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A User-Adaptive Gesture Recognition System Applied to Human-Robot Collaboration in Factories 一种用于工厂人机协作的用户自适应手势识别系统
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948933
Eva Coupeté, F. Moutarde, S. Manitsaris
Enabling Human-Robot collaboration (HRC) requires robot with the capacity to understand its environment and actions performed by persons interacting with it. In this paper we are dealing with industrial collaborative robots on assembly line in automotive factories. These robots have to work with operators on common tasks. We are working on technical gestures recognition to allow robot to understand which task is being executed by the operator, in order to synchronize its actions. We are using a depth-camera with a top view and we track hands positions of the worker. We use discrete HMMs to learn and recognize technical gestures. We are also interested in a system of gestures recognition which can adapt itself to the operator. Indeed, a same technical gesture seems very similar from an operator to another, but each operator has his/her own way to perform it. In this paper, we study an adaptation of the recognition system by modifying the learning database with a addition very small amount of gestures. Our research shows that by adding 2 sets of gestures to be recognized from the operator who is working with the robot, which represents less than 1% of the database, we can improve correct recognitions rate by ~3.5%. When we add 10 sets of gestures, 2.6% of the database, the improvement reaches 5.7%.
实现人机协作(HRC)要求机器人具有理解其环境和与之交互的人所执行的动作的能力。本文主要研究汽车工厂装配线上的工业协作机器人。这些机器人必须与操作员一起完成普通任务。我们正在研究手势识别技术,使机器人能够理解操作员正在执行的任务,从而同步其动作。我们使用了一个具有俯视图的深度摄像机,我们跟踪工人的手的位置。我们使用离散的hmm来学习和识别技术手势。我们对手势识别系统也很感兴趣,它可以根据操作者的动作进行自我调整。的确,同样的技术手势从操作员到另一个操作员似乎非常相似,但每个操作员都有自己的方式来执行它。在本文中,我们通过添加非常少量的手势来修改学习数据库来研究识别系统的自适应。我们的研究表明,通过增加2组手势来识别与机器人一起工作的操作员,这两组手势占数据库的比例不到1%,我们可以将正确识别率提高约3.5%。当我们增加10组手势,占数据库的2.6%时,改进达到5.7%。
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引用次数: 14
Sarka: Sonification and Somaesthetic Appreciation Design 萨卡:声音和躯体审美欣赏设计
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948922
Ilias Bergström, Martin Jonsson
We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.
我们常常想当然地认为,我们可以通过自己的身体直接获得感知和体验。但向内倾听是一项要求很高的活动,因此不容易学会执行或设计。对于Sarka垫子,我们希望通过提供与身体不同部位的重量分布和运动强度相关的声音反馈来支持引导注意力的能力,并为如何进行此类设计提供范例。Sarka的创作过程受到Somaesthetic Appreciation Design的启发。我们讨论了声音反馈信号如何影响听众,然后讨论了在这个设计中,我们如何在呈现给我们的复杂设计空间中进行导航。我们详细介绍了所涉及的设计过程,以及这种交互式声音呈现的非常特殊的限制。
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引用次数: 18
spaceDisplaced: Investigating Presence Through Mediated Participatory Environments spacedisplacement:通过中介参与环境调查存在
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948945
Prophecy Sun, Shannon Cuykendall, Kristin Carlson, M. Lantin, T. Schiphorst
spaceDisplaced: Investigating Presence Through Mediated Participatory Environments is an interdisciplinary telepresence performance that linked four physical spaces. We conducted a participatory telepresence performance to explore how the experience of presence in separate spaces is influenced by the scale, function, sonic potential and accessibility of the space that each performer inhabits. The performance served as a form of experience modeling, a design methodology put forth by Schiphorst and Andersen (2004) that uses somatic, theater, and dance practices to model and structure experiences that can inform interaction design. In this paper we describe our exploration of personal, social and environmental forms of presence in the performance. We demonstrate how our findings led to new insights on how to stage the experience of presence. We apply these findings in Presence in a Box: Crossing Liminal Spaces, an interactive public performance where participants can transfer the experience of presence between small and large spaces.
spacedisplacement:通过媒介参与环境调查存在是一个跨学科的远程呈现表演,将四个物理空间联系在一起。我们进行了一场参与式远程呈现表演,以探索每个表演者居住的空间的规模、功能、声音潜力和可达性如何影响在单独空间中的存在体验。表演是体验建模的一种形式,这是Schiphorst和Andersen(2004)提出的一种设计方法,它使用躯体、戏剧和舞蹈实践来建模和构建体验,从而为交互设计提供信息。在本文中,我们描述了我们对表演中存在的个人,社会和环境形式的探索。我们展示了我们的发现如何导致了关于如何呈现在场体验的新见解。我们将这些发现应用于“盒子中的存在:跨越阈限空间”,这是一个互动的公共表演,参与者可以在小空间和大空间之间转移存在的体验。
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引用次数: 3
Autopoiesis in Creativity and Art 创造力和艺术中的自创生
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948948
J. Bishop, M. M. al-Rifaie
The term autopoiesis, (meaning 'self') and 'poiesis' (meaning 'creation, production') defines a system capable of reproducing and maintaining itself. The term was introduced by the theoretical biologists, Humberto Maturana and Francisco Varela, in 1972 to define the self-maintaining chemistry of living cells. The term has subsequently also been applied to the fields of systems theory and sociology. In this paper we apply this model to characterise creativity in art practise.
术语autopoiesis(意思是“自我”)和poiesis(意思是“创造、生产”)定义了一个能够复制和维持自身的系统。这个术语是由理论生物学家Humberto Maturana和Francisco Varela在1972年引入的,用来定义活细胞的自我维持化学。这个术语随后也被应用到系统理论和社会学领域。在本文中,我们运用这一模型来表征艺术实践中的创造力。
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引用次数: 9
Compensating for sub-pixel shift in motion estimation 补偿运动估计中的亚像素偏移
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948954
Konstantinos Konstantoudakis, Elpida Machairidou, G. Papanikolaou
In block-based sub-pixel motion estimation, most methods are based on a comparison of the target block to a number of sub-pixel shifted versions of a reference block. This means that the two blocks, reference and target, are not treated equally, as one is takes as-is, while the other suffers sub-pixel shifting, which invariably results in loss of information and degradation. In this paper we propose a method for sub-pixel motion estimation that treat reference and target block identically, and calculates sub-pixel motion via a third block, constructed on the spot, from which the reference and target blocks may be approximated by appropriate sub-pixel shifts. Tests on a number of test sequences show that the proposed method performs much better than standard sub-pixel motion estimation.
在基于块的亚像素运动估计中,大多数方法是基于目标块与参考块的多个亚像素位移版本的比较。这意味着两个块,参考和目标,并没有被平等对待,因为一个是按原样处理的,而另一个则遭受亚像素的移动,这总是导致信息的丢失和退化。本文提出了一种亚像素运动估计方法,该方法将参考点和目标块等同对待,并通过在现场构造的第三块计算亚像素运动,通过适当的亚像素偏移来近似参考点和目标块。在多个测试序列上的测试表明,该方法比标准的亚像素运动估计要好得多。
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引用次数: 1
Prototyping interactions with Online Multimodal Repositories and Interactive Machine Learning 与在线多模态存储库和交互式机器学习的原型交互
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948915
C. F. Julià, Panos Papiotis, C. SebastiánMealla, S. Jordà
Interaction designers often use machine learning tools to generate intuitive mappings between complex inputs and outputs. These tools are usually trained live, which is not always feasible or practical. We combine RepoVizz, an online repository and visualizer for multimodal data, with a suite of Interactive Machine Learning tools, to demonstrate a technical solution for prototyping multimodal interactions that decouples the data acquisition step from the model training step. This way, different input data set-ups can be easily replicated, shared and experimented upon their capability to control complex output without the need to repeat the technical set-up.
交互设计师经常使用机器学习工具在复杂的输入和输出之间生成直观的映射。这些工具通常是现场训练的,这并不总是可行或实用的。我们将RepoVizz(多模态数据的在线存储库和可视化工具)与一套交互式机器学习工具结合起来,展示了一种多模态交互原型的技术解决方案,该解决方案将数据获取步骤与模型训练步骤分离。通过这种方式,不同的输入数据设置可以很容易地复制、共享和试验其控制复杂输出的能力,而无需重复技术设置。
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引用次数: 0
A tabletop instrument for manipulation of sound morphologies with hands, fingertips and upper-body 用手、指尖和上半身操纵声音形态的台式仪器
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948946
E. Hemery, S. Manitsaris, F. Moutarde
We present a musical instrument, named the Embodied Musical Instrument (EMI) which allows musicians to perform free gestures with the upper--body including hands and fingers thanks to 3D vision sensors, arranged around the tabletop. 3D interactive spaces delimit the boundaries in which the player performs metaphorical gestures in order to play with sound synthesis engines. A physical-based sound synthesis engine and a sampler have been integrated in the system in order to manipulate sound morphologies in the context of electro-acoustic and electronic composition.
我们展示了一种乐器,名为“具身乐器”(EMI),它允许音乐家用上半身(包括手和手指)自由表演手势,这要归功于布置在桌面周围的3D视觉传感器。3D互动空间划定了玩家为了使用声音合成引擎而执行隐喻手势的界限。一个基于物理的声音合成引擎和一个采样器已经集成在系统中,以便在电声和电子合成的背景下操纵声音形态。
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引用次数: 0
Control of a slide flute: a mechatronic project 滑槽的控制:一个机电一体化项目
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948921
B. d'Andréa-Novel, C. Joly, T. Noël, J. Senpauroca
In this paper, we consider the problem of controlling a slide flute: a kind of recorder without finger holes but ended by a piston mechanism to modify the length of the resonator. From a physical point of view, stopped pipes have not been studied so widely as open pipes, and moving boundary conditions introduce interesting mathematical problems. To control dynamical systems, it is important to elaborate a realistic model, so that control laws can be tested efficiently before they are implemented on real size prototypes. This dynamical model has been elaborated in a previous work and the control law has been validated on a first prototype. The feedback term of this control law used on-line measurements on the system: the length of the piston through an encoder and the blowing pressure through a pressure sensor. But the flute moved too slowly. To improve the precision of the control and the velocity of the piston we have developed a new "mechatronic" prototype in our laboratory which is the object of the present paper.
本文研究了一种无指孔的记录器滑槽的控制问题。滑槽是一种无指孔的记录器,其末端采用活塞机构来调节谐振器的长度。从物理角度来看,封闭管道没有像开放管道那样被广泛研究,移动边界条件引入了有趣的数学问题。为了控制动力系统,重要的是要建立一个真实的模型,以便控制律在实际样机上实施之前能够有效地进行测试。该动力学模型已在前人的工作中得到阐述,控制律已在首台样机上得到验证。该控制律的反馈项采用在线测量系统:通过编码器测量活塞长度,通过压力传感器测量吹气压力。但是笛子吹得太慢了。为了提高活塞的控制精度和速度,我们在实验室研制了一种新的“机电一体化”样机,这就是本文的研究对象。
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引用次数: 0
I Am a Tree: Embodiment Using Physically Based Animation Driven by Expressive Descriptors of Motion 我是一棵树:由运动的表达描述符驱动的基于物理的动画的体现
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948939
Caroline Larboulette, S. Gibet
Expressive representation of human movement has given rise to various static or dynamic artistic creations, whether they take into account specific postures or motion sequences. In this paper we are interested in the expressive qualities of motion and how these qualities influence the evolution of a 3D simulated system. The embodiment of this system takes the form of a non-anthropomorphic structure (non-human appearance) whose behavior expresses the emotional content of the original human motion. Expressive descriptors are extracted from a sequence of theatrical movements executed with different emotional states and used to dynamically control a mass-spring system coupled to a particle system as well as its rendering. The framework allows for the exploration of different sets of motion descriptors and mappings to the parameters of the 3D simulation. The resulting animations are discussed and evaluated through perceptual studies.
对人体运动的表现性表现产生了各种静态或动态的艺术创作,无论是考虑到特定的姿势还是运动序列。在本文中,我们感兴趣的是运动的表达品质,以及这些品质如何影响一个三维模拟系统的演变。该系统的体现形式为非拟人化结构(非人类外观),其行为表达了原始人类运动的情感内容。表达描述符是从一系列不同情绪状态下执行的戏剧动作中提取出来的,用于动态控制与粒子系统耦合的质量-弹簧系统及其渲染。该框架允许探索不同组的运动描述符和映射到3D模拟的参数。由此产生的动画是讨论和评估通过感性研究。
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引用次数: 7
Motions and Experiences in a Multiuser Interactive Installation: Towards an Embodied Account of Visitors' Journey 多用户互动装置中的动作与体验:对参观者旅程的具象化描述
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948957
Tom Giraud, M. Courgeon, M. Gouiffès, Michel Bertier, Aymard de Mengin, X. Maître
The creation of interactive installations is a process which implies to bring back together phenomenological evaluations of visitors' experiences and motion analyses which inherently highlight the core material of interaction design. In this paper, we present an interactive and immersive work, See me through you, which ambition to provide a rich experience where enlightenment, hedonism and social elements coexist. We present the first steps toward a multidimensional evaluation of the visitor's experience. Focus-groups evaluations are presented and some elements about future motion analyses are provided.
互动装置的创作是一个过程,它意味着将参观者体验的现象学评估和运动分析结合起来,这本质上突出了交互设计的核心材料。在本文中,我们呈现了一个互动性和沉浸式的作品,See me through you,它旨在提供一个丰富的体验,其中启蒙,享乐主义和社会元素并存。我们向访客体验的多维评估迈出了第一步。提出了焦点小组评估,并提供了未来运动分析的一些要素。
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引用次数: 0
期刊
Proceedings of the 3rd International Symposium on Movement and Computing
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