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Site Ecole des Mines, Centre de Robotique

AI-based interaction mechanism for adaptive sensorimotor augmented feedback

strategies

A doctoral position is open in the Center for Robotics, Ecole des Mines, PSL University, in the

framework of the PIA4 ReSource project « Conservatoire des Gestes et Savoir-faire des Métiers d’art

et de Fabrication », coordinated by the Manufacture des Gobelins. This project involving more than

20 partners, aims, among others, at developing innovative methods and tools for the preservation and

transmission of manual know-how in manufacturing industries and (eg. Luxury good industries).

 

Keywords: human sensing, human motion, timeseries, machine and deep learning, human-machine

interaction, augmented reality, feedback strategy, human learning and motor skills acquisition

 

Context: The acquisition of technical and dexterous motor skills requires the activation of complex

cognitive processes and learning mechanisms. Humans receive multisensory information, treat it,

make decisions and implement predictive or reactive mechanisms (feedforward control strategy) to

perform the task (1) . Making errors and learning from them by reducing the error gradient is one of

the most basic principles of sensorimotor learning. However, minimizing the average gradient doesn’t

guarantee the optimal performance because of the big variability of possible errors (2). The learner

needs to control spatial and temporal aspects of his/her motion, the degrees of freedom, the internal

and external forces applied etc. In parallel, during the learning process, the execution of the task

generates multisensory consequences (extrinsic feedback) that are processed again permitting to

continuously update the sensorimotor loop, to improve the performance and to acquire motor skills.

In other words, whatever we see, hear or touch may impact the way we perform and the way we learn

to perform.

Thanks to recent advances in interactive technologies this extrinsic feedback, that is also called

“augmented feedback” (AF), can be created artificially, providing thus complementary source

information or guidance that is helpful to the subject (3). This feedback is expected to improve user’s

capacity to integrate the most optimal sources of afferent information to perform the task. The AF use

different modalities and activates different senses, it can take various shapes, can be continuous or

terminal, can provide insights about the performance itself or about its result, it can have a positive

or a negative connotation, the frequency of its use can also vary. To design the most effective and

efficient mechanism for the activation of AF is a complex and challenging scientific task, that requires

not only the definition of the aforementioned parameters but also involves personal subjective

preferences.

Scientific objective: The goal of this thesis is to propose an AI-based mechanism for the automated

selection and generation of feedback following different feedback strategies that depend on their

predicted effectiveness and efficiency. By using motion capture sensors, the PHD candidate will collect

multisensory data of craft experts and their learners at project’s industrial (luxury goods

manufacturers) and regional partners (vocational training centers), contributing thus to the extension

of an existing Dataset (6,7). He/she will be expected then to propose a methodology in order to answer

to the following questions:

– What to provide feedback on? In order to answer this question the candidate needs to define

the performance evaluation strategy: to analyse the data captured, to define the most

important spatial and temporal errors, to measure the deviations of the learner from the

expert (9,10), to define the accepted tolerance aiming at their priorization and taking into

consideration that in motor skills acquisition and in the framework of embodied cognition, the

most significant variables are not always obvious and that a greater precision doesn’t

necessarily means a better gestural performance.

When and what feedback to provide? This question refers to feedback design principles since

it can be of different types (knowledge of performance VS knowledge of result), use various

modalities (visual/auditory, unimodal/multimodal), be concurrent or terminal, regular or

irregular, implicit or explicit, positive or negative etc. (3).

– How to decide when and what feedback to provide on? This question focuses on the decision

making process that is expected to be automated by using machine and/or deep learning

models that have been broadly used to analyse, model, forecast human motion (DNN, LSTM,

RNNs, GRUs, GANs etc.) (8,9). This decision-making process concerns the automated feedback

selection (4) and is expected to be based on several criteria (mechanism adaptability) related

to the effectiveness and efficiency of the feedback strategy (5) that will be explored through

the previous 2 questions.

 

Requirements:

– Master degree in Computer Science, Human-Machine Interaction, Machine Learning or similar

relevant fields

– Knowledge of programming languages, e.g. Python, C/C++, Java, Max MSP would be appreciated

– Motivation for working in a multidisciplinary research project at the interface between

artificial intelligence, computer science and augmented reality

– A previous experience of working with human sensing will be appreciated

– Very good knowledge on signal processing

– Excellent level in French and English language (written and spoken)

 

Hiring Conditions

– 36-month full-time doctoral contract

– Start date: October 2024

– Teaching assignments will be carried out in the Centre for Robotics at Mines Paris, PSL

Université, 60 Boulevard Saint Michel, Paris, France

 

References:

(1) Wolpert, D. M., Diedrichsen, J., & Flanagan, J. R. (2011). Principles of sensorimotor

learning. Nature reviews neuroscience, 12(12), 739-751.

(2) “Skill Acquisition in Sport: Research, Theory and Practice” (2020) edited by Edited By Nicola

J. Hodges, A. Mark Williams

(3) Sigrist, R., Rauter, G., Riener, R., & Wolf, P. (2013). Augmented visual, auditory, haptic, and

multimodal feedback in motor learning: a review. Psychonomic bulletin & review, 20, 21-53.

(4) Rauter, G., Gerig, N., Sigrist, R., Riener, R., & Wolf, P. (2019). When a robot teaches humans:

Automated feedback selection accelerates motor learning. Science robotics, 4(27), eaav1560.

(5) Glushkova, A., Makrygiannis, D., & Manitsaris, S. (2023, July). Interactive sensorimotor

guidance for learning motor skills of a glass blower. In International Conference on Human-

Computer Interaction (pp. 29-43). Cham: Springer Nature Switzerland.

(6) https://www.kaggle.com/datasets/olivasbre/aimove

(7) Olivas-Padilla, B. E., Glushkova, A., & Manitsaris, S. (2023). Motion capture benchmark of real

industrial tasks and traditional crafts for Human Movement Analysis. IEEE Access.

(8) Vandevoorde, K., Vollenkemper, L., Schwan, C., Kohlhase, M., & Schenck, W. (2022). Using

Artificial Intelligence for Assistance Systems to Bring Motor Learning Principles into Real World

Motor Tasks. Sensors, 22(7), 2481.

(9) Olivas-Padilla, B. E., Manitsaris, S., & Glushkova, A. (2024). Explainable AI in human motion:

A comprehensive approach to analysis, modeling, and generation. Pattern Recognition, 151,

110418.

(10) Sedmidubsky, J., Elias, P., & Zezula, P. (2018). Effective and efficient similarity searching in

motion capture data. Multimedia Tools and Applications, 77, 12073-12094.