Computer vision-based visualization and quantification of body skeletal movements for investigation of traditional skills: the production of Kizumi winnowing baskets

Abstract This paper explores the application of computer vision and mathematical modeling to analyze the intricate movements involved in weaving a traditional farming tool, the winnowing basket. By utilizing OpenPose algorithms, the study simplifies and visualizes the craftsmen's motions, particularly focusing on wrist movements. Video data of craftsmen in Chiba, Japan, creating Kizumi (place name) winnowing baskets is used as the basis for analysis. The extracted information is used to generate 2D motion trajectories of the wrist, allowing a comparison between beginners who watched parsed videos and those who watched the original videos in terms of skill acquisition and learning time. By visualizing human body behavior and combining statistical results, this study demonstrates the potential of artificial intelligence techniques such as computer vision for observing repetitive human movement and inheriting traditional skills.

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Publication Details

Journal
ROBOMECH Journal
Published
2024-09-17
DOI
https://doi.org/10.1186/s40648-024-00280-4
Citations
1
Primary Topic
Human Pose and Action Recognition
Type
article
Field-Weighted Citation Impact
0.25

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article

Computer vision-based visualization and quantification of body skeletal movements for investigation of traditional skills: the production of Kizumi winnowing baskets

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ROBOMECH Journal
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article

Computer vision-based visualization and quantification of body skeletal movements for investigation of traditional skills: the production of Kizumi winnowing baskets

Akira Ueda, Peng Yang, Migiwa Imaishi, Mitsunori Kubo, Yuka Furukawa
article en
1 citations

Abstract

Abstract This paper explores the application of computer vision and mathematical modeling to analyze the intricate movements involved in weaving a traditional farming tool, the winnowing basket. By utilizing OpenPose algorithms, the study simplifies and visualizes the craftsmen's motions, particularly focusing on wrist movements. Video data of craftsmen in Chiba, Japan, creating Kizumi (place name) winnowing baskets is used as the basis for analysis. The extracted information is used to generate 2D motion trajectories of the wrist, allowing a comparison between beginners who watched parsed videos and those who watched the original videos in terms of skill acquisition and learning time. By visualizing human body behavior and combining statistical results, this study demonstrates the potential of artificial intelligence techniques such as computer vision for observing repetitive human movement and inheriting traditional skills.

ROBOMECH JournalVol. 11(1)
Chiba University (JP), Independent Administrative Institution National Research Institute for Cultural Properties (JP), The University of Tokyo (JP)
Chiba University, Japan Society for the Promotion of Science
Openalex Percentile: Top 47%
Human Pose and Action Recognition
0.25
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