1,337 research outputs found

    Take the Lead: Toward a Virtual Video Dance Partner

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    My work focuses on taking a single person as input and predicting the intentional movement of one dance partner based on the other dance partner\u27s movement. Human pose estimation has been applied to dance and computer vision, but many existing applications focus on a single individual or multiple individuals performing. Currently there are very few works that focus specifically on dance couples combined with pose prediction. This thesis is applicable to the entertainment and gaming industry by training people to dance with a virtual dance partner. Many existing interactive or virtual dance partners require a motion capture system, multiple cameras or a robot which creates an expensive cost. This thesis does not use a motion capture system and combines OpenPose with swing dance YouTube videos to create a virtual dance partner. By taking in the current dancer\u27s moves as input, the system predicts the dance partner\u27s corresponding moves in the video frames. In order to create a virtual dance partner, datasets that contain information about the skeleton keypoints are necessary to predict a dance partner\u27s pose. There are existing dance datasets for a specific type of dance, but these datasets do not cover swing dance. Furthermore, the dance datasets that do include swing have a limited number of videos. The contribution of this thesis is a large swing dataset that contains three different types of swing dance: East Coast, Lindy Hop and West Coast. I also provide a basic framework to extend the work to create a real-time and interactive dance partner

    Integrating an autonomous robot on a dance and new technologies festival

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    This paper presents the results of a project to integrate an autonomous mobile robot into a modern dance performance at a dance and new technologies festival. The main goal is to integrate a simple low cost mobile robot into the dance performance, in order to study the possibilities that this kind of platforms can offer to the artists. First, this work explains the process and design to embed the robotic platform into the choreography theme. Another contribution described in this work is the system architecture proposed and built to make the robot behaviours match the artists requirements: precise, synchronized and robust robot movements. Finally, we discuss the main issues and lessons learned for this kind of robotics and arts applications and summarize the results obtained, including the successful final live performance results

    Towards a framework to make robots learn to dance

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    A key motive of human-robot interaction is to make robots and humans interact through different aspects of the real world. As robots become more and more realistic in appearance, so has the desire for them to exhibit complex behaviours. A growing area of interest in terms of complex behaviour is robot dancing. Dance is an entertaining activity that is enjoyed either by being the performer or the spectator. Each dance contain fundamental features that make-up a dance. It is the curiosity for some researchers to model such an activity for robots to perform in human social environments. From current research, most dancing robots are pre-programmed with dance motions and few have the ability to generate their own dance or alter their movements according to human responses while dancing. This thesis explores the question Can a robot learn to dance? . A dancing framework is proposed to address this question. The Sarsa algorithm and the Softmax algorithm from traditional reinforcement learning form part of the dancing framework to enable a virtual robot learn and adapt to appropriate dance behaviours. The robot follows a progressive approach, utilising the knowledge obtained at each stage of its development to improve the dances that it generates. The proposed framework addresses three stages of development of a robot s dance: learning ability; creative ability of dance motions, and adaptive ability to human preferences. Learning ability is the ability to make a robot gradually perform the desired dance behaviours. Creative ability is the idea of the robot generating its own dance motions, and structuring them into a dance. Adaptive ability is where the robot changes its dance in response to human feedback. A number of experiments have been conducted to explore these challenges, and verified that the quality of the robot dance can be improved through each stage of the robot s development

    American Square Dance Vol. 27, No. 9 (Sep. 1972)

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    Monthly square dance magazine that began publication in 1945

    Communicating through motion in dance and animal groups

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    This study explores principles of motion based communication in animal and human group behavior. It develops models of cooperative control that involve communication through actions aimed at a shared objective. Moreover, it aims at understanding the collective motion in multi-agent models towards a desired objective which requires interaction with the environment. In conducting a formal study of these problems, first we investigate the leader-follower interaction in a dance performance. Here, the prototype model is salsa. Salsa is of interest because it is a structured interaction between a leader (usually a male dancer) and a follower (usually a female dancer). Success in a salsa performance depends on how effectively the dance partners communicate with each other using hand, arm and body motion. We construct a mathematical framework in terms of a Dance Motion Description Language (DMDL). This provides a way to specify control protocols for dance moves and to represent every performance as sequences of letters and corresponding motion signals. An enhanced form of salsa (intermediate level) is discussed in which the constraints on the motion transitions are described by simple rules suggested by topological knot theory. It is shown that the proficiency hierarchy in dance is effectively captured by proposed complexity metrics. In order to investigate the group behavior of animals that are reacting to environmental features, we have analyzed a large data set derived from 3-d video recordings of groups of Myotis velifer emerging from a cave. A detailed statistical analysis of large numbers of trajectories indicates that within certain bounds of animal diversity, there appear to be common characteristics of the animals' reactions to features in a clearly defined flight corridor near the mouth of the cave. A set of vision-based motion control primitives is proposed and shown to be effective in synthesizing bat-like flight paths near groups of obstacles. A comparison of synthesized paths and actual bat motions culled from our data set suggests that motions are not based purely on reactions to environmental features. Spatial memory and reactions to the movement of other bats may also play a role. It is argued that most bats employ a hybrid navigation strategy that combines reactions to nearby obstacles and other visual features with some combination of spatial memory and reactions to the motions of other bats

    Towards an interactive framework for robot dancing applications

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    Estágio realizado no INESC-Porto e orientado pelo Prof. Doutor Fabien GouyonTese de mestrado integrado. Engenharia Electrotécnica e de Computadores - Major Telecomunicações. Faculdade de Engenharia. Universidade do Porto. 200

    Haptic communication between partner dancers and swing as a finite state machine

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Vita.Includes bibliographical references (p. 129-138).To see two expert partners, one leading and the other following, swing dance together is to watch a remarkable two-agent communication and control system in action. Even blindfolded, the follower can decode the leader's moves from haptic cues. The leader composes the dance from the vocabulary of known moves so as to complement the music he is dancing to. Systematically addressing questions about partner dance communication is of scientific interest and could improve human-robotic interaction, and imitating the leader's choreographic skill is an engineering problem with applications beyond the dance domain. Swing dance choreography is a finite state machine, with moves that transition between a small number of poses. Two automated choreographers are presented. One uses an optimization and randomization scheme to compose dances by a sequence of shortest path problems, with edge lengths measuring the dissimilarity of dance moves to each bar of music. The other solves a two-player zero-sum game between the choreographer and a judge. Choosing moves at random from among moves that are good enough is rational under the game model.(cont.) Further, experiments presenting conflicting musical environments to two partners demonstrate that although musical expression clearly guides the leader's choice of moves, the follower need not hear the same music to properly decode the leader's signals. Dancers embody gentle interaction, in which each participant extends the capabilities of the other, and their cooperation is facilitated by a shared understanding of the motions to be performed. To demonstrate that followers use their understanding of the move vocabulary to interact better with their leaders, an experiment paired a haptic robot leader with human followers in a haptically cued dance to a swing music soundtrack. The subjects' performance differed significantly between instances when the subjects could determine which move was being led and instances when the subjects could not determine what the next move would be. Also, two-person teams that cooperated haptically to perform cyclical aiming tasks showed improvements in the Fitts' law or Schmidt's law speed-accuracy tradeoff consistent with a novel endpoint compromise hypothesis about haptic collaboration.by Sommer Elizabeth Gentry.Ph.D

    Humanoid Robot With Imitation Ability

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