2017 Joint IEEE International Conference on Development and Learning and Epigenetic Robotics (ICDL-EpiRob) 2017
DOI: 10.1109/devlrn.2017.8329793
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Activity recognition in a physical interactive robogame

Abstract: Abstract-In this paper, we investigate the possibility of human physical activity recognition in a robot game scenario. Being able to recognize types of activity is essential to enable robot behavior adaptation to support player engagement. Also, the introduction of this recognition system will allow for development of better models for prediction, planning and problem solving in PIRGs that can foster human-robot interaction. The experiments reported on this paper were performed on data collected from real in-… Show more

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Cited by 5 publications
(7 citation statements)
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“…RoboTower [31][32][33], is a game where human players physically interact with an omni-directional robot by trying to conquer towers while preventing the robot to push them down. A player model is maintained and used to adapt the game to the performance of the player.…”
Section: Physically Interactive Robogamesmentioning
confidence: 99%
“…RoboTower [31][32][33], is a game where human players physically interact with an omni-directional robot by trying to conquer towers while preventing the robot to push them down. A player model is maintained and used to adapt the game to the performance of the player.…”
Section: Physically Interactive Robogamesmentioning
confidence: 99%
“…The choice of the accelerometer position was conditioned by the need to avoid the introduction of noise from irrelevant player motion. With the sensor placed on the chest, we aimed at getting a more stable reference for motion in comparison to, for instance, data gathered from the sensor placed on the arm or thigh [13]. The custom accelerometer module is based on the InvenSense MPU-6050 three-axis accelerometer board and an Arduino Uno micro-controller (see Figure 12).…”
Section: Game Scenariomentioning
confidence: 99%
“…Using the dataset from previous work [13,14], we considered 29 matches involving 15 male participants of different ages. The age distribution consisted of children (7-10) and adults (26)(27)(28)(29)(30)(31)(32)(33)(34)(35)(36)(37)(38)(39)(40).…”
Section: Game Scenariomentioning
confidence: 99%
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