863,226 research outputs found

    Discovery and recognition of motion primitives in human activities

    Get PDF
    We present a novel framework for the automatic discovery and recognition of motion primitives in videos of human activities. Given the 3D pose of a human in a video, human motion primitives are discovered by optimizing the `motion flux', a quantity which captures the motion variation of a group of skeletal joints. A normalization of the primitives is proposed in order to make them invariant with respect to a subject anatomical variations and data sampling rate. The discovered primitives are unknown and unlabeled and are unsupervisedly collected into classes via a hierarchical non-parametric Bayes mixture model. Once classes are determined and labeled they are further analyzed for establishing models for recognizing discovered primitives. Each primitive model is defined by a set of learned parameters. Given new video data and given the estimated pose of the subject appearing on the video, the motion is segmented into primitives, which are recognized with a probability given according to the parameters of the learned models. Using our framework we build a publicly available dataset of human motion primitives, using sequences taken from well-known motion capture datasets. We expect that our framework, by providing an objective way for discovering and categorizing human motion, will be a useful tool in numerous research fields including video analysis, human inspired motion generation, learning by demonstration, intuitive human-robot interaction, and human behavior analysis

    Quantitative assessment of human motion using video motion analysis

    Get PDF
    In the study of the dynamics and kinematics of the human body, a wide variety of technologies was developed. Photogrammetric techniques are well documented and are known to provide reliable positional data from recorded images. Often these techniques are used in conjunction with cinematography and videography for analysis of planar motion, and to a lesser degree three-dimensional motion. Cinematography has been the most widely used medium for movement analysis. Excessive operating costs and the lag time required for film development coupled with recent advances in video technology have allowed video based motion analysis systems to emerge as a cost effective method of collecting and analyzing human movement. The Anthropometric and Biomechanics Lab at Johnson Space Center utilizes the video based Ariel Performance Analysis System to develop data on shirt-sleeved and space-suited human performance in order to plan efficient on orbit intravehicular and extravehicular activities. The system is described

    On least-cost path for realistic simulation of human motion

    Get PDF
    We are interested in "human-like" automatic motion simulation with applications in ergonomics. The apparent redundancy of the humanoid wrt its explicit tasks leads to the problem of choosing a plausible movement in the framework of redundant kinematics. Some results have been obtained in the human motion literature for reach motion that involves the position of the hands. We discuss these results and a motion generation scheme associated. When orientation is also explicitly required, very few works are available and even the methods for analysis are not defined. We discuss the choice for metrics adapted to the orientation, and also the problems encountered in defining a proper metric in both position and orientation. Motion capture and simulations are provided in both cases. The main goals of this paper are: to provide a survey on human motion features at task level for both position and orientation, to propose a kinematic control scheme based on these features, to define properly the error between motion capture and automatic motion simulation

    Evaluation of Pose Tracking Accuracy in the First and Second Generations of Microsoft Kinect

    Full text link
    Microsoft Kinect camera and its skeletal tracking capabilities have been embraced by many researchers and commercial developers in various applications of real-time human movement analysis. In this paper, we evaluate the accuracy of the human kinematic motion data in the first and second generation of the Kinect system, and compare the results with an optical motion capture system. We collected motion data in 12 exercises for 10 different subjects and from three different viewpoints. We report on the accuracy of the joint localization and bone length estimation of Kinect skeletons in comparison to the motion capture. We also analyze the distribution of the joint localization offsets by fitting a mixture of Gaussian and uniform distribution models to determine the outliers in the Kinect motion data. Our analysis shows that overall Kinect 2 has more robust and more accurate tracking of human pose as compared to Kinect 1.Comment: 10 pages, IEEE International Conference on Healthcare Informatics 2015 (ICHI 2015

    On geodesic paths and least-cost motions for human-like tasks

    Get PDF
    We are interested in ”human-like” automatic mo- tion generation. The apparent redundancy of the humanoid wrt its explicit tasks lead to the problem of choosing a plausible movement in the framework of redundant kinematics. Some results have been obtained in the human motion literature for reach motion that involves the position of the hands. We discuss these results and a motion generation scheme associated. When orientation is also explicitly required, very few works are available and even the methods for analysis are not defined. We discuss the choice for metrics adapted to the orientation, and also the problems encountered in defining a proper metric in both position and orientation. Motion capture and simulations are provided in both cases. The main goals of this paper are : - to provide a survey on human motion features at task level for both position and orientation, - to propose a kinematic control scheme based on these features - to define properly the error between motion capture and automatic motion simulation
    • …
    corecore