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      A motion capture library for the study of identity, gender, and emotion perception from biological motion.

      Behavior Research Methods
      Adolescent, Adult, Behavioral Research, methods, Computer Simulation, Emotions, Female, Humans, Libraries, Digital, Male, Movement, Sex Factors, Social Perception

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          Abstract

          We present the methods that were used in capturing a library of human movements for use in computer-animated displays of human movement. The library is an attempt to systematically tap into and represent the wide range of personal properties, such as identity, gender, and emotion, that are available in a person's movements. The movements from a total of 30 nonprofessional actors (15 of them female) were captured while they performed walking, knocking, lifting, and throwing actions, as well as their combination in angry, happy, neutral, and sad affective styles. From the raw motion capture data, a library of 4,080 movements was obtained, using techniques based on Character Studio (plug-ins for 3D Studio MAX, AutoDesk, Inc.), MATLAB The MathWorks, Inc.), or a combination of these two. For the knocking, lifting, and throwing actions, 10 repetitions of the simple action unit were obtained for each affect, and for the other actions, two longer movement recordings were obtained for each affect. We discuss the potential use of the library for computational and behavioral analyses of movement variability, of human character animation, and of how gender, emotion, and identity are encoded and decoded from human movement.

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          Most cited references13

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          Neural mechanisms for the recognition of biological movements.

          The visual recognition of complex movements and actions is crucial for the survival of many species. It is important not only for communication and recognition at a distance, but also for the learning of complex motor actions by imitation. Movement recognition has been studied in psychophysical, neurophysiological and imaging experiments, and several cortical areas involved in it have been identified. We use a neurophysiologically plausible and quantitative model as a tool for organizing and making sense of the experimental data, despite their growing size and complexity. We review the main experimental findings and discuss possible neural mechanisms, and show that a learning-based, feedforward model provides a neurophysiologically plausible and consistent summary of many key experimental results.
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            The CMU pose, illumination, and expression database

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              Perceiving affect from arm movement.

              We examined the visual perception of affect from point-light displays of arm movements. Two actors were instructed to perform drinking and knocking movements with ten different affects while the three-dimensional positions of their arms were recorded. Point-light animations of these natural movements and phase-scrambled, upside-down versions of the same knocking movements were shown to participants who were asked to categorize the affect of the display. In both cases the resulting confusion matrices were analyzed using multidimensional scaling. For the natural movements the resulting two-dimensional psychological space was similar to a circumplex with the first dimension appearing as activation and the second dimension as pleasantness. For the scrambled displays the first dimension was similar in structure to that obtained for the natural movements but the second dimension was not. With both natural and scrambled movements Dimension 1 of the psychological space was highly correlated to the kinematics of the movement. These results suggest that the corresponding activation of perceived affect is a formless cue that relates directly to the movement kinematics while the pleasantness of the movement appears to be carried in the phase relations between the different limb segments.
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                Author and article information

                Journal
                16817522
                10.3758/BF03192758

                Chemistry
                Adolescent,Adult,Behavioral Research,methods,Computer Simulation,Emotions,Female,Humans,Libraries, Digital,Male,Movement,Sex Factors,Social Perception

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