Modelling Human Motion
Modelling Human Motion
Alessandra Sciutti
Francesco Rea Editors
Modelling
Human
Motion
From Human Perception to Robot
Design
Modelling Human Motion
Nicoletta Noceti Alessandra Sciutti
• •
Francesco Rea
Editors
123
Editors
Nicoletta Noceti Alessandra Sciutti
MaLGa Center - DIBRIS Contact Unit
Università di Genova Istituto Italiano di Tecnologia
Genoa, Italy Genoa, Italy
Francesco Rea
RBCS Unit
Istituto Italiano di Tecnologia
Genoa, Italy
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Contents
v
vi Contents
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
Contributors
vii
viii Contributors
Suman Saha Computer Vision Lab (CVL), ETH Zurich, Zurich, Switzerland
Michael Sapienza Think Tank Team, Samsung Research America, Mountain
View, CA, United States
Alessandra Sciutti Istituto Italiano di Tecnologia, Genoa, Italy
Gurkirt Singh Computer Vision Lab (CVL), ETH Zurich, Zurich, Switzerland
Janny Christina Stapel Donders Institute for Brain, Cognition, and Behaviour,
Radboud University, Nijmegen, The Netherlands
Philip H. S. Torr Department of Engineering Science, University of Oxford,
Oxford, United Kingdom
Cosimo Urgesi Scientific Institute, IRCCS E. Medea, Pasian di Prato, Udine, Italy;
Laboratory of Cognitive Neuroscience, Department of Languages, Literatures,
Communication, Education and Society, University of Udine, Udine, Italy
Giovanna Varni LTCI, Télécom Paris, Institut polytechnique de Paris, Paris,
France
Alessandro Vinciarelli School of Computing Science, University of Glasgow,
Glasgow, Scotland
Konstantinos Zampogiannis University of Maryland, College Park, MD, USA
Chapter 1
Modeling Human Motion: A Task
at the Crossroads of Neuroscience,
Computer Vision and Robotics
Abstract Human motion understanding has been studied for decades but yet it
remains a challenging research field which attracts the interest from different disci-
plines. This book wants to provide a comprehensive view on this topic, closing the
loop between perception and action, starting from humans’ action perception skills
and then moving to computational models of motion perception and control adopted
in robotics. To achieve this aim, the book collects contributions from experts in dif-
ferent fields, spanning neuroscience, computer vision and robotics. The first part
focuses on the features of human motion perception and its neural underpinnings.
The second part considers motion perception from the computational perspective,
providing a view on cutting-edge machine learning solutions. Finally, the third part
takes into account the implications for robotics, exploring how motion and gestures
should be generated by communicative artificial agents to establish intuitive and
effective human–robot interaction.
1.1 Introduction
The new frontiers of robotics research foresee future scenarios where artificial agents
will be leaving the laboratory to progressively take part in our daily life activities.
This will require robots to have very sophisticated perceptual and action skills in
many intelligence-demanding applications, with particular reference to the ability to
seamlessly interact with humans. For the next generation robotics, it will be crucial
to understand the human partners and at the same time be intuitively understood
N. Noceti (B)
Università di Genova, Genoa, Italy
e-mail: [email protected]
A. Sciutti · F. Rea
Istituto Italiano di Tecnologia, Genoa, Italy
e-mail: [email protected]
F. Rea
e-mail: [email protected]
by them [1]. In this context, a deep understanding of human motion is essential for
robotics applications, where the ability to detect, represent and recognize human
dynamics and the capability of generating appropriate movements in response sets
the scene for higher-level tasks. This book wants to provide a comprehensive
view on this historical yet challenging research field, closing the loop between
perception and action and between human studies and robotics.
The book is organized in three main parts. The first part focuses on human motion
perception, with contributions analyzing the neural substrates of human action under-
standing, how perception is influenced by motor control, and how it develops over
time and is exploited in social contexts.
The second part considers motion perception from the computational perspective,
providing a view on cutting-edge solutions available from the computer vision and
machine learning research fields, addressing low to higher-level perceptual tasks.
Finally, the third part takes into account the implications for robotics, with chapters
on how motor control is achieved in the last generation artificial agents and how such
technologies have been exploited to favor human–robot interaction.
Overall, the book considers the entire ideal human–robot cycle: from humans and
their strategies to perceive motion and act in the world, to artificial agents and their
models for motion perception and control. In this respect, the purpose of the book
is to offer insights into the perception and action loop in humans and machines,
joining together aspects that are often addressed in independent investigations.
As a consequence, this book positions itself in a field at the intersection of differ-
ent disciplines, as robotics, neuroscience, cognitive science, psychology, computer
vision and machine learning. The aim is to provide a reference for different research
domains, in the attempt of bridging them, by establishing common reference points
among researchers interested in human motion for different applications and from
different standpoints.
To achieve this ambitious objective, the book collects contributions from experts
in different fields, with a shared interest in understanding human motion for var-
ious reasons: to design computational models of perception, from the perspective
of traditional human motor control or to improve robots and their ability to inter-
act naturally. Additionally, the book is designed to discuss principles, methods and
analytical procedures, which could apply to the whole variety of human (or robot)
movements. More precisely, the book complements the models derived from human
motor control and perception with parallels in the field of robotics and computa-
tional vision, providing a comprehensive view of similarities and dissimilarities in
action-perception skills between human and robots.
A more detailed look at the three parts of the book clearly highlights the three different
perspectives of motion modeling (human-centered, computational vision-centered
and robot-centered).
1 Modeling Human Motion: A Task at the Crossroads … 3
Part I explores the neurophysiological bases of movement perception and their impli-
cations for the understanding of the actions and the attitudes of other agents, from
childhood to adult life.
A fundamental role in supporting action perception is played by parieto-premotor
brain network, which is engaged both during action execution and during the per-
ception of the same actions performed by other agents. Such overlap between neural
activations in the mirror neuron system has been associated with action anticipation
and comprehension and hence to social cognition [2]. Hilt et al. in their chapter
introduce the history of the discovery of these neural mechanisms, first in monkeys
and then in humans, and then propose a novel route to expand further the current
understanding. In particular, the authors suggest to translate the methodological and
theoretical principles of motor control literature to the study of action perception.
The authors exemplify the validity of this approach by demonstrating the relevance
of two core motor control principles also in action observation: the presence of a
modular control strategy [3] and a role of motor inhibition in case of unpredictable
action outcomes [4]. The main claim of the chapter is that the difficulties still present
in understanding the coding of the mirror system could be overcome by a better
comprehension of the activity of the motor cortex during action execution.
The second chapter further expands the analysis of the neurophysiological under-
pinnings of action understanding, but with a specific focus on the role that different
action features might play. The authors provide a description of the studies on mir-
ror responses during action observation, considering the different levels at which an
action can be represented. In particular, following the hierarchical model of action
representation [5], actions can be described at the muscular level—encoding the
pattern of muscular activity; at the kinematic level—encoding the spatio-temporal
properties of the motion of the effector; at the level of the goal—encoding the short-
term aim of the action; or at the level of the intention—encoding the long-term
purpose of the action. Although traditionally mirror activation has been conceived
as an inner replica of low-level motor aspects [6], more recent studies verify that this
low-level mirroring could be affected by other high-level factors, such as expectations
or even top-down contextual effects [7, 8]. In this perspective, context guides action
comprehension under situations of perceptual ambiguity [9] and aids action recog-
nition by signaling which intentions are more likely to drive upcoming actions. The
take home message is that human actions are embedded in internal contexts (such as
personality traits or previous experience) and external contexts (e.g., objects, affor-
dances, environmental constraints and opportunities). As a consequence, also action
understanding and its neural correlates can be modulated by a wide range of high-
level contextual factors, as suggested by the mounting neurophysiological evidence
reviewed in the chapter.
Beyond the neural activity supporting action understanding, it is important to
investigate the perceptual component of the process, i.e., how different levels of
visual processing are involved when we are faced with biological motion. This point
4 N. Noceti et al.
is addressed in the third chapter. Hemeren and Rybarczyk review a series of studies
showing the strong human sensitivity to motion patterns created by other individuals,
even when they are presented only in the forms of groups of dots moving coherently,
the so-called point light displays [10]. They then present two categories of critical
visual features for biological motion perception: the global features, which refer to
action concepts and categories, and the local features, referring to specific movement
kinematics parameters. These different features contribute to visual and cognitive
processing in relation to action category prototypes and action segmentation [11].
The authors then focus on the interaction between our own movement patterns and
their impact on our visual perception of biological motion, presenting evidence of the
fact that features proper of human motor control, when present in an observed motion,
may facilitate its discrimination by a human observer. Among them, the authors cite
the Fitts’ law [12], the minimum jerk [13] and the power law [14] and present evidence
that the (lack of) their implementation on robots can have detrimental effect on robot
action perception from a human partner [15, 16].
The ability to understand others’ actions is acquired swiftly by humans during the
first years of life. Stapel guides us through this astonishing process in the third chapter
of this part. She describes how initially action perception “gets a head start” through
early preferences for faces [17], manipulable objects, visible mouth movements [18]
and biological movement in general [19]. Such initial tendencies to look at rele-
vant visual aspects provide infants with important input, which is then transformed
into useful building blocks through learning and interaction with the environment.
The development of action perception is then allowed by a number of capacities,
among which categorization [20], (potentially) mental rotation [21], statistical learn-
ing [22], sensorimotor development [23] and imitation [24]. Stapel then presents how
both sensorimotor experience [25] and purely perceptual, observational experience
[26] are utilized as building blocks for action perception development, clarifying the
advantages and disadvantages of these two different types of learning. As a result
of this process, infants acquire the ability to dissociate observed actions from each
other, segment action streams into smaller parts, form expectations and predict oth-
ers’ actions, and ultimately form an understanding of others’ actions and become a
proficient social partner.
The last chapter of this part delves into another important aspect of action under-
standing. In fact, how an action is performed, beyond its goal (the what) and the
intention driving it (the why), plays a crucial role in interaction. The very same ges-
ture, as a hand shake, acquires a very different meaning if it is performed gently or
vigorously, as it communicates the positive or negative attitude of the agent. These
different action forms have been named “vitality forms” by Stern [27]. Di Cesare in
this chapter provides an overview of action and speech vitality forms highlighting the
neural substrates underpinning their encoding. He presents a series of studies con-
ducted with functional magnetic resonance imaging (fMRI) demonstrating the role
of the dorso-central insula in the processing of vitality forms. In particular, he pro-
vides evidence that this area is active both during the observation and the execution of
action vitality forms [28] and when listening to action verbs pronounced with gentle
and rude vitality forms [29]. Moreover, he shows with a behavioral study that during
1 Modeling Human Motion: A Task at the Crossroads … 5
social interactions, the vitality form expressed by one agent influences the motor
response of the partner [30]. In summary, how an action is performed allows peo-
ple to understand and communicate their attitudes, enabling mutual adaptation. The
author concludes suggesting that vitality forms could become a future fundamental
source of social communication to promote also human–robot interaction.
All chapters, beyond providing a summary of the most important findings on
human action understanding, introduce the reader to the vast range of different
methodologies adopted in the investigation of this topic, ranging from fMRI to Tran-
scranial Magnetic Stimulation, from psychophysical studies with point light displays
to methodologies specific to investigate infant action understanding. This helps to
grasp the complexity of the question addressed and the limits that these methodolo-
gies of investigation might have. In this respect, the contribution of other fields to this
topic—as detailed in the two next parts—can prove to be fundamental in addressing
the questions still open in the field.
In the last decades, modeling and understanding human motion from visual data has
gained an increasing importance in several applications, including human–machine
interaction, gaming, assisted living and robotics. Although the significant advances
of the last years, where as in other domains deep learning techniques has gained
momentum [31], the tasks remain among the most challenging, for an intrinsic com-
plexity due to the extreme variability of the dynamic information and its appearance
[32], and still a lot of work needs to be done to approach human performance.
The biological perceptual systems remain the gold standard for efficient, flexible
and accurate performance across a wide range of complex real-world tasks, relying
on an amazing capability of saving and organizing the appropriate amount of infor-
mation, giving the room to new concepts when needed and exploiting an efficient
sharing of information. A natural solution for devising computational perception
models is thus to elect as a reference and inspiration the mechanisms underlying
human motion perception, and the knowledge derived from the cognitive and neu-
roscience fields. In robotics, where the ambition is to replicate the overall human
model, this inspiration is especially relevant and powerful.
At the earliest processing stage, motion analysis can be cast into a detection prob-
lem, where the aim is to identify spatio-temporal image regions where the motion
is occurring. A well-established method to obtain salient low-level motion informa-
tion relies on the computation of the optical flow [33], an estimation of the apparent
motion vectors in the image plane. The estimated fields show strong connections with
the behavior of human brain areas involved in the perception of motion, as the V1
and the MST, where neurons were found to be directionally selective with dedicated
receptive fields [34]. The second part of the book, thus, starts from this task: with
6 N. Noceti et al.
their chapter, Junhwa Hur and Stefan Roth address the problem of estimating optical
flow. In the contribution, it is discussed how recent advances in deep learning have
significantly influenced the literature on the topic. After a historical perspective dis-
cussing the transition between the use of classical energy-based models and modern
convolutional neural networks (CNNs) (see e.g., [35, 36]), the authors focus on two
main families of CNNs approaches for optical flow estimation. The first category uses
CNNs as a feature extractor followed by a classical energy minimization problem;
the latter adopts CNNs as end-to-end architectures for regression tasks. The chapter
reports a comparison between different methods based on deep architectures that
have been proposed in the last years—as [37–39] just to name some—with a tech-
nical and experimental analysis, that extends also to less conventional approaches,
shaped as semi-supervised or unsupervised problems, to cure overfitting issues of a
fully supervised framework. The discussion highlights how, although CNNs-based
methods provide nowadays state-of-the-art results, they also have a number of limi-
tations, as the poor ability of generalizing to unseen domains, leaving the room for
future developments.
A building block of biological motion understanding is the ability to precisely
identify spatio-temporal start and end points of actions, i.e., when and where the
motion is occurring. In the domain of motor planning, these concepts are related
to the notion of motion primitive [40, 41], a main structural element of actions. In
the computational domain, instead, these tasks are often referred to as the problems
of detecting and segmenting actions [42, 43]. While most state-of-the-art human
action recognition methods work on already trimmed video sequences in which only
one action occurs per frame [32], the tasks mentioned above remain a challenge
and at the same time an essential element for fully automatic motion recognition
systems. The problem is tackled in the chapter by Saha et al., where the authors
refer to real-world scenarios in which often times videos contain multiple action
instances concurrently, that may belong to different action classes. The contribution
introduces a deep learning method in which action detection is casted as an energy
maximization problem using RGB images and optical flow maps in input. As other
similar approaches [43, 44], the method includes two stages: in the first one, region
proposals are spatio-temporally associated with action classes; in the second stage,
the detections at frame-level are temporally linked according to their class-specific
scores and spatial overlaps, to finally obtain class-specific action tubes. Lastly, each
pixel within the detection windows is assigned to a class and instance-aware label
to obtain instance segmentation. The experimental analysis on a benchmark dataset
shows state-of-the-art results and speaks in favor of the generalization capability of
the proposed solution.
The task of motion segmentation is further explored in the chapter by Zampogian-
nis et al., where specific attention is posed on manipulation actions (meaning object
manipulation, also extended to a generic interaction with the environment) in human–
robot interaction (HRI) scenarios. Contact and motion are two fundamental aspects
of manipulation, and they naturally encode crucial information about the action [45].
Indeed, the contact encodes where the object is touched or grasped, and when and
1 Modeling Human Motion: A Task at the Crossroads … 7
for how long the interaction takes place; on the other hand, motion conveys informa-
tion on what part of the environment is involved in the interaction and how it moves
[46].
The authors refer in particular to the framework of imitation learning [47], in
which robots act in less controlled workspaces and thus require an effective and
efficient mechanism for learning how to perform manipulation tasks. The solution
proposed in the chapter refers to an unsupervised, bottom-up scenario, in which the
actor-object contact is used as an attention mechanism for the detection of moved
objects and the understanding of their motion in RGBD sequences. The method
allows not only to detect actor-environment contact locations and time intervals, but
also to segment motion of the manipulated objects and finally obtain an estimate of
its 6D pose.
In the experimental analysis, the authors qualitatively demonstrate that the
approach performs successfully on a variety of videos, and describe in detail the
relevant role this method has for imitation tasks in the robotics domain, where it can
bridge the gap between action observation and planning.
Considering again HRI scenarios, the chapter by Parisi discusses efficient human
action understanding with neural network models based on depth information and
RGB images. Particular emphasis is put on flexibility, robustness and scalability, to
act in a scenario where, as in human experience, data are continuously acquired, and
real-time capabilities are required for the perceptual tasks.
Continual learning, also referred to as lifelong learning, refers to the ability of a
system to continuously acquire and fine-tune knowledge and skills over time while
preventing catastrophic forgetting, i.e., the fact the abilities already acquired on
previously learned tasks abruptly decrease when novel tasks are learned [48].
Considering the issues above and inspired by biological motivations [49, 50], the
models at the basis of the strategies presented in the chapter use hierarchical arrange-
ments of different variants of growing self-organizing networks for learning action
sequence [51]. More specifically, two classes of growing network are discussed in
the contribution: the first class refers to the Grow When Required (GWR) model that
can be updated (i.e., neurons are grown and removed) in response to a time-varying
input distribution; the second class concerns the Gamma-GWR, which extends the
previous one with temporal context for the efficient learning of visual representa-
tions from temporally correlated input. The type of dynamic events considered in the
chapter includes short-term behaviors (as daily life activities) but also longer-term
activities. The latter are in particular relevant for motion assessment in healthcare,
where a more prolonged analysis in time may help identifying cues about the overall
wellbeing of individuals.
Going beyond classical action recognition, the Part II closing chapter by Varni and
Mancini considers the analysis of movement expressivity as a fundamental element
toward machines with human-like social and emotional intelligence [52]. Movement
Expressivity is the whole-body motor component of emotional episodes, sometimes
described as an unintentional action component of emotion expression [53, 54]. It
can also be referred to as the dynamic movement component in affect perception, in
8 N. Noceti et al.
contrast to the static form component [55]. Widely studied in the domains of psychol-
ogy, sociology and neuroscience, in the last decades, it started receiving increasing
attention also in the computer science field [56, 57]. In this sense, a main goal is
to devise computational solution to replicate on a machine the humans’ capacity
of being aware during interaction of one’s own and others’ feelings and integrate
that information in communicating with others. After providing their definition from
a psychological and sociological point of view, the chapter presents a survey on
computational approaches to address movement expressivity analysis, touching dif-
ferent aspects ranging from the ability to “sense” human motion, to an overview on
datasets of human expressive movements available to the community, to continue
with an approach to address the analysis proposed by the authors. The chapter is
closed with a discussion on how such models can be employed in robotics scenarios,
providing an ideal opening for the last part of the book.
The last part of the book explores how robots can use their movements to interact
with their human partners. The interaction is designed in relation to two different
aspects: movement as form of communication, and movement as form of synchro-
nization. In the first chapter, by Ribeiro and Paiva, the authors show how to bridge
the world of animation artists and the world of robotics. Animators can be part of the
process of developing social robots, providing expressive and emotional traits for
the next generation of interactive robots. Social robots might indeed need to reuse a
collection of principles defined in animation to improve their ability to be recognized
as animated communicative agents with character and personality. In this context,
it is important to know which tools enable such alternative design. The authors of
the first chapter give a detailed description of the most popular tools that promote
animacy in robots [58–60].
The character of the social robot can promote its acceptability, but it is also
important to establish effective and intentional coordination between the parts. In
this context, the movement plays the important role of mean of communication,
which helps the human and the robot in the preparation of a coordinated act [61].
In the chapter by Lohan et al., communication is studied in its spatial domain and
plays the role of director in the action–reaction paradigm. For this application, the
communication strategies depend on action and reaction expressed in the form of
movements (gestures, facial expressions, eyes movement and navigation) and in the
form of behaviors (conversation and dialog). In particular, the authors express how
communication can build on movements of mobile robots [62, 63]. Such robots can
communicate through their proximity to the partner and through path planning. The
generated complex behavior exhibited in these situations requires equally complex
perception and understanding of the human counterpart. In order to explain this, the
authors propose strategies that measure the cognitive load on the partner. Perceiving
the level of cognitive load allows the robot to plan the opportune rhythm. The robot
1 Modeling Human Motion: A Task at the Crossroads … 9
can use the same perception to improve its own skills, especially in the production
of implicit learning behaviors. The authors indicate how movements enable commu-
nication that promotes robot learning of manipulation tasks [64] and object grasp
affordances [65].
In robotics, movement assumes a special meaning because the robot has a body.
In the third chapter of the Part III, Barakova et al. propose an embodied dynamic
interaction. The authors explain the important consideration that if the robot has a
body, the movement of the entire body has a social meaning for a human observer. In
their view, the specialized behaviors involving the entire body not only are expres-
sive but they constitute a fundamental mean of interaction [66, 67]. This embodied
dynamic interaction creates a relationship with the other social agents in the world, is
intrinsically expressive and more importantly provides contextual cues. Such a claim
is further demonstrated in the chapter with the discussion of the communicative role
of robot dance. Dance is considered as playground for the deep understanding of
expressivity in the movement [68]. The reason is that dance unveils the unconscious
structure of movement understanding and of the attribution of meaning even if the
performer is a robotic agent. In this context, systems adopted for choreographic
design can be reused for robotic communicative behavior design. The Laban sys-
tem introduced in the chapter is an example on how dance researchers can produce
systematic hypotheses that can be exploited by social robotics.
Having discussed about the role of robotic movement in the process of commu-
nication and synchronization with the human partner, the fourth chapter exploits the
reuse of such insights in a specific application. Lehmann and Rossi explore how to
transfer an enactive robot assisted approach to the field of didactics. The authors
project the enactivism concept [69], the assumption that cognition arises through a
dynamic interaction between an agent and the environment, to the robot as inter-
active agent in the environment. The natural consequence of such argument is that
structural behavioral coupling in interaction is the result of enabling complex self-
organizing systems which are dynamically embedded in a complex self-organizing
environment. In other words, changes in the dynamics of the environment generate
perturbations in the dynamic of the robotic agent. Self-regulative behaviors of the
agent aim to compensate the perturbations and generate actions that react to these
changes in order to reach a system equilibrium. This is an evidence of how robots
should be designed to be accepted into mixed human–robot ecologies. In the chapter,
the enactive theory for robots is presented also through one form of its applications:
enactive robot assisted didactics [70, 71]. Enactive didactics assumes close interac-
tion between the teacher and the student in the knowledge creation process. In this
process, the robot can assume the role of tutor that mediates in the enactive didactics
process between the student and the teacher. The application shows the possibilities
of social robotic tutors that facilitate the didactic approach thanks to its nonverbal
communication competencies mainly based on movement.
In the last chapter, Langer and Levy-Tzedek explore one important aspect of
movement: the timing. In general, movement is characterized by different parame-
ters such as the speed, the level of biological plausibility or the vitality. Timing is
another key aspect that has to be encoded in the robot behavior. In the last chapter
10 N. Noceti et al.
of the Part III, Langer and Levy-Tzedek give an interpretation on why timing plays
such important role in human–robot interaction. The timing of the robot movement
widely impact on the users’ satisfaction. In general, the impact on the human response
is so tangible that robotic movements opportunely programmed can elicit a “prim-
ing” effect. Priming is explained as the impact that individual’s movement has on how
the observer moves. Recent studies demonstrated how priming is also present when
a robotic agent, with opportune behavior, shows movement to the human observer
[72, 73]. Both the role of timing and priming seem to be related to the tendency
in human observers to anthropomorphize the partner even if this is a robotic agent
[74]. Individuals seem to anthropomorphize robot effortlessly and this is due to their
embodiment and their physical presence [75]. This seems an important determinant
for the future generation of social robots interacting with humans. Embodiment and
physical presence of robots that communicate through movement seem important
factors in all the chapter contributions in the Part III of this book.
In summary, similar topics are investigated in the three different book parts, with
different methodologies and different experimental constraints, but with a common
goal of understanding humans, either to gain a better comprehension of ourselves or
to build machines and robots that are proficient at interacting with us [76].
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Mirror neurons were originally described as visuomotor neurons that are engaged
both during visual presentation of actions performed by conspecifics, and during
the actual execution of these actions [1]. These neurons were first discovered using
single-cell recordings in monkey premotor cortex (area F5; [2]) and later within
monkey inferior parietal cortex (PF/PFG; [3, 4]).
Since then, there has been a growing interest in mirror neurons both in the scientific
literature and the popular media. The widespread interest was in particular driven by
their potential role in imitation and thus in a fundamental aspect of social cognition [5,
6]. In follow-up studies, neurons with mirror properties have been found in different
parietal and frontal areas of monkeys and other species, including humans [7].
The mirror neuron system has also been associated to action perception. In fact,
others’ action anticipation and comprehension might be achieved both by the ventral
P. M. Hilt · P. Cardellicchio
IIT@UniFe Center for Translational Neurophysiology, Istituto Italiano di Tecnologia, Ferrara,
Italy
A. D’Ausilio (B)
Section of Human Physiology, Università di Ferrara, Ferrara, Italy
e-mail: [email protected]
Immediately following the initial reports of mirror neurons in the macaque brain, the
existence of an analogous mechanism in humans was discussed.
While some authors argued that clear evidence of a human mirror neuron system
was still lacking (e.g. [11–13]), further and numerous results coming from various
techniques such as transcranial magnetic stimulation (TMS; [14, 15]), electroen-
cephalography (EEG; [16]), functional magnetic resonance imaging (fMRI; [17])
and human single-cell recordings [18] revealed the existence of a fronto-parietal
network with mirror-like properties in humans [6].
Based on human brain-imaging data [19–21] and cytoarchitecture [22], the ven-
tral premotor cortex and the pars opercularis of the posterior inferior frontal gyrus
(Brodmann area 44) were assumed to be the human homologues of macaque mirror
area F5. Later, the rostral inferior parietal lobule was identified as equivalent of the
monkey mirror area PF/PFG [1, 23].
In parallel, EEG research showed that event-related synchronization and desyn-
chronization of the mu rhythm (rolandic alpha band) were linked to action perfor-
mance, observation and imagery [16, 24]. These results suggest that Rolandic mu
event-related desynchronization [25, 26] during action observation reflects activity
of a mirror-like system present in humans [16, 27, 28].
Finally, single-pulse TMS over the primary motor cortex (M1) and motor evoked
potentials (MEPs) amplitude were employed as a direct index of corticospinal
recruitment (Corticospinal Excitability—CSE). Using this technique, several studies
showed a modulation of MEPs amplitude during action observation matching various
changes occurring during action execution [29]; for a review please see: [14, 15, 30].
Although all these measures have been instrumental to investigate mechanisms under-
lying action observation in humans, the most useful to determine the degree of match-
ing between observed and executed action remains TMS. Differently from other
techniques that either measure slow metabolic signals (e.g. PET, SPECT, fMRI,
2 The Neurophysiology of Action Perception 19
One of the most fundamental questions in motor control concerns the mechanisms
that underlie muscle recruitment during the execution of movements. The complex-
ity of the musculoskeletal apparatus as well as its dynamical properties is huge. For
example, synergic muscles contribute to the mobilization of the same joint. Each one
is characterized by different point of insertion and thus slightly different action. Fur-
thermore, muscle viscoelasticity and torque is both length- and velocity-dependent
as well as characterized by different properties during passive stretching or active
concentric and eccentric contraction. More importantly, actions often involve the
coordinated control of multiple interdependent links. For instance, to extend fingers
we need to stabilize the wrist, otherwise finger extensor muscles would exert no
effect. To extend the arm and reach for an object, we need to anticipatorily activate
the gastrocnemius to keep the center of gravity within the base of support. All in all,
the combination of muscle activity to produce a specific postural configuration has
to deal with a complexity that is mastered by the nervous system via efficient control
strategies [56].
On the one hand, motor redundancy suggests that different joint configurations
can equally be used to reach the same behavioral goal [57, 58]. At the same time,
due to the aspects briefly outlined earlier, the same kinematic configuration can be
achieved via largely different underlying muscle activation patterns [59, 60]. In fact,
in a realistic scenario (e.g., movement execution to reach an object), small changes
such as those caused by a change in height of the table may have a dramatic influence
on the temporal evolution and recruitment of the same muscles in the same action
towards the same goal. It follows that the same amount of EMG activity in one muscle
is present in many different actions and it is not necessarily predictive of the action
goal.
Therefore, due to motor control redundancy, there is no simple mapping between
muscle activity and visual appearance of action (e.g. kinematics) [61]. In this regard,
it is not clear how an observer could reconstruct the fine motor details of the action
executed by someone else, solely based on a partial and noisy description of kine-
matics (e.g. including occlusions and hidden body parts). Notably, in simple motor
tasks (e.g. finger’s abduction/adduction), the presence of a unique motor mapping
directly translate into meaningful action observation effects (e.g. [62]). Instead, in
multi-joint actions (e.g. upper-limb reaching to-grasp movement), the muscle-to-
movement mapping has many solutions, and this translate into greater amount of
noise in the data. These facts may explain why robust group-level CSE modulations
are harder to find in the observation of complex multi-joint actions [63–65].
In action execution, humans and animals do not control each muscle independently
and rather rely on a modular control architecture [66–69]. In fact, the nervous system
flexibly activates a combination of a small number of muscular synergies (or motor
primitives) organized by spinal neuronal populations.
2 The Neurophysiology of Action Perception 21
At the same time, some evidence suggests also an important cortical contribu-
tion. For instance, cortical stimulation elicits a synergistic pattern of activities [70]
while single neuronal response encodes the activity of a relatively small number of
functionally related muscles [71]. In this vein, an integrative proposal suggests that
recurrent activity propagating between the motor cortex and muscles could maintain
accurate and discrete representations of muscle synergies [72]. All in all, syner-
gies refer to covarying groups of muscles that remain in a fixed relationship during
action control [73], thus providing the fundamental building blocks of motor control
organization.
At the action observation level, this modular organization is rarely considered.
In fact, the classical use of CSE recorded from few muscles may not be the most
accurate way to explore action observation effects. In addition to that, CSE is highly
variable across time [74, 75] and hugely dependent on cortical states [76] and on
spontaneous cortical oscillatory dynamics [77, 78].
As a consequence, a more robust marker of multi-joint action observation effects
may be given by TMS-evoked kinematics (i.e. motor evoked kinematics, MEKs).
This assumption is based on the principles of redundancy and invariance during
motor execution [68, 79, 80] and it takes into account the fact that the control of
movements relies upon the composition of intracortical, corticospinal, spinal and
peripheral influences [81] which in turn regulate the temporal-spatial coordination
of multiple agonist and antagonist muscles. At rest, MEKs replicate the modular
organization of hand function [82] and, by reflecting the functional output of the
motor system, MEKs may offer a reliable measure also during action observation
[38, 48, 83].
A recent study has compared the respective robustness of MEPs and MEKs in
a classical action observation task [64]. In this study, a single TMS was delivered
over the observers’ motor cortex at two timings of two reaching-grasping actions
(precision vs. power grip). We recorded both MEPs on 4 hand/arm muscles and
arm MEKs for 8 hand elevation angles. We repeated the same protocol twice, and
we showed a significant time-dependent grip-specific MEPs and MEKs modulation.
However, MEKs, differently from MEPs, exhibit a consistent significant modulation
across sessions (Fig. 2.1).
As predicted by considerations about motor redundancy in action execution,
MEKs data in action observation tasks might be more reliable than MEPs. Beside
obvious methodological considerations about the reliability and replicability of
results, a theoretical point can be raised here. Indeed, these results are highly sug-
gestive of the fact that the modularity employed to solve the complexity of motor
control may as well be used by the observing brain. In this latter case, modularity
may be used to map between visual appearance of actions (kinematics) and action
goals, thus bypassing the need to estimate a point-by-point muscle-level description
of actions.
22 P. M. Hilt et al.
Fig. 2.1 Illustration of the experimental protocol used to study MEKs in action observation [64].
Upper panel. Four representative frames of the two displayed movies (power and precision grip)
and associated kinematic (grip aperture and index velocity). Timing t 1 and t 2 are represented by
black dotted vertical lines. Lower panel. On the left, typical recording for MEPs and MEKs. On the
right, mean and standard error of the extensor digitorum muscle (EDC) MEPs and thumb MEKs
expressed as a % of the average of the baseline, separately for the two sessions (day 1, day 2), timing
(t 1 , t 2 ), and grasp type (precision (prec), power (pow)). Significant differences are represented by
an asterisk (p < 0.05). Adapted from [64]
As for the case of motor redundancy, other central themes in motor control can
effectively be exploited to investigate action observation effects. For example, a long
tradition has accumulated on the neural responses to errors in execution and the
associated motor reprogramming.
Activity in the motor system is largely influenced by preparatory and inhibitory
processes associated with action selection and reprogramming [84, 85]. Indeed, the
2 The Neurophysiology of Action Perception 23
motor system quickly inhibits an ongoing action plan to select and execute an appro-
priate alternative movement [86–88] or to prevent the unwanted release of a wrong
response [89].
Many studies have investigated the neural substrates of behavioral inhibition by
using tasks that require stopping an action [90–92]. A rapid suppression of activity
can be observed both during execution, likely reflecting a pause in motor output
[93, 94] or during action preparation [95, 96]. Hence, the motor system is inhibited
not only when a movement needs to be aborted, but also when it is in the process of
specifying the future action. In this sense monitoring processes are essential to detect
unexpected events or mistakes and thus to efficiently update the planned action [97,
98]. Although motor inhibition is considered as a fundamental part of action execution
similar processes that might occur in the observer’s brain are poorly understood.
In fact, if errors occur during action execution, these are usually unexpected by
the observer and it is unlikely that we can efficiently predict them [99]. Therefore, an
error during the unfolding of an action should create a surprise signal in the observer
[100]. Hence, the role played by motor activity in action observation, as well as its
similarity with action execution processes, should be clarified by investigating the
observation of action mistakes.
In this regard, action error detection requires sensing subtle kinematic violations
in the observed action [101–103], reflecting a matching process between observed
actions onto corresponding stored representations of the same actions. It is currently
believed that others’ actions cues are compared to stored internal motor models of the
same action [104]. Two alternative models could explain how this comparison takes
place in the AON (Action Observation Network): The direct matching hypothesis
and the predictive coding approach.
The direct matching hypothesis [1, 23] is based on the idea that action observation
automatically activates the neuronal population that represents this action in the
observer’s premotor-parietal brain network, mapping the visual representation of
the observed action onto a motor representation of the same action. These motor
activations are triggered by action observation and are iteratively refined during
the temporal deployment of the observed action. As the action unfolds, more and
more data is integrated into the emergence of a specific motor activation pattern
that matches the one that has been implemented by the actor. On this basis, action
outcomes become accessible to the observer as if he was himself acting. In this
context, an error is a signal that do not fit with the representation of the observed
action. According to this account, observation of an error should activate the same
inhibitory mechanisms at play during error execution [105].
Differently, the predictive-coding approach suggests that “reading” other’s actions
stem from an empirical Bayesian inference process, in which top-down expectations
(e.g. goal) allow the prediction of lower levels of action representation (e.g. motor
commands; [106]). Predicted motor commands are compared with observed kinemat-
ics to generate a prediction error that is further propagated across neural processing
levels to update information according to the actual outcome. In this perspective, the
computation of an error between predicted and currently perceived movements, trans-
lates into an increase of activity in the action observation network. In other words,
24 P. M. Hilt et al.
the direct matching hypothesis suggests that motor activation during action observa-
tion represents the reactivation of a specific motor pattern, while predictive coding
suggests that the same activity represents the discrepancy between a bottom-up and
a top-down process.
Results from a recent study [107] investigating the temporal dynamics of modu-
lation of the AON during an action error lend some initial support towards the last
hypothesis. In this study, the temporally fine-grained balance of motor excitation and
inhibition was investigated at three time points (120, 180, 240 ms after action error).
CSE, short intracortical inhibition (sICI), and intracortical facilitation (ICF) were
measured during the observation of a sequence of pictures depicting either correct
or erroneous actions. The authors used two different type of errors: procedural-
execution errors (wrong passage of the rope) and control errors (in which the rope
suddenly appears cut in two segments).
As described earlier, CSE provides an instantaneous read-out of the state of the
motor system while sICI and ICF reflect the activity of distinct intracortical inhibitory
and excitatory circuits [108]. Results show an early (120 ms) reduction of inhibition
(sICI) for the observation of a motor execution error, while the control error elicited a
similar effect but with a longer latency (240 ms) (Fig. 2.2). These results suggest that
the neural mechanisms involved in detecting action execution errors mainly consist
in the modulation of intracortical inhibitory circuits. According to these results when
an action error is detected, a decrease in inhibition rather than an increase is present.
This is the opposite of what we would expect from a complete functional match
between action execution and action observation processes but is congruent with the
predictive coding hypothesis [109].
The early effect is associated to the presentation of a motor execution error. This
delay of 120 ms is consistent with the time required to activate the motor system
during graspable object presentation [110]. The late effect instead, is triggered by
errors requiring access to strategic and abstract reasoning regarding the feasibility
of the action plan, that only later translates into similar neurophysiological modu-
lation [111]. A similar biphasic modulation has also been shown for corticospinal
excitability during action observation [38].
In conclusion, according to the predictive coding account the brain uses all avail-
able information to continuously predict forthcoming events and reduce sensory
uncertainty by dynamically formulating perceptual hypotheses [112]. In this context,
the main function carried out by the AON could be the minimization of the sensory
prediction error (i.e., Bayesian-like inferences are generated and dynamically com-
pared to the incoming sensory information) based on visually perceived actions. In
this view, motor activation during action observation do not merely reflect an auto-
matic resonance mechanism but rather the interplay between an internal prediction
and the incoming signals.
2 The Neurophysiology of Action Perception 25
(a)
(b)
Fig. 2.2 Motor inhibition while observing action errors. In panel a, each row represents the timeline
of a knotting action. The red square highlights the frame associated to the motor error (wrong
insertion of the rope) while the blue square the control error (in which the rope suddenly appears
cut in two segments). The TMS pulses were given at three time points (120, 180, 240 ms) after
the errors. In panel b, intracortical inhibition results. The normalized modulation of inhibitionas
function of the TMS timing shows the early effect for the execution error. Adapted from [107]
2.6 Conclusions
The present chapter moves from the observation that multiple inconsistencies char-
acterize our understanding of how motor activations impact others’ action discrimi-
nation. Our claim is that, the motor control literature could inject fresh new ideas in
the study of the neurophysiological mechanisms of action perception. In this regard,
here we presented two examples of how core principles of motor control have helped
26 P. M. Hilt et al.
the formulation of new testable hypothesis. At the same time though, the importance
of such a cross-domain fertilization is not limited to the design of new experiments.
In fact, one clear implication relates to the basic claim surrounding the interpretation
of mirror-like activity: the functional similarity between action execution and per-
ception. In this regard, limiting the investigation to the spatio-temporal overlap of
brain activity would amount to modern neo-phrenology. Rather, building a parallel
with processes recruited in action planning, preparation and execution might even-
tually show the neural mechanisms that are functionally similar as well as those that
highlight the obvious and central differences.
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Chapter 3
Beyond Automatic Motor Mapping: New
Insights into Top-Down Modulations
on Action Perception
3.1 Introduction
The ability to understand others’ intentions via observing their actions in naturalistic
contexts constitutes the bedrock of social cognition. Indeed, what we can afford from
others’ actions is more than the way in which they are executed (i.e., the movement
kinematics pattern). Observing others’ movements allows the understanding of their
intentions and mental states and drives the observer to behave in a supportive, inter-
active or defensive way. Even when very poor visual information of moving persons
is provided, the visual perception of biological motion [42] per se has been shown
to allow understanding their mental states[19] and to increase the activation of those
areas, in an observer’s brain, that are considered to be crucial for action understanding
[62, 73]. Importantly, minimal contextual cue can affect the way in which a motion
pattern is perceived [71]. On this view, movements are never perceived in isolation
but rather context-embedded, with objects, actors and the relationships amongst them
“gluing together” into a unified representation.
Action understanding is considered to be supported by the activation of the so-
called mirror neuron system (MNS; [59]), a collection of fronto-parietal regions
which become active during both observation and execution of similar actions. While
primarily discovered in monkeys [56], MNS-like activity has also been shown to be
present in humans, from newborns to the elderly [48, 46]. Infants are indeed able
to recognize and respond to social signals since birth. Moreover, the evidence that
neonatal imitation is present from birth has been considered as reflecting the presence
of a mechanism that matches the observed facial gestures with the internal motor
representation of the same action, thus highlighting a mirror-like coupling between
the observed action and the motor code to produce the same action [65]. Importantly,
different techniques spanning form single-cell recording in implanted patients [54]
to electro- and magneto-encephalographic [13, 35, 57], neuroimaging [52] and non-
invasive brain stimulation methods [15, 25, 37, 75] allow to investigate the occurrence
and the functional meaning of mirror-like responses during action observation, in
a more direct way. Here, we focus on studies measuring motor-evoked potentials
(MEPs) induced with transcranial magnetic stimulation (TMS) in peripheral muscles,
which reflect the level of corticospinal excitability (CSE). Using this method, several
studies have shown higher CSE, thought to reflect higher activation in the primary
motor cortex (M1), in response to observed human actions, as compared to action-
unrelated control conditions [24]. We refer to this action-specific CSE increase as
motor resonance as it reflects an index of mirror-like activity in the observer’s motor
system during action observation.
Briefly, motor resonance can be featured by, at least, three core elements: muscle-
specificity, direction and timing of the modulation. First, muscle-specificity during
action observation implies a change in the activation of the cortical representation
of the muscles that are specifically involved in the execution of the observed action
[25, 67]. Second, the direction of the modulation consists of an increase or decrease
in CSE during action observation. The direction could mirror, or not, the modulation
of muscle activation during action execution [60, 76] as well as reflect the final
3 Beyond Automatic Motor Mapping: New Insights … 35
balance of simulative and inhibitory mechanisms that are necessary for selecting or
withdrawing unwanted imitation responses [78]. Lastly, the timing of the modulation
depends upon the delay at which motor resonance occurs, with respect to action
observation onset. In this vein, a CSE modulation occurring immediately after the
observation of an action is taken as a marker of the automatic simulation and the
faithful covert replica of the observed movement. Time-locked modulations can
be assessed by recording MEPs at different time points during action observation
[5, 18, 51].
Based on the presence of somatotopic, direction-specific and time-locked effects,
motor resonance has been traditionally conceived as an inner replica of the observed
movements [55], thus reflecting the automatic mapping of what, according to the hier-
archical model of action representation [33], have been defined as low-level motor
aspects. However, recent evidence from TMS studies suggests that motor resonance
may be actually a more flexible phenomenon than previously thought. Briefly, these
studies show that the more we know about the interacting partner or about the sce-
nario in which an action is taking place, the more the likelihood of understanding
the meaning of the observed action. Furthermore, when movements are observed
embedded in richer contexts (i.e., where the information at hand allows representing
the goal or the intention behind the observed action), the observed kinematic seems
to be mirrored in a less specific extent. Thus, motor resonance becomes prone to
top-down modulations and switches across different representational levels.
Before considering how these high-level factors can drive action understanding,
it is necessary to understand how actions can be described and hierarchically repre-
sented, and thus, what these factors are. According to Hamilton and Grafton [33],
actions can be described and thus understood [45] at four different levels of a hier-
archy. Starting from the bottom, these levels are as follows: (i) the muscle, which
codes for the pattern of muscular activity required to execute the action; (ii) the kine-
matics, which maps the movements of the effectors in time and space; (iii) the goal,
which includes the short-term transitive or intransitive aim; and (iv) the intention,
which includes the long-term purpose behind the action. By considering these levels
of action representation, generative models of action prediction [45] postulate a flow
of predictions about what sensory consequences (i.e., the low action representation
levels) are the most likely given the hypothesized goal and intention. For example,
let us consider that we are observing someone grasping a mug by its handle (see
Fig. 3.1a). Given a prior expectation about the intention underlying the observed
action (e.g., to drink), we can predict, on the basis of our own motor representations,
the proximal goal (e.g., bringing the mug toward the mouth). Moving further in
the hierarchy, based on the goal information, we can estimate the upcoming move-
ment kinematics (e.g., trajectory of the hand toward the object and their interaction).
Lastly, the lowest level would involve the synergic muscular activation required to
attain the movement. From an action-oriented predictive coding approach [45], given
an observed action, the MNS allows intention comprehension by generating for each
hierarchical level top-down predictions (priors) about lower levels of action repre-
sentation. When the priors and the incoming sensory information match each other,
the overarching intention becomes clear; otherwise, a feedback is sent back to higher
36 A. Finisguerra et al.
(a) (b)
Fig. 3.1 a Intention understanding within a hierarchical model of action representation. b Extension
of the hierarchical model of action understanding including the fifth level of contextual prior
levels to adjust the initial prediction and minimize the error signal. Interestingly,
it has been proposed that, in addition to these well-known four levels, context can
be seen as a fifth top-down level guiding action comprehension under situations of
perceptual uncertainty [44], namely, when similar perceptual kinematics are at the
service of different intentions (see Fig. 3.1b). A well-known thought experiment to
exemplify this situation is the one provided by Dr. Jekyll and Mr. Hyde [40]. Let us
suppose that Dr. Watson witnesses this (or these) character(s) reaching and grasping
a scalpel. By observing the way in which the scalpel is grasped, would it be possi-
ble for Dr. Watson to recognize which intention underlies the observed action? In
other words, the person grasping the scalpel is Dr. Jekyll trying to cure or Mr. Hyde
intending to kill? According to current predictive coding views, in these ambiguous
cases, contextual cues would aid intention recognition. For instance, if Dr. Watson
witnesses this action in an operating theater, it is more likely that Dr. Jekyll’s inten-
tion is “to cure” [9]. On this view, contextual knowledge would aid action recognition
by signaling which intentions are more likely to drive upcoming actions given the
information present in the environment, forming the basis to estimate lower level
aspects of action representation (i.e., kinematics).
In this chapter, we show how in some cases motor resonance corresponds to the
inner simulation of the observed movement, while, in other cases, top-down mod-
ulation makes motor resonance a less faithful replica of the observed action. More
specifically, taking into account the hierarchical model of action representation, we
start analyzing seminal studies on mirror responses during action observation find-
ing a more or less strict similarity between CSE modulation and the low-level motor
aspects of the observed action. In this view, the role of expertise in modulating
motor resonance is also considered. Then, going up across the hierarchy, we move to
examine those studies testing how this low-level mirroring could be affected by other
high-level factors, such as expectations, or dissociated from the higher representa-
tional levels (e.g., the goal and the intention of an action). Finally, we present the
most representative and recent studies showing the occurrence of top-down contex-
tual effects, in which factors corresponding to internal and external milieus influence
the way in which actions are perceived and interpreted.
3 Beyond Automatic Motor Mapping: New Insights … 37
After Fadiga et al. [25]’s seminal study showing motor resonance during action
observation in humans, Gangitano et al. [30] reported a muscle-specific increase in
CSE for finger opening movements which reflected the increased amount of aperture
coherently with the observed movement phase. Accordingly, phase and muscle-
specific modulations were further shown during the observation of either transitive
movements [53] as well as during the observation of intransitive cyclic flexion and
extension movements of the wrist [12]. Notably, the finding of CSE modulations
for intransitive actions challenged the initial view, grounded on monkey studies,
that the MNS primarily encodes the action goal rather than the observed move-
ments [29, 74]. Beside muscle-specificity, motor resonance has been shown to be
sensitive to less salient changes in kinematic signals, such as muscle contraction
and force requirements during action execution. A series of studies considered the
effects of observing object-lifting actions on motor resonance. For instance, Alaerts
et al. [2] found that the amount of facilitation for action observation was congruent
with the degree of muscular involvement in action execution. Indeed, while keep-
ing constant the observed action (i.e., grasping-and-lifting-the-object) but changing
the object weight, greater facilitation for heavy than light object lifting was found.
Moreover, the observation of either precision or power grasp-to-lift actions resulted
in a weight-dependent muscle-specific motor resonance. In a similar vein, enhanced
muscle-specific motor resonance for abduction finger movements was influenced
by onlooker’s hand orientation [49] and position [76] congruently with the maxi-
mal activation of the same muscles during action execution under different postures.
While favoring the low-level hypothesis, according to which motor resonance is a
covert mimicry of the observed movement, these findings opened the debate about
which action level is motor resonance coding for.
A first break into the wall of the “covert mimicry hypothesis” came from studies
investigating the degree of correspondence between the observed movement and the
motor representation in the observer. First of all, Gangitano et al. [31] found that,
while CSE facilitation of finger muscles peaked at the maximal finger aperture of a
grip observed in its typical time course, it was rather suppressed when the maximal
finger aperture unexpectedly occurred soon after the observation of a closed hand
(but see [32]). Furthermore, somatotopic modulation of CSE was found during the
observation of not only possible but also impossible fingers movements [60], which
could not be executed by the observer (and thus could not be mimicked), but could
be matched with the possible version for direction of movement in space. Finally,
somatotopic CSE facilitation was obtained from finger muscles not only during
observation of an actual movements but also during observation of a static image
of a hand implying a grasping movement [76]. Critically, maximal CSE facilitation
was not obtained when the hand was in a movement phase with maximal contraction
of the finger muscles but rather at the initial phase of the movement [77]. This
suggested that CSE facilitation does not merely map what is being shown to the
observer, but it represents what can be anticipated by the observer on the basis of
38 A. Finisguerra et al.
the observed information. In favor of this predictive view of motor resonance are
also the findings of a recent study [66] showing that CSE of a mouth muscle is
facilitated during observation of a grasping-to-drink versus grasping-to-poor action
already at the contact of the hand with the bottle, thus before any mouth action could
be observed. Thus, motor resonance allows representing the future deployment of an
action or even the expected action in a chain, going beyond what has been shown to
the observer. In fact, an even greater CSE facilitation during observation of implied
action images was obtained after interfering with the activity of a visual area devoted
to the analysis of biological motion [10], suggesting that the less visual information is
available, the more the observer’s motor system needs to fill-in missing information.
The use of motor representations to disambiguate action perception was also
demonstrated by the investigation of the role prior experience and/or familiarity with
the observed action in modulating motor resonance [1, 14]. For example, Aglioti
et al. [1] found a greater facilitation of finger muscles for the observation of the
initial phases of “out” as compared to “in” shots to a basket; this, however, occurred
only for basketball players and not for players of other sports or for sports journalists,
who may have visual experience but not direct motor experience basketball actions.
Similar results were obtained for the observation of soccer penalty kicks comparing
field-players and goalkeepers: the first ones, having direct motor experience with
penalty kicks, showed greater motor resonance than the latter ones, having direct
visual but not motor experience, particularly when observing fainted kicks [70]. In
a different domain, Candidi et al. presented expert pianists and naïve controls with
videos displaying a professional pianist that could perform fingering errors while
playing musical scales. Despite the fact that non-pianist controls had previously
received a visual training to recognize the errors in the videos, only piano experts
showed a somatotopic modulation in the abductor pollicis brevis, the muscle that
was actually involved in the execution of the piano fingering errors. Specifically,
they observed increased CSE 300 ms after error onset. Overall, the findings suggest
that prior motor but not visual experience is necessary to induce motor resonance.
While demonstrating that prior motor experience with the observed action provides a
fine-grained simulative error monitoring system to evaluate others’ movements, these
studies suggest that high-level information (i.e., movement correctness) can influence
motor resonance. In this respect, in spite of the supposed innateness of MNS, its
plasticity allows being sensitive to previous experience and enables anticipatory
motor representations.
The aforementioned studies did not allow dissociating the contribution of kinematics
versus goal encoding, when this last was present, leaving the controversy about the
level of action representation unsolved. In this regard, Cattaneo et al. [16] designed
a paradigm to dissociate the contribution of kinematics versus goal encoding. Par-
ticipants observed a hand manipulating normal or reverse players without an evident
3 Beyond Automatic Motor Mapping: New Insights … 39
goal or, alternatively, with the goal to grasp an object. Crucially, during the observa-
tion of grasping action performed with these pliers, the action goal level (grasping
an object) could be isolated from finger closing or opening movements necessary
to achieve that goal. Indeed, grasping the object with the normal plier would imply
a closing movement of the hand, while performing the same action by using the
reverse plier would require opening movement of the hand to operate pliers. Besides
these conditions, the activation of the Opponens Pollicis, a muscle involved in thumb
opposition for finger closing movement, was measured during the observation of sim-
ilar movement of the pliers but devoid of a goal [16]. When no goal was present,
higher activation of the Opponens Pollicis was found during observation of closing
than opening hand movements, suggesting that motor resonance was mirroring the
hand movement. Conversely, when a goal was present, motor resonance no longer
reflected the observed hand movement but rather the motor goal. Indeed, higher acti-
vation of the Opponens Pollicis was observed during the observation of opening hand
movements (and thumb extension) required to attain the goal of closing the reverse
pliers. While suggesting an incorporation of the tool into the body representation
and the possibility for motor resonance to be shaped accordingly, results suggested
that high-level features, such as the goal of an action, beside low-level kinematics,
modulate motor resonance.
Although divergent findings to this conclusion have been reported [17], the inte-
grated contribution of kinematics and goal coding depending on the information
about the action goal has been widely supported. Accordingly, Mc Cabe et al. [51]
found that observing the grasping of small or big objects induced a kinematic-specific
modulation of CSE (in terms of time course and muscle involvement), which was
coupled by a goal-specific modulation only when the goal (i.e., to be grasped object)
could be inferred from the initial part of the movement. Conversely, when the motor
goal was ambiguous (i.e., switched online between objects), CSE modulation mir-
rored low-level kinematics only. In this study, the amount of visual information
provided and the time at which motor resonance was recorded was crucial in biasing
the modulation toward either lower- or higher-level modulation of motor resonance.
Thus, when the goal was present and the information provided allows representing
the action at higher-level, motor resonance switches from low to the high repre-
sentational level. In the absence of this information, motor facilitation mimics the
observed kinematics (see also [4]).
In line with this view are also the results from a study by Betti et al. [11]. In
this study, participants observed videoclips showing an index finger kicking a ball
into the goal with (symbolic kick) or without (finger kick) wearing a miniaturized
soccer shoe; they also observed finger movements without any contextual informa-
tion (biological movement). Findings revealed a muscle-specific CSE facilitation
for an index finger muscle during the observation of all conditions, thus reflecting
a low-level mapping of the kinematic profile. Importantly, CSE from a leg muscle
was facilitated, until being similar to the finger muscle activation, only when partic-
ipants observed the symbolic action, which mimicked a leg action even if performed
with the finger. This pointed to a simultaneous representation of symbolic action
and movement kinematics in the observer’s motor system. Differently stated, when
40 A. Finisguerra et al.
(a)
(b)
Fig. 3.2 a Schematic representation of different action observation conditions and of the paradigm
to investigate the role of deceptive intention and kinematics alterations in the motor mapping of
deceptive actions. b Facilitatory or inhibitory effects on motor resonance during the observation
of actions driven by deceptive or genuine intentions with kinematics adaptations with respect to
genuine actions without kinematics alterations (Adapted from [27])
muscle-specific CSE inhibition that resembled the pattern of muscle activation dur-
ing AE in the same condition. Overall, both low-level and high-level features were
mirrored into the observer’s motor system in a dissociable fashion (see Fig. 3.2).
Thus, these findings showed that MR mirrors force-related modulation only when
no additional information about the object intrinsic and extrinsic properties in the
observed scene was present. As soon as a conflict between the observed action and the
expectations due to internal representations of the object properties occurs, or when
the expectations about object properties are diverted through deceptive intention,
high-level rather than low-level features shape motor resonance.
As mentioned in the introduction of this chapter, it has been proposed that, in addition
to the well-known four levels (i.e., muscle, kinematics, goal and intention) in which
an action can be represented [33], context can serve as a fifth top-down level guiding
action comprehension under situations of perceptual ambiguity [44, 45]. On this
view, context-based information would aid action recognition by signaling which
intentions are more likely to drive upcoming actions. On this view, the intention
3 Beyond Automatic Motor Mapping: New Insights … 43
that is inferred from action observation now depends also upon prior information
received from the contextual level.
Mounting evidence from TMS studies suggests that motor resonance can be mod-
ulated by a wide range of high-level contextual factors. Indeed, human actions do
not occur in isolation but rather embedded in internal (i.e., observer’s values, tem-
perament, personality traits and previous experience) and external contexts (i.e.,
surrounding objects and their affordances, constraints and opportunities provided by
environmental cues).
On one hand, recent studies reporting top-down modulations involving internal
factors have suggested that they play a critical role during action observation. For
instance, individuals with higher score in the harm avoidance trait (i.e., a person-
ality trait characterized by excessive worrying and being fearful) exhibited lower
motor resonance during the observation of immoral as compared to neutral actions
(i.e., stealing a wallet vs. picking up a notepaper, respectively) containing similar
movement kinematics [47]. In another study, Craighero and Mele [20] have recently
reported that the observation of an agent performing an action with negative (i.e.,
unpleasant) consequences on a third person results in decreased motor resonance as
compared to the observation of actions underpinning positive and neutral intentions
with equal kinematics. Nevertheless, this result was independent of the personality
traits of the participants. Overall, these studies suggest that individual’s ethical val-
ues modulate action coding, with immoral and/or a negative intentions leading to a
suppression of the ongoing motor simulation.
The observer’s current state also plays a critical role during action observation.
For instance, Hogeveen and Obhi [39] found that, during the observation of human
and robotic actions (i.e., a human hand or grabber reaching tool squeezing a ball,
respectively), participants previously involved in a social interaction with the exper-
imenter, showed increased CSE for the observation of human actions as compared
to robotic ones. This effect was absent in those individuals not previously engaged
in the social interaction, with human and robotic actions triggering similar levels of
CSE. In a more recent study, Hogeveen et al. [38] reported that CSE triggered by the
observation of a hand squeezing a ball becomes differentially modulated after partic-
ipants being exposed to a low- or a high-power induction priming procedure. During
the power priming procedure, participants were asked to write an essay documenting
a low-, neutral-, high-, power experience, thus recalling a memory in which someone
else had power over the observer or in which the observer had power over someone
else. Participants in the high-power group showed less motor resonance facilitation
relative to those in the low-power group, suggesting that people in positions of power
display reduced interpersonal sensitivity and diminished processing of social input.
In a similar vein, even the hierarchical status of an observer in the virtual world mod-
ulates his/her motor resonance to observed actions, with followers on social networks
showing greater motor resonance than the individuals who are more followed [26].
All in all, both studies indicate that action perception is modulated by prior social
interactions.
On the other hand, parallel top-down modulations have been observed when con-
sidering external contextual factors. In a series of studies, Amoruso et al. [5, 7]
44 A. Finisguerra et al.
explored the role of contextual information in modulating action coding at low levels
of representation (i.e., muscle and kinematics). CSE was measured, while partici-
pants were asked to observe an actor model performing everyday actions embedded
in congruent, incongruent or ambiguous contexts and to recognize actor’s intention.
Context-action congruency was manipulated in terms of the compatibility between
grasping movement kinematics and the action setting. For instance, within a break-
fast scenario (i.e., a cup full of coffee), the actor could grasp the cup by its handle
with a precision grip (congruent condition) or with a whole-hand grip from the top
(incongruent condition). Finally, in ambiguous contexts, the cup was half-full of
coffee, and thus, both types of grip were equally plausible. Videos were interrupted
before action ending, and participants were requested to predict action unfolding.
Specifically, two possible descriptors (i.e., to drink and to move) were presented,
and participants had to select which was the actor’s more likely intention, given con-
textual and kinematics information. As compared to the ambiguous condition, the
congruence between the movements and the context increased CSE at early stages
(~250 ms after action onset), while incongruence between them resulted into a later
inhibition (>400 ms) for the index finger muscle, which is known to be involved
in the observation and execution of reaching-to-grasping movements (see Fig. 3.3).
Crucially, the different time course and direction (i.e., facilitation vs. inhibition) of
(a) (b)
(c)
Fig. 3.3 a Schematic representation of actions embedded in congruent, incongruent and ambiguous
contexts; b Experimental paradigm to investigate the role of contextual congruency on the motor
mapping of observed action kinematics. c Early facilitatory effects on motor resonance during
the observation of actions embedded in a congruent context and later inhibitory effects on motor
resonance during the observation of actions embedded in an incongruent context (Adapted from
[5])
3 Beyond Automatic Motor Mapping: New Insights … 45
the observed effects suggest that they stem from partially independent mechanisms,
with the early facilitation directly involving simulative motor resonance through the
classical action observation network, and the later inhibition recruiting structures
outside of this network conveying information about the intention estimated from
the context. Additional evidence from a role of top-down contextual modulation on
motor resonance comes from two recent studies. In the first one, Riach et al. [58] used
a similar logic but introduced a baseline condition in which actions were observed
without a context. Similar to Amoruso et al. [5]’ findings, observation of actions
within congruent contexts (i.e., pinching a sponge in a kitchen background) facil-
itated CSE as compared to baseline. However, no CSE modulations resulted from
observing the actions in incongruent contexts. In a second study by Cretu et al. [21],
participants observed either full or occluded videos of an actor grasping and lifting
a jar using a precision or a whole-hand grip. Color cues preceded observation trials
and were manipulated in term of their informativeness in predicting the upcoming
action. Overall, the authors found that even in the absence of movement kinemat-
ics information (i.e., occluded condition), contextual reliable cues were sufficient
to trigger a muscle-specific response in the observer. Nevertheless, when presenting
both sources of information together (i.e., kinematics and context), CSE facilitation
became stronger than when either source was presented alone. These findings support
the view that bottom-up simulative motor mapping triggered by observed kinematics
and top-down contextual information interact in the observer’s motor system.
Regarding the inhibitory effects on CSE reported for contextual conflicting infor-
mation [5, 7], similar findings were reported by Janssen et al. [41]. They showed
that incongruence between an action specified by a prior symbolic cue (i.e., an arrow
indicating the requirement of a whole-hand grip) and the observed action (i.e., move-
ment implying a precision grip) resulted in a reduction of motor resonance for the
observed action, with CSE replicating the motor pattern of the action specified by the
prior cue. Likewise, Mattiassi et al. [50] found that the observation of hand move-
ments preceded by an incongruent motor-related masked prime (e.g., a different hand
movement) led to a comparable drop in motor resonance.
Last but not least, another aspect that has been shown to modulate motor reso-
nance is the social nature of the context in which actions are observed. In the study by
Sartori and colleagues [61], the authors recorded MEPs, while participants observed
action sequences that could call for a complementary response from the observer or
not. For instance, participants watched videos of a model grasping a thermos using
a whole-hand grip to pour coffee into three mugs located next to her. Afterward,
the model could pour coffee into a fourth mug located in perspective, closer to the
participant (social condition) or returned to the initial position (non-social condi-
tion). Crucially, the coffee mugs could either depict a handle or not, and hence, a
person intending to pick it up would need to use a precision or a whole-hand grip,
respectively. Interestingly, greater increase of CSE was found for social than for
non-social contexts. In those cases where the social requests demanded the use of a
whole-hand grip (i.e., a mug without handle), increased CSE in the abductor digiti
minimi, a muscle involved in this type of grasping, was observed. Conversely, its
activity decreased when the request demanded the use of a precision grip (i.e., a mug
46 A. Finisguerra et al.
with a handle). Furthermore, this effect took place during the last part of the video,
namely, when the complementary social request could potentially occur, while at the
beginning of the video, CSE mimicked model’s kinematics. These findings point to
the fact that social contexts can induce a modulation in the observer’s motor system
(i.e., shifting from emulation to reciprocity) that is consistent with the intention to
accept the request (i.e., grasping the mug) rather than with the tendency to resonate
with the observed action (i.e., grasping the thermos).
Overall, these studies provide striking evidence for top-down effects in action
perception, underscoring the involvement of a wide range of internal and external
contextual factors in modulating this process and overall supporting a flexible view
of the motor resonance phenomenon [36, 43].
3.6 Conclusions
Motor resonance has long been presumed to reflect an automatic inner replica of
observed movements. In the present chapter, in light of recent empirical evidence sup-
porting the interplay between high- and low-level aspects of action coding, we provide
a broader view on this phenomenon accounting for the top-down influences on action
perception. The overview of findings discussed here indicates that when experimen-
tal designs allow dissociating between the kinematics and the goal/intention levels or
when naturalistic information about the context in which actions occur is available, a
shift from low- to high-level mapping becomes evident in the observer’s motor sys-
tem, leading to a dissociation between the observed kinematics and the observer’s
motor activations.
Furthermore, when considering the timing of these top-down modulations, it
seems that they arise from around ~250 ms post-movement onset but not before.
This is in line with a recent two-stage model proposed by Ubaldi et al. [72] suggest-
ing that a fast bottom-up process mediated by the dorsal action observation network
would produce an early automatic simulative response before 250 ms, while top-
down processes would be mediated by a slower system relying on the prefrontal
cortex, reflected in later CSE modulations occurring 300 ms after movement onset.
Future studies need to take advantage of the high-temporal resolution of TMS to
investigate the deployment of motor resonance in the observer’s motor system and
to unravel the possibly multiple levels of coding of others’ behaviors.
All in all, the major conclusion of this chapter is that motor resonance is more
dynamic and flexible than typically thought and that different sources of top-down
influences can impact on action perception, determining the way in which others’
behavior is interpreted. At a mechanistic level, these effects can be broadly grouped
in terms of the agreement across levels of action representation, with CSE facilita-
tion representing compatible information across levels (i.e., movement kinematics
and contextual cues hinting to the same motor intention) and CSE suppression the
incompatible one. Thus, the status of CSE modulation seems to ultimately reflect the
highest-level representation of the final intention of another person. When no other
3 Beyond Automatic Motor Mapping: New Insights … 47
information is available (as in the laboratory setting of most earlier studies), this
representation can only stem from the mapping of the observed movement kinemat-
ics. When, however, the ultimate intention can be clarified from other information
regarding the target object and the surrounding environment or about the observer’s
and the model’s internal status, or their interaction, motor resonance codes for the
highest-level available aspect of others’ behavior. A suppression of motor resonance
occurs, however, when the ultimate intention cannot be disambiguated from multiple,
conflicting sources of information.
In this perspective, the preserved [22] or the reduced [23, 68] evidence of motor
resonance during action observation in individuals with social perception disorders
(e.g., autism) can reflect whether or not these individuals can represent or not the
ultimate intention of others’ behavior, rather than simply echoing the inability to map
their movement kinematics (see also [6, 8, 34]).
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Chapter 4
The Visual Perception of Biological
Motion in Adults
Abstract This chapter presents research about the roles of different levels of visual
processing and motor control on our ability to perceive biological motion produced
by humans and by robots. The levels of visual processing addressed include high-
level semantic processing of action prototypes based on global features as well as
lower-level local processing based on kinematic features. A further important aspect
concerns the interaction between these two levels of processing and the interaction
between our own movement patterns and their impact on our visual perception of bio-
logical motion. The authors’ results from their research describe the conditions under
which semantic and kinematic features influence one another in our understanding
of human actions. In addition, results are presented to illustrate the claim that motor
control and different levels of the visual perception of biological motion have clear
consequences for human–robot interaction. Understanding the movement of robots
is greatly facilitated by the movement that is consistent with the psychophysical
constraints of Fitts’ law, minimum jerk and the two-thirds power law.
4.1 Introduction
It is no small secret that human vision is highly sensitive to the motion patterns
created by the movement of other individuals (e.g. [7, 63, 70]). This sensitivity,
however, is not restricted to motion patterns as such. When we see the movements of
others, we do not merely see the independent movement of hands, arms, feet and legs
and movement of the torso. Instead, we are able to quickly and accurately identify
many motion patterns as meaningful actions (running, jumping, throwing, crawling,
etc.) [28]. Gunnar Johansson [33, 34] clearly demonstrated an effective method for
investigating the sensitivity of human action perception by using the point-light
technique and creating point-light displays (PLDs) of human actions (Fig. 4.1). By
P. Hemeren (B)
University of Skövde, Skövde, Sweden
e-mail: [email protected]
Y. Rybarczyk
Dalarna University, Falun, Sweden
© Springer Nature Switzerland AG 2020 53
N. Noceti et al. (eds.), Modelling Human Motion,
https://doi.org/10.1007/978-3-030-46732-6_4
54 P. Hemeren and Y. Rybarczyk
placing small lights or reflective patches on the joints of a human actor dressed in dark
clothing and filming various actions, Johansson could isolate the motion (kinematic)
information associated with the different actions by adjusting the contrast of the
filmed sequences so that only the points of light were visible to human observers.
When just one (static) frame from one of these motion sequences was presented
to observers, they were unable to discern any meaningful representation. When,
however, consecutive frames were displayed to produce (apparent) motion, observers
could immediately see the portrayed action, walking or a couple dancing a Swedish
folk dance. Johansson [34] states, “that as little as a tenth of a second (the time needed
to project two motion-picture frames) is often enough to enable a naïve observer to
identify a familiar biological motion”. These early results from Johansson’s research
4 The Visual Perception of Biological Motion in Adults 55
have created both a controlled methodological and empirical basis for systematically
studying action perception and action categorization.
The first part of the chapter presents two categories (global and local) of the crit-
ical visual features in our perception of human biological motion (BM) presented
as PLDs and how these features contribute to different levels of visual and cogni-
tive processing in relation to action category prototypes and action segmentation.
This emphasis on the use of PLDs is based on the vast research that uses PLDs to
systematically study the influence of different visual features on BM perception.
This should not be understood as ruling out the contribution of a more extensive
visual context that includes human body form, other interactive agents and objects.
A further step (though not included in this chapter) would then be to scale up the
stimulus complexity by including more visually natural human movement situations
in order to assess the impact of this additional information on the visual perception
of human movements and actions. (See for example Hemeren [28, Sect. 4.3] and
Yovel and O’Toole [70] for a discussion of the differences in using visually natural
human movement conditions.) The global visual features refer to action concepts
and categories while local visual features refer to the specific movement parameters
of points in the PLDs.
A hypothesis defended by the authors is the fact that the sensitivity to BM could
be explained by the motor properties of the observer [23]. The second part of the
chapter describes several results that support the hypothesis. Many characteristics of
human motor control can be interpreted as a signature of BM and, consequently, may
facilitate the discrimination of a biological stimulus by a human observer. Among
them, we can cite the Fitts’ law, the minimum jerk and the power law, which seem to
alter BM perception if their implementation in a PLD or humanoid robot is violated
[13, 25, 69]. Besides improving our understanding on the psychological mechanics
that underly the perception of BM, these findings provide us with the keys to design
machines (e.g. cobots) for which the actions and intentions will be easily decodable
by a human operator [52].
The ability to categorize human actions is a fundamental cognitive function. Given the
predictive nature of human cognition, we need to understand the physical and social
consequences of our actions and the actions of others. Not only do we see certain
things as CUPS, BOOKS, DOGS, CARS, APPLES, etc., but we also see various
patterns of movement as RUNNING, WALKING, JUMPING, THROWING, etc.
Furthermore, the ability to recognize actions and events would seem to be a basic
cognitive function given the fact that we live in an environment that is largely dynamic
with respect to our own movements and interactions with objects and people.
56 P. Hemeren and Y. Rybarczyk
On a more general level, concepts and categorization have been referred to as the
“glue” [46] and “building blocks” [22] of human cognition. See also Harnad [27].
An important “glue-like” property of natural actions concerns their spatiotem-
poral form in movement kinematics, and this form can be used to group different
actions together under the same category or to distinguish actions from one another.
The structure of action categories appears to be similar to object categories where
prototypes and exemplar typicality indicate a graded (radial) structure based on the
perceptual similarity among exemplars of action categories. Previous findings from
Dittrich [16] and Giese and Lappe [21] support the idea of action prototypes and
accompanying typicality gradients. Results from Sparrow et al. [59] showed that
moving stick figures of forearm flexion movements were categorized according to
action prototype templates.
Two experiments from Hemeren [28] directly tested this hypothesis about the
graded structure of action categories by instructing participants to view five dif-
ferent action exemplars from each of four different action categories (KICKING,
RUNNING, THROWING and WAVING).
In the first experiment, twenty-four native Swedish-speaking students judged the
typicality of each action in relation to a presented category label. The main results
for the typicality ratings for the matching trials (Table 4.1) showed that a signif-
icant three-tiered difference between the five exemplars was found for KICKING
and RUNNING, while only a two-tiered difference was found for THROWING and
WAVING. Similar to object categories, these results suggest that for a restricted
domain and number, typicality ratings for actions show graded structure. This is
consistent with the robustness of typicality effects for a broad range of categorical
domains [46]. A more revealing finding would show a typicality gradient together
with verification judgements, which was the purpose of creating the second experi-
ment. If the typicality ratings in the previous experiment and the verification reaction
times in this experiment are a function of the same process, i.e. judging the similarity
between an exemplar and a category prototype, then they should be highly correlated.
Table 4.1 Mean typicality ratings (Typ.) and standard deviations (SD) for action exemplars in
relation to an action category label. Scale is from 0 to 8
Action category label
Kicking Typ. Running Typ. Throwing Typ. Waving Typ.
Exemplar Soccer 7.7 Sprint 7.9 Overhand 7.2 Hand 7.8
(0.6) (0.5) (1.2) (0.6)
Punt 7.6 Skip 5.0 Throw-in 6.8 Both 5.3
(0.8) (2.1) (1.1) arms (1.8)
Toe-kick 7.3 Backward 4.3 Side arm 6.6 Get 5.2
(0.9) (2.1) (1.4) back (1.7)
Karate 6.6 Sideways 4.3 Underhand 5.9 Come 4.6
(1.5) (2.1) (1.5) here (2.1)
Heel-kick 4.8 In place 4.0 Side toss 5.8 Arm 4.3
(1.9) (2.2) (1.2) (2.0)
4 The Visual Perception of Biological Motion in Adults 57
structure for action concepts which is also expressed as a high correlation between
judgements of typicality and category verification (typicality-RT effect).
When actions presented as PLDs are viewed in an upright orientation, the depicted
actions are easily recognized. They seem to pop-out. There is phenomenally direct
access to a global, semantic level of representation. As Johansson [33] pointed out,
“… we have found that it seems to be a highly mechanical, automatic type of visual
data treatment that is most important”. In a study that specifically tested the extent
to which human movement/actions pop-out, Mayer et al. [44] found that the visual
search slopes for human targets were affected by the number of distractors, which
does not indicate pop-out. However, even though people do not pop-out, their move-
ment was detected easier than movements of machines, which means that there is
an established finding that human vision is especially sensitive to human biological
motion.
Visual sensitivity to human biological motion can also be assessed by investi-
gating visual access to high-level information about the categorical structure and
semantic meaning of human body movement. An effective method for disturbing the
categorical/semantic processing of biological motion is to turn them upside down,
i.e. invert them. However, if the PLDs are inverted, people have a greater difficulty to
see the action portrayed in the movement of the points of light. This effect represents
one of the most replicated findings in BM perception. There is a wealth of converg-
ing behavioural and neuroscientific results that demonstrate impaired recognition,
identification, detection and priming when displays of biological motion are viewed
in an inverted orientation (e.g. [1, 3, 10, 16, 26, 49, 56, 60, 62, 64]).
In one of the earliest studies demonstrating the inversion effect, Sumi [60] let
subjects view inverted walking and running sequences. The majority of participants
who reported seeing a human figure failed to see it as inverted. They reported arm
movements for the legs and leg movements for the arms. Other responses included
non-human elastic forms indicative of non-rigid motion and mechanical changes.
These results suggest that human perception of biological motion is sensitive to
the image plane orientation of the displays. This effect is also found for faces and
is referred to as the Thatcher effect [45]. Of particular importance is the fact that
participants apparently were able to see local motion in terms of the motion of arms
or legs but failed to get “the whole gestalt.”
The theoretical significance of this inversion effect has to do with the fact that
inverted displays contain the same hierarchical structural information as upright dis-
plays. The same local pair-wise relations and their relations to a principal axis of
organization occur in inverted and upright displays. The performance differences
between perceiving upright and inverted displays therefore seem to indicate differ-
ent processing mechanisms. By systematically investigating performance differences
4 The Visual Perception of Biological Motion in Adults 59
under varying experimental conditions, we may gain further insight into our under-
standing of the factors that influence our keen ability to perceive the actions of
others.
Two different conditions were created in order to test the difference between
high-level (semantic-level) category processing and low-level kinematic feature pro-
cessing in an action segmentation task. Twenty-four participants were randomly
assigned to one of the two viewing conditions. For the picture condition (semantic-
level processing condition), twelve participants first viewed a picture of the object
that was used the action. After viewing the object, the participants viewed the upright
PLD all the way through once. They were then asked to describe what action the
person was performing in the PLD. The participants then proceeded to the segmen-
tation task where they were instructed to mark breakpoints in the action sequences
that constituted the transitions between different segments in the action sequences.
In the inverted + no picture condition, each participant viewed a mirror-inverted
PLD of the upright actions. No pictures of the objects were shown to the participants
in this group, which together with the inverted version of each PLD should create
limited access to any semantic-level recognition of the action. The purpose of the
difference between these two groups was to have different access to semantic category
labels for the actions but maintains the same access to the kinematic variables. Both
upright and inverted PLDs contain the same kinematic variables. The placements of
the segmentation task breakpoints by the participants were then analysed in relation
to the kinematic variables of velocity, change in direction and acceleration for the
point of the movement of the wrist.
The main question to assess in the analysis concerns the extent to which differential
access to the semantic categories might influence the segmentation behaviour of the
participants in relation to having access to the same kinematic variables. The results
in Table 4.2 show that participants in the upright + picture condition were able
to describe the different actions, whereas in the inverted + no picture condition,
participants generally lacked (though not completely) access to any correct semantic
category description of the PLDs.
The fact that participants can see and describe the movements of body parts but fail
to identify the higher-level semantic meaning of the actions is similar to association
agnosia for objects where patients can see the parts of objects but fail to identify the
4 The Visual Perception of Biological Motion in Adults 61
object as such [19]. There is no strictly visual deficit as such but rather an inability
to recognize the object. When participants viewed the inverted point-light actions,
they were able to visually discern the relevant body parts and segment the actions on
the basis of changes in the direction of movement and velocity. What seemed to be
missing was epistemic visual perception [32].
A critical question, given the different viewing conditions between the two groups,
concerns the extent to which their segmentation behaviour differed when viewing
the actions. In order to address this question, a density function of the marks placed
along the timeline by each group of participants was computed for every action (see
Hemeren and Thill [29] for details). Linear correlation coefficients were then calcu-
lated for the positioning of the segmentation breakpoints for each action according
to the different groups.
According to the results in Table 4.3, there was significant segmentation agreement
between the two groups, despite different access to semantic category information.
There was however a large difference between the highest (unscrew a bottle cap)
and lowest (tower of Hanoi) correlation coefficient, which suggests different levels
of agreement for the different actions. In order to visualize this difference, the plots
of the density functions for the segmentation marks for the two groups and for two
actions (drink from mug and tower of Hanoi) are presented in Fig. 4.4. For the bottom
density function profile (tower of Hanoi), the main difference between the groups
seems to concern whether or not to mark the recurring grasping–moving–releasing
movements involved in the action. For the picture group, where participants identified
the action as solving the tower of Hanoi puzzle, there was a much greater tendency
to segment the movements that moved each disc on the tower. For the inverted +
no picture group, there was much less segmentation that marked those recurring
movements.
Fig. 4.4 Relationship between density functions for the segmentation marks for the picture and no
picture-inverted groups for two actions. Black = velocity. Red = picture group. Blue = no picture
group. Dotted vertical lines indicate marks placed by participants in the picture (red) and no picture
group (blue), respectively
The main finding here is that when participants were given the task of segmenting
hand/arm actions presented as point-light displays, segmentation was largely based
on the kinematics, i.e. the velocity and acceleration of the wrist, regardless of whether
or not participants had access to higher-level information about the action. If access
to high-level information about the identification of the action, e.g. drinking was
impaired by inverting the point-light displays, the kinematic information remained
a salient source of information on which to base action segmentation. If participants
had access to the high-level information, they still tended to rely on the kinematics
of the hand/arm actions for determining where to place segmentation marks.
A further central issue based on the previous studies concerns the relationship
between the visual perception of actions and the potential effect of movement con-
trol. The kinematic variables and the movement of different body parts together
create a high number of degrees of freedom that characterizes biological motion
and contributes to people having to develop strategies to reduce the complexity of
recognizing complex actions as well as motor control. This section presents several
demonstrations of the strategies that constrain the control of movement that also
seems to influence the perception of motion.
4 The Visual Perception of Biological Motion in Adults 63
The important starting point here concerns the anatomy of the cervical spine which
constrains head rotations in order to maintain the skull in a horizontal position during
the completion of an action. This transformation of the head into a stabilized refer-
ential frame facilitates the integration of vestibular and visual information to support
the coordination of human movement [4, 15]. Another characteristic of the skeleton
and muscles that simplifies the biomechanics is a limitation of allowed movements.
The movement of limbs is constrained by anatomical characteristics which have been
selected for their adaptive benefit. Thus, the musculoskeletal architecture of the liv-
ing organisms induces a reduction of the possible movements, which simplifies the
control of the action.
Fitts’ Law
Fitts’ law is a well-established principle of the relation between speed and accuracy
of the biological movement [20]. The law states that the fastest movement time (MT)
as possible between two targets relies on both the amplitude of the movement (A)
and the width of the target (W ), as described by Eq. 4.1.
A
MT = a + b log2 2 (4.1)
W
In the equation, a and b are constants that depend on the characteristic of the
effector and are determined empirically by linear regression. According to this equa-
tion, the larger the movement distance and the smaller the target is, the longer MT
will take. Since the MT is determined by two variables, the second argument of the
formula is usually identified as the index of difficulty (ID), and its calculation is
obtained through Eq. 4.2.
A
ID = log2 2 (4.2)
W
Fitts’ law is a very robust characteristic of human motor performance, which can
be verified in different contexts and kinds of effector [50].
Minimum Jerk
The motor program seeks for an optimization of the cost of the movement that
involves a minimum amount of energy [67]. The result is a movement trajectory with
the minimum jerk. This property can be defined by a cost function (CF) proportional
to the mean-squared jerk, which is the derivative of the acceleration (Eq. 4.3).
t2 2 2
1 d3 x d3 y
CF = + dt (4.3)
2 dt 3 dt 3
t1
In this equation, x and y are the horizontal and vertical components of the motion,
respectively. This suggests that the movement will be smoother when the CF will
be minimized. Experiments show that the natural movements of subjects can be
precisely predicted (trajectory and velocity) from this model [18]. The minimum
jerk is characterized by a bell-shaped velocity profile, in which the movement speed
increases progressively, reaches a peak near the midpoint and then decreases slowly.
This absence of abrupt changes seems to support the execution of a smooth motion
[30].
4 The Visual Perception of Biological Motion in Adults 65
Fig. 4.5 Illustration of the modulation of the motion velocity dictated by the power law (panel a).
The blue and red dots represent the actual elliptic movement performed by a subject and the ellipse
that better fits the geometry of the trajectory, respectively. As indicated by the magnitude of the
velocity vectors (v1 and v2 ), the larger the instantaneous radius of curvature (r1 and r2 ), the higher
is the instantaneous motion speed. A sampling of each π/16 rad shows that the relationship between
the velocity and radius of the curvature obeys indeed a two-thirds power law (panel b)
−1/
vt = krt 3 (4.4)
There is a controversy regarding the origins and the violations of the 2/3 power law
during the execution of biological movements [55, 67, 68, 72]. On the one hand, some
studies tend to demonstrate that the power law is a signature of the central nervous
system [31, 67, 71], because it seems to be independent of the dynamic properties of
the limbs. This law is indeed observed in a wide variety of activities such as drawing
[39], walking [66] and smooth pursuit eye [14]. On the other hand, different studies
defend a biomechanical [24] or, even, an artefactual explanation [41, 42].
Several studies indicate that the physical and functional constraints described above
tend to influence the perception of motion. For example, the smooth pursuit eye is a
low-speed system (100° per second) in comparison with the ocular saccade (800° per
66 P. Hemeren and Y. Rybarczyk
does not only depend on a visual information extrapolation based on pure physical
characteristics of the movement. On the contrary, the observer seems to rely on
an internal motor representation of the action to predict the future position of the
stimulus. Moreover, the fact that the movement obeys the 2/3 power law seems to
constitute a critical feature in the perceptual anticipation over the ongoing event [35].
It is also demonstrated that the power law has a direct effect on the velocity per-
ception of an artefact [40, 69]. An individual exposed to a spot moving at constant
velocity or according to the 2/3 power law tends to consider the movement of the
latter stimulus as more uniform than the former. This conspicuous and robust illu-
sion represents another behavioural evidence of the coupling between motor and
perceptual processes. Salomon et al. [54] confirm the visual illusion of velocity con-
stancy when the movement of the artefact follows the 2/3 power law. In addition,
they demonstrate that the individuals tend to judge the 2/3 power law movement as
more natural than a non-biological kinematic. They also tested the discrimination
of a stimulus following its biological versus non-biological movement. The result
shows that the participants require less time to discriminate a motion that violates
the 2/3 power law. This outcome could be interpreted in terms of the attraction of
the attention caused by the biological movement [57, 65], which would distract the
subject from the task.
Even more striking is the fact that training individuals to perform movements
that violate the 2/3 power law increases their sensibility to visual motions violating
this law [2]. This result suggests that the impact of the motor program on visual
perception would not be fully innate and could be transformed by a learning effect.
The combined outcome of these studies supports the hypothesis that motor control
underlies the visual perception of motion [8, 11].
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Chapter 5
The Development of Action Perception
Abstract When newly born into this world, there is an overwhelming multitude of
things to learn, ranging from learning to speak to learning how to solve a mathematical
equation. Amidst this abundance, action perception is developing already in the first
months of life. Why would learning about others’ actions be among the first items
to acquire? What is the relevance of action perception for young infants? Part of the
answer probably lies in the strong dependence on others. Newborn human infants
need caretakers even for fulfilling their basic needs. Weak neck muscles make it
hard for them to lift up their head, and most of their movements come across as
uncoordinated. Clearly, getting themselves a drink or dressing themselves is not part
of their repertoire. Their reliance on their caregivers makes these caregivers and their
actions important for the young infant. Seeing that the caregiver responds to their
calls can already reduce some of the stress that comes with being so dependent. As
such, it is helpful for an infant to learn to distinguish different actions of the caregiver.
Not only are the caregivers’ actions focused on the infant’s physical needs, but also
on helping the infant to regulate her emotions. Parents typically comfort a baby by
softly rocking them, and by talking and smiling to them. Social interaction between
caregiver and infant thus starts immediately after birth, and these interactions help
them to bond. In the context of social interaction, it is useful to be able to distinguish
a smile from a frown. Interpreting the facial actions of others is vital to successful
communication. Moreover, in the period in which infants are still very limited in their
own actions, observing others’ actions forms a main resource for learning about the
world. Making sense of others’ actions is therefore of central importance already
during early development.
J. C. Stapel (B)
Donders Institute for Brain, Cognition, and Behaviour, Radboud University, Nijmegen,
The Netherlands
e-mail: [email protected]
action will end. However, even if an observer has made a perfect prediction about
how the observed action continued, this does not mean that she fully understood
the action. An observer may for instance predict the timing of a click sound when
watching someone turn the key of a door, but not understand that this is the only and
necessary way to unlock the door, and that the person did this with the intention to
enter the house. As such, action understanding can be seen as the most sophisticated
form of action perception.
At the end of the 1950s and the start of the ‘60s, Robert Fantz devised a method
that proved to be very useful for studying whether infants perceive the difference
between visual stimuli. Two visual stimuli were presented to the infant in alternating
fashion, while the infant’s gaze direction was monitored. Looking longer to one of
the two stimuli would indicate a preference for that stimulus, and hence, the method
is called ‘preferential looking paradigm.’ The preferential looking paradigm is used
widespread in various forms. A frequently used form is one in which stimuli are
presented next to each other simultaneously. Typically, infants’ looking behavior is
recorded by a camera facing the infant. Afterward, coders score whether the infant
looked to the left or to the right half of the screen. Another influential research
method derived from the preferential looking paradigm is the so-called habituation
paradigm. In the habituation paradigm, an infant is presented with the same stimulus
over and over again until she loses interest. Then, a different stimulus is presented. If
the infant regains attention to this novel stimulus, indicated by an increase in looking
time, then the infant is thought to detect the difference between the initial and the
novel stimulus.
Looking time measures have been proven to be highly effective in assessing
action perception development. For instance, the well-known Woodward paradigm
is based on a habituation procedure. In the Woodward paradigm, infants face two
toys that are positioned next to each other, a ball and a bear. In the habituation phase,
5 The Development of Action Perception 77
they observe an actor repeatedly reaching for the same toy. After habituation, the
toys switch location. The actor then either reaches to the same toy as before, which
requires the arm to take a different path, or reaches to the same location as before but
now to a different toy. Five-month-olds are found to dishabituate stronger to the novel
toy than to the novel path action, as evidence by longer looking times [139]. When
provided with hands-on experience with the toys prior to the habituation procedure,
even 3-month-olds display a preference for the novel toy action [123]. At the very
least, these studies demonstrate that 3-months are capable of discriminating different
actions.
Beyond indicating action discrimination, longer looks to the novel toy action are
also taken as indication of surprise. In general, looking longer to novel stimulus A
than to novel stimulus B is commonly interpreted as being more surprised to see A
than B. If the infant is indeed surprised, then this means she must have formed an
expectation about what was about to happen next. Looking time measures can thus
be used to study action expectations.
Lastly, looking time measures have been employed to study action segmentation
in infancy. Baldwin et al. [6] familiarized 10- to 11-month-old infants with videos of
everyday action sequences, such as picking up a towel from the floor and placing it
on a towel rack. In the test phase, infants saw versions of the same videos that were
either paused right after a sub-action was completed, or shortly before the sub-action
was completed. The infants looked longer at the videos that were interrupted shortly
before compared to shortly after sub-actions were completed. These and follow-up
results [115] indicate that at least from 9-months of age, infants are sensitive to action
boundaries and seem able to segment a continuous action stream into functional
sub-actions.
5.2.2 Eye-Tracking
Infants’ gaze direction can only be assessed in a coarse-grained manner when relying
on video recordings. The introduction of eye-trackers has made it possible to record
infants’ gaze in a more fine-grained manner both in spatial and temporal terms. This
has allowed for major advances in the study of action perception development.
The high temporal resolution for instance enabled infancy researchers to uncover
more about infants’ expectations through registering saccadic reaction times. The
saccadic reaction time (SRT) is the time between a trigger (for instance: stimulus
onset) and the start of a saccadic eye movement to a specified location. SRTs are
known to be shorter when covert attention has already shifted toward to the location
where the eyes will land. For instance, adults are quicker at detecting a target at the left
when they have first seen a left-pointing arrow [107]. Daum and Gredebäck [25] used
this phenomenon called priming to investigate whether infants form expectations
when they see an open hand. The researchers showed 3-, 5-, and 7-month-old infants
static pictures of an open hand that was ready to grasp an object. After seeing the open
hand, the 7-month-olds were quicker to look at an object appearing at the location
78 J. C. Stapel
congruent with the grasping hand than at an incongruent location. A large portion of
the 5-month-olds showed a similar pattern of results: shorter SRTs for the congruent
trials than for the incongruent trials. In the group of 7-month-olds, the advantage of
congruent over incongruent trials was 83 ms, which underscores the necessity of a
high temporal resolution of the measurements.
Furthermore, the combination of a relatively high spatial and a high temporal res-
olution allows infant researchers to study anticipatory eye movements. Anticipatory
eye movements are eye movements that observers make to a location where they
expect something to happen in the near future. Therefore, anticipatory eye move-
ments are interpreted as a sign of prediction: apparently, the observer expects visual
input at a particular time and a particular location. Directing gaze to a location where
nothing happens yet may seem odd, but is actually very useful. In this way, the
observer avoids missing the upcoming event on that location. Falck-Ytter et al. [33]
demonstrated that infants also exhibit anticipatory eye movements. Their 12-month-
old participants observed an actor reaching for a ball and placing the ball into a
bucket. Gaze of the infants was recorded with an eye-tracker, and analysis of the
gaze data revealed that the infants looked at the bucket before the actor’s hand had
arrived there. This revealed that infants, like adults, look ahead of others’ actions.
Another elegant but challenging way to study the development of action perception
is measuring the brain activity of infants and young children while they watch others’
actions. The most commonly used method in this domain is electroencephalography
(EEG), and since recently, infant researchers also started to use functional near-
infrared spectroscopy (fNIRS).
An electroencephalogram is a recording of the electrical activity of the brain
captured by placing sensors (electrodes) on the skin of the head. This type of record-
ing can be used to measure a broad range of action perception capacities, starting
from action discrimination, segmentation, to the more future-oriented capacities as
expectation and prediction. For example, researchers have investigated the expecta-
tions infants build up when observing actions by showing infants a series of action
pictures that either ended in an expected manner or in an unexpected manner [18,
112]. By analyzing the time-locked electrical response of the brain (called event-
related response, abbreviated: ERP) that is elicited in response to the last picture in
the sequence, researchers can deduce whether the infants had expected the action
to end differently or as observed. Specifically, the focus of such research is on the
N400, which is the negative deflection in the ERP that is commonly observed in
adults around 400 ms after stimulus onset when processing unexpected semantic
information both in language [41] and in action perception [73, 120].
fNIRS measures how much near-infrared light is absorbed in different regions of
the brain depending on the task the person performs. Local and temporal changes
in near-infrared light absorption are thought to be related to changes in oxygenation
5 The Development of Action Perception 79
of the underlying brain tissue—underlying as fNIRS is measured at the skin and not
inside the skull or brain. Changing in oxygenation of brain regions is indicative of
the involvement of that brain region in the task at hand.
fNIRS has the same potential as EEG for studying action perception development
in the sense that it can capture the same action perception capacities. In comparison
with EEG, fNIRS provides more certainty about the cerebral origin of the captured
brain activity, but the downside is that the temporal resolution of the response is
much poorer than of EEG. Lloyd-Fox and colleagues nicely demonstrated the added
advantage of fNIRS over EEG by showing—with fNIRS—that neighboring but dis-
tinct fronto-temporal areas are activated when 5-month-olds are observing different
actions, such as mouth, hand and eye movements [78].
Neuroscientific methods have the advantage over behavioral methods that the
region or the type of activity found can be informative about the processes that take
place when observing actions. Specifically, researchers have strived to discover the
potential role of motor processes in action perception development. In EEG, the
power in the mu-frequency band (in infants: activity overlying central sites peaking
between 6 and 9 Hz) is known to decrease during action production and has also
been found to decrease during action observation [85]. Reduction in the power of the
mu-frequency band is therefore taken as an indication that motor processes are active
during action perception in infants, resembling findings from studies on adults [96].
The downside of using mu-frequency activity as a marker for motor processes is
that it can be easily confused with the alpha-frequency activity generated in occipital
areas of the brain [130] which typically overlaps in its frequency range. EEG signals
are spatially smeared out over a large area on the surface of the head due to the elec-
trically insulating skull, which makes it hard to separate mu- from alpha-frequency
activity. Activity picked up with fNIRS is more localized which makes fNIRS an
interesting tool to capture motor processes. Shimada and Hiraki [118] demonstrated
that it is indeed possible to register motor responses in action observation in infants.
They found motor cortical responses when 6- to 7-month-olds observed live actions,
corroborating the findings from EEG studies.
Lastly, neuroscientific methods are appealing as these methodologies do not
require any overt behavior which implies that they are not confounded by motor
skills. The lack of requirements on the motor side makes the neuroscientific methods
very useful for across age comparisons. Adults, children, toddlers and infants can all
be subjected to the same experimental procedures as long as the procedure is fitted
to the infant population.
In stark contrast with the neuroscientific methods are methods that require action
from the participant. Whereas in neuroscientific studies, data quality is best if the
participant moves as little as possible, in active response studies, movements are a
necessity, otherwise nothing can be measured. Depending on age and temperament,
80 J. C. Stapel
infants and small children need some time to get acquainted with the researcher
and the setup to feel free enough to respond spontaneously. In such paradigms, the
researcher needs to find a balance between engaging the individual participant—all
children are different and require a different approach—and experimental control.
Another downside of using active responses as the basis for the outcome measure of
a study is that it is hard if not impossible to construct a task that can be performed
across a wide age range. What is motorically feasible for the infant and what is
capturing his or her attention changes within a few months.
Despite these hurdles, developmental researchers have successfully managed to
carefully construct numerous active response paradigms to test infants’ emerging
action perception capacities. A reason for using an active rather than a passive
response paradigm is that it allows the researcher to tap into a complex capacity,
namely action understanding.
A good example of such a paradigm comes from Andrew Meltzoff, who tested
the responses of 18-month-olds to successful and failed demonstrations of an object-
directed action [87]. For instance, some of the toddlers observed a model holding
a dumbbell and pulling off the wooden cubes at the ends of the dumbbell, whereas
others observed a model trying to achieve the same effect, but failing as the model’s
hand slipped off one of the cubes. Interestingly, even without ever seeing the com-
pleted action, toddlers reproduced the successful version of the action. The frequency
of re-enacting the intended actions was not different for the group that observed the
successful than for the group that observed the failed actions. According to the
author, this demonstrates that 18-month-olds already understand the intentions of
others’ actions. What infants imitate can thus provide information about infants’
interpretation of the observed action.
The frequency or selectivity with which infants imitate others’ actions can like-
wise reveal their understanding of the action. For instance, Carpenter and colleagues
[17] compared whether 14- to 18-month-olds would imitate intentional actions as
frequently as accidental actions. If the frequency would not be different in these
situations, then that might imply that the infants merely mimic the movements of
the model, whereas if infants selectively imitate intentional rather than accidental
actions, then that might imply that infants understand that the accidental action did
not work out as intended.
In some cases, children imitate only part of the modeled action. Researchers use
this as an indication of what the children consider to be essential aspects of the
modeled actions. A classic example comes from Bekkering and colleagues [10] who
invited preschool children (4–6 year-olds) to do what the actor did. The children
observed an actor point with his left hand to one of two dots in front of him on the
table. If the pointing was contralateral (arm crossing body midline), then children
frequently imitated by using the ipsilateral arm, but pointing to the correct dot.
However, when there were no dots on the tabletop, but the actor would point using
the same arm postures, children only infrequently chose the ‘wrong’ arm, as if now
the purpose of the action had been to generate a posture rather than to achieve a goal
(‘point to a specific dot’).
5 The Development of Action Perception 81
Actions contain various types of information that infants, like adults, can use for
identifying, segmenting, predicting and ultimately understanding observed actions.
First, the action scene might contain manipulable objects which can play a role in
object-directed actions. Second, these objects and other aspects of the scene may hint
at the setting in which the action takes place. Typically, different actions take place
in the context of an operating theater than in a class room. Third, the movements of
the actor are an essential if not the most important aspect of the action. Fourthly, the
actor’s focus of attention, as revealed by the gaze direction of the actor, can form an
important clue for understanding and predicting what the actor is doing.
The seminal work of Amanda Woodward clearly reveals that infants pay attention
to the objects involved in other’s actions already from a young age. As discussed
above, if 5-month-old infants are habituated to a reaching action to the same target
object, they subsequently dishabituate to ‘same path, novel object’ test trials, and
not to the ‘different path, same object’ test trials. According to Woodward, observed
actions are encoded in terms of their goal rather than the means. This effect is not
found in 3-month-olds, unless they receive brief hands-on experience manipulating
the same objects using special mittens equipped with Velcro on which the objects stick
[123]. This may imply that in everyday life, which does not offer this specific ‘sticky-
mittens’ experience, infants do not differentiate different object-directed actions at
3-months of age: Objects seem to become a more relevant part in the perception of
others’ actions once infants can manipulate objects themselves. The importance of
target objects in encoding others’ actions is echoed in the work of Bekkering and
colleagues, in which children seemed to prioritize goals over means in imitating
others’ reaching-to-the-ear actions [10].
Objects can also play a different role in actions, namely provide context to the
action. For instance, grasping a cup from a table that looks nicely prepared for having
tea together may lead the observer to expect that the actor will drink from the cup,
whereas if the table is a mess, the observer may expect that the actor wants to clean
the table and that grasping is part of the cleaning action [62]. Whether infants use
these type scenarios to interpret observed actions is not entirely clear yet. Much
research, however, has been devoted to infants’ perception of objects as obstacles
along the actor’s desired path. For instance, when habituated with a person jumping
over a wall to get to another person, 14-month-olds look longer when the wall is
removed to a repetition of the same jumping than to a novel walking action that leads
to the same result (person A meeting person B). Sodian and her colleagues draw
the conclusion from these data that infants expect others’ to act efficiently [122]. A
comparable study was conducted by Philips and Wellman [105] on visually more
familiar actions namely reaching. They habituated 12-month-olds to curved reaches
over a barrier. The barrier was removed in test trials, and infants looked longer to
similar now unnecessarily curved reaches than to reaches straight to the target object.
82 J. C. Stapel
These results illustrate that infants take objects into account in action perception also
when the object is not the target of the action.
While objects are an essential part in object-directed actions, the movements of the
actor reveal important clues about the actor’s intentions and future events as well.
For instance, when reaching for an object with the intent to throw it, the velocity
profile of the reach is different from a reach that is performed with the intent to
subsequently place the object into a bucket. This modulation of kinematics in action
production can already be observed from 10-months of age [19, 49]. Velocity profiles
of actions also differ based on the size of the target object. Smaller targets require
more precision which impacts the average speed of the action, as precise movements
require more time than less precise movements [35]. An eye-tracking study testing
9-, 12- and 15-month-old infants demonstrated that only the oldest age group was
able to use the velocity profile of a reaching-and-aiming movement to predict the
target of the aiming action [126]. The velocity profile hinted whether the actor aimed
at a small or a large button which were positioned right next to each other. It is still
an open question whether the age at which infants can productively use velocity as a
cue for target prediction is action-specific, or whether this a general skill developing
around 15 months of age.
Target predictions in these studies are often spatial predictions, focusing on where
the action will end. Temporal predictions—specifying when something will hap-
pen—have been shown to be action-specific in infancy. Fourteen-month-olds were
found to be more accurate in predicting the timing of reappearance of a shortly
occluded crawler, than in predicting the timing of reappearance of a walker they
observed [127]. There was no significant difference in prediction accuracy for walk-
ing and crawling at 18-months of age, suggesting that the walking actions were not
intrinsically harder to predict, but rather that temporal prediction of walking develops
later than the temporal prediction of crawling.
Before they can predict actions based on kinematics, infants develop the ability
to discriminate actions with different kinematics. A classic way of testing sensitivity
to aspects of observed kinematics involves presenting point-light displays (PLDs)
in which only moving dots are presented against a uniform background. The dots
represent the major joints of a person in motion. Many aspects can be ‘read’ from
the dots, such as the identity of the actor [24, 79], the performed action [27] and the
actor’s emotions [6]. Fox and McDaniel were the first in 1982 [37] to report that 4-
but not 2-month-olds prefer looking at a point-light figure of a walking person than at
a set of randomly moving dots. At first, differentiation between these stimuli might
be based on local grouping: 3-month-olds discriminate regular PLDs from PLDs in
which the phase relationship between the points is perturbed, both when the figure
is presented in the normal orientation and when presented upside-down [11]. At 5-
months of age, infants only distinguish canonical point-light walkers from point-light
walkers with perturbed phase relationships when the PLDs are presented upright, but
no longer when the stimuli are inverted. This implies that around 5-months, upright
human motion has become familiar and the motion is processed globally [108].
Within the realm of all possible movements that may feed action perception pro-
cesses, head and eye movements form a special class. Head and eye movements
5 The Development of Action Perception 83
frequently uncover what a person will do next. Position and angle of head and eyes
are informative about upcoming actions because gaze direction can be derived from
these two sources, and in most of our actions, vision is used to guide and control our
actions. This even holds for actions we think we can do blindly, like walking [129]. In
everyday manual actions, gaze is either ahead of the hand movements or supporting
minutious hand movements [74]. As gaze often reveals the actor’s target [36], it has
the potential to serve as an important cue for action prediction. Infants gradually
develop the ability to follow the gaze of their interaction partner. Scaife and Brunner
[116] reported that 30% of their 2-month-old participants followed gaze, a number
which rose to 100% in the 14-month-old participants. When positioned opposite to
each other, the interaction partner may start looking at an object located behind the
observer. Following gaze in such a situation, or distinguishing smaller differences in
gaze angles develops in the second year of life [16]. Highest gaze following scores
are found when the experimenter moves head and eyes in combination, but infants do
also follow gaze if only the eyes of the experimenter move [16, 23]. Gaze following
has the potential to guide action perception as the actor’s gaze can point the observer
to the relevant aspects of the action. However, recent work from Yu and Smith does
not converge with this hypothesis [144, 145]. They allowed toddlers (11–24 months)
to play with a few preselected toys together with one of their parents while gaze
of both parent and child were recorded. Dyads frequently established joint visual
attention, but did so by hand–eye interaction rather than through gaze following.
That is, mutual gaze at the same object was established by one of partners picking
up and manipulating a toy. Hand movements thus triggered eye movements of the
interaction partner. In similar vein, 14-month-olds were found to predict the target
of observed reaching actions based on the hand movements of the actor, despite
the contingent head and eye movements that always preceded these reaching move-
ments [71]. At 12-months, but not at 7- or 9-months, infants seem to encode the gaze
movements of the actor as a goal-directed action [140]. That is, the 12-month-olds
dishabituated to ‘new target’ but not to ‘new location’ events in a classic Woodward
paradigm where the actor performed an eye movement to an object (replacing the
typically used reaching movement). However, if the actor inspected the object with
multiple gaze fixations, infants already at 9-months of age were able interpret the
gaze behavior of the actor as goal-directed [65].
Over the course of the first years of life, humans develop the ability to discriminate
and segment observed actions, form expectations and predictions about these actions,
and ultimately, gain an understanding of what the other person is doing. But how
are these abilities acquired? Part of the answer may be that infants possess a number
of potentially hardwired preferences. The other part of the answer may lie in the
84 J. C. Stapel
Infants have an early visual preference for face-like stimuli [95]. Studies with new-
borns suggest that this preference is inborn [48, 64, 86, 132]. The in-built preference
for faces heightens the propensity that they will look at faces whenever these are
around, which is very likely to be beneficial for development. A face is namely an
important and rich stimulus, which conveys information about emotions [29], iden-
tity [136], direction of attention [75] and spoken language [143]. Being visually
exposed to faces on a regular basis means that there are ample learning opportunities
for detecting the subtle messages faces may send. For instance, infants may learn
to detect the other’s direction of attention, which is an important ingredient in the
development of gaze following.
When looking at faces, infants spend a considerable time looking at the eyes. Haith
and colleagues for instance report that between 3 and 11 weeks of age, participating
infants looked ten times longer at the eyes than at the mouth even if the person was
talking [50]. At 6-months of age, infants start looking longer at the mouth, though
the eyes still form the major attraction of the face [60, 90]. It is around this age that
infants start babbling [30, 99]. Developing a preference for looking at the mouth
can feed into a perception-action loop in which perception may inspire action and
vice versa. Visual speech can form an additional cue to disambiguate the acoustic
speech stream, which is not purely redundant as categories of speech sounds often
overlap in their acoustic features [22, 77]. In other words, some instantiations of
speech sounds cannot be disambiguated without additional cues. Auditory speech
perception is therefore trainable through audiovisual experience [54]. Infants direct
their visual attention to the audiovisual cues provided by the mouth in the same
developmental time frame as when they learn to produce speech sounds themselves
[76], which may suggest that the infant brain makes use of the benefits visual speech
offers. First, visual attention to the mouth region of a speaker’s face increases from
4- to 8-months of age. At this stage, the preference for looking at the speaker’s mouth
is independent of the language spoken, be it native or non-native to the infant. From
8- to 12-months, the proportion of looks to the mouth decreases when the infant’s
native tongue is spoken, while the proportion of looks remains high when it concerns
a foreign tongue. What drives the initial increase in interest for the mouth is not clear,
it seems that the curiosity in mouth movements increases in the period in which the
infant tries to explore and control its own vocalizations.
5 The Development of Action Perception 85
Together with a visual preference for faces, infants seem to have a preference
for upright biological motion from early on. Newborn infants prefer looking at the
point-light display of a walking hen over looking at random dot motion [119]. In
the same way, newborns prefer a display of an upright walking hen over an inverted
version of the same walking movements. The authors chose to display a walking hen
rather than a walking person because this ruled out the possibility that the partici-
pating infants had visual experience with the observed motion. Furthermore, prior
research had employed the same stimuli, testing the sensitivity of newly hatched
chickens to biological motion [134], and reuse of the stimuli allowed cross-species
comparisons. However, it cannot be excluded that these early preferences for upright
biological motion are influenced by or are defacto an interest in motion patterns that
are consistent with gravity [133]. A follow-up study from Bardi and colleagues [8]
tested whether newly born human infants preferred upright biological motion over
point-light stimuli with the same motion profile per dot, but spatially scrambled. The
spatially scrambled dots contain the same acceleration and deceleration profiles as
the regular point-light dots, behaving in congruence with the impact of gravity. The
tested newborns did not display a spontaneous preference, which leaves room for an
interpretation in terms of a gravity bias. At 3-months of age, a gravity bias can no
longer explain the data, as infants spontaneously look longer at scrambled motion dot
displays than at canonical upright point-light walkers [13]. Together, these motion-
perception studies illustrate that biological motion is treated differently than other
motion patterns already early in life.
Infants may also have a preference for manipulable objects. Longer looks to
actions involving new objects compared actions involving new means, as found in
studies employing the Woodward paradigm, have classically been interpreted as a
sign that infants understand the actor–goal relationship. However, these data also
hint at something else, namely that from 5-months of age, infants seem to display a
preference for objects. Movements are typically more interesting than static objects,
but still, infants look longer at scenes in which the movements are similar and the
objects are different rather than at scenes in which the movements are different but the
objects are the same [15, 130–142]. In comparable vein, from 6 months of age, infants
look at a target object while a hand is reaching toward that object [68], suggesting
that infants prefer to look at the object rather than at the hand motion. However,
potentially it is not the object per se that attracts their interest, as 6-month-olds have
also been found to look at the ear of a person when that person is bringing a phone
to her ear, and likewise, they have been found to look at the mouth when a person
is bringing a cup to the mouth [61]. Potentially, infants prefer to watch the most
critical parts of an action, which typically takes place at the end of an action—think
of a football landing in the goal—or at turning points—say a person reaches to a
cup, then the grasp of the cup might reveal where the hand and cup might move
next. Work from Land and Hayhoe [74] illustrates that in everyday activities, our
eyes are drawn to the targets of our actions and to transition points. At these points,
the eyes are most needed to support manual actions. It is also at these points that
hand movements decelerate. It might be that infants tend to prioritize looking at
these crucial turning points based on the kinematics of the action. In that sense,
86 J. C. Stapel
the action segmentation skills as found by Baldwin may emerge from a sensitivity
to changes in velocity: If the action slows down, something interesting is about to
happen. Given that segmentation skills thus far mainly have been tested in 10-month-
old infants [7], it is an open question whether infants learn that deceleration often
precedes interesting events, or that infants have an early preference for deceleration
independent of rewards.
In their young lives, infants experience a wide variety of events. Part of the input
is sampled more frequently and more thoroughly than other inputs due to infants’
early preferences. However, to use this input to acquire an understanding of others’
actions requires more than passively gazing around. Compare it to a video camera:
despite its ability to register a vast amount of visual scenes, it does not build up an
understanding of the contents of the scenes. Seeing and memorizing seen events is
thus not sufficient. Infants have and develop a number of capacities that allow action
perception abilities to develop.
Categorization
Categorization is a rarely mentioned but likely very relevant skill for action percep-
tion. No two instances of an observed or produced act are ever exactly the same,
which means that generalization is needed for learning to take place. Generalization
is useful and a reasonable step if the encountered instances are sufficiently similar
to each other. The question is how similarity is computed, on which dimensions it
is computed, and how the infant might decide which dimensions are relevant for
the comparison and which are not (see for a phonetic learning account: Pierrehum-
bert [106]). Then, if encountered instances do not fit the existing categories, novel
classes need to be created. Forming novel categories is therefore a computationally
complex skill; nevertheless, empirical work demonstrates that infants are capable of
categorization. For instance, when 3- to 4-month-olds are familiarized with various
pictures of dogs, they prefer to look at cats thereafter [38]. Categories are likely to be
acquired through learning about the underlying statistical regularities [75–81]. If that
is indeed true, then dense categories (categories in which items correlate on multiple
dimensions) are likely to be acquired earlier in life than sparse categories. Hints in
that direction come from Kloos and Sloutsky [70], who showed that 4- and 5-year-old
children indeed are better able to learn dense categories than sparse categories if no
explanation is provided. Sparse categories are better learnt when the rules governing
the categorization are explained. Whereas adults seem to represent sparse categories
in terms of rules and dense categories in terms of similarities, children represent both
in terms of similarity, which gives the impression that children’s category retrieval
is statistics-based rather than ruled-based [70].
5 The Development of Action Perception 87
Mental Rotation
Another skill that is frequently omitted in action perception literature is mental rota-
tion. However, there are reasons to think that mental rotation is necessary for action
perception [27, 101]. Even if infants do not rely on their own sensorimotor experience
when perceiving others’ actions, they still might need to mentally rotate the action
they observe to allow for generalization across different previously encountered
instances of the observed action.
Habituation studies have revealed that already at 3-months of age, the first signs of
mental rotation (MR) can be registered. When confronted with dynamic 3D stimuli,
male 3-month-old infants can discriminate objects and their mirrored counterparts
presented from a novel angle [93]. Mental rotation is regarded as more challenging
when it is based on static images than when it is based on dynamic stimuli. Nev-
ertheless, 3.5-month-olds were found able of mentally rotating objects presented
by means of static images. Likely, 3.5-month-olds were able to do so because 2D
objects were used, which are thought to be easier objects for mental rotation than
3D objects. Here again, MR abilities were only found in the male half of the group
and not in the female half of the group [109]. The sex difference seems consistent in
the early months [92, 110]. However, around 6- to 9-months, this difference in task
performance disappears [39, 97, 117].
Results from MR studies in children, however, paint a completely different picture.
Two studies with 4–5-year-olds demonstrated that the tested children were capable of
mental rotation [83, 84], but a follow-up study using the same procedure but different
stimuli failed to replicate the result [26]. Many children seem to perform at chance
level at this age [32, 72, 98]. At least part of the discrepancy between the infant
and child findings might stem from differences in task difficulty. In the habituation
studies, infants merely need to detect incongruities between the stimuli they are
presented with, whereas the tasks used with children demand from the children that
they prospectively mentally simulate potential outcomes [40]. It might be that these
more challenging tasks can be accomplished only when executive functioning is
developed further [40].
Together, these findings posit a challenge for the idea that mental rotation is
necessary for action perception development. The MR task for infants in action
perception is not to passively respond to incongruent and congruent action stimuli,
but rather their task is to actively construe whether the observed action is similar to a
previously seen action. Given that this active construction appears to be already hard
for children let alone infants, it might be that MR is not utilized in action perception.
Potentially, infants learn to generalize across different instantiations of actions due to
other invariant properties of the observed actions. More empirical research is needed
to elucidate the role of MR for action perception development.
Statistical Learning
Whereas categorization and mental rotation often go unmentioned in the action per-
ception literature, the importance of learning processes is not overlooked. Experience
might shape action perception development permitted that the infant has the capacity
to learn from these experiences. The associative sequence learning (ASL) model [56]
88 J. C. Stapel
for instance postulates that associative learning is the fundamental learning process
that connects experience and action perception development. The most rudimentary
and ever-present process underlying associative learning is Hebbian learning. ‘What
fires together, wires together’ is the phrase often used to describe Hebbian learning.
More formally, Hebbian learning is the phenomenon that synapses are strengthened
when postsynaptic firing occurs shortly after a presynaptic action potential [124].
The strengthening of the synapse goes together with weakening of other, competing,
synapses. This temporal correspondence typically takes place when there are mul-
tiple input streams that originate from the same event. When a drop of water falls
on your hand, visual input arrives via the eyes, auditory input arrives via the ears,
and tactile information arrives via touch receptors, and all of this input is received
simultaneously and belongs to the same external event. Hence, Hebbian learning is a
useful mechanism to strengthen relevant connections and weaken irrelevant connec-
tions in the brain. It forms a neuronal explanation for how associative learning can
take place. However, Hebbian learning requires a tight temporal coupling between
events as the presynaptic action potential should precede postsynaptic firing by no
more than 50 ms. If the presynaptic action potential follows rather than precedes
postsynaptic firing, synapse strength is weakened [124]. In other words, not all asso-
ciative learning can be explained by Hebbian learning. In associative learning, the
learner starts associating two related stimuli or events through repeated experience
with the paired events [113]. The relation between the events can take a variety
of forms as the relation may for instance be temporal or spatial in its nature. For
example, dropping a ball consistently leads to the ball hitting the floor, which is a
temporal relationship with a relatively loose coupling as the delay between dropping
the ball and it hitting the floor is variable. An example of a spatial relationship is that
a tap is often placed above a sink. According to associationism, contingency between
events is a necessary condition for associating two events. Events A and B are said
to be contingent if and only if the probability that A occurs is higher when B occurs
as well, than the probability of A occurring in the absence of event B. Learning to
associate two events is most frequently studied using stimuli with a deterministic
relationship that are presented very closely in time. Within associationism, contigu-
ity, closeness in time, is considered a necessary and supportive factor in associative
learning [14]. The idea would be that chances that a pairing is learnt decreases with
increasing time between the events. However, research has shown that it is not the
time in-between the to-be-coupled events that matters but rather the rate of occur-
rence [47]. The ratio of the time between to-be-paired events and the time between
consecutive pairs influences the learning rate. In other words, associative learning is
time-invariant but rate dependent [42]. Keep in mind that these conclusions are drawn
from experiments in which no other events took place. In real-world situations, many
events happen, which all might need to be tracked in order to learn what comes with
what. Due to that combinatorily explosion, it is likely that there is upper bound to the
delay between the events that can be learnt to belong together. For instance, causal
inference strongly drops if the delay between the potential cause, and the presumed
effect increases beyond 5 s [14]. This limit can be stretched with knowledge about
5 The Development of Action Perception 89
the to-be-expected delay [14], but it illustrates that spontaneous learning requires
contiguity.
Empirical studies from various domains demonstrate that infants are capable of
learning about regularities, which includes associative learning. Work from Haith and
colleagues has shown that infants at 2 or 3 months can learn simple spatiotemporal
regularities and form expectations based on these regularities [52, 51]. This was tested
by showing infants sequences of pictures of which the locations of appearance formed
a regular order. Beyond simple spatiotemporal regularities, 3-month-olds were also
found to be able to predict the location of upcoming visual stimuli based on the con-
tents of the current visual stimulus, indicating that they learned to associate the con-
tent of a picture with the location of the next picture, and could use this association as
a basis for anticipatory eye movements [135]. In a broader sense, developmental sci-
entists are keen on unraveling infants’ potential to learn from statistical regularities in
the environment, a skill also known as statistical learning. For instance, 9-month-olds
are found capable of learning that some items have a fixed spatial relationship, a prob-
lem infants not merely solve based on the heightened probability of co-occurrence
[34]. Temporal relationships, and specifically, which items follow each other and
which do not, can also be learnt. Saffran and colleagues presented 8-month-olds
with a continuous artificial speech stream in which some syllables deterministically
followed each other and some syllables followed each other with a probability lower
than 100% [114]. The probability that items follow each other is called the transitional
probability. The tested infants were able to distinguish artificial words from the con-
tinuous speech stream based on these transitional probabilities. Follow-up research
highlighted that being exposed to a continuous speech stream containing elements
with high transitional probabilities (artificial words) facilitated infants’ object-label
learning of these artificial words [55]. Moreover, acquiring word-referent mappings
is a feat that 12-month-olds accomplish by combining cross-situational statistics,
meaning that auditory labels are learnt to belong to specific pictures by means of a
process of combining, comparing and eliminating options [121].
Assuming these abilities also hold for action perception would imply that infants
might be able to parse streams of observed actions into smaller chunks, and might
use the transitional probabilities between these chunks to learn which parts of actions
belong together. Indeed, eye-tracking results illustrate that infants are able to learn to
segment streams of actions on the basis of transitional probabilities [125]. Further-
more, toddlers can predict which action comes next based on transitional probabilities
[91]. Infants might use cross-situational statistics to find out which action steps are
and which steps are not strictly necessary in a chain of sub-actions, but more empirical
work is needed to demonstrate whether this is indeed the case.
Sensorimotor Development
Apart from statistical learning abilities, sensorimotor development, or motor devel-
opment in short, is frequently regarded as an important basis for action perception
development. Human infants are born with a strikingly limited set of motor skills,
of which most are acquired in its basic form within the first years of life. Listing
90 J. C. Stapel
motor milestones has numerous downsides as it obscures the reality of motor devel-
opment which is characterized by large interindividual differences, protracted skill
acquisition, non-deterministic ordering, overlap in acquisition periods and infants
going back-and-forth in their performance on tested skills [2]. Nevertheless, for
those unfamiliar with infant motor development, it might be of interest to mention
a few average onset ages to give the reader a flavor. Reaching toward objects starts
immediately when infants are born [59], but this behavior is first labeled ‘prereach-
ing’ as infants are unsuccessful in reaching the objects. Successful reaching and
grasping emerges around 5 months of age [9]. Reaching furthermore improves when
infants gain the ability to control their posture when sitting upright [12, 128], a skill
that emerges around 6–9 months of age [9, 53]. Around the same age, infants start to
locomote by means of crawling [9]. The ‘average’ infant starts walking at 12 months
of age. It is important to realize that the reported ages stem from western, mainly
North-American studies. Motor development does not take place in a vacuum but is
embedded within the culture the infant is raised in [3, 43].
Imitation
Motor acts can be performed independently, but also in response to others’ actions.
Copying others’ actions, imitation, is an example of such a response. Although on
the one hand, the ability to imitate can be viewed as an outcome of action perception
development, it may on the other hand also function as a driving force for action
perception development. Following Meltzoff’s ‘Like me’ hypothesis, infants have
the opportunity to gain a deeper understanding of what others do by copying their
behavior [88]. Take the imaginary case in which Ann has never drunk a warm bev-
erage. Now, say Ann observes Peter reaching out for a cup of coffee. Peter carefully
lifts the filled cup to his mouth using just a few fingers, meanwhile opens his mouth
and then slowly tilts the cup such that a small bit of coffee flows into his mouth.
Ann sees him swallow the coffee. By going through the same set of motions, Ann
will discover why Peter handled the cup so carefully and took such a small sip,
namely because of the heat. This thought experiment illustrates that action under-
standing might arise from reproducing the actions of others. The ability to overtly or
covertly—by means of imagining—reproduce the other’s action can form the basis
for linking and comparing own experiences to the experiences of others.
Seminal work from Meltzoff and Moore suggests that infants are born with the
ability to imitate others, even if the actions are opaque [89]. Opaque actions are
actions you cannot see yourself do, or more broadly speaking, the action cannot be
reproduced simply by means of comparing and adjusting one’s action to the other’s
action in the same sensory modality. Although the idea of neonatal imitation is very
appealing, researchers report difficulties in replicating the initial results [5, 100].
Newborns do consistently imitate one action, namely tongue protrusion, but there is
an alternative explanation for that behavior. Newborns reliably stick out their tongue
in response to music [67], which indicates that tongue protrusion can be sign of
arousal, and, watching someone else protrude his tongue seems arousing to infants
as they generally look longer to tongue protrusion than to other actions they observe
[66]. If infants are not born with the ability to imitate, then imitative abilities must
5 The Development of Action Perception 91
develop, as adults can imitate opaque actions (but see [21]). Depending on the age
of acquisition, imitation can or cannot fulfill a supporting role in the development of
action understanding abilities. In a broader sense, whether it is triggered by observing
others or not, own experience can lead to a deeper understanding of others’ actions.
experience forms a basis for action perception development has been the focus of
investigation of numerous empirical studies in the infant domain.
The habituation paradigm developed by Woodward classically shows that from
about 5 or 6 months of age, infants dishabituate when observing a change in reach
target but not when observing a change in reach path [139]. This ability emerges at
the same age as the ability to successfully reach and grasp objects. At 3-months of
age, infants do not distinguish new path from new target events when tested in the
Woodward paradigm [123], and at this age, infants are typically also unable to pick
up and manipulate objects. However, when they wear mittens with Velcro attached at
the palmar sides, 3-month-olds can pick up objects that have some pieces of Velcro
attached to it as well. Sommerville and colleagues [123] did exactly that: They had
3-month-old infants wearing ‘sticky’ mittens and gave them the opportunity to play
with objects that had some Velcro on it. When subsequently tested in the habituation
paradigm featuring the same toys as they had just played with, behavior of the 3-
month-olds resembled the 5- to 6-month-olds as they now dishabituated to the change
in target object. The results suggest that short-term sensorimotor experience may alter
the perception of others’ actions.
Action prediction studies reveal a similar pattern. Falck-Ytter and colleagues [33]
were the first to show that infants make anticipatory eye movements when observing
others’ actions. Specifically, the tested infants observed an actor reaching out for
a toy, picking it up and transporting it to a bucket on the other end of the scene.
Twelve-month-olds looked ahead of the action to the bucket, whereas 6-month-olds
did not. This corresponds to their action abilities, as 12-month-olds are capable of
transport actions whereas 6-month-olds are not. In similar vein, Ambrosini and col-
leagues found that 10-month-olds anticipated reaching actions to small and large
target objects, whereas 6- and 8-months only anticipated reaching to large targets
[4]. Visual anticipations of others’ actions corresponded to their own motor abilities
as 10-month-olds are able to reach for and grasp large and small objects, whereas
younger infants can only successfully reach for and grasp large objects. Sensorimotor
experience furthermore alters predictions regarding the timing of observed actions.
In an eye-tracking study with 14- and 18- to 20-month-old infants, the role of walk-
ing and crawling experience on temporal predictions of walking and crawling was
investigated [127]. The older age group, experienced in walking and crawling, was
accurate in predicting the timing of both actions. The younger age group, with little
to no walking experience, was only accurate in predicting crawling.
Based on the ASL model, perceptual experience can alter action perception as well
if the perceived action is already part of the perceiver’s motor repertoire. That is, upon
observing someone performing an action with an auditory effect, the observer might
learn to associate the sound with the action [28, 31]. At the same time, the observer
might recruit her cortical motor system, mentally simulating the observed action
[69]. Once the action-sound association is formed, merely hearing the sound might
already activate motor areas in the brain [102]. Empirical data are in line with this
hypothesis. Nine-month-olds who had seen their parent shake a rattle subsequently
displayed stronger motor activation when hearing the sound produced by the rattle
compared to an entirely novel sound and a familiar but action-unrelated sound [103].
5 The Development of Action Perception 93
That active sensorimotor experience was fundamental for this effect to emerge was
illustrated by a study in which infants were trained to perform a novel tool-use
action that elicited a sound and observed their parent performing a comparable novel
tool-use action that elicited another sound [46]. Infants who demonstrated to be
able to produce the trained action after repeatedly training at home showed stronger
motor activation when hearing the sound belonging to their hands-on trained action
compared to the sound heard when observing their parent perform the other action.
In contrast, infants who were despite the training unable to perform the action did not
show differential motor activation for the sound associated with the parent’s action
and the sound associated with their own action experience. In sum, the empirical
data on action perception development are largely in line with the hypothesis derived
from ASL, namely that sensorimotor experience plays a crucial role.
theoretically—for the acquisition of rules and regularities that govern others’ actions.
For instance, reaching trajectories of adults are typically straight lines, and even if
external perturbations are applied that naturally evoke a detour in the trajectory, adults
tend to adapt their reaches to become straight again [137]. In movement sciences,
it is generally agreed upon that motor control strives to minimize costs [138] and
hence of all possible ways of performing a movement, we tend to select the most
efficient one [94]. Infants and young children are generally not efficient in their own
actions [1] but rather seem to first prioritize exploration over exploitation [20]. With
increasing action experience, infants might learn which actions or paths are efficient
and which are not. Some scholars have postulated that principles of efficiency, mostly
implicitly operationalized as shortest path, are understood and applied to action
perception already in the first year of life [44]. Evidence supporting the efficiency
claim stems primarily from habituation studies featuring non-human agents [45].
Sodian et al. [122] replicated the original effects portraying human agents in the
stimuli. Problematic in these studies is, however, that the most efficient action is also
observed more frequently in daily life, which makes it hard to dissociate whether the
principle of efficiency arises through maturational processes or through experience.
5.5 Conclusion
Infants acquire, within the first few years of life, the ability to dissociate observed
actions from each other, segment action streams into smaller parts, form expectations
and predict others’ actions, and ultimately form an understanding of others’ actions.
These action perception abilities develop rapidly and are highly relevant to the infant
as action perception is foundational for becoming a proficient social partner. Other
people provide a wealth of resources for the developing child as they are the gate-
way to nutrition, comfort, exciting opportunities and guidance in the dazzling world
around them.
Action perception gets a head start through early preferences for faces, manip-
ulable objects, visible mouth movements and biological movement in general. The
initial tendencies to look at relevant aspects of the visual scene provide infants with
important input. Categorization learning and learning in general are employed to
transform the input into useful building blocks for the emerging action perception
abilities. By seeing others act and by acting themselves, infants can, thanks to their
learning capacities, learn to decipher what others are doing.
5 The Development of Action Perception 95
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Chapter 6
The Importance of the Affective
Component of Movement in Action
Understanding
Giuseppe Di Cesare
Abstract Social interactions require the ability to evaluate the attitudes of others
according to the way in which actions are performed. For example, a hand gesture
can be kind or vigorous or the tone of voice can be pleasant or rude providing
information about the attitude of the agent. Daniel Stern called these aspects of
social communication vitality forms. Vitality forms continuously pervade the life of
individuals and play a fundamental role in social relations. Despite the importance
of vitality forms, very little is known on their neural basis. The aim of the present
chapter is to provide an overview of the neural substrates underpinning the encoding
of these aspects of social communication. This chapter is organized in four sections.
Section 6.1 describes the structural and functional domains of the insular cortex.
Section 6.2 provides evidence that the dorso-central insula plays a central role in the
perception and expression of action vitality forms. Section 6.3 demonstrates that the
same insular sector is also involved in the perception of words conveying gentle and
rude vitality forms. Finally, Sect. 6.4 discusses the important role of vitality forms
in social interactions and proposes some future perspectives.
6.1 Introduction
When observing actions performed by others, we are able to understand the action-
goals as well as their intentions. These abilities are related to the existence of a basic
brain mechanism known as “mirror mechanism” that transforms sensory represen-
tation of others’ behavior into one’s own motor representation of that behavior [12].
This mechanism is based on the activity of a distinct class of neurons that discharge
both when individuals perform a goal directed action and when individuals observe
another person performing the same action. Originally, mirror neurons were discov-
ered in the ventral premotor cortex of the macaque monkey (area F5; di Pellegrino
et al. [8]). Subsequently, the mirror mechanism has been found in humans in the
G. Di Cesare (B)
Istituto Italiano di Tecnologia, Genoa, Italy
e-mail: [email protected]
parietal and premotor cortices as well as in anterior cingulate cortex [2] and in the
anterior insula [16].
In addition to goal (what) and motor intention (why), there is another funda-
mental aspect of the action: the form (how). The aim of the present chapter is to
focus on the action form highlighting its fundamental role in social communication.
Indeed, during interpersonal relations, actions can be performed in different ways.
For example, a hand shake can be gentle or vigorous, and a caress can be delicate
or rushed communicating the positive or negative attitude of the agent. Similarly,
words can be pronounced with a kind or unkind tone also conveying the agent’s
attitude. These different forms of communication have been named “vitality forms”
by Stern [15]. Vitality forms continuously pervade the life of individuals character-
izing their behaviors. The execution of vitality forms allows the agent to express
his own mood/attitude, while the perception of vitality forms allows the receiver to
understand the mood/attitude of others. For example, observing a person interacting
with you, you may instantly understand if that person is glad or not and the same
thing goes for words. Indeed, answering the phone, it is possible to understand how
the other person feels by listening to the tone of voice. An interesting question is to
investigate the neural correlates of these forms of communication. Results obtained
in a functional magnetic resonance imaging study (fMRI) showed that the observa-
tion of actions performed with rude and gentle vitality forms produced the activation
of a small part of the brain named dorso-central insula [3]. Most importantly, this
brain area is activated not only during the perception of gentle or rude actions but
also during their execution [6]. Thus, the activation of the same area for both the
observation and execution of vitality forms strongly suggests the existence of a
mirror mechanism for action vitality forms in the dorso-central insula. Differently
from the mirror mechanism located in the parietal and frontal areas specific for the
action goal understanding, the mirror mechanism located in the insula might allow
one to express own mood/attitude and to understand those of others. It is important
to note that, the same mechanism is also involved in the perception (listening) and
expression of action verbs pronounced gently or rudely (speech vitality forms; Di
Cesare et al. [4, 7]).
All these findings highlight that the insular cortex is the key node involved in the
processing of vitality forms and suggest its plausible role in modulating the affective
aspect of actions and words. The ability to express and recognize vitality forms
allow people to be socially connected. Indeed, during interpersonal relations, the
expression of vitality forms allows the agent to communicate by gestures or words
his own affective state, while the perception of vitality forms allows the receiver to
understand the positive or negative attitude of the agent and prepare an adequate
motor response.
In this regard, vitality forms are a valuable feature of social communication useful
to promote human–human and human–robot interactions.
The present chapter will provide an overview of action and speech vitality forms
highlighting the neural substrates underpinning the encoding of these aspects of
social communication. In particular, this chapter is subdivided into four sections
devoted to the following topics:
6 The Importance of the Affective Component of Movement … 105
1. Structural and functional domains of the insula. In this first section, it will be
illustrated and described the anatomical structure of the insula indicating the
location of the dorso-central insula, which is involved in the processing of vitality
forms.
2. The encoding of action vitality forms. The second section will present fMRI data
showing that the dorso-central insula is active during the observation and the
execution of action vitality forms.
3. The encoding of auditory vitality forms. The third section will describe fMRI data
showing that listening to action verbs pronounced with gentle and rude vitality
forms activates the dorso-central insula.
4. The role of vitality forms in social interactions. Finally, the fourth section will
show behavioral data highlighting that, during social interactions, the vitality
form expressed by the agent influences the subsequent motor response of the
receiver.
In humans, the anatomical structure of the insula has been described for the first time
by Johann Christian Reil (1809). It is a small part of the brain, located in both the left
and right hemispheres in the depth of the Sylvian fissure (Fig. 6.1a). Anatomically, the
insula is made up of anterior and posterior parts separated by the central insular sulcus
(CIS). The anterior insula includes the anterior, middle, and posterior short gyri (asg,
msg, psg), while the posterior insula includes the anterior and the posterior long gyri
(alg, plg) (Fig. 6.1b). Being anatomically connected with the amygdala, thalamic
nuclei, and with many other cortical areas, the insula is involved in several different
functions, such as attention, pain, gustation, and the processing of emotions. On the
basis of a meta-analysis carried out on 1768 functional neuroimaging studies, Kurth
et al. [10] described the functional organization of the insular cortex. In particular, the
authors identified four distinct functional domains in the insula: the sensory-motor
(SM), the olfactory-gustatory (OG), the socio-emotional (SE), and the cognitive
domain (CG) (Fig. 6.1c). In this chapter, it will be discussed the role of dorso-central
insula (DCI), which is composed by the middle and posterior short gyri (msg and
psg; Fig. 6.1b), in the encoding of action and speech vitality forms.
Fig. 6.1 Localization of the insula in the human brain (a). Anatomical structure of the insula (b):
accessory gyrus (ag); anterior short gyrus (asg); middle short gyrus (msg); posterior short gyrus
(psg); central insular sulcus (CIS); anterior long gyrus (alg); posterior long gyrus (plg). Functional
domains identified in the right insular cortex: sensory-motor (red), olfactory-gustatory (yellow),
socio-emotional (blue), and cognitive domain (green) (c). Figure adapted from Kurth et al. [10]
(why), vitality form (how) reflects the internal psychological state of the agent,
providing also an appraisal of the affective quality underlying the relation between
the agent and the action recipient [15]. In the first, fMRI study was investigated the
neural correlates involved in the recognition of vitality forms. To this purpose, 19
healthy right-handed participants were presented with video clips lasting 3 s showing
interactions between two actors that performed 4 actions without object (stroke the
other actor’s backhand, shake hands, clap hands, stop gesture; Fig. 6.2a) and 4 actions
with object (pass a bottle, hand a cup, pass a ball, give a packet of crackers; Fig. 6.2b).
Most importantly, each action was performed with a gentle or rude vitality form
(Fig. 6.2c). During the fMRI experiment, participants were requested to pay attention
either to the action goal (what task) or to the action vitality form (how task).
Results showed that the contrast between the two tasks (what vs. how) revealed
activations for the what task, in the posterior parietal lobe and premotor cortex bilat-
erally, and in the caudal part of the inferior frontal gyrus of the left hemisphere
(Fig. 6.3a). The opposite contrast (how vs. what) revealed a specific activation for
the how task in the dorso-central insula of the right hemisphere (Fig. 6.3b). These data
indicate that, paying attention to the action goal (what task) produces the activation
of the parieto-frontal circuit classically involved in the action goal understanding
[11]. In contrast, paying attention to the action vitality form (how task) produces
the activation of the dorso-central insula. The main finding of this first fMRI study
6 The Importance of the Affective Component of Movement … 107
Fig. 6.2 Example of video clips observed by participants during the experiment. Frame representing
an actor executing a stop gesture (a); frame representing an action with an object (passing a bottle;
b). Velocity profiles (c), and trajectories (d) associated with one of the actions (passing a bottle)
performed by the female actress with two vitality forms (rude: red line; gentle: blue line). As shown
by graphs, the rude action was characterized by a hither velocity and a wider trajectory (Y space)
than that observed for the gentle one. Figure adapted from Di Cesare et al. [3]
Fig. 6.3 Brain activations resulting from the direct contrasts what task versus how task (a) and
how task versus what task (b). These activations are rendered into a standard MNI brain template
(PFWE < 0.05 at cluster level). LH Left hemisphere; RH, right hemisphere. Figure adapted from
Di Cesare et al. [3]
was the demonstration that, during action observation, the insula is the brain region
involved in the processing of gentle and rude action vitality forms.
During social interactions, people not only observe vitality forms but also per-
form them. An interesting question is to investigate whether the dorso-central insula
underlies both observation and execution of vitality forms. This issue was assessed
in a subsequent fMRI study carried out on 15 healthy right-handed participants.
108 G. Di Cesare
Fig. 6.4 Experimental design. Left column: Observation task. Participants observed the right hand
of an actor moving an object in rightward (a1) or leftward (b1) directions. The observed action
could be performed with a gentle or rude vitality form and the task request was to pay attention
on the action vitality form. As a control participants observed the actor’s hand placing a small ball
in the right or left box (c1). Middle column: Imagination task. According with the edge screen
color (red or blue), participants were requested to imagine themselves to pass an object toward
another actor with a rude (red color; a2) or gentle (blue color; b2) vitality form. As a control the
participants imagined to place a small ball in the right or left box (c2). Right column: Execution
task. The participants moved a packet of crackers with a rude (red color; a3) or a gentle (blue color;
b3) vitality form toward the actor facing them. As a control the participants had to place a small
ball in the box (c3). Figure adapted from Di Cesare et al. [6]
6 The Importance of the Affective Component of Movement … 109
Fig. 6.5 Overlapping of areas activated in all three tasks (OBS, IMA, EXE). Lateral views of the
brain activations obtained in the right and left hemispheres (a). Parasagittal sections showing the
insular activations in the two hemispheres during the three tasks (b). These activations are rendered
on a standard MNI brain template (PFWE < 0.05 at cluster level). BOLD signal were extracted from
six regions of interest (ROIs) created on the dorso-central insula. All ROIs were defined centering
the sphere (radium 10 mm) around the maxima of the functional maps resulting from a conjunction
analysis of OBS, IMA, and EXE tasks. The horizontal lines indicate the comparisons between
gentle, rude, and control conditions. Asterisks indicate significant differences (p < 0.05, Bonferroni
correction). Figure adapted from Di Cesare et al. [6]
During social interactions, words may be pronounced in gentle or rude way con-
veying different vitality forms. Listening to different speech vitality forms allows
110 G. Di Cesare
the receiver to understand the positive or negative attitude of the speaker. For exam-
ple, answering the phone, it is possible to understand how the other person feels
by hearing the tone of voice. As described for the action, the speech vitality forms
allow people to communicate their internal state and to understand those of others
by modulating the tone of voice [5, 7]. The ability to express and to understand the
auditory vitality forms is already present in infants [14]. During mother–child inter-
actions, the mother pronounces words by using a childish language. In particular,
during the verbal communication with their children, mothers voluntary slow down
the pronunciation of the verbal material adapting their language to the perceptive
and expressive capacities of their children [1].
An interesting question is to understand whether the dorso-central insula, involved
in the encoding of action vitality forms, is also involved in the encoding of speech
vitality forms. In order to address this issue, an fMRI study was carried out on
16 healthy right-handed participants [4]. In particular, participants were presented
with audio stimuli consisting of four Italian action verbs [Italian verbs: “dammi”
(give), “prendi” (take), “tocca” (touch), “strappa” (tear)] pronounced by a male actor
and a female actress. Most importantly, all the action verbs were pronounced using
two different vitality forms: rude and gentle (vitality condition; Fig. 6.6a1–b1). For
each action verb, two controls were presented: a robotic voice (robot condition)
pronouncing the same action verbs as the actors; a scrambled version of the action
verbs pronounced with gentle and rude vitality forms (scrambled VF condition). With
regard to the robot condition, the robotic voice pronounced the same action verbs
maintaining the meaning but not conveying any vitality form (Fig. 6.6a2–b2). In
contrast, concerning the scrambled condition, the scrambled stimuli maintained the
Fig. 6.6 Physical characteristics relative to the action verb “dammi” (give). Graphs a show the
audio wave amplitude for all three categories [a1 vitality: rude (red color), gentle (blue color); a2
robot (gray color); a3 scrambled VF: rude (green color), gentle (cyan color)]. Graphs b show the
sound intensity of each stimulus category. Figure adapted from Di Cesare et al. [4]
6 The Importance of the Affective Component of Movement … 111
physical properties of the stimuli (pitch, amplitude) but did not convey any meaning
(Fig. 6.6a3–b3).
The results indicated that hearing vitality forms action verbs produced activations
of the superior temporal gyrus, left inferior parietal lobule, left premotor, left pre-
frontal cortex, and posterior part of the inferior frontal gyrus plus a bilateral activation
of the insula (Fig. 6.7a, left side). A very similar activation pattern was observed for
the robot condition except for the insula activation (Fig. 6.7a, center). In contrast,
listening to scrambled stimuli produced only the activation of the auditory temporal
areas (Fig. 6.7a, right side). Most importantly, the direct contrasts vitality forms ver-
sus robot and vitality forms versus scrambled vf revealed a significant activation of
the left central part of the insula (Fig. 6.7b).
Fig. 6.7 Brain activations obtained in the hearing of different stimuli categories (a). Parasagittal
sections showing the activations resulting from the contrast rude versus robot, gentle versus robot,
rude versus scrambled rude; gentle versus scrambled gentle (b). Conjunction analysis evidences
voxels activated in both contrasts vitality forms versus robot and vitality forms versus scrambled vf
(c; left side). BOLD signal recorded in the insular area highlighted from the conjunction analysis (c;
right side). To avoid circular analysis, statistical comparison was not carried out between conditions
[9]. Figure adapted from Di Cesare et al. [4]
112 G. Di Cesare
The finding that the dorso-central insula is activated during the hearing of vitality
forms cannot be merely accounted for the meaning of action verbs. Indeed, although
the robotic voice conveyed the same verbal message, the insula was activated only
when participants listened to action verbs conveying vitality forms. Additionally,
listening to scrambled stimuli, although the physical properties (intensity, frequency)
were the same between scrambled and vitality forms conditions, it did not produce
the activation of the insula excluding the possibility that the insular activity could be
due to the physical properties of the auditory stimuli. It is plausible that listening to
action verbs pronounced with different vitality forms evokes in the participants an
internal simulation activating in them the same areas involved in the pronunciation
of those action verbs except for the primary motor cortex. This hypothesis has been
tested in a subsequent fMRI experiment showing that in the dorso-central insula are
present voxels selective for both listening and imaging speech vitality forms. These
findings strongly suggest the existence of the same neural substrate located in the
insula which is involved in the perception and expression of speech vitality forms
[7].
The activity of the insula in response to auditory stimuli endowed with vitality
forms is in agreement with previous fMRI studies described above on action vitality
forms [3, 6]. These data corroborate the idea that the central sector of the insular cortex
is the key region for vitality forms processing. During social interactions, this area
is triggered not only by action vitality forms (observation, imagination, execution)
but also by speech vitality forms (listening, imagination) indicating that the dorso-
central insula plays a crucial role in the processing of vitality forms regardless of the
modality with which they are conveyed.
In everyday life, people socially interact expressing their positive or negative attitudes
by performing actions or pronouncing words. The expression of vitality forms allows
individuals to communicate their own internal state while the perception of vitality
forms allow them to understand those of others. For example, if actions or words
are performed/pronounced gently or rudely, the receiver can understand if the agent
is angry or calm. It is still unknown whether, during social interactions, gentle and
rude vitality forms expressed by the agent may influence positively or negatively
the motor behavior of the receiver. In this regard, a kinematic study was carried out
to investigate whether and how two action requests (give me; take it) performed by
an actor or an actress with different vitality forms (rude and gentle) may affect the
kinematics of a subsequent motor response performed by participants [5]. Fourteen
right-handed participants took part in the study. For each participant, a reflective
marker was placed on the nails of right thumb, the index finger (grasping markers)
and on the wrist (reaching marker). The two grasping markers allowed to record the
grasping phase of the action characterized by an initial phase of fingers opening up to
a maximum (maximal finger aperture), followed by a phase of the finger closing on
6 The Importance of the Affective Component of Movement … 113
the object. Differently, the reaching marker allowed to analyze the kinematics of the
reaching phase. During the experiment, participants were presented with video clips
showing an actor/actress performing a giving request (asking for a bottle; task 1,
Fig. 6.8a) or a taking request (handing a bottle; task 2, Fig. 6.8b). Most importantly,
each request was presented as visual action (V: visual modality) or auditory action
verb (A: auditory modality) or both (AV: audio–visual) (Fig. 6.8). All the requests
were expressed with rude and gentle vitality forms. After the actor’s request (V, A,
AV), participants performed a subsequent action (reach-to-grasp the bottle with the
goal to give or to take it).
The results indicated that, for both tasks (giving action, taking action), the percep-
tion of vitality forms modulated the kinematic parameters (velocity and trajectory)
of the subsequent action performed by participants. In particular, concerning the
reaching phase (Fig. 6.9a, b), vitality forms modulated the temporal (acceleration
and velocity) and spatial parameters (trajectory) of the reach component, showing
a wider trajectory and higher velocity in response to the rude requests compared to
the gentle ones. Additionally, concerning the grasping phase (Fig. 6.9c, d), results
showed a wider maximal finger aperture in response to rude vitality form than the
gentle one. Taken together, these data indicate that vitality forms expressed by the
actors influenced both the reach and grasp components of the motor acts performed
by participants.
It is important to note that the effect of vitality forms expressed by the actor/actress
on the motor response of the receiver also occurred when participants simply heard
the verbal requests pronounced gently or rudely. This suggests that the influence
of vitality forms on the participants’ motor responses cannot be merely ascribed to
an imitation mechanism of the observed actions. During the perception of vitality
forms, the physical parameters characterizing actions execution (velocity, trajectory)
or words pronunciation (pitch, intensity) are encoded in the dorso-central insula. The
Fig. 6.8 Experimental paradigm. Participants were presented with audio–visual (AV), visual (V),
and auditory (A) (a) stimuli. In the task 1, after the request, participants were requested to give the
bottle (a). In the task 2, after the request, participants were requested to take the bottle (b). Panels
with numbers display the phases of the participants’ movement during the experimental trial: 1,
starting position; 2, grasping the bottle; 3, taking (or giving) the bottle. Time line reports the timing
of different trial phases. Figure adapted from Di Cesare et al. [5]
114 G. Di Cesare
Fig. 6.9 Graphs display the mean values of kinematic parameters recorded in participants in
response to a rude or gentle vitality forms during the reaching (a, b) and the grasping phases
(c, d). Vertical bars represent the standard error of the mean (SEM). The asterisk (*) indicates the
statistical significance (p < 0.05). Figure adapted from Di Cesare et al. [5]
role of the insula would be to transform the visual and acoustic information of the
perceived vitality forms into a motor domain allowing the receiver to understand the
positive or negative attitude of the agent and prepare the adequate motor response.
6.6 Conclusions
An important aspect of the action that characterizes human interactions is the vitality
form. Vitality form represents the way in which actions and words are performed or
pronounced. The expression of vitality forms allows people to communicate their
attitudes while the perception of vitality forms allows them to understand those
of others. This mechanism is important to relate to and understand others from a
psychological point of view. The findings described in this chapter highlight the
fundamental role of vitality forms in social communication and lay the foundations
for future studies on human–human and human–robot interactions. The concept of
vitality form could be used in the future operating systems of robots, which would
allow them, on the one hand, to detect the positive or negative attitudes of humans,
and, on the other hand, to assume the correct role in different contexts such as an
authoritative role in the security context. From this perspective, vitality forms could
become a future fundamental source of social communication to promote not only
human–human interactions but also human–robot interactions.
6 The Importance of the Affective Component of Movement … 115
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Part II
Computational Models for Motion
Understanding
Chapter 7
Optical Flow Estimation in the Deep
Learning Age
Abstract Akin to many subareas of computer vision, the recent advances in deep
learning have also significantly influenced the literature on optical flow. Previously,
the literature had been dominated by classical energy-based models, which formulate
optical flow estimation as an energy minimization problem. However, as the practical
benefits of Convolutional Neural Networks (CNNs) over conventional methods have
become apparent in numerous areas of computer vision and beyond, they have also
seen increased adoption in the context of motion estimation to the point where the
current state of the art in terms of accuracy is set by CNN approaches. We first review
this transition as well as the developments from early work to the current state of
CNNs for optical flow estimation. Alongside, we discuss some of their technical
details and compare them to recapitulate which technical contribution led to the
most significant accuracy improvements. Then we provide an overview of the various
optical flow approaches introduced in the deep learning age, including those based on
alternative learning paradigms (e.g., unsupervised and semi-supervised methods) as
well as the extension to the multi-frame case, which is able to yield further accuracy
improvements.
The recent advances in deep learning have significantly influenced the literature on
optical flow estimation and fueled a transition from classical energy-based formu-
lations, which were mostly hand defined, to end-to-end trained models. We first
review how this transition proceeded by recapitulating early work that started to
utilize deep learning, typically as one of several components. Then, we summa-
rize several canonical end-to-end approaches that have successfully adopted CNNs
for optical flow estimation and have highly influenced the mainstream of research,
including other subareas of vision in which optical flow serves as an input.
For more than three decades, research on optical flow estimation has been heav-
ily influenced by the variational approach of Horn and Schunck [20]. Their basic
energy minimization formulation consists of a data term, which encourages bright-
ness constancy between temporally corresponding pixels, and a spatial smoothness
term, which regularizes neighboring pixels to have similar motion in order to over-
come the aperture problem. The spatially continuous optical flow field u = (u x , u y )
is obtained by minimizing
E(u) = (Ix u x + I y u y + It )2 + α 2 ∇u x 2 + ∇u y 2 dx dy, (7.1)
where Ix , I y , It are the partial derivatives of the image intensity I with respect to x, y,
and t (Fig. 7.1a). To minimize Eq. (7.1) in practice, spatial discretization is necessary.
In such a spatially discrete form, the Horn and Schunck model [20] can also be re-
written in the framework of standard pairwise Markov random fields (MRFs) [7, 31]
through a combination of a unary data term D(·) and a pairwise smoothness term
S(·, ·),
E(u) = D(up ) + S(up , uq ), (7.2)
p∈I p,q∈N
where I is the set of image pixels and the set N denotes spatially neighboring pixels.
Starting from this basic formulation, much research has focused on designing better
energy models that more accurately describe the flow estimation problem (see [11,
49] for reviews of such methods).
Concurrently with pursing better energy models, the establishment of public
benchmark datasets for optical flow, such as the Middlebury [4], MPI Sintel [8],
and KITTI Optical Flow benchmarks [14, 37], has kept revealing the challenges and
limitations of existing methods. These include large displacements, severe illumi-
nation changes, and occlusions. Besides allowing for the fair comparison between
existing methods on the same provided data, these public benchmarks have moreover
stimulated research on more faithful energy models that address some of the specific
challenges mentioned above.
Meanwhile, the relatively recent success of applying Convolutional Neural Net-
works (CNNs) with backpropagation on a large-scale image classification task [29]
paved the way for applying CNNs to various other computer vision problems, includ-
ing optical flow as well. Early work that applied CNNs to optical flow used them
as an advanced feature extractor [2, 3, 12, 16], as sketched in Fig. 7.1b. The main
7 Optical Flow Estimation in the Deep Learning Age 121
Fig. 7.1 Transition from a classical energy-based approaches to b CNN-based approaches that use
CNNs as a feature extractor or to c end-to-end trainable CNN regression architectures
idea behind this is to substitute the data term (e.g., in Eqs. (7.1) and (7.2)) in clas-
sical energy-based formulations with a CNN-based feature matching term. Instead
of using image intensities, image gradients, or other hand-crafted features as before,
CNNs enable learning feature extractors such that each pixel can be represented with
a high-dimensional feature vector that combines a suitable amount of distinctiveness
and invariance, for example to appearance changes. The putative similarity between
regions is given by the feature distance. The remaining pipeline, including using the
smoothness term as well as the optimization strategies, remain the same. As we will
review in more detail below, several methods [2, 3, 12, 16] demonstrated an accuracy
benefit of such CNN-based feature extractors.
At the same time, another line of research investigated regression-based CNN
architectures that can directly estimate optical flow from a pair of input images and
can be trained end-to-end, as sketched in Fig. 7.1c. Unlike methods that combine CNN
feature extractors with classical regularizers and energy minimization, such regres-
sion frameworks employ CNNs for the entire pipeline by virtue of their ability to
act as a function approximator, which effectively learns the relationship between the
input images and the desired flow output given the labeled training dataset. FlowNet
[10] is the first work that demonstrated an end-to-end CNN regression approach
for estimating optical flow based on an encoder-decoder architecture. Owing to
the difficulty of obtaining dense ground truth optical flow in real-world images,
Dosovitskiy et al. [10] generated a synthetic dataset from CAD models of chairs,
which move in front of a static background. Pairs of images with ground truth optical
flow serve to train the network. FlowNet [10] demonstrated that a CNN-based regres-
sion architecture is able to predict optical flow directly, yet the accuracy remained
122 J. Hur and S. Roth
behind that of state-of-the-art energy-based methods at the time [44, 52]. Unlike in
other areas of computer vision, this left it initially unclear whether end-to-end CNN
architectures can compete with classical energy-based methods in terms of accuracy.
However, later research cleared up this question by developing better end-to-end
architectures that eventually outperformed classical energy-based methods, reach-
ing new accuracy levels on public benchmarks [8, 14, 37]. These advances mainly
stem from discovering new architecture designs, for example, by stacking multi-
ple networks to refine previous estimates [25] or constructing a CNN pyramid to
estimate flow in a coarse-to-fine fashion [23, 41, 48], as had been done in classi-
cal methods before. Unlike energy-based models, CNN regressors run in real time
on GPUs combined with much better accuracy. In other words, end-to-end CNN
regressors have established themselves by now as dominant paradigm in the current
literature on optical flow estimation. Yet, they have not remained without limita-
tions, hence much research continues to be carried out. For example, recent work
aims to overcome the reliance on large amounts of labeled data as well as accuracy
drops on unseen domains and datasets, for example by pursuing unsupervised or
semi-supervised learning paradigms.
In the following, we will give a detailed overview of the two major CNN paradigms
in optical flow estimation and survey other recent trends.
Not restricted to the problem domain of optical flow estimation but rather correspon-
dence estimation more generally, several early works [18, 46, 60, 61] employed
CNNs for matching descriptors or patches. In most cases, the underlying network
uses a so-called Siamese architecture that extracts a learned feature descriptor sep-
arately for each of two input image patches, followed by a shallow joint network
that computes a matching score between the two feature representations. The name
Siamese alludes to the fact that the two feature extractor sub-networks are identical
including their weights. Inspired by these successes, significant amounts of earlier
work that adopted deep learning for optical flow estimation focused on utilizing
CNNs as a feature extractor on top of conventional energy-based formulations such
as MRFs. Their main idea is to utilize CNNs as a powerful tool for extracting discrim-
inative features and then use well-proven conventional energy-based frameworks for
regularization.
Gadot and Wolf [12] proposed a method called PatchBatch, which was among
the first flow approaches to adopt CNNs for feature extraction. PatchBatch [12] is
based on a Siamese CNN feature extractor that is fed 51 × 51 input patches and
outputs a 512-dimensional feature vector using a shallow 5-layer CNN. Then, Patch-
Batch [12] adopts Generalized PatchMatch [5] as an Approximate Nearest Neighbor
(ANN) algorithm for correspondence search, i.e., matching the extracted features
between two images. The method constructs its training set by collecting positive
corresponding patch examples given ground-truth flow and negative non-matching
7 Optical Flow Estimation in the Deep Learning Age 123
examples by randomly shifting the image patch in the vicinity of where the ground-
truth flow directs. The intuition of collecting negative examples in such a way is to
train CNNs to be able to separate non-trivial cases and extract more discriminative
features. The shallow CNNs are trained using a variant of the DrLIM [17] loss, which
minimizes the squared L 2 distance between positive patch pairs and maximizes the
squared L 2 distance between negative pairs above a certain margin.
In a similar line of work, Bailer et al. [3] proposed to use the thresholded hinge
embedding loss for training the feature extractor network. The hinge embedding
loss based on the L 2 loss function has been commonly used to minimize the feature
distance between two matching patches and to maximize the feature distance above
m between non-matching patches:
+
L 2 (P1 , P2 ), (P1 , P2 ) ∈ M −
lhinge (P1 , P2 ) = (7.3)
max 0, m − L 2 (P1 , P2 ) , (P1 , P2 ) ∈ M
L 2 (P1 , P2 ) = F(P1 ) − F(P2 ) 2 , (7.4)
where F(P1 ) and F(P2 ) are the extracted descriptors from CNNs applied to P1 in
the first image and P2 in the second image, respectively, L 2 (P1 , P2 ) calculates the
L 2 loss between the two descriptors, and M + and M − are collected sets of positive
and negative samples, respectively.
However, minimizing the L 2 loss of some challenging positive examples (e.g., with
appearance difference or illumination changes) can move the decision boundary into
an undesired direction and lead to misclassification near the decision boundary. Thus,
Bailer et al. [3] proposed to put a threshold t on the hinge embedding loss in order
to prevent the network from minimizing the L 2 distance too aggressively:
+
max0, L 2 (P1 , P2 ) − t , (P1 , P2 ) ∈ M −
lt-hinge (P1 , P2 ) = (7.5)
max 0, m − (L 2 (P1 , P2 ) − t) , (P1 , P2 ) ∈ M .
Compared to standard losses, such as the hinge embedding loss in Eq. (7.3) or the
DrLIM loss [17], this has led to more accurate flow estimates.
Meanwhile, Güney and Geiger [16] demonstrated successfully combining a CNN
feature matching module with a discrete MAP estimation approach based on a pair-
wise Markov random field (MRF) (MRFs) model. The proposed CNN module out-
puts per-pixel descriptors, from which a cost volume is constructed by calculating
feature distances between sample matches. This is input to a discrete MAP estima-
tion approach [38] to infer the optical flow. To keep training efficient, Güney and
Geiger [16] followed a piece-wise setting that first trains the CNN module alone
and only then trains the joint CNN-MRF module together. Bai et al. [2] followed a
similar setup overall, but utilized semi-global block matching (SGM) [19] to regress
the output optical flow from the cost volume, which is constructed by calculating a
distance between features from CNNs.
Taken together, these approaches have successfully demonstrated that the benefits
of the representational power of CNNs can be combined with well-proven classical
124 J. Hur and S. Roth
Coarse
Fig. 7.2 a The classical coarse-to-fine concept proceeds by estimating optical flow using a multi-
scale image pyramid, starting from the coarsest level to the finest level. By gradually estimating
and refining optical flow through the pyramid levels, this approach can handle large displacements
better and improve accuracy. b Backward warping is commonly used in optical flow estimation. For
each pixel p1 in the source image, the warped image obtains the intensity from (sub)pixel location
p2 , which is obtained from the estimated flow. Bilinear interpolation is often used to obtain the
pixel intensity at the non-integer coordinate
first (i.e., the FlyingChairs dataset [10]) and then further train on a more challenging
synthetic dataset with 3D motion and photometric effects (i.e., the FlyingThings3D
dataset [35]). Their empirical study revealed a more than 20% accuracy difference
depending on the usage of the proper pre-training dataset (see Table 7.1 in [25]). The
underlying conjecture is that making the network first learn the general concept of
motion estimation with a simpler dataset is more important than learning to han-
dle various challenging examples from the start. Also, the proposed learning rate
schedules for pre-training and fine-tuning have become a standard and guidance for
follow-up research.
After the successful demonstration of FlowNet2 [25] that end-to-end regression
architectures can outperform energy-based approaches, further investigations on find-
ing better network architectures have continued. Sun et al. proposed an advanced
architecture called PWC-Net [48] by exploiting well-known design principles from
classical approaches. PWC-Net relies on three main design principles: (i) pyramid,
(ii) warping, and (iii) cost volume. Similar to SPyNet [41], PWC-Net estimates opti-
cal flow in a coarse-to-fine way with several pyramid levels, but PWC-Net constructs
a feature pyramid by using CNNs, while SPyNet constructs an image pyramid by
simply downsampling images. Next, PWC-Net constructs a cost volume with a fea-
ture map from the source image and the warped feature map from the target image
based on the current flow. Then, the subsequent CNN modules act as a decoder that
outputs optical flow from the cost volume. In terms of both accuracy and practicality,
PWC-Net [48] set a new state of the art with its light-weight architecture allowing
for shorter training times, faster inference, and more importantly, clearly improved
accuracy. Comparing to FlowNet2 [25], PWC-Net is 17 times smaller in model size
and twice as fast during inference while being more accurate. Similar to SPyNet, the
computational efficiency stems from using coarse-to-fine estimation, but PWC-Net
crucially demonstrates that constructing and warping feature maps instead of using
downsampled warped images yields much better accuracy.
As a concurrent work and similar to PWC-Net [48], LiteFlowNet [23] also
demonstrated utilizing a multi-level pyramid architecture that estimates flow in a
coarse-to-fine manner, proposing another light-weight regression architecture for
optical flow. The major technical differences to PWC-Net are that LiteFlowNet
residually updates optical flow estimates over the pyramid levels and proposes a flow
regularization module. The proposed flow regularization module creates per-pixel
local filters using CNNs and applies the filters to each pixel so that customized filters
refine flow fields by considering neighboring estimates. The regularization module
is given the optical flow, feature maps, and occlusion probability maps as inputs to
take motion boundary information and occluded areas into account in creating per-
pixel local filters. The experimental results demonstrate clear benefits, especially
from using the regularization module that smoothes the flow fields while effectively
sharpening motion boundaries, which reduces the error by more than 13% on the
training domain.
Afterwards, Hur and Roth [24] proposed an iterative estimation scheme with
weight sharing entitled iterative residual refinement (IRR), which can be applied to
several backbone architectures and improves the accuracy further. Its main idea is to
7 Optical Flow Estimation in the Deep Learning Age 127
take the output from a previous pass through the network as input and iteratively refine
it by only using a single network block with shared weights; this allows the network to
residually refine the previous estimate. The IRR scheme can be used on top of various
flow architectures, for example FlowNet [10] and PWC-Net [48]. For FlowNet [10],
the whole hourglass shape network is iteratively re-used to keep refining its previous
estimate and, in contrast to FlowNet2 [25], increases the accuracy without adding
any parameters. For PWC-Net [48], a repetitive but separate flow decoder module at
each pyramid level is replaced with only one common decoder for all levels, and then
iteratively refines the estimation through the pyramid levels. Applying the scheme
on top of PWC-Net [48] is more interesting as it makes an already lean model even
more compact by removing repetitive modules that perform the same functionality.
Yet, the accuracy is improved, especially on unseen datasets (i.e. allowing better
generalization). Furthermore, Hur and Roth [24] also demonstrated an extension to
joint occlusion and bi-directional flow estimation that leads to further flow accuracy
improvements of up to 17.7% while reducing the number of parameters by 26.4% in
case of PWC-Net; this model is termed IRR-PWC [24].
Yin et al. [57] proposed a general probabilistic framework termed HD3 for dense
pixel correspondence estimation, exploiting the concept of the so-called match den-
sity, which enables the joint estimation of optical flow and its uncertainty. Mainly
following the architectural design of PWC-Net (i.e., using a multi-scale pyramid,
warping, and a cost volume), the method estimates the full match density in a hier-
archical and computationally efficient manner. The estimated spatially discretized
match density can then be converted into optical flow vectors while providing an
uncertainty assessment at the same time. This output representation of estimating
the match density is rather different from all previous works above, which directly
regress optical flow with CNNs. On established benchmarks datasets, their exper-
imental results demonstrate clear advantages, achieving state-of-the-art accuracy
regarding both optical flow and uncertainly measures.
While the cost volume has been commonly used in backbone architectures [10,
23, 25, 48, 57], its representation is mainly based on a heuristic design. Instead
of representing the matching costs between all pixels (x, y) with their possible 2D
displacements (u, v) into a 4D tensor (x, y, u, v), the conventional design is based
on a 3D cost volume—a 2D array (x, y) augmented with a uv channel, which is
computationally efficient but often yields limited accuracy and overfitting. To over-
come this limitation, Yang and Ramanan [55] proposed Volumetric Correspondence
Networks (VCN), which are based on true 4D volumetric processing: constructing
a proper 4D cost volume and processing with 4D convolution kernels. For reducing
the computational cost and memory of 4D processing, Yang and Ramanan [55] used
separable 4D convolutions, which approximate the 4D convolution operation with
two 2D convolutions, reducing the complexity by N 2 (please refer the original paper
for technical details). Through proper 4D volumetric processing with computation-
ally cheaper operations, the method further pushes both accuracy and practicality on
128 J. Hur and S. Roth
Table 7.1 Overview of the main technical design principles of end-to-end optical flow architectures
Methods FlowNetS FlowNetC SPyNet FlowNet2 PWC-Net LiteFlowNet HD3 [57] VCN [55]
[10] [10] [41] [25] [48] [23]
Pyramid – 3-level 5-level 3-level 6-level 6-level 5-level 6-level
feature image feature feature feature feature feature
Warping – – Image Image Feature Feature Feature Feature
Cost – 3D – 3D 3D 3D 3D 4D
volume
Network – – – 5 – – – –
stacking
Flow Direct Direct Residual Direct Direct Residual Residual Hypothesis
inference selection
Parameters 38.67 39.17 1.20 162.49 8.75 5.37 39.6 6.20
(M)
Table 7.2 Quantitative comparison on public benchmarks: MPI Sintel [8] and KITTI [14, 37]
Methods MPI Sintel a KITTI b
Clean Final 2012 2015
FlowNetS [10] 6.158 7.218 37.05% –
FlowNetC [10] 6.081 7.883 – –
SPyNet [41] 6.640 8.360 12.31% 35.07%
FlowNet2 [25] 3.959 6.016 4.82% 10.41%
PWC-Net [48] 4.386 5.042 4.22% 9.60%
LiteFlowNet [23] 3.449 5.381 3.27% 9.38%
IRR-PWC [24] 3.844 4.579 3.21% 7.65%
HD3 [57] 4.788 4.666 2.26% 6.55%
VCN [55] 2.808 4.404 – 6.30%
a Evaluation metric: end point error (EPE)
b Evaluation metric: outlier rate (i.e. less than 3 pixel or 5% error is considered an inlier)
7 Optical Flow Estimation in the Deep Learning Age 129
Fig. 7.3 Qualitative comparison of end-to-end architectures: example from Sintel final test
[8]. The first column shows the ground-truth flow and the overlayed input images. In the further
columns, we show the color-coded flow visualization of each method, overlayed with the end point
error (EPE) and their error maps (the brighter a pixel, the higher its error)
PWC-Net [48], and LiteFlowNet [23]). Second, stacking networks can also improve
the flow accuracy while linearly increasing the number of parameters (e.g., from
FlowNet [10] to FlowNet2 [25]). Third, constructing a cost volume by calculating a
patch-wise correlation between two feature maps has become a standard approach
and is more beneficial than not using it (e.g., FlowNetS vs. FlowNetC, according
to a study from [25]). Fourth, even if based on similar conceptual designs, subtle
design differences or additional modules can further lead to accuracy improvements
(e.g., LiteFlowNet [23] vs. PWC-Net [48]). Fifth, the iterative residual refinement
scheme IRR [24] can further boost the accuracy of existing backbone architectures
(e.g., from PWC-Net [48] to IRR-PWC [24]). Lastly, investigating better fundamen-
tal designs such as the output representation (e.g., the match density [57]) or the cost
volume representation (e.g., 4D cost volume [55]) can lead to further improvement,
sometimes quite significantly so.
Figure 7.3 shows a qualitative comparison of each method on an example from
the Sintel Final Test set [8]. The optical flow visualizations and the error maps
demonstrate how significantly end-to-end methods have been improved over the
past few years, especially near motion boundaries and in non-textured areas.
130 J. Hur and S. Roth
Aside from the question of how to design deep network architectures for optical flow
estimation, another problem dimension has grown into prominence recently—how
to train such CNNs for optical flow especially in the context of the limited quantities
of ground-truth data available in practice. Most (early) CNN approaches are based on
standard supervised learning and directly train the network on labeled data. However,
real-world labeled data is available only in comparatively small quantities and often
constrained to certain settings, which turns out to have the limitation that the accuracy
can drop significantly on unseen data. To overcome this, a number of alternative
approaches based on unsupervised or semi-supervised learning have been proposed
to lighten the necessity of and reliance on large amounts of labeled data. In this
section, we review and categorize CNN approaches in terms of their underlying
learning paradigm: supervised learning, unsupervised or self-supervised learning,
and finally semi-supervised learning.
Based on the end-to-end trainability of CNNs, the most straightforward way to train
CNNs for optical flow estimation is in a supervised fashion using a labeled dataset. In
the supervised learning setting—but not only there—the dataset plays an important
role, and details such as the size and design of the dataset, the type of loss function,
and training schedules become critical factors in achieving high accuracy.
Approaches that are based on CNNs as feature extractor [2, 3, 12, 16], as already
discussed above, collect positive matching samples and negative non-matching sam-
ples as a training set and train the CNNs by applying a loss function at the final
output of the network. Different types of loss functions has been investigated to
obtain discriminative features that are invariant to common appearance and illumi-
nation changes (please refer to Sect. 7.1.2 for further details). When training CNNs
in general, having a large labeled dataset is crucial to avoid overfitting on the training
dataset and enable the network to generalize to unseen data. As the networks tend to
be comparatively lean and do not have to (and in fact cannot) learn something about
plausible motions, but rather only classify when patches match in terms of their
appearance, the issue of overfitting is less prominent than in end-to-end regression
approaches.
For training end-to-end optical flow architectures in a supervised fashion, on the
other hand, we need to have a training dataset with many temporally consecutive
image pairs with dense ground-truth flow, representing the range of possible optical
flow fields. The entire flow map with per-pixel labels is used to train the network
by minimizing the per-pixel Euclidean distance between the ground truth flow and
the output from the network. However, collecting such a dataset with real-world
images has been challenging due to the difficulty of measuring the true motion for
7 Optical Flow Estimation in the Deep Learning Age 131
all pixels [4]. Establishing synthetic datasets instead is a viable alternative (e.g., the
FlyingChairs [10], Sintel [8], and FlyingThings3D [35] datasets), as it is much easier
to generate a large amount of synthesized images with accurate ground-truth flow.
Yet, using a synthetic dataset for training flow networks still does not completely
solve the issue of dataset suitability. The generalization to an unseen setting remains
a challenge. According to the empirical studies of [25] and [48], the flow accuracy
significantly depends on the dataset used for training and on how close the test-time
domain is to the training domain. Consequently, overfitting on the training dataset
domain is a problem. As a solution, FlowNet2 [25] is accompanied with a training
dataset schedule that leads to a better local parameter optimum so that the trained
networks can perform reasonably on unseen data: pre-training on synthetic datasets
before fine-tuning on the target domain dataset in the end (please refer to Sect. 7.1.3
for further details). Both FlowNet2 [25] and PWC-Net [48] empirically demonstrated
that training networks with this schedule allows for better generalization to an unseen
target domain. In fact, pre-training on a synthetic dataset followed by fine-tuning on
the target domain yields much better accuracy than directly training on the target
domain, even on the target domain itself.
All regression architectures mentioned above have multi-scale intermediate opti-
cal flow outputs along the decoder (e.g., FlowNet [10] and FlowNet2 [25]) or at
each pyramid level (e.g., PWC-Net [48], SPyNet [41], and LiteFlowNet [23]). For
all intermediate outputs, an L 2 loss between the output and the downscaled ground
truth is applied per pixel so that the network learns to estimate optical flow in a
coarse-to-fine manner and achieves better accuracy at the final output resolution.
The final training loss becomes the weighted sum of all intermediate losses.
While synthetic datasets enable training CNNs with a large amount of labeled data,
the networks only trained on synthetic datasets perform relatively poorly on real-
world datasets due to the domain mismatch between the training domain and the
target domain. As just discussed, supervised approaches thus require fine-tuning on
the target domain for better accuracy. However, this can be problematic if there is
no ground truth optical flow available for the target domain. To resolve this issue,
unsupervised learning approaches have been proposed to directly train CNNs on the
target domain without having access to any ground truth flow. Such methods are
also called self-supervised, as the supervisory signal comes from the input images
themselves. In this section, we will overview existing unsupervised or self-supervised
learning methods and discuss how they have progressed to achieve results that are
competitive with many supervised methods.
Ahmadi and Patras [1] pioneered unsupervised learning-based optical flow using
CNNs. Inspired by the classical Horn and Schunck [20] method, Ahmadi and Patras
used the classical optical flow constraint equation as a loss function for training
the network. By minimizing this unsupervised loss function, the network learns
132 J. Hur and S. Roth
to predict optical flow fields that satisfy the optical flow constraint equation on
the input images, i.e., the brightness constancy assumption. [1] further combines
this with classical coarse-to-fine estimation so that the flow field improves through
multi-scale estimation. By demonstrating that the flow accuracy is close to the best
supervised method at the time, i.e. FlowNet [10], Ahmadi and Patras [1] suggest that
unsupervised learning of networks for optical flow estimation is possible and can
overcome some of the limitations of supervised learning approaches.
Concurrently, Yu et al. [58] and Ren et al. [43] proposed to use a proxy unsu-
pervised loss that is inspired by a standard MRF formulation. Following classical
concepts, the proposed unsupervised proxy loss consists of a data term and a smooth-
ness term as in Eq. (7.2). The data term directly minimizes the intensity difference
between the first image and the warped second image from estimated optical flow,
and the smoothness term penalizes flow differences between neighboring pixels.
Both methods demonstrate that directly training on a target domain (e.g., the KITTI
datasets [14]) in an unsupervised manner performs competitive to or sometimes
even outperforms the same network that is trained on a different domain (e.g., the
FlyingChairs dataset [10]) in a supervised manner. This observation suggests that
unsupervised learning approaches can be a viable alternative to supervised learning,
if labeled data for training is not available in the target domain.
In a follow-up work, Zhu and Newsam [63] showed that the backbone network
can be improved by using a dense connectivity. They built on DenseNet [22], which
uses dense connections with skip connections between all convolutional layers to
improve the accuracy over the previous state of the art for image classification.
Inspired by DenseNet, Zhu et al. [63] adopted the such dense connections in an
hourglass-shaped architecture by using dense blocks before every downsampling
and upsampling step; each dense block has four convolutional layers with dense
skip connections between each other. [63] improves the flow accuracy by more than
10% on public benchmark datasets over [58] on average, which uses FlowNet [10]
as a backbone network, indicating the importance of choosing the right backbone
network in the unsupervised learning setting as well.
Zhu et al. [62] also proposed a different direction of unsupervised learning, com-
bining an unsupervised proxy loss and a guided supervision loss using proxy ground
truth obtained from an off-the-shelf classical energy-based method. As in [43, 58], the
unsupervised proxy loss makes the network learn to estimate optical flow to satisfy
the brightness constancy assumption while the guided loss helps the network perform
close to off-the-shelf classical energy-based method. In the circumstance that learn-
ing with the unsupervised proxy loss is outperformed by the classical energy-based
method, the guided loss can help and even achieve better accuracy than either of the
two losses alone.
Unsupervised or self-supervised learning of optical flow relies on minimizing
a proxy loss rather than estimating optical flow close to some ground truth. Thus,
designing a faithful proxy loss is critical to its success. Meister et al. [36] proposed a
proxy loss function that additionally considers occlusions, demonstrates better accu-
racy than previous unsupervised methods, and outperforms the supervised backbone
network (i.e., FlowNet [10]). Further, bi-directional flow is estimated from the same
7 Optical Flow Estimation in the Deep Learning Age 133
network by only switching the order of input images and occlusions are detected
using a bi-directional consistency check. The proxy loss is applied only to non-
occluded regions as the brightness constancy assumption does not hold for occluded
pixels. In addition, Meister et al. [36] suggested to use a higher-order smoothness
term and a ternary census loss [47, 59] to obtain a data term that is robust to brightness
changes. This advanced proxy loss significantly improves the accuracy by halving
the error compared to previous unsupervised learning approaches. Meister et al.[36]
resulting in better accuracy than supervised approaches pre-trained on synthetic data
alone (assuming the same backbone), which suggests that directly training on the
target domain in an unsupervised manner can be a good alternative to supervised
pre-training with synthetic data.
Wang et al. [51] also introduced an advanced proxy loss that takes occlusion
into account and is applied only to non-occluded regions. Similar to [36], Wang et
al. [51] estimate bi-directional optical flow and then obtain an occlusion mask for the
forward motion by directly calculating disocclusion from the backward flow. They
exploit the fact that occlusion from the forward motion is the inverse of disocclusion
from the backward motion. Disocclusions can be obtained by forward-warping the
given flow and detecting the holes to which no pixels have been mapped. In addition
to occlusion handling, their approach contains other innovations such as a modified
architecture and pre-processing. According to their ablation study, the accuracy is
improved overall by 25% on public benchmark datasets compared to the unsupervised
approach of Yu et al. [58]. In addition, the method demonstrates good occlusion
estimation results, close to those of classical energy-based approaches.
Janai et al. [26] extended unsupervised learning of optical flow to a multi-frame
setting, taking in three consecutive frames and jointly estimating an occlusion map.
Based on the PWC-Net [48] architecture, they estimate bi-directional flow from
the reference frame and occlusion maps for both directions as well. After the cost
volume of PWC-Net, Janai et al. use three different decoders: (i) a future frame
decoder that estimates flow from the reference frame to the future frame, (ii) a past
flow decoder, and (iii) an occlusion decoder. A basic unsupervised loss consisting
of photometric and smoothness terms is applied only on non-occluded regions for
estimating flow, and a constant velocity constraint is also used, which encourages
the magnitude of forward flow and backward flow to be similar but going in opposite
directions. Their experimental results demonstrate the benefits of using multiple
frames, outperforming all two-frame based methods. Furthermore, the accuracy of
occlusion estimation is competitive with classical energy-based methods.
Liu et al. [32, 33] demonstrated another direction for unsupervised (or self-
supervised) learning by using a data distillation framework with student-teacher
networks. Their two methods, DDFlow [32] and its extension SelFlow [33], distill
reliable predictions from a teacher network, which is trained in an unsupervised
manner [36], and use them as pseudo ground truth for training the student network,
which is used at inference time. The accuracy of this framework depends on how to
best distill the knowledge for the student network. For better accuracy especially in
occluded regions, the two methods focus on how to provide more reliable labels for
occluded pixels to the student network. DDFlow [32] proposes to randomly crop the
134 J. Hur and S. Roth
predicted flow map from the teacher network as well as the input images. Then in the
cropped images, some of the non-occluded pixels near the image boundaries become
out-of-bounds pixels (i.e., occluded pixels), and its reliably predicted optical flow
from the non-occluded pixels in the teacher network can work as reliable pseudo
ground truth for occluded pixels in the student network. In the experiments, DDFlow
[32] showed data distillation to significantly improve the accuracy on average up to
34.7% on public benchmark datasets, achieving the best accuracy among existing
unsupervised learning-based approaches.
SelFlow [33] suggests a better data distillation strategy by exploiting superpixel
knowledge and hallucinating occlusions in non-occluded regions. Given the pre-
diction from the teacher network, SelFlow [33] superpixelizes the target frame and
perturbs random superpixels by injecting random noise as if non-occluded pixels in
the target images were occluded by randomly looking superpixels. Then likewise,
those non-occluded pixels with reliable predictions from the teacher network become
occluded pixels when training the student network, guiding to estimate reliable opti-
cal flow in occluded areas. In addition, SelFlow [33] further demonstrates multi-frame
extensions using 3 frames as input for improving the accuracy by exploiting temporal
coherence. Evaluating on public benchmark datasets, SelFlow [33] further improves
the accuracy over DDFlow [32], demonstrating the importance of having a better
data distillation strategy and suggesting a promising direction for self-supervised
learning.
a synthetic dataset only in a supervised way and they also outperform training with
unlabeled real data in the target domain only in an unsupervised way.
Yang and Soatto [56] proposed another semi-supervised approach by learning a
conditional prior for predicting optical flow. They posit that current learning-based
approaches to optical flow do not rely on any explicit regularizer (which refers to
any prior, model, or assumption that adds any restrictions to the solution space),
which results in a risk of overfitting on the training domain, relating to the domain
mismatch problem regarding the testing domain. To address the issue, they propose a
network that contains prior information of possible optical flows that an input image
can give rise to and then use the network as a regularizer for training a standard
off-the-shelf optical flow network. They first train the conditional prior network in a
supervised manner to learn prior knowledge on the possible optical flows of an input
image, and then train FlowNet [10] in an unsupervised manner with a regularization
loss from the trained conditional prior network. The experiments demonstrate that the
conditional prior network enables the same network trained on the same dataset (i) to
outperform typical unsupervised training and (ii) to give results that are competitive
with the usual supervised training, yet showing better generalization across different
dataset domains. This observation suggests that semi-supervised learning can benefit
domain generalization without labeled data by leveraging the available ground truth
from another domain.
In the literature of classical optical flow methods, utilizing multiple frames has a
long history (e.g., [39]). When additional temporally consecutive frames are avail-
able, different kinds of assumptions and strategies can be exploited. One basic and
straightforward way is to utilize the temporal coherence assumption that optical
flow smoothly changes over time [6, 27, 28, 50, 53]. This property is sometimes
also referred to as constant velocity or acceleration assumption. Another way is to
parameterize and model the trajectories of motion, which allows to exploit higher-
level motion information instead of simply enforcing temporal smoothness on optical
flow [9, 13, 45] in 2D. Recently, there has been initial work on adopting these proven
ideas in the context of deep learning to improve the flow accuracy.
Ren et al. [42] proposed a multi-frame optical flow network by extending the two-
frame, state-of-the-art PWC-Net [48]. Given three temporally consecutive frames,
It−1 , It , and It+1 , the proposed method fuses the two optical flows from It−1 to It
and from It to It+1 to exploit the temporal coherence between the three frames. Each
optical flow is obtained using PWC-Net. In order to fuse the two optical flows, the
method also estimates the flow from It to It−1 to backwardwarp the flow from It−1
to It to match the spatial coordinates of corresponding pixels. When fusing the two
flows, Ren et al. use an extra network that inputs the flows with their brightness error
and outputs the refined final flow. The underlying idea of inputting the brightness
error together is to guide regions to refine to where optical flow may be inaccurate.
136 J. Hur and S. Roth
In their experiments, Ren et al. [42] demonstrated that utilizing two adjacent optical
flows and fusing them improves the flow accuracy especially in occluded areas and
out-of-bound areas.
Maurer and Bruhn [34] also proposed a multi-frame optical flow method that
exploits the temporal coherence but in a different direction by learning to predict
forward flow from the backward flow in an online manner. Similarly given three
temporally consecutive frames, It−1 , It , and It+1 , the proposed method first estimates
the forward flow (i.e., from It to It+1 ) and the backward flow (i.e., from It to It−1 )
using an off-the-shelf energy-based approach [21]. Next, the method finds inliers for
each flow by estimating the opposite directions of each flow (i.e., from It+1 to It and
from It−1 to It ) and performing a consistency check. Given the inlier flow for both
directions as ground truth data, the method then trains shallow 3-layer CNNs that
predict the forward flow (i.e., from It to It+1 ) from the input backward flow (i.e., from
It to It−1 ). The idea to predict the forward flow from the backward flow is to exploit
the valuable motion information from the previous time step including in occluded
regions, which the current step is not able to properly handle but that are visible in the
previous time step. This training is done in an online manner so that the network can
be trained adaptively to input samples while exploiting temporal coherence. Finally,
the method fuses the predicted forward flow and the estimated forward flow to obtain
a refined forward flow. On major benchmark datasets, the method demonstrates the
advantages of exploiting temporal coherence by improving the accuracy especially
in occluded regions by up to 27% overall over a baseline model that does not use
temporal coherence.
Finally, Neoral et al. [40] proposed an extended version of PWC-Net [48] in the
multi-frame setting, jointly estimating optical flow and occlusion. Given a temporal
sequence of frames, Neoral et al. proposed to improve the flow and occlusion accu-
racy by leveraging each other in a recursive manner in the temporal domain. First,
they propose a sequential estimation of optical flow and occlusion: estimating occlu-
sion first and then estimating optical flow, feeding the estimated occlusion as one of
inputs into the flow decoder. They found that providing the estimated occlusion as an
additional input improves the flow accuracy by more than 25%. Second, they input
the estimated flow from the previous time step into the occlusion and flow decoders
as well, which yields additional accuracy improvements for both tasks, especially
improving the flow accuracy by more than 12% on public benchmark datasets. Sim-
ilar to other multi-frame based methods above, the flow accuracy improvement is
especially prominent in occluded areas and also near motion boundaries.
7.4 Conclusion
The recent advances in deep learning have significantly influenced the transition
from classical energy-based formulations to CNN-based approaches for optical flow
estimation. We reviewed this transition here. Two main families of CNN approaches
to optical flow have been pursued: (i) using CNNs as a feature extractor on top of
7 Optical Flow Estimation in the Deep Learning Age 137
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Chapter 8
Spatio-Temporal Action Instance
Segmentation and Localisation
8.1 Introduction
The exiting competing approaches [8, 18, 21, 25] address the problem of action
detection in a setting where videos contain single action category and most of them
Fig. 8.1 A video sequence taken from the LIRIS-HARL dataset plotted in space-and time. a A top
down view of the video plotted with the detected action tubes of class “handshaking” in green, and
“person leaves baggage unattended” in red. Each action is located to be within a space-time tube.
b A side view of the same space-time detections. Note that no action is detected at the beginning of
the video when there is human motion present in the video. c Action instance segmentation results
for two actions occurring simultaneously in a single frame
are temporally trimmed. In contrast, this chapter addresses the problems of both
spatio-temporal action instance segmentation and action detection. Here, we consider
real-world scenarios where videos often contain co-occurring action instances belong
to different action categories. Consider the example shown in Fig. 8.1, where our
proposed model performs action instance segmentation and detection of two co-
occurring actions “leaving bag unattended” and “handshaking” which have different
spatial and temporal extents within the given video sequence. The video is taken
from the LIRIS-HARL dataset [13]. In this chapter, we propose a deep learning
based framework for both action instance segmentation and detection, and evaluate
the proposed model on the LIRIS-HARL dataset which is more challenging than
the standard benchmarks: UCF-101-24 [23] and J-HMDB-21 [13] due to its multi-
label and highly temporally untrimmed videos. To demonstrate the generality of
the segmentation results on other standard benchmarks, we present some additional
qualitative action instance segmentation results on the standard UCF-101-24 dataset
(Sect. 8.4.4).
Outline. This chapter is organized as follows. First we present an overview of
the approach in Sect. 8.2. We then introduce the detailed methodology in Sect. 8.3.
Finally, Sects. 8.4 and 8.5 present the experimental validation and discussion respec-
tively.
Related publication. The work presented in this chapter has appeared in arXiv [20].
An overview of the algorithm is depicted in Fig. 8.2. At test time, we start by perform-
ing binary human motion segmentation (a) for each input video frame by leveraging
the human action segmentation [17], followed by a frame-level region proposal gen-
eration (b) (Sect. 8.3.1.1). Proposal bounding boxes are then used to crop patches
from both RGB and optical flow frames (c). We refer readers to Section A.1 of [19]
for details on optical flow frame computation. Crop image patches are resized to a
fixed dimension and fed as inputs to an appearance- and a motion-based detection net-
8 Spatio-Temporal Action Instance Segmentation and Localisation 143
Motion-based
CNN
Fig. 8.2 Overview of the proposed spatio-temporal action instance segmentation and detection
pipeline. At test time, a RGB video frames are fed as inputs to a human motion segmentation
algorithm to generate binary segmentation of human actions; at this point these human silhouettes
do not carry any class- and instance-aware labels, and they only have binary labels for foreground
(and the pixels don’t belonging to human silhouettes are labelled as background class). b Our region
proposal generation algorithm accepts the binary segmented video frames as inputs and computes
region proposal bounding boxes using all possible combinations of 2D connected components
(2 N − 1) present in the binary map. c Once the region proposals are computed, warped regions are
extracted from both RGB and optical flow frames and fed as inputs to the respective appearance- and
motion-based detection networks. d The detection networks compute fc7 appearance and motion
features for each warped region, features are then fused and subsequently used by a set of one-vs-
all SVMs to generate action classification scores for each region. e Finally, frame-level detection
windows are temporally linked as per their class-specific scores and spatial overlaps to build class-
specific action tubes. Further, each pixel within the detection windows is assigned to an class- and
instance-aware label by by utilising both the bounding-box detections associated with each class-
specific action tubes and the binary segmentation maps (or human silhouettes) generated in (a)
work (d) (Sect. 8.3.2) to compute CNN fc7 features. Subsequently, these appearance-
and motion-based fc7 features are fused, and later, these fused features are classified
by a set of one-versus-all SVMs. Each fused feature vector is a high-level image
representation of its corresponding warped region and encodes both static appear-
ance (e.g. boundaries, corners, object shapes) and motion pattern of human actions
(if there is any). Finally, the top k frame-level detections (regions with high classi-
fication scores) are temporally linked in time to build class-specific action tubes (e)
and then, these tubes are trimmed (as in [21]) to solve for temporal action locali-
144 S. Saha et al.
sation. Pixels belonging to each action tube are assigned class- and instance-aware
action labels by taking advantage of both tube’s class score and the binary action
segmentation maps computed in (a). At train time, first action region hypotheses are
generated for RGB video frames using Selective Search [24] (Sect. 8.3.1.2), then,
pretrained appearance and motion CNNs (d) are fine-tuned on the warped regions
extracted from both RGB and flow frames. Subsequently, fine-tuned appearance and
motion CNNs are used to compute fc7 features from both RGB and flow training
frames, features are then fused and pass as inputs to a set of one-versus-all SVMs
for training. A detailed descriptions of these above steps are presented in Sect. 8.3.
8.3 Methodology
We denote each 2D region proposal ‘r’ as a subset of the image pixels, associated
with a minimum bounding box ‘b’ around it. In the following sub sections we present
our two different region proposal generation schemes: (1) the first one is based on
human motion segmentation algorithm [17], and (2) the second one uses Selective
Search algorithm [24] to generate 2D action proposals.
(a)
Frame 1 Frame t Frame T
(b)
Fig. 8.3 a Three sample input video frames showing a “handshaking” action from a test video
clip of LIRIS HARL dataset [26]. b The corresponding motion saliency response generated using
long term trajectories [3] are shown for these three frames. Notice, the motion saliency is relatively
higher for the person at the left, who first enters into the room and then approaches towards the
person in the right for “handshaking”. Also note that, motion saliency is computed on the entire
video clip, for the sake of visualization, we pick three sample frames
(a) (b)
(c)
(d) (e)
Fig. 8.4 a DPM based person detection. b Corresponding DPM part mask. c Supervoxel response
for the DPM mask. d and e Pairwise connections of motion saliency map and segmentation respec-
tively. This figure is taken from [17] with author’s permission
146 S. Saha et al.
(a)
Frame 1 Frame t Frame T
(b)
hierarchy level 01
hierarchy level 05
hierarchy level 10
Fig. 8.5 a Three sample input video frames showing a “handshaking” action from a test video clip
of LIRIS HARL dataset [26]. b The hierarchical graph based video segmentation results (at three
different levels of hierarchy) are shown for these three frames. The three rows show segmentation
results for hierarchy level 1, 5 and 10 respectively where 1 is the lowest level with supervoxels
having smaller spatial extents and 10 is the highest level with supervoxels having relatively larger
spatial extents. Notice, the supervoxels belong to higher levels of segmentation hierarchy tend to
preserve the semantic information and are less prone to leaks. Also note that, video segmentation
is computed on the entire video clip, for the sake of visualization, we pick three sample frames
8 Spatio-Temporal Action Instance Segmentation and Localisation 147
(Fig. 8.3) and human appearance based saliency map is generated using a DPM per-
son detector [6] (Fig. 8.4a–c) trained on PASCAL VOC 2007 [5]. Secondly, to seg-
ment human actions, a hierarchical graph-based video segmentation algorithm [28] is
used to extract supervoxels at different level of pixel granularity (i.e. different levels
of segmentation hierarchy) (Fig. 8.5). The foreground motion and human appear-
ance based saliency features are then encoded in the hierarchy of supervoxels using
a hierarchical Markov Random Field (MRF) model. This encoding gives the unary
potential components. To avoid a brittle graph due to a large number of supervox-
els [12], the MRF graph is built with a smaller subset of supervoxels which are highly
likely to contain human actions. Thus, a candidate edge is built between two neigh-
bouring supervoxels based on their optical flow directions and overlaps with a person
detection. In the MRF graph structure, supervoxels are nodes and an edge between
two supervoxels are built if: (a) they are temporal neighbours i.e. neighbours in the
direction of optical flow, or (b) spatial neighbours, i.e. both the supervoxels have high
overlaps with a DPM person detection where the person detection has a confidence
greater than a threshold. The temporal supervoxel neighbours and the appearance-
aware spatial neighbours (Fig. 8.4d, e) give the pairwise potential components. To
avoid leaks and encourage better semantic information, supervoxels (constrained by
appearance and motion cues) from higher levels in the hierarchy (Fig. 8.5) are sup-
ported by the higher-order potential. Finally, the energy of the MRF is minimised
using the α-expansion algorithm [1, 15] and GMM estimation is used to automati-
cally learn the model parameters. The final outputs of the human motion segmentation
are the human foreground background binary maps as depicted in Fig. 8.6.
(a)
Frame 1 Frame t Frame T
(b)
Fig. 8.6 a Three sample input video frames showing a “handshaking” action from a test video clip
of LIRIS HARL dataset [26]. b The human action foreground-background segmentation results are
shown for these three frames
148 S. Saha et al.
We use two competing approaches to generate region proposals for action detection.
The first is based upon Selective Search [24], and the second approach is presented
in Sect. 8.3.1.1. Whilst using the Selective Search based method for both training
and testing, we only use the motion segmentation based method for testing since it
does not provide good negative proposals to use during training. Having a sufficient
number of negative examples is crucial to train an effective classifier. At test time,
the human motion segmentation (Sect. 8.3.1.1) allows us to extract pixel-level action
instance segmentation which is superior to what we may obtain by using Selective
Search. We validate our action detection pipeline using both algorithms - the results
are discussed in Sect. 8.4.
Measuring “Actionness” of Selective Search Proposals. The selective-search
region-merging similarity score is based on a combination of colour (histogram
intersection), and size properties, encouraging smaller regions to merge early, and
avoid holes in the hierarchical grouping. Selective Search (SS) generates on average
2,000 region proposals per frame, most of which do not contain human activities. In
order to rank the proposals with an “actionness” score and prune irrelevant regions,
we compute dense optical flow between each pair of consecutive frames using the
state-of-the-art algorithm in [2]. Unlike Gkioxari and Malik [8], we use a relatively
smaller motion threshold value to prune SS boxes, (Sect. A.4 of [19]) to avoid neglect-
ing human activities which exhibit minor body movements exhibited in the LIRIS
HARL [26] such as “typing on keyboard”, “telephone conversation” and “discus-
sion” activities. In addition to pruning region proposals, the 3-channel optical flow
values (i.e., flow-x, flow-y and the flow magnitude) are used to construct ‘motion
images’ from which CNN motion features are extracted [8].
In the second stage of the pipeline, we use the “actionness” ranked region proposals
(Sect. 8.3.1) to select image patches from both the RGB (original video frames) and
flow images. The image patches are then fed to a pair of fine-tuned Convolutional
Neural Networks (Fig. 8.2d) (which encode appearance and local image motion,
respectively) from which appearance and motion feature vectors were extracted.
As a result the first network learns static appearance information (both lower-level
features such as boundary lines, corners, edges and high level features such as object
shapes), while the other encodes action dynamics at frame level. The output of the
Convolutional Neural Network may be seen as a highly nonlinear transformation (.)
from local image patches to a high-dimensional vector space in which discrimination
may be performed accurately even by a linear classifier. We follow the AlexNet [16]
and [29]’s network architectures.
8 Spatio-Temporal Action Instance Segmentation and Localisation 149
8.3.2.1 Pretraining
We adopt a CNN training strategy similar to [7]. Indeed, for domain-specific tasks
on relatively small scale datasets, such as LIRIS HARL [26], it is important to
initialise the CNN weights using a model pre-trained on a larger-scale dataset, in
order to avoid over-fitting [8]. Therefore, to encode object “context” we initialise the
appearance-based CNN’s weights using a model pre-trained on the PASCAL VOC
2012s object detection dataset. To encode typical motion patterns over a temporal
window, the optical motion-based CNN is initialised using a model pre-trained on
the UCF101 dataset (split 1) [23]. Both appearance- and motion-based pre-trained
models are publicly available online at https://github.com/gkioxari/ActionTubes.
We use deep learning software tool Caffe [14] to fine-tune pretrained domain-specific
appearance- and motion-based CNNs on LIRIS HARL training set. For training
CNNs, the Selective Search region proposals (Sect. 8.3.1.2) with an IoU overlap
score greater than 0.5 with respect to the ground truth bounding box were considered
as positive examples, the rest as negative examples. The image patches specified by
the pruned region proposals were randomly cropped and horizontally flipped by the
Caffe’s WindowDataLayer [14] with a crop dimension of 227 × 227 and a flip prob-
ability of 0.5 (Fig. 8.2c). Random cropping and flipping were done for both RGB
and flow images. The pre-processed image patches along with the associated ground
truth action class labels are then passed as inputs to the appearance and motion CNNs
to fine-tune (i.e. updating only the weights of the fully connected layers, in this case,
fc6 and fc7 layers, and keeping the weights of the other layers untouched during
training) for action classification (Fig. 8.2d). A mini batch of 128 image patches
(32 positive and 96 negative examples) are processed by the CNNs at each training
forward-pass. Note that the number of batches varies frame-to-fame as per the num-
ber of ranked proposals per frame. It makes sense to include fewer positive examples
(action regions) as these are relatively rare when compared to background patches
(negative examples).
We extract the appearance- and motion-based features from the fc7 layer of the the
two networks. Thus, we get two feature vectors (each of dimension 4096): appearance
feature ‘xa = a (r)’ and motion feature ‘x f = f (r)’. We perform L2 normalisa-
tion on the obtained feature vectors, to then, scale and merge appearance and motion
features (Fig. 8.2d) in an approach similar to that proposed by [8]. This yields a single
feature vector x for each image patch r. Such frame-level region feature vectors are
used to train an SVM classifier (Sect. 8.3.3).
150 S. Saha et al.
Once discriminative CNN fc7 feature vectors x ∈ Rn are extracted for region pro-
posals (Sect. 8.3.1.2), they can be used to train a set of binary classifiers (Fig. 8.2d)
to attach a vector of scores sc to each region proposal ‘r’, where each element in the
score vector sc is a confidence measure of each action class c ∈ {1, 2, . . . , C} to be
present within that region. Due to the notable success of linear SVM classifiers when
combined with CNN features [7], we trained a set of one-versus-rest linear SVMs to
classify region proposals.
In the original RCNN-based one-versus-rest SVM training approach [7], only the
ground truth bounding boxes are considered as positive training examples. In contrast,
due to extremely high inter- and intra-class variations in LIRIS HARL dataset [26],
we use those bounding boxes as positive training examples which have an IoU overlap
with the ground truth greater than 75%. In addition, we also consider the ground truth
bounding boxes as positives. We believe, our this training data sampling scheme is
more intuitive for complex datasets to train SVMs with more positive examples rather
than only ground truths. We have achieved almost 5% gain over SVMs classification
accuracy with this training strategy. In a similar way, we consider as negative exam-
ples only those features vectors whose associated region proposal have an overlap
smaller than 30% with respect to the ground truth bounding boxes (possibly several)
present in the frame.
We train the set of class specific linear SVMs using hard negative mining [6] to
speed up the training process. Namely, in each iteration of the SVM training step we
consider only those negative features which fall within the margin of the decision
boundary. We use the publicly available toolbox Liblinear 1 for SVM training and
use L2 regularizer and L1 hinge-loss with the following parameter values to train
the SVMs: positive loss weight WLP = 2; SVM regularisation constant C = 10−3 ;
bias multiplier B = 10.
With our actionness-ranked region proposals ri (Sect. 8.3.1) we can extract a cropped
image patch and pass it to the CNNs for feature extraction in a similar fashion as
described in Sect. 8.3.2.3. A prediction takes the form:
1 http://www.csie.ntu.edu.tw/~cjlin/liblinear/.
8 Spatio-Temporal Action Instance Segmentation and Localisation 151
where, (r) = {a (r); f (r)} is combination of appearance and motion features of
r , wcT and bcsvm are the hyperplane parameter and the bias term of the learned SVM
model of class c. The confidence measure sc (b) that the action ‘c’ has happened
within the bounding-box region ‘b’ is based on the appearance and motion features.
Here b denotes the associated bounding box for a region proposal r.
After SVM prediction,each region proposal ‘r’ has been assigned a set of class-
specific scores sc , where c denotes the action category label, c ∈ {1, . . . , C}. Once
a region proposal has been assigned classification scores sc , we call it as a detection
bounding-box and denote it as b. Due to the typically large number of region proposals
generated by the Selective Search algorithms (Sect. 8.3.1.2), we further apply non-
maximum suppression to prune the regions.
Once we extract the frame-level detection boxes bt (Sect. 8.3.4) for an entire video,
we would like to identify sequences of detections most likely to form action tubes.
Thus, to extract final detection tubes, linking of these detection boxes in time is
essential to generate tubes. We use our two-pass dynamic programming approach
as in [21] to formulate the action tube generation problem as a labelling problem
where: (i) we link detections bt into temporally connected action paths for each
action, and (ii) we perform a piece-wise constant temporal labelling on the action
paths. A detailed formulation of the tube generation problem can be found in the
Appendix A.5 [19].
We evaluate two region proposal methods with our pipeline, one based on human
motion segmentation (HMS) (Sect. 8.3.1.1) and another one based on selective search
(SS) (Sect. 8.3.1.2). We will use “HMS” and “SS” abbreviations in tables and plot to
show the performance of our pipeline based on each region proposal technique. Our
results are also compared to the current state-of-the-art: VPULABUAM-13 [22] and
IACAS-51 [11].
This evaluation strategy ignores the localisation information (i.e. the bounding boxes)
and only focuses on whether an action is present in a video or not. If a video con-
152 S. Saha et al.
Table 8.1 Quantitative measures precision and recall on LIRIS HARL dataset
Method Recall Precision F1-score
VPULABUAM-13-NL 0.36 0.66 0.46
IACAS-51-NL 0.3 0.46 0.36
SS-NL (ours) 0.5 0.53 0.52
HMS-NL (ours) 0.5 0.63 0.56
VPULABUAM-13-10% 0.04 0.08 0.05
IACAS-51-NL-10% 0.03 0.04 0.03
SS-10% (ours) 0.5 0.53 0.52
HMS-10% (ours) 0.5 0.63 0.56
tains multiple actions then system should return the labels of all the actions present
correctly. Even though our action detection framework is not specifically designed
for this task, we still outperform the competition, as shown in Table 8.1.
This evaluation strategy takes localisation (space and time) information into account
[27]. We use a 10% threshold quality level for the four thresholds (Sect. 4.2.5 of
[19]), which is the same as that used in the LIRIS-HARL competition. In Table 8.1,
we denote these results as “method-name-NL” (NL for no localisation) and “method-
name-10%”. In both cases (without localisation and with 10% overlap), our method
outperforms existing approaches, achieving an improvement from 46% [22] to 56%,
in terms of F1 score without localisation measures, and a improvement from 5% [22]
to 56% (11.2 times better) gain in the F1-score when 10% localisation information
is taken into account. In Table 8.2 we list the results we obtained using the overall
integrated performance scores (Sect. 4.2.5 of [19])—our method yields significantly
better quantitative and qualitative results with an improvement from 3% [22] to
43% (14.3% times better) in terms of F1 score, a relative gain across the spectrum of
measures. Samples of qualitative instance segmentation results are shown in Fig. 8.7.
Table 8.2 Qualitative thresholds and integrated score on LIRIS HARL dataset
Method Isr Isp Itr It p IQ
VPULABUAM-13-IQ 0.02 0.03 0.03 0.03 0.03
IACAS-51-IQ 0.01 0.01 0.03 00.0 0.02
SS-IQ (ours) 0.52 0.22 0.41 0.39 0.38
HMS-IQ (ours) 0.49 0.35 0.46 0.43 0.44
8 Spatio-Temporal Action Instance Segmentation and Localisation 153
Fig. 8.7 Correct (a–c) and incorrect (d–f) instance segmentation results on the LIRIS-HARL
dataset [26], the correct category is shown in brackets. a ‘Try enter room unsuccessfully’. b ‘Discus-
sion’. c ‘Unlock enter/leave room’. d ‘Handshaking’ (Give take object from person). e ‘Discussion’
(Leave bag unattended). f ‘Put take object into/from desk’ (Telephone conversation)
The pure classification accuracy of the HMS- and SS-based approaches are
reflected in the Confusion Matrices shown in Fig. 8.9. Confusion matrices show
the the complexity of the dataset. Some of the actions are wrongly classified, e.g.,
“telephone-conversation” is classified as “put/take object to/from box/desk”, same
can be observed for action “unlock enter/leave room” in SS approach.
The plots in Fig. 8.8 attest the robustness of our method, as they depict the curves
corresponding to precision, recall and F1-score over varying quality thresholds.
When the threshold ttr for temporal recall is considered (see Fig. 8.8 plot a) we
achieved a highest recall of 50% for both HMS- and SS-based approaches and a
highest precision of 65% for HMS-based approach at threshold value of ttr = 0. As the
threshold increases towards ttr = 1, SS-based method shows a robust performance,
with highest recall = 50% and precision = 52%, HMS-based method shows promising
results with an acceptable drop in precision and recall. Note that when ttr = 1, we
assume that all frames of an activity instance need to be detected in order for the
instance itself to be considered as detected.
As for the competing methods, IACAS-51 [11] yields the next competing recall
of 2.4% and a precision of 3.7% with a threshold value of ttr = 1.
154 S. Saha et al.
When acting on the value of the temporal frame-wise precision threshold tt p (see
Fig. 8.8 plot b) we can observe that at tt p = 1, when we assume that not a single spurious
frame outside the ground truth temporal window is allowed, our HMS-based region
proposal approach gives highest recall of 8% and precision 10.7%, where, as SS-
based approach has significantly lower recall = 2% and precision = 2.4%, which is still
significantly higher than the performance of the existing methods. Indeed, at tt p = 1,
VPULABUAM-13 has recall = 0.8% and precision = 1% where IACAS-51 yields
both zero precision and zero recall. This results tell us that HMS-based approach
performs superior in detecting temporal extent of an action and thus is suitable
for action localisation in temporally untrimmed videos. The remaining two plots c,
d of Fig. 8.8 illustrate the overall performance when spatial overlap is taken into
8 Spatio-Temporal Action Instance Segmentation and Localisation 155
DI GI BO EN ET LO UB HS KB TE
DI GI BO EN ET LO UB HS KB TE
Fig. 8.9 Confusion matrix obtained by human motion segmentation (HMS) and selective search
(SS) region proposal approach. They show the classification accuracy of HMS- and SS-based
methods on LIRIS HARL human activity dataset. HMS region proposal based method provides
better classification accuracy on the the complex LIRIS dataset [26]
156 S. Saha et al.
account. Both plots show metrics approaching zero when the corresponding spatial
thresholds (pixel-wise recall tsr and pixel-wise precision tsp ) approach 1. Note that it
is highly unlikely for a ground truth activity to be consistently (spatially) included in
the corresponding detected activity over all the consecutive frames (spatial recall), as
indicated in the plot c. It is also rare for a detected activity to be (spatially) included
in the corresponding ground truth activity over all the frames (spatial precision) as
indicated in plot d.
For the pixel-wise recall (plot c), our HMS based method shows consistent recall
between 45 and 50% and precision between 59 and 65.5% up to a threshold value
of tsr = 0.7, where as, SS-based region proposal approach gives comparable recall
between 48.3 and 50.8%, but relative lower precision between 43.5 and 53.2% up to
tsr = 0.7. For the pixel-wise precision (plot d), HMS and SS-based approaches give
similar recall between 39 and 50%, where as HMS-method again outperforms in
precision with 48–63% up to a threshold value of tsp = 0.7, where as SS has precision
41–53% up to a threshold value tsp = 0.7. Finally, we draw conclusion that our HMS-
based region proposal approach shows superior qualitative and quantitative detection
performance on the challenging LIRIS HARL dataset.
Figure 8.10 shows additional qualitative action instance segmentation and localisa-
tion results on LIRIS HARL dataset [26]. In particular, Fig. 8.10a, d show that the
proposed approach can successfully detect action instances belonging to a same class
or different classes at finer pixel-level. In (a), two action instances of a single action
class (i.e. “typing on keyboard”) are present, whereas in (d) two action instances
belonging to two different action classes (i.e. “handshaking” and “leave baggage
unattended”) are present.
Fig. 8.10 Qualitative action instance segmentation and localisation results on LIRIS HARL dataset.
Ground-truth action labels: TK—typing on keyboard, HS—handshaking, DC—discussion, LBU—
leave baggage unattended, GOP—give object to person, POD—put object into desk, TERU—try
enter room unsuccessfully, UER—unlock enter room, TC—telephone conversation. Correct results:
a, b, c, d, e, f, g, h, j; incorrect results: h, i, k, l. In h, out of two instances of TK action class,
only one instance has been successfully detected. In i, the ground truth action class GOP has been
misclassified as HS class. In k, the ground truth action classes TK and HS have been misclassified
as DC class. In l, the ground truth action class TC has been misclassified as POD class
158 S. Saha et al.
Time
(a)
(b)
(c)
Fig. 8.11 Qualitative action instance segmentation and localisation results on UCF-101-24 test
videos. The green boxes represent ground truth annotations, whereas the blue boxes denote the
frame-level detections. Each row represents an UCF-101-24 test video clip where the 1st and 2nd
rows in each set (i.e. set a–c) are the input video frames and their corresponding outputs respectively.
From each clip 4 selected frames are shown. Predicted action labels: a “basketball”; b “biking”; c
“cliffdiving”
8 Spatio-Temporal Action Instance Segmentation and Localisation 159
Time
(a)
(b)
(c)
Fig. 8.12 Qualitative action instance segmentation and localisation results on UCF-101-24 test
videos. The green boxes represent ground truth annotations, whereas the blue boxes denote the
frame-level detections. Each row represents an UCF-101-24 test video clip where the 1st and 2nd
rows in each set (i.e. set a–c) are the input video frames and their corresponding outputs respectively.
From each clip 4 selected frames are shown. Predicted action labels: a “fencing”; b “golfswing”; c
“icedancing”
160 S. Saha et al.
8.5 Discussion
Acknowledgements This work was partly supported by ERC grant ERC-2012-AdG 321162-
HELIOS, EPSRC grant Seebibyte EP/M013774/1 and EPSRC/MURIgrant EP/N019474/1.
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Chapter 9
Vision During Action: Extracting
Contact and Motion from Manipulation
Videos—Toward Parsing Human Activity
Abstract When we physically interact with our environment using our hands, we
touch objects and force them to move: contact and motion are defining properties of
manipulation. In this paper, we present an active, bottom-up method for the detection
of actor–object contacts and the extraction of moved objects and their motions in
RGBD videos of manipulation actions. At the core of our approach lies non-rigid
registration: we continuously warp a point cloud model of the observed scene to the
current video frame, generating a set of dense 3D point trajectories. Under loose
assumptions, we employ simple point cloud segmentation techniques to extract the
actor and subsequently detect actor–environment contacts based on the estimated
trajectories. For each such interaction, using the detected contact as an attention
mechanism, we obtain an initial motion segment for the manipulated object by clus-
tering trajectories in the contact area vicinity and then we jointly refine the object
segment and estimate its 6DOF pose in all observed frames. Because of its generality
and the fundamental, yet highly informative, nature of its outputs, our approach is
applicable to a wide range of perception and planning tasks. We qualitatively evalu-
ate our method on a number of input sequences and present a comprehensive robot
imitation learning example, in which we demonstrate the crucial role of our outputs
in developing action representations/plans from observation.
9.1 Introduction
Contact and motion information alone are often sufficient to describe manip-
ulations in a wide range of applications, as they naturally encode crucial infor-
mation regarding the performed action. Contact encodes where the affected object
was touched/grasped, as well as when and for how long the interaction took place.
Motion conveys what part of the environment (i.e., which object or object part) was
manipulated and how it moved.
The ability to automatically extract contact and object motion information from
video either directly solves or can significantly facilitate a number of common per-
ception tasks. For example, in the context of manipulation actions, knowledge of
the spatiotemporal extent of an actor–object contact automatically provides action
detection/segmentation in the time domain, as well as localization of the detected
action in the observed space [1, 2]. At the same time, motion information bridges
the gap between the observation of an action and its semantic grounding. Knowing
what part of the environment was moved effectively acts as an attention mechanism
for the manipulated object recognition [3, 4], while the extracted motion profile pro-
vides invaluable cues for action recognition, in both “traditional” [1, 2, 5] and deep
learning [6] frameworks.
Robot imitation learning is rapidly gaining attention. The use of robots in less
controlled workspaces and even domestic environments necessitates the develop-
ment of easily applicable methods for robot “programming”: autonomous robots
for manipulation tasks must efficiently learn how to manipulate. Exploiting contact
and motion information can largely automate robot replication of a wide class of
actions. As we will discuss later, the detected contact area can effectively bootstrap
the grasping stage by guiding primitive fitting and grasp planning, while the extracted
object and its motion capture the trajectory to be replicated as well as any applicable
kinematic/collision constraints. Thus, the components introduced in this work are
essential for building complex, hierarchical models of action (e.g., behavior trees,
activity graphs) as they appear in the recent literature [7–13].
In this paper, we present an unsupervised, bottom-up method for estimating from
RGBD video the contacts and object motions in manipulation tasks. Our approach is
fully 3D and relies on dense motion estimation: we start by capturing a point cloud
model of the observed scene and continuously warp/update it throughout the duration
of the video. Building upon our estimated dense 3D point trajectories, we use simple
concepts and common sense rules to segment the actor and detect actor–environment
contact locations and time intervals. Subsequently, we exploit the detected contact
to guide the motion segmentation of the manipulated object and, finally, estimate
its 6DOF pose in all observed video frames. Our intermediate and final results are
summarized in Table 9.1.
It is worth noting that we do not treat contact detection and object motion seg-
mentation/estimation independently: we use the detected contact as an attention
mechanism to guide the extraction of the manipulated object and its motion. This
active approach provides an elegant and effective solution to our motion segmen-
tation task. A passive approach to our problem would typically segment the whole
observed scene into an unknown (i.e., to be estimated) number of motion clusters.
By exploiting contact, we avoid having to solve a much larger and less constrained
9 Vision During Action: Extracting Contact and Motion … 165
Table 9.1 List of the inputs, intermediate results, and final outputs of our proposed system
Input Intermediate results Final outputs
RGBD video of • Dense 3D point • 3D trajectories of detected
manipulation trajectories for the whole actor–environment contact
sequence duration points
• Actor/background labels • Manipulated object
for all model points at all segments and their 6DOF
times poses for every time point
We focus our literature review on recent works in four areas that are most relevant
to our twofold problem, and the major processes/components upon which we build.
We deliberately do not review works from the action recognition literature; while our
approach may very appropriately become a component of a higher-level reasoning
solution, the scope of this paper is the extraction of contacts, moving objects, and
their motions.
Scene Flow Scene flow refers to the dense 3D motion field of an observed scene
with respect to a camera; its 2D projection onto the image plane of the camera is
the optical flow. Scene flow, analogously to optical flow, is typically computed from
multiview frame pairs [14]. There have been a number of successful recent works
on scene flow estimation from RGBD frame pairs, following both variational [15–
19] and deep learning [20] frameworks. While being of great relevance in a number
of motion reasoning tasks, plain scene flow cannot be directly integrated into our
pipeline, which requires model-to-frame motion estimation: the scene flow motion
field has a 2D support (i.e., the image plane), effectively warping the 2.5D geometry
of an RGBD frame, while we need to appropriately warp a full 3D point cloud model.
9.3.1 Overview
Fig. 9.1 A high-level overview of our modules and their connections in the proposed pipeline
As described in the previous subsection, whenever a new RGBD frame (point cloud)
becomes available, our scene model is non-rigidly warped from its previous state (that
corresponds to the previous frame) to the new (current) observation. Since parts of the
scene model may be invisible in the current state (e.g., because of self-occlusion), we
cannot directly apply a traditional scene flow algorithm, as that would only provide
us with motion estimates for (some of) the currently visible points. Instead, we adopt
a more general approach, by implementing a non-rigid iterative closest point (ICP)
algorithm, similar to [23–25].
As is the case with rigid ICP [41], our algorithm iterates between a correspon-
dence search step and a warp field optimization step for the given correspondences.
Our correspondence search typically amounts to finding the nearest neighbors of
each point in the current frame to the model point cloud in its previous state. Cor-
respondences that exhibit large point distance, normal angle, or color difference are
discarded. Nearest neighbor searches are done efficiently by parallel kd-tree queries.
In the following, we will focus on the warp field optimization step of our scheme.
It has been found that modeling the warp field using locally affine [23] or locally
rigid [24] transformations provides better motion estimation results than adopting a
simple translational local model, due to better regularization. In our implementation,
for each point of the scene model in its previous state, we compute a full 6DOF rigid
transformation that best aligns it to the current frame.
Let X = {xi } be the set of scene model points in the previous state that needs to be
registered to the point set Y = {yi } of the current frame, whose surface normals we
denote by Y n = {n i }. Let S = {si } ⊆ {1, . . . , |X |} and D = {di } ⊆ {1, . . . , |Y |}
be the index sets of corresponding points in X and Y, respectively, such that xsi , ydi
is a pair of corresponding points. Let T = {Ti } be the unknown warp field of rigid
transformations, such that Ti ∈ S E(3) and |T | = |X |, and T i (x i ) denotes the appli-
cation of T i to model point x i . Local transformations are parameterized by 3 Euler
angles (α, β, γ ) for their rotational part and 3 offsets (t x , t y , t z ) for their translational
T
part and are represented as 6D vectors Ti = αi βi γi tix tiy tiz .
Our goal at this stage is to estimate a warp field T, of 6 |X| unknown parameters, that
maps model points in S as closely as possible to frame models in D. We formulate this
property as the minimization of a weighted combination of sums of point-to-plane
and point-to-point squared distances between corresponding pairs:
|S|
|S|
T 2
E data (T ) = n di Tsi xsi − ydi + wpoint Ts xs − yd 2 . (9.1)
i i i
i=1 i=1
with wpoint ≈ 0.1) to the registration cost improves motion estimation on surfaces
that lack geometric texture.
The set of estimated correspondences is only expected to cover a subset of X and
Y, as not all model points are expected to be visible in the current frame, and the
latter may suffer from missing data. Furthermore, even for model points with existing
data terms (correspondences) in (9.1), analogously to the aperture problem in optical
flow estimation, the estimation of point-wise transformation parameters locally is
under-constrained. These reasons render the minimization of the cost function in
(9.1) ill-posed. To overcome this, we introduce a “stiffness” regularization term that
imposes an as-rigid-as-possible prior [21] by directly penalizing differences between
transformation parameters of neighboring model points in a way similar to [23]. We
fix a neighborhood graph on X, based on point locations, and use N(i) to denote the
indices of the neighbors of point x i to formulate our stiffness prior term as:
|X |
E stiff (T ) = wi j ψδ Ti − T j , (9.2)
i=1 j∈N (i)
2
where wi j = exp −xi − x j / 2σreg , σreg controls the radial extent of the regu-
larization neighborhoods, “−” denotes regular matrix subtraction for the 6D vector
representations of the local transformations, and ψ δ denotes the sum of the Huber
loss function values over the 6 residual components. Parameter δ controls the point
at which the loss function behavior switches from quadratic (L 2 -norm) to absolute
linear (L 1 -norm). Since L 1 -norm regularization is known to better preserve solution
discontinuities, we choose a small value of δ = 10−4 .
Our complete registration cost function is a weighted combination of costs (9.1)
and (9.2):
where wstiff controls the overall regularization weight (set to wstiff = 200 in our
experiments). We minimize E(T ) in (9.3), which is nonlinear in the unknowns, by
performing a small number of Gauss–Newton iterations. At every step, we linearize
E(T ) around the current solution and obtain a solution increment x̂ by solving the
system of normal equations J T J x̂ = J T r , where J is the Jacobian matrix of the
residual terms in E and r is the vector of residual values. We solve this sparse system
iteratively, using the conjugate gradient algorithm with a diagonal preconditioner.
In Fig. 9.2, we show two sample outputs of our algorithm in an RGBD frame
pair non-rigid alignment scenario. Our registration module accurately estimates
deformations even for complex motions of significant magnitude.
170 K. Zampogiannis et al.
Fig. 9.2 Non-rigid registration: displacement vectors are depicted as white lines, aligning the
source (red) to the target (blue) geometry
We note that, since we opted to keep the scene model point set fixed and track it
throughout the observed action, the obtained segmentation automatically becomes
available at all time points.
The outputs of the above two processes are a dense set of point trajectories and their
respective actor/background labels. Given this information, it is straightforward to
reason about contact, simply by examining whether the minimum distance between
parts of the two clusters is small enough at any given time. In other words, we can
easily infer both when the actor comes into/goes out of contact with part of the
environment and where this interaction is taking place.
Some of the contact interactions detected using this criterion may, of course, be
semantically irrelevant to the performed action. Since semantic reasoning is not part
of our core framework, these cases have to be handled by a higher level module.
However, under reasonably controlled scenarios, we argue that it is sufficient to
simply assume that the detected contacts are established by the actor hands, with the
goal of manipulating an object in their environment.
Knowing the dense scene point trajectories, labeled as either actor or background,
as well as the contact locations and intervals, our next goal is to infer what part of
the environment is being manipulated, or, in other words, which object was moved.
We assume that every contact interaction involves the movement of a single object,
and that the latter undergoes rigid motion. In the following, we only focus on the
background part of the scene around the contact point area, ignoring the human point
trajectories. We propose the following two-step approach.
First, we bootstrap our segmentation task by finding a coarse/partial mask of
the moving object, using standard unsupervised clustering techniques. Specifically,
we cluster the point trajectories that are labeled as background and lie within a fixed
radius of the detected contact point at the beginning of the interaction into two groups.
We adopt a spectral clustering approach, using the “random walk” graph Laplacian
[48] and a standard k-means last step. Our pairwise trajectory similarities are given
by
si j = exp −(dmax − dmin )2 / 2σ 2 ,
where d min and d max are the minimum and maximum Euclidean point distance of
trajectories i and j over the duration of the interaction, respectively. This similarity
metric enforces similar trajectories to exhibit relatively constant point-wise distances;
172 K. Zampogiannis et al.
i.e., it promotes clusters that undergo rigid motion. From the two output clusters, one
is expected to cover (part of) the object being manipulated. Operating under the
assumption that only interaction can cause motion in the scene, we pick the cluster
that exhibits the largest average motion over the duration of contact as our object
segment candidate.
In the above, we restricted our focus within a region of the contact point, in order
to (1) avoid that our binary classification is influenced by other captured motions in
the scene that are not related to the current interaction and (2) make the classification
itself more computationally tractable. As long as these requirements are met, the
choice of radius is not important.
Subsequently, we obtain a refined, more accurate segment of the moving object by
requiring that the latter undergoes a rigid motion that is at every time point consistent
with that of the previously found motion cluster. Let Bt denotes the background
t
(nonactor) part the scene model point cloud at time t, for t = 0, …, T, and M ⊆ B t
be the initial motion cluster state at the same time instance. For all t = 1, …, T, we
0 t
robustly estimate the rigid motion between point sets M and M (i.e., relative to
the first frame), using the closed-form solution of [49] under a RANSAC scheme
and then find the set of points in all of Bt that are consistent with this motion model
between B0 and Bt . If we denote this set of motion inliers by I t (which is a set of
indices of points in Bt ), we obtain our final object segment for this interaction as the
intersection of inlier indices for all time instances t = 1, …, T:
T
I ≡ It (9.4)
t=1
9.4 Experiments
We provide a qualitative evaluation of our method for video inputs recorded in dif-
ferent settings, covering three different scenarios: (1) a tabletop object manipulation
that involves flipping a pitcher, (2) opening a drawer, and (3) opening a room door.
All videos were captured from a static viewpoint, using a standard RGBD sensor.
For each scenario, we depict (in Figs. 9.3, 9.4, and 9.5, respectively) the scene
model point cloud state at three time snapshots: one right before, one during, and one
right after the manipulation. For each time point, we show the corresponding color
image and render the tracked point cloud from two viewpoints. The actor segment
9 Vision During Action: Extracting Contact and Motion … 173
Fig. 9.3 Flipping a pitcher: scene tracking, labeling, and contact detection
is colored green, the background is red, and the detected contact area is marked by
blue. We also render the point-wise displacements induced by the estimated warp
field (from the currently visible state to its next) as white lines (mostly visible in
areas that exhibit large motion). The outputs displayed in these figures are in direct
correspondence with the processes described in Sects. 9.3.2, 9.3.3, and 9.3.4.
Next, we demonstrate our attention-driven motion segmentation and 6DOF pose
estimation of the manipulated object. In Fig. 9.6, we render the background part of
the scene model in its initial state with the actor removed and show the two steps of
our segmentation method described in Sect. 9.3.5. In the middle column, the blue
segment corresponds to the initial motion segment, obtained by clustering trajectories
in the vicinity of the contact point, which was propagated back to the initial model
state and is highlighted in yellow. In the left column, we show the refined, final
motion segment. We note that, because of our choice of the radius around the contact
point in which we focus our attention in the first step, the initial segment in the first
two cases is the same as the final one.
In Fig. 9.7, we show the estimated rigid motion (6DOF pose) of the segmented
object. To more clearly visualize the evolution of object pose over time, we attach
a local coordinate frame to the object, at the location of the contact point, whose
axes were chosen as the principal components of the extracted object point cloud
segment.
174 K. Zampogiannis et al.
Fig. 9.4 Opening a drawer: scene tracking, labeling, and contact detection
9.4.2 Implementation
Our pipeline is implemented using the cilantro [27] library, which provides a self-
contained set of facilities for all of the computational steps involved.
Fig. 9.5 Opening a door: scene tracking, labeling, and contact detection
such as that shown in Fig. 9.8, for the task of opening a refrigerator. Given this
general representation of tasks, we demonstrate how our algorithm allows grounding
of the grasp and release parts, based on contact detection, and also of the feedback
loop for opening the door, based on motion analysis of segmented objects. Such a
representation, featuring a tight coupling of planning and perception, is crucial for
robots to observe and replicate human actions.
We now present a comprehensive application of our method to a real-world task,
where a robot observes a human operator opening a refrigerator door and learns the
process for replication. This can be seen in Fig. 9.9, where a RGBD sensor mounted
to the robot’s manipulator is used for observation. This process involves the segmen-
tation of the human and the environment from the observed video input, analyzing
the contact between the human agent and the environment (the refrigerator handle
in this case), and finally performing 3D motion tracking and segmentation on the
action of opening the door, using our methods elucidated in Sect. 9.3. These analyses,
and the corresponding outputs, are then converted into an intermediate graph-like
representation, which encodes both semantic labeling of regions of interest, such as
doors and handles in our case, as well as motion trajectories computed from observ-
ing the human agent. The combination of these allows the robot to understand and
generalize the action to be performed even in changing scenarios.
176 K. Zampogiannis et al.
Fig. 9.6 Motion segmentation of the manipulated object. First column: scene background points
(the actor is removed). Second column: initial motion segment (blue) obtained by spectral clustering
of point trajectories around contact area (yellow). Third column: final motion segment
The preprocessing stage is responsible for taking the contact point, object segments,
and their motion trajectories, as described in Fig. 9.1, and converting them into
robot-specific trajectories for planning and execution. A visualization of this input
can be seen in Fig. 9.11, where (a) depicts the RGB frame of the human performing
the action. Subfigure (b) shows the contact point, highlighted in yellow, along with
9 Vision During Action: Extracting Contact and Motion … 177
Fig. 9.7 Estimated rigid motion of the manipulated object. A coordinate frame is attached to the
object segment (blue) at the contact point location (yellow). First column: temporal accumulation of
color frames for the whole action duration. Second column: object state before manipulation. Third
column: object trajectory as a series of 6DOF poses. Fourth column: object state after manipulation
an initial object frame. Subfigure (c) demonstrates a dynamic view of the motion
trajectory and segmentation of the door, along with the tracked contact point axes
across time. Subfigure (d) shows the final pose of the door, after opening has finished.
In this stage, we exploit domain knowledge to semantically ground contact points
and object segments, in order to assist affordance analysis and common sense rea-
soning for robot manipulation, since that provides us with task-dependent priors.
For instance, since we know that our task involves opening a refrigerator door, we
can make prior assumptions that the contact point between the human agent and the
environment will happen at the handle and any consequent motion will be of the door
and handle only.
These priors allow us to robustly fit a plane to the points of the door (extracted object)
using standard least squares fitting under RANSAC and obtain a set of points for
178 K. Zampogiannis et al.
the door handle (plane outliers). We then fit a cylinder to these points, in order to
generate a grasp primitive with a 6DOF pose, for robot grasp planning. The estimated
trajectories of the object segment, as mentioned in Table 9.1, are not directly utilized
by the robot execution system, but must instead be converted to a robot-specific
representation before replication can take place. Our algorithm outputs a series of
6DOF poses Pi for every time point t i ∈ T. These are then converted to a series of
robot-usable poses for the planning phase.
The outputs from the preprocessing stage, namely the robot-specific 6DOF poses of
the handle and the cylinder of specified radius and height depicting the handle are
passed into the planning stage of our pipeline, for both grasp planning and trajectory
9 Vision During Action: Extracting Contact and Motion … 179
planning. The robot visualizer (rviz) [50] package in ROS allows for simulation and
visualization of the robot during planning and execution, via real-time feedback from
the robot’s state estimator. It also has point cloud visualization capabilities, which
can be overlaid over primitive shapes. We use this tool for the planning stage, with
the Baxter robot and our detected refrigerator (Fig. 9.12).
Given a primitive shape, such as a block or cylinder, we are able to use the MoveIt!
Simple Grasps [51] package to generate grasp candidates for a parallel gripper (such
as one mounted on the Baxter robot). The package integrates with the “MoveIt!”
library’s pick and place pipeline to simulate and generate multiple potential grasp
candidates, i.e., approach poses (Fig. 9.13). There is also a grasp filtering stage, which
uses task- and configuration-specific constraints to remove kinematically infeasible
grasps, by performing feasibility tests via inverse kinematics solvers. At the end of
the grasp planning pipeline, we have a set of candidate grasps, sorted by a grasp
quality metric, of which one is chosen for execution in the next stage.
180 K. Zampogiannis et al.
The ordered set of the poses over time obtained from the preprocessing stage is then
used to generate a Cartesian path, using the robot operating system’s “MoveIt!” [52]
motion planning library. This abstraction allows us to input a set of poses through
which the end-effector must pass, along with parameters for path validity and obstacle
avoidance. “MoveIt!” then uses inverse kinematics solutions for the specified manip-
ulator configuration combined with sampling-based planning algorithms, such as
rapidly exploring random trees [53], to generate a trajectory for the robot to execute.
The execution stage takes as input the grasp and trajectory plans generated in the
planning stage and executes the plan on the robot. First, the generated grasp candidate
is used to move the end-effector to a pre-grasp pose and the parallel gripper is
aligned to the cylindrical shape of the handle. The grasp is executed based on a
feedback control loop, with the termination condition decided by collision avoidance
and force feedback. Upon successful grasp of the handle, our pipeline transitions
into the trajectory execution stage, which attempts to follow the generated plan
based on feedback from the robot’s state estimation system. Once the trajectory has
been successfully executed, the human motion replication pipeline is complete. This
execution process is demonstrated by the robot in Fig. 9.14, beginning with the robot
grasping the handle in the top-leftmost figure and ending with the robot releasing
the handle in the bottom-leftmost figure, with intermediate frames showing the robot
imitating the motion trajectory of the human.
9.6 Conclusions
In this paper, we have introduced an active, bottom-up method for the extraction of
two fundamental features of an observed manipulation, namely the contact points
and motion trajectories of segmented objects. We have qualitatively demonstrated
the success of our approach on a set of video inputs and described in detail its
fundamental role in a robot imitation scenario. Owing to its general applicability and
the manipulation defining nature of its output features, our method can effectively
bridge the gap between observation and the development of action representations
and plans.
There are many possible directions for future work. At a lower level, we plan to
integrate dynamic reconstruction into our pipeline to obtain a more complete model
for the manipulated object; at this moment, this can be achieved by introducing a
step of static scene reconstruction before the manipulation happens, after which we
run our algorithm. We also plan to extend our method so that it also can handle
articulated manipulated objects, as well as objects that are indirectly manipulated
(e.g., via the use of tools).
On the planning end, one of our future goals is to release a software component for
the fully automated replication of door-opening tasks (Sect. 9.5), given only a single
demonstration. This module will be hardware agnostic up until the final execution
stage of the pipeline, such that the generated plan to be imitated can be handled by
any robot agent, given the specific manipulator and end-effector configurations.
Acknowledgements The support of ONR under grant award N00014-17-1-2622 and the support
of the National Science Foundation under grants SMA 1540916 and CNS 1544787 are greatly
acknowledged.
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Chapter 10
Human Action Recognition and
Assessment Via Deep Neural Network
Self-Organization
German I. Parisi
Abstract The robust recognition and assessment of human actions are crucial in
human-robot interaction (HRI) domains. While state-of-the-art models of action
perception show remarkable results in large-scale action datasets, they mostly lack
the flexibility, robustness, and scalability needed to operate in natural HRI scenar-
ios which require the continuous acquisition of sensory information as well as the
classification or assessment of human body patterns in real time. In this chapter, I
introduce a set of hierarchical models for the learning and recognition of actions from
depth maps and RGB images through the use of neural network self-organization.
A particularity of these models is the use of growing self-organizing networks that
quickly adapt to non-stationary distributions and implement dedicated mechanisms
for continual learning from temporally correlated input.
10.1 Introduction
Artificial systems for human action recognition from videos have been extensively
studied in the literature, with a large variety of machine learning models and bench-
mark datasets [21, 66]. The robust learning and recognition of human actions are
crucial in human-robot interaction (HRI) scenarios where, for instance, robots are
required to efficiently process rich streams of visual input with the goal of undertak-
ing assistive actions in a residential context (Fig. 10.1).
Deep learning architectures such as convolutional neural networks (CNNs) have
been shown to recognize actions from videos with high accuracy through the use
of hierarchies that functionally resemble the organization of earlier areas of the
visual cortex (see [21] for a survey). However, the majority of these models are
computationally expensive to train and lack the flexibility and robustness to operate in
the above-described HRI scenarios. A popular stream of vision research has focused
on the use of depth sensing devices such as the Microsoft Kinect and ASUS Xtion Live
G. I. Parisi (B)
University of Hamburg, Hamburg, Germany
e-mail: [email protected]
URL: http://giparisi.github.io
Fig. 10.1 Person tracking and action recognition with a depth sensor on a humanoid robot in a
domestic environment [61]
for human action recognition in HRI applications using depth information instead of,
or in combination with, RGB images. Post-processed depth map sequences provide
real-time estimations of 3D human motion in cluttered environments with increased
robustness to varying illumination conditions and reducing the computational cost for
motion segmentation and pose estimation (see [22] for a survey). However, learning
models using low-dimensional 3D information (e.g. 3D skeleton joints) have often
failed to show robust performance in real-world environments since this type of input
can be particularly noisy and susceptible to self-occlusion.
In this chapter, I introduce a set of neural network models for the efficient learning
and classification of human actions from depth information and RGB images. These
models use different variants of growing self-organizing networks for the learning of
action sequences and real-time inference. In Sect. 10.2, I summarize the fundamen-
tals of neural network self-organization with focus on a particular type of growing
network, the Grow When Required (GWR) model, that can grow and remove neu-
rons in response to a time-varying input distribution, and the Gamma-GWR which
extends the GWR with temporal context for the efficient learning of visual representa-
tions from temporally correlated input. Hierarchical arrangements of such networks,
which I describe in Sect. 10.3, can be used for efficiently processing body pose and
motion features and learning a set of training actions.
Understanding people’s emotions plays a central role in human social interaction
and behavior [64]. Perception systems making use of affective information can sig-
nificantly improve the overall HRI experience, for instance, by triggering pro-active
10 Human Action Recognition and Assessment … 189
Despite significant advances in artificial vision, learning models are still far from
providing the flexibility, robustness, and scalability exhibited by biological systems.
In particular, current models of action recognition are designed for and evaluated
on highly controlled experimental conditions, whereas systems and robots in HRI
scenarios are exposed to continuous streams of (often noisy) sensory information. In
Sect. 10.6, I discuss a number of challenges and directions for future research.
10.2.1 Background
The GWR [37] is a growing self-organizing network that learns the prototype neural
weights from a multi-dimensional input distribution. It consists of a set of neurons
10 Human Action Recognition and Assessment … 191
with their associated weight vectors and edges that create links between neurons.
For a given input vector x(t) ∈ Rn , its best-matching neuron or unit (BMU) in the
network, b, is computed as the index of the neural weight that minimizes the distance
to the input:
b = arg min x(t) − w j , (10.1)
j∈A
Δh i = τi · 1.05 · (1 − h i ) − τi , (10.2)
where i is a constant learning rate (n < b ) and the index i indicates the BMU b and
its topological neighbors. Connections between neurons are updated on the basis of
neural co-activation, i.e. when two neurons fire together, a connection between them
is created if it does not exist.
While the mechanisms for creating new neurons and connections in the GWR
do not resemble biologically plausible mechanisms of neurogenesis (e.g., [11, 32,
43]), the GWR learning algorithm represents an efficient model that incrementally
adapts to non-stationary input. A comparison between GNG and GWR learning in
terms of the number of neurons, quantization error (average discrepancy between the
input and its BMU), and parameters modulating network growth (average network
activation and habituation rate) is shown in Fig. 10.2. This learning behavior is partic-
ularly convenient for incremental learning scenarios since neurons will be created to
promptly distribute in the input space, thereby allowing a faster convergence through
iterative fine-tuning of the topological map. The neural update rate decreases as the
neurons become more habituated, which has the effect of preventing that noisy input
interferes with consolidated neural representations.
192 G. I. Parisi
Fig. 10.2 Comparison of GNG and GWR training: a number of neurons, b quantization error, and
c GWR average activation and habituation counter through 30 training epochs on the Iris dataset [56]
10.2.3 Gamma-GWR
The GWR model does not account for the learning of latent temporal structure.
For this purpose, the Gamma-GWR [56] extends the GWR with temporal context.
Each neuron consists of a weight vector w j and a number K of context descriptors
c j,k (w j , c j,k ∈ Rn ).
Given the input x(t) ∈ Rn , the index of the BMU, b, is computed as:
K
d j = α0 x(t) − w j + αk Ck (t) − c j,k , (10.5)
k=1
Ck (t) = β · wt−1
b + (1 − β) · ct−1
b,k−1 , (10.6)
where · denotes the Euclidean distance, αi and β are constant values that modulate
the influence of the temporal context, wt−1
b is the weight vector of the BMU at t − 1,
and Ck ∈ Rn is the global context of the network with Ck (t0 ) = 0. If K = 0, then
Eq. 10.5 resembles the learning dynamics of the standard GWR without temporal
context. For a given input x(t), the activity of the network, a(t), is defined in relation
to the distance between the input and its BMU (Eq. 10.4) as follows:
thus yielding the highest activation value of 1 when the network can perfectly match
the input sequence (db = 0).
The training of the existing neurons is carried out by adapting the BMU b and its
neighboring neurons n:
Δwi = i · h i · (x(t) − wi ), (10.8)
10 Human Action Recognition and Assessment … 193
where i ∈ {b, n} and i is a constant learning rate (n < b ). The habituation counters
h i are updated according to Eq. 10.2.
Empirical studies with large-scale datasets have shown that Gamma-GWR net-
works with additive neurogenesis show a better performance than a static network
with the same number of neurons, thereby providing insights into the design of neural
architectures in incremental learning scenarios when the total number of neurons is
fixed [50].
Human action perception in the brain is supported by a highly adaptive system with
separate neural pathways for the distinct processing of body pose and motion features
at multiple levels and their subsequent integration in higher areas [13, 83]. The ventral
pathway recognizes sequences of body form snapshots, while the dorsal pathway
recognizes optic-flow patterns. Both pathways comprise hierarchies that extrapolate
visual features with increasing complexity of representation [23, 36, 81]. It has been
shown that while early visual areas such as the primary visual cortex (V1) and the
motion-sensitive area (MT+) yield higher responses to instantaneous sensory input,
high-level areas such as the superior temporal sulcus (STS) are more affected by
information accumulated over longer timescales [23]. Neurons in higher levels of
the hierarchy are also characterized by gradual invariance to the position and the scale
of the stimulus [47]. Hierarchical aggregation is a crucial organizational principle of
cortical processing for dealing with perceptual and cognitive processes that unfold
over time [14]. With the use of extended models of neural network self-organization,
it is possible to obtain progressively generalized representations of sensory inputs
and learn inherent spatiotemporal dependencies of input sequences.
In Parisi et al. [60], we proposed a learning architecture consisting of a two-
stream hierarchy of GWR networks that processes extracted pose and motion features
in parallel and subsequently integrates neuronal activation trajectories from both
streams. This integration network functionally resembles the response of STS model
neurons encoding sequence-selective prototypes of action segments in the joint pose-
motion domain. An overall overview of the architecture is depicted in Fig. 10.3. The
hierarchical arrangement of the networks yields progressively specialized neurons
encoding latent spatiotemporal dynamics of the input. We process the visual input
under the assumption that action recognition is selective for temporal order [18,
23]. Therefore, the recognition of an action occurs only when neural trajectories are
activated in the correct temporal order with respect to the learned action template.
194 G. I. Parisi
Fig. 10.3 GWR-based architecture for pose-motion integration and action classification: a hier-
archical processing of pose-motion features in parallel; b integration of neuron trajectories in the
joint pose-motion feature space [60]
Following the notation in Fig. 10.3, G 1P and G 1M are trained with pose and motion
features respectively. After this step, we train G 2P and G 2M with concatenated trajec-
tories of neural activations in the previous network layer. The STS stage integrates
pose-motion features by training G ST S with the concatenation of vectors from G 2P
and G 2M in the pose-motion feature space. After the training of G ST S is completed,
each neuron will encode a sequence-selective prototype action segment, thereby
integrating changes in the configuration of a person’s body pose over time. For the
classification of actions, we extended the standard implementation of the GWR in
which an associative matrix stores the frequency-based distribution of sample labels,
i.e. each neuron stores the number of times that a given sample label has been associ-
ated to its neural weight. This labeling strategy does not require a predefined number
of action classes since the associative matrix can be dynamically expanded when a
novel label class is encountered.
We evaluated our approach both on our Knowledge Technology (KT) full-body
action dataset [59] and the public action benchmark CAD-60 [80]. The KT dataset is
composed of 10 full-body actions performed by 13 subjects with a normal physical
condition. The dataset contains the following actions: standing, walking, jogging,
picking up, sitting, jumping, falling down, lying down, crawling, and standing up.
Videos were captured in a home-like environment with a Kinect sensor installed 1, 30
m above the ground. Depth maps were sampled with a VGA resolution of 640 × 480
and an operation range from 0.8 to 3.5 m at 30 frames per second. From the raw
depth map sequences, 3D body joints were estimated on the basis of the tracking
skeleton model provided by OpenNI SDK. Snapshots of full-body actions are shown
in Fig. 10.4 as raw depth images, segmented body silhouettes, skeletons, and body
centroids. We proposed a simplified skeleton model consisting of three centroids and
two body slopes. The centroids were estimated as the centers of mass that follow the
distribution of the main body masses on each posture. As can be seen in Fig. 10.5,
three centroids are sufficient to represent prominent posture characteristics while
maintaining a low-dimensional feature space. Such low-dimensional representation
increases tracking robustness for situations of partial occlusion with respect to a
skeleton model comprising a larger number of body joints. Our experiments showed
10 Human Action Recognition and Assessment … 195
Depth
Segmented
Skeleton
Centroids Walking Jogging Sitting Picking up Falling down
Fig. 10.4 Snapshots of actions from the KT action dataset visualized as raw depth images, seg-
mented body, skeleton, and body centroids
θu
θl
a) b)
Fig. 10.5 Full-body action representations: a three centroids with body slopes θu and θl , and
b comparison of body centroids (top) and noisy skeletons (bottom)
that a GWR-based approach outperforms the same type of architecture using GNG
networks with an average accuracy rate of 94% (5% higher than GNG-based).
The Cornell activity dataset CAD-60 [80] is composed of 60 RGB-D videos of four
subjects (two males, two females, one left-handed) performing 12 activities: rinsing
mouth, brushing teeth, wearing contact lens, talking on the phone, drinking water,
opening pill container, cooking (chopping), cooking (stirring), talking on couch,
relaxing on couch, writing on whiteboard, working on computer. The activities were
performed in 5 different environments: office, kitchen, bedroom, bathroom, and living
room. The videos were collected with a Kinect sensor with distance ranges from
196 G. I. Parisi
1.2 to 3.5 m and a depth resolution of 640 × 480 at 15 fps. The dataset provides
raw depth maps, RGB images, and skeleton data. We used the set of 3D positions
without the feet, leading to 13 joints (i.e., 39 input dimensions). Instead of using
world coordinates, we encoded the joint positions using the center of the hips as the
frame of reference to obtain translation invariance. We computed joint motion as the
difference of two consecutive frames for each pose transition.
For our evaluation on the CAD-60, we adopted the same scheme as [80] using all
the 12 activities plus a random action with a new person strategy, i.e. the first 3 subjects
for training and the remaining for test purposes. We obtained 91.9% precision, 90.2%
recall, and 91% F-score. The reported best state-of-the-art result is 93.8% precision,
94.5% recall, and 94.1% F-score [75], where they estimate, prior to learning, a
number of key poses to compute spatiotemporal action templates. Here, each action
must be segmented into atomic action templates composed of a set of n key poses,
where n depends on the action’s duration and complexity. Furthermore, experiments
with real-time inference have not been reported. The second-best approach achieves
93.2% precision, 91.9% recall, and 91.5% F-score [12], in which they used a dynamic
Bayesian Mixture Model to classify motion relations between body poses. However,
the authors estimated their own skeleton model from raw depth images and did not
use the one provided by the CAD-60 benchmark dataset. Therefore, differences in the
tracked skeleton exist that hinder a direct quantitative comparison with our approach.
The recognition of emotions plays an important role in our daily life and is essen-
tial for social communication and it can be particularly useful in HRI scenarios.
For instance, a socially-assistive robot may be able to strengthen its relationship
with the user if it can understand whether that person is bored, angry, or upset.
Body expressions convey an additional social cue to reinforce or complement facial
expressions [65, 71]. Furthermore, this approach can complement the use of facial
expressions when the user is not facing the sensor or is too distant from it for facial
features to be computed. Despite its promising applications in HRI domains, emotion
recognition from body motion patterns has received significantly less attention with
respect to facial expressions and speech analysis.
Movement kinematics such velocity and acceleration represent significant fea-
tures when it comes to recognizing emotions from body patterns [65, 71]. Similarly,
using temporal features in terms of body motion resulted in higher recognition rates
than pose features alone [62]. Schindler et al. [73] presented an image-based classi-
fication system for recognizing emotion from images of body postures. The overall
recognition accuracy of his system resulted in 80% for six basic emotions. Although
these systems show a high recognition rate, they are limited to postural emotions,
which are not sufficient for a real-time interactive situation between humans and
robots in a domestic environment. Piana et al. [63] proposed a real-time emotion
recognition system using postural, kinematic, and geometrical features extracted
10 Human Action Recognition and Assessment … 197
Fig. 10.6 Proposed learning architecture with a hierarchy of self-organizing networks. The first
layer processes pose and motion features from individual frames, whereas in the second layer a
Gamma-GWR network learns the spatiotemporal structure of the joint pose-motion representa-
tions [10]
Table 10.1 A comparison of overall recognition of emotions between our system and human
performance
System (%) Human (%)
Accuracy 88.8 90.2
Precision 66.3 70.1
Recall 68 70.7
F-score 66.8 68.9
depth sensor to extract 3D body skeleton information in real time. Nineteen partici-
pants took part in the data recordings (fourteen male, five female, age ranging from
21 to 33). The participants were students at the University of Hamburg and they
declared not to have suffered any physical injury resulting in motor impairments.
To compare the performance of our system to human observers, we performed an
additional study in which 15 raters that did not take part in the data collection phase
had to label depth map sequences as one of the six possible emotions.
For our approach, we used the full 3D skeleton model except for the feet, leading to
13 joints (i.e., 39 input dimensions). To obtain translation invariance, we encoded the
joint positions using the center of the hips as the frame of reference. We then computed
joint motion as the difference of two consecutive frames for each pose transition.
Experimental results showed that our system successfully learned to classify the set
of six training emotions and that its performance was very competitive with respect
to human observers (see Table 10.1). The overall accuracy of emotions recognized
by human observers was 90.2%, whereas our system showed an overall accuracy of
88.8%.
As additional future work, we could investigate the development of a multimodal
emotion recognition scenario, i.e., by taking into account auditory information that
complements the use of visual cues [4]. The integration of audio-visual stimuli for
emotion recognition has been shown to be very challenging but also strongly promis-
ing for a more natural HRI experience.
10.4.1 Background
The correct execution of well-defined movements plays a key role in physical reha-
bilitation and sports. While the goal of action recognition approaches is to categorize
a set of distinct classes by extrapolating inter-class differences, action assessment
requires instead a model to capture intra-class dissimilarities that allow expressing
a measurement on how much an action follows its learned template. The quality of
actions can be computed in terms of how much a performed movement matches the
10 Human Action Recognition and Assessment … 199
Fig. 10.7 Isual feedback for correct squat sequence (top), and a sequence containing knees in
mistake (bottom; joints and limbs in red) [58]
In Parisi et al. [54], we proposed a learning architecture that consists of two hierar-
chically arranged layers with self-organizing networks for human motion assessment
in real time (Fig. 10.8). The first layer is composed of two GWR networks, G P and
G M , that learn a dictionary of posture and motion feature vectors respectively. This
hierarchical scheme has the advantage of using a fixed set of learned features to
compose more complex patterns in the second layer, where the Gamma-GWR G I
with K = 1 is trained with sequences of posture-motion activation patterns from the
first layer to learn the spatiotemporal structure of the input.
The underlying idea for assessing the quality of a sequence is to measure how
much the current input sequence differs from a learned sequence template. Provided
that a trained model G I represents a training sequence with a satisfactory degree of
accuracy, it is then possible to quantitatively compute how much a novel sequence
differs from such expected pattern. We defined a function f that computes the
difference of a current input sequence, t , from its expected input, i.e. the prediction
of the next element of the sequence given t−1 :
Fig. 10.8 Learning architecture with growing self-organizing networks. In layer 1, two GWR
networks learn posture and motion features respectively. In layer 2, a Gamma-GWR learns spa-
tiotemporal dynamics of body motion. This mechanism allows predicting the template continuation
of a learned sequence and computing feedback as the difference between its current and its expected
execution [54]
10 Human Action Recognition and Assessment … 201
Fig. 10.9 Visual hints for the correct execution of the finger to nose routine. Progressively fading
violet lines indicate the learned action template [58]
where A is the set of neurons and · denotes the Euclidean distance. Since the
weight and context vectors of the prototype neurons lie in the same feature space as
the input (wi , ci ∈ R|| ), it is possible to provide joint-wise feedback computations.
The recursive prediction function p can be applied an arbitrary number of timesteps
into the future. Therefore, after the training phase is completed, it is possible to
compute f (t) in real time with linear computational complexity O(|A|).
The visual effect of this prediction mechanism is shown in Fig. 10.9. For this
example, the architecture was trained with the Finger to nose routine which consists
of keeping your arm bent at the elbow and then touching your nose with the tip of your
finger. As soon the person starts performing the routine, we can see progressively
fading violet lines representing the next 30 time steps which lead to visual assistance
for successful execution. The value 30 was empirically determined to provide a
substantial reference to future steps while limiting visual clutter. To compute visual
feedback, we used the p predictions as hints on how to perform a routine over 100
timesteps into the future, and then use f (t) to spot mistakes on novel sequences that
do not follow the expected pattern for individual joint pairs. Execution mistakes are
detected if f (t) exceeds a given threshold fT over i timesteps. Visual representations
of these computations can then provide useful qualitative feedback to correct mistakes
during the performance of the routine (Fig. 10.7). Our approach learns also motion
intensity to better detect temporal discrepancies. Therefore, it is possible to provide
accurate feedback on posture transitions and the correct execution of lockouts.
We evaluate our approach with a data set containing 3 powerlifting exercises per-
formed by 17 athletes: High bar back squat, Deadlift, and Dumbbell lateral raise.
The data collection took place at the Kinesiology Institute of the University of Ham-
burg, Germany, where 17 volunteering participants (9 male, 8 female) performed 3
202 G. I. Parisi
motivational robot for health-related tasks has been shown in a number of studies [9,
30, 44]. The assessment of body motion plays a role not only for the detection of
mistakes on training sequences but also in the timely recognition of gait deterioration,
e.g., linked to age-related cognitive declines. Growing learning architectures are
particularly suitable for this task since they can adapt to the user through longer
periods of time while still detecting significant changes in their motor skills.
10.5.1 Background
Deep learning models for visual tasks typically comprise a set of convolution and
pooling layers trained in a hierarchical fashion for yielding action feature repre-
sentations with increasing degree of abstraction (see [21] for a recent survey). This
processing scheme is in agreement with neurophysiological studies supporting the
presence of functional hierarchies with increasingly large spatial and temporal recep-
tive fields along cortical pathways [18, 23] However, the training of deep learning
models for action sequences has been proven to be computationally expensive and
requires an adequately large number of training samples for the successful learning
of spatiotemporal filters. Consequently, the question arises whether traditional deep
learning models for action recognition can account for real-world learning scenarios,
204 G. I. Parisi
in which the number of training samples may not be sufficiently high and system
may be required to learn from novel input in a continual learning fashion.
Continual learning refers to the ability of a system to continually acquire and fine-
tune knowledge and skills over time while preventing catastrophic forgetting (see [6,
53] for recent reviews). Empirical evidence shows that connectionists architectures
are in general prone to catastrophic forgetting, i.e., when learning a new class or
task, the overall performance on previously learned classes and tasks may abruptly
decrease due to the novel input interfering with or completely overwriting existing
representations [15, 39]. To alleviate catastrophic forgetting in neural networks,
researchers have studied how to address the plasticity-stability dilemma [20], i.e.
how which extent networks should adapt to novel knowledge without forgetting
previously learned knowledge. Specifically for self-organizing networks such as the
GWR, catastrophic forgetting is modulated by the conditions of map plasticity, the
available resources to represent information, and the similarity between new and
old knowledge [56, 69]. While the vast majority of the proposed continual learning
models are designed for processing i.d.d. data from datasets of static images such as
MNIST and CIFAR (e.g. [31, 68, 77, 87]), here I introduce deep self-organization
for the continual learning of non-stationary, non-i.d.d. data from videos comprising
human actions.
The approaches described in Sects. 10.3 and 10.4 rely on the extraction of a sim-
plified 3D skeleton model from which low-dimensional pose and motion features can
be computed to process actor-independent action dynamics. The use of such mod-
els is in line with biological evidence demonstrating that human observers are very
proficient in learning and recognizing complex motion underlying a skeleton struc-
ture [25, 26]. These studies show that the presence of a holistic structure improves
the learning speed and accuracy of action patterns, also for non-biologically rele-
vant motion such as artificial complex motion patterns. However, skeleton models
are susceptible to sensor noise and situations of partial occlusion and self-occlusion
(e.g. caused by body rotation). In this section, I describe how self-organizing archi-
tectures can be extended to learning and recognize actions in a continual learning
fashion from raw RGB image questions.
Fig. 10.10 Diagram of our deep neural architecture with Gamma-GWR networks for continual
action recognition. Posture and motion action cues are processed separately in the ventral (VP)
and the dorsal pathway (DP) respectively. At the STS stage, the recurrent GWR network learns
associative connections between prototype action representations and symbolic labels [56]
where b is computed according to Eq. 10.4 and the superscript on w(n) indicates that
this value is not an actual neural weight of layer n, but rather a pooled activation
value from layer n − 1 that will be used as input in layer n. Since the spatial receptive
field of neurons increases along the hierarchy, this pooling process will yield scale
and position invariance.
We conducted experimental results with two action benchmarks: the Weizmann [19]
and the KTH [74] datasets.
206 G. I. Parisi
The underlying neural mechanisms for action perception have been extensively stud-
ied, comprising cortical hierarchies for processing body motion cues with increasing
complexity of representation [23, 36, 81], i.e. higher-level areas process information
10 Human Action Recognition and Assessment … 207
accumulated over larger temporal windows with increasing invariance to the position
and the scale of stimuli. Consequently, the study of the biological mechanisms for
action perception is fundamental for the development of artificial systems aimed to
address the robust recognition of actions and learn in a continual fashion in HRI
scenarios [52].
Motivated by the process of input-driven self-organization exhibited by topo-
graphic maps in the cortex [42, 45, 86], I introduced learning architectures hierar-
chically arranged growing networks that integrate body posture and motion features
for action recognition and assessment. The proposed architectures can be consid-
ered a further step towards more flexible neural network models for learning robust
visual representations on the basis of visual experience. Successful applications of
deep neural network self-organization include human action recognition [10, 59,
60], gesture recognition [49, 51], body motion assessment [54, 58], human-object
interaction [40, 41], continual learning [56, 57], and audio-visual integration [55].
Models of hierarchical action learning are typically feedforward. However, neu-
rophysiological studies have shown that the visual cortex exhibits significant feed-
back connectivity between different cortical areas [13, 70]. In particular, action
perception demonstrates strong top-down modulatory influences from attentional
mechanisms [82] and higher-level cognitive representations such as biomechani-
cally plausible motion [76]. Spatial attention allows animals and humans to process
relevant environmental stimuli while suppressing irrelevant information. Therefore,
attention as a modulator in action perception is also desirable from a computational
perspective, thereby allowing the suppression of uninteresting parts of the visual
scene and thus simplifying the detection and segmentation of human motion in clut-
tered environments.
The integration of multiple sensory modalities such as vision and audio is crucial
for enhancing the perception of actions, especially in situations of uncertainty, with
the aim to reliably operate in highly dynamic environments [48]. Experiments in
HRI scenarios have shown that the integration of audio-visual cues significantly
improves performance with respect to unimodal approaches for sensory-driven robot
behavior [7, 8, 61]. The investigation of biological mechanisms of multimodal action
perception is an important research direction for the development of learning systems
exposed to rich streams of information in real-world scenarios.
Acknowledgements The author would like to thank Pablo Barros, Doreen Jirak, Jun Tani, and
Stefan Wermter for great discussions and feedback.
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Chapter 11
Movement Expressivity Analysis: From
Theory to Computation
11.1 Introduction
G. Varni (B)
LTCI, Télécom Paris, Institut polytechnique de Paris, Paris, France
e-mail: [email protected]
M. Mancini
School of Computer Science and Information Technology,
University College Cork, Cork, Ireland
e-mail: [email protected]
fearful contortions in an individual’s face, but a quick glance at the body may tell us
all we need to know”.
In the last two decades, due to the decreasing cost and increasing reliability of
sensing technology, movement expressivity has started to be investigated also by
computer scientists. More specifically, their research aimed to develop machines
able to understand and express a certain degree of Social and Emotional Intelligence
[7]. In humans, it corresponds to the capacity of being aware during interaction of
one’s own and others’ feelings and integrate that information to communicate and
interact in an individualised way with the others. This has resulted, for example, in the
development of systems for automatically recognising bodily expression of emotions
(e.g., [18, 76, 83]), computational models for the design of affective artificial agents,
such embodied conversational agents and robots (e.g., [17, 37, 50, 51, 55, 60]),
analytic techniques for measuring the interpersonal emotion dynamics expressed
through the body during interactions (e.g., [94, 101]).
The goal of this chapter is to provide an overview of the literature on movement
expressivity analysis. The chapter begins by defining movement expressivity and
movement expressivty analysis from a psychological and sociological point of view
(Sects. 11.2 and 11.3). Section 11.4 moves to a survey to computational approaches
of movement expressivity: first, a review of devices allowing machines to “sense”
human movement is presented in Sect. 11.4.1; then, data-sets of human expressive
movements collected through these devices follow in Sect. 11.4.2; finally, computa-
tional frameworks adopted to address movement expressivity analysis are presented
in Sect. 11.4.3. Algorithms for the extraction of expressive movement features are
described in Sect. 11.5. We conclude the paper by briefly discussing how such models
could be integrated into robots in Sect. 11.6.
even when words are not used. Therefore, a broader definition of gesture taking into
account all the facets of nonverbal communication was needed. At the present, the
most adopted definition of gesture is the one provided by Kurtenbach [53], stating
that a gesture is “a movement of the body that contains information”. Focusing on
“how” information is conveyed trough gesture, Allport and Vernon [1] first defined
expressive movement as “individual differences in the manner of performing adap-
tive acts, considered as dependent less upon external and temporary conditions than
upon enduring qualities of personality”. Although this definition dates back to the
1930s, a new classification of gesture taking into account expressive information was
provided only many years later by Buck [8]. He focused on bodily emotion com-
munication, arguing the existence of two components: the propositional one and
the non-propositional one. Propositional movements have a denotative meaning and
they include also specific movements corresponding to emotion stereotypes (e.g., a
clenched fist to show anger); non-propositional ones do not have denotative meaning
and refer more to the quality of movement, like, for example, lightness or heaviness
[11].
open-handed movement are perceived positively [74], and that the pace of nodding
is a cue of (presence or lack of) patience. As reported by Noroozi et al. [70], it is
important to note that, generally, to correctly interpret body expression of emotion,
several parts of body must be taken into account at the same time.
The most ancient methods to address movement expressivity rely on the definition
of coding schemes (e.g., [20, 24, 98]). They were the first enabling a discrimina-
tion among emotions through movement features. However, the existence of many
different coding schemes made hard to build a unique comprehensive systematic
description of movement expressivity. Another large class of methods is the subtrac-
tive one. Here, information is progressively subtracted from a stimulus in order to
minimize or totally remove bias due to gesture shape and to identify features that are
mainly involved in expressivity communication. The most famous approach grounds
on the Point Light Display stimulus technique. Such technique was originally con-
ceived by Johansson [46] to study the human sensitivity to biological movements
(i.e., movements made by a biological organism). Through these movements, humans
can identify and understand actions related to empathy and other’s intentions. In the
tradition of the work by Dittrich et al. [27] and Walk and Homan [96] found out
that humans can perceive emotions in dance performances from point light displays
movement only. Pollick et al. [77], grounding on the same methodology, studied
the expression of emotion in everyday actions such as knocking at the door and
drinking. He combined this approach with another more quantitative one based on
correlation analysis. He found out significant correlation between movement features
such as speed and the arousal dimension of emotion (i.e., activation), according to
the circumplex model of affect [82].
Other qualitative methods took inspiration from performative arts, such as dance.
As noticed by Chi et al. [19], these approaches rely on providing movement features
related to the gesture shape and execution, more suitable to capture movement nat-
uralness than those ones detected by adopting the psychological notion of gesture
only. The most adopted movement system to formalize these movement features, and
therefore expressivity, is the Laban Movement Analysis (LMA), developed by the
choreographer Laban [54]. Through this analysis it is possible describing every type
of movement performed in a variety of tasks. LMA provides models for interpreting
movement, its functions and its expressions through the following 4 components:
Body (what part of body is moved), Effort (how this part is moved), Space (where
the movement is directed) and Shape (illustrating the relation of the movement with
the surrounding environment). Following research focused on the Effort and Shape
components (e.g., [24, 43, 56]). Dell et al. [26] proposes the Effort-Shape Analy-
sis, assuming that conscious/unconscious personal inner attitudes towards efforts are
observable during movement. Effort has 4 factors thought as a continuum with two
opposite ends, and they enable a description of how exertion occurs in movement.
The factors are:
By combining the Laban’s Effort factors Space, Time and Weight, it is possible to
describe a large variety of movements and activities called Basic Effort Actions:
for example, punching is a direct, strong and sudden action, while floating is an
indirect, light and sustained one. Smooth movements, as reported in [66], are direct,
light, sustained and bound actions. Shape describes how movement varies its shape
according to (i) the distance from the body center, (ii) its path, (iii) the relation of
the body with the surrounding environment.
(audiovisual, motion capture and so on), (iii) the number of emotions they focused
on, (iv) the way bodily expressive responses emerges (spontaneously, acted, or as a
result of an induction or conditioning method). For the sake of clarity, we present
the corpora according to the number of involved participants: only one or more than
one.
Emotional dyadic MOtion CAPture) data-set [9] was recorded from 10 actors in 12
hours of dyadic scripted and spontaneous spoken communication sessions, designed
to elicit specific types of emotions (happiness, anger, sadness, frustration and neu-
tral). It contains audiovisual data, motion capture data (hands, head and face), and
text transcriptions. The MMLI (Multimodal and Multiperson corpus of Laughter in
Interaction ) data-set is a multimodal data-set focusing on full body movements and
different laughter types [67]. It contains 500 episodes of both induced and interac-
tive laughs from human triads playing social games in a well-established scenario to
elicit rich and natural non-verbal expressive behavior. The data consists of motion
capture, facial tracking, multiple audio and video channels as well as physiological
data. During the EU-FP7-ICT FET SIEMPRE Project,1 focusing on the analysis of
creative bodily expressive communication within groups of people, several multi-
modal data-sets of audiovisual and motion capture data were recorded. Data were
collected in three musical scenarios: string quartet, orchestra, and audience.
1 http://www.infomus.org/siempre.
11 Movement Expressivity Analysis: From Theory to Computation 221
At the fine-grain time scale we find instantaneous features that can be directly com-
puted from low-level sensors data. Sometimes, they can be computed at the hardware
level, see for example the output of devices like the Inertial Movement Units (IMUs).
Psychologists, like De Meijer [24] and Wallbott [98], investigated the low-level
expressive movement features that characterize emotion communication in humans.
For example, movement energy and expansiveness are significantly different when
expressing emotional states with opposite degrees of physical activation: e.g., hot
anger versus sadness, joy versus boredom.
Kinetic Energy (KE) can be computed from motion capture and inertial data, as
demonstrated in previous works, such as [59, 68, 75]. Full-body KE is computed as
follows:
1
n
KE = m i vi2 (11.1)
2 i=0
where m i is the mass of the ith user’s body joint (e.g., head, right/left shoulder,
right/left elbow and so on) and vi is the velocity of that joint. The mass values can be
obtained from anthropometric studies (e.g. [100]). If joints are tracked by a motion
capture device, then vi is the result of differencing the joint position, that is, by
11 Movement Expressivity Analysis: From Theory to Computation 223
subtracting the position of the joint at the current data frame from its position at the
previous frame.
If inertial sensors like IMU are used, then vi can be obtained by integrating the
acceleration data, that is, by summing the acceleration of the joint at the current data
frame to its acceleration at the previous frame.
11.5.2.1 Smoothness
As we reported in Sect. 11.3, Wallbott [97] states that smoothness is a possible cue
of the fluency-course characteristics of psychiatric patients’ movements. Todorov
and Jordan [92] demonstrated a correspondence between (i) smooth trajectories per-
formed by human arms, (ii) minimization of the third-order derivative (i.e., jerk) of
the hand position and (iii) correlation between hand trajectory curvature and velocity.
Glowinski and Mancini [39] defined an algorithm for hand smoothness extraction
224 G. Varni and M. Mancini
based on (iii). The hand position (Px , Py ) is stored in a 1 second long timeseries.
Curvature k and velocity v are computed as:
P P − P P
x y y x
k= 3 v(Px , Py ) = Px2 + Py2 (11.3)
(P 2 + P 2 ) 2
x y
where Px , Py , Px and Py are the first and second order derivatives of Px and Py . As
demonstrated by Glowinski and Mancini [39], derivatives can be efficiently computed
by applying a Savitzky-Golay filter [84] providing as output both the filtered signal
and an approximation of the nth order smoothed derivatives.
Then, the Pearson correlation between log(k) and log(v) is calculated:
σlog(k),log(v)
ρh (k, v) = (11.4)
σlog(k) σlog(v)
However, k and v are computed over a relatively “short” time window, so the covari-
ance σlog(k),log(v) can be approximated by 1, as the k and v variate (or not) approxi-
mately at the same time:
1
ρh (k, v) = (11.5)
σlog(k) σlog(v)
11.5.2.2 Suddenness
Starting from motion captured hand position, they compute the absolute velocity by
differencing it. Then, they apply the stbl f it function, a C++ implementation of the
stable fit Matlab algorithm.2
Suddenness S is equal to the resulting α parameter, varying in (0, 2], scaled and
multiplied by γ . This process implies 2 consequences: (i) when α tends to zero, the
scaled value of α tends to one and vice-versa; (ii) movements exhibiting low (resp.,
high) velocity will correspond to low (resp., high) values of γ . That is, S will be
high for sudden movements (α low) with large velocity variability (γ high). Also,
the sign of β is tested: sudden movement exhibiting a fast deceleration of the hand
will generate negative values of β; in this case the value of S is set to zero.
11.5.2.3 Entropy
2. compute the correlation sum Uim (r ) to estimate similar subsequences (or template
vectors) of length m within the time series:
N−m
1
Uim (r ) = (r − u i (m) − u j (m) ∞) (11.7)
(N − m − 1) i=1,i= j
where u i (m) and u j (m) are the template vectors of length m built from the stan-
dardized time series, at time i and j respectively, N is the number of samples
in the time series, r is the tolerance (or radius), is the Heaviside function,
and ∞ is the maximum norm defined by u i (m) − u j (m) ∞ = max0≤k≤m−1
| x j+k − xi+k |
3. calculate the average of Uim , i.e., the probability that two vectors will match in
the m-dimensional reconstructed state space
2 http://www.mathworks.com/matlabcentral/fileexchange/37514-stbl--alpha-stable-distributions-
for-matlab.
226 G. Varni and M. Mancini
N −m
1
U m (r ) = U m (r ) (11.8)
(N − m) i=1 i
U m+1 (r )
SampEn(X, m, r ) = −ln (11.9)
U m (r )
To sum up, SampEn is the negative natural logarithm of the conditional probability
that sub-sequences of m points in a time series remain similar (as defined in Eq. 11.8)
when extra point (m + 1) is added to the sub-sequences. So, small values of SampEn
indicate regularity. Ramdani et al. [78] suggest to set m = 3 and r (tolerance) = 0.20
when analysing human expressive movement.
Laughter can not only be the visible expression of some emotional states like joy
and happiness, but it can also be a strong trigger for social interaction. For example,
[42, 72] shown that it could communicate interest and reduce the sense of threat in
a group. Morphology of laughter has been studied since [22], as well as its function
in human interaction (e.g., laughing during a conversation) and its occurrence along
with emotions [80].
In this section we focus on automated laughter decoding, and, in particular, on
the computation of a high-level feature called Body Laughter Index (BLI, [59]). The
feature is computed on the position and movement of a person’s shoulders, that can
be detected, for example, through motion capture, videocameras, and range imaging
devices. As described above, high-level features are based on low and mid-level
features. In particular, BLI is computed from the following ones:
3 http://www.ilhaire.eu.
11 Movement Expressivity Analysis: From Theory to Computation 227
Fig. 11.1 An example of body laughter index (BLI) computation. On the left a person with green
markers on her shoulders to track trajectories; on the right the BLI
B L I = α ρ̄ + β K¯E (11.10)
In order to take into account the rhythmicity of movement extracted by PI, the
computed BLI value is acknowledged only if the mean Periodicity Index belongs to
the arbitrary range 2.5–8 Hz.
Figure 11.1 shows an example of analysis of a laughing person, taken from
Mancini et al. [59]. BLI is plotted in red when it is acknowledged, in blue other-
wise. Mancini et al. [59] presented a preliminary study in which BLI was validated
on a laughter video corpus.
computer devices with any embodiment type, including the robotic ones, as demon-
strated, for example, by the works on emotion and robots of [16, 73].
Dourish [29] defines Embodiment as “the property of being manifest in and of
the everyday world”. So, it is widely accepted that both virtual characters and robots
able to interact with the user by exhibiting affective and social intelligence can be
considered embodied entities, in the sense that they “unfold in real time and real space
as a part of the world in which we are situated” [29]. Moreover, several authors, like Le
et al. [55], demonstrated that it is possible to extend virtual agent frameworks to adapt
them to work with robots, while Kriegel et al. [52] defined a software architecture to
migrate artificial characters from virtual to physical bodies and vice-versa.
As reported by “A Roadmap for US Robotics: From Internet to Robotics4 ”, that
presents the long-term research roadmap on HRI, robots will have to “perceive, model
and adapt to complex user behaviors, actions, and intent in semistructured tasks
and environments, and transfer learned models across domains and environments”
and “perceive, model and adapt to complex user behaviors, actions, and intent in
semistructured tasks and environments, and transfer learned models across domains
and environments”. In Sects. 11.4 and 11.5, we describe quantitative approaches to
movement expressivity analysis, that align with the need for addressing the issues of
“perception” and “modeling” user behavior in human-robot interaction, as outlined
in the above roadmap.
In the near future, research in this area will have to explore sensing and perception
techniques for human social and emotional non-verbal behavior, in single as well as
in multi-party interaction, without neglecting human variability across individuals,
culture and time.
Acknowledgements Authors would like to acknowledge their colleagues who participated in the
definition and implementation of the algorithms presented in Sect. 11.5: Antonio Camurri, Donald
Glowinski, Radoslaw Niewiadomski, Stefano Piana, Gualtiero Volpe.
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Part III
The Robotic Point of View
Chapter 12
The Practice of Animation in Robotics
Abstract Robot animation is a new form of character animation that extends the
traditional process by allowing the animated motion to become more interactive and
adaptable during interaction with users in real-world settings. This paper reviews how
this new type of character animation has evolved and been shaped from character
animation principles and practices. We outline some new paradigms that aim at
allowing character animators to become robot animators, and to properly take part
in the development of social robots. In particular, we describe the 12 principles of
robot animation, which describes general concepts that both animators and robot
developers should consider in order to properly understand each other. We conclude
with a description of some types of tools that can be used by animators, while taking
a part in the development process of social robot applications, and how they fit into
the rest of the system.
12.1 Introduction
The art of animation was born more then one hundred years ago in 1896, when
Georges Méliès invented the stop-motion technique. Twelve years later, Èmile Cohl
became the father of animated cartoons with ‘Fantasmagorie’. Windsor McCay,
however, was coined as the father of animated movies for his 1911 work entitled
‘Gertie the Dinosaur’, in which he created what is considered to be the first animated
character to actually convey emotions and an appealing personality [4].
Since then these hand-drawn animated characters have been evolving and taking in
many different forms and audiences. During the last thirty years, animated characters
have become mainly computer-animated, and are being produced by many major
animation studios such as Pixar, Walt Disney Animation Studios, Dreamworks or
Blue Sky Studios.
1Agroup of nine animators that worked closely with Walt Disney since the debut feature Snow
White and the Seven Dwarfs (1937) and onto The Fox and The Hound (1981).
240 T. Ribeiro and A. Paiva
animation. Puppets are physical characters that are built in order to move and be
expressive, and are subject to the laws of physics of our real world. If we replace the
word ‘Puppets’ with ‘Social Robots’ in this last sentence, it would still be valid.
Puppet animation grew especially popular with Jim Henson’s ‘The Muppet Show’
[8]. Henson’s puppets (Fig. 12.1) are generally very simple in movement. Most of
them can only open and close their mouth, and wave their arms and body. It was
impossible to actually convey human-like expressions with them, and that was not
needed. By developing their own non-verbal language, animators were able to portray
all kinds of different plots with them. By watching episodes of the series we can find
that whenever a muppet wants to close its eyes, it will cover them with their hands, as
the eyes cannot gaze or shut. This kind of tricks is very inspiring for robot animation.
It is empirically clear that if a character has only a mouth that can open and close,
it is impossible to portray emotion by using just its face. That is where animation
takes place. Most of the emotional expressions we find in puppets comes from the
movement, and not just the poses.
There is no defined happy pose for a muppet. Instead, there is a bouncy movement
with the arms waving around, that elicits the feeling of excitement and happiness.
For fear, the mouth will tremble a lot, and the muppet will probably cover its eyes
and assume a posture of withdrawal. An angry expression is achieved by leaning the
muppet against the object or character of hate, closing its mouth, and pulling back
its arms.
12 The Practice of Animation in Robotics 241
As in most inspiration from art, the best way to learn the practices of puppet
animation is by watching the episodes and using them as reference footage.
In the realm of 3D animated characters, Walt Disney Animation Studios, Pixar,
Dreamworks and Blue Sky have become established as the major studios. These
studios have been leading teams of some of the best artists in the world to create
critically acclaimed animation films such as ‘Toy Story’, ‘Monsters, Inc.’, ‘Tangled’,
‘How to Train Your Dragon’, ‘Ice Age’ and many more. In particular, one of Pixar’s
most popular films is WALL-E, which features a highly expressive animated robot as
the main character. Once again John Lasseter, who is a cornerstone in the shift from
hand-drawn to 3D animation, has took the time to present some tips for traditional
animators to learn how to adapt and animate characters in the 3D world [19].
Squash and Stretch states that characters should not be solid. The movement and
liquidness of an object reflects that the object is alive, because it makes it look
more organic. If we make a chair squash and stretch, the chair will seem alive.
One rule of thumb is that despite them changing their form, the objects should
keep the same volume while squashing and stretching.
Anticipation reveals the intentions of the character, so we know and understand
better what they are going to do next.
Staging is the way of directing the viewers attention. It is generally performed
by the whole acting process, and also by camera, lights, sound and effects. This
principle is related to making sure that the expressive intention is clear to the
viewer. The essence of this principle is minimalism, keeping the user focused on
what is relevant about the current action and plot.
Follow-Through and Overlapping Action are the way a character, objects or
part of them inertially react to the physical world, thus making the movements
seem more natural and physically correct. An example of Overlapping action
would be hair and clothes that follow the movement of a character. Follow-through
action is for example the inertial reaction of a character that throws a ball. After
the throw, both the throwing arm and the whole body will slightly swing and
tumble along the throwing direction.
Straight Ahead Action and Pose-to-Pose is about the animation process. An ani-
mator can make a character go through a sequence of well defined poses connected
by smooth in-betweenings (Pose-to-Pose action), or sequentially draw each frame
of the animation without necessarily knowing where it is heading (Straight-Ahead
action).
Slow In and Slow Out is how the motions are accelerated (or slowed down).
Characters and objects do not start or stop abruptly. Instead, each movement
242 T. Ribeiro and A. Paiva
Animation Curves are tools that are particularly important for animators. An ani-
mation curve exists for each Degree of Freedom (DoF) that is being animated in a
character, and it shows how that specific DoF varies over time [26].
Figure 12.2 shows the animation curve for the translation DoF of a hypothetical
drag race car. In a drag race, the race car only drives forward at full speed. Because this
animation curve shows the position changing over time, the speed of the car at some
point of the curve is the tangent to the curve on that point (the first derivative). The
second derivative (the rate of change of the tangent) thus represents the acceleration
of the car.
By analyzing the curve, we see that the car starts by accelerating until about
halfway through, when it reaches its maximum speed. We notice this because during
the first part of the curve there is an accentuated concavity. Once the curve starts look-
ing straight, the velocity is being kept nearly constant. In the end the car decelerates
until it halts.
12 The Practice of Animation in Robotics 243
Fig. 12.2 The animation curve of the translation of a drag car accelerating until it reaches a top
speed, and then decelerating until it halts. The vertical axis represents distance in generic units
Fig. 12.3 The animation curve of the rotation of a pendulum that is dropped from 40◦ and balances
until it stops. The vertical axis represents the angle in degrees
Animation curves can also be used to represent Rotation. Figure 12.3 shows the
animation curve of the rotation of the pivot of a pendulum that is dropped from a
height of 40◦ . It then balances several times while losing momentum due to friction
and air resistance, until it stops.
In this curve we see some grey squares where the curve changes. These squares
are actually key-frames that were used to design the animation. The curve is a spline
interpolation of the movement between these key-frames.
By looking at each key-frame, we see that the angle goes from 40◦ to −30◦ , then
to about 20◦ , and so on. Just like in the translation animation curve, the tangent of
this curve also represents the velocity of rotation.
If we imagine the pendulum going through the lower-most position of its trajectory
(which is the position in which it travels faster), that point would correspond to the
0◦ line, thus making sense that each spline between two key-frames is steeper at this
point, than closer to the key-frames. As the pendulum loses energy and balances less,
the steepness becomes lower, which reflects a lower speed, until it comes to a stop.
Animation curves therefore stand as a very important tool for representing, ana-
lyzing and adjusting animations. They can also be computationally processed just
like a signal, in order to warp the animation and create animation effects. More impor-
tantly, the animation curves represent a concept that both animators and engineers
can understand, and can use it to connect their thoughts, requirements and obstacles.
Furthermore, they provide a technical interface that animators can use, and that can
faithfully and mathematically model motion for robots.
244 T. Ribeiro and A. Paiva
Various authors have previously worked towards the idea of robot animation as a well
specified field that could even include its own principles of animation. Van Breemen
initially defined animation of robots as ‘The process of computing how the robot
should act such that it is believable and interactive’ [6]. He also showed how ‘Slow
In/Out’ could be applied to robots, although he called it Merging Logic.
Wistort has also proposed some principles that should be taken into account
when animating robots, which do not accurately follow the ones from Disney [32].
His list of principles refer to ‘Delivering on Expectations’, ‘Squash and Stretch’,
‘Overlapping/Follow-through animation’ (although he refers to it as Secondary
Action), ‘Eyes’, ‘Illusion of Thinking’ and ‘Engagement’. We actually consider
that ‘Delivering on Expectations’ implies the same as Disney’s ‘Appeal’, ‘Illusion of
Thinking’ is closely related to ‘Anticipation’ and ‘Engagement’ refers to ‘Staging’.
Furthermore it is discussable whether or not Eyes must be part of robots at all.
Mead and Mataric also addressed the principles of Staging, Exaggeration, Antic-
ipation and Secondary Action to improve the understanding of a robot’s intentions
by autistic children [20]. For exaggeration, they were inspired in a process used for
the generation of caricatures, by exaggerating the difference from the mean.
Hoffman and Ju have presented some guidelines and techniques, especially based
on previous experiences, about designing robots with their expressive movement
in mind [15]. They provide useful insights on how the embodiment and expressive
motion are tightly connected, and how the design of expressive behaviour may be
considered as part of the design of the actual robot, and not just as an after-step.
In 2003, Breazeal and colleagues presented the Interactive Theatre [5]. This is one
of the first robot animation systems to be developed with interactivity in mind, by
blending (AI) and an artistic perspective. Several robotic anemones were animated
in collaboration with animators to portray a lifelike quality of motion while reacting
to some external stimuli like the approach of a human hand. These animations were
driven by parameters which were controlled by a behaviour-based AI system to
dynamically change the appearance of its motion depending on events captured by
a vision system [13].
The AUR is a robotic desk lamp with 5 DoFs and an LED lamp which can illu-
minate in a range of the RGB color space [16]. It is mounted on a workbench and
controlled through a hybrid control system that allows it to be used for live pup-
peteering, in order to allow the robot to be expressive while also being responsive.
In AUR, the motion is controlled by extensively trained puppeteers, and was com-
posed through several layers. The bottom-most layer moves each DoF based on a
pre-designed animation that was made specifically for the scene of the play. If the
12 The Practice of Animation in Robotics 245
robot was set to establish eye contact, several specific DoFs would be overridden
by an inverse kinematics solution using CCD [31]. A final animacy layer added
smoothed sinusoidal noise, akin to breathing, to all the DoFs, in order to provide a
more lifelike motion to the robot.
Shimon is a gesture based musical improvisation robot created by Hoffman and
Weinberg that plays a real marimba [17]. Its behaviour is a mix between its func-
tionality as a musician, for which it plays the instrument in tune and rhythm, and
being part of a band, for which it performs expressive behaviour by gazing towards
its band mates during the performance.
Travis is a robotic music listening companion also created by Hoffman, that acts
as an interactive expressive music dock for smart phones [14]. The system allows a
user to dock a smart-phone and request it to play a music from some play-list. The
robot plays it through a pair of integrated loudspeakers while autonomously dancing
to the rhythm. The music beat is captured by real-time analysis in order to guide the
robot’s dance movements. Those movements are simple “head banging” and “foot
tapping” gestures that are easily programmable.
More recently, Suguitan and Hoffman have created Blossom, a flexible, hand-
crafted social robot that abides several principles of animation such as squash and
stretch, slow in/out and follow-through animation [28]. The robot was built using an
innovative compliant tensile structure that allows it to be flexible even in the inside.
The exterior has a soft woven cover that can deform and shift freely, thus accentuating
its organic movement.
Various interactive social robots have been created at MIT’s MediaLab that build
on animation concepts and techniques [13]. In particular the AIDA2 is a friendly
driving assistant for the cars of the future. AIDA interestingly delivers an expressive
face on top of an articulated neck-like structure to allow to it move and be expressive
on a car’s dashboard.
Takayama, Dooley and Ju have explored the use of animation principles using
the PR-2 robot.3 This is a large mobile robot with two arms, that can navigate in a
human environment. The authors focused on the use of Anticipation, Engagement,
Confidence and Timing to enhance the readability of a robot’s actions [29]. Once
again, the authors refer to ‘Engagement’, when in fact they follow the ‘Staging’ prin-
ciple. Indeed, ‘Staging’ doesn’t sound like a correct term to use in robot animation,
because for the first time, we are having animated characters in real settings, and
not on a stage. Doug Dooley, a professional animator from Pixar Animation Studios,
collaborated on the design of the expressive behaviour so that the robot could exhibit
a sense of thought, by clearly demonstrating the intention of its actions. Thought
and Intention are two concepts that are in the core of character animation, and in the
portrayal of the illusion of life. In this work, the authors also argue for the need of
both functional and expressive behaviors, i.e., that some of the robot’s behaviours
would be related with accomplishing a given task (e.g. picking up an object; opening
a door), and that another part would concern its expressiveness in order to convey
thought and emotion.
Gielniak et al. have successfully developed an algorithm that creates exaggerated
variants of a motion in real-time by contrasting the motion signal, and demonstrated it
applied to their SIMON robot [12]. The same authors have also presented techniques
to simulate the principles of Secondary Motion [10] and of Anticipation [11] in robot
motion.
Walt4 is a social collaborative robot that that helps factory workers assemble cars.
Walt uses a screen to exhibit an expressive face, icons or short animations. Its body
is a concealed articulated structure that allows it to gaze around at its co-workers.
Several works by Ribeiro and Paiva aim at creating software technology and
tools that allow animators and robot developers to work together. In particular, they
have created Nutty Tracks, an animation engine and pipeline, aimed at providing
an expressive bridge between an application-specific artificial intelligence, the per-
ception of user and environment, and a physical, animated embodiment [22]. It is
able to combine and blend multi-modal expressions such as gazing towards users,
while performing pre-designed animations, or overlaying expressive postures over
the idle- and gazing- behaviour of a robot.5 Furthermore, Nutty Tracks can also be
used or adapted as a plug-in in animation software such as Autodesk 3ds Max6 and
Maya,7 SideFX Houdini8 or even the open-source Blender software.9 The composing
of animation programs in the Nutty Tracks GUI follows a box-flow type of interface
greatly inspired by other programming tools commonly used by artists, such as the
Unreal Engine,10 Pure Data11 or Houdini (see Footnote 8). Figure 12.4 shows the
Nutty Tracks GUI. Animation Controllers are connected into a chain of execution
that generates and composes animation either procedurally or using animations and
postures that were pre-designed using other animation software. The convergence
between animation tools and a robot animation engine allows researchers to explore
the use of animation principles in such autonomous interactions with humans by
focusing, however, on the behaviour selection and management mechanisms, and on
pre-designing particular animations that were solely selected and played back on the
robots. The development pipeline for Nutty Tracks has also been briefly exemplified
with the Keepon robot12 [25].
More recently the same authors have created ERIK, a new inverse kinematics
technique that allows an articulated robot with multiple DoFs (such as a manipulator),
to exhibit an expressive posture while aiming towards any given direction [24]. The
Fig. 12.4 The Nutty Tracks standalone GUI, used for composing animation programs, and to
execute them in both a virtual window (for diagnostics) and on the real robot
technique is demonstrated using the custom built, and DIY13 inspired low-fidelity
craft robot Adelino.14 The purpose of ERIK is to allow complex robots to interact
with humans while exhibiting artistically-crafted expressions. By allowing simple,
artist-designed expressive postures to be warped in real-time and turned to face any
direction, while maintaining continuous movement that complies with the robot’s
mechanical constraints, the technique brings robot animation a step closer to typical
artist-centered character animation pipelines.
Before we move on to define our principles of animation for robots, we must first
define robot animation. Most animation principles and guidelines report on designing
particular motions. In the context of social robotics, our understanding is that robot
animation is not just about motion. It is about making the robot seem alive, and to
convey thought and motivation while also remaining autonomously and responsive.
And because robots are physical characters, users will want to interact with them.
Therefore robot animation also becomes a robot’s ability to engage in interaction
with humans while conveying the illusion of life.
One of the major challenges of bringing concepts of character animation into
Human-Robot Interaction (HRI) is at the core of the typical animation process. While
13 ‘Do-it-yourself’.
14 https://vimeo.com/232300140 (accessed March 02, 2019).
248 T. Ribeiro and A. Paiva
in other fields, animation is directed at a specific story-line, timeline, and viewer (e.g.
camera), in HRI the animation process must consider that the flow and timeline of
the story is driven by the interaction between users and the AI, and that the spacial
dimension of the interaction is also linked to the user’s own physical motion and
placement. Robot animation becomes intrinsically connected with its perception of
the world and the user, given that it is not an absent character, blindly following a
timeline over and over again.
This challenge is remarkable enough that character animation for robots can and
should be considered a new form of animation, which builds upon and extends the
current concepts and practices of both traditional and Computer-Graphics (CGI)
animation and establishes a connection between these two fields and the field of
robotics and AI.
We therefore complement Van Breemen’s definition by stating that robot anima-
tion consists of the workflow and processes that give a robot the ability of expressing
identity, emotion and intention during autonomous interaction with human users.
It is important to emphasize the word autonomous, as we don’t consider robot
animation to be solely the design of expressive motion for robots that can be faithfully
played back (that would fall into the field of animatronics). Instead it is about creating
techniques, systems and interfaces that allow animation artists to design, specify and
program how the motion will be generated, shaped and composed throughout an
interaction, based on the behaviour descriptions that are computed by the AI.
One such common and basic behaviour we take as example is face-tracking, which
directs a robot’s gazing towards the face of the human with whom it is interacting.
For a simple robot, e.g., neck with two DoFs, it is easy to implement face-tracking
by extracting a vertical and horizontal angle from the system’s perception compo-
nents (e.g. camera, Microsoft Kinect). These two angular components can directly
control the two individual motors of the robot’s neck. However this is a very lim-
ited conception of face-tracking behaviour, and also a very limited form of gaze
control in general. Gazing behaviour can also be compound, by featuring not only
face-tracking, but also used deictically towards surrounding objects, and in conjunc-
tion with other static or motive expressions (e.g. posture of engagement, nodding
in agreement). Therefore in the context of robot animation, such gazing behaviour
should consider not only an orientation but also the expressivity portrayed through
the behaviour in an interactive manner. Furthermore, one must consider that com-
pound gazing behaviour should also be adopted for use with complex embodiments
that feature multi-DoF necks, such as industrial manipulators, by considering e.g. the
manipulator’s endpoint to take on the expressive role of being the character’s head,
i.e. taking inspiration on an animated snake.
A general list of Principles of Robot Animation should also address principles related
to human-robot interaction. In this list however, we refrain from deepening such topic
12 The Practice of Animation in Robotics 249
Fig. 12.5 An animation sequence denoting the principle of squash and stretch. The red marks
represent the trajectory of the most relevant joints
that is already subject of intensive study [1, 2, 9, 21]. Instead, we have looked into
principles and practices of animators throughout several decades, and analysed how
the scientific community can and has been trying to merge them into robot animation.
We have noted that not all principles of traditional animation can apply to robots,
and that in some cases, robots actually reveal other issues that had not initially existed
in traditional animation. Most of these differences are found due to the fact that robots
(a) interact with people (b) in the real, physical world.
The following sections reflect our understanding of how the Principles of Robot
Animation can be aligned. Although they are stated towards robots, the figures pre-
sented show an animated human skeleton, as an easier depiction and explanation of
use. Each principle is also demonstrated on the EMYS and the NAO robots in an
online video,15 which can be watched as a complement to provide further clarifica-
tion. The video first demonstrates each principle using the same humanoid character
presented in this section, and then follows with a demonstration of each principle
first using the NAO robot, and then using the EMYS robot.
For robots to use this principle, it sounds like the design of the robot must include
physical squashing and stretching components. However, besides relying on the
design [15, 28], we can also create a squash and stretch effect by using poses and
body movement.
In Fig. 12.5 we can see how flexing arms and legs while crouching gives a totally
different impression on the character. Following the rule of constant volume, if the
character is becoming shorter in height, it should become larger in length, and a
humanoid robot can perform that by correctly bending its arms and legs. Figure 12.6
presents a snapshot from the video (see Footnote 15) illustrating how this principle
looks like on the NAO robot.
Fig. 12.6 The principle of squash and stretch shown on the NAO robot
12.4.1.2 Anticipation
Anticipating movements and actions helps viewers and users to understand what a
character is going to do. That anticipation helps the user to interpret the character or
robot in a more natural and pleasing way [29].
It is common for anticipation to be expressed by a shorter movement that reflects
the opposite of the action that the character is going to perform. A character that is
going to kick a ball, will first pull back the kicking leg; in the same sense, a character
that is going to punch another one will first pull back its body and arm. A service robot
that shares a domestic or work environment with people can incorporate anticipation
to mark, for example, that it is going to start to move, and in which direction, e.g.,
before picking up an object, or pushing a button.
In Fig. 12.7 we can see how a humanoid character that is going to crouch may
first slightly stretch upwards.
Fig. 12.7 An animation sequence denoting the principle of anticipation. The red marks represent
the trajectory of the most relevant joints
12 The Practice of Animation in Robotics 251
Fig. 12.8 Animation curves demonstrating anticipation. The left curve does not have anticipation;
the right curve does
12.4.1.3 Intention
This principle was formerly known as Staging in the traditional principles of anima-
tion. In robots, staging results in several things. First, it notes that sound and lights
can carefully be used to direct the users’ attention to what it is trying to communicate.
Second, if a robot is interested in, for example, picking up an object, it can show that
immediately by facing such object [29]. In either cases, the key here is showing the
intention of the robot.
We can see in Fig. 12.9 a simple idea of a humanoid character that is crouching
over a teapot to eventually pick it up. The character immediately looks at the teapot,
so users know it is interested in it, and eventually guess that it is going to pick it up,
much before the action happens.
That connects Intention with Anticipation; the difference is that while Anticipation
should give clues about what the robot is going to do immediately, Intention should
tell users about the purpose of all that he is doing, as a pre-action, before the actual
action starts. In a crouch-and-pick-up situation, for example, the robot will perform
three actions—crouch, pick-up and stand. We should see Anticipation for each of
these actions. The Intention, however, should reflect the overall of what the character
is thinking—it will start looking at the object even before crouching, and will start
looking at the destination to where it will take the object even before starting to turn
towards that direction.
252 T. Ribeiro and A. Paiva
Fig. 12.9 An animation sequence denoting the principle of Intention. The red marks represent the
trajectory of the most relevant joints
This principle was adapted from the Straight-Ahead and Pose-to-Pose action and
has strong technical implications on the animation system development. It origi-
nally talks about the method used by the animator while developing the animation.
Straight-ahead animation is used when the animator knows what he wants to do
but has not yet foreseen the full sequence, so he starts on the first frame and goes
on sequentially animating until the last one. In pose-to-pose, the animator has pre-
planned the animation and timing, so he knows exactly how the character should
start and end, and through which poses it should go through.
In robots, this marks in the difference between playing a previously animated
sequence, a procedural sequence, or an ad-hoc sequence. As a principle of robot ani-
mation, it results in a balance between expressivity, naturalness and responsiveness.
A previously animated sequence is self-explanatory. It was carefully crafted by
an animator using animation software, and saved to a file in order to be played-back
later on. That makes it the most common type of motion to be considered today in
robot animation. However it suffers from a lack of interactivity, as the trajectories
are played-back faithfully regardless of the state of the interaction. The motion is
procedural when it is generated and composed from a set of pre-configured motion
generators (such as sine-waves). On the other hand, it is ad-hoc if it is fully generated
in real-time, using a more sophisticated motion-planner to generate the trajectory
(e.g. obstacle-avoidance; pick-and-place task). We can say that playing an animation
sequence that has previously been designed by an animator is a pose-to-pose kind
of animation, while, for example, gaze-tracking a person’s face by use of vision, or
picking up an arbitrary object would be straight-ahead action.
A pose-to-pose motion can also contain anchor points at specific points of its
trajectory (e.g. marking the beat of a gesture), so that the motion may be warped in
the time-domain to allow synchronization between multiple motions. Those anchor-
points would stand as if they were poses, or key-frames in animation terms. The
concept of pose-to-pose can also become ambiguous in some case, such as in multi-
modal synchronization, where, e.g. an ad-hoc gaze and an animated gesture should
12 The Practice of Animation in Robotics 253
Fig. 12.10 An animation sequence denoting the principles of pre-animated and ad-hoc action. The
red marks represent the trajectory of the most relevant joints
meet together at some point in time using anchor-points that define the meeting point
for each of them. In that case, the straight-ahead action, planned ad-hoc, can result
in an animated sequence generated in real-time, and containing anchors placed by
the planner. From there it can be used as if it was a pose-to-pose motion to allow
both motions to meet.
It currently sounds certain that the best and most expressive animations we achieve
with a robot are still going to be pre-animated. However the message here is that
these different types of animation methods imply their own differences in the robotic
animation system, and that such system should be developed to support them.
In Fig. 12.10 we can see on top a character performing a pre-animated and carefully
designed animation, while in the bottom it is instantaneously reacting to gravity which
made the teapot fall, and as such is performing an ad-hoc, straight-ahead animation.
While performing ad-hoc action, like reacting immediately to something, it might
not be so important, in some cases, to guarantee principles of animation—if someone
drops a cup, it would be preferable to have to robot grab it before it hits the ground,
instead of planning on how to do it in a pretty way and then fail to grab it. In another
case, if a robot needs to abruptly avoid physical harm to a human, it is always
preferable that the robot succeeds in whatever manner it can. An ad-hoc motion
planner therefore is likely to not contain many rules about animation principles, but
act more towards functional goals (see the “Functional versus Expressive Motion”
section in [29]).
For robot animation, Slow In and Out motion may me implemented within software
in two different modalities: interpolation or motion filtering.
The former can be applied when the motion is either pre-animated, or fully planned
before execution, so that the system has the full description of the trajectory points.
254 T. Ribeiro and A. Paiva
Fig. 12.11 An animation sequence denoting the principle of slow in/out. The red marks represent
the trajectory of the most relevant joints. Notice how more frames are placed at the points of the
trajectory where the motion changes in direction, in particular within the triangular-shaped portion.
More spacing between points, using a fixed time-step, yields a faster motion
By tweaking the tangent type of the interpolation of the animation curve, it is possible
to create accelerating and slowing down effects. By using a slow in and slow out
tangent, the interpolation rate will slow down when approaching or leaving a key-
frame. This means that in order to keep timing unchanged, the rate of interpolation
will have to accelerate towards the midpoint between two key-frames. Van Breemen
called this Merging Logic and showed how it could be applied to the iCat [6]. In
alternative, when the motion is generated ad-hoc, a feed-forward motion filter can
be used to saturate the velocity, the acceleration and/or the jerk of the motion.
A careful inspection of the red trajectories in Fig. 12.11 will show us the difference
between the top animation and the bottom animation. Each red dot represents an
individual frame of the interpolated animation, using a fixed time-step. We can see
that in the bottom animation the spacing between the frames changes. It gathers more
frames near the key-poses, and less between them. This causes the animation to have
more frames on those poses, thus making it slow down while changing direction.
Between two key poses the animation accelerates because the interpolation generated
less frames there.
This is more noticeable if we look at the animation curves. Figure 12.12 shows a
very simple rotation without Slow-In/Out (left) and with (right). In the left image we
used linear tangents for the interpolation method, while in the right we used smooth
spline tangents.
We can see that with a linear interpolation, the curve looks straight, meaning that
the velocity is constant during the whole movement. By using smooth tangents the
movement both starts, stops and changes direction with some acceleration, which
makes it look smoother.
12.4.1.6 Arcs
Taking as example a character looking to the left and the right. It shouldn’t just
perform a horizontal movement, but also some vertical movement, so that its head
12 The Practice of Animation in Robotics 255
Fig. 12.12 Animation curves demonstrating slow in and slow-out. The left curve does not have
slow in/out; the right curve does
Fig. 12.13 An animation sequence denoting the principle of arcs. The red marks represent the
trajectory of the most relevant joints
will be pointing slightly upwards or downwards while facing straight ahead. We can
see that illustrated in Fig. 12.13.
This principle is easy to use in pre-animated motion. However, in order to include it
in an animation system, we would need to be able to know in which direction the arcs
should be computed, and how wide the angle should be. If we have that information,
then the interpolation process can be tweaked to slightly bend the trajectory towards
that direction, whenever it is too straight.
What actually happens with robots is that depending on the embodiment, it might
actually perform the arcs almost automatically. Taking as example a humanoid robot,
when we create gestures for the arms, they will most likely contain arcs, due to the
fact that the robot’s arms are rigid, and as such, in order for the them to move
around, the intrinsic mechanics will lead the hands to perform arched trajectories.
In traditional animation this principle was extremely relevant as the mechanics of
the characters were not rigidly enforced as they are in robots. Arcs still pose as
an important principle to be considered in robot animation, both for pre-animated
motions and also as a rule in expressive motion planners.
256 T. Ribeiro and A. Paiva
Fig. 12.14 Animation curves demonstrating arcs. The blue curve is the panning DoF, rotating from
the rest pose, to its left (60◦ ) and then to its right (−60◦ ), and then back to rest. During this motion,
the pitch joint (red curve) slightly waves between those key-frames
Figure 12.14 shows a character gazing sideways. The yellow cone represents the
gazing direction at each frame. The red curve illustrates the motion trajectory on
the panning DoF (horizontally) and the Pitch DoF (vertically). On the top motion,
no movement is performed on the Pitch joint (straight line). On the bottom motion,
instead of performing only Yaw movement while looking around, the head also
changes its Pitch between each keyframe of the Yaw movement.
12.4.1.7 Exaggeration
Fig. 12.15 An animation sequence denoting the principle of exaggeration. The red marks represent
the trajectory of the most relevant joints
Fig. 12.18 An animation sequence denoting the principle of secondary action. The red marks
represent the trajectory of the most relevant joints
During a conversation, people often scratch some part of their bodies, look away or
adjust their hair. In Fig. 12.18 we can see a character that is crouching to approach
the teapot, and in the meanwhile scratches its gluteus. Using secondary action in
robots will help to reinforce their personality, and the illusion of their life.
A character should not stand stiff and still, but should contain some kind of Idle
motion, also known as keep-alive. Idle motion in robots can be implemented in a
very simplistic manner. Making them blink their eyes once and a while, or adding
a soft, sinusoidal motion to the body to simulate breathing (lat. anima) contribute
strongly to the illusion of life.
In the case of facial idle behaviour such as eye-blinking, during a dramatic facial
expression these will often go unnoticed or may even disrupt the intended emotion.
It is better to perform them at the beginning or end of such expressions, rather than
during. Similarly, blinking also works better if performed before and between gaze-
shifts.
12.4.1.9 Asymmetry
This principle was derived from the traditional principle of Solid Drawing. Although
the traditional principle seemed not to relate with robots, it actually states some rules
to follow on the posing of characters.
It states that a character should neither stand stiff and still, nor does it stand
symmetrically. We generally put more weight in one leg than on the other, and shift
the weight from one leg to the other. It also suggests the need for the idle behavior,
and how it should be designed.
The concept of asymmetry stands both for movement, for poses and even for facial
expression. The only case in which we want symmetry is when we actually want to
convey the feeling of stiffness.
Figure 12.19 shows a character portraying another Principle—Idle Behavior,
while also standing asymmetrically. This Idle Behavior is performed by the simula-
tion of breathing and by slightly waving its arms like if they were mere pendulums.
12 The Practice of Animation in Robotics 259
Fig. 12.19 An animation sequence denoting the principles of asymmetry and idle behavior. The
red marks represent the trajectory of the most relevant joints
12.4.1.10 Expectation
This principle was adapted from the original Appeal. If we want a viewer or user
to love a character, then it should be beautiful and gentle. If we are creating an
authoritative robot, it should have more dense and stiff movements. Even if one
wants to make viewers and users feel pity for a character (such as an anti-hero), then
the character’s motion and behaviour should generate that feeling, through clumsy
and embarrassing behaviours.
Figure 12.20 shows two characters performing the same kind of behavior, but
one of them is performing as a formal character like a butler, while the other is
performing as a clumsy character like an anti-hero. In this case the visual appearance
of the character was discarded. However, if we had a robotic butler, we would expect
him to behave and move formally, and not clumsy.
The expectation of the robot drives a lot of the way users interpret its expression.
It relates to making the character understandable, because if users expect the robot
to do something that it doesn’t (or does something that they are not expecting) they
fill fail to understand what they are seeing.
Wistort refers to Appeal as ‘Delivering on Expectations’ [32], and his arguments
have inspired us to agree. He considers that the design and behavior of a robot should
Fig. 12.20 An animation sequence denoting the principle of expectation. The red marks represent
the trajectory of the most relevant joints. Notice how the clumsy version balances the teapot around
instead of holding it straight, and waves around its left ar instead of holding it closer to its body,
delivering a feeling of discourtesy
260 T. Ribeiro and A. Paiva
Fig. 12.21 An animation sequence denoting the principle of timing. The red marks represent the
trajectory of the most relevant joints
meet, so if it is a robotic dog, then it should bark and wag its tail. But if it is not able
to do that, then maybe it should not be a dog. The Pleo robot16 for example, was
designed to be a toy robot for children. So the design of it as a dinosaur works very
good, as it does not cause any specific expectation in people—as people do not know
any living dinosaurs, and as such, they don’t know if Pleo should be able to bark or
fetch, so they don’t expectation him to be able to do any of that.
12.4.1.11 Timing
Timing can help the users to perceive the physical world to which the robot belongs.
If the movement is too slow, the robot will seem like it is walking on the moon.
However, timing can also be used as an expression of engagement. Some studies
have revealed a correlation between acceleration and perceived arousal. A fast motion
often suggests that a character is active and engaged on what it’s doing [27, 29].
Being able to scale the timing is useful to be able to express different things using
the same animation, just by making it play slower or faster. In Fig. 12.21 we get a
sense that the top character is not engaged as much as the lower character, because
we see it taking longer to perform the action. It may even feel like the character is
bored with the task. In the fast timing case we are showing less frames of the same
animation, to give the impression of it being performed faster. In reality, that would be
the result, as a faster paced animation would require less frames to be accomplished
using a fixed time-step.
As a principle of robot animation, timing is something that should be carefully
addressed when synthesizing motion e.g. using a motion-planner. Such synthesizer
will typically solve for a trajectory that meets certain world-space constraints, while
also complying with certain time-domain constraints such as the kinematic limits
that the robot is allowed to perform. In many cases, a very conservative policy is
chosen, i.e., the planner is typically instructed to move the robot very slowly in order
to keep as far away as possible from its kinematic limits. However, such a rule may be
adding some level of unwanted expressiveness to the motion. We therefore argue that
when using such planners it is important to consider, within the safety boundaries
of the robot’s kinematic limits, ways of generating trajectories that can exploit the
time-domain in a more expressive way.
This principle works like an opposite of anticipation. After an action, there is some
kind of reaction—the character should not stop abruptly.
We should start by distinguishing these two concepts here. Follow-through ani-
mation is generally associated with inertia caused by the character’s movement. An
example of follow-through is when a character punches another one, and the punch-
ing arm doesn’t stop immediately, but instead, even after the hit, both body and
arm continue to move a bit due to inertia (unless it is punching an ‘iron giant’).
Overlapping is an indirect reaction caused by the character’s action. An example
of overlapping is for example the movement of hair and clothes which follow and
overlap the movement of the body.
Using follow-through with robots requires some precaution because we do not
want the inertial follow-through to hurt a human or damage any other surroundings.
Follow-through might also cause a robot to loose balance, so it seems somewhat
undesirable. Many robot systems actually will try to defend themselves against the
follow-through caused by its own movements, so why would we want it?
In first instance, we consider that follow-through should better not be used in most
robots, especially for the first reason we mentioned (human and environment safety).
However, when it can be included at a very controlled level, namely on pre-animated
motion, it might be useful to help mark the end of an action, and as such, to help
distinguish between successive actions. Unlike anticipation, however follow-through
is much more likely to be perceived by humans as dangerous, because it can give
the impression that the robot slightly lost control over its body and strength. We
would therefore imperatively refrain from using it on any application for which the
perception of safety is highest, such as in health-care or assistive robotics.
Overlapping animation depends mostly on the robot’s embodiment and aesthetics.
It might serve as a tip for robot design, by including fur, hair or cloth on some parts
of the robot, that can help to emphasize the movement [28]. As such, we find no
need to include overlapping animation into the animation process of robots per se,
because whatever overlapping parts that the robot might have, should be ‘animated’
by natural physics. Therefore if one wishes to use it, it should be considered as an
animation effect that is drawn by the design of the robot’s embodiment, and thus
should be developed initially at the robot design stage.
262 T. Ribeiro and A. Paiva
When including creative artists such as animators into the development workflow, one
of the first question that arises is the tools that the artists can use to author and develop
expressive behaviour for the robot. Typically those artists are designated to produce
only pre-authored animation files that can be played back by the animation engine.
This may be achieved by either developing a custom-build GUI that allows them to
directly develop on the system’s tools, data types and configurations, or to allow the
artists to use their familiar animation tools such as 3dsmax6 , Maya7 , Houdini8 or
Blender9 . These existing animation packages allow to export animation files using
general-purpose formats such as Autodesk FBX.17 That requires the animation engine
to support loading such formats, and to convert them into the internal representation of
pre-animated motions. Alternatively, and as most of those software support scriptable
plug-ins, one may develop such a plug-in that allows to export the motion data into
a format that is designed specifically for the animation engine.
Upon our introduction of the programmable animation engine, and of animation
programs, it also becomes necessary to understand how the animators can contribute
to such animation programming, alongside with their participation in the motion
design.
We argue that for simple cases, developing an e.g. FBX import for the actual anima-
tion engine run-time environment is a good choice. In this case the learning curve
for the animators is almost inexistent, given that they will be working on their own
familiar environment. They will only need to adapt to specific technical directions
such as maintaining a properly named and specific hierarchy for the joints and ani-
matable elements, so that those can be properly imported later on. When the nature
of the project or application does not allow to rely on third-party, or proprietary
software, then the only option may be to develop a custom animation GUI, which
poses as the most complex and tedious one. However our feeling has been that the
creation of plug-ins for existing, third-party animation software provides a good
balance between development effort, usability, user-experience and results.
The creation of plug-ins for existing animation software includes the same advan-
tages and requirements as in the first case, of developing an animation-format
importer for the engine. Animators will be familiar with the software, but may have
to comply with certain technical directions in order for the plug-in to be able to prop-
erly fetch and export the motion data. Figure 12.22 shows an example of the Nutty
Tracks plug-in for Autodesk 3dsmax. By having the EMYS embodiment already
loaded in the Nutty Tracks engine, the plug-in can create an animatable rig for the
robot, through the click of a single button, based on the embodiment’s hierarchical
Fig. 12.22 A screenshot of the Nutty Tracks plug-in for Autodesk 3dsmax, illustrating the skeletal
animation rig created by the plug-in. An animator can generate this rig through the simple click of
a button, and then use the plug-in to export the final animation to a Nutty-compatible animation file
specification including rotation axes, joint limits, etc. Optionally it may even include
the actual geometry of the robot for a more appealing experience. From here on an
animator may animate each of the gizmos that were created for each of the robot’s
animatable DoFs, using his or her typical workflow and techniques.
However, the development of such a plug-in also allows to augment the cre-
ative development workflow, by adding visual guides directly into the viewports of
the animation software, in order to represent technical constraints that are required
specifically for robots, such as kinematic ones (e.g. velocity, acceleration, jerk lim-
its). Figure 12.23 shows an example of a plug-in developed for Autodesk Maya, to
show the trajectory-helper of a given mobile robot platform, which highlights the
points in the trajectory that break some of the robot’s kinematic constraints. In this
case, green means that the trajectory is within the limits, while the other colors each
represent a certain limit violation, such as maximum velocity exceeded (orange),
or maximum acceleration exceeded (pink) or maximum jerk exceeded (red). Based
on this visual guide, the animator knows where the trajectory must be corrected,
and is able to readily preview how the fix will look like, while making any further
adjustments to the motion in order to ensure the expected intention or expression is
properly conveyed without exceeded the physical limits of the robot.
Other useful features may be to perform automatic correction of such constraints,
while rendering the result directly within the animation environment, thus allowing
the animators to fix the motion that results from enforcing such constraints, in a
more interactive way. From what we have gathered however, animators are typically
264 T. Ribeiro and A. Paiva
not happy to have a tool that can change and control their animations. Instead, the
preferred option is to keep the artist-animated version of robot untouched by the
plug-in, and to create an additional copy of the same robot model. This copy, which
we call the ghost, will, in turn, not be animatable or even selectable by the animator,
but instead, will be fully controlled by the plug-in. Therefore, when the animator
is previewing the playback of its animation, the plug-in will take that motion and
process it in order to enforce the kinematic limits. The resulting corrected motion is
however applied only to the ghost, which therefore moves along with the animated
robot. If at any point, the animated motion did exceed the limits, the ghost will be
unable to properly follow the animated model due to the signal saturation, which
allows the animator to have a glimpse not only of where the motion is failing to
comply with the limits, but also how it would look like if the limits were enforced.
In some cases the animator might actually feel that the result is acceptable, even if
the originally designed motion would report limit violations on a trajectory-helper
solution such as the one of Fig. 12.23. Note that in the case of the ghost-helper
technique, whenever the final animation is exported, it should be exported from the
ghost robot, which contains the corrected motion, and not the animated robot which
does not.
In summary, the two major robot-animation features we have presented, and that
can be provided through the use of animation software plug-ins, are the trajectory-
helper, as presented in Fig. 12.23, and the ghost-helper, described in the previous
paragraph. Depending on the animator’s preferences, and the scripting capabilities
of the animation environment, either one or both of the features can be used. The
ghost-helper seems to provide a more agile solution, as the animators aren’t required
12 The Practice of Animation in Robotics 265
to fix all the limit violations. As long as they accept the motion provided through
the ghost, the problem is considered to be solved, thus allowing them to complete
animations quicker than using the trajectory-helper. The trajectory-helper however
allows an animator to better ensure that all the points of the trajectory are smooth
and natural, and especially that the automatic correction (achieved e.g. through sig-
nal saturation) will not introduce any other unexpected phenomena. This feature is
especially important when animating multiple robots,18 to ensure that each of the
individual auto-corrections do not place the robots in risk of colliding.
Without the ability to preview or at least evaluate the animated motion directly
within the animation environment, the animators would need to jump between their
software, and a custom software that solves and reports on those issues, while pro-
viding typically a mediocre or even no visual feedback on what is happening, and
what needs to be fixed. Besides making it a more complex workflow, that option also
hinders and breaks the animator’s own creative process.
Finally, an additional feature that can be developed through plug-ins for existing
animation software is the ability to directly play the animations through the robot
software or interactive pre-visualisation system. This allows the animators to include
testing and debugging into their workflow, by being able to see what will happen
with their animations once they become used during interaction with the users and
the environment.
Animators working with social robot application are required to learn some new
concepts about how motion works on robots, in order to identify what can or cannot
be done with such physical characters, as opposed to what they are used to do in
fully virtual 3D characters. Besides having to adapt to certain technical requirements
when building their characters and animation rigs, they may also need to learn how
to interact with some other pieces of software that will allow them to pre-visualize
how the designed motion will look on the robots during actual interactions.
At some point the character animators will acquire so many new competencies
and knowledge that they become actual robot animators, an evolution of animators
that besides being experts on designing expressive motion for robots, may also have
learned other technical skills as part of the process. One such skill is what we call
animation programming. The difference between a non-robot-programming anima-
tor, and a programming-robot animator is akin to the difference between a texture
artist and a shader artist (or lighting artist) in the digital media industry. The texture
artist is a more traditional digital artist that composes textures that are statically used
within digital media. A shader artist is able to take such textures, or other pattern-
generators, and configure the shaders (i.e., programs) to adapt and change according
to the environment parameters and applications. The shaders are, in that sense, pro-
19 https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/
2017/ENU/3DSMax/files/GUID-7B51EF9F-E660-4C10-886C-6F6ADE9E8F56-htm.html
(accessed March 02, 2019).
20 https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/Editor/Interface (accessed
March 02, 2019).
21 https://www.unity3d.com (accessed March 02, 2019).
22 https://vimeo.com/67197221(accessed March 02, 2019).
12 The Practice of Animation in Robotics 267
Fig. 12.24 The Nutty Tracks GUI, used for animation programming in a multi-layer, multi-block
visual editor. Within the figure, we see several different animation blocks which either generate or
operate on motion signals. The integrated 3D visualizer allows and artist to preview the output of the
motion based on how he tinkers with the parameters. It additionally includes an inverse kinematics
interactive visualizer which allows an animator to tweak the solver, in order to adjust the generated
motion to the robot’s kinematic capabilities
12.6 Conclusion
Throughout this chapter we have presented our perspective on how robot animation
can become an integral process in the development of social robots, based on theories
and practices that have been created through the last century, in the fields of both
traditional and 3D computer-graphics character animation. We have introduced and
described the 12 principles of robot animation, as a foundation that aims at aiding the
transfer of the previous character animation practices into the new robot animation
ones. In the traditional character animation workflow, characters and their motions
are designed to be faithfully played-back on screens. One of the most relevant steps
in this transition is the ability to not only design, but also program how animations
should be shaped, merged and behave during interaction with human users. We must
therefore introduce new techniques and methods that allow such artistically crafted
animations to become not only interactive (such as in video-games), but to interact
in the real world, with real users. Such new techniques and methods will be provided
by new tools and workflows that are designed with artists in mind, and that aim at
268 T. Ribeiro and A. Paiva
Acknowledgements This work was supported by national funds through FCT—Fundação para a
Ciência e a Tecnologia with references UID/CEC/50021/2019 and SFRH/BD/97150/2013.
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Chapter 13
Adapting Movements and Behaviour to
Favour Communication in Human-Robot
Interaction
13.1 Introduction
Richmond et al. [112] state that “the importance of communication in human soci-
ety has been recognized for thousands of years, far longer than we can demonstrate
through recorded history”. A common example of communication can be of a tourist
environment where the tourist manages to interact effectively in diverse scenarios
despite being in an exotic culture, where s/he does not share the language, mainly
through using non-verbal means including gesture-based communication [133]. This
also suggests that humans have an intrinsic capability of adapting their style of
communication-based on the situation, or through understanding social cues based
on the voice pitch, tone, mood, gestures of the communicating individuals [141]. Con-
sequently, the field of social robotics also envision robots in the future to become a
part of society and intends to enable them to perform different kinds of communica-
tions. Hence, efforts are made to enable robots to adapt their communication across
different social settings [1].
Human communication can be classified as either direct or indirect communica-
tion. Direct communication refers to a medium that conveys a clear message and
also possesses an intended action. On the contrary, indirect Communication refers
to a medium that conveys an acted message rather than directly saying it to the
receiver with either an intended on unintended action. Based on the understanding
on direct and indirect communication, we, in Fig. 13.1, present a model of the com-
munication space based on actions and reactions particularly in relation to human-
robot communication. We define robot’s non-verbal communication (gestural, facial
expressions based communication) where the action can be indirect and reaction can
either be intended or unintended. Robot’s Verbal communication (conversational,
speech based communication) is defined where the action is direct and reaction can
either be intended on unintended. We also define another space of communication
referring to mobile robot’s navigation where the communication can either be direct
(approaching the receiver) and reaction can be intended or indirect (walking beside
the receiver) and reaction can be unintended.
We, in this chapter, classify different movements (gestures, facial expressions,
eyes, navigation) and behaviours (conversation, dialogue) based on our aforemen-
tioned model of communication space. We later present literature on robots adapt-
ing their behaviour or communication according to these movement of the receiver
(Human). It is important to note that we are presenting communication strategies as
dependent on actions and reactions forming a space.
Fig. 13.1 Model of the communication space based on action and reaction
and users as a social cue, especially when it comes to conveying social roles [68]
and immediacy [64]. In addition to journal publications, non-verbal communication
in navigation has been addressed by a number of conference articles. These describe
methods such as prompting [105], i.e. small movements to communicate ones inten-
tion such as inching forwards at an intersection or hesitation [42], or legible movement
[76] to communicate the intention and goal of the robot while driving/walking.
Overall, the analysis presented in this section confirms that the role of nonverbal
communication is as important in HRI as it is in Human-Human interaction. The
attempts to synthesise nonverbal behavioural cues appears to cover all the codes
that where identified in [139] (see beginning of this section) and to address the main
goals that nonverbal communication appears to address in the case of humans, namely
expressing emotions, conveying impressions, regulating interaction, etc. The main
difference with respect to the psychological literature, is the relatively low number
of works trying to use multimodal stimuli (only 8 out of 39). However, this might
depend on technical difficulties and on the wide spectrum of possible embodiments
that can make it difficult, if not impossible, to combine multiple cues.
In addition to the above, the social robotics community addresses two nonverbal
communication channels that the psychological literature has not considered for
different reasons. The first is the use of touch, a form of communication that has been
recognised as a possible code to be added to the five considered so far. However,
at least in the Western culture, the use of touch is limited only to private settings
that tend to be less accessible to scientific research which is why analysis of touch
has not been studied in great depth. The second is the use of non-human nonverbal
cues such as lights, e.g. [84], or acoustic signals that a robot can use, but a human
cannot. In both cases, the publication of works on the International Journal of Social
Robotics can be considered as a further confirmation of how significant nonverbal
communication is in HRI.
description. Their work suggest that this behaviour change also indicates concept
understanding. Furthermore, they describe an influence on humans’ movement when
explaining different actions [79]. Verbal communication in form of words is thus not a
one way street, but lies in a social communication of at least two partners and changes
the recipients behaviour. Furthermore, the sound signal in our communication helps
humans to structure the conversation into a time dependent system that can convey
further information, e.g. in which order to complete sub-tasks as suggested by Bilac
et al. [19] and Theofilis et al. [130]. When putting yourself into a robot’s shoes these
features become vital to follow an ongoing communication with a human.
By using concepts like contingency [50] and acoustic packaging [87], robots can
not only appear to engage with humans in an interaction, but can tune their input
towards their perceptional needs [46, 77, 78, 118] (Fig. 13.3).
One of the most common examples of adapting the movements of a robot to favour
direct and indirect communication is navigation. It can easily be seen that being
outside of the field of view of your interaction partner, e.g. [22], or being too far
away to be perceived in enough detail to make out gestures or hear sounds, e.g. [86],
is vastly detrimental to communication. For this reason, navigation of mobile robots
is an important factor to improve communication with a human interaction partner.
This ranges from finding the optimal distance to interact with someone verbally or via
gestures to planning paths that maintain a certain formation with a walking human
which allows you to still be perceived and heard. This section introduces some of the
most used and interesting approaches to adapt the movements of a mobile robot on a
2D-plane, i.e. navigation, to favour explicit communication. Implicit communication
also plays a major role in robot navigation but will not be addressed here (Fig. 13.4).
13.3.1 Distance
The most commonly used principle in human-aware navigation (adaptive path plan-
ning in the presence of humans) is the so-called proxemics which is a term describing
interpersonal distances and was coined by Hall [54]. This theory divides the space
around a human into four distinct zones, i.e. Intimate Space, Personal Space, Social
Space, and Public Space, which are themselves divided into a close and far phase.
Figure 13.5 shows these zones and distances with the public space having no defined
outer limit. In general interaction among strangers happens in the Social Space or
beyond (>1.22 m). Intrusions into the Personal or Intimate Space without consent
are perceived as rude or even threatening and therefore create annoyance and stress
as pointed out by Hall [54]. Similarly, in human-aware navigation, robots aim to
avoid these zones when circumventing humans as investigated by, e.g. [97] and [98].
According to Hall, at this distance conversation is conducted at a normal voice level.
The visual focus extends to the nose and parts of both eyes or nose, mouth, and one
eye. Which parts of the face are visible at a certain distance play a vital role in com-
munication because gaze has been identified as an important tool in HRI, e.g. [46].
According to Hall [54], at distances of >7.6 m voice, facial expressions, and move-
ment must be exaggerated. Hence finding the best distance for communication is an
active field of study in HRI. A discussion on the different shapes of these zones can
be found in the work by Rios-Martinez [113].
One out of many examples of research that investigates distances for communica-
tion is the work by Torta et al. [135] where the optimal approach distance and angle
between a small humanoid robot1 and a sitting person is investigated. Torta et al.
[135] present an attractor based navigation framework that includes the definition
for a Region of Approach which is optimal to communicate between the two agents.
1 NAO—https://www.softbankrobotics.com/emea/en/nao.
280 K. Lohan et al.
In the conducted experiment, a NAO robot is approaching a sitting person from dif-
ferent angles, with the purpose of starting a conversation. The approach is stopped
when that person presses a button at a distance perceived as suitable to achieve the
task. Torta et al. [135] show that an approach from the front is preferable over an
approach from the side and found that the distance at which the participants stopped
the robot to have a conversation loosely correlates with the close phase of the social
space as defined by Hall [54]. One of the very few examples of research on the long-
term habituation effects of approach distances is the work by Walters et al. [140].
They use a standing participant and a mobile service robot instead of a NAO in a
confined space in an otherwise similar experimental setting as [135], i.e. the robot
approaches the participant from the front and is stopped via a button when it is close
enough to have a conversation, and inspect the long-term effect on this most suitable
approach distance. Over the first couple of weeks, this distance seemed to decrease
and then remain stable for the remainder of the experiment.
Looking at the changing nature of people’s preferences when it comes to distance,
is not only influenced by habituation as described above but also by the resulting
robot performance. Mead and Mataric [86] conducted an experiment in which the
human participant explained certain objects to a mobile robot via speech and gestures
from a fixed location. The robot, however, altered its position during the trials. After
an object had been explained, the robot would change its distance to the human
before the next object explanation phase started. After each explanation, the robot
signalled success or failure of understanding the explanation to the participant where
the success rate depended on the distance to the human and was modelled as a normal
distribution with its peak at 2.25 m distance to the human and a standard deviation
of 1.0 m. Before and after the experiment, to evaluate if the proxemics preferences
of the participants changed, Mead and Mataric [86] had the robot approach the
participant until they said “stop” when they thought that the robot would be at an
appropriate distance for the task. Comparing the measurements from before and after
the experiment, they found that humans indeed adapt their proxemics preferences to
the area of peak performance of the robot whereas in the control condition where the
success rate was modelled uniformly this effect did not appear.
All of the above, highlights the importance of finding the correct distance for
a robot to communicate with its interaction partner. Research is still ongoing but
the commonly accepted opinion seems to be that while it varies for each individual
based on personal preferences but also on the performance of the robot (due to,
e.g. environmental factors), the social space as defined by Hall [54] seems to be a
good approximation. This is partly owed to the resulting simplicity stemming from
using a small set of fixed thresholds which facilitates easy decision making under
uncertainty.
13 Adapting Movements and Behaviour to Favour Communication … 281
When communicating, humans tend to assume formations where they place them-
selves in a spatial arrangement that faces inward around a space to which everyone
has immediate access. As noted by Ciolek and Kendon [32], this creates conditions
in which each participant can effectively exchange glances, gestures, and words. An
example for such a formation of two people is the so-called f-formation [63]. Main-
taining formation for approaching a group is, therefore, an active field of research one
example being the work by Althaus et al. [6] where the robot assumes a position in an
existing group of people which allows it to effectively communicate with everybody.
Others attempt to create an f-formation between human and robot such as [73]. Apart
from assuming the correct position to interact with humans, the way in which a robot
approaches a single person or a group is of great importance for its acceptance as an
interaction partner, e.g. [12, 25, 40, 65, 69, 92, 129], where the consensus seems
to be that approaching someone from the front or from an area that is visible to the
human is of great benefit and that appearing out of hidden zones should be avoided
[119]. This has even been adopted by research focused circumvention of humans
that explicitly seek to avoid the area behind a person to not cause discomfort such as
[104, 116, 120] or avoiding to pass behind obstacles that obstruct the field of view
[31].
Interaction with groups is not just about how to explicitly interact with them,
i.e. joining and participating in the conversation, but also how to implicitly inter-
act with them, i.e. avoiding interference. Several research groups have investigated
approaches to avoid passing through the centre of a group (≥ 2 participants) to disturb
their communication by blocking their vision. Some examples of this are [49, 104,
116]. To the best of the authors’ knowledge, there is no work on finding the right
point in time when to pass through the centre of a group given there is no way to avoid
them. The general consensus is to circumvent them if possible and to pass through
if not. This is especially true when using simple approaches such as Gaussian cost
functions based on proxemics.
282 K. Lohan et al.
Some tasks require that both human and robot move in unison to a common goal.
This could be the case for a museum tour guide robot where the human or the group
of humans is supposed to follow the robot guide. This scenario has been one of the
first that was adopted by the community and some of the most commonly known
examples for these kind of robots are Rhino by Burgard et al. [24], Robox by Arras
et al. [11], Minerva by Thrun et al. [131], Rackham by Clodic et al. [34], Mobot by
Nourbakhsh et al. [94], and Cice by Macaluso et al. [83]. A similar system has also
been used for therapeutic purposes by Hebesberger et al. [57]. These systems rely
on the robot being in front of the group or person so they can be seen at all times
to make it easy to follow. Moreover, the navigation systems should aim to produce
goal directed non-jittery motion to allow the human to follow the robot easily as
stated by Kruse et al. [72]. There are other factors that play a role when guiding a
person or a group such as monitoring and adapting to their speed, reacting to path
alterations, finding a path that is not only comfortable to take for the humans that
are guided but also for the humans that might be encountered on the way, and more
direct interaction like reengaging someone if they suspend the tour [103].
A more complex task when it comes to joint motion is walking side-by-side. This
formation is mainly adopted to allow both the robot and the human to see each other
and, therefore, favours communication. Morales Saiki and Morales [88, 89] present
an approach for side-by-side motion that is based on the observation of people and
created a model of an autonomous robot which emulates this behaviour. As they
phrase it, this increases the shared utility. A recent approach by Ferrer et al. [45]
looks at how to accomplish walking side-bye-side in crowded urban environments.
This is particularly difficult as it imposes spatial constraints which might result in
the side-by-side movement not being possible. According to Costa [35], this is when
humans assume different types of formations depending on the space and the number
of people in the group. While there are differences between male and female groups
typical formations of 2–3 people are walking abreast so side-by-side, or in a V shape
with the walking direction being from bottom to top. These kind of formations can
be achieved by using so called social forces that pull the robot towards a shared goal
and the people in its group while repelling it from obstacles and other people. An
example of using atractor forces to the centre of the group the robot is with was
provided by Moussaïd et al. [90], or similarly a force that attracts the robot to the
other people in its group by Xu et al. [142].
distance chosen has to be one at which the interaction partner feels comfortable
interacting with the robot and is able to perceive all its movements and hear all
its utterances. The approach has to come from a direction where the human is not
surprised and can gauge the intention of the robot. When more than one person is to
be approached, the correct formation has to be assumed or maintained. In the case
of both human and robot moving and not just aiming to avoid each other, joint path
planning can be achieved in a way that optimises the navigation task, improves the
communication between the robot and the human(s), or both. If the robot does not
only act as a simple guide but should also be available for communication while
navigating, a side-by-side formation is assumed to allow both the human and the
robot to perceive each other.
To date, no holistic approach that would be able to solve all these tasks has
been developed. There are solutions for parts of these problems using different tech-
niques but their combination is non-trivial. Moreover, the problem hinted at earlier
of knowing when to interrupt someone by approaching them or passing through
the “we-space” [70] of a group of people if no other path can be found is a non-
trivial and unsolved problem as well. There are certain techniques, however, that can
be employed to detect the opportune moments to interrupt someone which will be
detailed in the following section.
Cognitive load points to the load placed on human’s working (short-term) memory
during a task. It is defined as a construct that can be measured in three dimensions:
(1) mental load, (2) mental effort and (3) performance [128]. We also understand
that the working memory differs among different individuals consequently it calls
for estimating cognitive load in real-time [13]. As highlighted, in a conversational
robot scenario, one of the interruption strategies can be based on cognitive load as a
robot must adapt according to the mental load of the user.
It remains a challenge to measure the individual’s mental load in a non-intrusive
and robust manner in real-time [29, 96]. Prior work has measured mental load in three
different ways: through subjective evaluations such as NASA TLX (NASA Task Load
Index2 ), through understanding physiological behaviours, or through performance-
based objective measures (Mathematical Equations). However, subjective rating and
performance-based objective measures are not continuous and cannot be used in
real-time. On the contrary, physiological behaviours based on Pupil Diameter (PD),
Blinking Rate (BR), Heart Rate (HR), Heart Rate Variability (HRV), Electroen-
cephalography (EEG) and Galvanic Skin Response (GSR) are continuous and can
be used to estimate mental load in real-time [96]. Empirical studies conducted with all
of these aforementioned behaviours have observed that changes in one’s behaviour
can be attributed to a higher level of cognitive load. For instance, a low HRV and a
higher HR is associated with a high cognitive load [36, 91]. In addition, an increase
in the amount of PD, and decrease in the number of eye blinks reflects on a higher
mental load [59, 110, 114]. We also understand that data collected on physiological
behaviours through the various state of the art sensors is not only continuous but
is also a robust and accurate representation of the particular behaviour [60, 134].
Recently, [2] have proposed to develop a system as shown in Fig. 13.6 to estimate
users’ mental load in real-time. Their aim is to collect data on these behaviours
including PD, BR, HR and HRV using various state of the art sensors [60, 134] and
later use this data to understand correlations between them and finally use it in a
linear mixed-effect regression model to estimate of cognitive load in real-time.
In summary, we believe that cognitive or mental load could be utilised as an
indicator for interruption for conversational robots and that an empirical evaluation
is needed in the future.
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286 K. Lohan et al.
Fig. 13.6 Concept overview: for a system non-intrusive measurement for mental load [2]
In the previous section we have shown examples of explicitly changing the behaviour
and movement of a robotic agent to favour communication and when to interrupt a
person or persons while interacting. This section focuses on an example scenario, i.e.
single and dual arm manipulation of objects, where explicitly changing the behaviour
and movement of a robotic agent to favour communication arguably presents a
greater challenge than in, e.g. mobile navigation (see Sect. 13.3. In order to achieve
the desired behaviours and movements, relying on human expert knowledge when
learning from demonstration [107] presents a way of implicitly generating move-
ments and behaviours that favour communication. This approach, therefore, relies
on the humans’ subconsciously demonstrating movements which are goal directed,
i.e. achieve the manipulation task, but at the same time also follow social norms.
Hence, when using learning from demonstration, one can assume that the resulting
behaviour emulates human behaviour which naturally favours communication.
In order to achieve an autonomous manipulation, it is important to develop a rea-
soning technique that is able to hierarchically learn a fluid object interaction given
the eminent dynamic nature of indoor environments. There are extensive studies
on manipulation [52, 53, 145], grasping [5, 21, 39], and learning [27, 101, 125,
143]. However, due to their complexity, little attention has been paid to their interac-
tion and joint integration in robotic systems so far. This complexity also makes this
problem a prime candidate for approaches relying on implicitly learning movements
that favour communication. For these reasons, one of the most common techniques
13 Adapting Movements and Behaviour to Favour Communication … 287
used for manipulation tasks is learning from demonstration combined with hier-
archical learning techniques to endow a robot with self-learning capabilities and
interaction understanding. The advantages of using learning from demonstration
have been shown in single-arm manipulator systems and, to a smaller extent, for
dual-arm manipulator set-ups. Specifically, a robot understanding human demon-
strations involving dual-arm manipulation will acquire the required knowledge to
imitate the task and behaviour and will improve its model through trial and error
experiments. Nonetheless, to learn human-like behaviour with a dual-arm system
does not suffice for robust manipulation, but the integration of the understanding of
the objects and environment is also essential. Information such as the affordance,
grasping point, the object’s fragility, and its manoeuvrability can be extracted with
the help of vision, force, tactile, and pressure sensors. The following presents these
two learning problems in more detail.
tions, e.g. a weighted combination of non-linear radial basis functions to encode the
dynamics of a task, an analytical obstacle avoidance expression, or among others,
a force profile to control the environmental interaction. Dynamic Movement Primi-
tives (DMP)-based formulation [117] offers the needed modularity. This means that
instead of learning a task as a whole, the framework harvests a collection of primitive
skills. Creating a repertoire of skills referred to as a library, allowing the demonstrator
to teach in a one-at-a-time fashion, i.e. to focus on one feature of the demonstration
at a time [14]. This modular library can be employed for movement recognition pur-
poses, where a demonstrated skill can be compared against the existing ones in the
library. If the observed behaviour does not match any existing primitive, it is iden-
tified as a new skill and can be added to the framework’s library [61]. This feature
allows incremental learning by exploration or further human demonstrations.
Humans are very good at communicating to each other and coordinate on different
tasks, being handovers a clear example. When it comes to grasping, most of the state-
of-the-art literature explores methodologies by focusing exclusively on attributes of
the target object and grasp stability metrics. However, as humans we also take the
environment in which this task is executed into account and are able to adapt in the
presence of other agents. Therefore, in order to achieve performance that emulates
human behaviour, favours communication, and is able to collaboratively achieve
manipulation tasks the system should be able to grasp the object considering the
physical qualities of the world [8]. These qualities cannot only be inferred from the
object, but we also have to consider the characteristics of the surroundings. In [9] this
approach is used in a system where the grasping action affordance towards an object
is the result of the association of different semantic features that describe the object
and the surrounding environment. Ardón et al. [10] propose a method that includes
environmental context to reason about object affordance to then deduce its grasp-
ing regions. This affordance is the result of a ranked association of visual semantic
attributes harvested in a knowledge base graph representation. These attributes are
the result of a collected data from human input, thus they represent social rules for
grasping. These rules inherently provide affordance features for collaborative manip-
ulation that ease the communication for different tasks. The designed framework is
assessed using standard learning evaluation metrics and the zero-shot affordance
prediction scenario. The resulting grasping areas are compared with unseen labelled
data to assess their accuracy matching percentage. The outcome of this evaluation
indicates the applicability of the proposed method for object interaction applications
in indoor environments. Other examples such as [71, 126, 144] also focus on object
affordances to improve the robot-object interaction which shows the importance of
this aspect of manipulation.
Past research has extensively investigated approaches to autonomous collaborative
manipulation. Nonetheless, grasping is still an open challenge due to the large variety
13 Adapting Movements and Behaviour to Favour Communication … 289
of object shapes and robotic platforms as well as interaction variants among agents
and humans that differ in the communication schemes. The current state of the art
methods is limited to specific robot manipulator, grasping scenarios, and objects.
Further, the current approaches need a large amount of data to train the learning
model without being able to successfully generalise among object instances. Due
to all these complications, we argue that implicitly learning movements that favour
communication via learning from demonstration is the only feasible method to date.
In this chapter concepts have been presented introducing three different forms of
communication from human-human to human-robot interaction (see Sect. 13.2). It
delineates how the dynamical process of communication can be represented through
building a subspace spanned between action and reaction (see Sect. 13.1). The influ-
ence of adaptation of movements and behaviours in navigation is introduced and
the consequences of this adaptations are conceptualized (see Sect. 13.3). The time
dimension is crucial in communication, consequently, understanding a pattern on
intercepting turns in communication are vital and are described in the section on
interruption. It is discussed that building a theory of mind of the conversation partner
might be the best way to identify a possible interruption window (see Sect. 13.4).
The impact of implicitly learning about “social norm” in collaborative movements
is presented in our Sect. 13.5, which leads to the question on the impact of bias on
communication. Human-Human communication is undoubtedly fluent and dynamic
as well as influenced by social norms. Past research has presented somewhat stable
mechanisms and concepts to favour communication, but there are still open ques-
tions of the influence of social norms. Positively, this has been identified in the
community as a way forward represented through the focus on gender-stereotypes
and cross-culture comparisons of communication. Furthermore, ethical concerns as
to what a robotic system should elicit, that it is capable of, is another positive trend
in the current research, e.g. the research on trust and explainabilty of AI.
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Chapter 14
Expressivity Comes First, Movement
Follows: Embodied Interaction
as Intrinsically Expressive Driver
of Robot Behaviour
14.1 Introduction
of what such an approach would entail, we will borrow insights from two apparently
independent areas: emotion and dance research.
This chapter is organized as follows. Section 14.2 explores the potential rela-
tionship between expressivity and higher cognitive functions, including language.
In particular, it explores the hypothesis that movement understanding in social con-
texts may be a fundamental process in the evolution of language and compositional
semantics.
Section 14.3 examines how the underlying concept of emotion determines
approaches to motion perception and understanding. In particular, the idea that only
specialized behaviours are expressive is related to discrete emotion theories, while
the complex system approach to emotion motivates the study of expressivity beyond
the occurrence of emotional episodes.
In Sect. 14.4, we introduce the idea that dance can help the development of move-
ment understanding in social robotics. In particular, we discuss the Laban approach
to motion modelling, and we present ongoing work that exploits the Laban approach
for the development of social robotics.
In Sect. 14.5, we point at present limitations, future developments and the
implication of complex unscripted motion understanding for social robotics.
The relationship between expressivity and movement is very much related to the
symbol grounding problem. The latter deals with agents capable of processing sym-
bols and questions how such symbols acquire their meaning. A common hypothesis
since the 1950s is that the processes that facilitate the behaviour of an adaptive agent
are information-processing mechanisms; thus, the capacity of managing abstract
symbols is due to the very nature of the cognitive machinery. This approach has nev-
ertheless undergone great criticism, especially from the area of embodied robotics
[6]. The difficulties in grounding symbols are one of the foundational arguments of
the embodied paradigm in cognitive science, which argues that “the peculiar nature
of bodies shapes our very possibilities for conceptualization and categorization” [7].
The embodied cognition paradigm has successfully applied this approach to study-
ing a variety of problems. Work in embodied robotics has demonstrated repeatedly
that bodily configurations are determinant of the information flows between an agent
and its world, and therefore, cognitive challenges cannot be abstracted without taking
into account the concrete type of embodiment at issue. For instance, it is argued that
the world needs not to be represented, and depending on the embodiment, an agent
can extract the relevant information from the world itself [6].
Another important finding in embodied cognition is the discovery of mirror neu-
rons and their role in understanding action and for learning through imitation. Such
neurons are activated whenever the action is performed or observed in another. The
human mirror system, which comprises multiple cortical regions and shows evidence
of significant activation when the subject is either observing actions or executing
302 C. Herrera Perez and E. I. Barakova
actions of a certain class, behaves similarly to individual mirror neurons found within
non-human primate brains [8]. Mirror neuron theory thus suggests that expressiv-
ity does not require the occurrence of specialized expressive behaviours—embodied
behaviour is a source of information about intentions and internal states, even if an
expression is unintended by the agent.
Furthermore, this basic mechanism for motion understanding may be the basis for
higher cognitive functions such as language. “Mirror neurons might be at the heart
of language parity - the hearer can often get the meaning of the speaker via a system
that has a mirror mechanism for gestures at its core” [9]. Thus, “a clear challenge is
to go beyond models of speech comprehension to include sign language and models
of production and to link language to visuomotor interaction with the physical and
social world” [9].
An interesting hypothesis suggests fundamental similarities between the way we
process grammatical structures and the way we perceive movement. In neuroscience,
Rizzolatti and Arbib [10] have shown that some of the neural structures in charge of
action recognition form the basis for communication. “A plausible hypothesis is that
the transition from the australopithecines to the first forms of ‘Homo’ coincided with
the transition from a mirror system, enlarged, but used only for action recognition,
to a human-like mirror system used for intentional communication”. They argue that
language capacities have evolved from the ability to understand movement in others.
Additional evidence in support of this hypothesis is that the language centres in the
brain did not evolve from early forms of voice communication in animals, which are
connected more with emotional centres than with semantic abilities Rizzolatti and
Arbib [10].
Other researchers accept that the faculty of language has a sensory-motor compo-
nent [11]. There is a large body of psychological and neuroimaging experiments that
have interpreted their findings in favour of functional equivalence between action gen-
eration, action simulation, action verbalization and action perception [12]. Iacoboni
et al. [13] have argued that motor imitation may underlie aspects of language acqui-
sition, and Binkofski et al. [14] have argued that Broca’s region subserves mental
imagery of motion. Broca’s area retains a function that is not directly related to lan-
guage processing; to be exact, the neurons in this area have response characteristics
that may give rise to an imitation of complex motor behaviours, including language.
The idea that networks used for action recognition could be exploited in com-
positional semantics is also present in robotics. Jun Tani has investigated hierarchi-
cal structures for actions and motor imagery [15] showing that multiple timescales
recurrent neural networks can realize predictions of sensory streams and abstract
compositional information [16]. Robots are guided by hand through sequences of
movements, such as grasping a ball and lifting it. The neural network is trained to
make predictions in proprioception and vision as the robot goes through a series of
predetermined movements. Following training, the neural network can not just repli-
cate the movements, but also “learn to extract compositional semantic rules with
generalization in the higher cognitive level” [17]. MTRNN can also “acquire the
capabilities of recognizing and generating sentences by self-organizing a hierarchi-
cal linguistic structure” [18]. Olier et al. [19, 20] combined deep recurrent networks
14 Expressivity Comes First, Movement Follows … 303
with probabilistic methods to show that robots can create concepts by coupling
sensing and actions towards objects, accentuating the shortcoming of most robotics
approaches, where reasoning is based solely on observations.
These experiments show that continuous recurrent neural networks can support
“the compositionality that enables combinatorial manipulations of images, thoughts
and actions” [15], grounding compositionality naturally on sensory-motor interac-
tion. This touches on the classic AI problem of symbol grounding, which has seen
many attempts to ground language in action and perception (see [21]). An influential
work is the perceptual symbol system hypothesis [22], which claims that perceptual
experience captures bottom-up patterns of activation in sensorimotor areas, through
the association in the brain of multimodal sensory information.
Motion expressivity can, therefore, be significant not just for the exchange of
information between interacting agents, but for the evolution and development of
social and cognitive skills, such as categorization and language. This may be so
regardless of whether an expression is intended or unintended, or whether dealing
with specialized expressive behaviour or embodied behaviour in general.
The idea that the behavioural patterns we call expressive mainly serve the function
of communicating emotional states is closely linked to theories of basic emotions
(e.g. [3, 5, 10, 16, 20, 24, 25]) [26]. Basic emotion theories state that some neurophys-
iological pathways (e.g. those involved in the fight-or-flight response) have evolved to
provide adaptive responses or action programs. All components of a basic emotional
response get triggered together during the occurrence of the emotion. Physiological
components of the response (arousal) will play an adaptive role (preparing the neu-
romuscular system for a certain type of interaction), while expressive components
will serve mainly a communicative role.
The basic emotion conjecture is used in research on human expression [27]. Basic
emotions are hypothesized to determine how certain facial expressions (typically
static snapshots) can communicate the basic emotion that triggered such a response.
Complex emotions are conceived as built upon the basic ones, whether as a combi-
nation of them or specifically through other cognitive or behavioural components.
Yet, there is no agreement on what the set of basic emotions are. Ekman’s original
proposal for a set of basic emotions included anger, disgust, fear, happiness, sad-
ness, and surprise [28], while Plutchik [29] advocated for a set of eight emotions
grouped into four pairs of polar opposites (joy–sadness, anger–fear, trust–distrust,
surprise–anticipation).
Emotions as Complex Adaptive Phenomena
Much research in social robotics follows the basic emotion approach. A set of emo-
tions is defined, and robots are endowed with a pattern recognition system to match
expressions with one item in the emotion set (e.g. Liu et al. 2017), or with the capac-
ity to emulate facial expressions with an emotion in the emotion set (e.g. [30, 31]).
The advantages of the basic emotion approach for modelling are evident: having
a predefined set of basic emotions facilitates modelling efforts, producing tangible
results that nevertheless require quasi-structured interactions.
Basic emotions are nevertheless far from being universally accepted, and not
just about the actual set of basic emotions, as their existence has for long been
a subject of controversy in psychology. A large body of work advocates for an
approach to emotions as complex adaptive phenomena. Recent dynamical system
approaches explain emotions as emergent from the dynamic interaction of a multitude
of neurophysiological and cognitive components with the real world [32]. Emotions
refer to global properties of dynamic behaviour—thus, complexity does not arise
from basic emotions, but the other way around. In this framework, we should question
the nature of the expressivity of movement beyond the idea of specialized behaviours
that somehow codify messages.
Appraisal theories consider that emotions necessarily involve an evaluation
(whether conscious/rational or unconscious/automatic) of the relationship between
the agent and the environment [33, 34]. Yet this evaluation is not just a cognitive
event, but in contrast, it also involves both relational aspect and a motivational aspect
[34]. Primary appraisal is conceived as an embodied process that cannot be abstracted
from environmental dynamics, nor from the social embodiment. For Frijda, “the most
general characteristic of expressive behaviour” is that it “establishes or modifies a
14 Expressivity Comes First, Movement Follows … 305
relationship between the subject and some object or the environment at large” [33].
Expressive behaviour is relational activity concerned with the relationship between
the agents and operates “mainly not by modifying the environment, but by modifying
the location, accessibility, and sensory and locomotor readiness” [33].
The notion of action readiness is fundamental to understand what happens during
emotion. Embodied agents always present a state of action readiness, a disposition
to interact with a specific part of the environment, and thus, the main function of
expressive behaviour is to establish, maintain or disrupt a certain relationship with
the environment, while emotional episodes are marked changes in action readiness
[33]. The adaptive processes that underlie emotion are therefore not restricted to the
occurrence of paradigmatic emotional episodes, but are ongoing and shape behaviour
at all levels.
During interaction, emotion expression is not perceived from a third-person per-
spective, as if perceived by a detached observer of a communicative act. Expression,
insofar as it is relational, is relevant for dynamics of interaction for both the express-
ing agent and the receiving agent. A second-person perspective is therefore at stake
[35]. The real challenge is thus not just to model agents who express, but agents
who engage in interactions where those expressions play a role in configuring the
dynamic relationship between agents that interact.
Our concept of emotion, therefore, shapes our approach to expression in robotics. For
social robotics, the challenge of considering emotions as complex phenomena is mul-
tiple: firstly, specific expressions are not the only expressive behaviours; any embod-
ied behaviour can be a source of important information, however subtle. Expressiv-
ity concerns not only particular expressive patterns or the occurrence of emotional
episodes but also the continuum of embodied interaction. As a consequence, humans
have evolved an extraordinary sensitivity to expressivity in movement.
The second challenge is to conceptualize this sort of embodied information. The
argued connection between movement, expressivity and language may be the key
to developing social robots capable of rich interactions with humans. The prelim-
inary linking hypothesis is that humans perceive movement as meaningful, engag-
ing neural structures shared by other forms of communication and compositional
meaning. These result in principles (laws, regularities, structures) of movement that
prescribe how an observer extracts meaning from movement, which in turn could be
investigated and formalized into some grammar of movement.
This is not a simple question as this process occurs mainly unconsciously in
humans. Its formalization requires empirical work that examines how we understand
motion. Rather than starting from scratch, a possible approach is to consider the
field of dance as an empirical ground for studying meaning in movement. Dance is
306 C. Herrera Perez and E. I. Barakova
inherently focused on movement production and compositional meaning, and the sort
of experiences watching another person move can produce in the spectator. Theories
about the functional use of the body and the meaning that originate from dance are
continually tested and refined in teaching and performance.
For instance, one of the key questions in dance is phrasing, or how expressive
movement is structured into movement primitives so that the composition of (mean-
ing in) movement can be better understood. In robotics too, the question of motion
primitives is essential for robot programming. It is worthwhile to “assess the poten-
tial of dance notations for decomposing complex robot actions into sequences of
elementary motions” [36].
While dance is not, strictly speaking, a science, it has gone through an intense
period of research and experimentation, especially during the last century. Several
systems have developed over the decades that have attempted to explain in a sys-
tematic way the physical production of movement (e.g. techniques such as Limon’s,
Graham’s, etc.), the embodied cognitive states that facilitate such movement (promi-
nent in the dance and Somatics approach, [37]), as well as the significance and
experience of dance as something to be watched, known as dance aesthetics.
The idea that dance is related to language dates back to Antiquity. Plutarch (46–
120 AD) called dancing “mute poetry”, and poetry “speaking dance” (cf. [38]).
Researchers in dance science have claimed that dance draws on the same cognitive
infrastructure as does the capacity for language [38]. Earlier, Collinwood had claimed
that every kind of language is “a specialised form of bodily gesture, in this sense, it
may be said that the dance is the mother of all languages” [39].
Orgs et al. [40] distinguish between “the processing of syntactic information of
postures, movements and movement sequences on the one hand, and processing of
semantics of movement intentions on the other hand”. Successful message passing
between performer and spectator [40] provides cues about what they are thinking,
feeling, sensing or intuiting (the four mental factors in Laban’s theory). “The idea
of ‘engagement’ allows that a dance might be termed ‘successful’ on the basis of its
ability to create a clear embodiment in movement of a choreographer’s intentions
and its development of a clear choreographic structure or syntax, rather than on the
basis of the aesthetic or genre preferences of the viewer” [35].
Thus, in order to understand expressivity in open-ended movement, robotics may
exploit the wealth of experiential knowledge that dance has developed. Particularly
useful are approaches that shed light on how movement is perceived, how meaning
is composed in movement and how movement patterns can be formalized.
14 Expressivity Comes First, Movement Follows … 307
Fig. 14.1 Analysis of experiments with humans showed that different emotions expressed by
movement may have the same movement trajectory, but the acceleration patterns of these move-
ments differ. The acceleration patterns of the movement (the plots in the middle column denoting
correspondingly happy, angry, sad and polite waving) make it possible for a robot to understand
movement in humans by analysing the detected acceleration patterns, and the robot can express
emotions, by performing movements with these acceleration profiles
of the movement is captured by the E4 band and the evolution of the movement can
be traced. This study aimed to make a detailed evaluation of the engagement levels
and the quality of the interaction of elderly persons with social robots.
14.5 Conclusion
In this paper, we have tried to widen the perspective on movement expressivity, from
a reductionist view that considers specialized expressive behaviours that communi-
cate emotional episodes, to a dynamic-interactive view that considers all movement
to be both emotional and expressive. The fact that the movement expressivity is
essentially dynamic and is inherent in the interaction not only provided humans with
an overwhelming drive to attribute meaning movement observed in others as a result
of sociocultural evolution, but also has facilitated the evolution of higher cognitive
function.
Despite recent advances, social robotics is still in its early days, and it has only
dealt with salient aspects of movement expressivity. The long-term challenge to reach
maturity has to do with the subtlety and elusiveness of meaning in movement beyond
paradigmatic expressions. Expressivity in human movement is a fundamental aspect
of communication and interaction, but this normally happens unconsciously and is
embedded in cultural forms of embodied interaction, which complicates making
universal claims about its underlying mechanisms.
Some expressive phenomena rise to the surface of consciousness—these are ges-
tures and paradigmatic expressions. They play important roles in interactions with
children, in storytelling and social representations, among other things. Their impor-
tance cannot be underestimated, and thus, social robotics is dedicating important
efforts to understand and exploit them in human–robot interaction. Yet, they may be
just the tip of the iceberg, and they will never be fully understood unless we look
below the surface.
In this paper, we have offered two interdisciplinary connections that may help to
shed light on the long-term challenges of the field. First, we have drawn attention
to the connections between social robotics and emotion as embodied and dynamic
phenomena, and how fundamental questions in emotion theory can be used in a more
holistic way to make progress in social robotics. Emotion research has a long history,
and some controversies lie at the core of the social robotics challenge. One of them,
discussed in this paper, is whether affectivity derives from a set of basic emotions,
or whether there is an affective continuum from where discrete emotions emerge. In
any case, when working in the field of social robotics, researchers should be aware
that they are taking a stance that is relevant beyond their field and that points to
fundamental issues in emotion and cognition.
The second contribution of this paper is to draw attention to dance as a field that
attempts to unveil the unconscious structure of movement understanding and the
attribution of meaning. In order to understand a natural phenomenon, it is necessary
to experiment, try things out, test them, combine and separate and fail. Science is
310 C. Herrera Perez and E. I. Barakova
to synthesize and create knowledge, but there are many realms of human activity
that can facilitate the experiences necessary to create scientific knowledge and for
technology to exploit it later on.
Human movement expressivity has been the subject of intense experimentation
in dance, which has produced an overwhelming body of experiential knowledge
that social robotics can exploit. Choreographers have made hypotheses about what
people see and what they look for when they watch someone dance; they have used
such hypotheses to create pieces and they have presented them in front of audiences,
whose feedback was used to validate and refine their understanding.
The Laban system is an example of how dance research can produce systematic
hypotheses that can be used and exploited by social robotics. The discussed experi-
ments exemplify a simple possible use of dance methods and LMA in particular, for
creating embodied, context-dependent and dynamic interpretations of movement-
based interactions [60]. We have seen how by analysing LMA categories such as
effort or time, robots can extract or produce information. Yet, despite the idea that
movement contains affective information that should not be structured into basic
emotions, to assess the validity of the models, most experimental work relies on
basic emotion categories such as fear, anger or sadness.
This framework thus imposes human movement expressivity and its interpretation
in the field of robotics. Human expressivity has emerged through coevolution and the
constant interaction of humans operating in social environments. For human–robot
expressive interaction to be grounded and naturally occur, we propose that it be the
result of interaction and evolution. The development of Social robotics should thus
go hand in hand with the development of new spheres of interaction that, in principle,
would go beyond the regularities of human–human interaction. Further development
of social robotics hence requires exploiting dynamic emotion models, which, in order
to be assessed, do not rely on the specific categories of basic emotions, but instead
focus on the relational and interactive qualities of new robot–human interactions.
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Chapter 15
Gestures in Educational Behavior
Coordination. Grounding an Enactive
Robot-Assisted Approach to Didactics
Human social evolution is, to a large extend, driven by the human capability to
communicate about past experience, and in this way to pass on and to accumulate
cultural techniques [1, 2]. Humans transmit information to each other via a plethora of
different signals. These signals can roughly be categorized into verbal and nonverbal.
Verbal signals include language and utterances, like shouts and laughter. Nonverbal
signals include touch, facial expressions, body posture, and gestures.
Fig. 15.1 Structural coupling between environment and human perception and behavior
the structural coupling between an individual and its environment. The changes in the
dynamics of the environment generate perturbations in the dynamic of the system,
which reacts on these changes via different self-regulative behaviors to compensate
them. These behaviors generate in turn perturbations in the environment, and so on.
In case of social interactions between two or more humans, the internal equilibria can
be represented also by the individuals personality, which depends on the individuals
phylo- and ontogenetic history, and the perceptible changes can be represented by
the different verbal and nonverbal communication signals.
In order for a social exchange to be successful, i.e., to achieve a common goal,
which in its simplest form could mean to have a conversation, the behaviors of the
individual and its environment need to be coordinated [13]. This type of coordina-
tion can be found on all levels of embodied behavior, from eye movements [14] to
coordinated neuronal patterns [15].
In order for robots to be accepted into mixed human–robot ecologies [16], it is
important that not only their verbal, but also their nonverbal behavior is aligned
with the expectations of the users. As pointed out above, human nonverbal behavior
incorporates a multitude of signals. Specifically for robots that are operating in close
physical and even social proximity to humans, the same should be true. For example,
it has been shown that different robot blinking patterns can influence how the robot is
perceived [17]. This is even more true for contextual reactive behaviors like gestures.
Research has shown that with an increasing level of autonomy and human likeness
in appearance of robots, their human users have the tendency to anthropomorphize
318 H. Lehmann and P. G. Rossi
them [18, 19, 20] (Damiano and Dumouchel; Eyssel and Kuchenbrandt). Since the
goal of social robotics is to enable intuitive and comfortable interaction with between
robots and humans, robots should be enabled to become part of the structural coupling
of humans and their environment by endowing them with capabilities of behavior
coordination. In other words, if we understand both human–social interactions, and
human–robot interactions as coevolutionary processes, or processes of structural
coupling, we can apply the principles of enaction in the design process of robotic
behaviors. In the second part of this chapter, we will discuss the implication of
enaction further from an educational perspective.
Research on social coordination shifted into focus of evolutionary anthropology
in the middle of the 1960s. One important task was to find a categorization for
nonverbal behaviors that explained many of the observed phenomena and allowed
for predictions of group dynamics. Ekman and Friesen [21], for example, separated
nonverbal behaviors into contextual reactive and situated reflexive.
15.1.2 Reflexes
According to Ekman and Friesen’s definition, the latter included the orientation
reaction and the startle reflex, if something or someone touches us or appears quickly
and unexpectedly in the personal zone of a person [22]. In this case, the person
unwillingly draws the head in and lifts the shoulders to protect the neck, closes the
eyes to protect them, draws the arms in and moves the hands up to protect the body,
bends the knees slightly, and moves the body away from the stimulus [23]. Another
reflex in this category would be the orientation reaction, which is exhibited when an
unexpected event occurs around a person not fast enough to initiate the startle reflex.
In this case, the person’s body will stiffen, and the person will orient herself toward
the stimulus and exhibit a general outward alertness [24]. On the other hand, there
are reactive contextual behaviors, which are usually used to influence conversation
dynamics. They can have an illustrative function emphasizing what is currently said, a
regulatory function facilitating turn-taking during conversations, or they can specific
linguistic meaning like most hand gestures.
For humans, the highest concentration of different sensors is located in the face,
harboring the mouth, the nose, the eyes and to a certain extent the ears as sensory
input channels is also the focal point when communicating with conspecifics. As
highly visual species humans automatically “face” their counterpart when they want
to start a social exchange or when they are addressed by someone else, in order to see
her/his intentions. Since the hairless human face allows for the visibility of very small
muscle movements, it is not surprising that facial expressions are one of the most
15 Gestures in Educational Behavior Coordination … 319
efficient channels for the transmission of information about the emotional states of
the other, and that a lack of facial expressivity creates in humans a sense of eeriness.
Social eye movements like gaze following, change of pupil size, and blinking have
been shown to be among the most powerful signals humans use to create, maintain,
or disturb group cohesion or peer-to-peer interaction [25, 26]. The specific visibility
of the human eye [27] turns it to a communication channel that is unique in nature.
15.1.4 Gestures
Fig. 15.2 Examples of Japanese communicative gestures (from [31]). Starting from top moving
clockwise the gestures mean no (waving hand in front of face), I (pointing to nose), money, and
apology for intruding personal space of other
Fig. 15.3 Examples of Italian communicative gestures (from [31]). Starting from top moving
clockwise the gestures mean What is going on? something tastes very good, moderate threat,
aggressive disinterest
15 Gestures in Educational Behavior Coordination … 321
One of the theories about the origins of human language is the gestural origin
hypothesis [35]. It proposes that the use of gestures predates the evolution of verbal
language. There is archeological, physiological, and behavioral evidence that support
this theory. For example, paleo-archeological findings show differential growth in the
brain and the vocal apparatuses [36]. Human babies exhibit gestural communication
before they speak [37]. Bonobos and chimpanzees use gestures to communicate
nonverbally without touching one another [38]. Apes and humans show a bias toward
the usage of the right hand (left brain) when gesturing [39, 40]. In apes, the Brodmann
area 44, a brain region that is activated during the production and perception of
gestures, is enlarged in the left brain hemisphere [41].
These findings illustrate the high relevance of gestures for human–human com-
munication. Gestures are deeply rooted in primate social evolution. In combination
with facial expressions and vocal signals typical of apes and humans, they added a
layer of flexibility to the behavioral repertoire that allows for great communicative
complexity, which drove human social evolution.
them. They used different body postures of the robot for typical emotional states
like happiness, fear, anger, and pride. Their results underlined the importance of the
position of specific body parts, i.e., the head position, during the expressed emotion
in order to ensure the interpretability of the expression.
Another very interesting insight into how to use the body language and gestures
during human–robot interaction comes from [46]. They use different gestures and
gaze behaviors in order to test the persuasiveness of a storytelling robot. In their
experiment, the participants listened to a robot telling a classical Greek fable. Their
results showed that only a combination of appropriate social gaze and accompanying
gestures increased the persuasiveness of the robot. The authors pointed out that in
the condition the robot was not looking at the participants and only used gestures,
the persuasiveness of the robot actually decreased because the participants did not
feel like they were addressed.
This illustrates an important point for future HRI research. It is not sufficient to
look only at different aspects of body language and then to model them separately
on the robot, but it is at least as important to focus on their integration in order to
achieve a holistic behavior expression during the interaction. Using video footage of
professional actors, as was done in this study, is a good starting point for the modeling
of these dynamics. Huang and Mutlu [47] used a robot narrator equipped with the
ability to express different types of gestures. They designed deictic, beat, iconic,
and metaphoric gestures following McNeill’s terminology [32]. The results showed
interesting effects for the different types of gestures. Deictic gestures, for example,
improved the information recall rate of the participants, beat gestures contributed
positively to the perceived effectiveness of the robots gestures, and iconic gestures
increased the male participants’ impression of the robot’s competence and naturalness
of the robot. An interesting aspect of their findings is that metaphoric gestures had
a negative impact on the engagement of the participants with the robot. The authors
state that a large number of arm movements involved in this type of gesture might
have been a distraction for the participants.
These studies illustrate that researchers in HRI have recognized the importance
of gestures for their field. Besides the insights this research gives into how humans
use and understand gestures, and it also has a very practical and applied use. Specif-
ically, the last five years have seen the deployment of a multitude of social robotic
platforms in areas that range from shopping malls to schools and airports [48]. Inter-
national projects like the Mummer project [49], for example, experiment with social
signal processing, high-level action selection, and human-aware robot navigation by
introducing the Pepper robot in a large public shopping for a long-term study. The
result of this project was applications that enable the robot to talk to and to entertain
customers with quizzes, and give guidance advice by describing and pointing out
routes to specific goals in the shopping mall.
These examples illustrate that social robot need, for almost all of their future
applications, to be able to interact with humans in human terms. Once the robots
have left the laboratory and the factory, their communication capability needs to be
appropriate for laymen users, i.e., they need to make themselves understood in an
easy and intuitive way.
15 Gestures in Educational Behavior Coordination … 323
As pointed out on page 4, the frequency and type in the use of gestures are
culturally dependent. If we imagine a social robot that is, for example, built in
Europe, equipped with gesture libraries based on northern European social inter-
action dynamics and sold worldwide, it is easy to understand the issues that could
arise. It is therefore important to stress that it is necessary to not only understand
how to design gestures for social robots, but also to conduct comparative research
and develop cultural sensitive gesture libraries. The result of an earlier study that was
aimed at establishing a baseline for robot gestures during human–robot conversa-
tions [50] demonstrates this need. During the study, conversational pairs of humans
were videotaped and their use of gestures was analyzed and compared. The research
was conducted in Italy and in Japan, respectively. In this research, gestures were
defined as nonlocomotory movements of the forearm, hand, wrist, or fingers with
communicative value, following definitions from other behavioral research [38, 51],
and communicative movements of the head like nodding up and down, shaking left
to right, and swaying. The results showed expectedly quite severe differences not
in the type, but also in the frequency and expressivity of the gestures used. Ital-
ians used their arms and hands considerably more during the conversations than the
Japanese participants. While Italians used much more iconic and metaphoric ges-
tures, the Japanese participants used small head movements to control and regulated
the conversational dynamics.
Other studies found similar effects between participants from different cultural
backgrounds.
Trovato et al. [52], for example, researched the importance of greeting gestures
in human–robot interaction between Egyptian and Japanese participants. They could
show that specifically during the robot’s first interaction with a human it can be crucial
to have a culturally sensitive gesture selection mechanism. They argue that once social
robots will become mass-produced products, its cultural sensitivity in the behavior
of the robot will determine its success rate. If users have the possibility to choose the
robotic platform they are most comfortable with, then it stands to reason that they will
choose one that exhibits cultural closeness. In another study, the same group presented
a cultural sensitive greeting selection system [53]. Their system was able to learn
new greeting behaviors based on their previous Japanese model. The research was
conducted with German participants and the results showed that the model was able
to evolve and to learn movements specific to German social interaction dynamics.
The authors argue that this type of cultural sensitive customization will become
more and more important and that robots should be able in the future to switch easily
between different behavioral patterns depending on the cultural background of the
human user.
In this first part of the chapter, we illustrated the importance of nonverbal commu-
nication and behavior coordination in human–human communication from a social,
anthropological, and evolutionary perspective and showed how gestures, as one type
of nonverbal-social signal, can be used during human–robot interactions. This is the
framework in which we contextualize the second part of the chapter, which discusses
an implementation of the theoretical concepts of behavior coordination and enaction
in educational robotics.
324 H. Lehmann and P. G. Rossi
The previous part of this chapter was intended to give an overview of the role non-
verbal communication and behavior coordination played in human social evolution,
and to illustrate why the use of nonverbal communication signals for social robots
that need to interact with humans in close physical and social proximity is important
for the success of this technology. We looked at human–robot interaction research
and saw an increasing awareness of the importance of social gestures for the field.
In the following part, we will look at one field educational robotics and explore how
social robots can be implemented in the teaching process and what role nonverbal
communication and behavior coordination can play for the success of these robots.
We will propose a new didactic framework, which represents an extension of the
enactive approach to didactics [54] and ascribes to social robots a central role in
the feedback process between teachers and students. It will become clear, why the
use of robotic gestures in this framework is essential for the success of the enactive
approach.
In the specific case of long-term interactions between robots and children, the issue
arises that the novelty effect of using robots wears off quickly and that the children
subsequently become bored. In these circumstances, the robot does not only need
to be reactive in a specific task, but additionally, it needs to provide appropriate
emotional feedback. This kind of feedback needs to be based on memory models
of the children’s behavior over time. First successful attempts in this direction have
been made to support vocabular learning in primary school students [64].
Different ways of classifying robots in educational contexts have been. For exam-
ple, Mubin et al. [65] and Tanaka et al. [66] identify two different ways in which
robots have been integrated into school curricula. As pointed out above one is as
educational tools in themselves, e.g., to teach children the basic principles of pro-
gramming, and one as educational agents. The latter category includes social robots
like, for example, RoboVie [67], Tiro [68] and NAO [69]. A further classification
of the roles of social robots in educational contexts has recently been given by Bel-
paeme et al. [70]. In their review, they found that this kind of robots mainly fulfills the
roles of novices, tutors, or peers. When fulfilling the role of novice, a robot allows
the students to act as tutor and to teach the robot a determined topic. This helps
the children to rehearse specific aspects of the syllabus and to gain confidence in
their knowledge [71, 72]. When the robot is fulfilling the role of tutor, its function
is usually that of assistant for the teacher. Similar to robotic novices, robotic tutors
have been used in language learning classes. Strategies used in robot-based tutor-
ing scenarios include, for example, encouraging comments, scaffolding, intentional
errors, and general provision of help [73]. The idea behind having robots assume a
peer role for children is that this would be less intimidating. In these cases, the robot
is presented as a more knowledgeable peer that guides the children along a learning
trajectory [70], or as an equal peer that needs the support and help of the children
[71].
Another very important field in which robots have been used to achieve educational
goals is robot-assisted therapy (RAT) for children with special needs. Robots like
KASPAR [74] fulfill the role of social mediator to facilitate social interaction among
and between children with autism spectrum condition (ASC) (e.g., [75]). In this
function, the robot teaches the children appropriate social behaviors via appropriate
verbal and nonverbal feedback. RoboVie R3, on the other hand, has been used very
successfully in the teaching of sign language to children with hearing disabilities.
For this purpose, it was equipped with fully actuated five-fingered hands. In their
study, from 2014, Köse et al. [76] describe comparative research between NAO and
RoboVie R3. The mode of interaction between the robots and the participants was
nonverbal, gesture-based turn-taking, and imitation games. Their results showed that
the participants had no difficulty to learn from the robots, but that they found it easier
to understand Robovie R3’s performances due to it having five fingers, longer limbs,
and being taller than NAO. These findings could be seen as evidence that for gesture-
based communication, child-sized robots like RoboVie R3 and Pepper might be in
an advantage given their better visibility and the apparent better interpretability of
their movements. In follow up studies to their original research, Köse et al. [77] and
Uluer et al. [78] replicated their original results using RoboVie R3 as an assistive
326 H. Lehmann and P. G. Rossi
social companion in sign language learning scenarios. They could additionally show
that the interaction with the physical robot is more beneficial for the recognition rate
of the gestures performed by the robots, when compared to a video representation.
As shown in Fig. 15.4, social robots are used in an area in which they are not
considered as tools, i.e., subjects and part of the knowledge to be transmitted, but in
the area where they are directly or indirectly transmitting knowledge. The function
of the robot changes from object to educational agent involved in the generation of
new knowledge. This moves the robot into the center of the teaching process. As we
discussed on page 1 of this chapter, human culture has a cumulative nature and our
social evolution is “ratcheted up” by active teaching [1]. This process is inherently
human and the cultural techniques linked it to follow a trajectory that intuitively
connects individuals and increases social cohesion in groups. They are necessarily
based on verbal and nonverbal communication techniques and involve the entire
human repertoire of social signaling. If we ascribe robots an active function in this
process, it stands to reason that they need to be equipped at least to some extent with
the capability to use body language and gestures.
Following this line of thought, it is noticeable that a lot of robots that are used as
educational agents are either humanoid or semi-humanoid, such as NAO, Robovie R3
[79], or Maggie [80]. One of the reasons for this is that human features like a moveable
head, moveable arms, and actuated hands are most suitable for the implementation of
human nonverbal communication signals. However, this makes the development and
implementation of this kind of fully embodied agents in education much more costly
and difficult, than the use of robots similar to the ones that can be constructed from
Lego Mindstorms. Herein lies the reason why, until now, the majority of robotic
Fig. 15.4 Roles of robots in didactics. The red oval marks the space in which we propose robots
should use gestures
15 Gestures in Educational Behavior Coordination … 327
technology was used as tools for STEM education in the past [81, 82]. However,
with the readily availability of robots like NAO or Pepper, this is changing. These
new types of robots lent themselves to be integrated into new existing theoretical
approaches in the field of didactics. On such approach that gains momentum at
the moment is enactive didactics. A detailed description of the enactive didactics
approach can be found in Lehmann and Rossi [83].
The enactive didactics approach focuses on the interactions between teacher and
student during the knowledge creation process. The teacher is seen as the focal point
that raises the awareness of an issue in the students. In the next step, the teacher and the
students build an answer to the issue together. The trajectory along which this answer
is constructed and sketched out by the teacher. She has the role of mediator between
the world of the student and the new knowledge [84], and the task of activating
a cognitive conflict [85] that bridges the student’s knowledge, the new problems
to address, and related new knowledge. After the new knowledge is established,
it is crucial to validate it. In the enactive didactics approach, it is the function of
the teacher to verify the epistemological correctness of the constructed knowledge,
ensuring that it does not contradict the existing knowledge. In order to establish this
validation, continuous feedback between the teacher and the students is necessary.
The role of feedback is not only important for the student in this process, but also for
the teacher, as each part of the teacher–learner dyad is seen as part of the structural
coupling between the environment and, respectively, the teacher and the students
(see Fig. 15.5a). Unfortunately, in reality, many interaction processes in education
lack the space for interaction and feedback for various reasons. This absence of real
feedback, however, produces self-referentiality, which is a characteristic of closed
systems and diametrically opposed to the form of interaction between a subject and
its environment as it is described in the enactive approach.
Fig. 15.5 Extension of the structural coupling characterizing the enactive didactics approach by
integrating a robotic tutor (taken from Lehmann and Rossi [86])
328 H. Lehmann and P. G. Rossi
1 Exceptions are species like dogs, with which we share a long evolutionary history and which have
Since nonverbal communication signals and behavior coordination are from an evo-
lutionary perspective such as important and integral part of human social interaction,
it seems natural to use these concepts also in interactions with social robotic tech-
nology. It might even be necessary to rethink our approach to designing this type
of interactive technology, following more a communication and coordination-driven
perspective on the embodiments we construct. The research and theory discussed in
this chapter underline the importance of cultural sensitive gesturing for social robots.
In order for these robots to appear authentic and trustworthy, and to be intuitive
to interact with, it will be necessary to equip them with a repertoire of nonverbal com-
munication behaviors that are adequate for the cultural context they are used in. We
argue that the way forward is a detailed analysis of the cultural specificities of each
general population in order to generate the necessary behavioral libraries. Behav-
ioral anthropologists have, for example, listed and described many cultural-specific
gestures (e.g., [31]). The results of this research could be used and implemented in
social robots. However, it is not enough to equip robots with specific executable,
but their motion dynamics and frequencies in dependence of the reactions of their
recipient need to be taken into consideration.
We chose the field of educational robotics for the illustration of how social robots
could assume a central role in human interaction dynamics. The examples from
educational robotics show the possibilities social robotic mediators and tutors have to
ease and facilitate the approaching didactic shift caused by the rapid technologization
of learning environments. Specifically, Asian countries like Japan, South Korea, and
Singapore have embraced the use of robots in pre-schools and schools. Robots like
TIRO and Robovie have been integrated in the school curricula and are supporting
teachers in the classroom. The majority of the applications of these robots are linked
to language learning and involve the robots linking new words and grammatical
concepts to movements and gesturing and in this way multimodal anchoring the new
knowledge in the memory of the children.
In order to put these applications on a sound theoretical didactic basis, we propose
an extension of the current enactive didactics approach. We suggest to ascribe to
social robots a central role in the feedback process between teacher and students in
order to reinforce the reticular character of the structural coupling during the learning
process. We argue that this central role requires from the robots embodied nonverbal
communication competencies, whose character should be similar to this of humans
to be easily understood and nondisruptive. This need for human similarity to human
means that robots should be equipped with culturally sensitive social gesture libraries,
which can be expressed best with a humanoid or semi-humanoid embodiment. A
convergence in this point would also bear a further advantage. Even though there
might be differences between the used robot embodiments, the general humanoid
structure (i.e., head, torso, arms, and hands) would make the gestures not necessarily
robot specific, but a general motion framework can be imagined, which could be
330 H. Lehmann and P. G. Rossi
used across platforms, similar to the Master Motor Map framework proposed by the
KTU [87].
We plan to implement these ideas in a first step with the Pepper robot from Soft-
bank Robotics. In order to develop and expand our enactive robot-assisted didactics
approach, we are using Pepper with two main functionalities: (a) to give feedback
about the structure of an ongoing lesson and (b) to enforce feedback between the
teacher and students.
In scenario (a) Pepper helps, on one side, the teacher to maintain the predefined
structure of a lecture and, on the other side, the students to understand the overall
educational goal of the lesson. In order to do so, the robot gives an overview of what
the content of the lecture will be at its beginning, and at the end of the lecture, it
gives a summary of what has been discussed. Pepper uses gestures to illustrate the
content of what it is saying. These gestures are specifically designed for the content
of the lecture. During the lecture, the robot is used as an embodied timer. After a
certain time, it will start to yawn. If the teacher does not react, it will move into a
position that makes it appear tired. If the teacher still does not react, it will start to
raise its arm, wave, and make the teacher verbally aware that it would be beneficial
for the lecture to have a small break.
In scenario (b), we are using Pepper in combination with an audience response
system (ARS). The ARSs are used for direct real-time feedback. Although their
usefulness is undeniable, the feedback they provide, in form of simple statistics, is
inherently unembodied and depends strongly on the willingness of the presenter to
let the audience interfere with the presentation. We are using the robot in order to
add an embodied component and enforce the integration of the feedback. For this
concrete scenario, the lecture is structured into different sections. Each section is
concerned with a specific topic. At the end of each section, the robot prompts the
teacher to let the students fill in a short questionnaire about the content of the section
in Google Forms with their mobile phones. After the data is collected, the robot then
gives embodied feedback about the results. The prompting as well as the feedback
is composed of verbalizations and informative gestures of increasing intensity.
These two examples illustrate the potential use of robots as embodied feedback
devices and social mediators between students and teacher have. Many other sce-
narios are imaginable. The development toward a more and more embodied interac-
tion with robots will generate intertwined human–robot ecologies, which will have
potentially a profound impact on the social evolution of our species (e.g., [19]).
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Chapter 16
Priming and Timing in Human-Robot
Interactions
Abstract The way a person moves can have an impact on how other individuals
move. This is termed “movement priming,” and it can have important implications,
i.e., for rehabilitation. Very little attention has so far been given to priming of human
movement by robots: Does the movement of robots affect how people around them
move? What are the implications of such priming, if it exists? Here, we briefly review
the topic of human-human priming and then the evidence for robot-human priming.
We dedicate a section to the timing of the robotic movement, as it both primes the
movement of users (people move slower in the presence of a slow-moving robot, for
example) and is also an important determinant in user satisfaction from the interaction
with the robot. In fact, user satisfaction is affected not only by the timing of the robot’s
movements, but also by the timing of the robot’s speech, and even by the timing of
the errors it makes (e.g., at the beginning vs. at the end of the interaction with the
user). We conclude with potential explanations for why robots prime the movements
of humans, and why timing plays such an important role in human-robot interaction.
16.1 Introduction
affects human movement is the movement of other humans around them, a phe-
nomenon that is termed “movement priming.” With the increasing presence of robots
in various context of our lives, it is important to understand whether and how robots
prime the movement of humans around them. Here, we review works documenting
the presence of priming in human-human interactions, as well as works that show
various ways in which the actions of a robot affect the human user. We focus on
motor priming: the effect that the movement of the robot has on the movement of the
person it interacts with. Recognizing the extent of priming and designing for priming
is of prime importance to any researcher and engineer who works on human-robot
interactions (HRI), in a variety of contexts. Priming can have important—and even
detrimental—consequences when people work alongside robots in industry, or in
the medical field. To give one example, there are robotic “nurses” being developed,
which are designed to hand surgical tools to a surgeon [6]. The implication of the
robot priming the human movement is that these robotic nurses should be designed
to move with a velocity profile similar to that of a human, and not faster. Since
the surgeon working with such a robotic nurse will be primed by the robotic nurse’s
movements, if these are too fast, or too sharp, the safety of the patient under operation
may be compromised.
We first introduce the broad concept of priming and give examples from various
types of human-human priming. We then expand on human-human movement prim-
ing, on its use in clinical settings for rehabilitation, and on robot-human movement
priming. We conclude by reviewing works that focus on the role of timing in HRI—
both how the timing of the robot’s movement affects the movement of the person,
and how the timing of other robot actions, such as speech, and even the timing of
errors made by the robot, affects the person’s response and satisfaction from the
interaction.
Fig. 16.1 Movement onset (response time) as a function of observed movement (tapping vs. lift-
ing) and executed movement (tapping vs. lifting). Reprinted from “Movement observation affects
movement execution in a simple response task,” by Marcel Brass, Harold Bekkering, Wolfgang
Prinz, Acta Psychologica, 106, p. 20. Copyright (2001), with permission from Elsevier
such as hand opening, than when they involve execution of an alternative movement,
such as a hand closing [10].
This demonstrated that, similar to visual and semantic priming, motor priming
is modulated by the compatibility of the stimulus and its target response, otherwise
known as motor resonance. Motor resonance, the neural basis of which is the mirror
neuron system, refers to the automatic activation, during action perception, of the
perceiver’s motor system [65]. Liuzza et al. [46] described motor resonance as the
overlap of characteristics between the perceived action and the perceiver’s actions
[46]. For example, Calvo-Merino et al. [5] demonstrated that dancers’ mirror neuron
systems showed greater activity when dancers viewed moves from their own motor
repertoire, compared to opposite-gender moves that they frequently saw but did not
perform.
Visuomotor priming and motor resonance follow a conceptual framework called
“ideomotor theory,” which was developed by James et al. more than a century ago
[30]. This theory has since been researched and developed in depth (for a review
see [71]). The neural basis for this coupling of perception of action and execution of
action was first studied in macaques, whose premotor cortex is activated both when a
monkey performs a specific action and when it passively observes the experimenter
perform that same action [64]. These mirror neurons are thought to contribute to our
understanding of the goals and intentions of others by internal simulation of their
actions [28].
Following Rizzolatti et al. [65]’s finding, researchers looked into what movement
characteristics affect visuomotor priming. For example, Liuzza et al. [46] used a
visuomotor priming paradigm to show that motor resonance in children is strength-
ened when observing a child’s hand in action, rather than an adult’s hand. One of the
16 Priming and Timing in Human-Robot Interactions 339
questions in visuomotor priming, beyond the effects of gender and age on priming
effects, is whether it is important that the movement be similar to how humans or
animals move—does movement need to resemble “biological motion” in order to
produce visuomotor priming effects in humans? Edwards et al. [15] found that even
movements which do not follow the “biological motion” profile can prime actions
in others. An extensive review by Sciutti et al. [70] shows that while some studies
did not find any motor resonance or priming when actions were performed by non-
biological agents, more recent studies show that robotic agents can evoke similar
mirror neuron activity as humans do. We will review previous work and discuss the
implications of the findings later in this chapter.
Motor priming is a relatively new topic of investigation in the fields of motor control
and rehabilitation. When used as part of a therapeutic intervention, motor priming
can lead to behavioral and neural changes [49], and can be used to improve function
[60]. Madhavan and Stoykov [49] distinguish between motor priming and neuroreha-
bilitative training by proposing that priming is performed first and is used to ready the
brain to better respond to the neurorehabilitative training that follows. Specifically,
priming interventions may prepare the sensorimotor system for subsequent motor
practice, thereby enhancing its effects [60]. In stroke rehabilitation, motor priming
has been shown to have beneficial effects on recovery. Stinear et al. [74] found that
bilateral motor priming increased the rate, though not the magnitude, of recovery in
the subacute phase of post-stroke rehabilitation. Motor priming is also a viable ther-
apeutic tool to control involuntary movements in individuals with spinal-cord injury
[17]. Compared to other approaches used in neurorehabilitation, such as noninvasive
brain stimulation or pharmacological interventions [17], movement priming is safe
and cost effective [49], making it a feasible choice for many individuals. For a review
on the clinical applications and neural mechanisms of motor priming, see Madhavan
and Stoykov [49].
Early neuroimaging and behavioral studies that investigated robotic movement prim-
ing found that only human movement, but not robotic movement, gave rise to visuo-
motor priming [61]. For example, Castiello et al. [7] found that observation of a
human grasping objects affected the subsequent performance of grasping move-
ments, but observation of a robotic hand performing the same tasks did not influence
subsequent movement execution. In Tai et al. [76], participants made arm move-
ments while observing either a robot or another human making the same or different
arm movements. Their results demonstrated that when humans, but not a robotic
340 A. Langer and S. Levy-Tzedek
arm, made different arm movements, there was a significant interference effect on
executed movements [76]. Similarly, Kilner et al. [35] showed that performance of
sinusoidal arm movements in a vertical or horizontal plane was subject to inter-
ference from simultaneous observation of another human performing incompatible
arm movements, i.e., movement in an orthogonal direction. However, when these
incompatible movements were performed by a full-size robot—with a head, trunk,
arms, and legs—rather than by a human, execution of the sinusoidal movements was
unimpaired (see Fig. 16.2).
However, more recent studies that have looked into movement priming between
humans and robots have shown repeated evidence for movement priming by robotic
agents [16, 31, 56, 59, 62]. Results from Oberman et al. [56] suggest that robot actions,
even those without objects, may activate the human mirror neuron system. Pierno
et al. [59] found that children with autism exhibited faster movement duration when
Fig. 16.2 Experimental design investigating two hypotheses: (1) interference should occur when
an observed movement is qualitatively different from a simultaneously executed movement, and
(2) interference effects are not simply a result of increased attentional demands or increased task
complexity and that they are specific to observing biological incongruent movements. Reprinted
from “An Interference Effect of Observed Biological Movement on Action” by J.M Kilner, Y
Paulignan, S.J Blakemore, Current Biology, Vol. 13, p. 4., Copyright (2003), with permission from
Elsevier
16 Priming and Timing in Human-Robot Interactions 341
primed by a robotic but not by a human arm movement. More recently, Eizicovits
et al. [16] demonstrated movement priming by a robotic arm; participants moved
significantly slower when interacting with a slow robotic arm, compared to when they
interacted with a fast-responding non-embodied system. In yet another experiment,
when participants played the “mirror game” with a robotic arm, the movements of
the robotic arm primed the subsequent movements performed by the participants
[31]. Vannucci et al. [78] demonstrated motor priming through a joint task where
participants and a humanoid robot worked together to fill a box with Lego bricks, and
participants’ movement speed varied according to the experimentally manipulated
speeds of the robot.
These seemingly contradictory findings on the presence or absence of robot move-
ment priming may be explained by differences in stimulus presentation. For exam-
ple, Tai et al. [76] found that when participants watched an experimenter and an
experimenter-controlled robot performing grasping actions, only the experimenter’s
actions activated the participants’ mirror neuron system, as indicated by regional
brain activation measured by positron emission tomography [48]. However, previ-
ous studies of the mirror neuron system in macaques found that the mirror neuron
system does not respond when an action is performed indirectly (e.g., by using a
tool) [19]. In Tai et al. [76], since study participants could see the experimenter
explicitly controlling the robot with a button press, this could have rendered the
robot being perceived as a tool [56], thus explaining why its actions did not prime
the participants’ actions. In a subsequent study that attempted to make a robot appear
completely autonomous, Oberman et al. [56] found that robot actions activated the
mirror neuron system.
The embodiment—or physical presence—of the robot, as well as how its move-
ments are observed—through static or dynamic images—may also play a role in the
degree to which a robot primes the movement of humans. Though Press et al. [61]
found that watching a human perform an action resulted in a shorter reaction time
than when seeing a robot perform the same action, the authors used still images of a
robot in the observation phase. When Kashi and Levy-Tzedek [31] used an embod-
ied, physically present robot that performed biological movements in a mirror-game
joint task, they find a motor priming effect on the subsequent movements of the
participants.
Robotic movement priming may be advantageous if it can be harnessed for reha-
bilitation by inducing the user to perform desirable movements [31]. Hsieh et al
[27] conducted a clinical trial investigating priming effects where participants in the
experimental group performed bilateral repetitive and symmetric movements using a
robotic device before completing functional tasks. The results from the trial indicate
that adding the technique of bilateral priming using the robotic device may facilitate
better rehabilitation outcomes than a task-oriented approach alone. Given the nov-
elty of the use of motor priming with robots in neurorehabilitation, very few studies
have examined priming effects by robots in this context. However, with an increasing
trend to integrate robots into rehabilitation [32], motor priming may be a promising
future field of investigation.
342 A. Langer and S. Levy-Tzedek
As noted above, timing is one of the movement characteristics that is primed in robot-
human interactions (e.g., [16]). However, the importance of timing, when designing
and studying interactions between humans and robots, extends beyond the effect
of priming alone, and manifests itself also in how people respond to the robot and
how motivated they are to continue interacting with it. For that reason, we dedicate
the following section to an in-depth review of robot timing in HRI and its various
implications for human-robot collaboration, including conveyance of intention and
fluency of interaction.
such as where to place an object. The authors introduced a deliberate delay during the
handover, where the robot holds an object longer than expected, to draw the user’s
attention to the robot’s head, in order to convey, through eye gaze, where to place
the object.
Interaction fluency is also a crucial component in turn-taking interactions between
humans and robots, which are multimodal and reciprocal in nature [8]. When humans
engage in turn-taking—when resources and or physical space must be shared—they
are able to seamlessly use speech, gaze, gesture, and other modes of communication
to move in coordinated time with a partner. The challenge for roboticists has been to
match this seamlessness in human-robot teamwork. Chao and Thomaz [8] developed
a system for an autonomous humanoid robot to collaborate with humans with speech
and physical action and evaluated it using Towers of Hanoi, a turn-taking task that
requires the human and robot to share the same resources and work space. When
the robot “interrupted” its automatic actions in response to a human’s hand in the
workspace or in response to human speech, the researchers observed increased task
efficiency and users felt a higher sense of interaction fluency. Future research on the
timing dynamics in human-robot collaborative tasks will continue to reveal ways to
improve interaction balance, leading to more efficient, and more naturalistic, robotic
teammates.
The timing of robotic motion can be used to purposely express intention when inter-
acting with a human user [86]. Zhou et al. [86] demonstrated a situation where
different timing of the same motion appears to convey different information about
the robot:
Imagine seeing a robot arm carry a cup smoothly across the table […]. Now, imagine seeing
a different arm pausing and restarting, slowing down and then speeding back up […]. The
path might be the same, but the difference in timing might make us think very differently
about the robots and about what they are doing. We might think that the second robot is less
capable, or maybe that its task is more difficult. Perhaps it doesn’t have as much payload,
perhaps the cup is heavier, or perhaps it does not know what to do.
Beyond its importance for effective teamwork, timing plays a fundamental role in the
regulation of human-robot interaction and communication [37]. Early research on
344 A. Langer and S. Levy-Tzedek
the timing of social robots’ interaction characteristics drew on how humans naturally
interacted with other humans. For example, in designing a robot guide for a museum,
Yamazaki et al. [83] used the timing of the verbal and nonverbal actions of a human
guide when interacting with visitors. The researchers found that visitors were likely
to respond with natural gestures and speech in response to the robot when the robot
itself performed head and gaze actions at time points that were meaningful to the
interaction, rather than at random time points. This study stressed the importance
of properly coordinated conversation dynamics in order for robots to elicit natural
responses from humans and set the stage for future work on integrating robot guides
into social spaces.
Many studies have since investigated user preferences for timing of robotic speech
that have implications for HRI design. Shiwa et al. [72] found that: (1) people prefer
one-second delayed responses rather than immediate responses, (2) using conversa-
tional fillers was an effective strategy to moderate negative impressions of the robot
after an episode where the robot took long to respond, and (3) users’ previous expe-
riences with robots affected their timing preferences. Researchers have also sought
to understand how the timing of robot speech errors affect the overall interaction.
Based on their work, Gompei and Umemuro [22] suggest that the robot should not
make speech errors in the early stage of engagement with human users, while some
speech errors after the users become accustomed to the robot might be effective in
improving users’ perception of the familiarity of the robot. However, Lucas et al.
[47] demonstrated conversational errors that occur later in a social robot’s dialog
hinder users from taking the robot’s advice.
Context and user characteristics may also affect preferences for robot timing in
HRIs. One practical application for social robots has been giving route directions to
visitors in public spaces. Okuno et al. [58] found that people interacting with a route-
directing robot preferred a speech pattern that included pauses, even if they may
have been unnaturally long, in order to have time to understand the directions. Thus,
though shorter reaction times may be regarded as more preferable for efficiency, there
are certain contexts where a slower response may be warranted and even desirable.
These studies demonstrate that, in HRI, timing of the robot’s various functions—not
only motor ones—is important and affects the user’s response.
Preferences for robot response time may also be mediated by age. In a study
examining user preferences in using either a robotic or a nonembodied computer-
controlled system designed for upper limb rehabilitation, Eizicovits et al. [16] found
differences between how the older (age 73.3 ± 6.2 years) and younger (age 25.6
± 7 years) participants related to the response time of the system. The participants
were asked to play a game of 3D tic-tac-toe with the opponent, which was either
a robot, or a nonembodied computer system. During the game with the robot, the
players—the human and the robot—took turns picking and placing colored cups on
a 3D grid. When the opponent was nonembodied, only the human placed the cups
on the grid, and the nonembodied opponent indicated its “move” by instantaneously
turning on a colored LED light in the chosen grid location. Some of the participants
in the young group expressed impatience with the time it took the robot to make
its moves, while the participants in the older group, who themselves often perform
16 Priming and Timing in Human-Robot Interactions 345
slower movements [44], did not express dissatisfaction with the slower reaction time
of the robotic system, compared to the computer-controlled one. Importantly, the
robot’s slow response seems to have affected the participants’ willingness to keep
playing with it; when asked to choose against which opponent they would like to
play two more game sessions, both young and old participants preferred the robot,
but this willingness decreased when asked against which one they would like to play
ten more game sessions. Indeed, when asked what their preferences would be if the
timing of both the robot and the nonembodied system would be equal, the young
group overwhelmingly preferred the robot (>80%, see Fig. 16.3), demonstrating how
timing of the robot can play a pivotal role in user preferences.
Recently, more attention has been given to understanding how robot errors, and
the timing of these errors, influence user trust [40]. Robinette et al. [66] examined
Fig. 16.3 Participant preferences for playing games with nonembodied system or robot. Repro-
duced from Restorative Neurology and Neuroscience, Vol. 36 no. 2, Eizicovits, Danny, Edan, Yael,
Tabak, Iris, Levy-Tzedek, Shelly, Robotic gaming prototype for upper limb exercise: Effects of
age and embodiment on user preferences and movement, Pages 261-274., Copyright (2018) with
permission from IOS Press
346 A. Langer and S. Levy-Tzedek
16.5 Conclusion
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Index
F K
Familiarity, 38, 40, 344 Kinematics, 5, 6, 19–23, 34–47, 53, 54, 56,
Feature extractor, 8, 120–124, 130, 136, 149, 57, 59, 60, 62, 63, 66–68, 82, 85, 112–
150, 221 114, 164, 166, 179, 182, 196, 245,
Fine tuning, 149 246, 260, 261, 263, 264, 266, 267
Fitts’ law, 6, 53, 55, 64, 66 Kinetic energy, 217, 218, 222, 223, 227
Index 353
L O
Laban movement analysis, 216, 307, 308, Object motion, 164, 166, 171
310 Observational experience, 6, 93
Laban system, 11, 299, 307, 310 Optical flow, 7, 8, 119–137, 142, 147, 148,
Like me hypothesis, 90 165, 169, 217
Local visual features, 55, 59
Long-term interaction, 277, 325
P
Parietal cortex, 17, 108
M Part-based models, 8, 144
Manipulable objects, 6, 81, 85, 94 Perception-action coupling, 66, 84
Manipulation action, 8, 163, 164 Point Light Display (PLDs), 6, 7, 53, 55,
Markov Random Field (MRFs), 120, 122, 58–60, 82, 216
123 Pop-out, 58
Mental rotation, 6, 87 Prediction error, 23, 24
Mimicry, 37 Predictive coding, 23, 24, 33, 35, 36
Minimum jerk, 6, 53, 55, 64, 66 Preferential looking paradigm, 76
Mirror mechanism, 103, 104, 109, 302 Premotor cortex, 17, 18, 103, 106, 338
Mirror neurons, 5, 17, 18, 34, 103, 301, 302, Priming, 12, 43, 58, 335–339, 341, 342, 346
338–341 Prior experience, 38
Modular control, 5, 17, 20 Procedural-execution errors, 24
Proxemics, 271, 274, 278, 280, 281
Monkey, 5, 17, 18, 34, 37, 103, 338
Motion prediction, 200
Motion segmentation, 8, 148, 164, 166, 167,
R
173, 176, 188
RANSAC, 172, 177
Motor control, 4–6, 17, 19–22, 25, 53, 55,
Redundancy, 20–22
62, 67, 94, 339
Region proposals, 8, 141–144, 148–151,
Motor Evoked Kinematics (MEKs), 21, 22
154–156, 160
Motor Evoked Potentials (MEPs), 18, 19, 21,
RGB-D, 9, 163–169, 172, 175, 176, 195
22, 34, 35, 45
Rigid transformation, 168
Motor imagery, 19, 66, 302
Robot animation, 10, 237, 238, 240, 244–
Motor mapping, 20, 40, 42, 44, 45
249, 252, 253, 255, 260, 266, 267
Motor priming, 336, 338, 339, 341, 346 Robot didactics, 11, 315, 324, 327–330
Motor primitives, 20, 59 Robot motion, 246, 271, 281, 308
Motor resonance, 33–47, 66, 338, 339
Motor system, 19–24, 33, 34, 38, 39, 41, 42,
45, 46, 92, 338 S
Movement priming, 335, 336, 339–341, 346 Saccadic Reaction Time (SRT), 77, 78
Mu desynchronization, 18 Scene flow, 165, 166, 168
Mu-frequency, 79 Selective search, 143, 144, 148, 149, 151,
Multi-joint actions, 20, 21 155, 160
Muscle-specificity, 34, 37 Self-organizing networks/maps, 9, 187, 188,
Muscle synergies, 21 190, 197, 200, 204
Semantic priming, 337, 338
Semi-supervised learning, 8, 122, 130, 134,
N 135, 137
Nearest neighbors, 122, 168, 206 Sensorimotor development, 6, 89
Neuroimaging, 34, 105, 302, 339 6D object pose, 173
N400, 78 Social robotics, 11, 238, 247, 271, 272, 274,
Non-rigid registration, 163, 166, 168, 170 275, 299–301, 304, 305, 309, 310,
Non-verbal communication, 11, 272, 275, 315, 318, 324, 328, 329
283, 284, 300, 315–317, 319, 321, Statistical learning, 6, 87, 89, 190
323, 324, 326, 328, 329 Stereotype priming, 337
354 Index
V
T Velocity profile, 64, 66, 82, 107, 336
3D skeleton model, 198, 204 Verbal communication, 110, 215, 272, 276,
Timing, 11, 12, 19, 21, 22, 25, 34, 35, 46, 76, 281, 299
82, 92, 113, 245, 252, 254, 260, 307, Visual experience, 38, 85, 93, 190, 207
335, 336, 342–346 Visual preference, 84, 85
Top-down modulation, 33, 35, 36, 43, 46 Vitality forms, 6, 7, 103–114
Transcranial Magnetic Stimulation (TMS),
7, 18, 19, 21, 25, 33–35, 43, 46
Transitional probability, 89 W
Turn-taking, 325, 343 Warp field, 166–168, 173
Two-thirds power law, 53, 65 Workload, 284