1,720,963 research outputs found

    Evaluation of human movement qualities: A methodology based on transferable-utility games on graphs.

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    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 “bridges” 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

    A serious games platform for validating sonification of human full-body movement qualities

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    In this paper we describe a serious games platfrom for validating sonification of human full-body movement qualities. This platform supports the design and development of serious games aiming at validating (i) our techniques to measure expressive movement qualities, and (ii) the mapping strategies to translate such qualities in the auditory domain, by means of interactive sonification and active music experience. The platform is a part of a more general framework developed in the context of the EU ICT H2020 DANCE "Dancing in the dark" Project n.645553 that aims at enabling the perception of nonverbal artistic whole-body experiences to visual impaired people

    A Multimodal Dataset for the Analysis of Movement Qualities in Karate Martial Art

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    A multimodal dataset is presented, which has been collected for analyzing and measuring the quality of movement performed during sport activities. Martial arts (namely karate) are taken as test-beds for investigation. Karate encompasses predefined sequences of movements ('katas') that can be carried out with different qualities, e.g., by performers at different skill levels (highly vs. poorly skilled). The experimental setup and method are described. The dataset is composed of motion capture (MoCap) data, synchronized with video and audio recordings, of several participants with different levels of experience. The raw MoCap data are independent of any particular post-processing algorithm and can be used for other research purposes. In the second part of the paper, a set of measures is proposed to evaluate a kata performance. They are based on the geometrical and kinematic features, such as posture correctness and synchronization between limbs. and were chosen according to karate experts' opinion

    Graph-restricted Game Approach for Investigating Human Movement Qualities

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    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 non-physical 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 "bridges" 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. Preliminary results are presented

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

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