Gait recognition is the process of identifying humans from their bipedal locomotion such as walking or running. As such, gait data is privacy sensitive information and should be anonymized where possible. With the rise of higher quality gait recording techniques, such as depth cameras or motion capture suits, an increasing amount of detailed gait data is captured and processed. The introduction and rise of the Metaverse is an example of a potentially popular application scenario in which the gait of users is transferred onto digital avatars. As a first step towards developing effective anonymization techniques for high-quality gait data, we study different aspects of movement data to quantify their contribution to gait recognition. We first extract categories of features from the literature on human gait perception and then design experiments for each category to assess how much the information they contain contributes to recognition success. We evaluated the utility of gait perturbation by means of naturalness ratings in a user study. Our results show that gait anonymization will be challenging, as the data is highly redundant and inter-dependent.
翻译:Gait 识别是一个过程,从行走或跑动等双层运动中识别人。因此,运动数据是隐私敏感信息,应尽可能匿名。随着高品质的动作记录技术(如深度摄像头或运动捕捉服)的上升,收集并处理了大量详细的步数数据。Metaverse的引入和兴起是一个潜在的流行应用情景的例子,其中用户的步数被转移到数字动画上。作为为高质量动作数据开发有效的匿名技术的第一步,我们研究运动数据的不同方面,以量化其对动作识别的贡献。我们首先从文献中提取关于人类动作感知的特征类别,然后为每一类别设计实验,以评估其所含信息在多大程度上有助于认知成功。我们评估了在用户研究中以自然性评级的方式对游戏进行扰动的效用。我们的结果显示,由于数据非常冗余和相互依存,因此游戏的匿名化将具有挑战性。