三角字谜:一个数据收集游戏,用于识别运动轨迹中的动作

Melissa Roemmele, Haley Archer-McClellan, A. Gordon
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引用次数: 6

摘要

人类有一种将移动的物体拟人化的显著倾向,把它们的意图和情感归因于它们,就好像它们是人类一样。早期的社会心理学研究表明,描绘简单几何形状运动的动画电影片段可以引起观众对有意行为的丰富解释。在试图在软件中模拟这种推理过程时,我们首先解决了在移动形状的轨迹中自动识别类人动作的问题。主要有两个困难。首先,人们无法从运动轨迹中识别出明确的动作词汇。其次,为了使自动化系统使用机器学习技术从运动轨迹中学习动作,需要大量的这些动作-轨迹对作为训练数据。本文描述了一种解决这两个问题的数据收集方法。在一款名为《Triangle Charades》的网页游戏中,玩家通过动画三角形来描绘动作,从而创造动作轨迹。其他玩家观看这些动画并猜测它们所描绘的动作。如果玩家能够正确地从动画中猜出一个动作,那么这个动作就被认为是可识别的。为了定义受控词汇表和收集大型数据集,我们进行了一项试点研究,让87名用户玩三角字谜游戏。基于这些数据,我们计算了一个简单的动作可识别度度量。这个指标的得分形成了一个渐进的线性模式,这表明没有明确的界限来确定一个动作是否可以从运动数据中识别出来。这些初步结果证明了使用游戏为动作识别任务收集数据的优势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Triangle charades: a data-collection game for recognizing actions in motion trajectories
Humans have a remarkable tendency to anthropomorphize moving objects, ascribing to them intentions and emotions as if they were human. Early social psychology research demonstrated that animated film clips depicting the movements of simple geometric shapes could elicit rich interpretations of intentional behavior from viewers. In attempting to model this reasoning process in software, we first address the problem of automatically recognizing humanlike actions in the trajectories of moving shapes. There are two main difficulties. First, there is no defined vocabulary of actions that are recognizable to people from motion trajectories. Second, in order for an automated system to learn actions from motion trajectories using machine-learning techniques, a vast amount of these action- trajectory pairs is needed as training data. This paper describes an approach to data collection that resolves both of these problems. In a web-based game, called Triangle Charades, players create motion trajectories for actions by animating a triangle to depict those actions. Other players view these animations and guess the action they depict. An action is considered recognizable if players can correctly guess it from animations. To move towards defining a controlled vocabulary and collecting a large dataset, we conducted a pilot study in which 87 users played Triangle Charades. Based on this data, we computed a simple metric for action recognizability. Scores on this metric formed a gradual linear pattern, suggesting there is no clear cutoff for determining if an action is recognizable from motion data. These initial results demonstrate the advantages of using a game to collect data for this action recognition task.
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