以犬类为中心的交互系统:边缘AI场景中基于小波的IMU运动识别

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Guanyu Chen , Hiroki Watanabe , Kohei Matsumura , Yoshinari Takegawa
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引用次数: 0

摘要

犬类运动的准确和实时识别在娱乐计算中具有巨大的潜力,特别是当与可穿戴设备和游戏化交互相结合时。因此,需要一种能够在可穿戴设备上操作的轻量级犬类行为识别方法。本文提出了一种基于小波的边缘设备轻量级机器学习(ML)新方法,重点关注通过惯性测量单元(IMU)数据对犬类运动进行分类。我们的管道利用小波变换进行特征提取,并应用紧凑的分类器来处理嵌入式系统中常见的计算约束。实验表明,在狗的各种活动中,包括奔跑、跳跃和身体颤抖,总体准确率约为85%。在此基础上,我们提出了多种游戏化场景,以鼓励狗主人参与日常活动,如多狗排行榜,成就徽章,以及通过声音或灯光效果进行实时互动。我们进一步探索基于相机的功能,如自动高光捕捉和增强现实叠加,通过有趣的、身临其境的元素丰富用户体验。提出的方法为以犬为中心的娱乐系统提供了一个可行的解决方案,平衡了准确性、低功耗和交互功能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Canine-centric interactive systems: Wavelet-based IMU motion recognition in edge AI scenarios
Accurate and real-time recognition of canine motions has significant potential in entertainment computing, especially when combined with wearable devices and gamified interactions. Therefore, a lightweight canine behavior recognition method capable of operating on wearable devices is required.This paper presents a novel wavelet-based approach for lightweight machine learning (ML) on edge devices, focusing on canine motion classification via inertial measurement unit (IMU) data. Our pipeline utilizes wavelet transforms for feature extraction and applies a compact classifier to handle computational constraints common in embedded systems. Experiments demonstrate an overall accuracy of approximately 85% across a variety of dog activities, including running, jumping, and body shaking. Building on this foundation, we propose multiple gamified scenarios to encourage dog owners to engage in daily activities, such as multi-dog leaderboards, achievement badges, and real-time interaction through sound or lighting effects. We further explore camera-based features like automatic highlight capture and augmented reality overlays, enriching user experience through playful, immersive elements. The proposed approach provides a feasible solution for canine-centric entertainment systems, balancing accuracy, low power consumption, and interactive functionality.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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