研究人体运动品质的图形限制博弈方法

Ksenia Kolykhalova, G. Gnecco, M. Sanguineti, A. Camurri, G. Volpe
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引用次数: 2

摘要

利用图论和博弈论的概念和工具,提出了一种新的分析富有表现力的全身运动特性的计算方法。将人体骨骼结构建模为无向图,其中关节是顶点,边缘集包含物理和非物理链接。物理连接对应于相邻物理身体关节之间的连接(例如,前臂连接肘关节和手腕)。非物理连接充当身体各部分之间的“桥梁”,这些部分不是由骨骼结构直接连接的,但具有非常相似的特征值。边缘权值取决于运动捕捉数据获得的特征。然后,在图结构上构建一个数学博弈,其中顶点表示玩家,边表示他们之间的通信通道。因此,身体运动是根据基于图形结构的游戏来建模的。由于顶点和边对运动的整体质量有贡献,因此采用的博弈论模型具有合作性质。一个叫做Shapley值的博弈论概念被用作中心指数来估计每个顶点对共享目标的贡献(例如,特定的移动质量在顶点之间转移的方式)。所提出的方法应用于执行表达动作的受试者的动作捕捉数据集,该数据集记录在H2020-ICT-2015欧盟项目whoolodance的框架中,项目编号:688865. 给出了初步结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Graph-restricted game approach for investigating human movement qualities
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.
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