Tracking human motion and actions for interactive robots
Proceedings of the ACM/IEEE international conference on Human-robot interaction
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Motion programs for puppet choreography and control
HSCC'07 Proceedings of the 10th international conference on Hybrid systems: computation and control
Human activity analysis: A review
ACM Computing Surveys (CSUR)
Real-time classification of dance gestures from skeleton animation
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Expandable Data-Driven Graphical Modeling of Human Actions Based on Salient Postures
IEEE Transactions on Circuits and Systems for Video Technology
Online human gesture recognition from motion data streams
Proceedings of the 21st ACM international conference on Multimedia
eHeritage of shadow puppetry: creation and manipulation
Proceedings of the 21st ACM international conference on Multimedia
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In this paper, we propose a human-marionette interaction system based on a human action recognition approach for applications to interactive artistic puppetry and a mimicking-marionette game. We developed an intelligent marionette called "i-marionette" that is controlled by a sophisticated control device to achieve various human actions. Moreover, we utilized an action recognition approach to enable the i-marionette to learn and recognize complex dance movements. The idea of artistic puppetry is to present a conflict scenario between two different cultural worlds: the performer is active and represents the culture of modern technology based in the real world. In contrast, the i-marionette represents traditional culture and is passive and based in a virtual world. The active performer guides the passive i-marionette to form a space-time connection between the real world and the virtual world. The i-marionette mimics the performer's action, while the performer also mimics the i-marionette's action. The performance represents an artistic conception in which humans invent technology and the i-marionette is manipulated by human control. However, in this interactive circle, the human is implicitly affected by the i-marionette. In our mimicking-marionette game, a player mimics the i-marionette's action. Subsequently, our human action recognition system measures the action similarity between the player and the i-marionette, and our system provides a similarity score.