Although visual perception is dominant on motor perception, control and learning, auditory information can enhance and modulate perceptual as well as motor processes in a multifaceted manner. During last decades new methods of auditory augmentation had been developed with movement sonification as one of the most recent approaches expanding auditory movement information also to usually mute phases of movement. Despite general evidence on the effectiveness of movement sonification in different fields of applied research there is nearly no empirical proof on how sonification of gross motor human movement should be configured to achieve information rich sound sequences. Such lack of empirical proof is given for (a) the selection of suitable movement features as well as for (b) effective kinetic–acoustical mapping patterns and for (c) the number of regarded dimensions of sonification. In this study we explore the informational content of artificialacoustical kinematicsin terms of a kinematic movement sonification using an intermodal discrimination paradigm. In a repeated measure design we analysed discrimination rates of six everyday upper limb actions to evaluate the effectiveness of seven different kinds of kinematic–acoustical mappings as well as short term learning effects. The kinematics of the upper limb actions were calculated based on inertial motion sensor data and transformed into seven different sonifications. Sound sequences were randomly presented to participants and discrimination rates as well as confidence of choice were analysed. Data indicate an instantaneous comprehensibility of the artificial movement acoustics as well as short term learning effects. No differences between different dimensional encodings became evident thus indicating a high efficiency for intermodal pattern discrimination for the acoustically coded velocity distribution of the actions. Taken together movement information related to continuous kinematic parameters can be transformed into the auditory domain. Additionally, pattern based action discrimination is obviously not restricted to the visual modality. Artificial acoustical kinematics might be used to supplement and/or substitute visual motion perception in sports and motor rehabilitation.
We introduce a novel technique for the automatic detection of word boundaries within continuous sentence expressions in Japanese Sign Language from three-dimensional body joint positions. First, the flow of signed sentence data within a temporal neighborhood is determined utilizing the spatial correlations between line segments of inter-joint pairs. Next, a frame-wise binary random forest classifier is trained to distinguish word and non-word frame content based on the extracted spatio-temporal features. The output of the classifier is used to propose an automatic word synthesis that achieves reliable and accurate sentence segmentation with an average frame-wise F1 score of 0.89. Evaluation with a baseline data set furthermore shows that the proposed approach can easily be adapted to distinguish between motion transitions and motion primitives for a coarse-action domain.
Ski jumping is an expert sport that requires fine motor skills to guarantee the safe conduct of training and competition. In this paper, we therefore employed multiple inertial sensors to build and evaluate a framework for the assessment of jump errors and motion style. First, a large set of inertial ski jump motion captures were augmented, segmented, and transformed into multiple statistic and time-serial motion feature representations. All features were next used to learn and retrieve style error information from the jump segments under two classification strategies in a cross-validation cycle. Average accuracies of the error recognition indicated the applicability of the proposed system with error recognition rates between 60% and 75%, which should be considered sufficiently good under the present size and quality of the real life training data. Furthermore, the chosen signal-based motion features appeared to be better suited to extract and recognize style errors than the chosen kinematic induced features obtained using expensive post-processing. This assumption could constitute important information for many related application systems. Therefore, it should be investigated whether such result can be generalized under different extracted features or further feature set compositions in the future.
The quality of recognition systems for continuous utterances in signed languages could be largely advanced within the last years. However, research efforts often do not address specific linguistic features of signed languages, as e.g., non-manual expressions. In this work, we evaluate the potential of a single video camera-based recognition system with respect to the latter. For this, we introduce a two-stage pipeline based on two-dimensional body joint positions extracted from RGB camera data. The system first separates the data flow of a signed expression into meaningful word segments on the base of a frame-wise binary Random Forest. Next, every segment is transformed into image-like shape and classified with a Convolutional Neural Network. The proposed system is then evaluated on a data set of continuous sentence expressions in Japanese Sign Language with a variation of non-manual expressions. Exploring multiple variations of data representations and network parameters, we are able to distinguish word segments of specific non-manual intonations with 86% accuracy from the underlying body joint movement data. Full sentence predictions achieve a total Word Error Rate of 15.75%. This marks an improvement of 13.22% as compared to ground truth predictions obtained from labeling insensitive towards non-manual content. Consequently, our analysis constitutes an important contribution for a better understanding of mixed manual and non-manual content in signed communication.
We present a novel implementation of a Rock-Paper-Scissors (RPS) game interaction with a social robot. The framework is tailored to be computationally lightweight, as well as entertaining and visually appealing through collaboration with designers and animators. The fundamental gesture recognition pipeline employs a Leap motion device and two separate machine learning architectures to evaluate kinematic hand data on-the-fly. The first architecture is used to recognize and segment human motion activity in order to initialize the RPS play, and the second architecture is used to classify hand gestures into rock, paper or scissors. The employed tabletop robot interacts in the RPS play through unique animated gestural movements and vocalizations designed by animators which communicate the robot’s choices as well as cognitive reflection on winning, losing and draw states. Performance of both learning architectures is carefully evaluated with respect to accuracy, reliability and run time performance under different feature and classifier types. Moreover, we assess our system during an interactive RPS play between robot and human. Experimental results show that the proposed system is robust to user variations and play style in real environment conditions. As such, it offers a powerful application for the subsequent exploration of social human-machine interaction.
Within last years, movement sonification turned out to be an appropriate support for motor perception and motor control that can display physical motion in a very rich and direct way. But how should movement sonification be configured to support motor learning? The appropriate selection of movement parameters and their transformation into characteristic motion features is essential for an auditory display to become effective. In this paper, we introduce a real-time sonification framework for all common MIDI environments based on acceleration and orientation data from inertial sensors. Fundamental processing steps to transform motion information into meaningful sound will be discussed. The proposed framework of inertial motion capturing, kinematic parameter selection and possible kinematic acoustic mapping provides a basis for mobile real-time movement sonification which is a prospective powerful training tool for rehabilitation and sports and offers a broad variety of application possibilities.