18,853 research outputs found
Evaluation of human movement qualities: A methodology based on transferable-utility games on graphs.
Abstract
A novel computational method for the analysis of expressive full-body movement
qualities is introduced, which exploits concepts and tools from graph theory and
game theory. The human skeletal structure is modeled as an undirected graph, where
the joints are the vertices and the edge set contains both physical and nonphysical
links.
Physical links correspond to connections between adjacent physical body joints (e.g.,
the forearm, which connects the elbow to the wrist). Nonphysical links act as
\u201cbridges\u201d between parts of the body not directly connected by the skeletal structure,
but sharing very similar feature values. The edge weights depend on features
obtained by using Motion Capture data. Then, a mathematical game is constructed
over the graph structure, where the vertices represent the players and the edges represent
communication channels between them. Hence, the body movement is modeled
in terms of a game built on the graph structure. Since the vertices and the edges contribute
to the overall quality of the movement, the adopted game-theoretical model
is of cooperative nature.
A game-theoretical concept, called Shapley value, is exploited as a centrality index
to estimate the contribution of each vertex to a shared goal (e.g., to the way a particular
movement quality is transferred among the vertices). The proposed method is
applied to a data set of Motion Capture data of subjects performing expressive movements,
recorded in the framework of the H2020-ICT-2015 EU Project WhoLoDance,
Project no. 688865. Results are presented: development of novel method, contribution
to the scientific community with a new data corpus, application the discussed
method to 100 movement recordings and creation of database archive of stimuli for
further use in research studies in the framework of the WhoLoDance Project
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Different Methods of Embodied Cognition in Pedagogy and its Effectiveness in Student Learning
The Mathematical Ideas Analysis hypothesizes that abstract mathematical reasoning is unconsciously organized and integrated with sensory-motor experience. Basic research testing movement, language, and perception during math problem solving supports this hypothesis. Applied research primarily measures studentsâ performance on math tests after they engage in analogous sensory-motor tasks, but findings show mixed results. Sensory-motor tasks are dependent on several moderators (e.g., instructional guidance, developmental stage) known to help students learn, and studies vary in how each moderator is implemented. There is little research on the effectiveness of sensory-motor tasks without these moderators. This study compares different approaches to working with an interactive application designed to emulate how people intrinsically solve algebraic equations. A total of 130 participants (84 females, 54 males) were drawn from a pool of Introductory Psychology students attending San Jose State University. Participants were placed in three different learning environments, and their performance was measured by comparing improvement between a pre-test and a post-test. We found no difference between participants who worked alone with the application, were instructed by the experimenter while using the application, or who instructed the experimenter on how to solve equations using the application. Further research is needed to examine how and whether analogous sensory-motor interfaces are a useful learning tool, and if so, what circumstances are ideal for sensory-motor interfaces to be used
Expressive movement generation with machine learning
Movement is an essential aspect of our lives. Not only do we move to interact with our physical environment, but we also express ourselves and communicate with others through our movements. In an increasingly computerized world where various technologies and devices surround us, our movements are essential parts of our interaction with and consumption of computational devices and artifacts. In this context, incorporating an understanding of our movements within the design of the technologies surrounding us can significantly improve our daily experiences. This need has given rise to the field of movement computing â developing computational models of movement that can perceive, manipulate, and generate movements. In this thesis, we contribute to the field of movement computing by building machine-learning-based solutions for automatic movement generation. In particular, we focus on using machine learning techniques and motion capture data to create controllable, generative movement models. We also contribute to the field by creating datasets, tools, and libraries that we have developed during our research. We start our research by reviewing the works on building automatic movement generation systems using machine learning techniques and motion capture data. Our review covers background topics such as high-level movement characterization, training data, features representation, machine learning models, and evaluation methods. Building on our literature review, we present WalkNet, an interactive agent walking movement controller based on neural networks. The expressivity of virtual, animated agents plays an essential role in their believability. Therefore, WalkNet integrates controlling the expressive qualities of movement with the goal-oriented behaviour of an animated virtual agent. It allows us to control the generation based on the valence and arousal levels of affect, the movementâs walking direction, and the moverâs movement signature in real-time. Following WalkNet, we look at controlling movement generation using more complex stimuli such as music represented by audio signals (i.e., non-symbolic music). Music-driven dance generation involves a highly non-linear mapping between temporally dense stimuli (i.e., the audio signal) and movements, which renders a more challenging modelling movement problem. To this end, we present GrooveNet, a real-time machine learning model for music-driven dance generation
Sensitivity analysis in a scoping review on police accountability : assessing the feasibility of reporting criteria in mixed studies reviews
In this paper, we report on the findings of a sensitivity analysis that was carried out within a previously conducted scoping review, hoping to contribute to the ongoing debate about how to assess the quality of research in mixed methods reviews. Previous sensitivity analyses mainly concluded that the exclusion of inadequately reported or lower quality studies did not have a significant effect on the results of the synthesis. In this study, we conducted a sensitivity analysis on the basis of reporting criteria with the aims of analysing its impact on the synthesis results and assessing its feasibility. Contrary to some previous studies, our analysis showed that the exclusion of inadequately reported studies had an impact on the results of the thematic synthesis. Initially, we also sought to propose a refinement of reporting criteria based on the literature and our own experiences. In this way, we aimed to facilitate the assessment of reporting criteria and enhance its consistency. However, based on the results of our sensitivity analysis, we opted not to make such a refinement since many publications included in this analysis did not sufficiently report on the methodology. As such, a refinement would not be useful considering that researchers would be unable to assess these (sub-)criteria
Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems
As robotic systems are moved out of factory work cells into human-facing
environments questions of choreography become central to their design,
placement, and application. With a human viewer or counterpart present, a
system will automatically be interpreted within context, style of movement, and
form factor by human beings as animate elements of their environment. The
interpretation by this human counterpart is critical to the success of the
system's integration: knobs on the system need to make sense to a human
counterpart; an artificial agent should have a way of notifying a human
counterpart of a change in system state, possibly through motion profiles; and
the motion of a human counterpart may have important contextual clues for task
completion. Thus, professional choreographers, dance practitioners, and
movement analysts are critical to research in robotics. They have design
methods for movement that align with human audience perception, can identify
simplified features of movement for human-robot interaction goals, and have
detailed knowledge of the capacity of human movement. This article provides
approaches employed by one research lab, specific impacts on technical and
artistic projects within, and principles that may guide future such work. The
background section reports on choreography, somatic perspectives,
improvisation, the Laban/Bartenieff Movement System, and robotics. From this
context methods including embodied exercises, writing prompts, and community
building activities have been developed to facilitate interdisciplinary
research. The results of this work is presented as an overview of a smattering
of projects in areas like high-level motion planning, software development for
rapid prototyping of movement, artistic output, and user studies that help
understand how people interpret movement. Finally, guiding principles for other
groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for
the 21st Century)"
http://www.mdpi.com/journal/arts/special_issues/Machine_Artis
Graphical game Theory with Mobility
This study aimed to resolve disparities between the human behaviour predicted by game theoretic models and the behaviours observed in the real world. The existing model of graphical games was analysed and expanded to create a new model in which agents can move themselves around the graph over time. By adopting different configurations of variables, this model can simulate a very wide range of different scenarios. The concept of meta-games was applied to expand this range yet further and introduce more real-world applications. The interactions between different elements of the configuration were investigated to develop an understanding of the model's emergent properties. The study found that this new model is more accurate and more widely applicable than all other pre-existing candidate models. This suggests that human irrationality can generally be accounted for with a better understanding of the environment within which interaction is occurring
Intelligent Interactive Systems
Intelligent Interactive Systems (IIS) is the interdisciplinary field that examines how to devise intuitive systems that give guideline customized to the necessities of individual, the same number of good educators do. Research in this field has effectively conveyed procedures and systems that give versatile help to cooperation critical thinking in an assortment of spaces. There are, in any case, other association exercises that can profit by individualized PC based help, for example, considering illustrations, investigating intelligent reproductions and playing instructive amusements. Giving individualized help to these exercises postures one of a kind difficulty, since it requires an IIS that can model and adjust to human practices, aptitudes and mental states regularly not as organized and all  around characterized as those engaged with customary critical thinking. This paper exhibits an assortment of ventures that outline some of these difficulties, proposed arrangements, and future openings. Keywords: Intelligent Interactive Systems, Mind boggling Interactive System (IIS
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