=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== https://ceur-ws.org/Vol-2068/symcollab5.pdf
    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. Skillful force control in expert
and cognitive ability.                                                 pianists. Experimental Brain Research 235, 5 (2017),
                                                                       1603–1615.
CONCLUSION
In this paper, we described our project of a study on skill ac-     8. S.Kasuga, S.Telgen, J.Ushiba, D.Nozaki, and
quisition and skill transfer. By using augmented human tech-           J.Diedrichsen. Learning feedback and feedforward
nology which integrates computer vision, robotics and artifi-          control in a mirror-reversed visual environment. Journal
cial intelligence, we aim to develop a framework and systems           of Nurophysiology 114, 4 (2015), 2187–2193.
to support humans collaborating with embedded environmen-           9. Takahashi, N., and Koike, H. Shin-tai: Design for
tal intelligence.                                                      controlling personalities of a humanoid robots body using
                                                                       artificial muscles and fats. In Proc. on IEEE Int l Symp.
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