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Understanding intentions in animacy displays derived from human motion

机译:理解来自人体运动的动画显示中的意图

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摘要

As humans we live in a world where we are constantly interacting with those around us. To achieve this we must be able to successfully anticipate the intentions of others by correctly interpreting their movements. In studying how humans interpret intention from motion, we make use of simplified scenarios known as animacy displays where it has been shown that observers will attribute human-like qualities to the motion of geometric shapes (Heider and Simmel, 1944). This thesis advances the research into the attribution of social intentions by re-addressing the methods for the creation of animacy displays, leading to previously unexplored avenues of research. Where animacy displays are normally made via clever animations or mathematical algorithms, we introduce a method for creating these displays directly from video recordings of human motion, there by producing the first examples of animacy displays that are truly representative of human motion. Initially, explorative steps were taken to establish this technique as successful in creating displays that will be perceived as animate, using video recordings of simple and complex human interactions as a basis. Using a combination of tasks, including free response tasks and 10 point Likert scales, the use of this technique for stimulus production was validated. Furthermore, results showed that the viewpoint from which animacy displays are to be perceived from, comparing a side view and an overhead view, has effects on the ability to judge intentions in the displays, with a clear preference to the elevated viewpoint. Following this, the intentions of Chasing, Fighting, Flirting, Following, Guarding and Playing, thought to be generic to animacy displays, were used to create displays via this new method of stimulus production. Using a six Alternative Forced Choice (AFC) task it was shown that participants are successful at recognising these intentions, however, that the addition of ordinal depth cues, as well as cues to identity and boundaries, has little impact on increasing the ability to perceive intentions in animacy displays. Next, an experiment on the ability to judge intentions in animacy displays of brief durations was performed. Using the same 6 intentions as before, displays were created lasting 1, 5, and 10 seconds. Results of a 6 AFC task showed that observers are accurate at all durations, and furthermore, results indicate that participants are as accurate at recognising the intention in a display after 5 seconds, as after viewing longer durations of approximately 30 seconds. We then perform a comprehensive analysis of the animacy displays used, looking at the motion patterns and the kinematic properties such as speed, acceleration and distance of the agents. This analysis shows clear differences in the displays across viewpoints, and across intentions, that are indicative of the cues that participants may use to differentiate between intentions. We also perform a stepwise regression analysis to find the motion and positional predictors that best explain the variance in the behavioural data of previous experiments in this thesis. It is found that speed and acceleration cues are important for the classification of intentions in animacy displays. Finally, a study is presented that attempts to advance research into the perception of social intentions by people with Autistic Spectrum Disorders (ASDs), using video recordings of human motions and the resultant animacy displays. The intentions of Chasing, Fighting, Flirting, Following, Guarding and Playing, were again used in conjunction with a 6 AFC task. Comparing people with ASDs to an age-matched control population, results indicate that people with ASDs are poorer at judging intentions in animacy displays. In addition, results reveal an unknown deficit, not seen in the control population, in judging intentions from an elevated position in video displays. This work may be considered of interest to various groups of people with a wide range of research interests, including the perception and cognition of human motion, the attribution of social intent and “Theory of Mind”, and the surveillance of people via video techniques.
机译:作为人类,我们生活在一个不断与周围人互动的世界中。为了实现这一目标,我们必须能够通过正确解释他人的动作来成功预期他人的意图。在研究人类如何从运动解释意图时,我们使用了称为动画显示的简化方案,该研究表明观察者会将类人的特质归因于几何形状的运动(Heider和Simmel,1944年)。本论文通过重新解决创建动画展示的方法,从而推动了对社会意图归因的研究,从而开辟了此前未曾探索的研究途径。通常通过巧妙的动画或数学算法制作动画显示的地方,我们介绍了一种直接从人体运动的视频记录中创建这些显示的方法,在此方法中,我们会制作出能够真正代表人体运动的动画显示的第一个示例。最初,采取了探索性步骤,以使用简单和复杂的人机交互的视频记录为基础,成功地将该技术成功创建了可以被视为动画的显示。结合使用多种任务,包括自由响应任务和10点Likert量表,验证了该技术在刺激产生中的使用。此外,结果表明,通过比较侧视图和俯视图从其观看动画显示的视点对判断显示器中的意图的能力有影响,其中明显偏爱抬高的视点。在此之后,追逐,打架,调情,跟随,守卫和玩耍的意图被认为是动画展示的通称,被用于通过这种新的刺激产生方法来创建展示。通过使用六个替代性强制选择(AFC)任务,参与者可以成功地识别出这些意图,但是,顺序深度提示以及身份和边界提示的添加对提高感知能力几乎没有影响动画展示中的意图。接下来,进行了关于在短时的动画显示中判断意图的能力的实验。使用与之前相同的6个意图,创建的显示持续1、5和10秒。 6 AFC任务的结果表明观察者在所有持续时间内都是准确的,此外,结果表明,参与者在5秒后识别显示中的意图方面的准确性与观察大约30秒的较长持续时间一样准确。然后,我们对所使用的动画显示进行全面分析,查看运动模式和运动特性,例如代理的速度,加速度和距离。该分析显示了不同观点和意图之间显示的明显差异,这表明参与者可以用来区分意图的线索。我们还进行了逐步回归分析,以找到最能说明本文先前实验行为数据差异的运动和位置预测因子。发现速度和加速度提示对于动画显示中意图的分类很重要。最后,提出了一项研究,该研究试图通过使用人类运动的视频记录和由此产生的生气勃勃的表现,对自闭症谱系障碍(ASD)的人们对社会意图的感知进行研究。追逐,格斗,调情,跟随,护卫和游戏的意图再次与6 AFC任务结合使用。将具有ASD的人与年龄匹配的对照人群进行比较,结果表明,具有ASD的人在判断动画展示的意图时较差。此外,结果表明,从视频显示中较高的位置判断意图时,在对照人群中看不到未知的缺陷。这项工作可能被具有广泛研究兴趣的不同人群所关注,包括对人体运动的感知和认知,社会意图的归因和“心理理论”,以及通过视频技术对人的监视。

著录项

  • 作者

    McAleer Philip E;

  • 作者单位
  • 年度 2006
  • 总页数
  • 原文格式 PDF
  • 正文语种 English
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