Graph-restricted game approach for investigating human
movement qualities
K. Kolykhalova
1
, G. Gnecco
2
, M. Sanguineti
1
, A. Camurri
1
, and G. Volpe
1
1
DIBRIS Department, University of Genoa
Via all’Opera Pia, 13
Genoa, Italy 16145
2
IMT School for Advanced Studies
Piazza S. Francesco, 19
Lucca, Italy 55100
ABSTRACT
A novel computational method for the analysis of expressive full-
body movement qualities is introduced, which exploits concepts
and tools from graph theory and game theory. e human skele-
tal structure is modeled as an undirected graph, where the joints
are the vertices and the edge set contains both physical and non-
physical links. Physical links correspond to connections between
adjacent physical body joints (e.g., the forearm, which connects the
elbow to the wrist). Nonphysical links act as “bridges” between
parts of the body not directly connected by the skeletal structure,
but sharing very similar feature values. e edge weights depend
on features obtained by using Motion Capture data. en, a math-
ematical game is constructed over the graph structure, where the
vertices represent the players and the edges represent communica-
tion channels between them. Hence, the body movement is modeled
in terms of a game built on the graph structure. Since the vertices
and the edges contribute to the overall quality of the movement,
the adopted game-theoretical model is of cooperative nature. A
game-theoretical concept, called Shapley value, is exploited as a
centrality index to estimate the contribution of each vertex to a
shared goal (e.g., to the way a particular movement quality is trans-
ferred among the vertices). e proposed method is applied to a
data set of Motion Capture data of subjects performing expressive
movements, recorded in the framework of the H2020-ICT-2015 EU
Project WhoLoDance, Project no. 688865. Preliminary results are
presented.
CCS CONCEPTS
•Human-centered computing → HCI theory, concepts and
models; Empirical studies in HCI; •Computing methodologies
→ Activity recognition and understanding; Biometrics; •Applied
computing → Performing arts;
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MOCO ’17, London, United Kingdom
© 2017 Copyright held by the owner/author(s). Publication rights licensed to ACM.
978-1-4503-5209-3/17/06. . . $15.00
DOI: hp://dx.doi.org/10.1145/3077981.3078030
KEYWORDS
Human movement qualities, graph theory, game theory
ACM Reference format:
K. Kolykhalova
1
, G. Gnecco
2
, M. Sanguineti
1
, A. Camurri
1
, and G. Volpe
1
.
2017. Graph-restricted game approach for investigating human movement
qualities . In Proceedings of MOCO ’17, London, United Kingdom, June 28-30,
2017, 4 pages.
DOI: hp://dx.doi.org/10.1145/3077981.3078030
1 INTRODUCTION
e main purpose of this work is the development of a novel ap-
proach and the associated computational method for the analysis
of expressive full-body movement qualities, combining tools and
methods from graph theory and cooperative game theory.
e proposed method first models the human skeletal structure
as an undirected graph, where the joints are the vertices and the
edge set contains both physical and nonphysical links. e edge
weights depend on features obtained by using Motion Capture data.
Physical links correspond to connections between adjacent physical
body joints (e.g., the forearm, which connects the elbow to the
wrist). Nonphysical links act as “bridges” between parts of the body
not directly connected by the skeletal structure, but sharing very
similar feature values. en, we construct a mathematical game
over this skeletal graph, in which the vertices represent the players
of the game, and the edges represent communication channels
between the agents. e body movement is modeled in terms of a
cooperative game built on the graph structure. Since the vertices
and the edges contribute to the overall quality of the movement,
the adopted game-theoretical model is a cooperative one. e so-
called Shapley value, which provides a criterion to rank the players
according to their importance, is then computed for such a game
and used as a centrality index to estimate the contribution of each
vertex to a shared goal (e.g., to the way a particular movement
quality is transferred among the vertices).
e methodology is applied on a data set of Motion Capture
data of subjects performing expressive movements, recorded in the
framework of the H2020-ICT-2015 EU Project WhoLoDance. Pre-
liminary results are presented. Using this approach for the analysis
of movement features related to expressive gestures and emotional
communication can enable the design of multimodal interfaces
involving full-body human interaction, which communicate the
non-verbal expressive and emotional content.