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

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Performer-machine scores for choreographing bodies, interaction and kinetic materials 表演者-机器分数编排身体,相互作用和动力材料
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2790999
L. Loke, D. Reinhardt, J. McNeilly
Recent advances in digital fabrication and computationally controlled environments have produced new forms of performative architecture that exhibit dynamic kinetic behaviours in physical space and time. This opens up the design process to choreographic thinking, in which patterns, compositions and dynamic qualities of movement are defined across heterogeneous elements of bodies, kinetic materials, spatial structures and software code. The generation of choreographic tools for exploring and notating movement in the design process poses the problem of representation and language translation across disciplines. Our contribution lies in a new tool to extend an existing design methodology. We propose the use of a performer-machine score, a choreographic tool which can be used in conjunction with many other choreographic and design tools, such as spatial diagrams and computer-aided design models and simulations, to aid the iterative creative process of designing the movement-based interaction, performance and behaviour of human performers and computationally controlled kinetic materials.
数字制造和计算控制环境的最新进展产生了新形式的表现性建筑,这些建筑在物理空间和时间中表现出动态的动力学行为。这为设计过程打开了舞蹈思维的大门,在这种思维中,模式、构图和运动的动态质量是在身体、动力材料、空间结构和软件代码的异质元素中定义的。在设计过程中,用于探索和记录动作的编舞工具的产生带来了跨学科的表现和语言翻译问题。我们的贡献在于一个扩展现有设计方法的新工具。我们建议使用表演者-机器评分,这是一种编舞工具,可以与许多其他编舞和设计工具(如空间图和计算机辅助设计模型和模拟)结合使用,以帮助设计基于动作的交互、人类表演者的表演和行为以及计算控制的动态材料的迭代创作过程。
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引用次数: 5
Proceedings of the 2nd International Workshop on Movement and Computing 第二届运动与计算国际研讨会论文集
S. Alaoui, Philippe Pasquier, T. Schiphorst, Jules Françoise, Frédéric Bevilacqua
MOCO is the International Workshop on movement and computing. MOCO aims to gather academics and practitioners interested in the computational study, modelling, representation, segmentation, recognition, classification, or generation of movement information. MOCO is positioned within emerging interdisciplinary domains between art & science. The workshop references the challenge of representing embodied movement knowledge within computational models, yet it also celebrates the inherent expression available within movement as a language. While human movement itself focuses on bodily experience, developing computational models for movement requires abstraction and representation of lived embodied cognition. Selecting appropriate models between movement and its rich personal and cultural meanings remains a challenge in movement interaction research. Many fields, including Interaction Design, HCI, Education and Machine Learning have been inspired by recent developments within Neuroscience validating the primacy of movement in cognitive development and human intelligence. This has spawned a growing interest in experiential principles of movement awareness and mindfulness, while simultaneously fueling the need for developing computational models that can describe movement intelligence with greater rigour. This conference seeks to explore an equal and richly nuanced epistemological partnership between movement experience and movement cognition and computational representation.
MOCO是关于运动和计算的国际研讨会。MOCO旨在聚集对计算研究、建模、表示、分割、识别、分类或生成运动信息感兴趣的学者和实践者。MOCO定位于艺术与科学之间的新兴跨学科领域。研讨会参考了在计算模型中表示具体运动知识的挑战,但它也庆祝运动中作为一种语言的固有表达。虽然人类运动本身关注的是身体体验,但开发运动的计算模型需要对活生生的具象认知进行抽象和表征。在运动及其丰富的个人和文化意义之间选择合适的模型一直是运动互动研究的挑战。许多领域,包括交互设计、人机交互、教育和机器学习,都受到神经科学最近的发展的启发,这些发展证实了运动在认知发展和人类智力中的首要地位。这引发了人们对运动意识和正念的经验原理的兴趣,同时也推动了对开发能够更严格地描述运动智能的计算模型的需求。本次会议旨在探索运动经验和运动认知和计算表征之间平等和丰富细致的认识论伙伴关系。
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引用次数: 3
Extending computational models of abstract motion with movement qualities 扩展具有运动特性的抽象运动计算模型
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791008
Matt Lockyer, L. Bartram, T. Schiphorst, K. Studd
The affectively rich expressive capacity of movement and motion is well established in art, performance, animation and visualization but research in perception, cognitive and social psychology provides only limited insight into the visual features that underpin this richness, and artistic principles are not amenable to computational modeling. Recent research has shown the communicative potential of simple abstract motions, absent of figure, to convey affect [23] based on a limited algorithmic model manipulating basic motion dimensions such as shape, speed and direction. Evidence suggests that descriptive frameworks of human movement expression, such as Laban Movement Analysis (LMA), are effective analytical tools with established principles and models; yet the benefits and challenges of incorporating these concepts into larger frameworks of motion and animation has not been rigorously explored. We present a computational model and prototype implementation that incorporates LMA core concepts and principles with established motion algorithms such that users can represent and explore LMA concepts using abstract motions. The model is the outcome of an indepth qualitative study with Certified Movement Analysts (CMAs) exploring, creating and analyzing the potential of low-level animation features to communicate expressive qualities of movement. A more comprehensive design space includes both new parameters for manipulation and a synthesis of lower-level dimensions into the more semantic concepts of Laban principles. In this paper, we discuss the evolution of the model to incorporate these principles of human movement, next steps, and relate the potential applicability of this research to applications in art, visualization and cognition.
在艺术、表演、动画和可视化中,运动和动作的情感丰富的表达能力得到了很好的确立,但在感知、认知和社会心理学的研究中,对支撑这种丰富性的视觉特征只提供了有限的见解,而艺术原则也不适合计算建模。最近的研究表明,没有图形的简单抽象动作具有传达情感的沟通潜力[23],这是基于一种有限的算法模型,可以操纵基本的运动维度,如形状、速度和方向。有证据表明,人类运动表达的描述性框架,如拉班运动分析(LMA),是具有既定原则和模型的有效分析工具;然而,将这些概念纳入更大的运动和动画框架的好处和挑战尚未得到严格的探索。我们提出了一个计算模型和原型实现,将LMA核心概念和原理与已建立的运动算法相结合,以便用户可以使用抽象运动来表示和探索LMA概念。该模型是与认证运动分析师(CMAs)进行深入定性研究的结果,探索,创建和分析低级动画功能的潜力,以传达运动的表达品质。更全面的设计空间既包括新的操作参数,也包括将较低层次的维度综合到Laban原则的更多语义概念中。在本文中,我们讨论了模型的演变,以纳入这些人体运动原则,下一步,并将本研究的潜在适用性与艺术,可视化和认知方面的应用联系起来。
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引用次数: 6
Adaptive/responsive movement approach: dance making as interactive system design 适应性/反应性动作方法:舞蹈制作作为交互系统设计
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791017
Margaret E. Pitcher
The Adaptive/Responsive Movement Approach (A/RMA) is a generative tool for interdisciplinary, new media, and movement artists. The activities outlined provide a shared lexicon and perspective for artists of diverse backgrounds, while prompting development of aesthetic material. This approach draws from system theory, computational programming protocols, and directed improvisation techniques. Workshops introduce linear logic, experiment with single trigger operations, and build complex systems including layered rule sets. The A/RMA is especially useful in developing choreography with viewers as participants. Key concepts addressed include proximity, duration, threshold, and legibility. This method responds against the predominating Judson Dance Theater methodologies of movement development. Early stage workshops offer positive results and identify areas for future research.
适应性/响应性运动方法(A/RMA)是跨学科、新媒体和运动艺术家的生成工具。这些活动为不同背景的艺术家提供了一个共同的词汇和视角,同时促进了审美材料的发展。这种方法借鉴了系统理论、计算编程协议和定向即兴创作技术。工作坊介绍线性逻辑,单触发器操作的实验,以及构建包括分层规则集的复杂系统。A/RMA在开发以观众为参与者的编舞时特别有用。涉及的关键概念包括接近性、持续时间、阈值和易读性。这种方法回应了占主导地位的贾德森舞蹈剧院的运动发展方法。早期阶段的研讨会提供了积极的成果,并确定了未来研究的领域。
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引用次数: 2
Designing the techno-somatic 设计技术躯体
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791011
G. Paine
This paper proposes an alternative approach to the analysis and design of interaction in realtime performance systems. It draws on the idea that the connection between the human engagement with the interface (digital or analog) and the resultant rich media output forms a proposed experiential dimension containing both technical and somatic considerations. The proposed dimension is characterized by its materiality and is referred to by the author as the techno-somatic dimension. The author is proposing that design and analysis efforts for new interactive systems should focus on the techno-somatic dimension. That if this dimension is designed with care to produce a detailed and nuanced experience for the user, then design specifications for the interface will automatically result, and that such an interface will produce the desired materiality and actional intentionality. For the purposes of this discussion, the author will focus principally on musical interfaces.
本文提出了一种分析和设计实时性能系统交互的替代方法。它借鉴了人类与界面(数字或模拟)之间的联系以及由此产生的丰富媒体输出之间的联系,形成了包含技术和躯体考虑的拟议体验维度。提议的维度以其物质性为特征,被作者称为技术-躯体维度。作者建议,新的交互系统的设计和分析工作应侧重于技术-躯体维度。如果这个维度是精心设计的,能够为用户提供细致入微的体验,那么界面的设计规范就会自动产生,这样的界面就会产生所需的实质性和行为意向性。为了讨论的目的,作者将主要关注音乐界面。
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引用次数: 3
Defining accuracy in the use of Kinect v2 for exercise monitoring 定义使用Kinect v2进行运动监测的准确性
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791002
K. Woolford
This paper focuses presents a comparison of accuracy and precision between Kinect v2 (low-cost, markerless) and Qualisys motion capture (expensive, marker-based system) for use in healthcare applications. The paper discusses differences between marker-based and markerless tracking through an examination of accuracy (closeness of a measured quantity to its actual value) and precision (or the proximity of repeated measurements) and the difference between precisely tracking markers, but inferring the body structure between them vs directly, but imprecisely tracking body parts. The paper discusses issues detracting from the accuracy of marker-based tracking including human-error in marker-placement and varying methods of post-processing marker data to infer joint or bone centers. The paper then presents a comparison of the Kinect for Windows V2 (K4Wv2) against a clinical system, and suggests situations where the Kinect system may be useable in a healthcare environment.
本文重点介绍了用于医疗保健应用的Kinect v2(低成本,无标记)和Qualisys动作捕捉(昂贵,基于标记的系统)之间的准确性和精度的比较。本文通过对准确性(测量量与其实际值的接近程度)和精度(或重复测量的接近程度)的检查,讨论了基于标记和无标记跟踪之间的差异,以及精确跟踪标记之间的差异,但推断它们之间的身体结构与直接但不精确地跟踪身体部位。本文讨论了影响基于标记的跟踪准确性的问题,包括标记放置中的人为错误和各种后处理标记数据以推断关节或骨中心的方法。然后,本文将Kinect for Windows V2 (K4Wv2)与临床系统进行了比较,并提出了Kinect系统在医疗环境中可用的情况。
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引用次数: 14
Sketching movement: designing creativity tools for in-situ, whole-body authorship 写生运动:设计就地创作、全身创作的创作工具
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791007
Kristin Carlson, Herbert H. Tsang, J. Phillips, T. Schiphorst, T. Calvert
Tools for interaction with movement data are proliferating on the consumer market, demonstrating the increased valuation of whole-body movement in product and interaction design. However, few of these tools support creative authoring on user-friendly platforms. We present a system titled 'iDanceForms' (iDF) as a mobile sketching tool for designing creative movement in-situ. Sketching is a unique and often under-valued process in creative design, enabling the user to quickly prototype and evaluate ideas. iDF is designed around the affordances of mobile tablets, and is based on an animation platform to easily segment movement data as keyframes. The design around keyframe segmentation enables multiple user-friendly editing options as well as camera capture functions to bridge embodied exploration with digital editing. iDF is a creativity support tool that engages with choreographers' creative movement process by design: it was developed based on the epistemology of choreographic process. This paper presents the design of iDF and evaluations from two studies that explore professional and novice choreographer's creative experience with the application.
与运动数据交互的工具正在消费者市场上激增,这表明在产品和交互设计中对全身运动的评价越来越高。然而,这些工具中很少支持在用户友好的平台上进行创造性创作。我们提出了一个名为“iDanceForms”(iDF)的系统,作为一个移动素描工具,用于设计现场创意运动。在创意设计中,草图是一种独特且经常被低估的过程,使用户能够快速创建原型并评估想法。iDF是围绕移动平板电脑的功能而设计的,它基于一个动画平台,可以轻松地将运动数据分割为关键帧。围绕关键帧分割的设计使多种用户友好的编辑选项以及相机捕捉功能能够将具体的探索与数字编辑联系起来。iDF是一种创造性支持工具,通过设计与编舞家的创造性运动过程相结合:它是基于编舞过程的认识论而开发的。本文介绍了iDF的设计和两项研究的评价,探讨了专业和新手编舞家对该应用的创作体验。
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引用次数: 11
Sketches vs skeletons: video annotation can capture what motion capture cannot 草图与骨架:视频注释可以捕捉动作捕捉无法捕捉的东西
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2790995
M. Gillies, Harry Brenton, M. Yee-King, Andreu Grimalt-Reynes, M. d'Inverno
Good posture is vital to successful musical performance and music teachers spend a considerable amount of effort on improving their students' posture. This paper presents a user study to evaluate a skeletal motion capture system (based on the Microsoft Kinect™) for supporting teachers as they give feedback to learners about their posture and movement whilst playing an instrument. The study identified a number of problems with skeletal motion capture that are likely to make it unsuitable for this type of feedback: glitches in the capture reduce trust in the system, particularly as the motion data is removed from other contextual cues that could help judge whether it is correct or not; automated feedback can fail to account for the diversity of playing styles required by learners of different physical proportions, and most importantly, the skeleton representation leaves out many cues that are required to detect posture problems in all but the most elementary beginners. The study also included a participatory design stage which resulted in a radically redesigned prototype, which replaced skeletal motion capture with an interface that allows teachers and learners to sketch on video with the support of computer vision tracking.
良好的姿势对成功的音乐表演至关重要,音乐老师花了相当多的精力来改善学生的姿势。本文提出了一项用户研究,以评估骨骼运动捕捉系统(基于微软Kinect™),以支持教师在演奏乐器时向学习者提供有关其姿势和运动的反馈。该研究发现了骨骼动作捕捉的一些问题,这些问题可能使其不适合这种类型的反馈:捕捉中的小故障降低了对系统的信任,特别是当运动数据从其他有助于判断其是否正确的上下文线索中删除时;自动反馈可能无法解释不同身体比例的学习者所需要的游戏风格的多样性,最重要的是,除了最初级的初学者之外,骨架表示遗漏了许多检测姿势问题所需的线索。该研究还包括一个参与式设计阶段,该阶段产生了一个彻底重新设计的原型,该原型用一个界面取代了骨骼动作捕捉,该界面允许教师和学习者在计算机视觉跟踪的支持下在视频上进行素描。
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引用次数: 6
An analysis of basic expressive qualities in instrumental conducting 器乐指挥的基本表现特征分析
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2791005
Kyungho Lee, Michael J. Junokas, M. Amanzadeh, Guy E. Garnett
Advances in sensing technology make the task of quantifying expressive human body movement more feasible than ever before. Success will enable breakthroughs in Human-computer interaction (HCI) and control paradigms. In most areas, however, expressivity remains vague and difficult to define. We examine the movements of instrumental conductors at an elementary level to define particular qualities of a beat. In our test case, we focus on the difference between sostenuto and staccato articulation styles as a base for expressive qualities. We show that it is possible to define generic low-level movement features, we call movement primitives, to quantify the qualitative aspects of these two different articulation styles across a range of different tempi. Our movement primitives include the mean and variance of the magnitude of velocity and acceleration, and measures of spatial curvature. Each of these is measured from the ictus of one beat through the ictus of the next beat in a standard 4/4 beat pattern. The discriminative power of these features is demonstrated by two-tail t-tests and verified through Naïve Bayes classification experiments. The results demonstrate that our use of movement primitives effectively describes characteristics of expression revealed in each beat of two different articulation styles.
传感技术的进步使得量化表达性人体运动的任务比以往任何时候都更加可行。成功将使人机交互(HCI)和控制范式取得突破。然而,在大多数领域,表现力仍然是模糊且难以定义的。我们在初级水平上检查乐器指挥家的动作,以定义节拍的特定品质。在我们的测试案例中,我们将重点放在作为表达质量基础的慢音和断音发音风格之间的差异上。我们表明,有可能定义通用的低级运动特征,我们称之为运动原语,以量化这两种不同的发音风格在不同速度范围内的定性方面。我们的运动原语包括速度和加速度大小的平均值和方差,以及空间曲率的度量。每一种都是从一个拍子的止音到下一个拍子的止音,以标准的4/4拍模式进行测量。通过双尾t检验证明了这些特征的判别能力,并通过Naïve贝叶斯分类实验进行了验证。结果表明,我们使用的动作原语有效地描述了两种不同发音风格的每个节拍所揭示的表达特征。
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引用次数: 1
Embodied flow in experiential media systems: a study of the dancer's lived experience in a responsive audio system 体验媒体系统中的具身流:对舞者在响应式音频系统中的生活体验的研究
Pub Date : 2015-08-14 DOI: 10.1145/2790994.2790997
J. Akerly
During the design of interactive dance performances, dancers generate a strong relationship to the responsive media after they are given information about how to use the system. This case study observes a dancer's experience of improvising in a responsive audio system (RAS). A triangulated analysis and conclusion is formed from Laban Movement Analysis in conjunction with post-experience discussions relating to Optimal Flow. This study examines whether or not providing information about how an audio system responds to movement affects a dancers ability to achieve a heightened state of Embodied Flow while improvising in a RAS.
在互动舞蹈表演的设计过程中,舞者在被告知如何使用系统后,会与响应媒体产生强烈的关系。本案例研究观察了一位舞者在响应式音频系统(RAS)中即兴表演的经历。三角分析和结论是由拉班运动分析与有关最佳流的经验后讨论相结合形成的。本研究考察了是否提供有关音频系统如何响应运动的信息会影响舞者在RAS中即兴创作时达到更高的具身流状态的能力。
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引用次数: 6
期刊
Proceedings of the 2nd International Workshop on Movement and Computing
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