=Paper=
{{Paper
|id=Vol-2068/symcollab5
|storemode=property
|title=A Study on Skill Acquisition Mechanism and Development of Skill Transfer Systems
|pdfUrl=https://ceur-ws.org/Vol-2068/symcollab5.pdf
|volume=Vol-2068
|authors=Hideki Koike,Jun Rekimoto,Junichi Ushiba,Shinichi Furuya,Asa Ito
|dblpUrl=https://dblp.org/rec/conf/iui/KoikeRUFI18
}}
==A Study on Skill Acquisition Mechanism and Development of Skill Transfer Systems==
A Study on Skill Acquisition Mechanism and Development of Skill Transfer Systems Hideki Koike Jun Rekimoto Junichi Ushiba Tokyo Institute of Technology The University of Tokyo Keio University koike@acm.org rekimoto@acm.org ushiba@brain.bio.keio.ac.jp Shinichi Furuya Asa Ito Sony Computer Science Tokyo Institute of Technology Laboratory ito.a.ah@m.titech.ac.jp furuya@csl.sony.co.jp ABSTRACT The conventional augmented reality system displays super- This paper describes our project which studies skill acqui- imposed virtual worlds in the real world. In acquiring skills, sition mechanism and develops skill transfer systems. To it has been pointed out that not only such simple additional clarify skill acquisition mechanism, we analyze top athletes, information display but also an augmented reality system in elite music performers and handicapped persons who have which people see themselves from the outside in a third- advanced skills which are not found in ordinary people. Then person’s view [4] is effective. Also, there are many cases that we will develop skill transfer systems by using advanced the motion is so fast that visual feedback is not appropriate. computer vision, robotics and artificial intelligence. In this case, it is necessary to integrate other sensory channels such as auditory sense, tactile sense, and haptic sensation and Author Keywords to provide teaching data in multi-channel. augmented human; augmented reality; cyber training The advanced skills of elite music performers, top athletes, system; skill acquisition; skill transfer; disabled people are acquired by many years of training and experience. It is difficult to externalize such skills, and there- ACM Classification Keywords fore it is difficult to transfer the skills to others. For example, H.5.m. Information Interfaces and Presentation (e.g. HCI): in sports science, it is possible to measure body motion using Miscellaneous the latest equipment such as special video equipment, small sensors, etc. However, the feedback to the athlete is limited INTRODUCTION to video playback after training and presentation of the mea- Human augmentation is regarded as an important research surement data. It is desirable that the coach intervenes in real field with a view to the future society in which computer time during training, and teach how to use the body, gaze di- technology, artificial intelligence technology, robot technol- rection, or psychological guidance etc. However, it cannot be ogy, etc. are highly integrated. There is a powered suit such done because (1) the essence of skill is not understood, (2) the as HAL1 by CYBERDYNE Inc. as a representative human difference with others is unclear, (3) it is difficult to present augmentation technology. This is used to carry heavy objects differences in real time using haptic tactile awareness during that human cannot possess or to complement the lost body exercise. functions due to injuries and diseases. However, too much de- pendence on such complementary technologies may worsen In this project, we aim to develop the foundation of the tech- human’s physical ability and cognitive ability. In other words, nology of skill acquisition support system that acquires (i.e. there is a need for a human augmentation that can strengthen copies) advanced skills from people and transfers (i.e. pastes) human’s ability regardless of healthy persons or persons with them to others using advanced image processing technology, disabilities. Of course, application to strengthening physi- augmented reality technology, robotics technology, and arti- cal ability of powered suit is also conceivable, but many of ficial intelligence technology. To that end, it is first necessary the conventional orthotics are mechanical type or those us- to clarify the principle of skill acquisition mechanism. There- ing McKibben type artificial muscle. However, they are not fore, we analyze elite musicians, elite athletes and disables suitable for teaching sensitive delicate movements. people those have special skills that are not found in ordinary 1 people. We try to abstract the essence of skills by reducing the https://www.cyberdyne.jp/english/products/HAL/ dimension of the multidimensional big data obtained by using statistical and machine learning methods. On the other hand, it was difficult to transfer skills until now because it is dif- ficult to measure gaze, body movement, environment in real time, without disturbing the free and natural movement of hu- mans. In order to solve this problem, we develop the follow- ing skill acquisition support system in this project. The first is a wearable gaze, body motion and environment recogni- ⃝2018. c Copyright for the individual papers remains with the authors. Copying per- mitted for private and academic purposes. SymCollab ’18, March 11, 2018, Tokyo, Japan Figure 1. An overview of the project. tion device using a small omnidirectional camera. The omni- Data accumulation and analysis of top athlete skills will be directional camera shoots an entire scene including human’s conducted. Motion measurement, gaze measurement, etc. face, body and environment. By applying image stabilization, for specific sports are performed. Obtained data are multi- feature extraction, machine learning to this omnidirectional dimensional time series data. We apply principal compo- video, recognition of gaze, body motion and environment is nent analysis (PCA) and machine learning to extract the achieved at the same time. The second is a device for present- essence of skills. At the same time, we will develop a ing third person’s view using a compact HMD. Based on the gaze, body motion and environment recognition device us- body movement and the environment recognition, real-time ing a small omnidirectional camera. The image stabiliza- feedback is provided based on the difference between model tion method [6] is applied to the obtained omnidirectional data and the body movement. The third is a real-time force video. Then, we will perform gaze estimation and mo- feedback device using ultra-fine artificial muscles. Conven- tion recognition by using deep learning algorithms such as tional force presentation devices were mechanical type like OpenPose library [1], and also perform environment recog- CYBERDYNE’s HAL or McKibben type artificial muscles, nition by SLAM [2]. which hindered users’ natural and free movement. In con- trast, we develop a lightweight, wearable haptic feedback de- • Cognitive study on handicapped person vice using ultra-fine artificial muscle. Teaching data is pre- In order to master artificial limbs, we need to acquire sented to the user in real time. Ultimately, we validate the another body control sensation different from that when effectiveness of each developed device by applying it to each not wearing. This process of acquiring shifts from “con- field of music performance, sports, disabled persons and re- scious control” to “unconscious control (automatic con- habilitation. trol)” along with proficiency. However, depending on physical condition and specifications or prosthesis, uncon- PROJECT DESCRIPTION scious control goes back to conscious control. It is im- In this research, we mainly focus on two research themes: portant to know how the prosthetic user gains and distin- (1) abstraction of skills and clarification of skill acquisition guishes multiple body senses. We analyze what kind of mechanism, and (2) development of skill acquisition support cause exists in handicapped persons through interviews. technology. Both are done in parallel, but scientific knowl- The findings obtained here not only include implications edge in (1) is fed back to (2). Also, the prototype of the ac- for support of people with disabilities but also help to clar- quisition support system developed in (2) will be provided in ify the promoting factors and inhibiting factors when the (1) and will be used for new experiments to clarify the skill human body wears artificial objects such as artificial de- acquisition mechanism. vices. Also, in the human augmentation technology, it is possible to think of situations where a person and a person actively interact through artifacts. A study on skill acquisition • Biomechanical study on top athletes • Study on rehabilitation • A system providing third person’s view In order to acquire body control ability, it is effective to provide means for seeing learner’s body from the third per- son’s view. In addition, we think that it is effective to pro- vide means for providing the difference between the phys- ical condition of the user and the model. For this purpose, we develop a system that projects its own body image in front of himself by augmented reality and emphasizes the difference with the model image as a model. Furthermore, a tactile feedback device is arranged on the body surface of the learner so that the difference portion can be experi- enced not only by sight but also by tactile sense. In order to present the difference in a more comprehensible manner, Figure 2. Cyber training system. a method of compressing multidimensional information of the skeleton shape with a neural net (e.g. auto encoder, etc.) will be studied. We will develop “visual reprogramming glasses” that can integrate HMD with the omnidirectional gaze motion mea- • Future prediction suring device developed in other groups and program the Excellent athletes and performers are expected to predict visual characteristics of the subjects [8, 5]. In addition, the event occurring at the next moment from the current we develop a “haptic reprogramming device” which can exercise condition and the environmental recognition re- change the motion resistance by incorporating a magnetic sult. Also, in rehabilitation, if it becomes possible to pre- fluid active joint whose viscosity can be controlled to the dict accidents such as falling of a practitioner in advance, brace attached to the wrist joint or the elbow joint. We will measures such as supporting the principal can be taken. For use “target/reaching experiment” to adjust the fingertip to this reason, time series measurement information including the target position. As described above, by mathematically human body shape displacement and barycentric position modeling the adaptation process of the brain that occurs change etc. is learned and predicted using Recurrent Neu- when modulating the physical environment information at ral Network. In combination with a force feedback system, a strength that is not conscious using a wearable visual pre- an injury prevention interface can be constructed. sentation device or a force sense presentation device. We formulate a general extension law that is not dependent on generality. DISCUSSION The first scientific impact expected from the project is a • Study on elite music performers recognition method of gaze, body and environment using om- nidirectional video. This will open up a new field of computer We will clarify elite musician’s skills and biological infor- vision including a new image stabilization method, gaze esti- mation processing behind them [3, 7]. Firstly, we will tar- mation method by deep learning and three-dimensional body get professional pianists in college of music and perform shape restoration. The third person’s view system requires ’archive of transcendence skill’ to measure the movement advanced image processing technology and real-time image and muscle activity of various bodily skills. Therefore, we synthesis technology, and creates a new augmented reality develop a sensing system detachable to the instrument and study. The force sense presentation system proposes a new high precision data glove. Secondly, using the multivari- way of using ultra-fine artificial muscle and it is expected to ate analysis such as NMF and LASSO regression and deep be applied to the field of robotics. Also, externalization of learning, we extract individual skills based on the obtained skills makes it possible to discuss skills scientifically. big data. From the viewpoint of creating new industries, cyber train- Development of skill transfer system ing systems for players and athletes, support devices for per- • A tactile feedback suit using ultra-fine artificial muscles sons with disabilities, and rehabilitation systems will be de- veloped. In particular, a third person’s view system and a Tactile feedback is very important for actual skill trans- force feedback system using ultra-fine artificial muscles be- fer. In this study, we develop a lightweight tactile feedback comes a new technology in HCI. suit incorporating ultra-fine artificial muscle [9]. This is an ultra-fine artificial muscle with a diameter of about 2 to 4 As a social contribution, this project contributes not only to mm, it is possible to make a suit that does not disturb free the transfer of skills, but also to the realization of a soci- movement by sewing into clothes. We have already con- ety where healthy people and disabled people coexist, and ducted preliminary experiments using this artificial muscle contribution to the elderly problem can be considered. At and confirmed that sufficient torque can be obtained with the same time as supporting the maintenance of the physical a small number of artificial muscles by devising a knitting health of the elderly, by lowering the threshold of acquiring pattern. We will first develop a device that can be worn on the musical instrument performance, it is possible to give the the arm, and then develop upper body or whole body suit. living worth of hobby and also to prevent dementia by fine In Proc. on Computer Vision and Pattern Recognition (2017). 2. Durrant-White, H., and Bailey, T. Simultaneous localization and mapping. IEEE Robotics and Automation magazine 13, 2 (2006), 99–108. 3. Furuya, S., Klaus, M., Nitsche, M., Paulus, W., and Altenmulle, E. Ceiling effects prevent further improvement of transcranial stimulation in skilled musicians. The Journal of Neuroscience 34, 41 (2014), 13834 13839. 4. Higuchi, K., Ishiguro, Y., and Rekimoto, J. Flying eyes: Figure 3. Motion capture with a small omnidirectional camera. Free-space content creation using autonomous aerial vehicles. In CHI ’11 Extended Abstracts on Human Factors in Computing Systems, CHI EA ’11, ACM (2011), 561–570. 5. M.Kawakami, T.Fujiwara, J.Ushiba, A.Nishimoto, K.Abe, K.Honaga, A.Nishimura, K.Mizuno, M.Kodama, Y.Masakado, and M.Liu. A new therapeutic application of brain-machine interface (bmi) training followed by hybrid assistive neuromuscular dynamic stimulation (hands) therapy for patients with severe hemiparetic stroke: A proof of concept study. Restrative Neurology and Neuroscience 34, 5 (2016), 789–797. Figure 4. Third person’s view. 6. Nakazawa, M., and Koike, H. Synthesizing fixed point of views from a spinning omnidirectional ball camera. In finger movement. Human augmentation technology is ubiq- Proceedings of the 8th Augmented Human International uitously invoked for everyday life at elderly care facilities and Conference, AH ’17, ACM (New York, NY, USA, 2017), at home, realizing a human-machine coexistence life that pre- 32:1–32:5. vents, maintains, and strengthens declines in physical ability 7. Oku, T., and Furuya, S. 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