IPSJ SIG Technical Report Vol.2014-DPS-159 No.15 Vol.2014-MBL-71 No /5/15 1,a) 2,b) 1,3,c) 1,d) 1. iphone Android Wii PS3 3D a) izuta.r

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1 1,a) 2,b) 1,3,c) 1,d) 1. iphone Android Wii PS3 3D a) izuta.r@stu.kobe-u.ac.jp b) murao@cs.ritsumei.ac.jp c) tsutomu@eedept.kobe-u.ac.jp d) tuka@kobe-u.ac.jp [1] YOUPLAY Vol DJ DJ [2] c 2014 Information Processing Society of Japan 1

2 Liu Nokia [3] Agrawal [4] 83% Toss-It [5] Personal Digital Assistant (PDA) Amma 2.2 ( ) ( ) Airstic Drum [7] BGM [8] BGM 2 Y(t) Input data Distance calculation Calculate distance between Y(t) and training data X1 Calculate distance between Y(t) and training data XN Increment time: t = t+1 1 Find best matching training data Xa and runner-up training data Xb D( Xa, Y ( t)) α D ( Xb, Y ( t) ) False Relative score calculation True Output label of Xa [9] c 2014 Information Processing Society of Japan 2

3 ( ) ( ) Dynamic Time Warping (DTW)[10] DTW DTW DTW DTW t t t ε t + ε ε X = (x 1,, x m ) t Y (t) = (y 1,, y t ) m t d(x i, y j ) = (x i y j ) 2 X Y (t) F = (f 1,, f k ) 3 w 1 = (1, 1), w k = (t + ε, t) w k = (a, b), w k 1 = (a, b ) a a 1 b b 1 w k = (a, b), w k 1 = (a, b ) a a 0 b b 0 Initialization: Input data Y(t) Y(n) Y(1) f(0, 0) = 0 X(1) 2 ε fmin f(t,t) X(t) Training data (full scale) f(i, 0) = for i = 1,, t + ε f(0, j) = for j = 1,, t Do for i = 1, 2,, t + ε Do for j = 1, 2,, t Output: ε X(m) f (i 1, j 1) f (i, j) = d (x i, y j ) + min f (i 1, j) f (i, j 1) Return D(X, Y (t)) = f (t ε, t) /(t ε + t) f (t ε + 1, t) /(t ε t) min. f (t + ε 1, t) /(t + ε 1 + t) f (t + ε, t) /(t + ε + t) (1) (2) 2 f f(t ε, t) f(t + ε, t) t t ε t + ε D(X, Y (t)) = f(t 1, t) t X Y (t) t ε i t + ε g1 2 g2 D(X g1, Y (t)) D(X g2, Y (t)) X g1 Y (t) X g2 Y (t) 2 c 2014 Information Processing Society of Japan 3

4 3.3 D(X g1, Y (t)) D(X g2, Y (t)) t D(X g1, Y (t)) 2 D(X g2, Y (t)) D(X g1, Y (t)) D(X g2, Y (t)) < α (3) (3) α (0 < α 1) 2 (3) Y (t + 1) (0.2 ) X = {5, 12, 6, 10, 6, 5, 18, 20, 10, 7} Y (t) = {11, 6, 9, 4, 2, } t = f(i, j) Y (1) = 11 1 ε = 1 f(1, 1) f(2, 1) f(1, 1) = 6 t = 1 X Y (t) Y (2) = {11, 6} 2 f(1, 2) f(2, 2) f(3, 2) f(3, 2) = 7 t = 2 f(1, 2) = f(3, 2) Input data Training data α α t t WAA-006[11] 50Hz PC (dynabook, RX3 TM240E/3HD) Bluetooth PC c 2014 Information Processing Society of Japan 4

5 4 Accuracy α=1.00 α=0.50 α=0.00 α=0.25 Comparison method Proposed method Remaining time to end of gesture [msec] α ε YOUPLAY YOUPLAY Vol. 1 [12] 2 YOUPLAY YOUPLAY 6 LED, Vol YOUPLAY Vol.1 7 Arduino Fio XBee PC PC 8 Arduino Fio PC XBee ZigBee Arduino Fio SRAM Microchip Technology SRAM ( 9(a)) ( 9(b)) 2 c 2014 Information Processing Society of Japan 5

6 情報処理学会研究報告 図 5 YOUPLAY VOL.1 のキャラクタ Speaker Signal Recognition result PC Player 図 8 図 6 システム構成 YOUPLAY VOL.1 の様子 紹介が終了した時点で効果音の出力をオフにした Lithium ion battery 床に投影されたねずみを追いかける場面では 床に向 かって網を上から振り下ろす動作が多く見受けられた こ の時 振り下ろす途中で風を切る効果音が出力されており XBee 動作と効果音のずれによる違和感が解消されていたことか ら 提案するアルゴリズムは有効であると考えられる ま た網を持った手を大きく振りながら追いかける演者の場合 Serial SRAM Chip Arduino Fio Accelerometer 図 7 センサの位置 追いかけている最中に効果音の誤出力が目立った この原 因として 今回は 2 種類の振りを認識したが 網の動きを 検出した場合 必ずどちらかの認識結果を出力するように していたため 誤出力してしまったと考えられる 従って 入力データと教師データとの距離が大きい場合は効果音を 音声が出力されないようにした キャラクタ紹介の場面で 出力しないことによって 正しい振り以外の動作に対する は虫取り網を使って虫を捕まえる演技をさせるなど網に注 誤出力を削減できると考えられる 目が集まる演出をした キャラクタ紹介の場面では 網を振り効果音が発生する 5. まとめ と演者らが驚きを示したことから演者に振りと音が連動し 本研究では 加速度センサを用いたジェスチャ認識にお ていることを認識させることができたと考えられる しか ける早期認識手法を紹介し その応用として観客参加型演 し 他のキャラクタの紹介の時に網を持ったまま拍手をす 劇における舞台アイテムへの応用例を示した 提案手法で ると誤って効果音が流れてしまい 紹介の邪魔になった は 早期かつ適切なタイミングで認識するために 入力デー このように予期せぬ場面で効果音が流れてしまうことが タと教師データの距離を逐次的に計算し 最も近い距離と あったため それ以降の公演では網を持ったキャラクタの 2 番目に近い距離を相対的に判断することで確度の高い認 c 2014 Information Processing Society of Japan 6

7 (a) Rat (b) 9 YOUPLAY [1],,, :, DICOMO2013, Vol. 2013, No. 1, pp (July 2013). [2] Tomibayashi, Y., Takegawa, Y., Terada, T., and Tsukamoto, M.: Wearable DJ System: a New Motion- Controlled DJ System, Proc. The International Conference on Advance in Computer Entertainment Tecnology (ACE 2009), pp (Oct. 2009). [3] Liu, J., Wang, Z., Zhong, L., Wickramasuriya, J., and Vasudevan, V.: uwave: Accelerometer-based Personalized Gesture Recognition and its Applications, Proc. IEEE International Conference on Pervasive Computing and Communication (PerCom 2009), pp. 1 9 (Mar. 2009). [4] Agrawal, S., Constandache, I., Gaonkar, S., Choudhury, R., Caves, K., and Deruyter, F.: Using Mobile Phones to Write in Air, Proc. The International Conference on Mobile Systems, Applications, and Services (Mobisys 2011), pp (Jun. 2011). [5] Yatani, K., Tamura, K., Hiroki, K., Sugimoto, M., and Hashizume, H.: Toss-it: Intuitive Information Transfer Techniques for Mobile Devices, Proc. The International Conference on Human Factors in Computing Systems (CHI 2005), pp (Apr. 2005). [6] Amma, C., Georgi, M., and Schultz, T.: Hands-Free Mobile Text Input by Spotting and Continuous Recognition of 3d-Space, Proc. The International Symposium on Wearable Computers (ISWC2012), pp (Nov. 2012). [7] Kanke, H., Takegawa, Y., Terada, T., and Tsukamoto, M.: Airstic Drum: a Drumstick for Integration of Real and Virtual Drums, Proc. The International Conference on Advance in Computer Entertainment Technology (ACE2012), pp (Nov. 2012). [8] Fujimoto, M., Fujita, N., Takegawa, Y., Terada, T., and Tsukamoto, M.: A Motion Recognition Method for a Wearable Dancing Musical Instrument, Proc. The International Symposium on Wearable Computers (ISWC 2009), pp (Oct. 2009). [9] Murao, K., Terada, T., Yano, A., and Matsukura, R.: Evaluation Study on Sensor Placement and Gesture Selection for Mobile Devices, Proc. The International Conference on Mobile and Ubiquitous Multimedia (MUM 2012), No. 7 (Dec. 2012). [10] Myers, C. and Rabiner, L.: A Comparative Study of Several Dynamic Time Warping Algorithms for Connected Word Recognition, The Bell System Technical Journal, Vol. 60, pp (Sep. 1981). [11] Wireless Technologies, Inc., available from [12] YOUPLAY Vol. 1, available from c 2014 Information Processing Society of Japan 7

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