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Proceedings of the 3rd International Symposium on Movement and Computing最新文献

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Deaf Poetry: saying everything without speaking 聋人诗:说什么都不用说话
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2955108
Dimitrios Batras, Jean-François Jégo, Chu-Yin Chen
Here, hands don't beat the drum. Instead the drum speaks with its hands, projected onto its skin. They interact and create poems in sign language, especially for the deaf/hearing impaired, because the drum has acquired the expressive and prosodic gestures of deaf poets. This installation is based on a Virtual Reality Agent-based platform to explore an interactive gestural dialogue between real and virtual actors.
在这里,手不击鼓。相反,鼓用伸出在皮肤上的手说话。他们用手语交流和创作诗歌,特别是为聋人/听力受损的人,因为鼓已经获得了聋人诗人的表达和韵律手势。这个装置基于一个基于虚拟现实代理的平台,探索真实和虚拟演员之间的互动手势对话。
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引用次数: 0
Gestures: Emotions Interaction: e-Viographima application for visual artistic synthesis 手势:情感互动:电子影像技术在视觉艺术合成中的应用
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948953
I. Mavridou
This study aims at developing an application, called "E-Viographima", for real time artistic synthesis that utilises low-cost human-computer interaction devices. The diverse possibilities of artistic expression are approached through variations of visual stimuli whose parameters are altered according to motion captured data recorded while the users wag their hands, together with concurrent emotional states derived from the users' brain activity. The hands' movements are recorded by a motion capture system (Leap Motion) and four different emotional states are identified through electroencephalography signals (EEG) recorded by a brain signal detection headset (Emotiv Epoc). The primary scope of this project is to produce in real time a visualised output in the form of an interactive line that results in the creation of a synthesis out of contoured forms made by the automated and semi-automated elements.
这项研究旨在开发一种名为“E-Viographima”的应用程序,利用低成本的人机交互设备进行实时艺术合成。艺术表达的多种可能性是通过视觉刺激的变化来实现的,这些视觉刺激的参数是根据用户摆动双手时记录的动作捕捉数据以及用户大脑活动产生的并发情绪状态而改变的。动作捕捉系统(Leap motion)记录了手的动作,并通过脑信号检测耳机(Emotiv Epoc)记录的脑电图信号(EEG)识别四种不同的情绪状态。该项目的主要范围是以交互线的形式实时生成可视化输出,从而创建由自动化和半自动元素制作的轮廓形式的综合。
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引用次数: 1
INGREDIBLE: A platform for full body interaction between human and virtual agent that improves co-presence 配料:人类和虚拟代理之间的全身交互平台,改善共同存在
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948943
Elisabetta Bevacqua, R. Richard, J. Soler, P. D. Loor
This paper presents a platform dedicated to a full body interaction between a virtual agent and human or between two virtual agents. It is based on the notion of coupling and the metaphor of the alive communication that come from studies in psychology. The platform, based on a modular architecture, is composed of modules that communicate through messages. Four modules have been implemented for human tracking, motion analysis, decision computation and rendering. The paper describes all of them. Part of the decision module is generic, that is it could be used for different interactions based on sensorimotor, while part of it is strictly dependent on the type of scenario one wants to obtain. An application example for a fitness exergame scenario is also presented in this work.
本文提出了一个虚拟智能体与人或两个虚拟智能体之间进行全身交互的平台。它基于心理学研究中的耦合概念和活生生的交际隐喻。该平台基于模块化体系结构,由通过消息进行通信的模块组成。实现了人体跟踪、运动分析、决策计算和渲染四个模块。这篇论文对它们都进行了描述。决策模块的一部分是通用的,即它可以用于基于感觉运动的不同交互,而另一部分则严格依赖于人们想要获得的场景类型。本文还给出了一个健身运动场景的应用实例。
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引用次数: 10
3D Annotation in Contemporary Dance: Enhancing the Creation-Tool Video Annotator 当代舞蹈中的三维注释:增强创作工具视频注释器
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948961
C. Ribeiro, R. K. D. Anjos, Carla Fernandes, J. Pereira
Annotated videos have been used in the context of dance performance not only as a way to record and share compositions and knowledge between different choreographers, but also as a powerful learning tool. Restraining the viewpoint of the user to the recorded point of view can be an obstacle in several scenarios. Alternatives that introduce the concept of a three-dimensional space have been developed, but coming short either on the freedom of concepts that the user is able to introduce, or on resorting to a non-natural representation. This article describes a follow-up work on the previously developed Creation-Tool [2] extending the existing functionality to tackle this problem. The developed system places the 2D annotations onto a three-dimensional point cloud, captured by depth sensors coupled with cameras around the performance, thus enabling the user to freely visualize the annotated performance three-dimensionally at an arbitrary point of view.
在舞蹈表演的背景下,注释视频不仅是不同编舞家之间记录和分享作品和知识的一种方式,也是一种强大的学习工具。在一些场景中,将用户的视点限制在记录的视点上可能是一个障碍。已经开发了引入三维空间概念的替代方案,但要么缺乏用户能够引入的概念的自由,要么求助于非自然表示。本文描述了先前开发的create - tool[2]的后续工作,扩展了现有的功能来解决这个问题。开发的系统将2D注释放置在三维点云上,由深度传感器与表演周围的摄像头捕获,从而使用户能够在任意角度自由地将注释的表演三维可视化。
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引用次数: 13
What is Movement Interaction in Virtual Reality for? 什么是虚拟现实中的运动交互?
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948951
M. Gillies
This paper raises the question of why movement base interaction is important in Virtual Reality (VR). This is an important question as new VR hardware is increasingly being released together with movement interfaces. Slater's view is that VR reproduces the sensorimotor contingencies present in our interactions with the real world. This provides a powerful justification, but when the contingencies are not perfectly reproduced, they can result in interfaces that lack important features of established interaction design: discoverability memorability, and feedback. However, Embodied Cognition suggests that these imperfect reproductions can still have value if they allow us to reproduce our cognitive and emotional engagement with the world and our movements.
本文提出了为什么运动基交互在虚拟现实(VR)中很重要的问题。这是一个重要的问题,因为新的VR硬件越来越多地与移动接口一起发布。斯莱特的观点是,虚拟现实再现了我们与现实世界互动时的感觉运动偶然性。这提供了一个强有力的理由,但是当偶然性没有被完美地再现时,它们可能会导致界面缺乏已建立的交互设计的重要特征:可发现性、可记忆性和反馈。然而,具身认知表明,如果这些不完美的复制品允许我们再现我们对世界和动作的认知和情感参与,那么它们仍然有价值。
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引用次数: 16
WhoLoDancE: Towards a methodology for selecting Motion Capture Data across different Dance Learning Practice whoolodance:在不同的舞蹈学习实践中选择动作捕捉数据的方法
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948912
A. Camurri, K. E. Raheb, O. Even-Zohar, Y. Ioannidis, Amalia Markatzi, Jean-Marc Matos, E. Morley-Fletcher, Pablo Palacio, M. Romero, A. Sarti, S. Pietro, Vladimir Viro, Sarah Whatley
In this paper we present the objectives and preliminary work of WhoLoDancE a Research and Innovation Action funded under the European Union's Horizon 2020 programme, aiming at using new technologies for capturing and analyzing dance movement to facilitate whole-body interaction learning experiences for a variety of dance genres. Dance is a diverse and heterogeneous practice and WhoLoDancE will develop a protocol for the creation and/or selection of dance sequences drawn from different dance styles for different teaching and learning modalities. As dance learning practice lacks standardization beyond dance genres and specific schools and techniques, one of the first project challenges is to bring together a variety of dance genres and teaching practices and work towards a methodology for selecting the appropriate shots for motion capturing, to acquire kinetic material which will provide a satisfying proof of concept for Learning scenarios of particular genres. The four use cases we are investigating are 1) classical ballet, 2) contemporary dance, 3) flamenco and 4) Greek folk dance.
在本文中,我们介绍了WhoLoDancE的目标和初步工作,这是由欧盟地平线2020计划资助的研究和创新行动,旨在利用新技术捕捉和分析舞蹈动作,以促进各种舞蹈类型的全身互动学习体验。舞蹈是一种多样化和异构的实践,WhoLoDancE将开发一种协议,用于创建和/或选择来自不同舞蹈风格的舞蹈序列,以适应不同的教学和学习方式。由于舞蹈学习实践除了舞蹈类型和特定的学校和技术之外缺乏标准化,因此第一个项目挑战之一是将各种舞蹈类型和教学实践结合在一起,并致力于选择合适的动作捕捉镜头的方法,以获得动能材料,这将为特定类型的学习场景提供令人满意的概念证明。我们正在调查的四个用例是:1)古典芭蕾、2)现代舞、3)弗拉门戈和4)希腊民间舞蹈。
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引用次数: 28
Movement Notation and Digital Media Art in the Contemporary Dance Practice: Aspects of the Making of a Multimedia Dance Performance 当代舞蹈实践中的动作符号与数字媒体艺术:多媒体舞蹈表演的制作
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948929
Foteini Papadopoulou, Martin Schulte
UPDATED---9 June 2016. This paper presents some of the aspects from the creative process leading to the multimedia dance performance 'as far as abstract objects' ('afaao'). The creation of that stage work was at the same time an extensive experimental transdisciplinary research, a laboratory for movement analysis and movement composition. In particular, this paper will elaborate on the relation and collaboration between two of the fields involved, movement notation and media art. In 'afaao' fundamental principles from movement notation were paired with possibilities from modern media technology. The common ground they shared was the transformation process that movement undergoes when working with notation as well as when working with media art. The objective of this collaboration was to explore the complex phenomenon of movement and to create a work of art that would communicate the research revelations in a visually engaging way with the audience, offering alternative views on the movement's dynamic structures.
更新至2016年6月9日。本文从多媒体舞蹈表演的创作过程出发,从“抽象对象”(“afaao”)的几个方面进行阐述。这个舞台作品的创作同时也是一个广泛的跨学科实验研究,是一个动作分析和动作构图的实验室。本文将特别阐述其中涉及的两个领域——运动符号和媒介艺术之间的关系和协作。在“afaao”中,来自运动符号的基本原理与现代媒体技术的可能性相结合。他们的共同点是运动在使用符号和使用媒体艺术时所经历的转变过程。这次合作的目的是探索运动的复杂现象,并创造一件艺术作品,以一种视觉上引人入胜的方式与观众交流研究成果,为运动的动态结构提供另一种观点。
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引用次数: 1
InterACTE: Improvising with a Virtual Actor 互动:与虚拟演员一起即兴表演
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2955109
Dimitrios Batras, Judith Guez, Jean-François Jégo
This paper describes an interactive installation that invites participants to improvise with an autonomous virtual actor. Based on real-time analysis of the participant's gestures, the virtual actor is capable of either propose expressive and linguistic gestures (selected from a set of four Motion Capture Databases), either imitate the participant, or either generate its own gestures using a Genetic Algorithm. A software agent is used to trigger the previously mentioned behaviors based on the analysis results and on a set of predefined rules. The installation is presented in two acts: i. In the first act, the participant interacts with the projected shadow of the virtual actor; ii. In the second act, the participant is being immersed in a 3D world using a virtual reality HMD---the virtual actor is being presented to her/him in the form of an avatar made of particles.
本文描述了一个互动装置,邀请参与者与一个自主的虚拟演员即兴创作。基于对参与者手势的实时分析,虚拟演员能够提出表达和语言手势(从一组四个动作捕捉数据库中选择),或者模仿参与者,或者使用遗传算法生成自己的手势。基于分析结果和一组预定义的规则,使用软件代理来触发前面提到的行为。该装置分为两幕:i.第一幕,参与者与虚拟演员的投影影子互动;2在第二幕中,参与者使用虚拟现实头戴设备沉浸在3D世界中——虚拟演员以由粒子组成的化身的形式呈现在她/他面前。
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引用次数: 0
Pottery gestures style comparison by exploiting Myo sensor and forearm anatomy 利用Myo传感器和前臂解剖对比陶器手势风格
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948924
D. Ververidis, Sotirios Karavarsamis, S. Nikolopoulos, Y. Kompatsiaris
In this paper we propose a set of Electromyogram (EMG) based features such as muscles total pressure, flexors pressure, tensors pressure, and gesture stiffness, for the purpose of identifying differences in performing the same gesture across three pottery constructions namely bowl, cylindrical vase, and spherical vase. In identifying these EMG-based features we have developed a tool for visualizing in real-time the signals generated from a Myo sensor along with the muscle activation level in 3D space. In order to do this, we have introduced an algorithm for estimating the activation level of each muscle based on the weighted sum of the 8 EMG signals captured by Myo. In particular, the weights are calculated as the distance of the muscle cross-sectional volumes at Myo plane level from each of the 8 Myo pods, multiplied by the muscle cross-section volume. Statistics estimated on an experimental dataset for the proposed features such as mean, variance, and percentiles, indicate that gestures such as "Raise clay" and "Form down cyclic clay" exhibit differences across the three vase types (i.e. bowl, cylinder, and sphere), although perceived as identical.
在本文中,我们提出了一套基于肌电图(EMG)的特征,如肌肉总压力、屈肌压力、张量压力和手势刚度,目的是识别在碗、圆柱形花瓶和球形花瓶三种陶器结构中执行相同手势的差异。为了识别这些基于肌电图的特征,我们开发了一种工具,用于实时可视化从Myo传感器产生的信号以及3D空间中的肌肉激活水平。为了做到这一点,我们引入了一种算法,该算法基于Myo捕获的8个肌电图信号的加权和来估计每个肌肉的激活水平。特别是,重量的计算方法是肌横截面体积在Myo平面上与每8个Myo豆荚的距离乘以肌横截面体积。在实验数据集上估计的统计数据,如平均值、方差和百分位数,表明“Raise clay”和“Form down cyclic clay”等手势在三种花瓶类型(即碗状、圆柱形和球形)中表现出差异,尽管被认为是相同的。
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引用次数: 7
3D-scene modelling of professional gestures when interacting with moving, deformable and revolving objects 当与移动,变形和旋转对象交互时,专业手势的3d场景建模
Pub Date : 2016-07-05 DOI: 10.1145/2948910.2948949
Odysseas Bouzos, Yannick Jacob, S. Manitsaris, A. Glushkova
In this paper, we present good practices of applying and extending Random Decision Forests (RDFs) for the 3D modelling of scenes where humans interact with moving, deformable and revolving objects in a professional context. We apply our method to two use-cases; the first is in the industrial context of the luxury leather good production while the second is in an atelier specialised in the wheel-throwing art of pottery. In the first use-case we use a single RDF, while for the second one of pottery, we extend the typical application of RDFs, by introducing the Hierarchical Random Decision Forests (HRDFs). More precisely, we use three RDFs in a tree structure architecture. The parent RDF is used to create a rough initial segmentation of the scene, while the two children RDFs are used to further classify the regions of the left and right arm, hand and fingers respectively. Results demonstrate that the proposed algorithm is sufficient for the accurate classification of scenes where humans interact with objects by using hand gestures in both simple and complex scenarios.
在本文中,我们提出了应用和扩展随机决策森林(rdf)的良好实践,用于在专业环境中人类与移动,变形和旋转物体交互的场景的3D建模。我们将我们的方法应用于两个用例;第一个是在奢侈皮革制品生产的工业背景下,而第二个是在专门从事陶器抛轮艺术的工作室。在第一个用例中,我们使用单个RDF,而对于第二个用例,我们通过引入分层随机决策森林(hrdf)扩展了RDF的典型应用。更准确地说,我们在树形结构体系结构中使用三个rdf。父RDF用于对场景进行粗略的初始分割,而两个子RDF用于进一步对左臂和右臂、手和手指的区域进行分类。结果表明,该算法足以在简单和复杂的场景中对人类与物体进行手势交互的场景进行准确分类。
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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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