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Automatically measuring biomechanical skills of violin performance: an exploratory study 自动测量小提琴演奏生物力学技能的探索性研究
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212840
Erica Volta, M. Mancini, G. Varni, G. Volpe
This evaluation study explores how automated movement analysis can be used to catch the biomechanical skills needed for a physically accurate violin performance, maximizing efficiency and minimizing injuries. Starting from a previously recorded multimodal dataset, we compute movement features from motion captured data of five violinists performing three violin exercises: octave shift, string crossing, and a Romantic repertoire piece. Three violin teachers were asked to evaluate audio, video, and both audio and video stimuli of the selected exercises. We correlated their ratings with automatically extracted movement features. Whereas these features are purely visual (i.e., they are computed from motion captured data only), we asked teachers to also evaluate audio because it can be considered as the direct translation of movement skills into another modality. In this way, we can also look at possible relations between evaluation of the audio aspects of the performance and biomechanical skills of violin playing. Results show that the proposed movement features can be partially used to measure the biomechanical skills of the violin players to support learning and mitigate the risk of injuries.
这项评估研究探讨了如何使用自动运动分析来捕捉准确演奏小提琴所需的生物力学技能,从而最大限度地提高效率并减少伤害。从先前记录的多模态数据集开始,我们从五位小提琴手进行三种小提琴练习的动作捕捉数据中计算动作特征:八度移位、弦乐交叉和浪漫主义曲目。三位小提琴教师被要求对所选练习的音频、视频以及音频和视频刺激进行评估。我们将他们的评分与自动提取的运动特征联系起来。鉴于这些特征是纯视觉的(即,它们仅从动作捕捉数据中计算),我们要求教师也评估音频,因为它可以被视为将动作技能直接转化为另一种形态。通过这种方式,我们也可以看到对演奏的音频方面的评价与小提琴演奏的生物力学技能之间可能存在的关系。结果表明,所提出的动作特征可以部分地用于测量小提琴演奏者的生物力学技能,以支持学习和减轻受伤的风险。
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引用次数: 5
You Are Off The Beat!: Is Accelerometer Data Enough for Measuring Dance Rhythm? 你太离题了!加速度计数据是否足以测量舞蹈节奏?
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212724
Augusto Dias Pereira dos Santos, Lie Ming Tang, L. Loke, Roberto Martínez Maldonado
Rhythm is the most basic skill for people learning to dance. Beginners need practice but also close coaching and constant feedback. However, in most dance classes teachers often find challenging to provide attention to each student. A possible solution to this problem would be to automate the provision of feedback to students by objectively assessing rhythm from their movement data. But how effective would a fully automated approach be compared to dance experts in evaluating dance performance? We conducted a study aimed at exploring this by 'measuring' dance rhythm from accelerometer data streams and contrasting the algorithm results with expert human judgement. We developed RiMoDe, an algorithm that tracks bodily rhythmic skills, and gathered a dataset that includes 282 independent evaluations made by expert dance teachers on 94 dance exercises performed by 7 dance students. Our findings revealed major gaps between a purely algorithmic approach and how experts evaluate dance rhythm. We identified 6 themes that are important when assessing rhythm. We discuss how these themes should be considered and incorporated into future systems aimed at supporting people learning to dance.
节奏是人们学习舞蹈最基本的技能。初学者需要练习,但也需要密切的指导和不断的反馈。然而,在大多数舞蹈课上,老师经常发现很难注意到每个学生。这个问题的一个可能的解决方案是,通过客观地评估学生运动数据的节奏,自动向学生提供反馈。但是,与舞蹈专家相比,完全自动化的方法在评估舞蹈表演方面有多有效呢?我们进行了一项研究,旨在通过从加速度计数据流中“测量”舞蹈节奏,并将算法结果与专家的人类判断进行对比,来探索这一点。我们开发了RiMoDe,这是一种追踪身体节奏技能的算法,并收集了一个数据集,其中包括由专业舞蹈教师对7名舞蹈学生的94个舞蹈练习进行的282个独立评估。我们的发现揭示了纯粹的算法方法与专家如何评估舞蹈节奏之间的主要差距。在评估节奏时,我们确定了6个重要的主题。我们将讨论如何考虑这些主题,并将其纳入旨在支持人们学习舞蹈的未来系统。
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引用次数: 6
Understanding User-Defined Mapping Design in Mid-Air Musical Performance 理解空中音乐表演中用户自定义映射设计
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212810
Dom Brown, Chris Nash, Tom Mitchell
Modern gestural interaction and motion capture technology is frequently incorporated into Digital Musical Instruments (DMIs) to enable new methods of musical expression. A major topic of interest in this domain concerns how a performer's actions are linked to the production of sound. Some DMI developers choose to design these mapping strategies themselves, while others expose this design space to performers. This work explores the latter of these scenarios, studying the user-defined mapping strategies of a group of experienced mid-air musicians chosen from a rare community of DMI practitioners. Participants are asked to design mappings for a piece of music to determine what factors influence their choices. The findings reveal novice performers spend little time reviewing mapping choices, more time practising, and design mappings that adhere to musical metaphors. Experienced performers edit mappings continuously and focus on the ergonomics of their mapping designs.
现代手势交互和动作捕捉技术经常被整合到数字乐器(dmi)中,以实现新的音乐表达方法。这个领域的一个主要话题是表演者的动作如何与声音的产生联系起来。一些DMI开发人员选择自己设计这些映射策略,而另一些开发人员则将此设计空间公开给执行者。这项工作探讨了后一种情况,研究了一组从罕见的DMI从业者社区中选出的经验丰富的空中音乐家的用户定义映射策略。参与者被要求为一段音乐设计映射,以确定影响他们选择的因素。研究结果表明,新手表演者很少花时间回顾选择映射,而是花更多时间练习,并设计符合音乐隐喻的映射。经验丰富的表演者不断编辑映射,并专注于他们的映射设计的人体工程学。
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引用次数: 5
Enhancing Music Learning with Smart Technologies 利用智能科技加强音乐学习
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212886
R. Ramírez, C. Canepa, Simone Ghisio, Ksenia Kolykhalova, M. Mancini, Erica Volta, G. Volpe, Sergio I. Giraldo, Oscar Mayor, Alfonso Pérez, G. Waddell, A. Williamon
Learning to play a musical instrument is a difficult task, requiring the development of sophisticated skills. Nowadays, such a learning process is mostly based on the master-apprentice model. Technologies are rarely employed and are usually restricted to audio and video recording and playback. The TELMI (Technology Enhanced Learning of Musical Instrument Performance) Project seeks to design and implement new interaction paradigms for music learning and training based on state-of-the-art multimodal (audio, image, video, and motion) technologies. The project focuses on the violin as a case study. This practice work is intended as demo, showing to MOCO attendants the results the project obtained along two years of work. The demo simulates a setup at a higher education music institution, where attendants with any level of previous violin experience (and even with no experience at all) are invited to try the technologies themselves, performing basic tests of violin skill and pre-defined exercises under the guidance of the researchers involved in the project.
学习演奏乐器是一项艰巨的任务,需要发展复杂的技能。如今,这样的学习过程大多基于师徒模式。技术很少使用,通常仅限于音频和视频的录制和播放。TELMI(乐器演奏的技术增强学习)项目旨在设计和实施基于最先进的多模态(音频、图像、视频和运动)技术的音乐学习和训练的新交互范例。该项目以小提琴为研究对象。这一实践工作旨在作为示范,向MOCO的工作人员展示该项目经过两年的工作所取得的成果。该演示模拟了一所高等教育音乐机构的设置,邀请任何水平的小提琴经验(甚至根本没有经验)的服务员自己尝试这些技术,在参与该项目的研究人员的指导下进行小提琴技能的基本测试和预先定义的练习。
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引用次数: 13
Character Recognition on a Humanoid Robotic Platform via a Laban Movement Analysis 基于Laban运动分析的人形机器人平台字符识别
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212836
A. Bacula, A. LaViers
An active area of research is exploring how to mimic human movement on a robotic platform. One step toward achieving this goal is the ability to create a method in which a robotic platform successfully portrays a character or character traits that a human can recognize. Ballet is a performing art in which recognizable character types are conveyed through movement. This paper explores the recognition and differentiation of archetypal characters used in classical ballet based on their upper body movements and applies this information to a robotic platform. An observational guide was created using Laban Movement Analysis (LMA) for analyzing the movements of distinct characters found across several classical ballets. Eleven examples were chosen: three villain character types, three bird character types, and five dying character types. The upper body movements of these characters were tracked utilizing the observational guide to see if their movements utilized the LMA characteristics in distinguishable ways. The results from tracking the movements were analyzed, and movement sequences were created on a NAO robot to emulate these character types: a process subsequently validated by a user study.
一个活跃的研究领域是探索如何在机器人平台上模仿人类的运动。实现这一目标的一步是能够创造一种方法,使机器人平台成功地描绘出人类可以识别的角色或角色特征。芭蕾舞是一种通过动作来传达可识别的人物类型的表演艺术。本文基于上半身动作,探讨了古典芭蕾中原型人物的识别和区分,并将此信息应用于机器人平台。使用拉班动作分析(LMA)创建了一个观察指南,用于分析几个经典芭蕾舞剧中不同角色的动作。我们选择了11个例子:3个反派角色类型,3个小鸟角色类型和5个垂死角色类型。利用观察指南跟踪这些角色的上半身运动,看看他们的运动是否以可区分的方式利用了LMA特征。跟踪运动的结果进行了分析,并在NAO机器人上创建了运动序列,以模拟这些字符类型:随后通过用户研究验证的过程。
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引用次数: 7
Where Kinesthetic Empathy meets Kinetic Design 动觉共情与运动设计在哪里相遇
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212847
Kensho Miyoshi
This paper for Doctoral Consortium presents my ongoing PhD research into the potential use of kinesthetic empathy in the context of design. While physical movements of designed objects are often associated with their function, the quality of such movements, or how the movements 'feel' like, is also important with regards to the design. The concept of kinesthetic empathy--our innate capacity to feel the kinetic sensation of observed entities--has been primarily researched in the context of the arts, especially in the studies of human movement in dance and theatre. I would like to apply kinesthetic empathy to the perception of kinetic objects, with the aim of revealing the relationship between object movements and our embodied and empathic reactions. Kinesthetic empathy is often neglected in the discussion around the potential of kinetic objects in design as well as in technology-based domains like human-computer interaction, but it is expected to open a new perspective on our embodied and visceral response to dynamic objects and environments. The paper begins by reviewing the related theories and concepts from aesthetics, neuroscience, embodied cognition and psychology then presents the first stage of my ongoing research project. It is concluded with the outlook as well as the expected contribution.
这篇论文为博士联盟介绍了我正在进行的博士研究,即在设计背景下动觉共情的潜在用途。虽然设计对象的物理运动通常与它们的功能有关,但这种运动的质量,或运动的“感觉”如何,对于设计也很重要。动觉共情的概念——我们天生的感知被观察实体的运动感觉的能力——主要是在艺术的背景下研究的,特别是在舞蹈和戏剧中对人类运动的研究。我想将动觉共情应用于对运动物体的感知,目的是揭示物体运动与我们的具体化和共情反应之间的关系。在讨论设计中动态对象的潜力以及人机交互等基于技术的领域时,动觉共情经常被忽视,但它有望为我们对动态对象和环境的体现和本能反应开辟新的视角。本文首先回顾了美学、神经科学、具身认知和心理学的相关理论和概念,然后介绍了我正在进行的研究项目的第一阶段。最后提出了展望和预期贡献。
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引用次数: 3
Experiencing avatar direction in low cost theatrical mixed reality setup 在低成本的戏剧混合现实设置中体验化身的方向
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212892
Georges Gagneré, Cédric Plessiet
We introduce1 the setup and programming framework of AvatarStaging theatrical mixed reality experiment. We focus on a configuration addressing movement issues between physical and 3D digital spaces from performers and directors' points of view. We propose 3 practical exercises.
介绍了阿凡达舞台混合现实实验的设置和编程框架。我们专注于从表演者和导演的角度解决物理和3D数字空间之间的运动问题。我们提出3个实践练习。
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引用次数: 12
Quantifying Coordination in Human Dyads via a Measure of Verticality 通过垂直度测量来量化人类双体的协调
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212805
Roshni Kaushik, I. Vidrin, A. LaViers
Working towards the goal of understanding complex, interactive movement in human dyads, this paper presents a model for analyzing motion capture data of human pairs and proposes measures that correlate with features of the coordination in the movement. Based on deep inquiry of what it means to partner in a motion task, a measure that characterizes the changing verticality of each agent is developed. In parallel a naïve human motion expert provides a qualitative description of the features and quality of coordination within a dyad. Analysis on the verticality measure, the cross-correlation of verticality signals, and deviation of those verticality signals from the trend over time, provides quantitative insight that corroborates the naïve expert's analysis. Specifically, the paper shows that, for four samples of dyadic behavior, these measures provide information about 1) whether two agents were involved in the same dyadic interaction and 2) the level of "resistance" found in these interactions. Future work will test this model over a larger dataset and develop human-robot coordination schemes based on this model.
为了理解人类双体中复杂的互动运动,本文提出了一个分析人类双体运动捕捉数据的模型,并提出了与运动中协调特征相关的措施。在深入探讨运动任务中伙伴的意义的基础上,开发了一种表征每个agent垂直度变化的度量。与此同时,naïve人类运动专家对二分体的特征和协调质量进行了定性描述。对垂直度测量、垂直度信号的相互关联以及这些垂直度信号随时间变化趋势的偏差的分析,提供了定量的见解,证实了naïve专家的分析。具体而言,本文表明,对于四个二元行为样本,这些测量提供了关于1)两个主体是否参与相同的二元相互作用和2)在这些相互作用中发现的“抵抗”水平的信息。未来的工作将在更大的数据集上测试该模型,并基于该模型开发人机协调方案。
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引用次数: 4
Magic lining: an exploration of smart textiles altering people's self-perception 神奇内衬:智能纺织品改变人们自我认知的探索
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212893
K. Kuusk, A. Väljamäe, A. Tajadura-Jiménez
Magic Lining draws attention to the unused internal side of the garments and textile as a space to alter people's self-perception for more positive behavior. It builds on the existing characteristics of textiles, fashion and garment design, and combines the design process with the scientific insights of MAGICSHOES project. The research question guiding MAGICSHOES whether body-tracking and sound-based wearable technology could be used to alter self-perception and in turn reduce physical inactivity, offers an interesting opportunity to explore further the space in between textiles and wearable computing. When garments start to sense and actuate to trigger certain behaviours, the clothing's inside is not anymore only about hiding seams, it gains a whole new dimension. The inside becomes a more important agent than the outside, in influencing how the wearer feels, how he/she perceives the outside world, and how he/she perceives being perceived by others.
魔术衬里将人们的注意力吸引到服装和纺织品的未使用的内部,作为一个空间来改变人们对更积极行为的自我认知。它建立在纺织、时尚和服装设计的现有特点上,并将设计过程与MAGICSHOES项目的科学见解相结合。MAGICSHOES的研究问题是,身体追踪和基于声音的可穿戴技术是否可以用来改变自我感知,从而减少身体不活动,这为进一步探索纺织品和可穿戴计算之间的空间提供了一个有趣的机会。当衣服开始感知并触发某些行为时,衣服的内部不再仅仅是隐藏接缝,它获得了一个全新的维度。在影响穿着者的感觉、他/她如何感知外部世界以及他/她如何感知他人对他/她的感知方面,内部变得比外部更重要。
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引用次数: 5
Incorporating Virtual Reality in an Embodied Interaction Course 虚拟现实融入融入互动课程
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212884
Cumhur Erkut, S. Dahl
Engagement with virtual reality (VR) through movement is becoming increasingly important. Therefore, the VR developers should improve their bodily skills and learn how to use the movement as design material. In addition, first person accounts of the development and experience are necessary. We explore the education space in VR with attention to the first-person experiences, movement data and code, and present an approach for teaching and designing VR-based embodied interaction.
通过运动与虚拟现实(VR)的接触变得越来越重要。因此,VR开发者应该提高他们的身体技能,学习如何使用运动作为设计材料。此外,第一人称叙述的发展和经验是必要的。我们从第一人称体验、运动数据和代码等方面探索了VR中的教育空间,并提出了一种基于VR的具身交互教学和设计方法。
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引用次数: 4
期刊
Proceedings of the 5th International Conference on Movement and Computing
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