| Literature DB >> 35746280 |
Kenta Kamikokuryo1, Takumi Haga1, Gentiane Venture2, Vincent Hernandez1,3.
Abstract
Motor rehabilitation is used to improve motor control skills to improve the patient's quality of life. Regular adjustments based on the effect of therapy are necessary, but this can be time-consuming for the clinician. This study proposes to use an efficient tool for high-dimensional data by considering a deep learning approach for dimensionality reduction of hand movement recorded using a wireless remote control embedded with the Oculus Rift S. This latent space is created as a visualization tool also for use in a reinforcement learning (RL) algorithm employed to provide a decision-making framework. The data collected consists of motions drawn with wireless remote control in an immersive VR environment for six different motions called "Cube", "Cylinder", "Heart", "Infinity", "Sphere", and "Triangle". From these collected data, different artificial databases were created to simulate variations of the data. A latent space representation is created using an adversarial autoencoder (AAE), taking into account unsupervised (UAAE) and semi-supervised (SSAAE) training. Then, each test point is represented by a distance metric and used as a reward for two classes of Multi-Armed Bandit (MAB) algorithms, namely Boltzmann and Sibling Kalman filters. The results showed that AAE models can represent high-dimensional data in a two-dimensional latent space and that MAB agents can efficiently and quickly learn the distance evolution in the latent space. The results show that Sibling Kalman filter exploration outperforms Boltzmann exploration with an average cumulative weighted probability error of 7.9 versus 19.9 using the UAAE latent space representation and 8.0 versus 20.0 using SSAAE. In conclusion, this approach provides an effective approach to visualize and track current motor control capabilities regarding a target in order to reflect the patient's abilities in VR games in the context of DDA.Entities:
Keywords: dynamic difficulty adjustment; end effector; immersive virtual reality; machine learning; multi-armed bandit; reinforcement learning
Mesh:
Year: 2022 PMID: 35746280 PMCID: PMC9228873 DOI: 10.3390/s22124499
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.847
Figure 1Project Overview. The adversarial autoencoder (AAE) is trained by considering a regularization component to create a set of six Gaussian distributions in a latent space. The trained AAE is then fed with a new sample (with Triangle as an example) and represented in the latent space (red cross). Finally, a distance metric is computed between a target (green centroid) and used as a reward for the MAB algorithm.
Figure 2(a) Example of each movement recorded with the VR wireless controller. (b) Example of artificial data created for the movements “Cube”. A total of 20 movements are created based on the horizontal (Ratio X), vertical stretch (Ratio Y), and rotation factors (c).
Parameters considered for the creation of the various artificial databases. X represents the range of factors for the vertical stretch, Y represents the range of factors for the horizontal stretch, and R represents the range of factors for the rotation. Each database contained 20 artificial datasets. Each dataset contained 60 matrices for each label, thus 360 matrices in total.
| Database | X | Y | R |
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Figure 3Semi-supervised adversarial autoencoder architecture with representing the latent space and as the label representing the one-hot vector. The unsupervised adversarial autoencoder will just consist of removing the input .
Tested hyperparameters.
| Hidden Layers | Dense Size | Autoencoder Activation | Discriminator Activation | Learning Rate | Dropout Rate |
|---|---|---|---|---|---|
| 4, 8, 16, 32, | Sigmoid, ReLU | Sigmoid | 0.01, 0.005, 0.001, | 0, 0.1, 0.2, | |
| 2, 3 | 64, 128, 256, 512 | Tanh | ReLU | 0.0005, 0.0001 | 0.3, 0.4 |
The models for comparative validation.
| Model | Update Rule | Selection Rule | Parameters |
|---|---|---|---|
| Boltzmann | Learning rate | softmax choice: Equation ( | optimistic Q: |
| Boltzmann UCB | Learning rate | softmax choice with UCB vector: Equations ( | optimistic Q: |
| Sibling Kalman Filter | Kalman gain: Equation ( | softmax choice: Equation ( | optimistic Q: |
| Sibling Kalman Filter IUCB | Kalman gain: Equation ( | softmax choice with IUCB vector: Equations ( | optimistic Q: |
| Sibling Kalman Filter TS | Kalman gain: Equation ( | softmax choice on TS on Normal distribution: Equation ( | optimistic Q: |
List of hyperparameters. The selected hyperparameters are in bold.
| Model | Parameters List |
|---|---|
| Boltzmann | |
| Boltzmann UCB | |
| Sibling Kalman Filter | |
| Sibling Kalman Filter IUCB | |
| Sibling Kalman Filter TS | |
Figure 4UAAE latent space (left) and SAAE latent space (right) representation with their corresponding gradient information regarding the “augmented parameters” values for horizontal stretch (top), vertical stretch (middle), and rotation (bottom).
Figure 5MAB Heatmap showing the results for UAAE (a) and for SSAAE (b) at iterations 5, 10, 30, and 60 for Boltzmann UCB (left) and Sibling Kalman Filter with Thomson Sampling (right) for each database (X, Y, R, XY, XR, YR, XYR).
Figure 6MAB results for UAAE (a) and for SSAAE (b) for the Sibling Kalman Filter with Thomson Sampling for all iterations on one artificial test dataset from the database XYR. The colored area represents the uncertainty about the expected reward .