Simple view
Full metadata view
Authors
Statistics
Automated classification of virtual reality user motions using a motion atlas and machine learning approach
action recognition
activity recognition
artificial intelligence (AI)
classification
deep learning
independent component analysis (ICA)
machine learning
motion analysis
motion atlas
motion capture
motion recognition
neural networks (NNs)
principal component analysis (PCA)
sensors
user movement
video games
virtual reality
A novel motion atlas consisting of 56 different motions was constructed to meet needs of virtual reality (VR) video games. Within the atlas four motion categories were defined: head movements ( HEAD ), hand and arm movements ( ARMS ), whole body movements ( BODY ), and animations ( ANIM ). The data identifying the motion patterns were collected exclusively using VR system peripherals, namely goggles and controllers – for motion capture (MoCap) purposes, the HTC Vive Pro and Meta Quest 2 devices were used. By employing popular machine learning (ML) architectures, 300 motion recognition models were trained, and the most effective ones were selected. The study included classical algorithms such as k-nearest neighbors (kNN), logistic regression (LR), support vector machine (SVM), decision tree (DT), extra-trees classifier (Ensemble), random forests (RF), naive Bayes classifier (NB), and LightGBM (LGBM), which were selected based on literature review. Deep learning (DL) algorithms were also tested: convolutional neural network (CNN), transformer, and long-short-term memory (LSTM). Despite the significantly larger size of the motion atlas compared to other approaches and the limitation to naturally available data within VR systems, the best obtained CNN model achieved a weighted F-score of nearly 98% for motion recognition.
dc.abstract.en | A novel motion atlas consisting of 56 different motions was constructed to meet needs of virtual reality (VR) video games. Within the atlas four motion categories were defined: head movements ( HEAD ), hand and arm movements ( ARMS ), whole body movements ( BODY ), and animations ( ANIM ). The data identifying the motion patterns were collected exclusively using VR system peripherals, namely goggles and controllers – for motion capture (MoCap) purposes, the HTC Vive Pro and Meta Quest 2 devices were used. By employing popular machine learning (ML) architectures, 300 motion recognition models were trained, and the most effective ones were selected. The study included classical algorithms such as k-nearest neighbors (kNN), logistic regression (LR), support vector machine (SVM), decision tree (DT), extra-trees classifier (Ensemble), random forests (RF), naive Bayes classifier (NB), and LightGBM (LGBM), which were selected based on literature review. Deep learning (DL) algorithms were also tested: convolutional neural network (CNN), transformer, and long-short-term memory (LSTM). Despite the significantly larger size of the motion atlas compared to other approaches and the limitation to naturally available data within VR systems, the best obtained CNN model achieved a weighted F-score of nearly 98% for motion recognition. | |
dc.affiliation | Wydział Fizyki, Astronomii i Informatyki Stosowanej : Instytut Informatyki Stosowanej | |
dc.contributor.author | Pięta, Paweł | |
dc.contributor.author | Jegierski, Hubert | |
dc.contributor.author | Babiuch, Paweł | |
dc.contributor.author | Jegierski, Maciej | |
dc.contributor.author | Płaza, Mirosław | |
dc.contributor.author | Łukawski, Grzegorz | |
dc.contributor.author | Deniziak, Stanisław | |
dc.contributor.author | Jasiński, Artur | |
dc.contributor.author | Opałka, Jacek | |
dc.contributor.author | Węgrzyn, Paweł - 100441 | |
dc.contributor.author | Igras-Cybulska, Magdalena | |
dc.contributor.author | Łapczyński, Adrian | |
dc.date.accession | 2024-07-18 | |
dc.date.accessioned | 2024-07-18T10:21:34Z | |
dc.date.available | 2024-07-18T10:21:34Z | |
dc.date.issued | 2024 | |
dc.date.openaccess | 0 | |
dc.description.accesstime | w momencie opublikowania | |
dc.description.physical | 94584-94609 | |
dc.description.version | ostateczna wersja wydawcy | |
dc.description.volume | 12 | |
dc.identifier.doi | 10.1109/access.2024.3424930 | |
dc.identifier.eissn | 2169-3536 | |
dc.identifier.uri | https://ruj.uj.edu.pl/handle/item/387741 | |
dc.identifier.weblink | https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10589385 | |
dc.language | eng | |
dc.language.container | eng | |
dc.rights | Udzielam licencji. Uznanie autorstwa - Użycie niekomercyjne - Bez utworów zależnych 4.0 Międzynarodowa | |
dc.rights.licence | CC-BY-NC-ND | |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode.pl | |
dc.share.type | otwarte czasopismo | |
dc.subject.en | action recognition | |
dc.subject.en | activity recognition | |
dc.subject.en | artificial intelligence (AI) | |
dc.subject.en | classification | |
dc.subject.en | deep learning | |
dc.subject.en | independent component analysis (ICA) | |
dc.subject.en | machine learning | |
dc.subject.en | motion analysis | |
dc.subject.en | motion atlas | |
dc.subject.en | motion capture | |
dc.subject.en | motion recognition | |
dc.subject.en | neural networks (NNs) | |
dc.subject.en | principal component analysis (PCA) | |
dc.subject.en | sensors | |
dc.subject.en | user movement | |
dc.subject.en | video games | |
dc.subject.en | virtual reality | |
dc.subtype | Article | |
dc.title | Automated classification of virtual reality user motions using a motion atlas and machine learning approach | |
dc.title.journal | IEEE Access | |
dc.type | JournalArticle | |
dspace.entity.type | Publication | en |
* The migration of download and view statistics prior to the date of April 8, 2024 is in progress.
Views
16
Views per month
Views per city
Downloads
Open Access