactive systems engaging with distinct musical, movement, and social traditions as well for composing sound-movement relationships leading to specific internal experiences within these social contexts.
阿根廷探戈的连接概念是指自我、舞伴和音乐之间完全同步性的体验。本文提出了交互式探戈Milonga,这是一个交互式系统,赋予探戈舞者对音乐的代理,以增加舞伴和音乐之间的这种关系感。就像一个即兴演奏的音乐家在合奏中,每个舞者都从她的动作和她的舞伴的动作中获得音乐反馈。因此,每个舞者都可以对音乐做出反应,推动音乐反馈,从而提高声音和舞伴动作的意识和能动性。通过该系统的展示,本文阐述了开发与独特的音乐、动作和社会传统相结合的互动系统的方法,以及在这些社会背景下形成声音-动作关系的方法,这些关系导致了特定的内部体验。
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引用次数: 11
Embodied design of full bodied interaction with virtual humans 与虚拟人进行全身交互的具身设计
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2790996
M. Gillies, Harry Brenton, A. Kleinsmith
This paper presents a system that allows end users to design full body interactions with 3D animated virtual character through a process we call Interactive Performance Capture. This process is embodied in the sense that users design directly by moving and interacting using an interactive machine learning method. Two people improvise an interaction based only on their movements, one plays the part of the virtual character the other plays a real person. Their movements are recorded and they label it with metadata that identifies certain actions and responses. This labeled data is then used to train a Gaussian Mixture Model that is able to recognize new actions and generate suitable responses from the virtual character. A small study showed that users do indeed design in a very embodied way using movement directly as a means of thinking through and designing interactions.
本文提出了一个系统,该系统允许最终用户通过交互式性能捕获过程设计与3D动画虚拟角色的全身交互。这个过程体现在用户通过使用交互式机器学习方法的移动和交互直接设计的意义上。两个人根据自己的动作即兴互动,一个扮演虚拟角色,另一个扮演真人。他们的动作被记录下来,并被贴上元数据标签,以识别特定的动作和反应。然后使用这些标记数据来训练高斯混合模型,该模型能够识别新的动作并从虚拟角色中生成合适的响应。一项小型研究表明,用户确实会以一种非常具体的方式进行设计,直接使用动作作为思考和设计交互的手段。
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引用次数: 12
A review of computable expressive descriptors of human motion 人体运动的可计算表达描述符综述
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2790998
Caroline Larboulette, S. Gibet
In this paper we present a review of computable descriptors of human motion. We first present low-level descriptors that compute quantities directly from the raw motion data. We then present higher level descriptors that use low-level ones to compute boolean, single value or continuous quantities that can be interpreted, automatically or manually, to qualify the meaning, style or expressiveness of a motion. We provide formulas inspired from the state of the art that can be applied to 3D motion capture data.
本文对人体运动的可计算描述符进行了综述。我们首先提出低级描述符,直接从原始运动数据中计算数量。然后,我们提出了更高级别的描述符,使用低级描述符来计算布尔值、单值或连续的数量,这些数量可以自动或手动地解释,以限定运动的意义、风格或表现力。我们提供的公式灵感来自于可以应用于3D动作捕捉数据的最先进的状态。
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引用次数: 62
期刊
Proceedings of the 2nd International Workshop on Movement and Computing
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