Scene perception in posterior cortical atrophy: categorization, description and fixation patterns.
Shakespeare, Timothy J; Yong, Keir X X; Frost, Chris; Kim, Lois G; Warrington, Elizabeth K; Crutch, Sebastian J
2013-01-01
Partial or complete Balint's syndrome is a core feature of the clinico-radiological syndrome of posterior cortical atrophy (PCA), in which individuals experience a progressive deterioration of cortical vision. Although multi-object arrays are frequently used to detect simultanagnosia in the clinical assessment and diagnosis of PCA, to date there have been no group studies of scene perception in patients with the syndrome. The current study involved three linked experiments conducted in PCA patients and healthy controls. Experiment 1 evaluated the accuracy and latency of complex scene perception relative to individual faces and objects (color and grayscale) using a categorization paradigm. PCA patients were both less accurate (faces < scenes < objects) and slower (scenes < objects < faces) than controls on all categories, with performance strongly associated with their level of basic visual processing impairment; patients also showed a small advantage for color over grayscale stimuli. Experiment 2 involved free description of real world scenes. PCA patients generated fewer features and more misperceptions than controls, though perceptual errors were always consistent with the patient's global understanding of the scene (whether correct or not). Experiment 3 used eye tracking measures to compare patient and control eye movements over initial and subsequent fixations of scenes. Patients' fixation patterns were significantly different to those of young and age-matched controls, with comparable group differences for both initial and subsequent fixations. Overall, these findings describe the variability in everyday scene perception exhibited by individuals with PCA, and indicate the importance of exposure duration in the perception of complex scenes.
Gist in time: scene semantics and structure enhance recall of searched objects
Wolfe, Jeremy M.; Võ, Melissa L.-H.
2016-01-01
Previous work has shown that recall of objects that are incidentally encountered as targets in visual search is better than recall of objects that have been intentionally memorized (Draschkow, Wolfe & Võ, 2014). However, this counter-intuitive result is not seen when these tasks are performed with non-scene stimuli. The goal of the current paper is to determine what features of search in a scene contribute to higher recall rates when compared to a memorization task. In each of four experiments, we compare the free recall rate for target objects following a search to the rate following a memorization task. Across the experiments, the stimuli include progressively more scene-related information. Experiment 1 provides the spatial relations between objects. Experiment 2 adds relative size and depth of objects. Experiments 3 and 4 include scene layout and semantic information. We find that search leads to better recall than explicit memorization in cases where scene layout and semantic information are present, as long as the participant has ample time (2500ms) to integrate this information with knowledge about the target object (Exp. 4). These results suggest that the integration of scene and target information not only leads to more efficient search, but can also contribute to stronger memory representations than intentional memorization. PMID:27270227
Gist in time: Scene semantics and structure enhance recall of searched objects.
Josephs, Emilie L; Draschkow, Dejan; Wolfe, Jeremy M; Võ, Melissa L-H
2016-09-01
Previous work has shown that recall of objects that are incidentally encountered as targets in visual search is better than recall of objects that have been intentionally memorized (Draschkow, Wolfe, & Võ, 2014). However, this counter-intuitive result is not seen when these tasks are performed with non-scene stimuli. The goal of the current paper is to determine what features of search in a scene contribute to higher recall rates when compared to a memorization task. In each of four experiments, we compare the free recall rate for target objects following a search to the rate following a memorization task. Across the experiments, the stimuli include progressively more scene-related information. Experiment 1 provides the spatial relations between objects. Experiment 2 adds relative size and depth of objects. Experiments 3 and 4 include scene layout and semantic information. We find that search leads to better recall than explicit memorization in cases where scene layout and semantic information are present, as long as the participant has ample time (2500ms) to integrate this information with knowledge about the target object (Exp. 4). These results suggest that the integration of scene and target information not only leads to more efficient search, but can also contribute to stronger memory representations than intentional memorization. Copyright © 2016 Elsevier B.V. All rights reserved.
Scene perception in posterior cortical atrophy: categorization, description and fixation patterns
Shakespeare, Timothy J.; Yong, Keir X. X.; Frost, Chris; Kim, Lois G.; Warrington, Elizabeth K.; Crutch, Sebastian J.
2013-01-01
Partial or complete Balint's syndrome is a core feature of the clinico-radiological syndrome of posterior cortical atrophy (PCA), in which individuals experience a progressive deterioration of cortical vision. Although multi-object arrays are frequently used to detect simultanagnosia in the clinical assessment and diagnosis of PCA, to date there have been no group studies of scene perception in patients with the syndrome. The current study involved three linked experiments conducted in PCA patients and healthy controls. Experiment 1 evaluated the accuracy and latency of complex scene perception relative to individual faces and objects (color and grayscale) using a categorization paradigm. PCA patients were both less accurate (faces < scenes < objects) and slower (scenes < objects < faces) than controls on all categories, with performance strongly associated with their level of basic visual processing impairment; patients also showed a small advantage for color over grayscale stimuli. Experiment 2 involved free description of real world scenes. PCA patients generated fewer features and more misperceptions than controls, though perceptual errors were always consistent with the patient's global understanding of the scene (whether correct or not). Experiment 3 used eye tracking measures to compare patient and control eye movements over initial and subsequent fixations of scenes. Patients' fixation patterns were significantly different to those of young and age-matched controls, with comparable group differences for both initial and subsequent fixations. Overall, these findings describe the variability in everyday scene perception exhibited by individuals with PCA, and indicate the importance of exposure duration in the perception of complex scenes. PMID:24106469
Schomaker, Judith; Walper, Daniel; Wittmann, Bianca C; Einhäuser, Wolfgang
2017-04-01
In addition to low-level stimulus characteristics and current goals, our previous experience with stimuli can also guide attentional deployment. It remains unclear, however, if such effects act independently or whether they interact in guiding attention. In the current study, we presented natural scenes including every-day objects that differed in affective-motivational impact. In the first free-viewing experiment, we presented visually-matched triads of scenes in which one critical object was replaced that varied mainly in terms of motivational value, but also in terms of valence and arousal, as confirmed by ratings by a large set of observers. Treating motivation as a categorical factor, we found that it affected gaze. A linear-effect model showed that arousal, valence, and motivation predicted fixations above and beyond visual characteristics, like object size, eccentricity, or visual salience. In a second experiment, we experimentally investigated whether the effects of emotion and motivation could be modulated by visual salience. In a medium-salience condition, we presented the same unmodified scenes as in the first experiment. In a high-salience condition, we retained the saturation of the critical object in the scene, and decreased the saturation of the background, and in a low-salience condition, we desaturated the critical object while retaining the original saturation of the background. We found that highly salient objects guided gaze, but still found additional additive effects of arousal, valence and motivation, confirming that higher-level factors can also guide attention, as measured by fixations towards objects in natural scenes. Copyright © 2017 Elsevier Ltd. All rights reserved.
Positive emotion can protect against source memory impairment.
MacKenzie, Graham; Powell, Tim F; Donaldson, David I
2015-01-01
Despite widespread belief that memory is enhanced by emotion, evidence also suggests that emotion can impair memory. Here we test predictions inspired by object-based binding theory, which states that memory enhancement or impairment depends on the nature of the information to be retrieved. We investigated emotional memory in the context of source retrieval, using images of scenes that were negative, neutral or positive in valence. At study each scene was paired with a colour and during retrieval participants reported the source colour for recognised scenes. Critically, we isolated effects of valence by equating stimulus arousal across conditions. In Experiment 1 colour borders surrounded scenes at study: memory impairment was found for both negative and positive scenes. Experiment 2 used colours superimposed over scenes at study: valence affected source retrieval, with memory impairment for negative scenes only. These findings challenge current theories of emotional memory by showing that emotion can impair memory for both intrinsic and extrinsic source information, even when arousal is equated between emotional and neutral stimuli, and by dissociating the effects of positive and negative emotion on episodic memory retrieval.
Moors, Pieter; Boelens, David; van Overwalle, Jaana; Wagemans, Johan
2016-07-01
A recent study showed that scenes with an object-background relationship that is semantically incongruent break interocular suppression faster than scenes with a semantically congruent relationship. These results implied that semantic relations between the objects and the background of a scene could be extracted in the absence of visual awareness of the stimulus. In the current study, we assessed the replicability of this finding and tried to rule out an alternative explanation dependent on low-level differences between the stimuli. Furthermore, we used a Bayesian analysis to quantify the evidence in favor of the presence or absence of a scene-congruency effect. Across three experiments, we found no convincing evidence for a scene-congruency effect or a modulation of scene congruency by scene inversion. These findings question the generalizability of previous observations and cast doubt on whether genuine semantic processing of object-background relationships in scenes can manifest during interocular suppression. © The Author(s) 2016.
Scene recognition following locomotion around a scene.
Motes, Michael A; Finlay, Cory A; Kozhevnikov, Maria
2006-01-01
Effects of locomotion on scene-recognition reaction time (RT) and accuracy were studied. In experiment 1, observers memorized an 11-object scene and made scene-recognition judgments on subsequently presented scenes from the encoded view or different views (ie scenes were rotated or observers moved around the scene, both from 40 degrees to 360 degrees). In experiment 2, observers viewed different 5-object scenes on each trial and made scene-recognition judgments from the encoded view or after moving around the scene, from 36 degrees to 180 degrees. Across experiments, scene-recognition RT increased (in experiment 2 accuracy decreased) with angular distance between encoded and judged views, regardless of how the viewpoint changes occurred. The findings raise questions about conditions in which locomotion produces spatially updated representations of scenes.
Scene incongruity and attention.
Mack, Arien; Clarke, Jason; Erol, Muge; Bert, John
2017-02-01
Does scene incongruity, (a mismatch between scene gist and a semantically incongruent object), capture attention and lead to conscious perception? We explored this question using 4 different procedures: Inattention (Experiment 1), Scene description (Experiment 2), Change detection (Experiment 3), and Iconic Memory (Experiment 4). We found no differences between scene incongruity and scene congruity in Experiments 1, 2, and 4, although in Experiment 3 change detection was faster for scenes containing an incongruent object. We offer an explanation for why the change detection results differ from the results of the other three experiments. In all four experiments, participants invariably failed to report the incongruity and routinely mis-described it by normalizing the incongruent object. None of the results supports the claim that semantic incongruity within a scene invariably captures attention and provide strong evidence of the dominant role of scene gist in determining what is perceived. Copyright © 2016 Elsevier Inc. All rights reserved.
Visual search for changes in scenes creates long-term, incidental memory traces.
Utochkin, Igor S; Wolfe, Jeremy M
2018-05-01
Humans are very good at remembering large numbers of scenes over substantial periods of time. But how good are they at remembering changes to scenes? In this study, we tested scene memory and change detection two weeks after initial scene learning. In Experiments 1-3, scenes were learned incidentally during visual search for change. In Experiment 4, observers explicitly memorized scenes. At test, after two weeks observers were asked to discriminate old from new scenes, to recall a change that they had detected in the study phase, or to detect a newly introduced change in the memorization experiment. Next, they performed a change detection task, usually looking for the same change as in the study period. Scene recognition memory was found to be similar in all experiments, regardless of the study task. In Experiment 1, more difficult change detection produced better scene memory. Experiments 2 and 3 supported a "depth-of-processing" account for the effects of initial search and change detection on incidental memory for scenes. Of most interest, change detection was faster during the test phase than during the study phase, even when the observer had no explicit memory of having found that change previously. This result was replicated in two of our three change detection experiments. We conclude that scenes can be encoded incidentally as well as explicitly and that changes in those scenes can leave measurable traces even if they are not explicitly recalled.
2013-01-01
Objective: There appears to be a common network of brain regions that underlie the ability to recall past personal experiences (episodic memory) and the ability to imagine possible future personal experiences (episodic future thinking). At the cognitive level, these abilities are thought to rely on “scene construction” (the ability to bind together multimodal elements of a scene in mind—dependent on hippocampal functioning) and temporal “self-projection” (the ability to mentally project oneself through time—dependent on prefrontal cortex functioning). Although autism spectrum disorder (ASD) is characterized by diminished episodic memory, it is unclear whether episodic future thinking is correspondingly impaired. Moreover, the underlying basis of such impairments (difficulties with scene construction, self-projection, or both) is yet to be established. The current study therefore aimed to elucidate these issues. Method: Twenty-seven intellectually high-functioning adults with ASD and 29 age- and IQ-matched neurotypical comparison adults were asked to describe (a) imagined atemporal, non-self-relevant fictitious scenes (assessing scene construction), (b) imagined plausible self-relevant future episodes (assessing episodic future thinking), and (c) recalled personally experienced past episodes (assessing episodic memory). Tests of narrative ability and theory of mind were also completed. Results: Performances of participants with ASD were significantly and equally diminished in each condition and, crucially, this diminution was independent of general narrative ability. Conclusions: Given that participants with ASD were impaired in the fictitious scene condition, which does not involve self-projection, we suggest the underlying difficulty with episodic memory/future thinking is one of scene construction. PMID:24015827
Lind, Sophie E; Williams, David M; Bowler, Dermot M; Peel, Anna
2014-01-01
There appears to be a common network of brain regions that underlie the ability to recall past personal experiences (episodic memory) and the ability to imagine possible future personal experiences (episodic future thinking). At the cognitive level, these abilities are thought to rely on "scene construction" (the ability to bind together multimodal elements of a scene in mind--dependent on hippocampal functioning) and temporal "self-projection" (the ability to mentally project oneself through time--dependent on prefrontal cortex functioning). Although autism spectrum disorder (ASD) is characterized by diminished episodic memory, it is unclear whether episodic future thinking is correspondingly impaired. Moreover, the underlying basis of such impairments (difficulties with scene construction, self-projection, or both) is yet to be established. The current study therefore aimed to elucidate these issues. Twenty-seven intellectually high-functioning adults with ASD and 29 age- and IQ-matched neurotypical comparison adults were asked to describe (a) imagined atemporal, non-self-relevant fictitious scenes (assessing scene construction), (b) imagined plausible self-relevant future episodes (assessing episodic future thinking), and (c) recalled personally experienced past episodes (assessing episodic memory). Tests of narrative ability and theory of mind were also completed. Performances of participants with ASD were significantly and equally diminished in each condition and, crucially, this diminution was independent of general narrative ability. Given that participants with ASD were impaired in the fictitious scene condition, which does not involve self-projection, we suggest the underlying difficulty with episodic memory/future thinking is one of scene construction.
Trained Eyes: Experience Promotes Adaptive Gaze Control in Dynamic and Uncertain Visual Environments
Taya, Shuichiro; Windridge, David; Osman, Magda
2013-01-01
Current eye-tracking research suggests that our eyes make anticipatory movements to a location that is relevant for a forthcoming task. Moreover, there is evidence to suggest that with more practice anticipatory gaze control can improve. However, these findings are largely limited to situations where participants are actively engaged in a task. We ask: does experience modulate anticipative gaze control while passively observing a visual scene? To tackle this we tested people with varying degrees of experience of tennis, in order to uncover potential associations between experience and eye movement behaviour while they watched tennis videos. The number, size, and accuracy of saccades (rapid eye-movements) made around ‘events,’ which is critical for the scene context (i.e. hit and bounce) were analysed. Overall, we found that experience improved anticipatory eye-movements while watching tennis clips. In general, those with extensive experience showed greater accuracy of saccades to upcoming event locations; this was particularly prevalent for events in the scene that carried high uncertainty (i.e. ball bounces). The results indicate that, even when passively observing, our gaze control system utilizes prior relevant knowledge in order to anticipate upcoming uncertain event locations. PMID:23951147
Stainer, Matthew J.; Scott-Brown, Kenneth C.; Tatler, Benjamin W.
2013-01-01
Where people look when viewing a scene has been a much explored avenue of vision research (e.g., see Tatler, 2009). Current understanding of eye guidance suggests that a combination of high and low-level factors influence fixation selection (e.g., Torralba et al., 2006), but that there are also strong biases toward the center of an image (Tatler, 2007). However, situations where we view multiplexed scenes are becoming increasingly common, and it is unclear how visual inspection might be arranged when content lacks normal semantic or spatial structure. Here we use the central bias to examine how gaze behavior is organized in scenes that are presented in their normal format, or disrupted by scrambling the quadrants and separating them by space. In Experiment 1, scrambling scenes had the strongest influence on gaze allocation. Observers were highly biased by the quadrant center, although physical space did not enhance this bias. However, the center of the display still contributed to fixation selection above chance, and was most influential early in scene viewing. When the top left quadrant was held constant across all conditions in Experiment 2, fixation behavior was significantly influenced by the overall arrangement of the display, with fixations being biased toward the quadrant center when the other three quadrants were scrambled (despite the visual information in this quadrant being identical in all conditions). When scenes are scrambled into four quadrants and semantic contiguity is disrupted, observers no longer appear to view the content as a single scene (despite it consisting of the same visual information overall), but rather anchor visual inspection around the four separate “sub-scenes.” Moreover, the frame of reference that observers use when viewing the multiplex seems to change across viewing time: from an early bias toward the display center to a later bias toward quadrant centers. PMID:24069008
A view not to be missed: Salient scene content interferes with cognitive restoration
Van der Jagt, Alexander P. N.; Craig, Tony; Brewer, Mark J.; Pearson, David G.
2017-01-01
Attention Restoration Theory (ART) states that built scenes place greater load on attentional resources than natural scenes. This is explained in terms of "hard" and "soft" fascination of built and natural scenes. Given a lack of direct empirical evidence for this assumption we propose that perceptual saliency of scene content can function as an empirically derived indicator of fascination. Saliency levels were established by measuring speed of scene category detection using a Go/No-Go detection paradigm. Experiment 1 shows that built scenes are more salient than natural scenes. Experiment 2 replicates these findings using greyscale images, ruling out a colour-based response strategy, and additionally shows that built objects in natural scenes affect saliency to a greater extent than the reverse. Experiment 3 demonstrates that the saliency of scene content is directly linked to cognitive restoration using an established restoration paradigm. Overall, these findings demonstrate an important link between the saliency of scene content and related cognitive restoration. PMID:28723975
A view not to be missed: Salient scene content interferes with cognitive restoration.
Van der Jagt, Alexander P N; Craig, Tony; Brewer, Mark J; Pearson, David G
2017-01-01
Attention Restoration Theory (ART) states that built scenes place greater load on attentional resources than natural scenes. This is explained in terms of "hard" and "soft" fascination of built and natural scenes. Given a lack of direct empirical evidence for this assumption we propose that perceptual saliency of scene content can function as an empirically derived indicator of fascination. Saliency levels were established by measuring speed of scene category detection using a Go/No-Go detection paradigm. Experiment 1 shows that built scenes are more salient than natural scenes. Experiment 2 replicates these findings using greyscale images, ruling out a colour-based response strategy, and additionally shows that built objects in natural scenes affect saliency to a greater extent than the reverse. Experiment 3 demonstrates that the saliency of scene content is directly linked to cognitive restoration using an established restoration paradigm. Overall, these findings demonstrate an important link between the saliency of scene content and related cognitive restoration.
Initial Scene Representations Facilitate Eye Movement Guidance in Visual Search
ERIC Educational Resources Information Center
Castelhano, Monica S.; Henderson, John M.
2007-01-01
What role does the initial glimpse of a scene play in subsequent eye movement guidance? In 4 experiments, a brief scene preview was followed by object search through the scene via a small moving window that was tied to fixation position. Experiment 1 demonstrated that the scene preview resulted in more efficient eye movements compared with a…
Does prediction error drive one-shot declarative learning?
Greve, Andrea; Cooper, Elisa; Kaula, Alexander; Anderson, Michael C; Henson, Richard
2017-06-01
The role of prediction error (PE) in driving learning is well-established in fields such as classical and instrumental conditioning, reward learning and procedural memory; however, its role in human one-shot declarative encoding is less clear. According to one recent hypothesis, PE reflects the divergence between two probability distributions: one reflecting the prior probability (from previous experiences) and the other reflecting the sensory evidence (from the current experience). Assuming unimodal probability distributions, PE can be manipulated in three ways: (1) the distance between the mode of the prior and evidence, (2) the precision of the prior, and (3) the precision of the evidence. We tested these three manipulations across five experiments, in terms of peoples' ability to encode a single presentation of a scene-item pairing as a function of previous exposures to that scene and/or item. Memory was probed by presenting the scene together with three choices for the previously paired item, in which the two foil items were from other pairings within the same condition as the target item. In Experiment 1, we manipulated the evidence to be either consistent or inconsistent with prior expectations, predicting PE to be larger, and hence memory better, when the new pairing was inconsistent. In Experiments 2a-c, we manipulated the precision of the priors, predicting better memory for a new pairing when the (inconsistent) priors were more precise. In Experiment 3, we manipulated both visual noise and prior exposure for unfamiliar faces, before pairing them with scenes, predicting better memory when the sensory evidence was more precise. In all experiments, the PE hypotheses were supported. We discuss alternative explanations of individual experiments, and conclude the Predictive Interactive Multiple Memory Signals (PIMMS) framework provides the most parsimonious account of the full pattern of results.
NASA Astrophysics Data System (ADS)
Menze, Moritz; Heipke, Christian; Geiger, Andreas
2018-06-01
This work investigates the estimation of dense three-dimensional motion fields, commonly referred to as scene flow. While great progress has been made in recent years, large displacements and adverse imaging conditions as observed in natural outdoor environments are still very challenging for current approaches to reconstruction and motion estimation. In this paper, we propose a unified random field model which reasons jointly about 3D scene flow as well as the location, shape and motion of vehicles in the observed scene. We formulate the problem as the task of decomposing the scene into a small number of rigidly moving objects sharing the same motion parameters. Thus, our formulation effectively introduces long-range spatial dependencies which commonly employed local rigidity priors are lacking. Our inference algorithm then estimates the association of image segments and object hypotheses together with their three-dimensional shape and motion. We demonstrate the potential of the proposed approach by introducing a novel challenging scene flow benchmark which allows for a thorough comparison of the proposed scene flow approach with respect to various baseline models. In contrast to previous benchmarks, our evaluation is the first to provide stereo and optical flow ground truth for dynamic real-world urban scenes at large scale. Our experiments reveal that rigid motion segmentation can be utilized as an effective regularizer for the scene flow problem, improving upon existing two-frame scene flow methods. At the same time, our method yields plausible object segmentations without requiring an explicitly trained recognition model for a specific object class.
Updating representations of learned scenes.
Finlay, Cory A; Motes, Michael A; Kozhevnikov, Maria
2007-05-01
Two experiments were designed to compare scene recognition reaction time (RT) and accuracy patterns following observer versus scene movement. In Experiment 1, participants memorized a scene from a single perspective. Then, either the scene was rotated or the participants moved (0 degrees -360 degrees in 36 degrees increments) around the scene, and participants judged whether the objects' positions had changed. Regardless of whether the scene was rotated or the observer moved, RT increased with greater angular distance between judged and encoded views. In Experiment 2, we varied the delay (0, 6, or 12 s) between scene encoding and locomotion. Regardless of the delay, however, accuracy decreased and RT increased with angular distance. Thus, our data show that observer movement does not necessarily update representations of spatial layouts and raise questions about the effects of duration limitations and encoding points of view on the automatic spatial updating of representations of scenes.
NASA Technical Reports Server (NTRS)
Sweet, Barbara T.; Kaiser, Mary K.
2013-01-01
Although current technology simulator visual systems can achieve extremely realistic levels they do not completely replicate the experience of a pilot sitting in the cockpit, looking at the outside world. Some differences in experience are due to visual artifacts, or perceptual features that would not be present in a naturally viewed scene. Others are due to features that are missing from the simulated scene. In this paper, these differences will be defined and discussed. The significance of these differences will be examined as a function of several particular operational tasks. A framework to facilitate the choice of visual system characteristics based on operational task requirements will be proposed.
Selective attention during scene perception: evidence from negative priming.
Gordon, Robert D
2006-10-01
In two experiments, we examined the role of semantic scene content in guiding attention during scene viewing. In each experiment, performance on a lexical decision task was measured following the brief presentation of a scene. The lexical decision stimulus named an object that was either present or not present in the scene. The results of Experiment 1 revealed no priming from inconsistent objects (whose identities conflicted with the scene in which they appeared), but negative priming from consistent objects. The results of Experiment 2 indicated that negative priming from consistent objects occurs only when inconsistent objects are present in the scenes. Together, the results suggest that observers are likely to attend to inconsistent objects, and that representations of consistent objects are suppressed in the presence of an inconsistent object. Furthermore, the data suggest that inconsistent objects draw attention because they are relatively difficult to identify in an inappropriate context.
Wöllner, Clemens; Hammerschmidt, David; Albrecht, Henning
2018-01-01
Slow motion scenes are ubiquitous in screen-based audiovisual media and are typically accompanied by emotional music. The strong effects of slow motion on observers are hypothetically related to heightened emotional states in which time seems to pass more slowly. These states are simulated in films and video clips, and seem to resemble such experiences in daily life. The current study investigated time perception and emotional response to media clips containing decelerated human motion, with or without music using psychometric and psychophysiological testing methods. Participants were presented with slow-motion scenes taken from commercial films, ballet and sports footage, as well as the same scenes converted to real-time. Results reveal that slow-motion scenes, compared to adapted real-time scenes, led to systematic underestimations of duration, lower perceived arousal but higher valence, lower respiration rates and smaller pupillary diameters. The presence of music compared to visual-only presentations strongly affected results in terms of higher accuracy in duration estimates, higher perceived arousal and valence, higher physiological activation and larger pupillary diameters, indicating higher arousal. Video genre affected responses in addition. These findings suggest that perceiving slow motion is not related to states of high arousal, but rather affects cognitive dimensions of perceived time and valence. Music influences these experiences profoundly, thus strengthening the impact of stretched time in audiovisual media.
Changing scenes: memory for naturalistic events following change blindness.
Mäntylä, Timo; Sundström, Anna
2004-11-01
Research on scene perception indicates that viewers often fail to detect large changes to scene regions when these changes occur during a visual disruption such as a saccade or a movie cut. In two experiments, we examined whether this relative inability to detect changes would produce systematic biases in event memory. In Experiment 1, participants decided whether two successively presented images were the same or different, followed by a memory task, in which they recalled the content of the viewed scene. In Experiment 2, participants viewed a short video, in which an actor carried out a series of daily activities, and central scenes' attributes were changed during a movie cut. A high degree of change blindness was observed in both experiments, and these effects were related to scene complexity (Experiment 1) and level of retrieval support (Experiment 2). Most important, participants reported the changed, rather than the initial, event attributes following a failure in change detection. These findings suggest that attentional limitations during encoding contribute to biases in episodic memory.
Estimating pixel variances in the scenes of staring sensors
Simonson, Katherine M [Cedar Crest, NM; Ma, Tian J [Albuquerque, NM
2012-01-24
A technique for detecting changes in a scene perceived by a staring sensor is disclosed. The technique includes acquiring a reference image frame and a current image frame of a scene with the staring sensor. A raw difference frame is generated based upon differences between the reference image frame and the current image frame. Pixel error estimates are generated for each pixel in the raw difference frame based at least in part upon spatial error estimates related to spatial intensity gradients in the scene. The pixel error estimates are used to mitigate effects of camera jitter in the scene between the current image frame and the reference image frame.
Research in interactive scene analysis
NASA Technical Reports Server (NTRS)
Tenenbaum, J. M.; Garvey, T. D.; Weyl, S. A.; Wolf, H. C.
1975-01-01
An interactive scene interpretation system (ISIS) was developed as a tool for constructing and experimenting with man-machine and automatic scene analysis methods tailored for particular image domains. A recently developed region analysis subsystem based on the paradigm of Brice and Fennema is described. Using this subsystem a series of experiments was conducted to determine good criteria for initially partitioning a scene into atomic regions and for merging these regions into a final partition of the scene along object boundaries. Semantic (problem-dependent) knowledge is essential for complete, correct partitions of complex real-world scenes. An interactive approach to semantic scene segmentation was developed and demonstrated on both landscape and indoor scenes. This approach provides a reasonable methodology for segmenting scenes that cannot be processed completely automatically, and is a promising basis for a future automatic system. A program is described that can automatically generate strategies for finding specific objects in a scene based on manually designated pictorial examples.
Use of context in emotion perception: The role of top-down control, cue type, and perceiver's age.
Ngo, Nhi; Isaacowitz, Derek M
2015-06-01
Although context is crucial to emotion perception, there are various factors that can modulate contextual influence. The current research investigated how cue type, top-down control, and the perceiver's age influence attention to context in facial emotion perception. In 2 experiments, younger and older adults identified facial expressions contextualized by other faces, isolated objects, and scenes. In the first experiment, participants were instructed to ignore face, object, and scene contexts. Face context was found to influence perception the least, whereas scene context produced the most contextual effect. Older adults were more influenced by context than younger adults, but both age groups were similarly influenced by different types of contextual cues, even when they were instructed to ignore the context. In the second experiment, when explicitly instructed that the context had no meaningful relationship to the target, younger and older adults both were less influenced by context than when they were instructed that the context was relevant to the target. Results from both studies indicate that contextual influence on emotion perception is not constant, but can vary based on the type of contextual cue, cue relevance, and the perceiver's age. (c) 2015 APA, all rights reserved).
de Gruijter, Madeleine; de Poot, Christianne J; Elffers, Henk
2016-01-01
Currently, a series of promising new tools are under development that will enable crime scene investigators (CSIs) to analyze traces in situ during the crime scene investigation or enable them to detect blood and provide information on the age of blood. An experiment is conducted with thirty CSIs investigating a violent robbery at a mock crime scene to study the influence of such technologies on the perception and interpretation of traces during the first phase of the investigation. Results show that in their search for traces, CSIs are not directed by the availability of technologies, which is a reassuring finding. Qualitative findings suggest that CSIs are generally more focused on analyzing perpetrator traces than on reconstructing the event. A focus on perpetrator traces might become a risk when other crime-related traces are overlooked, and when analyzed traces are in fact not crime-related and in consequence lead to the identification of innocent suspects. © 2015 American Academy of Forensic Sciences.
Wing, Erik A.; Ritchey, Maureen; Cabeza, Roberto
2015-01-01
Neurobiological memory models assume memory traces are stored in neocortex, with pointers in the hippocampus, and are then reactivated during retrieval, yielding the experience of remembering. Whereas most prior neuroimaging studies on reactivation have focused on the reactivation of sets or categories of items, the current study sought to identify cortical patterns pertaining to memory for individual scenes. During encoding, participants viewed pictures of scenes paired with matching labels (e.g., “barn,” “tunnel”), and, during retrieval, they recalled the scenes in response to the labels and rated the quality of their visual memories. Using representational similarity analyses, we interrogated the similarity between activation patterns during encoding and retrieval both at the item level (individual scenes) and the set level (all scenes). The study yielded four main findings. First, in occipitotemporal cortex, memory success increased with encoding-retrieval similarity (ERS) at the item level but not at the set level, indicating the reactivation of individual scenes. Second, in ventrolateral pFC, memory increased with ERS for both item and set levels, indicating the recapitulation of memory processes that benefit encoding and retrieval of all scenes. Third, in retrosplenial/posterior cingulate cortex, ERS was sensitive to individual scene information irrespective of memory success, suggesting automatic activation of scene contexts. Finally, consistent with neurobiological models, hippocampal activity during encoding predicted the subsequent reactivation of individual items. These findings show the promise of studying memory with greater specificity by isolating individual mnemonic representations and determining their relationship to factors like the detail with which past events are remembered. PMID:25313659
The influence of behavioral relevance on the processing of global scene properties: An ERP study.
Hansen, Natalie E; Noesen, Birken T; Nador, Jeffrey D; Harel, Assaf
2018-05-02
Recent work studying the temporal dynamics of visual scene processing (Harel et al., 2016) has found that global scene properties (GSPs) modulate the amplitude of early Event-Related Potentials (ERPs). It is still not clear, however, to what extent the processing of these GSPs is influenced by their behavioral relevance, determined by the goals of the observer. To address this question, we investigated how behavioral relevance, operationalized by the task context impacts the electrophysiological responses to GSPs. In a set of two experiments we recorded ERPs while participants viewed images of real-world scenes, varying along two GSPs, naturalness (manmade/natural) and spatial expanse (open/closed). In Experiment 1, very little attention to scene content was required as participants viewed the scenes while performing an orthogonal fixation-cross task. In Experiment 2 participants saw the same scenes but now had to actively categorize them, based either on their naturalness or spatial expense. We found that task context had very little impact on the early ERP responses to the naturalness and spatial expanse of the scenes: P1, N1, and P2 could distinguish between open and closed scenes and between manmade and natural scenes across both experiments. Further, the specific effects of naturalness and spatial expanse on the ERP components were largely unaffected by their relevance for the task. A task effect was found at the N1 and P2 level, but this effect was manifest across all scene dimensions, indicating a general effect rather than an interaction between task context and GSPs. Together, these findings suggest that the extraction of global scene information reflected in the early ERP components is rapid and very little influenced by top-down observer-based goals. Copyright © 2018 Elsevier Ltd. All rights reserved.
HYDICE postflight data processing
NASA Astrophysics Data System (ADS)
Aldrich, William S.; Kappus, Mary E.; Resmini, Ronald G.; Mitchell, Peter A.
1996-06-01
The hyperspectral digital imagery collection experiment (HYDICE) sensor records instrument counts for scene data, in-flight spectral and radiometric calibration sequences, and dark current levels onto an AMPEX DCRsi data tape. Following flight, the HYDICE ground data processing subsystem (GDPS) transforms selected scene data from digital numbers (DN) to calibrated radiance levels at the sensor aperture. This processing includes: dark current correction, spectral and radiometric calibration, conversion to radiance, and replacement of bad detector elements. A description of the algorithms for post-flight data processing is presented. A brief analysis of the original radiometric calibration procedure is given, along with a description of the development of the modified procedure currently used. Example data collected during the 1995 flight season, but uncorrected and processed, are shown to demonstrate the removal of apparent sensor artifacts (e.g., non-uniformities in detector response over the array) as a result of this transformation.
NASA Astrophysics Data System (ADS)
Cho, Min Ji; Shin, Uisub; Lee, Hee Chul
2017-05-01
This paper proposes a read-in integrated circuit (RIIC) for infrared scene projectors, which compensates for the voltage drops in ground lines in order to improve the uniformity of the emitter current. A current output digital-to-analog converter is utilized to convert digital scene data into scene data currents. The unit cells in the array receive the scene data current and convert it into data voltage, which simultaneously self-adjusts to account for the voltage drop in the ground line in order to generate the desired emitter current independently of variations in the ground voltage. A 32 × 32 RIIC unit cell array was designed and fabricated using a 0.18-μm CMOS process. The experimental results demonstrate that the proposed RIIC can output a maximum emitter current of 150 μA and compensate for a voltage drop in the ground line of up to 500 mV under a 3.3-V supply. The uniformity of the emitter current is significantly improved compared to that of a conventional RIIC.
The Effect of Consistency on Short-Term Memory for Scenes.
Gong, Mingliang; Xuan, Yuming; Xu, Xinwen; Fu, Xiaolan
2017-01-01
Which is more detectable, the change of a consistent or an inconsistent object in a scene? This question has been debated for decades. We noted that the change of objects in scenes might simultaneously be accompanied with gist changes. In the present study we aimed to examine how the alteration of gist, as well as the consistency of the changed objects, modulated change detection. In Experiment 1, we manipulated the semantic content by either keeping or changing the consistency of the scene. Results showed that the changes of consistent and inconsistent scenes were equally detected. More importantly, the changes were more accurately detected when scene consistency changed than when the consistency remained unchanged, regardless of the consistency of the memory scenes. A phase-scrambled version of stimuli was adopted in Experiment 2 to decouple the possible confounding effect of low-level factors. The results of Experiment 2 demonstrated that the effect found in Experiment 1 was indeed due to the change of high-level semantic consistency rather than the change of low-level physical features. Together, the study suggests that the change of consistency plays an important role in scene short-term memory, which might be attributed to the sensitivity to the change of semantic content.
The Effect of Consistency on Short-Term Memory for Scenes
Gong, Mingliang; Xuan, Yuming; Xu, Xinwen; Fu, Xiaolan
2017-01-01
Which is more detectable, the change of a consistent or an inconsistent object in a scene? This question has been debated for decades. We noted that the change of objects in scenes might simultaneously be accompanied with gist changes. In the present study we aimed to examine how the alteration of gist, as well as the consistency of the changed objects, modulated change detection. In Experiment 1, we manipulated the semantic content by either keeping or changing the consistency of the scene. Results showed that the changes of consistent and inconsistent scenes were equally detected. More importantly, the changes were more accurately detected when scene consistency changed than when the consistency remained unchanged, regardless of the consistency of the memory scenes. A phase-scrambled version of stimuli was adopted in Experiment 2 to decouple the possible confounding effect of low-level factors. The results of Experiment 2 demonstrated that the effect found in Experiment 1 was indeed due to the change of high-level semantic consistency rather than the change of low-level physical features. Together, the study suggests that the change of consistency plays an important role in scene short-term memory, which might be attributed to the sensitivity to the change of semantic content. PMID:29046654
Crime event 3D reconstruction based on incomplete or fragmentary evidence material--case report.
Maksymowicz, Krzysztof; Tunikowski, Wojciech; Kościuk, Jacek
2014-09-01
Using our own experience in 3D analysis, the authors will demonstrate the possibilities of 3D crime scene and event reconstruction in cases where originally collected material evidence is largely insufficient. The necessity to repeat forensic evaluation is often down to the emergence of new facts in the course of case proceedings. Even in cases when a crime scene and its surroundings have undergone partial or complete transformation, with regard to elements significant to the course of the case, or when the scene was not satisfactorily secured, it is still possible to reconstruct it in a 3D environment based on the originally-collected, even incomplete, material evidence. In particular cases when no image of the crime scene is available, its partial or even full reconstruction is still potentially feasible. Credibility of evidence for such reconstruction can still satisfy the evidence requirements in court. Reconstruction of the missing elements of the crime scene is still possible with the use of information obtained from current publicly available databases. In the study, we demonstrate that these can include Google Maps(®*), Google Street View(®*) and available construction and architecture archives. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Schmerwitz, Sven; Többen, Helmut; Lorenz, Bernd; Iijima, Tomoko; Kuritz-Kaiser, Anthea
2006-05-01
Pathway-in-the-sky displays enable pilots to accurately fly difficult trajectories. However, these displays may drive pilots' attention to the aircraft guidance task at the expense of other tasks particularly when the pathway display is located head-down. A pathway HUD may be a viable solution to overcome this disadvantage. Moreover, the pathway may mitigate the perceptual segregation between the static near domain and the dynamic far domain and hence, may improve attention switching between both sources. In order to more comprehensively overcome the perceptual near-to-far domain disconnect alphanumeric symbols could be attached to the pathway leading to a HUD design concept called 'scene-linking'. Two studies are presented that investigated this concept. The first study used a simplified laboratory flight experiment. Pilots (N=14) flew a curved trajectory through mountainous terrain and had to detect display events (discrete changes in a command speed indicator to be matched with current speed) and outside scene events (hostile SAM station on ground). The speed indicators were presented in superposition to the scenery either in fixed position or scene-linked to the pathway. Outside scene event detection was found improved with scene linking, however, flight-path tracking was markedly deteriorated. In the second study a scene-linked pathway concept was implemented on a monocular retinal scanning HMD and tested in real flights on a Do228 involving 5 test pilots. The flight test mainly focused at usability issues of the display in combination with an optical head tracker. Visual and instrument departure and approach tasks were evaluated comparing HMD navigation with standard instrument or terrestrial navigation. The study revealed limitations of the HMD regarding its see-through capability, field of view, weight and wearing comfort that showed to have a strong influence on pilot acceptance rather than rebutting the approach of the display concept as such.
Brady, Timothy F; Oliva, Aude
2008-07-01
Recent work has shown that observers can parse streams of syllables, tones, or visual shapes and learn statistical regularities in them without conscious intent (e.g., learn that A is always followed by B). Here, we demonstrate that these statistical-learning mechanisms can operate at an abstract, conceptual level. In Experiments 1 and 2, observers incidentally learned which semantic categories of natural scenes covaried (e.g., kitchen scenes were always followed by forest scenes). In Experiments 3 and 4, category learning with images of scenes transferred to words that represented the categories. In each experiment, the category of the scenes was irrelevant to the task. Together, these results suggest that statistical-learning mechanisms can operate at a categorical level, enabling generalization of learned regularities using existing conceptual knowledge. Such mechanisms may guide learning in domains as disparate as the acquisition of causal knowledge and the development of cognitive maps from environmental exploration.
Mental Layout Extrapolations Prime Spatial Processing of Scenes
ERIC Educational Resources Information Center
Gottesman, Carmela V.
2011-01-01
Four experiments examined whether scene processing is facilitated by layout representation, including layout that was not perceived but could be predicted based on a previous partial view (boundary extension). In a priming paradigm (after Sanocki, 2003), participants judged objects' distances in photographs. In Experiment 1, full scenes (target),…
Foulsham, Tom; Alan, Rana; Kingstone, Alan
2011-10-01
Previous research has demonstrated that search and memory for items within natural scenes can be disrupted by "scrambling" the images. In the present study, we asked how disrupting the structure of a scene through scrambling might affect the control of eye fixations in either a search task (Experiment 1) or a memory task (Experiment 2). We found that the search decrement in scrambled scenes was associated with poorer guidance of the eyes to the target. Across both tasks, scrambling led to shorter fixations and longer saccades, and more distributed, less selective overt attention, perhaps corresponding to an ambient mode of processing. These results confirm that scene structure has widespread effects on the guidance of eye movements in scenes. Furthermore, the results demonstrate the trade-off between scene structure and visual saliency, with saliency having more of an effect on eye guidance in scrambled scenes.
Scene construction in schizophrenia.
Raffard, Stéphane; D'Argembeau, Arnaud; Bayard, Sophie; Boulenger, Jean-Philippe; Van der Linden, Martial
2010-09-01
Recent research has revealed that schizophrenia patients are impaired in remembering the past and imagining the future. In this study, we examined patients' ability to engage in scene construction (i.e., the process of mentally generating and maintaining a complex and coherent scene), which is a key part of retrieving past experiences and episodic future thinking. 24 participants with schizophrenia and 25 healthy controls were asked to imagine new fictitious experiences and described their mental representations of the scenes in as much detail as possible. Descriptions were scored according to various dimensions (e.g., sensory details, spatial reference), and participants also provided ratings of their subjective experience when imagining the scenes (e.g., their sense of presence, the perceived similarity of imagined events to past experiences). Imagined scenes contained less phenomenological details (d = 1.11) and were more fragmented (d = 2.81) in schizophrenia patients compared to controls. Furthermore, positive symptoms were positively correlated to the sense of presence (r = .43) and the perceived similarity of imagined events to past episodes (r = .47), whereas negative symptoms were negatively related to the overall richness of the imagined scenes (r = -.43). The results suggest that schizophrenic patients' impairments in remembering the past and imagining the future are, at least in part, due to deficits in the process of scene construction. The relationships between the characteristics of imagined scenes and positive and negative symptoms could be related to reality monitoring deficits and difficulties in strategic retrieval processes, respectively. Copyright 2010 APA, all rights reserved.
Visual search for arbitrary objects in real scenes
Alvarez, George A.; Rosenholtz, Ruth; Kuzmova, Yoana I.; Sherman, Ashley M.
2011-01-01
How efficient is visual search in real scenes? In searches for targets among arrays of randomly placed distractors, efficiency is often indexed by the slope of the reaction time (RT) × Set Size function. However, it may be impossible to define set size for real scenes. As an approximation, we hand-labeled 100 indoor scenes and used the number of labeled regions as a surrogate for set size. In Experiment 1, observers searched for named objects (a chair, bowl, etc.). With set size defined as the number of labeled regions, search was very efficient (~5 ms/item). When we controlled for a possible guessing strategy in Experiment 2, slopes increased somewhat (~15 ms/item), but they were much shallower than search for a random object among other distinctive objects outside of a scene setting (Exp. 3: ~40 ms/item). In Experiments 4–6, observers searched repeatedly through the same scene for different objects. Increased familiarity with scenes had modest effects on RTs, while repetition of target items had large effects (>500 ms). We propose that visual search in scenes is efficient because scene-specific forms of attentional guidance can eliminate most regions from the “functional set size” of items that could possibly be the target. PMID:21671156
Visual search for arbitrary objects in real scenes.
Wolfe, Jeremy M; Alvarez, George A; Rosenholtz, Ruth; Kuzmova, Yoana I; Sherman, Ashley M
2011-08-01
How efficient is visual search in real scenes? In searches for targets among arrays of randomly placed distractors, efficiency is often indexed by the slope of the reaction time (RT) × Set Size function. However, it may be impossible to define set size for real scenes. As an approximation, we hand-labeled 100 indoor scenes and used the number of labeled regions as a surrogate for set size. In Experiment 1, observers searched for named objects (a chair, bowl, etc.). With set size defined as the number of labeled regions, search was very efficient (~5 ms/item). When we controlled for a possible guessing strategy in Experiment 2, slopes increased somewhat (~15 ms/item), but they were much shallower than search for a random object among other distinctive objects outside of a scene setting (Exp. 3: ~40 ms/item). In Experiments 4-6, observers searched repeatedly through the same scene for different objects. Increased familiarity with scenes had modest effects on RTs, while repetition of target items had large effects (>500 ms). We propose that visual search in scenes is efficient because scene-specific forms of attentional guidance can eliminate most regions from the "functional set size" of items that could possibly be the target.
Ball, Felix; Elzemann, Anne; Busch, Niko A
2014-09-01
The change blindness paradigm, in which participants often fail to notice substantial changes in a scene, is a popular tool for studying scene perception, visual memory, and the link between awareness and attention. Some of the most striking and popular examples of change blindness have been demonstrated with digital photographs of natural scenes; in most studies, however, much simpler displays, such as abstract stimuli or "free-floating" objects, are typically used. Although simple displays have undeniable advantages, natural scenes remain a very useful and attractive stimulus for change blindness research. To assist researchers interested in using natural-scene stimuli in change blindness experiments, we provide here a step-by-step tutorial on how to produce changes in natural-scene images with a freely available image-processing tool (GIMP). We explain how changes in a scene can be made by deleting objects or relocating them within the scene or by changing the color of an object, in just a few simple steps. We also explain how the physical properties of such changes can be analyzed using GIMP and MATLAB (a high-level scientific programming tool). Finally, we present an experiment confirming that scenes manipulated according to our guidelines are effective in inducing change blindness and demonstrating the relationship between change blindness and the physical properties of the change and inter-individual differences in performance measures. We expect that this tutorial will be useful for researchers interested in studying the mechanisms of change blindness, attention, or visual memory using natural scenes.
Smith, Christine N.; Squire, Larry R.
2017-01-01
Eye movements can reflect memory. For example, participants make fewer fixations and sample fewer regions when viewing old versus new scenes (the repetition effect). It is unclear whether the repetition effect requires that participants have knowledge (awareness) of the old–new status of the scenes or if it can occur independent of knowledge about old–new status. It is also unclear whether the repetition effect is hippocampus-dependent or hippocampus-independent. A complication is that testing conscious memory for the scenes might interfere with the expression of unconscious (unaware), experience-dependent eye movements. In experiment 1, 75 volunteers freely viewed old and new scenes without knowledge that memory for the scenes would later be tested. Participants then made memory judgments and confidence judgments for each scene during a surprise recognition memory test. Participants exhibited the repetition effect regardless of the accuracy or confidence associated with their memory judgments (i.e., the repetition effect was independent of their awareness of the old–new status of each scene). In experiment 2, five memory-impaired patients with medial temporal lobe damage and six controls also viewed old and new scenes without expectation of memory testing. Both groups exhibited the repetition effect, even though the patients were impaired at recognizing which scenes were old and which were new. Thus, when participants viewed scenes without expectation of memory testing, eye movements associated with old and new scenes reflected unconscious, hippocampus-independent memory. These findings are consistent with the formulation that, when memory is expressed independent of awareness, memory is hippocampus-independent. PMID:28096499
Oculomotor capture during real-world scene viewing depends on cognitive load.
Matsukura, Michi; Brockmole, James R; Boot, Walter R; Henderson, John M
2011-03-25
It has been claimed that gaze control during scene viewing is largely governed by stimulus-driven, bottom-up selection mechanisms. Recent research, however, has strongly suggested that observers' top-down control plays a dominant role in attentional prioritization in scenes. A notable exception to this strong top-down control is oculomotor capture, where visual transients in a scene draw the eyes. One way to test whether oculomotor capture during scene viewing is independent of an observer's top-down goal setting is to reduce observers' cognitive resource availability. In the present study, we examined whether increasing observers' cognitive load influences the frequency and speed of oculomotor capture during scene viewing. In Experiment 1, we tested whether increasing observers' cognitive load modulates the degree of oculomotor capture by a new object suddenly appeared in a scene. Similarly, in Experiment 2, we tested whether increasing observers' cognitive load modulates the degree of oculomotor capture by an object's color change. In both experiments, the degree of oculomotor capture decreased as observers' cognitive resources were reduced. These results suggest that oculomotor capture during scene viewing is dependent on observers' top-down selection mechanisms. Copyright © 2011 Elsevier Ltd. All rights reserved.
The Role of Visual Experience on the Representation and Updating of Novel Haptic Scenes
ERIC Educational Resources Information Center
Pasqualotto, Achille; Newell, Fiona N.
2007-01-01
We investigated the role of visual experience on the spatial representation and updating of haptic scenes by comparing recognition performance across sighted, congenitally and late blind participants. We first established that spatial updating occurs in sighted individuals to haptic scenes of novel objects. All participants were required to…
NASA Technical Reports Server (NTRS)
Chase, W. D.
1975-01-01
The calligraphic chromatic projector described was developed to improve the perceived realism of visual scene simulation ('out-the-window visuals'). The optical arrangement of the projector is illustrated and discussed. The device permits drawing 2000 vectors in as many as 500 colors, all above critical flicker frequencies, and use of high scene resolution and brightness at an acceptable level to the pilot, with the maximum system capabilities of 1000 lines and 1000 fL. The device for generating the colors is discussed, along with an experiment conducted to demonstrate potential improvements in performance and pilot opinion. Current research work and future research plans are noted.
Dynamic binding of visual features by neuronal/stimulus synchrony.
Iwabuchi, A
1998-05-01
When people see a visual scene, certain parts of the visual scene are treated as belonging together and we regard them as a perceptual unit, which is called a "figure". People focus on figures, and the remaining parts of the scene are disregarded as "ground". In Gestalt psychology this process is called "figure-ground segregation". According to current perceptual psychology, a figure is formed by binding various visual features in a scene, and developments in neuroscience have revealed that there are many feature-encoding neurons, which respond to such features specifically. It is not known, however, how the brain binds different features of an object into a coherent visual object representation. Recently, the theory of binding by neuronal synchrony, which argues that feature binding is dynamically mediated by neuronal synchrony of feature-encoding neurons, has been proposed. This review article portrays the problem of figure-ground segregation and features binding, summarizes neurophysiological and psychophysical experiments and theory relevant to feature binding by neuronal/stimulus synchrony, and suggests possible directions for future research on this topic.
ERIC Educational Resources Information Center
Henderson, John M.; Nuthmann, Antje; Luke, Steven G.
2013-01-01
Recent research on eye movements during scene viewing has primarily focused on where the eyes fixate. But eye fixations also differ in their durations. Here we investigated whether fixation durations in scene viewing are under the direct and immediate control of the current visual input. Subjects freely viewed photographs of scenes in preparation…
Experiencing simultanagnosia through windowed viewing of complex social scenes.
Dalrymple, Kirsten A; Birmingham, Elina; Bischof, Walter F; Barton, Jason J S; Kingstone, Alan
2011-01-07
Simultanagnosia is a disorder of visual attention, defined as an inability to see more than one object at once. It has been conceived as being due to a constriction of the visual "window" of attention, a metaphor that we examine in the present article. A simultanagnosic patient (SL) and two non-simultanagnosic control patients (KC and ES) described social scenes while their eye movements were monitored. These data were compared to a group of healthy subjects who described the same scenes under the same conditions as the patients, or through an aperture that restricted their vision to a small portion of the scene. Experiment 1 demonstrated that SL showed unusually low proportions of fixations to the eyes in social scenes, which contrasted with all other participants who demonstrated the standard preferential bias toward eyes. Experiments 2 and 3 revealed that when healthy participants viewed scenes through a window that was contingent on where they looked (Experiment 2) or where they moved a computer mouse (Experiment 3), their behavior closely mirrored that of patient SL. These findings suggest that a constricted window of visual processing has important consequences for how simultanagnosic patients explore their world. Our paradigm's capacity to mimic simultanagnosic behaviors while viewing complex scenes implies that it may be a valid way of modeling simultanagnosia in healthy individuals, providing a useful tool for future research. More broadly, our results support the thesis that people fixate the eyes in social scenes because they are informative to the meaning of the scene. Copyright © 2010 Elsevier B.V. All rights reserved.
Anticipation in Real-World Scenes: The Role of Visual Context and Visual Memory.
Coco, Moreno I; Keller, Frank; Malcolm, George L
2016-11-01
The human sentence processor is able to make rapid predictions about upcoming linguistic input. For example, upon hearing the verb eat, anticipatory eye-movements are launched toward edible objects in a visual scene (Altmann & Kamide, 1999). However, the cognitive mechanisms that underlie anticipation remain to be elucidated in ecologically valid contexts. Previous research has, in fact, mainly used clip-art scenes and object arrays, raising the possibility that anticipatory eye-movements are limited to displays containing a small number of objects in a visually impoverished context. In Experiment 1, we confirm that anticipation effects occur in real-world scenes and investigate the mechanisms that underlie such anticipation. In particular, we demonstrate that real-world scenes provide contextual information that anticipation can draw on: When the target object is not present in the scene, participants infer and fixate regions that are contextually appropriate (e.g., a table upon hearing eat). Experiment 2 investigates whether such contextual inference requires the co-presence of the scene, or whether memory representations can be utilized instead. The same real-world scenes as in Experiment 1 are presented to participants, but the scene disappears before the sentence is heard. We find that anticipation occurs even when the screen is blank, including when contextual inference is required. We conclude that anticipatory language processing is able to draw upon global scene representations (such as scene type) to make contextual inferences. These findings are compatible with theories assuming contextual guidance, but posit a challenge for theories assuming object-based visual indices. Copyright © 2015 Cognitive Science Society, Inc.
NASA Fundamental Remote Sensing Science Research Program
NASA Technical Reports Server (NTRS)
1984-01-01
The NASA Fundamental Remote Sensing Research Program is described. The program provides a dynamic scientific base which is continually broadened and from which future applied research and development can draw support. In particular, the overall objectives and current studies of the scene radiation and atmospheric effect characterization (SRAEC) project are reviewed. The SRAEC research can be generically structured into four types of activities including observation of phenomena, empirical characterization, analytical modeling, and scene radiation analysis and synthesis. The first three activities are the means by which the goal of scene radiation analysis and synthesis is achieved, and thus are considered priority activities during the early phases of the current project. Scene radiation analysis refers to the extraction of information describing the biogeophysical attributes of the scene from the spectral, spatial, and temporal radiance characteristics of the scene including the atmosphere. Scene radiation synthesis is the generation of realistic spectral, spatial, and temporal radiance values for a scene with a given set of biogeophysical attributes and atmospheric conditions.
Bölte, Jens; Hofmann, Reinhild; Meier, Claudine C.; Dobel, Christian
2018-01-01
At the interface between scene perception and speech production, we investigated how rapidly action scenes can activate semantic and lexical information. Experiment 1 examined how complex action-scene primes, presented for 150 ms, 100 ms, or 50 ms and subsequently masked, influenced the speed with which immediately following action-picture targets are named. Prime and target actions were either identical, showed the same action with different actors and environments, or were unrelated. Relative to unrelated primes, identical and same-action primes facilitated naming the target action, even when presented for 50 ms. In Experiment 2, neutral primes assessed the direction of effects. Identical and same-action scenes induced facilitation but unrelated actions induced interference. In Experiment 3, written verbs were used as targets for naming, preceded by action primes. When target verbs denoted the prime action, clear facilitation was obtained. In contrast, interference was observed when target verbs were phonologically similar, but otherwise unrelated, to the names of prime actions. This is clear evidence for word-form activation by masked action scenes. Masked action pictures thus provide conceptual information that is detailed enough to facilitate apprehension and naming of immediately following scenes. Masked actions even activate their word-form information–as is evident when targets are words. We thus show how language production can be primed with briefly flashed masked action scenes, in answer to long-standing questions in scene processing. PMID:29652939
When Does Repeated Search in Scenes Involve Memory? Looking at versus Looking for Objects in Scenes
ERIC Educational Resources Information Center
Vo, Melissa L. -H.; Wolfe, Jeremy M.
2012-01-01
One might assume that familiarity with a scene or previous encounters with objects embedded in a scene would benefit subsequent search for those items. However, in a series of experiments we show that this is not the case: When participants were asked to subsequently search for multiple objects in the same scene, search performance remained…
Scene-Based Contextual Cueing in Pigeons
Wasserman, Edward A.; Teng, Yuejia; Brooks, Daniel I.
2014-01-01
Repeated pairings of a particular visual context with a specific location of a target stimulus facilitate target search in humans. We explored an animal model of such contextual cueing. Pigeons had to peck a target which could appear in one of four locations on color photographs of real-world scenes. On half of the trials, each of four scenes was consistently paired with one of four possible target locations; on the other half of the trials, each of four different scenes was randomly paired with the same four possible target locations. In Experiments 1 and 2, pigeons exhibited robust contextual cueing when the context preceded the target by 1 s to 8 s, with reaction times to the target being shorter on predictive-scene trials than on random-scene trials. Pigeons also responded more frequently during the delay on predictive-scene trials than on random-scene trials; indeed, during the delay on predictive-scene trials, pigeons predominately pecked toward the location of the upcoming target, suggesting that attentional guidance contributes to contextual cueing. In Experiment 3, involving left-right and top-bottom scene reversals, pigeons exhibited stronger control by global than by local scene cues. These results attest to the robustness and associative basis of contextual cueing in pigeons. PMID:25546098
The Nature and Timing of Tele-Pseudoscopic Experiences
Hill, Harold; Allison, Robert S
2016-01-01
Interchanging the left and right eye views of a scene (pseudoscopic viewing) has been reported to produce vivid stereoscopic effects under certain conditions. In two separate field studies, we examined the experiences of 124 observers (76 in Study 1 and 48 in Study 2) while pseudoscopically viewing a distant natural outdoor scene. We found large individual differences in both the nature and the timing of their pseudoscopic experiences. While some observers failed to notice anything unusual about the pseudoscopic scene, most experienced multiple pseudoscopic phenomena, including apparent scene depth reversals, apparent object shape reversals, apparent size and flatness changes, apparent reversals of border ownership, and even complex illusory foreground surfaces. When multiple effects were experienced, patterns of co-occurrence suggested possible causal relationships between apparent scene depth reversals and several other pseudoscopic phenomena. The latency for experiencing pseudoscopic phenomena was found to correlate significantly with observer visual acuity, but not stereoacuity, in both studies. PMID:27482368
Eisenberger, Robert; Sucharski, Ivan L; Yalowitz, Steven; Kent, Robert J; Loomis, Ross J; Jones, Jason R; Paylor, Sarah; Aselage, Justin; Mueller, Meta Steiger; McLaughlin, John P
2010-04-01
Eight studies assessed the motive for sensory pleasure (MSP) involving a general disposition to enjoy and pursue pleasant nature-related experiences and avoid unpleasant nature-related experiences. The stated enjoyment of pleasant sights, smells, sounds, and tactile sensations formed a unitary construct that was distinct from sensation seeking, novelty preference, and need for cognition. MSP was found to be related to (a) enjoyment of pleasant nature scenes and music of high but not low clarity; (b) enjoyment of writings that portrayed highly detailed nature scenes; (c) enjoyment of pleasantly themed paintings and dislike of unpleasant paintings, as distinct from findings with Openness to Experience; (d) choice of pleasant nature scenes over exciting or intellectually stimulating scenes; (e) view duration and memory of artistically rendered quilts; (f) interest in detailed information about nature scenes; and (g) frequency of sensory-type suggestions for improvement of a museum exhibit.
Henderson, John M; Choi, Wonil
2015-06-01
During active scene perception, our eyes move from one location to another via saccadic eye movements, with the eyes fixating objects and scene elements for varying amounts of time. Much of the variability in fixation duration is accounted for by attentional, perceptual, and cognitive processes associated with scene analysis and comprehension. For this reason, current theories of active scene viewing attempt to account for the influence of attention and cognition on fixation duration. Yet almost nothing is known about the neurocognitive systems associated with variation in fixation duration during scene viewing. We addressed this topic using fixation-related fMRI, which involves coregistering high-resolution eye tracking and magnetic resonance scanning to conduct event-related fMRI analysis based on characteristics of eye movements. We observed that activation in visual and prefrontal executive control areas was positively correlated with fixation duration, whereas activation in ventral areas associated with scene encoding and medial superior frontal and paracentral regions associated with changing action plans was negatively correlated with fixation duration. The results suggest that fixation duration in scene viewing is controlled by cognitive processes associated with real-time scene analysis interacting with motor planning, consistent with current computational models of active vision for scene perception.
Semantic guidance of eye movements in real-world scenes
Hwang, Alex D.; Wang, Hsueh-Cheng; Pomplun, Marc
2011-01-01
The perception of objects in our visual world is influenced by not only their low-level visual features such as shape and color, but also their high-level features such as meaning and semantic relations among them. While it has been shown that low-level features in real-world scenes guide eye movements during scene inspection and search, the influence of semantic similarity among scene objects on eye movements in such situations has not been investigated. Here we study guidance of eye movements by semantic similarity among objects during real-world scene inspection and search. By selecting scenes from the LabelMe object-annotated image database and applying Latent Semantic Analysis (LSA) to the object labels, we generated semantic saliency maps of real-world scenes based on the semantic similarity of scene objects to the currently fixated object or the search target. An ROC analysis of these maps as predictors of subjects’ gaze transitions between objects during scene inspection revealed a preference for transitions to objects that were semantically similar to the currently inspected one. Furthermore, during the course of a scene search, subjects’ eye movements were progressively guided toward objects that were semantically similar to the search target. These findings demonstrate substantial semantic guidance of eye movements in real-world scenes and show its importance for understanding real-world attentional control. PMID:21426914
Semantic guidance of eye movements in real-world scenes.
Hwang, Alex D; Wang, Hsueh-Cheng; Pomplun, Marc
2011-05-25
The perception of objects in our visual world is influenced by not only their low-level visual features such as shape and color, but also their high-level features such as meaning and semantic relations among them. While it has been shown that low-level features in real-world scenes guide eye movements during scene inspection and search, the influence of semantic similarity among scene objects on eye movements in such situations has not been investigated. Here we study guidance of eye movements by semantic similarity among objects during real-world scene inspection and search. By selecting scenes from the LabelMe object-annotated image database and applying latent semantic analysis (LSA) to the object labels, we generated semantic saliency maps of real-world scenes based on the semantic similarity of scene objects to the currently fixated object or the search target. An ROC analysis of these maps as predictors of subjects' gaze transitions between objects during scene inspection revealed a preference for transitions to objects that were semantically similar to the currently inspected one. Furthermore, during the course of a scene search, subjects' eye movements were progressively guided toward objects that were semantically similar to the search target. These findings demonstrate substantial semantic guidance of eye movements in real-world scenes and show its importance for understanding real-world attentional control. Copyright © 2011 Elsevier Ltd. All rights reserved.
Utilization of DIRSIG in support of real-time infrared scene generation
NASA Astrophysics Data System (ADS)
Sanders, Jeffrey S.; Brown, Scott D.
2000-07-01
Real-time infrared scene generation for hardware-in-the-loop has been a traditionally difficult challenge. Infrared scenes are usually generated using commercial hardware that was not designed to properly handle the thermal and environmental physics involved. Real-time infrared scenes typically lack details that are included in scenes rendered in no-real- time by ray-tracing programs such as the Digital Imaging and Remote Sensing Scene Generation (DIRSIG) program. However, executing DIRSIG in real-time while retaining all the physics is beyond current computational capabilities for many applications. DIRSIG is a first principles-based synthetic image generation model that produces multi- or hyper-spectral images in the 0.3 to 20 micron region of the electromagnetic spectrum. The DIRSIG model is an integrated collection of independent first principles based on sub-models, each of which works in conjunction to produce radiance field images with high radiometric fidelity. DIRSIG uses the MODTRAN radiation propagation model for exo-atmospheric irradiance, emitted and scattered radiances (upwelled and downwelled) and path transmission predictions. This radiometry submodel utilizes bidirectional reflectance data, accounts for specular and diffuse background contributions, and features path length dependent extinction and emission for transmissive bodies (plumes, clouds, etc.) which may be present in any target, background or solar path. This detailed environmental modeling greatly enhances the number of rendered features and hence, the fidelity of a rendered scene. While DIRSIG itself cannot currently be executed in real-time, its outputs can be used to provide scene inputs for real-time scene generators. These inputs can incorporate significant features such as target to background thermal interactions, static background object thermal shadowing, and partially transmissive countermeasures. All of these features represent significant improvements over the current state of the art in real-time IR scene generation.
Active polarization descattering.
Treibitz, Tali; Schechner, Yoav Y
2009-03-01
Vision in scattering media is important but challenging. Images suffer from poor visibility due to backscattering and attenuation. Most prior methods for scene recovery use active illumination scanners (structured and gated), which can be slow and cumbersome, while natural illumination is inapplicable to dark environments. The current paper addresses the need for a non-scanning recovery method, that uses active scene irradiance. We study the formation of images under widefield artificial illumination. Based on the formation model, the paper presents an approach for recovering the object signal. It also yields rough information about the 3D scene structure. The approach can work with compact, simple hardware, having active widefield, polychromatic polarized illumination. The camera is fitted with a polarization analyzer. Two frames of the scene are taken, with different states of the analyzer or polarizer. A recovery algorithm follows the acquisition. It allows both the backscatter and the object reflection to be partially polarized. It thus unifies and generalizes prior polarization-based methods, which had assumed exclusive polarization of either of these components. The approach is limited to an effective range, due to image noise and illumination falloff. Thus, the limits and noise sensitivity are analyzed. We demonstrate the approach in underwater field experiments.
Guidance of Attention to Objects and Locations by Long-Term Memory of Natural Scenes
ERIC Educational Resources Information Center
Becker, Mark W.; Rasmussen, Ian P.
2008-01-01
Four flicker change-detection experiments demonstrate that scene-specific long-term memory guides attention to both behaviorally relevant locations and objects within a familiar scene. Participants performed an initial block of change-detection trials, detecting the addition of an object to a natural scene. After a 30-min delay, participants…
Sex differences in cue perception in a visual scene: investigation of cue type.
Barkley, Cynthia L; Gabriel, Kara I
2007-04-01
Sex differences in spatial navigation indicate that women may focus on positional, landmark cues whereas men favor Euclidean, directional cues. Some studies have investigated sex differences in proximal and distal cue use; however, sex differences in gradient (i.e., graded features) and pinpoint (i.e., single, defined) cue perception remain unexamined. In the current experiments, paired photographs were presented in which the 2nd photograph showed the same scene with cues removed (Experiment 1) or isolated (Experiment 2) from the 1st photograph. In Experiment 1, women showed less disruption of task performance than men showed following cue removal but were slowest after proximal pinpoint cue removal. Male performance was slowed by distal gradient and proximal pinpoint cue removal. In Experiment 2, women were faster than men at identifying isolated proximal and distal pinpoint cues and were more accurate at identifying isolated distal gradient and distal pinpoint cues. Better pinpoint cue perception and memory in women indicates one possible mechanism underlying female preference for landmark-based navigation strategies. Findings also show that whereas men may preferentially rely on distal gradient cues they are not better at perceiving those cues than are women. (c) 2007 APA, all rights reserved
Ahmad, Fahad N; Moscovitch, Morris; Hockley, William E
2017-04-01
Konkle, Brady, Alvarez and Oliva (Psychological Science, 21, 1551-1556, 2010) showed that participants have an exceptional long-term memory (LTM) for photographs of scenes. We examined to what extent participants' exceptional LTM for scenes is determined by presentation time during encoding. In addition, at retrieval, we varied the nature of the lures in a forced-choice recognition task so that they resembled the target in gist (i.e., global or categorical) information, but were distinct in verbatim information (e.g., an "old" beach scene and a similar "new" beach scene; exemplar condition) or vice versa (e.g., a beach scene and a new scene from a novel category; novel condition). In Experiment 1, half of the list of scenes was presented for 1 s, whereas the other half was presented for 4 s. We found lower performance for shorter study presentation time in the exemplar test condition and similar performance for both study presentation times in the novel test condition. In Experiment 2, participants showed similar performance in an exemplar test for which the lure was of a different category but a category that was used at study. In Experiment 3, when presentation time was lowered to 500 ms, recognition accuracy was reduced in both novel and exemplar test conditions. A less detailed memorial representation of the studied scene containing more gist (i.e., meaning) than verbatim (i.e., surface or perceptual details) information is retrieved from LTM after a short compared to a long study presentation time. We conclude that our findings support fuzzy-trace theory.
The Auditory Kuleshov Effect: Multisensory Integration in Movie Editing.
Baranowski, Andreas M; Hecht, H
2017-05-01
Almost a hundred years ago, the Russian filmmaker Lev Kuleshov conducted his now famous editing experiment in which different objects were added to a given film scene featuring a neutral face. It is said that the audience interpreted the unchanged facial expression as a function of the added object (e.g., an added soup made the face express hunger). This interaction effect has been dubbed "Kuleshov effect." In the current study, we explored the role of sound in the evaluation of facial expressions in films. Thirty participants watched different clips of faces that were intercut with neutral scenes, featuring either happy music, sad music, or no music at all. This was crossed with the facial expressions of happy, sad, or neutral. We found that the music significantly influenced participants' emotional judgments of facial expression. Thus, the intersensory effects of music are more specific than previously thought. They alter the evaluation of film scenes and can give meaning to ambiguous situations.
Bar, Moshe; Aminoff, Elissa; Schacter, Daniel L.
2009-01-01
The parahippocampal cortex (PHC) has been implicated both in episodic memory and in place/scene processing. We proposed that this region should instead be seen as intrinsically mediating contextual associations, and not place/scene processing or episodic memory exclusively. Given that place/scene processing and episodic memory both rely on associations, this modified framework provides a platform for reconciling what seemed like different roles assigned to the same region. Comparing scenes with scenes, we show here that the PHC responds significantly more strongly to scenes with rich contextual associations compared with scenes of equal visual qualities but less associations. This result provides the strongest support to the view that the PHC mediates contextual associations in general, rather than places or scenes proper, and necessitates a revision of current views such as that the PHC contains a dedicated place/scenes “module.” PMID:18716212
Experiments in MPEG-4 content authoring, browsing, and streaming
NASA Astrophysics Data System (ADS)
Puri, Atul; Schmidt, Robert L.; Basso, Andrea; Civanlar, Mehmet R.
2000-12-01
In this paper, within the context of the MPEG-4 standard we report on preliminary experiments in three areas -- authoring of MPEG-4 content, a player/browser for MPEG-4 content, and streaming of MPEG-4 content. MPEG-4 is a new standard for coding of audiovisual objects; the core of MPEG-4 standard is complete while amendments are in various stages of completion. MPEG-4 addresses compression of audio and visual objects, their integration by scene description, and interactivity of users with such objects. MPEG-4 scene description is based on VRML like language for 3D scenes, extended to 2D scenes, and supports integration of 2D and 3D scenes. This scene description language is called BIFS. First, we introduce the basic concepts behind BIFS and then show with an example, textual authoring of different components needed to describe an audiovisual scene in BIFS; the textual BIFS is then saved as compressed binary file/s for storage or transmission. Then, we discuss a high level design of an MPEG-4 player/browser that uses the main components from authoring such as encoded BIFS stream, media files it refers to, and multiplexed object descriptor stream to play an MPEG-4 scene. We also discuss our extensions to such a player/browser. Finally, we present our work in streaming of MPEG-4 -- the payload format, modification to client MPEG-4 player/browser, server-side infrastructure and example content used in our MPEG-4 streaming experiments.
Does object view influence the scene consistency effect?
Sastyin, Gergo; Niimi, Ryosuke; Yokosawa, Kazuhiko
2015-04-01
Traditional research on the scene consistency effect only used clearly recognizable object stimuli to show mutually interactive context effects for both the object and background components on scene perception (Davenport & Potter in Psychological Science, 15, 559-564, 2004). However, in real environments, objects are viewed from multiple viewpoints, including an accidental, hard-to-recognize one. When the observers named target objects in scenes (Experiments 1a and 1b, object recognition task), we replicated the scene consistency effect (i.e., there was higher accuracy for the objects with consistent backgrounds). However, there was a significant interaction effect between consistency and object viewpoint, which indicated that the scene consistency effect was more important for identifying objects in the accidental view condition than in the canonical view condition. Therefore, the object recognition system may rely more on the scene context when the object is difficult to recognize. In Experiment 2, the observers identified the background (background recognition task) while the scene consistency and object views were manipulated. The results showed that object viewpoint had no effect, while the scene consistency effect was observed. More specifically, the canonical and accidental views both equally provided contextual information for scene perception. These findings suggested that the mechanism for conscious recognition of objects could be dissociated from the mechanism for visual analysis of object images that were part of a scene. The "context" that the object images provided may have been derived from its view-invariant, relatively low-level visual features (e.g., color), rather than its semantic information.
The Relationship Between Online Visual Representation of a Scene and Long-Term Scene Memory
ERIC Educational Resources Information Center
Hollingworth, Andrew
2005-01-01
In 3 experiments the author investigated the relationship between the online visual representation of natural scenes and long-term visual memory. In a change detection task, a target object either changed or remained the same from an initial image of a natural scene to a test image. Two types of changes were possible: rotation in depth, or…
Is moral beauty different from facial beauty? Evidence from an fMRI study
Wang, Tingting; Mo, Ce; Tan, Li Hai; Cant, Jonathan S.; Zhong, Luojin; Cupchik, Gerald
2015-01-01
Is moral beauty different from facial beauty? Two functional magnetic resonance imaging experiments were performed to answer this question. Experiment 1 investigated the network of moral aesthetic judgments and facial aesthetic judgments. Participants performed aesthetic judgments and gender judgments on both faces and scenes containing moral acts. The conjunction analysis of the contrasts ‘facial aesthetic judgment > facial gender judgment’ and ‘scene moral aesthetic judgment > scene gender judgment’ identified the common involvement of the orbitofrontal cortex (OFC), inferior temporal gyrus and medial superior frontal gyrus, suggesting that both types of aesthetic judgments are based on the orchestration of perceptual, emotional and cognitive components. Experiment 2 examined the network of facial beauty and moral beauty during implicit perception. Participants performed a non-aesthetic judgment task on both faces (beautiful vs common) and scenes (containing morally beautiful vs neutral information). We observed that facial beauty (beautiful faces > common faces) involved both the cortical reward region OFC and the subcortical reward region putamen, whereas moral beauty (moral beauty scenes > moral neutral scenes) only involved the OFC. Moreover, compared with facial beauty, moral beauty spanned a larger-scale cortical network, indicating more advanced and complex cerebral representations characterizing moral beauty. PMID:25298010
Recognising the forest, but not the trees: an effect of colour on scene perception and recognition.
Nijboer, Tanja C W; Kanai, Ryota; de Haan, Edward H F; van der Smagt, Maarten J
2008-09-01
Colour has been shown to facilitate the recognition of scene images, but only when these images contain natural scenes, for which colour is 'diagnostic'. Here we investigate whether colour can also facilitate memory for scene images, and whether this would hold for natural scenes in particular. In the first experiment participants first studied a set of colour and greyscale natural and man-made scene images. Next, the same images were presented, randomly mixed with a different set. Participants were asked to indicate whether they had seen the images during the study phase. Surprisingly, performance was better for greyscale than for coloured images, and this difference is due to the higher false alarm rate for both natural and man-made coloured scenes. We hypothesized that this increase in false alarm rate was due to a shift from scrutinizing details of the image to recognition of the gist of the (coloured) image. A second experiment, utilizing images without a nameable gist, confirmed this hypothesis as participants now performed equally on greyscale and coloured images. In the final experiment we specifically targeted the more detail-based perception and recognition for greyscale images versus the more gist-based perception and recognition for coloured images with a change detection paradigm. The results show that changes to images are detected faster when image-pairs were presented in greyscale than in colour. This counterintuitive result held for both natural and man-made scenes (but not for scenes without nameable gist) and thus corroborates the shift from more detailed processing of images in greyscale to more gist-based processing of coloured images.
Eye Movements and Visual Memory for Scenes
2005-01-01
Scene memory research has demonstrated that the memory representation of a semantically inconsistent object in a scene is more detailed and/or complete... memory during scene viewing, then changes to semantically inconsistent objects (which should be represented more com- pletely) should be detected more... semantic description. Due to the surprise nature of the visual memory test, any learning that occurred during the search portion of the experiment was
Does scene context always facilitate retrieval of visual object representations?
Nakashima, Ryoichi; Yokosawa, Kazuhiko
2011-04-01
An object-to-scene binding hypothesis maintains that visual object representations are stored as part of a larger scene representation or scene context, and that scene context facilitates retrieval of object representations (see, e.g., Hollingworth, Journal of Experimental Psychology: Learning, Memory and Cognition, 32, 58-69, 2006). Support for this hypothesis comes from data using an intentional memory task. In the present study, we examined whether scene context always facilitates retrieval of visual object representations. In two experiments, we investigated whether the scene context facilitates retrieval of object representations, using a new paradigm in which a memory task is appended to a repeated-flicker change detection task. Results indicated that in normal scene viewing, in which many simultaneous objects appear, scene context facilitation of the retrieval of object representations-henceforth termed object-to-scene binding-occurred only when the observer was required to retain much information for a task (i.e., an intentional memory task).
Superordinate Level Processing Has Priority Over Basic-Level Processing in Scene Gist Recognition
Sun, Qi; Zheng, Yang; Sun, Mingxia; Zheng, Yuanjie
2016-01-01
By combining a perceptual discrimination task and a visuospatial working memory task, the present study examined the effects of visuospatial working memory load on the hierarchical processing of scene gist. In the perceptual discrimination task, two scene images from the same (manmade–manmade pairing or natural–natural pairing) or different superordinate level categories (manmade–natural pairing) were presented simultaneously, and participants were asked to judge whether these two images belonged to the same basic-level category (e.g., street–street pairing) or not (e.g., street–highway pairing). In the concurrent working memory task, spatial load (position-based load in Experiment 1) and object load (figure-based load in Experiment 2) were manipulated. The results were as follows: (a) spatial load and object load have stronger effects on discrimination of same basic-level scene pairing than same superordinate level scene pairing; (b) spatial load has a larger impact on the discrimination of scene pairings at early stages than at later stages; on the contrary, object information has a larger influence on at later stages than at early stages. It followed that superordinate level processing has priority over basic-level processing in scene gist recognition and spatial information contributes to the earlier and object information to the later stages in scene gist recognition. PMID:28382195
The results of initial analysis of OSTA-1/Ocean Color Experiment (OCE) imagery
NASA Technical Reports Server (NTRS)
Kim, H. H.; Hart, W. D.
1982-01-01
Ocean view images from the Ocean Color Experiment (OCE) were produced at three widely separated locations on the Earth. Digital computer enhancement and band ratioing techniques were applied to radiometrically corrected OCE spectral data to emphasize patterns of chlorophyll distribution and, in one shallow, clear water case, bottom topography. The chlorophyll pattern in the Yellow Sea between China and Korea was evident in a scene produced from Shuttle Orbit 24. The effects of the discharge from the Yangtze and other rivers were also observed. Two scenes from orbits 30 and 32 revealed the movement of patches of plankton in the Gulf of Cadiz. Geometrical corrections to these images permitted the existing ocean current velocities in the vicinity to be deduced. The variability in water depth over the Grand Bahama Bank was estimated by using the blue-green OCE channel. The very clear water conditions in the area caused bottom reflected sunlight to produce a sensor signal which was related inversely to the depth of the water.
Being There: (Re)Making the Assessment Scene
ERIC Educational Resources Information Center
Gallagher, Chris W.
2011-01-01
I use Burkean analysis to show how neoliberalism undermines faculty assessment expertise and underwrites testing industry expertise in the current assessment scene. Contending that we cannot extricate ourselves from our limited agency in this scene until we abandon the familiar "stakeholder" theory of power, I propose a rewriting of the…
Is moral beauty different from facial beauty? Evidence from an fMRI study.
Wang, Tingting; Mo, Lei; Mo, Ce; Tan, Li Hai; Cant, Jonathan S; Zhong, Luojin; Cupchik, Gerald
2015-06-01
Is moral beauty different from facial beauty? Two functional magnetic resonance imaging experiments were performed to answer this question. Experiment 1 investigated the network of moral aesthetic judgments and facial aesthetic judgments. Participants performed aesthetic judgments and gender judgments on both faces and scenes containing moral acts. The conjunction analysis of the contrasts 'facial aesthetic judgment > facial gender judgment' and 'scene moral aesthetic judgment > scene gender judgment' identified the common involvement of the orbitofrontal cortex (OFC), inferior temporal gyrus and medial superior frontal gyrus, suggesting that both types of aesthetic judgments are based on the orchestration of perceptual, emotional and cognitive components. Experiment 2 examined the network of facial beauty and moral beauty during implicit perception. Participants performed a non-aesthetic judgment task on both faces (beautiful vs common) and scenes (containing morally beautiful vs neutral information). We observed that facial beauty (beautiful faces > common faces) involved both the cortical reward region OFC and the subcortical reward region putamen, whereas moral beauty (moral beauty scenes > moral neutral scenes) only involved the OFC. Moreover, compared with facial beauty, moral beauty spanned a larger-scale cortical network, indicating more advanced and complex cerebral representations characterizing moral beauty. © The Author (2014). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.
ERBE Geographic Scene and Monthly Snow Data
NASA Technical Reports Server (NTRS)
Coleman, Lisa H.; Flug, Beth T.; Gupta, Shalini; Kizer, Edward A.; Robbins, John L.
1997-01-01
The Earth Radiation Budget Experiment (ERBE) is a multisatellite system designed to measure the Earth's radiation budget. The ERBE data processing system consists of several software packages or sub-systems, each designed to perform a particular task. The primary task of the Inversion Subsystem is to reduce satellite altitude radiances to fluxes at the top of the Earth's atmosphere. To accomplish this, angular distribution models (ADM's) are required. These ADM's are a function of viewing and solar geometry and of the scene type as determined by the ERBE scene identification algorithm which is a part of the Inversion Subsystem. The Inversion Subsystem utilizes 12 scene types which are determined by the ERBE scene identification algorithm. The scene type is found by combining the most probable cloud cover, which is determined statistically by the scene identification algorithm, with the underlying geographic scene type. This Contractor Report describes how the geographic scene type is determined on a monthly basis.
Bag of Lines (BoL) for Improved Aerial Scene Representation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Sridharan, Harini; Cheriyadat, Anil M.
2014-09-22
Feature representation is a key step in automated visual content interpretation. In this letter, we present a robust feature representation technique, referred to as bag of lines (BoL), for high-resolution aerial scenes. The proposed technique involves extracting and compactly representing low-level line primitives from the scene. The compact scene representation is generated by counting the different types of lines representing various linear structures in the scene. Through extensive experiments, we show that the proposed scene representation is invariant to scale changes and scene conditions and can discriminate urban scene categories accurately. We compare the BoL representation with the popular scalemore » invariant feature transform (SIFT) and Gabor wavelets for their classification and clustering performance on an aerial scene database consisting of images acquired by sensors with different spatial resolutions. The proposed BoL representation outperforms the SIFT- and Gabor-based representations.« less
3D Traffic Scene Understanding From Movable Platforms.
Geiger, Andreas; Lauer, Martin; Wojek, Christian; Stiller, Christoph; Urtasun, Raquel
2014-05-01
In this paper, we present a novel probabilistic generative model for multi-object traffic scene understanding from movable platforms which reasons jointly about the 3D scene layout as well as the location and orientation of objects in the scene. In particular, the scene topology, geometry, and traffic activities are inferred from short video sequences. Inspired by the impressive driving capabilities of humans, our model does not rely on GPS, lidar, or map knowledge. Instead, it takes advantage of a diverse set of visual cues in the form of vehicle tracklets, vanishing points, semantic scene labels, scene flow, and occupancy grids. For each of these cues, we propose likelihood functions that are integrated into a probabilistic generative model. We learn all model parameters from training data using contrastive divergence. Experiments conducted on videos of 113 representative intersections show that our approach successfully infers the correct layout in a variety of very challenging scenarios. To evaluate the importance of each feature cue, experiments using different feature combinations are conducted. Furthermore, we show how by employing context derived from the proposed method we are able to improve over the state-of-the-art in terms of object detection and object orientation estimation in challenging and cluttered urban environments.
ERIC Educational Resources Information Center
Altmann, Gerry T. M.; Kamide, Yuki
2009-01-01
Two experiments explored the mapping between language and mental representations of visual scenes. In both experiments, participants viewed, for example, a scene depicting a woman, a wine glass and bottle on the floor, an empty table, and various other objects. In Experiment 1, participants concurrently heard either "The woman will put the glass…
Low-cost digital dynamic visualization system
NASA Astrophysics Data System (ADS)
Asundi, Anand K.; Sajan, M. R.
1995-05-01
High speed photographic systems like the image rotation camera, the Cranz Schardin camera and the drum camera are typically used for recording and visualization of dynamic events in stress analysis, fluid mechanics, etc. All these systems are fairly expensive and generally not simple to use. Furthermore they are all based on photographic film recording systems requiring time consuming and tedious wet processing of the films. Currently digital cameras are replacing to certain extent the conventional cameras for static experiments. Recently, there is lot of interest in developing and modifying CCD architectures and recording arrangements for dynamic scene analysis. Herein we report the use of a CCD camera operating in the Time Delay and Integration (TDI) mode for digitally recording dynamic scenes. Applications in solid as well as fluid impact problems are presented.
A prototype molecular interactive collaborative environment (MICE).
Bourne, P; Gribskov, M; Johnson, G; Moreland, J; Wavra, S; Weissig, H
1998-01-01
Illustrations of macromolecular structure in the scientific literature contain a high level of semantic content through which the authors convey, among other features, the biological function of that macromolecule. We refer to these illustrations as molecular scenes. Such scenes, if available electronically, are not readily accessible for further interactive interrogation. The basic PDB format does not retain features of the scene; formats like PostScript retain the scene but are not interactive; and the many formats used by individual graphics programs, while capable of reproducing the scene, are neither interchangeable nor can they be stored in a database and queried for features of the scene. MICE defines a Molecular Scene Description Language (MSDL) which allows scenes to be stored in a relational database (a molecular scene gallery) and queried. Scenes retrieved from the gallery are rendered in Virtual Reality Modeling Language (VRML) and currently displayed in WebView, a VRML browser modified to support the Virtual Reality Behavior System (VRBS) protocol. VRBS provides communication between multiple client browsers, each capable of manipulating the scene. This level of collaboration works well over standard Internet connections and holds promise for collaborative research at a distance and distance learning. Further, via VRBS, the VRML world can be used as a visual cue to trigger an application such as a remote MEME search. MICE is very much work in progress. Current work seeks to replace WebView with Netscape, Cosmoplayer, a standard VRML plug-in, and a Java-based console. The console consists of a generic kernel suitable for multiple collaborative applications and additional application-specific controls. Further details of the MICE project are available at http:/(/)mice.sdsc.edu.
Analysis of Vietnamization: Summary and Evaluation
1973-11-01
Ellsberg, Daniel . Some Lessons from Failure in Vietnam, P-4036. Santa Monica: The RAND Corp., July 1969. Fulbright, J. William (ed.). The Vietnam...34 Chira and North Vietnam: Two Revolutionary Paths, " Part I, Current Scene, Vol. IX, No. II (Nov 7, 1971), Part II, Current Scene. Vol. IX, No. IZ (Doc 7
Remembering faces and scenes: The mixed-category advantage in visual working memory.
Jiang, Yuhong V; Remington, Roger W; Asaad, Anthony; Lee, Hyejin J; Mikkalson, Taylor C
2016-09-01
We examined the mixed-category memory advantage for faces and scenes to determine how domain-specific cortical resources constrain visual working memory. Consistent with previous findings, visual working memory for a display of 2 faces and 2 scenes was better than that for a display of 4 faces or 4 scenes. This pattern was unaffected by manipulations of encoding duration. However, the mixed-category advantage was carried solely by faces: Memory for scenes was not better when scenes were encoded with faces rather than with other scenes. The asymmetry between faces and scenes was found when items were presented simultaneously or sequentially, centrally, or peripherally, and when scenes were drawn from a narrow category. A further experiment showed a mixed-category advantage in memory for faces and bodies, but not in memory for scenes and objects. The results suggest that unique category-specific interactions contribute significantly to the mixed-category advantage in visual working memory. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
High-dynamic-range scene compression in humans
NASA Astrophysics Data System (ADS)
McCann, John J.
2006-02-01
Single pixel dynamic-range compression alters a particular input value to a unique output value - a look-up table. It is used in chemical and most digital photographic systems having S-shaped transforms to render high-range scenes onto low-range media. Post-receptor neural processing is spatial, as shown by the physiological experiments of Dowling, Barlow, Kuffler, and Hubel & Wiesel. Human vision does not render a particular receptor-quanta catch as a unique response. Instead, because of spatial processing, the response to a particular quanta catch can be any color. Visual response is scene dependent. Stockham proposed an approach to model human range compression using low-spatial frequency filters. Campbell, Ginsberg, Wilson, Watson, Daly and many others have developed spatial-frequency channel models. This paper describes experiments measuring the properties of desirable spatial-frequency filters for a variety of scenes. Given the radiances of each pixel in the scene and the observed appearances of objects in the image, one can calculate the visual mask for that individual image. Here, visual mask is the spatial pattern of changes made by the visual system in processing the input image. It is the spatial signature of human vision. Low-dynamic range images with many white areas need no spatial filtering. High-dynamic-range images with many blacks, or deep shadows, require strong spatial filtering. Sun on the right and shade on the left requires directional filters. These experiments show that variable scene- scenedependent filters are necessary to mimic human vision. Although spatial-frequency filters can model human dependent appearances, the problem still remains that an analysis of the scene is still needed to calculate the scene-dependent strengths of each of the filters for each frequency.
Contextual cueing in naturalistic scenes: Global and local contexts.
Brockmole, James R; Castelhano, Monica S; Henderson, John M
2006-07-01
In contextual cueing, the position of a target within a group of distractors is learned over repeated exposure to a display with reference to a few nearby items rather than to the global pattern created by the elements. The authors contrasted the role of global and local contexts for contextual cueing in naturalistic scenes. Experiment 1 showed that learned target positions transfer when local information is altered but not when global information is changed. Experiment 2 showed that scene-target covariation is learned more slowly when local, but not global, information is repeated across trials than when global but not local information is repeated. Thus, in naturalistic scenes, observers are biased to associate target locations with global contexts. Copyright 2006 APA, all rights reserved.
Eye Movements when Looking at Unusual/Weird Scenes: Are There Cultural Differences?
ERIC Educational Resources Information Center
Rayner, Keith; Castelhano, Monica S.; Yang, Jinmian
2009-01-01
Recent studies have suggested that eye movement patterns while viewing scenes differ for people from different cultural backgrounds and that these differences in how scenes are viewed are due to differences in the prioritization of information (background or foreground). The current study examined whether there are cultural differences in how…
ERIC Educational Resources Information Center
Rieger, Jochem W.; Kochy, Nick; Schalk, Franziska; Gruschow, Marcus; Heinze, Hans-Jochen
2008-01-01
The visual system rapidly extracts information about objects from the cluttered natural environment. In 5 experiments, the authors quantified the influence of orientation and semantics on the classification speed of objects in natural scenes, particularly with regard to object-context interactions. Natural scene photographs were presented in an…
Conjunction Errors in Recognition: Emergent Structure and Metacognitive Control
ERIC Educational Resources Information Center
Verde, Michael F.
2010-01-01
Pictures consisted of component halves from either the same photographic scene (SS) or different scenes (DS). SS pictures possessed the emergent property of forming a continuous scene. In Experiment 1, conjunction lures were created by rearranging halves from studied DS pictures into new DS or SS lures. Despite equally familiar components,…
Anticipatory scene representation in preschool children's recall and recognition memory.
Kreindel, Erica; Intraub, Helene
2017-09-01
Behavioral and neuroscience research on boundary extension (false memory beyond the edges of a view of a scene) has provided new insights into the constructive nature of scene representation, and motivates questions about development. Early research with children (as young as 6-7 years) was consistent with boundary extension, but relied on an analysis of spatial errors in drawings which are open to alternative explanations (e.g. drawing ability). Experiment 1 replicated and extended prior drawing results with 4-5-year-olds and adults. In Experiment 2, a new, forced-choice immediate recognition memory test was implemented with the same children. On each trial, a card (photograph of a simple scene) was immediately replaced by a test card (identical view and either a closer or more wide-angle view) and participants indicated which one matched the original view. Error patterns supported boundary extension; identical photographs were more frequently rejected when the closer view was the original view, than vice versa. This asymmetry was not attributable to a selection bias (guessing tasks; Experiments 3-5). In Experiment 4, working memory load was increased by presenting more expansive views of more complex scenes. Again, children exhibited boundary extension, but now adults did not, unless stimulus duration was reduced to 5 s (limiting time to implement strategies; Experiment 5). We propose that like adults, children interpret photographs as views of places in the world; they extrapolate the anticipated continuation of the scene beyond the view and misattribute it to having been seen. Developmental differences in source attribution decision processes provide an explanation for the age-related differences observed. © 2016 John Wiley & Sons Ltd.
Visual flow scene effects on the somatogravic illusion in non-pilots.
Eriksson, Lars; von Hofsten, Claes; Tribukait, Arne; Eiken, Ola; Andersson, Peter; Hedström, Johan
2008-09-01
The somatogravic illusion (SGI) is easily broken when the pilot looks out the aircraft window during daylight flight, but it has proven difficult to break or even reduce the SGI in non-pilots in simulators using synthetic visual scenes. Could visual-flow scenes that accommodate compensatory head movement reduce the SGI in naive subjects? We investigated the effects of visual cues on the SGI induced by a human centrifuge. The subject was equipped with a head-tracked, head-mounted display (HMD) and was seated in a fixed gondola facing the center of rotation. The angular velocity of the centrifuge increased from near zero until a 0.57-G centripetal acceleration was attained, resulting in a tilt of the gravitoinertial force vector, corresponding to a pitch-up of 30 degrees. The subject indicated perceived horizontal continuously by means of a manual adjustable-plate system. We performed two experiments with within-subjects designs. In Experiment 1, the subjects (N = 13) viewed a darkened HMD and a presentation of simple visual flow beneath a horizon. In Experiment 2, the subjects (N = 12) viewed a darkened HMD, a scene including symbology superimposed on simple visual flow and horizon, and this scene without visual flow (static). In Experiment 1, visual flow reduced the SGI from 12.4 +/- 1.4 degrees (mean +/- SE) to 8.7 +/- 1.5 degrees. In Experiment 2, the SGI was smaller in the visual flow condition (9.3 +/- 1.8 degrees) than with the static scene (13.3 +/- 1.7 degrees) and without HMD presentation (14.5 +/- 2.3 degrees), respectively. It is possible to reduce the SGI in non-pilots by means of a synthetic horizon and simple visual flow conveyed by a head-tracked HMD. This may reflect the power of a more intuitive display for reducing the SGI.
Guidance of visual attention by semantic information in real-world scenes
Wu, Chia-Chien; Wick, Farahnaz Ahmed; Pomplun, Marc
2014-01-01
Recent research on attentional guidance in real-world scenes has focused on object recognition within the context of a scene. This approach has been valuable for determining some factors that drive the allocation of visual attention and determine visual selection. This article provides a review of experimental work on how different components of context, especially semantic information, affect attentional deployment. We review work from the areas of object recognition, scene perception, and visual search, highlighting recent studies examining semantic structure in real-world scenes. A better understanding on how humans parse scene representations will not only improve current models of visual attention but also advance next-generation computer vision systems and human-computer interfaces. PMID:24567724
Multi-modal cockpit interface for improved airport surface operations
NASA Technical Reports Server (NTRS)
Arthur, Jarvis J. (Inventor); Bailey, Randall E. (Inventor); Prinzel, III, Lawrence J. (Inventor); Kramer, Lynda J. (Inventor); Williams, Steven P. (Inventor)
2010-01-01
A system for multi-modal cockpit interface during surface operation of an aircraft comprises a head tracking device, a processing element, and a full-color head worn display. The processing element is configured to receive head position information from the head tracking device, to receive current location information of the aircraft, and to render a virtual airport scene corresponding to the head position information and the current aircraft location. The full-color head worn display is configured to receive the virtual airport scene from the processing element and to display the virtual airport scene. The current location information may be received from one of a global positioning system or an inertial navigation system.
-The Influence of Scene Context on Parafoveal Processing of Objects.
Castelhano, Monica S; Pereira, Effie J
2017-04-21
Many studies in reading have shown the enhancing effect of context on the processing of a word before it is directly fixated (parafoveal processing of words; Balota et al., 1985; Balota & Rayner, 1983; Ehrlich & Rayner, 1981). Here, we examined whether scene context influences the parafoveal processing of objects and enhances the extraction of object information. Using a modified boundary paradigm (Rayner, 1975), the Dot-Boundary paradigm, participants fixated on a suddenly-onsetting cue before the preview object would onset 4° away. The preview object could be identical to the target, visually similar, visually dissimilar, or a control (black rectangle). The preview changed to the target object once a saccade toward the object was made. Critically, the objects were presented on either a consistent or an inconsistent scene background. Results revealed that there was a greater processing benefit for consistent than inconsistent scene backgrounds and that identical and visually similar previews produced greater processing benefits than other previews. In the second experiment, we added an additional context condition in which the target location was inconsistent, but the scene semantics remained consistent. We found that changing the location of the target object disrupted the processing benefit derived from the consistent context. Most importantly, across both experiments, the effect of preview was not enhanced by scene context. Thus, preview information and scene context appear to independently boost the parafoveal processing of objects without any interaction from object-scene congruency.
Hybrid-mode read-in integrated circuit for infrared scene projectors
NASA Astrophysics Data System (ADS)
Cho, Min Ji; Shin, Uisub; Lee, Hee Chul
2017-05-01
The infrared scene projector (IRSP) is a tool for evaluating infrared sensors by producing infrared images. Because sensor testing with IRSPs is safer than field testing, the usefulness of IRSPs is widely recognized at present. The important performance characteristics of IRSPs are the thermal resolution and the thermal dynamic range. However, due to an existing trade-off between these requirements, it is often difficult to find a workable balance between them. The conventional read-in integrated circuit (RIIC) can be classified into two types: voltage-mode and current-mode types. An IR emitter driven by a voltage-mode RIIC offers a fine thermal resolution. On the other hand, an emitter driven by the current-mode RIIC has the advantage of a wide thermal dynamic range. In order to provide various scenes, i.e., from highresolution scenes to high-temperature scenes, both of the aforementioned advantages are required. In this paper, a hybridmode RIIC which is selectively operated in two modes is proposed. The mode-selective characteristic of the proposed RIIC allows users to generate high-fidelity scenes regardless of the scene content. A prototype of the hybrid-mode RIIC was fabricated using a 0.18-μm 1-poly 6-metal CMOS process. The thermal range and the thermal resolution of the IR emitter driven by the proposed circuit were calculated based on measured data. The estimated thermal dynamic range of the current mode was from 261K to 790K, and the estimated thermal resolution of the voltage mode at 300K was 23 mK with a 12-bit gray-scale resolution.
On the "Give" and "Take" between Event Apprehension and Utterance Formulation
ERIC Educational Resources Information Center
Gleitman, Lila R.; January, David; Nappa, Rebecca; Trueswell, John C.
2007-01-01
Two experiments are reported that examine how manipulations of visual attention affect speakers' linguistic choices regarding word order, verb use and syntactic structure when describing simple pictured scenes. Experiment 1 presented participants with scenes designed to elicit the use of a perspective predicate ("The man chases the dog/The dog…
What you see is what you expect: rapid scene understanding benefits from prior experience.
Greene, Michelle R; Botros, Abraham P; Beck, Diane M; Fei-Fei, Li
2015-05-01
Although we are able to rapidly understand novel scene images, little is known about the mechanisms that support this ability. Theories of optimal coding assert that prior visual experience can be used to ease the computational burden of visual processing. A consequence of this idea is that more probable visual inputs should be facilitated relative to more unlikely stimuli. In three experiments, we compared the perceptions of highly improbable real-world scenes (e.g., an underwater press conference) with common images matched for visual and semantic features. Although the two groups of images could not be distinguished by their low-level visual features, we found profound deficits related to the improbable images: Observers wrote poorer descriptions of these images (Exp. 1), had difficulties classifying the images as unusual (Exp. 2), and even had lower sensitivity to detect these images in noise than to detect their more probable counterparts (Exp. 3). Taken together, these results place a limit on our abilities for rapid scene perception and suggest that perception is facilitated by prior visual experience.
Two Distinct Scene-Processing Networks Connecting Vision and Memory.
Baldassano, Christopher; Esteva, Andre; Fei-Fei, Li; Beck, Diane M
2016-01-01
A number of regions in the human brain are known to be involved in processing natural scenes, but the field has lacked a unifying framework for understanding how these different regions are organized and interact. We provide evidence from functional connectivity and meta-analyses for a new organizational principle, in which scene processing relies upon two distinct networks that split the classically defined parahippocampal place area (PPA). The first network of strongly connected regions consists of the occipital place area/transverse occipital sulcus and posterior PPA, which contain retinotopic maps and are not strongly coupled to the hippocampus at rest. The second network consists of the caudal inferior parietal lobule, retrosplenial complex, and anterior PPA, which connect to the hippocampus (especially anterior hippocampus), and are implicated in both visual and nonvisual tasks, including episodic memory and navigation. We propose that these two distinct networks capture the primary functional division among scene-processing regions, between those that process visual features from the current view of a scene and those that connect information from a current scene view with a much broader temporal and spatial context. This new framework for understanding the neural substrates of scene-processing bridges results from many lines of research, and makes specific functional predictions.
ERIC Educational Resources Information Center
Johansson, Roger; Holsanova, Jana; Dewhurst, Richard; Holmqvist, Kenneth
2012-01-01
Current debate in mental imagery research revolves around the perceptual and cognitive role of eye movements to "nothing" (Ferreira, Apel, & Henderson, 2008; Richardson, Altmann, Spivey, & Hoover, 2009). While it is established that eye movements are comparable when inspecting a scene (or hearing a scene description) as when…
Iconic memory for the gist of natural scenes.
Clarke, Jason; Mack, Arien
2014-11-01
Does iconic memory contain the gist of multiple scenes? Three experiments were conducted. In the first, four scenes from different basic-level categories were briefly presented in one of two conditions: a cue or a no-cue condition. The cue condition was designed to provide an index of the contents of iconic memory of the display. Subjects were more sensitive to scene gist in the cue condition than in the no-cue condition. In the second, the scenes came from the same basic-level category. We found no difference in sensitivity between the two conditions. In the third, six scenes from different basic level categories were presented in the visual periphery. Subjects were more sensitive to scene gist in the cue condition. These results suggest that scene gist is contained in iconic memory even in the visual periphery; however, iconic representations are not sufficiently detailed to distinguish between scenes coming from the same category. Copyright © 2014 Elsevier Inc. All rights reserved.
Conjoint representation of texture ensemble and location in the parahippocampal place area.
Park, Jeongho; Park, Soojin
2017-04-01
Texture provides crucial information about the category or identity of a scene. Nonetheless, not much is known about how the texture information in a scene is represented in the brain. Previous studies have shown that the parahippocampal place area (PPA), a scene-selective part of visual cortex, responds to simple patches of texture ensemble. However, in natural scenes textures exist in spatial context within a scene. Here we tested two hypotheses that make different predictions on how textures within a scene context are represented in the PPA. The Texture-Only hypothesis suggests that the PPA represents texture ensemble (i.e., the kind of texture) as is, irrespective of its location in the scene. On the other hand, the Texture and Location hypothesis suggests that the PPA represents texture and its location within a scene (e.g., ceiling or wall) conjointly. We tested these two hypotheses across two experiments, using different but complementary methods. In experiment 1 , by using multivoxel pattern analysis (MVPA) and representational similarity analysis, we found that the representational similarity of the PPA activation patterns was significantly explained by the Texture-Only hypothesis but not by the Texture and Location hypothesis. In experiment 2 , using a repetition suppression paradigm, we found no repetition suppression for scenes that had the same texture ensemble but differed in location (supporting the Texture and Location hypothesis). On the basis of these results, we propose a framework that reconciles contrasting results from MVPA and repetition suppression and draw conclusions about how texture is represented in the PPA. NEW & NOTEWORTHY This study investigates how the parahippocampal place area (PPA) represents texture information within a scene context. We claim that texture is represented in the PPA at multiple levels: the texture ensemble information at the across-voxel level and the conjoint information of texture and its location at the within-voxel level. The study proposes a working hypothesis that reconciles contrasting results from multivoxel pattern analysis and repetition suppression, suggesting that the methods are complementary to each other but not necessarily interchangeable. Copyright © 2017 the American Physiological Society.
Disbergen, Niels R.; Valente, Giancarlo; Formisano, Elia; Zatorre, Robert J.
2018-01-01
Polyphonic music listening well exemplifies processes typically involved in daily auditory scene analysis situations, relying on an interactive interplay between bottom-up and top-down processes. Most studies investigating scene analysis have used elementary auditory scenes, however real-world scene analysis is far more complex. In particular, music, contrary to most other natural auditory scenes, can be perceived by either integrating or, under attentive control, segregating sound streams, often carried by different instruments. One of the prominent bottom-up cues contributing to multi-instrument music perception is their timbre difference. In this work, we introduce and validate a novel paradigm designed to investigate, within naturalistic musical auditory scenes, attentive modulation as well as its interaction with bottom-up processes. Two psychophysical experiments are described, employing custom-composed two-voice polyphonic music pieces within a framework implementing a behavioral performance metric to validate listener instructions requiring either integration or segregation of scene elements. In Experiment 1, the listeners' locus of attention was switched between individual instruments or the aggregate (i.e., both instruments together), via a task requiring the detection of temporal modulations (i.e., triplets) incorporated within or across instruments. Subjects responded post-stimulus whether triplets were present in the to-be-attended instrument(s). Experiment 2 introduced the bottom-up manipulation by adding a three-level morphing of instrument timbre distance to the attentional framework. The task was designed to be used within neuroimaging paradigms; Experiment 2 was additionally validated behaviorally in the functional Magnetic Resonance Imaging (fMRI) environment. Experiment 1 subjects (N = 29, non-musicians) completed the task at high levels of accuracy, showing no group differences between any experimental conditions. Nineteen listeners also participated in Experiment 2, showing a main effect of instrument timbre distance, even though within attention-condition timbre-distance contrasts did not demonstrate any timbre effect. Correlation of overall scores with morph-distance effects, computed by subtracting the largest from the smallest timbre distance scores, showed an influence of general task difficulty on the timbre distance effect. Comparison of laboratory and fMRI data showed scanner noise had no adverse effect on task performance. These Experimental paradigms enable to study both bottom-up and top-down contributions to auditory stream segregation and integration within psychophysical and neuroimaging experiments. PMID:29563861
Zhao, Nan; Chen, Wenfeng; Xuan, Yuming; Mehler, Bruce; Reimer, Bryan; Fu, Xiaolan
2014-01-01
The 'looked-but-failed-to-see' phenomenon is crucial to driving safety. Previous research utilising change detection tasks related to driving has reported inconsistent effects of driver experience on the ability to detect changes in static driving scenes. Reviewing these conflicting results, we suggest that drivers' increased ability to detect changes will only appear when the task requires a pattern of visual attention distribution typical of actual driving. By adding a distant fixation point on the road image, we developed a modified change blindness paradigm and measured detection performance of drivers and non-drivers. Drivers performed better than non-drivers only in scenes with a fixation point. Furthermore, experience effect interacted with the location of the change and the relevance of the change to driving. These results suggest that learning associated with driving experience reflects increased skill in the efficient distribution of visual attention across both the central focus area and peripheral objects. This article provides an explanation for the previously conflicting reports of driving experience effects in change detection tasks. We observed a measurable benefit of experience in static driving scenes, using a modified change blindness paradigm. These results have translational opportunities for picture-based training and testing tools to improve driver skill.
Review of infrared scene projector technology-1993
NASA Astrophysics Data System (ADS)
Driggers, Ronald G.; Barnard, Kenneth J.; Burroughs, E. E.; Deep, Raymond G.; Williams, Owen M.
1994-07-01
The importance of testing IR imagers and missile seekers with realistic IR scenes warrants a review of the current technologies used in dynamic infrared scene projection. These technologies include resistive arrays, deformable mirror arrays, mirror membrane devices, liquid crystal light valves, laser writers, laser diode arrays, and CRTs. Other methods include frustrated total internal reflection, thermoelectric devices, galvanic cells, Bly cells, and vanadium dioxide. A description of each technology is presented along with a discussion of their relative benefits and disadvantages. The current state of each methodology is also summarized. Finally, the methods are compared and contrasted in terms of their performance parameters.
Chen, Juan; Sperandio, Irene; Goodale, Melvyn Alan
2015-01-01
Objects rarely appear in isolation in natural scenes. Although many studies have investigated how nearby objects influence perception in cluttered scenes (i.e., crowding), none has studied how nearby objects influence visually guided action. In Experiment 1, we found that participants could scale their grasp to the size of a crowded target even when they could not perceive its size, demonstrating for the first time that neurologically intact participants can use visual information that is not available to conscious report to scale their grasp to real objects in real scenes. In Experiments 2 and 3, we found that changing the eccentricity of the display and the orientation of the flankers had no effect on grasping but strongly affected perception. The differential effects of eccentricity and flanker orientation on perception and grasping show that the known differences in retinotopy between the ventral and dorsal streams are reflected in the way in which people deal with targets in cluttered scenes. © The Author(s) 2014.
NASA Technical Reports Server (NTRS)
Sidick, Erkin; Morgan, Rhonda M.; Green, Joseph J.; Ohara, Catherine M.; Redding, David C.
2007-01-01
We have developed a new, adaptive cross-correlation (ACC) algorithm to estimate with high accuracy the shift as large as several pixels in two extended-scene images captured by a Shack-Hartmann wavefront sensor (SH-WFS). It determines the positions of all of the extended-scene image cells relative to a reference cell using an FFT-based iterative image shifting algorithm. It works with both point-source spot images as well as extended scene images. We have also set up a testbed for extended0scene SH-WFS, and tested the ACC algorithm with the measured data of both point-source and extended-scene images. In this paper we describe our algorithm and present out experimental results.
Analysis Of AVIRIS Data From LEO-15 Using Tafkaa Atmospheric Correction
NASA Technical Reports Server (NTRS)
Montes, Marcos J.; Gao, Bo-Cai; Davis, Curtiss O.; Moline, Mark
2004-01-01
We previously developed an algorithm named Tafkaa for atmospheric correction of remote sensing ocean color data from aircraft and satellite platforms. The algorithm allows quick atmospheric correction of hyperspectral data using lookup tables generated with a modified version of Ahmad & Fraser s vector radiative transfer code. During the past few years we have extended the capabilities of the code. Current modifications include the ability to account for within scene variation in solar geometry (important for very long scenes) and view geometries (important for wide fields of view). Additionally, versions of Tafkaa have been made for a variety of multi-spectral sensors, including SeaWiFS and MODIS. In this proceeding we present some initial results of atmospheric correction of AVIRIS data from the 2001 July Hyperspectral Coastal Ocean Dynamics Experiment (HyCODE) at LEO-15.
Mishra, Ajay; Aloimonos, Yiannis
2009-01-01
The human visual system observes and understands a scene/image by making a series of fixations. Every fixation point lies inside a particular region of arbitrary shape and size in the scene which can either be an object or just a part of it. We define as a basic segmentation problem the task of segmenting that region containing the fixation point. Segmenting the region containing the fixation is equivalent to finding the enclosing contour- a connected set of boundary edge fragments in the edge map of the scene - around the fixation. This enclosing contour should be a depth boundary.We present here a novel algorithm that finds this bounding contour and achieves the segmentation of one object, given the fixation. The proposed segmentation framework combines monocular cues (color/intensity/texture) with stereo and/or motion, in a cue independent manner. The semantic robots of the immediate future will be able to use this algorithm to automatically find objects in any environment. The capability of automatically segmenting objects in their visual field can bring the visual processing to the next level. Our approach is different from current approaches. While existing work attempts to segment the whole scene at once into many areas, we segment only one image region, specifically the one containing the fixation point. Experiments with real imagery collected by our active robot and from the known databases 1 demonstrate the promise of the approach.
[STS-41 Onboard 16mm Photography Quick Release
NASA Technical Reports Server (NTRS)
1990-01-01
This videotape features scenes of onboard activities. The videotape was shot by the crew. The scenes include the following: Ulysses' deployment, middeck experiments, computer workstations, and Earth payload bay views.
Eyes wide shopped: shopping situations trigger arousal in impulsive buyers.
Serfas, Benjamin G; Büttner, Oliver B; Florack, Arnd
2014-01-01
The present study proposes arousal as an important mechanism driving buying impulsiveness. We examined the effect of buying impulsiveness on arousal in non-shopping and shopping contexts. In an eye-tracking experiment, we measured pupil dilation while participants viewed and rated pictures of shopping scenes and non-shopping scenes. The results demonstrated that buying impulsiveness is closely associated with arousal as response to viewing pictures of shopping scenes. This pertained for hedonic shopping situations as well as for utilitarian shopping situations. Importantly, the effect did not emerge for non-shopping scenes. Furthermore, we demonstrated that arousal of impulsive buyers is independent from cognitive evaluation of scenes in the pictures.
A test of size-scaling and relative-size hypotheses for the moon illusion.
Redding, Gordon M
2002-11-01
In two experiments participants reproduced the size of the moon in pictorial scenes under two conditions: when the scene element was normally oriented, producing a depth gradient like a floor, or when the scene element was inverted, producing a depth gradient like a ceiling. Target moons were located near to or far from the scene element. Consistent with size constancy scaling, the illusion reversed when the "floor" of a pictorial scene was inverted to represent a "ceiling." Relative size contrast predicted a reduction or increase in the illusion with no change in direction. The relation between pictorial and natural moon illusions is discussed.
Robust colour constancy in red-green dichromats
Linhares, João M. M.; Moreira, Humberto; Lillo, Julio; Nascimento, Sérgio M. C.
2017-01-01
Colour discrimination has been widely studied in red-green (R-G) dichromats but the extent to which their colour constancy is affected remains unclear. This work estimated the extent of colour constancy for four normal trichromatic observers and seven R-G dichromats when viewing natural scenes under simulated daylight illuminants. Hyperspectral imaging data from natural scenes were used to generate the stimuli on a calibrated CRT display. In experiment 1, observers viewed a reference scene illuminated by daylight with a correlated colour temperature (CCT) of 6700K; observers then viewed sequentially two versions of the same scene, one illuminated by either a higher or lower CCT (condition 1, pure CCT change with constant luminance) or a higher or lower average luminance (condition 2, pure luminance change with a constant CCT). The observers’ task was to identify the version of the scene that looked different from the reference scene. Thresholds for detecting a pure CCT change or a pure luminance change were estimated, and it was found that those for R-G dichromats were marginally higher than for normal trichromats regarding CCT. In experiment 2, observers viewed sequentially a reference scene and a comparison scene with a CCT change or a luminance change above threshold for each observer. The observers’ task was to identify whether or not the change was an intensity change. No significant differences were found between the responses of normal trichromats and dichromats. These data suggest robust colour constancy mechanisms along daylight locus in R-G dichromacy. PMID:28662218
Robust colour constancy in red-green dichromats.
Álvaro, Leticia; Linhares, João M M; Moreira, Humberto; Lillo, Julio; Nascimento, Sérgio M C
2017-01-01
Colour discrimination has been widely studied in red-green (R-G) dichromats but the extent to which their colour constancy is affected remains unclear. This work estimated the extent of colour constancy for four normal trichromatic observers and seven R-G dichromats when viewing natural scenes under simulated daylight illuminants. Hyperspectral imaging data from natural scenes were used to generate the stimuli on a calibrated CRT display. In experiment 1, observers viewed a reference scene illuminated by daylight with a correlated colour temperature (CCT) of 6700K; observers then viewed sequentially two versions of the same scene, one illuminated by either a higher or lower CCT (condition 1, pure CCT change with constant luminance) or a higher or lower average luminance (condition 2, pure luminance change with a constant CCT). The observers' task was to identify the version of the scene that looked different from the reference scene. Thresholds for detecting a pure CCT change or a pure luminance change were estimated, and it was found that those for R-G dichromats were marginally higher than for normal trichromats regarding CCT. In experiment 2, observers viewed sequentially a reference scene and a comparison scene with a CCT change or a luminance change above threshold for each observer. The observers' task was to identify whether or not the change was an intensity change. No significant differences were found between the responses of normal trichromats and dichromats. These data suggest robust colour constancy mechanisms along daylight locus in R-G dichromacy.
The Effect of Scene Variation on the Redundant Use of Color in Definite Reference
ERIC Educational Resources Information Center
Koolen, Ruud; Goudbeek, Martijn; Krahmer, Emiel
2013-01-01
This study investigates to what extent the amount of variation in a visual scene causes speakers to mention the attribute color in their definite target descriptions, focusing on scenes in which this attribute is not needed for identification of the target. The results of our three experiments show that speakers are more likely to redundantly…
Campagne, Aurélie; Fradcourt, Benoit; Pichat, Cédric; Baciu, Monica; Kauffmann, Louise; Peyrin, Carole
2016-01-01
Visual processing of emotional stimuli critically depends on the type of cognitive appraisal involved. The present fMRI pilot study aimed to investigate the cerebral correlates involved in the visual processing of emotional scenes in two tasks, one emotional, based on the appraisal of personal emotional experience, and the other motivational, based on the appraisal of the tendency to action. Given that the use of spatial frequency information is relatively flexible during the visual processing of emotional stimuli depending on the task's demands, we also explored the effect of the type of spatial frequency in visual stimuli in each task by using emotional scenes filtered in low spatial frequency (LSF) and high spatial frequencies (HSF). Activation was observed in the visual areas of the fusiform gyrus for all emotional scenes in both tasks, and in the amygdala for unpleasant scenes only. The motivational task induced additional activation in frontal motor-related areas (e.g. premotor cortex, SMA) and parietal regions (e.g. superior and inferior parietal lobules). Parietal regions were recruited particularly during the motivational appraisal of approach in response to pleasant scenes. These frontal and parietal activations, respectively, suggest that motor and navigation processes play a specific role in the identification of the tendency to action in the motivational task. Furthermore, activity observed in the motivational task, in response to both pleasant and unpleasant scenes, was significantly greater for HSF than for LSF scenes, suggesting that the tendency to action is driven mainly by the detailed information contained in scenes. Results for the emotional task suggest that spatial frequencies play only a small role in the evaluation of unpleasant and pleasant emotions. Our preliminary study revealed a partial distinction between visual processing of emotional scenes during identification of the tendency to action, and during identification of personal emotional experiences. It also illustrates flexible use of the spatial frequencies contained in scenes depending on their emotional valence and on task demands.
Global ensemble texture representations are critical to rapid scene perception.
Brady, Timothy F; Shafer-Skelton, Anna; Alvarez, George A
2017-06-01
Traditionally, recognizing the objects within a scene has been treated as a prerequisite to recognizing the scene itself. However, research now suggests that the ability to rapidly recognize visual scenes could be supported by global properties of the scene itself rather than the objects within the scene. Here, we argue for a particular instantiation of this view: That scenes are recognized by treating them as a global texture and processing the pattern of orientations and spatial frequencies across different areas of the scene without recognizing any objects. To test this model, we asked whether there is a link between how proficient individuals are at rapid scene perception and how proficiently they represent simple spatial patterns of orientation information (global ensemble texture). We find a significant and selective correlation between these tasks, suggesting a link between scene perception and spatial ensemble tasks but not nonspatial summary statistics In a second and third experiment, we additionally show that global ensemble texture information is not only associated with scene recognition, but that preserving only global ensemble texture information from scenes is sufficient to support rapid scene perception; however, preserving the same information is not sufficient for object recognition. Thus, global ensemble texture alone is sufficient to allow activation of scene representations but not object representations. Together, these results provide evidence for a view of scene recognition based on global ensemble texture rather than a view based purely on objects or on nonspatially localized global properties. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Surface-illuminant ambiguity and color constancy: effects of scene complexity and depth cues.
Kraft, James M; Maloney, Shannon I; Brainard, David H
2002-01-01
Two experiments were conducted to study how scene complexity and cues to depth affect human color constancy. Specifically, two levels of scene complexity were compared. The low-complexity scene contained two walls with the same surface reflectance and a test patch which provided no information about the illuminant. In addition to the surfaces visible in the low-complexity scene, the high-complexity scene contained two rectangular solid objects and 24 paper samples with diverse surface reflectances. Observers viewed illuminated objects in an experimental chamber and adjusted the test patch until it appeared achromatic. Achromatic settings made tinder two different illuminants were used to compute an index that quantified the degree of constancy. Two experiments were conducted: one in which observers viewed the stimuli directly, and one in which they viewed the scenes through an optical system that reduced cues to depth. In each experiment, constancy was assessed for two conditions. In the valid-cue condition, many cues provided valid information about the illuminant change. In the invalid-cue condition, some image cues provided invalid information. Four broad conclusions are drawn from the data: (a) constancy is generally better in the valid-cue condition than in the invalid-cue condition: (b) for the stimulus configuration used, increasing image complexity has little effect in the valid-cue condition but leads to increased constancy in the invalid-cue condition; (c) for the stimulus configuration used, reducing cues to depth has little effect for either constancy condition: and (d) there is moderate individual variation in the degree of constancy exhibited, particularly in the degree to which the complexity manipulation affects performance.
Torralbo, Ana; Walther, Dirk B.; Chai, Barry; Caddigan, Eamon; Fei-Fei, Li; Beck, Diane M.
2013-01-01
Within the range of images that we might categorize as a “beach”, for example, some will be more representative of that category than others. Here we first confirmed that humans could categorize “good” exemplars better than “bad” exemplars of six scene categories and then explored whether brain regions previously implicated in natural scene categorization showed a similar sensitivity to how well an image exemplifies a category. In a behavioral experiment participants were more accurate and faster at categorizing good than bad exemplars of natural scenes. In an fMRI experiment participants passively viewed blocks of good or bad exemplars from the same six categories. A multi-voxel pattern classifier trained to discriminate among category blocks showed higher decoding accuracy for good than bad exemplars in the PPA, RSC and V1. This difference in decoding accuracy cannot be explained by differences in overall BOLD signal, as average BOLD activity was either equivalent or higher for bad than good scenes in these areas. These results provide further evidence that V1, RSC and the PPA not only contain information relevant for natural scene categorization, but their activity patterns mirror the fundamentally graded nature of human categories. Analysis of the image statistics of our good and bad exemplars shows that variability in low-level features and image structure is higher among bad than good exemplars. A simulation of our neuroimaging experiment suggests that such a difference in variance could account for the observed differences in decoding accuracy. These results are consistent with both low-level models of scene categorization and models that build categories around a prototype. PMID:23555588
Short report: the effect of expertise in hiking on recognition memory for mountain scenes.
Kawamura, Satoru; Suzuki, Sae; Morikawa, Kazunori
2007-10-01
The nature of an expert memory advantage that does not depend on stimulus structure or chunking was examined, using more ecologically valid stimuli in the context of a more natural activity than previously studied domains. Do expert hikers and novice hikers see and remember mountain scenes differently? In the present experiment, 18 novice hikers and 17 expert hikers were presented with 60 photographs of scenes from hiking trails. These scenes differed in the degree of functional aspects that implied some action possibilities or dangers. The recognition test revealed that the memory performance of experts was significantly superior to that of novices for scenes with highly functional aspects. The memory performance for the scenes with few functional aspects did not differ between novices and experts. These results suggest that experts pay more attention to, and thus remember better, scenes with functional meanings than do novices.
Evaluation of off-road terrain with static stereo and monoscopic displays
NASA Technical Reports Server (NTRS)
Yorchak, John P.; Hartley, Craig S.
1990-01-01
The National Aeronautics and Space Administration is currently funding research into the design of a Mars rover vehicle. This unmanned rover will be used to explore a number of scientific and geologic sites on the Martian surface. Since the rover can not be driven from Earth in real-time, due to lengthy communication time delays, a locomotion strategy that optimizes vehicle range and minimizes potential risk must be developed. In order to assess the degree of on-board artificial intelligence (AI) required for a rover to carry out its' mission, researchers conducted an experiment to define a no AI baseline. In the experiment 24 subjects, divided into stereo and monoscopic groups, were shown video snapshots of four terrain scenes. The subjects' task was to choose a suitable path for the vehicle through each of the four scenes. Paths were scored based on distance travelled and hazard avoidance. Study results are presented with respect to: (1) risk versus range; (2) stereo versus monocular video; (3) vehicle camera height; and (4) camera field-of-view.
Modeling the effects of contrast enhancement on target acquisition performance
NASA Astrophysics Data System (ADS)
Du Bosq, Todd W.; Fanning, Jonathan D.
2008-04-01
Contrast enhancement and dynamic range compression are currently being used to improve the performance of infrared imagers by increasing the contrast between the target and the scene content, by better utilizing the available gray levels either globally or locally. This paper assesses the range-performance effects of various contrast enhancement algorithms for target identification with well contrasted vehicles. Human perception experiments were performed to determine field performance using contrast enhancement on the U.S. Army RDECOM CERDEC NVESD standard military eight target set using an un-cooled LWIR camera. The experiments compare the identification performance of observers viewing linearly scaled images and various contrast enhancement processed images. Contrast enhancement is modeled in the US Army thermal target acquisition model (NVThermIP) by changing the scene contrast temperature. The model predicts improved performance based on any improved target contrast, regardless of feature saturation or enhancement. To account for the equivalent blur associated with each contrast enhancement algorithm, an additional effective MTF was calculated and added to the model. The measured results are compared with the predicted performance based on the target task difficulty metric used in NVThermIP.
Visual search in scenes involves selective and non-selective pathways
Wolfe, Jeremy M; Vo, Melissa L-H; Evans, Karla K; Greene, Michelle R
2010-01-01
How do we find objects in scenes? For decades, visual search models have been built on experiments in which observers search for targets, presented among distractor items, isolated and randomly arranged on blank backgrounds. Are these models relevant to search in continuous scenes? This paper argues that the mechanisms that govern artificial, laboratory search tasks do play a role in visual search in scenes. However, scene-based information is used to guide search in ways that had no place in earlier models. Search in scenes may be best explained by a dual-path model: A “selective” path in which candidate objects must be individually selected for recognition and a “non-selective” path in which information can be extracted from global / statistical information. PMID:21227734
The effect of distraction on change detection in crowded acoustic scenes.
Petsas, Theofilos; Harrison, Jemma; Kashino, Makio; Furukawa, Shigeto; Chait, Maria
2016-11-01
In this series of behavioural experiments we investigated the effect of distraction on the maintenance of acoustic scene information in short-term memory. Stimuli are artificial acoustic 'scenes' composed of several (up to twelve) concurrent tone-pip streams ('sources'). A gap (1000 ms) is inserted partway through the 'scene'; Changes in the form of an appearance of a new source or disappearance of an existing source, occur after the gap in 50% of the trials. Listeners were instructed to monitor the unfolding 'soundscapes' for these events. Distraction was measured by presenting distractor stimuli during the gap. Experiments 1 and 2 used a dual task design where listeners were required to perform a task with varying attentional demands ('High Demand' vs. 'Low Demand') on brief auditory (Experiment 1a) or visual (Experiment 1b) signals presented during the gap. Experiments 2 and 3 required participants to ignore distractor sounds and focus on the change detection task. Our results demonstrate that the maintenance of scene information in short-term memory is influenced by the availability of attentional and/or processing resources during the gap, and that this dependence appears to be modality specific. We also show that these processes are susceptible to bottom up driven distraction even in situations when the distractors are not novel, but occur on each trial. Change detection performance is systematically linked with the, independently determined, perceptual salience of the distractor sound. The findings also demonstrate that the present task may be a useful objective means for determining relative perceptual salience. Copyright © 2016 The Authors. Published by Elsevier B.V. All rights reserved.
Integration of nonthematic details in pictures and passages.
Viera, C L; Homa, D L
1991-01-01
Nonthematic details in naturalistic scenes were manipulated to produce four stimulus versions: color photos, black-white copies, and elaborated and unelaborated line drawings (Experiment 1); analogous verbal descriptions of each visual version were produced for Experiment 2. In Experiment 1, two or three different versions of a scene were presented in the mixed condition; the same version of the scene was repeated either two or three times in the same condition, and a 1-presentation control condition was also included. In Experiment 2, the same presentation conditions were used across different groups of subjects who either viewed the pictures or heard the descriptions. An old/new recognition test was given in which the nonstudied versions of the studied items were used as foils. Higher false recognition performances for the mixed condition were found for the visual materials in both experiments, and in the second experiment the verbal materials produced equivalently high levels of false recognition for both same and mixed conditions. Additionally, in Experiment 2 the patterns of performances across material conditions were differentially affected by the manipulation of detail in the four stimulus versions. These differences across materials suggest that the integration of semantically consistent details across temporally separable presentations is facilitated when the stimuli do not provide visual/physical attributes to enhance discrimination of different presentations. Further, the evidence derived from the visual scenes in both experiments indicates that the semantic schema abstracted from a picture is not the sole mediator of recognition performance.
Memory-guided attention during active viewing of edited dynamic scenes.
Valuch, Christian; König, Peter; Ansorge, Ulrich
2017-01-01
Films, TV shows, and other edited dynamic scenes contain many cuts, which are abrupt transitions from one video shot to the next. Cuts occur within or between scenes, and often join together visually and semantically related shots. Here, we tested to which degree memory for the visual features of the precut shot facilitates shifting attention to the postcut shot. We manipulated visual similarity across cuts, and measured how this affected covert attention (Experiment 1) and overt attention (Experiments 2 and 3). In Experiments 1 and 2, participants actively viewed a target movie that randomly switched locations with a second, distractor movie at the time of the cuts. In Experiments 1 and 2, participants were able to deploy attention more rapidly and accurately to the target movie's continuation when visual similarity was high than when it was low. Experiment 3 tested whether this could be explained by stimulus-driven (bottom-up) priming by feature similarity, using one clip at screen center that was followed by two alternative continuations to the left and right. Here, even the highest similarity across cuts did not capture attention. We conclude that following cuts of high visual similarity, memory-guided attention facilitates the deployment of attention, but this effect is (top-down) dependent on the viewer's active matching of scene content across cuts.
Parallel programming of saccades during natural scene viewing: evidence from eye movement positions.
Wu, Esther X W; Gilani, Syed Omer; van Boxtel, Jeroen J A; Amihai, Ido; Chua, Fook Kee; Yen, Shih-Cheng
2013-10-24
Previous studies have shown that saccade plans during natural scene viewing can be programmed in parallel. This evidence comes mainly from temporal indicators, i.e., fixation durations and latencies. In the current study, we asked whether eye movement positions recorded during scene viewing also reflect parallel programming of saccades. As participants viewed scenes in preparation for a memory task, their inspection of the scene was suddenly disrupted by a transition to another scene. We examined whether saccades after the transition were invariably directed immediately toward the center or were contingent on saccade onset times relative to the transition. The results, which showed a dissociation in eye movement behavior between two groups of saccades after the scene transition, supported the parallel programming account. Saccades with relatively long onset times (>100 ms) after the transition were directed immediately toward the center of the scene, probably to restart scene exploration. Saccades with short onset times (<100 ms) moved to the center only one saccade later. Our data on eye movement positions provide novel evidence of parallel programming of saccades during scene viewing. Additionally, results from the analyses of intersaccadic intervals were also consistent with the parallel programming hypothesis.
ERIC Educational Resources Information Center
Kidd, Evan; Stewart, Andrew J.; Serratrice, Ludovica
2011-01-01
In this paper we report on a visual world eye-tracking experiment that investigated the differing abilities of adults and children to use referential scene information during reanalysis to overcome lexical biases during sentence processing. The results showed that adults incorporated aspects of the referential scene into their parse as soon as it…
Eyes Wide Shopped: Shopping Situations Trigger Arousal in Impulsive Buyers
Serfas, Benjamin G.; Büttner, Oliver B.; Florack, Arnd
2014-01-01
The present study proposes arousal as an important mechanism driving buying impulsiveness. We examined the effect of buying impulsiveness on arousal in non-shopping and shopping contexts. In an eye-tracking experiment, we measured pupil dilation while participants viewed and rated pictures of shopping scenes and non-shopping scenes. The results demonstrated that buying impulsiveness is closely associated with arousal as response to viewing pictures of shopping scenes. This pertained for hedonic shopping situations as well as for utilitarian shopping situations. Importantly, the effect did not emerge for non-shopping scenes. Furthermore, we demonstrated that arousal of impulsive buyers is independent from cognitive evaluation of scenes in the pictures. PMID:25489955
Interactive 3d Landscapes on Line
NASA Astrophysics Data System (ADS)
Fanini, B.; Calori, L.; Ferdani, D.; Pescarin, S.
2011-09-01
The paper describes challenges identified while developing browser embedded 3D landscape rendering applications, our current approach and work-flow and how recent development in browser technologies could affect. All the data, even if processed by optimization and decimation tools, result in very huge databases that require paging, streaming and Level-of-Detail techniques to be implemented to allow remote web based real time fruition. Our approach has been to select an open source scene-graph based visual simulation library with sufficient performance and flexibility and adapt it to the web by providing a browser plug-in. Within the current Montegrotto VR Project, content produced with new pipelines has been integrated. The whole Montegrotto Town has been generated procedurally by CityEngine. We used this procedural approach, based on algorithms and procedures because it is particularly functional to create extensive and credible urban reconstructions. To create the archaeological sites we used optimized mesh acquired with laser scanning and photogrammetry techniques whereas to realize the 3D reconstructions of the main historical buildings we adopted computer-graphic software like blender and 3ds Max. At the final stage, semi-automatic tools have been developed and used up to prepare and clusterise 3D models and scene graph routes for web publishing. Vegetation generators have also been used with the goal of populating the virtual scene to enhance the user perceived realism during the navigation experience. After the description of 3D modelling and optimization techniques, the paper will focus and discuss its results and expectations.
How high is visual short-term memory capacity for object layout?
Sanocki, Thomas; Sellers, Eric; Mittelstadt, Jeff; Sulman, Noah
2010-05-01
Previous research measuring visual short-term memory (VSTM) suggests that the capacity for representing the layout of objects is fairly high. In four experiments, we further explored the capacity of VSTM for layout of objects, using the change detection method. In Experiment 1, participants retained most of the elements in displays of 4 to 8 elements. In Experiments 2 and 3, with up to 20 elements, participants retained many of them, reaching a capacity of 13.4 stimulus elements. In Experiment 4, participants retained much of a complex naturalistic scene. In most cases, increasing display size caused only modest reductions in performance, consistent with the idea of configural, variable-resolution grouping. The results indicate that participants can retain a substantial amount of scene layout information (objects and locations) in short-term memory. We propose that this is a case of remote visual understanding, where observers' ability to integrate information from a scene is paramount.
Overt attention in natural scenes: objects dominate features.
Stoll, Josef; Thrun, Michael; Nuthmann, Antje; Einhäuser, Wolfgang
2015-02-01
Whether overt attention in natural scenes is guided by object content or by low-level stimulus features has become a matter of intense debate. Experimental evidence seemed to indicate that once object locations in a scene are known, salience models provide little extra explanatory power. This approach has recently been criticized for using inadequate models of early salience; and indeed, state-of-the-art salience models outperform trivial object-based models that assume a uniform distribution of fixations on objects. Here we propose to use object-based models that take a preferred viewing location (PVL) close to the centre of objects into account. In experiment 1, we demonstrate that, when including this comparably subtle modification, object-based models again are at par with state-of-the-art salience models in predicting fixations in natural scenes. One possible interpretation of these results is that objects rather than early salience dominate attentional guidance. In this view, early-salience models predict fixations through the correlation of their features with object locations. To test this hypothesis directly, in two additional experiments we reduced low-level salience in image areas of high object content. For these modified stimuli, the object-based model predicted fixations significantly better than early salience. This finding held in an object-naming task (experiment 2) and a free-viewing task (experiment 3). These results provide further evidence for object-based fixation selection--and by inference object-based attentional guidance--in natural scenes. Copyright © 2014 The Authors. Published by Elsevier Ltd.. All rights reserved.
Waxman, Sandra R.; Fu, Xiaolan; Ferguson, Brock; Geraghty, Kathleen; Leddon, Erin; Liang, Jing; Zhao, Min-Fang
2016-01-01
Researchers have proposed that the culture in which we are raised shapes the way that we attend to the objects and events that surround us. What remains unclear, however, is how early any such culturally-inflected differences emerge in development. Here, we address this issue directly, asking how 24-month-old infants from the US and China deploy their attention to objects and actions in dynamic scenes. By analyzing infants' eye movements while they observed dynamic scenes, the current experiment revealed striking convergences, overall, in infants' patterns of visual attention in the two communities, but also pinpointed a brief period during which their attention reliably diverged. This divergence, though modest, suggested that infants from the US devoted relatively more attention to the objects and those from China devoted relatively more attention to the actions in which they were engaged. This provides the earliest evidence for strong overlap in infants' attention to objects and events in dynamic scenes, but also raises the possibility that by 24 months, infants' attention may also be shaped subtly by the culturally-inflected attentional proclivities characteristic of adults in their cultural communities. PMID:26903905
,
2008-01-01
The USGS Landsat archive holds an unequaled 36-year record of the Earth's surface that is invaluable to climate change studies, forest and resource management activities, and emergency response operations. An aggressive effort is taking place to provide all Landsat imagery [scenes currently held in the USGS Earth Resources Observation and Science (EROS) Center archive, as well as newly acquired scenes daily] free of charge to users with electronic access via the Web by the end of December 2008. The entire Landsat 7 Enhanced Thematic Mapper Plus (ETM+) archive acquired since 1999 and any newly acquired Landsat 7 ETM+ images that have less than 40 percent cloud cover are currently available for download. When this endeavor is complete all Landsat 1-5 data will also be available for download. This includes Landsat 1-5 Multispectral Scanner (MSS) scenes, as well as Landsat 4 and 5 Thematic Mapper (TM) scenes.
You think you know where you looked? You better look again.
Võ, Melissa L-H; Aizenman, Avigael M; Wolfe, Jeremy M
2016-10-01
People are surprisingly bad at knowing where they have looked in a scene. We tested participants' ability to recall their own eye movements in 2 experiments using natural or artificial scenes. In each experiment, participants performed a change-detection (Exp.1) or search (Exp.2) task. On 25% of trials, after 3 seconds of viewing the scene, participants were asked to indicate where they thought they had just fixated. They responded by making mouse clicks on 12 locations in the unchanged scene. After 135 trials, observers saw 10 new scenes and were asked to put 12 clicks where they thought someone else would have looked. Although observers located their own fixations more successfully than a random model, their performance was no better than when they were guessing someone else's fixations. Performance with artificial scenes was worse, though judging one's own fixations was slightly superior. Even after repeating the fixation-location task on 30 scenes immediately after scene viewing, performance was far from the prediction of an ideal observer. Memory for our own fixation locations appears to add next to nothing beyond what common sense tells us about the likely fixations of others. These results have important implications for socially important visual search tasks. For example, a radiologist might think he has looked at "everything" in an image, but eye tracking data suggest that this is not so. Such shortcomings might be avoided by providing observers with better insights of where they have looked. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
CB Database: A change blindness database for objects in natural indoor scenes.
Sareen, Preeti; Ehinger, Krista A; Wolfe, Jeremy M
2016-12-01
Change blindness has been a topic of interest in cognitive sciences for decades. Change detection experiments are frequently used for studying various research topics such as attention and perception. However, creating change detection stimuli is tedious and there is no open repository of such stimuli using natural scenes. We introduce the Change Blindness (CB) Database with object changes in 130 colored images of natural indoor scenes. The size and eccentricity are provided for all the changes as well as reaction time data from a baseline experiment. In addition, we have two specialized satellite databases that are subsets of the 130 images. In one set, changes are seen in rooms or in mirrors in those rooms (Mirror Change Database). In the other, changes occur in a room or out a window (Window Change Database). Both the sets have controlled background, change size, and eccentricity. The CB Database is intended to provide researchers with a stimulus set of natural scenes with defined stimulus parameters that can be used for a wide range of experiments. The CB Database can be found at http://search.bwh.harvard.edu/new/CBDatabase.html .
Ward, Emma V; Maylor, Elizabeth A; Poirier, Marie; Korko, Malgorzata; Ruud, Jens C M
2017-11-01
Reinstatement of encoding context facilitates memory for targets in young and older individuals (e.g., a word studied on a particular background scene is more likely to be remembered later if it is presented on the same rather than a different scene or no scene), yet older adults are typically inferior at recalling and recognizing target-context pairings. This study examined the mechanisms of the context effect in normal aging. Age differences in word recognition by context condition (original, switched, none, new), and the ability to explicitly remember target-context pairings were investigated using word-scene pairs (Experiment 1) and word-word pairs (Experiment 2). Both age groups benefited from context reinstatement in item recognition, although older adults were significantly worse than young adults at identifying original pairings and at discriminating between original and switched pairings. In Experiment 3, participants were given a three-alternative forced-choice recognition task that allowed older individuals to draw upon intact familiarity processes in selecting original pairings. Performance was age equivalent. Findings suggest that heightened familiarity associated with context reinstatement is useful for boosting recognition memory in aging.
Beanland, Vanessa; Filtness, Ashleigh J; Jeans, Rhiannon
2017-03-01
The ability to detect changes is crucial for safe driving. Previous research has demonstrated that drivers often experience change blindness, which refers to failed or delayed change detection. The current study explored how susceptibility to change blindness varies as a function of the driving environment, type of object changed, and safety relevance of the change. Twenty-six fully-licenced drivers completed a driving-related change detection task. Changes occurred to seven target objects (road signs, cars, motorcycles, traffic lights, pedestrians, animals, or roadside trees) across two environments (urban or rural). The contextual safety relevance of the change was systematically manipulated within each object category, ranging from high safety relevance (i.e., requiring a response by the driver) to low safety relevance (i.e., requiring no response). When viewing rural scenes, compared with urban scenes, participants were significantly faster and more accurate at detecting changes, and were less susceptible to "looked-but-failed-to-see" errors. Interestingly, safety relevance of the change differentially affected performance in urban and rural environments. In urban scenes, participants were more efficient at detecting changes with higher safety relevance, whereas in rural scenes the effect of safety relevance has marginal to no effect on change detection. Finally, even after accounting for safety relevance, change blindness varied significantly between target types. Overall the results suggest that drivers are less susceptible to change blindness for objects that are likely to change or move (e.g., traffic lights vs. road signs), and for moving objects that pose greater danger (e.g., wild animals vs. pedestrians). Copyright © 2017 Elsevier Ltd. All rights reserved.
Experiments in teleoperator and autonomous control of space robotic vehicles
NASA Technical Reports Server (NTRS)
Alexander, Harold L.
1991-01-01
A program of research embracing teleoperator and automatic navigational control of freely flying satellite robots is presented. Current research goals include: (1) developing visual operator interfaces for improved vehicle teleoperation; (2) determining the effects of different visual interface system designs on operator performance; and (3) achieving autonomous vision-based vehicle navigation and control. This research program combines virtual-environment teleoperation studies and neutral-buoyancy experiments using a space-robot simulator vehicle currently under development. Visual-interface design options under investigation include monoscopic versus stereoscopic displays and cameras, helmet-mounted versus panel-mounted display monitors, head-tracking versus fixed or manually steerable remote cameras, and the provision of vehicle-fixed visual cues, or markers, in the remote scene for improved sensing of vehicle position, orientation, and motion.
The elephant in the room: Inconsistency in scene viewing and representation.
Spotorno, Sara; Tatler, Benjamin W
2017-10-01
We examined the extent to which semantic informativeness, consistency with expectations and perceptual salience contribute to object prioritization in scene viewing and representation. In scene viewing (Experiments 1-2), semantic guidance overshadowed perceptual guidance in determining fixation order, with the greatest prioritization for objects that were diagnostic of the scene's depicted event. Perceptual properties affected selection of consistent objects (regardless of their informativeness) but not of inconsistent objects. Semantic and perceptual properties also interacted in influencing foveal inspection, as inconsistent objects were fixated longer than low but not high salience diagnostic objects. While not studied in direct competition with each other (each studied in competition with diagnostic objects), we found that inconsistent objects were fixated earlier and for longer than consistent but marginally informative objects. In change detection (Experiment 3), perceptual guidance overshadowed semantic guidance, promoting detection of highly salient changes. A residual advantage for diagnosticity over inconsistency emerged only when selection prioritization could not be based on low-level features. Overall these findings show that semantic inconsistency is not prioritized within a scene when competing with other relevant information that is essential to scene understanding and respects observers' expectations. Moreover, they reveal that the relative dominance of semantic or perceptual properties during selection depends on ongoing task requirements. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Forensic 3D Scene Reconstruction
DOE Office of Scientific and Technical Information (OSTI.GOV)
LITTLE,CHARLES Q.; PETERS,RALPH R.; RIGDON,J. BRIAN
Traditionally law enforcement agencies have relied on basic measurement and imaging tools, such as tape measures and cameras, in recording a crime scene. A disadvantage of these methods is that they are slow and cumbersome. The development of a portable system that can rapidly record a crime scene with current camera imaging, 3D geometric surface maps, and contribute quantitative measurements such as accurate relative positioning of crime scene objects, would be an asset to law enforcement agents in collecting and recording significant forensic data. The purpose of this project is to develop a feasible prototype of a fast, accurate, 3Dmore » measurement and imaging system that would support law enforcement agents to quickly document and accurately record a crime scene.« less
Research and Technology Development for Construction of 3d Video Scenes
NASA Astrophysics Data System (ADS)
Khlebnikova, Tatyana A.
2016-06-01
For the last two decades surface information in the form of conventional digital and analogue topographic maps has been being supplemented by new digital geospatial products, also known as 3D models of real objects. It is shown that currently there are no defined standards for 3D scenes construction technologies that could be used by Russian surveying and cartographic enterprises. The issues regarding source data requirements, their capture and transferring to create 3D scenes have not been defined yet. The accuracy issues for 3D video scenes used for measuring purposes can hardly ever be found in publications. Practicability of development, research and implementation of technology for construction of 3D video scenes is substantiated by 3D video scene capability to expand the field of data analysis application for environmental monitoring, urban planning, and managerial decision problems. The technology for construction of 3D video scenes with regard to the specified metric requirements is offered. Technique and methodological background are recommended for this technology used to construct 3D video scenes based on DTM, which were created by satellite and aerial survey data. The results of accuracy estimation of 3D video scenes are presented.
Object detection in natural scenes: Independent effects of spatial and category-based attention.
Stein, Timo; Peelen, Marius V
2017-04-01
Humans are remarkably efficient in detecting highly familiar object categories in natural scenes, with evidence suggesting that such object detection can be performed in the (near) absence of attention. Here we systematically explored the influences of both spatial attention and category-based attention on the accuracy of object detection in natural scenes. Manipulating both types of attention additionally allowed for addressing how these factors interact: whether the requirement for spatial attention depends on the extent to which observers are prepared to detect a specific object category-that is, on category-based attention. The results showed that the detection of targets from one category (animals or vehicles) was better than the detection of targets from two categories (animals and vehicles), demonstrating the beneficial effect of category-based attention. This effect did not depend on the semantic congruency of the target object and the background scene, indicating that observers attended to visual features diagnostic of the foreground target objects from the cued category. Importantly, in three experiments the detection of objects in scenes presented in the periphery was significantly impaired when observers simultaneously performed an attentionally demanding task at fixation, showing that spatial attention affects natural scene perception. In all experiments, the effects of category-based attention and spatial attention on object detection performance were additive rather than interactive. Finally, neither spatial nor category-based attention influenced metacognitive ability for object detection performance. These findings demonstrate that efficient object detection in natural scenes is independently facilitated by spatial and category-based attention.
Cleary, Anne M; Ryals, Anthony J; Nomi, Jason S
2009-12-01
The strange feeling of having been somewhere or done something before--even though there is evidence to the contrary--is called déjà vu. Although déjà vu is beginning to receive attention among scientists (Brown, 2003, 2004), few studies have empirically investigated the phenomenon. We investigated the hypothesis that déjà vu is related to feelings of familiarity and that it can result from similarity between a novel scene and that of a scene experienced in one's past. We used a variation of the recognition-without-recall method of studying familiarity (Cleary, 2004) to examine instances in which participants failed to recall a studied scene in response to a configurally similar novel test scene. In such instances, resemblance to a previously viewed scene increased both feelings of familiarity and of déjà vu. Furthermore, in the absence of recall, resemblance of a novel scene to a previously viewed scene increased the probability of a reported déjà vu state for the novel scene, and feelings of familiarity with a novel scene were directly related to feelings of being in a déjà vu state.
Morimoto, Takuma; Mizokami, Yoko; Yaguchi, Hirohisa; Buck, Steven L
2017-01-01
There has been debate about how and why color constancy may be better in three-dimensional (3-D) scenes than in two-dimensional (2-D) scenes. Although some studies have shown better color constancy for 3-D conditions, the role of specific cues remains unclear. In this study, we compared color constancy for a 3-D miniature room (a real scene consisting of actual objects) and 2-D still images of that room presented on a monitor using three viewing methods: binocular viewing, monocular viewing, and head movement. We found that color constancy was better for the 3-D room; however, color constancy for the 2-D image improved when the viewing method caused the scene to be perceived more like a 3-D scene. Separate measurements of the perceptual 3-D effect of each viewing method also supported these results. An additional experiment comparing a miniature room and its image with and without texture suggested that surface texture of scene objects contributes to color constancy.
Hollingworth, Andrew; Henderson, John M
2004-07-01
In a change detection paradigm, the global orientation of a natural scene was incrementally changed in 1 degree intervals. In Experiments 1 and 2, participants demonstrated sustained change blindness to incremental rotation, often coming to consider a significantly different scene viewpoint as an unchanged continuation of the original view. Experiment 3 showed that participants who failed to detect the incremental rotation nevertheless reliably detected a single-step rotation back to the initial view. Together, these results demonstrate an important dissociation between explicit change detection and visual memory. Following a change, visual memory is updated to reflect the changed state of the environment, even if the change was not detected.
Campagne, Aurélie; Fradcourt, Benoit; Pichat, Cédric; Baciu, Monica; Kauffmann, Louise; Peyrin, Carole
2016-01-01
Visual processing of emotional stimuli critically depends on the type of cognitive appraisal involved. The present fMRI pilot study aimed to investigate the cerebral correlates involved in the visual processing of emotional scenes in two tasks, one emotional, based on the appraisal of personal emotional experience, and the other motivational, based on the appraisal of the tendency to action. Given that the use of spatial frequency information is relatively flexible during the visual processing of emotional stimuli depending on the task’s demands, we also explored the effect of the type of spatial frequency in visual stimuli in each task by using emotional scenes filtered in low spatial frequency (LSF) and high spatial frequencies (HSF). Activation was observed in the visual areas of the fusiform gyrus for all emotional scenes in both tasks, and in the amygdala for unpleasant scenes only. The motivational task induced additional activation in frontal motor-related areas (e.g. premotor cortex, SMA) and parietal regions (e.g. superior and inferior parietal lobules). Parietal regions were recruited particularly during the motivational appraisal of approach in response to pleasant scenes. These frontal and parietal activations, respectively, suggest that motor and navigation processes play a specific role in the identification of the tendency to action in the motivational task. Furthermore, activity observed in the motivational task, in response to both pleasant and unpleasant scenes, was significantly greater for HSF than for LSF scenes, suggesting that the tendency to action is driven mainly by the detailed information contained in scenes. Results for the emotional task suggest that spatial frequencies play only a small role in the evaluation of unpleasant and pleasant emotions. Our preliminary study revealed a partial distinction between visual processing of emotional scenes during identification of the tendency to action, and during identification of personal emotional experiences. It also illustrates flexible use of the spatial frequencies contained in scenes depending on their emotional valence and on task demands. PMID:26757433
Interaction between scene-based and array-based contextual cueing.
Rosenbaum, Gail M; Jiang, Yuhong V
2013-07-01
Contextual cueing refers to the cueing of spatial attention by repeated spatial context. Previous studies have demonstrated distinctive properties of contextual cueing by background scenes and by an array of search items. Whereas scene-based contextual cueing reflects explicit learning of the scene-target association, array-based contextual cueing is supported primarily by implicit learning. In this study, we investigated the interaction between scene-based and array-based contextual cueing. Participants searched for a target that was predicted by both the background scene and the locations of distractor items. We tested three possible patterns of interaction: (1) The scene and the array could be learned independently, in which case cueing should be expressed even when only one cue was preserved; (2) the scene and array could be learned jointly, in which case cueing should occur only when both cues were preserved; (3) overshadowing might occur, in which case learning of the stronger cue should preclude learning of the weaker cue. In several experiments, we manipulated the nature of the contextual cues present during training and testing. We also tested explicit awareness of scenes, scene-target associations, and arrays. The results supported the overshadowing account: Specifically, scene-based contextual cueing precluded array-based contextual cueing when both were predictive of the location of a search target. We suggest that explicit, endogenous cues dominate over implicit cues in guiding spatial attention.
The roles of scene priming and location priming in object-scene consistency effects
Heise, Nils; Ansorge, Ulrich
2014-01-01
Presenting consistent objects in scenes facilitates object recognition as compared to inconsistent objects. Yet the mechanisms by which scenes influence object recognition are still not understood. According to one theory, consistent scenes facilitate visual search for objects at expected places. Here, we investigated two predictions following from this theory: If visual search is responsible for consistency effects, consistency effects could be weaker (1) with better-primed than less-primed object locations, and (2) with less-primed than better-primed scenes. In Experiments 1 and 2, locations of objects were varied within a scene to a different degree (one, two, or four possible locations). In addition, object-scene consistency was studied as a function of progressive numbers of repetitions of the backgrounds. Because repeating locations and backgrounds could facilitate visual search for objects, these repetitions might alter the object-scene consistency effect by lowering of location uncertainty. Although we find evidence for a significant consistency effect, we find no clear support for impacts of scene priming or location priming on the size of the consistency effect. Additionally, we find evidence that the consistency effect is dependent on the eccentricity of the target objects. These results point to only small influences of priming to object-scene consistency effects but all-in-all the findings can be reconciled with a visual-search explanation of the consistency effect. PMID:24910628
Sensor fusion of range and reflectance data for outdoor scene analysis
NASA Technical Reports Server (NTRS)
Kweon, In SO; Hebvert, Martial; Kanade, Takeo
1988-01-01
In recognizing objects in an outdoor scene, range and reflectance (or color) data provide complementary information. Results of experiments in recognizing outdoor scenes containing roads, trees, and cars are presented. The recognition program uses range and reflectance data obtained by a scanning laser range finder, as well as color data from a color TV camera. After segmentation of each image into primitive regions, models of objects are matched using various properties.
No Measured Effect of a Familiar Contextual Object on Color Constancy.
Kanematsu, Erika; Brainard, David H
2014-08-01
Some familiar objects have a typical color, such as the yellow of a banana. The presence of such objects in a scene is a potential cue to the scene illumination, since the light reflected from them should on average be consistent with their typical surface reflectance. Although there are many studies on how the identity of an object affects how its color is perceived, little is known about whether the presence of a familiar object in a scene helps the visual system stabilize the color appearance of other objects with respect to changes in illumination. We used a successive color matching procedure in three experiments designed to address this question. Across the experiments we studied a total of 6 subjects (2 in Experiment 1, 3 in Experiment 2, and 4 in Experiment 3) with partial overlap of subjects between experiments. We compared measured color constancy across conditions in which a familiar object cue to the illuminant was available with conditions in which such a cue was not present. Overall, our results do not reveal a reliable improvement in color constancy with the addition of a familiar object to a scene. An analysis of the experimental power of our data suggests that if there is such an effect, it is small: less than approximately a change of 0.09 in a constancy index where an absence of constancy corresponds to an index value of 0 and perfect constancy corresponds to an index value of 1.
No Measured Effect of a Familiar Contextual Object on Color Constancy
Kanematsu, Erika; Brainard, David H.
2013-01-01
Some familiar objects have a typical color, such as the yellow of a banana. The presence of such objects in a scene is a potential cue to the scene illumination, since the light reflected from them should on average be consistent with their typical surface reflectance. Although there are many studies on how the identity of an object affects how its color is perceived, little is known about whether the presence of a familiar object in a scene helps the visual system stabilize the color appearance of other objects with respect to changes in illumination. We used a successive color matching procedure in three experiments designed to address this question. Across the experiments we studied a total of 6 subjects (2 in Experiment 1, 3 in Experiment 2, and 4 in Experiment 3) with partial overlap of subjects between experiments. We compared measured color constancy across conditions in which a familiar object cue to the illuminant was available with conditions in which such a cue was not present. Overall, our results do not reveal a reliable improvement in color constancy with the addition of a familiar object to a scene. An analysis of the experimental power of our data suggests that if there is such an effect, it is small: less than approximately a change of 0.09 in a constancy index where an absence of constancy corresponds to an index value of 0 and perfect constancy corresponds to an index value of 1. PMID:25313267
Lescroart, Mark D.; Stansbury, Dustin E.; Gallant, Jack L.
2015-01-01
Perception of natural visual scenes activates several functional areas in the human brain, including the Parahippocampal Place Area (PPA), Retrosplenial Complex (RSC), and the Occipital Place Area (OPA). It is currently unclear what specific scene-related features are represented in these areas. Previous studies have suggested that PPA, RSC, and/or OPA might represent at least three qualitatively different classes of features: (1) 2D features related to Fourier power; (2) 3D spatial features such as the distance to objects in a scene; or (3) abstract features such as the categories of objects in a scene. To determine which of these hypotheses best describes the visual representation in scene-selective areas, we applied voxel-wise modeling (VM) to BOLD fMRI responses elicited by a set of 1386 images of natural scenes. VM provides an efficient method for testing competing hypotheses by comparing predictions of brain activity based on encoding models that instantiate each hypothesis. Here we evaluated three different encoding models that instantiate each of the three hypotheses listed above. We used linear regression to fit each encoding model to the fMRI data recorded from each voxel, and we evaluated each fit model by estimating the amount of variance it predicted in a withheld portion of the data set. We found that voxel-wise models based on Fourier power or the subjective distance to objects in each scene predicted much of the variance predicted by a model based on object categories. Furthermore, the response variance explained by these three models is largely shared, and the individual models explain little unique variance in responses. Based on an evaluation of previous studies and the data we present here, we conclude that there is currently no good basis to favor any one of the three alternative hypotheses about visual representation in scene-selective areas. We offer suggestions for further studies that may help resolve this issue. PMID:26594164
Close-up locker scene of material belonging to Payload specialist Neri
NASA Technical Reports Server (NTRS)
1985-01-01
Close-up locker scene of materials belonging to Payload specialist Rodolfo Neri. Items include a Morelos satellite decal, the crest of the Universidad Nacional Autonoma de Mexico (Neri's alma mater), and one of the plant experiments he monitored during the flight. The experiment at bottom frame is the Transportation of Nutrients in a Weightless Environment (TRANSPORT). A pair of scissors are on the locker and a pen floats above it.
Rimmele, Ulrike; Davachi, Lila; Petrov, Radoslav; Dougal, Sonya; Phelps, Elizabeth A.
2013-01-01
Emotion strengthens the subjective experience of recollection. However, these vivid and confidently remembered emotional memories may not necessarily be more accurate. We investigated whether the subjective sense of recollection for negative stimuli is coupled with enhanced memory accuracy for contextual details using the remember/know paradigm. Our results indicate a double-dissociation between the subjective feeling of remembering, and the objective memory accuracy for details of negative and neutral scenes. “Remember” judgments were boosted for negative relative to neutral scenes. In contrast, memory for contextual details and associative binding was worse for negative compared to neutral scenes given a “remember” response. These findings show that the enhanced subjective recollective experience for negative stimuli does not reliably indicate greater objective recollection, at least of the details tested, and thus may be driven by a different mechanism than the subjective recollective experience for neutral stimuli. PMID:21668106
Measurements of scene spectral radiance variability
NASA Astrophysics Data System (ADS)
Seeley, Juliette A.; Wack, Edward C.; Mooney, Daniel L.; Muldoon, Michael; Shey, Shen; Upham, Carolyn A.; Harvey, John M.; Czerwinski, Richard N.; Jordan, Michael P.; Vallières, Alexandre; Chamberland, Martin
2006-05-01
Detection performance of LWIR passive standoff chemical agent sensors is strongly influenced by various scene parameters, such as atmospheric conditions, temperature contrast, concentration-path length product (CL), agent absorption coefficient, and scene spectral variability. Although temperature contrast, CL, and agent absorption coefficient affect the detected signal in a predictable manner, fluctuations in background scene spectral radiance have less intuitive consequences. The spectral nature of the scene is not problematic in and of itself; instead it is spatial and temporal fluctuations in the scene spectral radiance that cannot be entirely corrected for with data processing. In addition, the consequence of such variability is a function of the spectral signature of the agent that is being detected and is thus different for each agent. To bracket the performance of background-limited (low sensor NEDN), passive standoff chemical sensors in the range of relevant conditions, assessment of real scene data is necessary1. Currently, such data is not widely available2. To begin to span the range of relevant scene conditions, we have acquired high fidelity scene spectral radiance measurements with a Telops FTIR imaging spectrometer 3. We have acquired data in a variety of indoor and outdoor locations at different times of day and year. Some locations include indoor office environments, airports, urban and suburban scenes, waterways, and forest. We report agent-dependent clutter measurements for three of these backgrounds.
Mickley Steinmetz, Katherine R; Sturkie, Charlee M; Rochester, Nina M; Liu, Xiaodong; Gutchess, Angela H
2018-07-01
After viewing a scene, individuals differ in what they prioritise and remember. Culture may be one factor that influences scene memory, as Westerners have been shown to be more item-focused than Easterners (see Masuda, T., & Nisbett, R. E. (2001). Attending holistically versus analytically: Comparing the context sensitivity of Japanese and Americans. Journal of Personality and Social Psychology, 81, 922-934). However, cultures may differ in their sensitivity to scene incongruences and emotion processing, which may account for cross-cultural differences in scene memory. The current study uses hierarchical linear modeling (HLM) to examine scene memory while controlling for scene congruency and the perceived emotional intensity of the images. American and East Asian participants encoded pictures that included a positive, negative, or neutral item placed on a neutral background. After a 20-min delay, participants were shown the item and background separately along with similar and new items and backgrounds to assess memory specificity. Results indicated that even when congruency and emotional intensity were controlled, there was evidence that Americans had better item memory than East Asians. Incongruent scenes were better remembered than congruent scenes. However, this effect did not differ by culture. This suggests that Americans' item focus may result in memory changes that are robust despite variations in scene congruency and perceived emotion.
Color appearance and color rendering of HDR scenes: an experiment
NASA Astrophysics Data System (ADS)
Parraman, Carinna; Rizzi, Alessandro; McCann, John J.
2009-01-01
In order to gain a deeper understanding of the appearance of coloured objects in a three-dimensional scene, the research introduces a multidisciplinary experimental approach. The experiment employed two identical 3-D Mondrians, which were viewed and compared side by side. Each scene was subjected to different lighting conditions. First, we used an illumination cube to diffuse the light and illuminate all the objects from each direction. This produced a low-dynamicrange (LDR) image of the 3-D Mondrian scene. Second, in order to make a high-dynamic range (HDR) image of the same objects, we used a directional 150W spotlight and an array of WLEDs assembled in a flashlight. The scenes were significant as each contained exactly the same three-dimensional painted colour blocks that were arranged in the same position in the still life. The blocks comprised 6 hue colours and 5 tones from white to black. Participants from the CREATE project were asked to consider the change in the appearance of a selection of colours according to lightness, hue, and chroma, and to rate how the change in illumination affected appearance. We measured the light coming to the eye from still-life surfaces with a colorimeter (Yxy). We captured the scene radiance using multiple exposures with a number of different cameras. We have begun a programme of digital image processing of these scene capture methods. This multi-disciplinary programme continues until 2010, so this paper is an interim report on the initial phases and a description of the ongoing project.
Fu, Qiufang; Liu, Yong-Jin; Dienes, Zoltan; Wu, Jianhui; Chen, Wenfeng; Fu, Xiaolan
2017-01-01
It remains controversial whether visual awareness is correlated with early activation indicated by VAN (visual awareness negativity), as the recurrent process hypothesis theory proposes, or with later activation indicated by P3 or LP (late positive), as suggested by global workspace theories. To address this issue, a backward masking task was adopted, in which participants were first asked to categorize natural scenes of color photographs and line-drawings and then to rate the clarity of their visual experience on a Perceptual Awareness Scale (PAS). The interstimulus interval between the scene and the mask was manipulated. The behavioral results showed that categorization accuracy increased with PAS ratings for both color photographs and line-drawings, with no difference in accuracy between the two types of images for each rating, indicating that the experience rating reflected visibility. Importantly, the event-related potential (ERP) results revealed that for correct trials, the early posterior N1 and anterior P2 components changed with the PAS ratings for color photographs, but did not vary with the PAS ratings for line-drawings, indicating that the N1 and P2 do not always correlate with subjective visual awareness. Moreover, for both types of images, the anterior N2 and posterior VAN changed with the PAS ratings in a linear way, while the LP changed with the PAS ratings in a non-linear way, suggesting that these components relate to different types of subjective awareness. The results reconcile the apparently contradictory predictions of different theories and help to resolve the current debate on neural correlates of visual awareness.
Fu, Qiufang; Liu, Yong-Jin; Dienes, Zoltan; Wu, Jianhui; Chen, Wenfeng; Fu, Xiaolan
2017-01-01
It remains controversial whether visual awareness is correlated with early activation indicated by VAN (visual awareness negativity), as the recurrent process hypothesis theory proposes, or with later activation indicated by P3 or LP (late positive), as suggested by global workspace theories. To address this issue, a backward masking task was adopted, in which participants were first asked to categorize natural scenes of color photographs and line-drawings and then to rate the clarity of their visual experience on a Perceptual Awareness Scale (PAS). The interstimulus interval between the scene and the mask was manipulated. The behavioral results showed that categorization accuracy increased with PAS ratings for both color photographs and line-drawings, with no difference in accuracy between the two types of images for each rating, indicating that the experience rating reflected visibility. Importantly, the event-related potential (ERP) results revealed that for correct trials, the early posterior N1 and anterior P2 components changed with the PAS ratings for color photographs, but did not vary with the PAS ratings for line-drawings, indicating that the N1 and P2 do not always correlate with subjective visual awareness. Moreover, for both types of images, the anterior N2 and posterior VAN changed with the PAS ratings in a linear way, while the LP changed with the PAS ratings in a non-linear way, suggesting that these components relate to different types of subjective awareness. The results reconcile the apparently contradictory predictions of different theories and help to resolve the current debate on neural correlates of visual awareness. PMID:28261141
Deciding what is possible and impossible following hippocampal damage in humans.
McCormick, Cornelia; Rosenthal, Clive R; Miller, Thomas D; Maguire, Eleanor A
2017-03-01
There is currently much debate about whether the precise role of the hippocampus in scene processing is predominantly constructive, perceptual, or mnemonic. Here, we developed a novel experimental paradigm designed to control for general perceptual and mnemonic demands, thus enabling us to specifically vary the requirement for constructive processing. We tested the ability of patients with selective bilateral hippocampal damage and matched control participants to detect either semantic (e.g., an elephant with butterflies for ears) or constructive (e.g., an endless staircase) violations in realistic images of scenes. Thus, scenes could be semantically or constructively 'possible' or 'impossible'. Importantly, general perceptual and memory requirements were similar for both types of scene. We found that the patients performed comparably to control participants when deciding whether scenes were semantically possible or impossible, but were selectively impaired at judging if scenes were constructively possible or impossible. Post-task debriefing indicated that control participants constructed flexible mental representations of the scenes in order to make constructive judgements, whereas the patients were more constrained and typically focused on specific fragments of the scenes, with little indication of having constructed internal scene models. These results suggest that one contribution the hippocampus makes to scene processing is to construct internal representations of spatially coherent scenes, which may be vital for modelling the world during both perception and memory recall. © 2016 The Authors. Hippocampus Published by Wiley Periodicals, Inc. © 2016 The Authors. Hippocampus Published by Wiley Periodicals, Inc.
Schofield, Casey A; Weeks, Justin W; Taylor, Lea; Karnedy, Colten
2015-12-30
Social cognition research has relied primarily on photographic emotional stimuli. Such stimuli likely have limited ecological validity in terms of representing real world social interactions. The current study presents evidence for the validity of a new stimuli set of dynamic social SCENES (Skidmore Clips of Emotional and Neutral Expressive Scenarios). To develop these stimuli, ten undergraduate theater students were recruited to portray members of an audience. This audience was configured to display (seven) varying configurations of social feedback, ranging from unequivocally approving to unequivocally disapproving (including three different versions of balanced/neutral scenes). Validity data were obtained from 383 adult participants recruited from Amazon's Mechanical Turk. Each participant viewed three randomly assigned scenes and provided a rating of the perceived criticalness of each scene. Results indicate that the SCENES reflect the intended range of emotionality, and pairwise comparisons suggest that the SCENES capture distinct levels of critical feedback. Overall, the SCENES stimuli set represents a publicly available (www.scenesstimuli.com) resource for researchers interested in measuring social cognition in the presence of dynamic and naturalistic social stimuli. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
The Identification and Modeling of Visual Cue Usage in Manual Control Task Experiments
NASA Technical Reports Server (NTRS)
Sweet, Barbara Townsend; Trejo, Leonard J. (Technical Monitor)
1999-01-01
Many fields of endeavor require humans to conduct manual control tasks while viewing a perspective scene. Manual control refers to tasks in which continuous, or nearly continuous, control adjustments are required. Examples include flying an aircraft, driving a car, and riding a bicycle. Perspective scenes can arise through natural viewing of the world, simulation of a scene (as in flight simulators), or through imaging devices (such as the cameras on an unmanned aerospace vehicle). Designers frequently have some degree of control over the content and characteristics of a perspective scene; airport designers can choose runway markings, vehicle designers can influence the size and shape of windows, as well as the location of the pilot, and simulator database designers can choose scene complexity and content. Little theoretical framework exists to help designers determine the answers to questions related to perspective scene content. An empirical approach is most commonly used to determine optimum perspective scene configurations. The goal of the research effort described in this dissertation has been to provide a tool for modeling the characteristics of human operators conducting manual control tasks with perspective-scene viewing. This is done for the purpose of providing an algorithmic, as opposed to empirical, method for analyzing the effects of changing perspective scene content for closed-loop manual control tasks.
When does repeated search in scenes involve memory? Looking AT versus looking FOR objects in scenes
Võ, Melissa L.-H.; Wolfe, Jeremy M.
2014-01-01
One might assume that familiarity with a scene or previous encounters with objects embedded in a scene would benefit subsequent search for those items. However, in a series of experiments we show that this is not the case: When participants were asked to subsequently search for multiple objects in the same scene, search performance remained essentially unchanged over the course of searches despite increasing scene familiarity. Similarly, looking at target objects during previews, which included letter search, 30 seconds of free viewing, or even 30 seconds of memorizing a scene, also did not benefit search for the same objects later on. However, when the same object was searched for again memory for the previous search was capable of producing very substantial speeding of search despite many different intervening searches. This was especially the case when the previous search engagement had been active rather than supported by a cue. While these search benefits speak to the strength of memory-guided search when the same search target is repeated, the lack of memory guidance during initial object searches – despite previous encounters with the target objects - demonstrates the dominance of guidance by generic scene knowledge in real-world search. PMID:21688939
Guidance of attention to objects and locations by long-term memory of natural scenes.
Becker, Mark W; Rasmussen, Ian P
2008-11-01
Four flicker change-detection experiments demonstrate that scene-specific long-term memory guides attention to both behaviorally relevant locations and objects within a familiar scene. Participants performed an initial block of change-detection trials, detecting the addition of an object to a natural scene. After a 30-min delay, participants performed an unanticipated 2nd block of trials. When the same scene occurred in the 2nd block, the change within the scene was (a) identical to the original change, (b) a new object appearing in the original change location, (c) the same object appearing in a new location, or (d) a new object appearing in a new location. Results suggest that attention is rapidly allocated to previously relevant locations and then to previously relevant objects. This pattern of locations dominating objects remained when object identity information was made more salient. Eye tracking verified that scene memory results in more direct scan paths to previously relevant locations and objects. This contextual guidance suggests that a high-capacity long-term memory for scenes is used to insure that limited attentional capacity is allocated efficiently rather than being squandered.
When does repeated search in scenes involve memory? Looking at versus looking for objects in scenes.
Võ, Melissa L-H; Wolfe, Jeremy M
2012-02-01
One might assume that familiarity with a scene or previous encounters with objects embedded in a scene would benefit subsequent search for those items. However, in a series of experiments we show that this is not the case: When participants were asked to subsequently search for multiple objects in the same scene, search performance remained essentially unchanged over the course of searches despite increasing scene familiarity. Similarly, looking at target objects during previews, which included letter search, 30 seconds of free viewing, or even 30 seconds of memorizing a scene, also did not benefit search for the same objects later on. However, when the same object was searched for again memory for the previous search was capable of producing very substantial speeding of search despite many different intervening searches. This was especially the case when the previous search engagement had been active rather than supported by a cue. While these search benefits speak to the strength of memory-guided search when the same search target is repeated, the lack of memory guidance during initial object searches-despite previous encounters with the target objects-demonstrates the dominance of guidance by generic scene knowledge in real-world search.
Scene analysis in the natural environment
Lewicki, Michael S.; Olshausen, Bruno A.; Surlykke, Annemarie; Moss, Cynthia F.
2014-01-01
The problem of scene analysis has been studied in a number of different fields over the past decades. These studies have led to important insights into problems of scene analysis, but not all of these insights are widely appreciated, and there remain critical shortcomings in current approaches that hinder further progress. Here we take the view that scene analysis is a universal problem solved by all animals, and that we can gain new insight by studying the problems that animals face in complex natural environments. In particular, the jumping spider, songbird, echolocating bat, and electric fish, all exhibit behaviors that require robust solutions to scene analysis problems encountered in the natural environment. By examining the behaviors of these seemingly disparate animals, we emerge with a framework for studying scene analysis comprising four essential properties: (1) the ability to solve ill-posed problems, (2) the ability to integrate and store information across time and modality, (3) efficient recovery and representation of 3D scene structure, and (4) the use of optimal motor actions for acquiring information to progress toward behavioral goals. PMID:24744740
Morimoto, Takuma; Mizokami, Yoko; Yaguchi, Hirohisa; Buck, Steven L.
2017-01-01
There has been debate about how and why color constancy may be better in three-dimensional (3-D) scenes than in two-dimensional (2-D) scenes. Although some studies have shown better color constancy for 3-D conditions, the role of specific cues remains unclear. In this study, we compared color constancy for a 3-D miniature room (a real scene consisting of actual objects) and 2-D still images of that room presented on a monitor using three viewing methods: binocular viewing, monocular viewing, and head movement. We found that color constancy was better for the 3-D room; however, color constancy for the 2-D image improved when the viewing method caused the scene to be perceived more like a 3-D scene. Separate measurements of the perceptual 3-D effect of each viewing method also supported these results. An additional experiment comparing a miniature room and its image with and without texture suggested that surface texture of scene objects contributes to color constancy. PMID:29238513
Cybersickness in the presence of scene rotational movements along different axes.
Lo, W T; So, R H
2001-02-01
Compelling scene movements in a virtual reality (VR) system can cause symptoms of motion sickness (i.e., cybersickness). A within-subject experiment has been conducted to investigate the effects of scene oscillations along different axes on the level of cybersickness. Sixteen male participants were exposed to four 20-min VR simulation sessions. The four sessions used the same virtual environment but with scene oscillations along different axes, i.e., pitch, yaw, roll, or no oscillation (speed: 30 degrees/s, range: +/- 60 degrees). Verbal ratings of the level of nausea were taken at 5-min intervals during the sessions and sickness symptoms were also measured before and after the sessions using the Simulator Sickness Questionnaire (SSQ). In the presence of scene oscillation, both nausea ratings and SSQ scores increased at significantly higher rates than with no oscillation. While individual participants exhibited different susceptibilities to nausea associated with VR simulation containing scene oscillations along different rotational axes, the overall effects of axis among our group of 16 randomly selected participants were not significant. The main effects of, and interactions among, scene oscillation, duration, and participants are discussed in the paper.
The Importance of Being Interpreted: Grounded Words and Children’s Relational Reasoning
Son, Ji Y.; Smith, Linda B.; Goldstone, Robert L.; Leslie, Michelle
2012-01-01
Although young children typically have trouble reasoning relationally, they are aided by the presence of “relational” words (e.g., Gentner and Rattermann, 1991). They also reason well about commonly experienced event structures (e.g., Fivush, 1984). To explore what makes a word “relational” and therefore helpful in relational reasoning, we hypothesized that these words activate well-understood event structures. Furthermore, the activated schema must be open enough (without too much specificity) that it can be applied analogically to novel problems. Four experiments examine this hypothesis by exploring: how training with a label influence the schematic interpretation of a scene, what kinds of scenes are conducive to schematic interpretation, and whether children must figure out the interpretation themselves to benefit from the act of interpreting a scene as an event. Experiment 1 shows the superiority of schema-evoking words over words that do not connect to schematized experiences. Experiments 2 and 3 further reveal that these words must be applied to perceptual instances that require cognitive effort to connect to a label rather than unrelated or concretely related instances in order to draw attention to relational structure. Experiment 4 provides evidence that even when children do not work out an interpretation for themselves, just the act of interpreting an ambiguous scene is potent for relational generalization. The present results suggest that relational words (and in particular their meanings) are created from the act of interpreting a perceptual situation in the context of a word. PMID:22408628
The Influence of Recent Scene Events on Spoken Comprehension: Evidence from Eye Movements
ERIC Educational Resources Information Center
Knoeferle, Pia; Crocker, Matthew W.
2007-01-01
Evidence from recent experiments that monitored attention in clipart scenes during spoken comprehension suggests that people preferably rely on non-stereotypical depicted events over stereotypical thematic knowledge for incremental interpretation. "The Coordinated Interplay Account [Knoeferle, P., & Crocker, M. W. (2006). "The coordinated…
Modulation of visually evoked movement responses in moving virtual environments.
Reed-Jones, Rebecca J; Vallis, Lori Ann
2009-01-01
Virtual-reality technology is being increasingly used to understand how humans perceive and act in the moving world around them. What is currently not clear is how virtual reality technology is perceived by human participants and what virtual scenes are effective in evoking movement responses to visual stimuli. We investigated the effect of virtual-scene context on human responses to a virtual visual perturbation. We hypothesised that exposure to a natural scene that matched the visual expectancies of the natural world would create a perceptual set towards presence, and thus visual guidance of body movement in a subsequently presented virtual scene. Results supported this hypothesis; responses to a virtual visual perturbation presented in an ambiguous virtual scene were increased when participants first viewed a scene that consisted of natural landmarks which provided 'real-world' visual motion cues. Further research in this area will provide a basis of knowledge for the effective use of this technology in the study of human movement responses.
Real-time visual simulation of APT system based on RTW and Vega
NASA Astrophysics Data System (ADS)
Xiong, Shuai; Fu, Chengyu; Tang, Tao
2012-10-01
The Matlab/Simulink simulation model of APT (acquisition, pointing and tracking) system is analyzed and established. Then the model's C code which can be used for real-time simulation is generated by RTW (Real-Time Workshop). Practical experiments show, the simulation result of running the C code is the same as running the Simulink model directly in the Matlab environment. MultiGen-Vega is a real-time 3D scene simulation software system. With it and OpenGL, the APT scene simulation platform is developed and used to render and display the virtual scenes of the APT system. To add some necessary graphics effects to the virtual scenes real-time, GLSL (OpenGL Shading Language) shaders are used based on programmable GPU. By calling the C code, the scene simulation platform can adjust the system parameters on-line and get APT system's real-time simulation data to drive the scenes. Practical application shows that this visual simulation platform has high efficiency, low charge and good simulation effect.
NASA Astrophysics Data System (ADS)
Shimada, Satoshi; Azuma, Shouzou; Teranaka, Sayaka; Kojima, Akira; Majima, Yukie; Maekawa, Yasuko
We developed the system that knowledge could be discovered and shared cooperatively in the organization based on the SECI model of knowledge management. This system realized three processes by the following method. (1)A video that expressed skill is segmented into a number of scenes according to its contents. Tacit knowledge is shared in each scene. (2)Tacit knowledge is extracted by bulletin board linked to each scene. (3)Knowledge is acquired by repeatedly viewing the video scene with the comment that shows the technical content to be practiced. We conducted experiments that the system was used by nurses working for general hospitals. Experimental results show that the nursing practical knack is able to be collected by utilizing bulletin board linked to video scene. Results of this study confirmed the possibility of expressing the tacit knowledge of nurses' empirical nursing skills sensitively with a clue of video images.
Sea bottom topography imaging with SAR
NASA Technical Reports Server (NTRS)
Vanderkooij, M. W. A.; Wensink, G. J.; Vogelzang, J.
1992-01-01
It is well known that under favorable meteorological and hydrodynamical conditions the bottom topography of shallow seas can be mapped with airborne or spaceborne imaging radar. This phenomenon was observed for the first time in 1969 by de Loor and co-workers in Q-band Side Looking Airborne Radar (SLAR) imagery of sandwaves in the North Sea. It is now generally accepted that the imaging mechanism consists of three steps: (1) interaction between (tidal) current and bottom topography causes spatial modulations in the surface current velocity; (2) modulations in the surface current velocity give rise to variations in the spectrum of wind-generated waves, as described by the action balance equation; and (3) variations in the wave spectrum show up as intensity modulations in radar imagery. In order to predict radar backscatter modulations caused by sandwaves, an imaging model, covering the three steps, was developed by the Dutch Sea Bottom Topography Group. This model and some model results will be shown. On 16 Aug. 1989 an experiment was performed with the polarimetric P-, L-, and C-band synthetic aperture radar (SAR) of NASA/JPL. One scene was recorded in SAR mode. On 12 Jul. 1991 another three scenes were recorded, of which one was in the ATI-mode (Along-Track Interferometer). These experiments took place in the test area of the Sea Bottom Topography Group, 30 km off the Dutch coast, where the bottom topography is dominated by sand waves. In-situ data were gathered by a ship in the test area and on 'Measuring Platform Noordwijk', 20 km from the center of the test area. The radar images made during the experiment were compared with digitized maps of the bottom. Furthermore, the profiles of radar backscatter modulation were compared with the results of the model. During the workshop some preliminary results of the ATI measurements will be shown.
Using articulated scene models for dynamic 3d scene analysis in vista spaces
NASA Astrophysics Data System (ADS)
Beuter, Niklas; Swadzba, Agnes; Kummert, Franz; Wachsmuth, Sven
2010-09-01
In this paper we describe an efficient but detailed new approach to analyze complex dynamic scenes directly in 3D. The arising information is important for mobile robots to solve tasks in the area of household robotics. In our work a mobile robot builds an articulated scene model by observing the environment in the visual field or rather in the so-called vista space. The articulated scene model consists of essential knowledge about the static background, about autonomously moving entities like humans or robots and finally, in contrast to existing approaches, information about articulated parts. These parts describe movable objects like chairs, doors or other tangible entities, which could be moved by an agent. The combination of the static scene, the self-moving entities and the movable objects in one articulated scene model enhances the calculation of each single part. The reconstruction process for parts of the static scene benefits from removal of the dynamic parts and in turn, the moving parts can be extracted more easily through the knowledge about the background. In our experiments we show, that the system delivers simultaneously an accurate static background model, moving persons and movable objects. This information of the articulated scene model enables a mobile robot to detect and keep track of interaction partners, to navigate safely through the environment and finally, to strengthen the interaction with the user through the knowledge about the 3D articulated objects and 3D scene analysis. [Figure not available: see fulltext.
Scan patterns when viewing natural scenes: Emotion, complexity, and repetition
Bradley, Margaret M.; Houbova, Petra; Miccoli, Laura; Costa, Vincent D.; Lang, Peter J.
2011-01-01
Eye movements were monitored during picture viewing and effects of hedonic content, perceptual composition, and repetition on scanning assessed. In Experiment 1, emotional and neutral pictures that were figure-ground compositions or more complex scenes were presented for a 6 s free viewing period. Viewing emotional pictures or complex scenes prompted more fixations and broader scanning of the visual array, compared to neutral pictures or simple figure-ground compositions. Effects of emotion and composition were independent, supporting the hypothesis that these oculomotor indices reflect enhanced information seeking. Experiment 2 tested an orienting hypothesis by repeatedly presenting the same pictures. Although repetition altered specific scan patterns, emotional, compared to neutral, picture viewing continued to prompt oculomotor differences, suggesting that motivationally relevant cues enhance information seeking in appetitive and defensive contexts. PMID:21649664
NASA Astrophysics Data System (ADS)
Yoon, Jayoung; Kim, Gerard J.
2003-04-01
Traditionally, three dimension models have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity, it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined, traversed, and rendered together. In fact, as suggested by Shade et al., these different representations can be used as different LOD's for a given object. For instance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range, and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform: designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection, handling their transitions, implementing appropriate interaction schemes, and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit, to accommodate new node types for environment maps billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also, during interaction, regardless of the viewing distance, a 3D representation would be used, it if exists. Before rendering, objects are conservatively culled from the view frustum using the representation with the largest volume. Finally, we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.
Pacheco-Unguetti, Antonia Pilar; Acosta, Alberto; Lupiáñez, Juan
2014-01-01
In two experiments (161 participants in total), we investigated how current mood influences processing styles (global vs. local). Participants watched a video of a bank robbery before receiving a positive, negative or neutral induction, and they performed two tasks: a face-recognition task about the bank robber as global processing measure, and a spot-the-difference task using neutral pictures (Experiment-1) or emotional scenes (Experiment-2) as local processing measure. Results showed that positive mood induction favoured a global processing style, enhancing participants' ability to correctly identify a face even when they watched the video before the mood-induction. This shows that, besides influencing encoding processes, mood state can be also related to retrieval processes. On the contrary, negative mood induction enhanced a local processing style, making easier and faster the detection of differences between nearly identical pictures, independently of their valence. This dissociation supports the hypothesis that current mood modulates processing through activation of different cognitive styles.
Motivational Objects in Natural Scenes (MONS): A Database of >800 Objects.
Schomaker, Judith; Rau, Elias M; Einhäuser, Wolfgang; Wittmann, Bianca C
2017-01-01
In daily life, we are surrounded by objects with pre-existing motivational associations. However, these are rarely controlled for in experiments with natural stimuli. Research on natural stimuli would therefore benefit from stimuli with well-defined motivational properties; in turn, such stimuli also open new paths in research on motivation. Here we introduce a database of Motivational Objects in Natural Scenes (MONS). The database consists of 107 scenes. Each scene contains 2 to 7 objects placed at approximately equal distance from the scene center. Each scene was photographed creating 3 versions, with one object ("critical object") being replaced to vary the overall motivational value of the scene (appetitive, aversive, and neutral), while maintaining high visual similarity between the three versions. Ratings on motivation, valence, arousal and recognizability were obtained using internet-based questionnaires. Since the main objective was to provide stimuli of well-defined motivational value, three motivation scales were used: (1) Desire to own the object; (2) Approach/Avoid; (3) Desire to interact with the object. Three sets of ratings were obtained in independent sets of observers: for all 805 objects presented on a neutral background, for 321 critical objects presented in their scene context, and for the entire scenes. On the basis of the motivational ratings, objects were subdivided into aversive, neutral, and appetitive categories. The MONS database will provide a standardized basis for future studies on motivational value under realistic conditions.
Apfelbaum, Henry L.; Apfelbaum, Doris H.; Woods, Russell L.; Peli, Eli
2007-01-01
Augmented-vision devices that we are developing to aid people with low vision (impaired vision) employ vision multiplexing – the simultaneous presentation of two different views to one or both eyes. This approach enables compensation for vision deficits without depriving the wearers of their normal views of the scene. Ideally, wearers would make use of the simultaneous views to alert them to potential mobility hazards, without a need to divide attention consciously. Inattentional blindness, the frequent inability to notice otherwise-obvious events in one scene while paying attention to another, overlapping, scene, works against that sort of augmentation, so we are investigating ways to mitigate it. In this study we filtered the augmented view, creating cartoon-like representations, to make it easier to detect significant features in that view and to minimise interference with the normal view. We reproduced a classic inattentional blindness experiment to evaluate the effect, and found that, surprisingly, edge filtering had no detectable effect – positive or negative – on the noticing of unexpected events in the unattended scene. We then modified the experiment to determine if the inattentional blindness was due to the confusion of overlaid views or simply a matter of attention, and found the latter to be the case. PMID:18426419
Real-world visual statistics and infants' first-learned object names
Clerkin, Elizabeth M.; Hart, Elizabeth; Rehg, James M.; Yu, Chen
2017-01-01
We offer a new solution to the unsolved problem of how infants break into word learning based on the visual statistics of everyday infant-perspective scenes. Images from head camera video captured by 8 1/2 to 10 1/2 month-old infants at 147 at-home mealtime events were analysed for the objects in view. The images were found to be highly cluttered with many different objects in view. However, the frequency distribution of object categories was extremely right skewed such that a very small set of objects was pervasively present—a fact that may substantially reduce the problem of referential ambiguity. The statistical structure of objects in these infant egocentric scenes differs markedly from that in the training sets used in computational models and in experiments on statistical word-referent learning. Therefore, the results also indicate a need to re-examine current explanations of how infants break into word learning. This article is part of the themed issue ‘New frontiers for statistical learning in the cognitive sciences’. PMID:27872373
High dynamic range image acquisition based on multiplex cameras
NASA Astrophysics Data System (ADS)
Zeng, Hairui; Sun, Huayan; Zhang, Tinghua
2018-03-01
High dynamic image is an important technology of photoelectric information acquisition, providing higher dynamic range and more image details, and it can better reflect the real environment, light and color information. Currently, the method of high dynamic range image synthesis based on different exposure image sequences cannot adapt to the dynamic scene. It fails to overcome the effects of moving targets, resulting in the phenomenon of ghost. Therefore, a new high dynamic range image acquisition method based on multiplex cameras system was proposed. Firstly, different exposure images sequences were captured with the camera array, using the method of derivative optical flow based on color gradient to get the deviation between images, and aligned the images. Then, the high dynamic range image fusion weighting function was established by combination of inverse camera response function and deviation between images, and was applied to generated a high dynamic range image. The experiments show that the proposed method can effectively obtain high dynamic images in dynamic scene, and achieves good results.
How affective information from faces and scenes interacts in the brain
Vandenbulcke, Mathieu; Sinke, Charlotte B. A.; Goebel, Rainer; de Gelder, Beatrice
2014-01-01
Facial expression perception can be influenced by the natural visual context in which the face is perceived. We performed an fMRI experiment presenting participants with fearful or neutral faces against threatening or neutral background scenes. Triangles and scrambled scenes served as control stimuli. The results showed that the valence of the background influences face selective activity in the right anterior parahippocampal place area (PPA) and subgenual anterior cingulate cortex (sgACC) with higher activation for neutral backgrounds compared to threatening backgrounds (controlled for isolated background effects) and that this effect correlated with trait empathy in the sgACC. In addition, the left fusiform gyrus (FG) responds to the affective congruence between face and background scene. The results show that valence of the background modulates face processing and support the hypothesis that empathic processing in sgACC is inhibited when affective information is present in the background. In addition, the findings reveal a pattern of complex scene perception showing a gradient of functional specialization along the posterior–anterior axis: from sensitivity to the affective content of scenes (extrastriate body area: EBA and posterior PPA), over scene emotion–face emotion interaction (left FG) via category–scene interaction (anterior PPA) to scene–category–personality interaction (sgACC). PMID:23956081
A rain pixel recovery algorithm for videos with highly dynamic scenes.
Jie Chen; Lap-Pui Chau
2014-03-01
Rain removal is a very useful and important technique in applications such as security surveillance and movie editing. Several rain removal algorithms have been proposed these years, where photometric, chromatic, and probabilistic properties of the rain have been exploited to detect and remove the rainy effect. Current methods generally work well with light rain and relatively static scenes, when dealing with heavier rainfall in dynamic scenes, these methods give very poor visual results. The proposed algorithm is based on motion segmentation of dynamic scene. After applying photometric and chromatic constraints for rain detection, rain removal filters are applied on pixels such that their dynamic property as well as motion occlusion clue are considered; both spatial and temporal informations are then adaptively exploited during rain pixel recovery. Results show that the proposed algorithm has a much better performance for rainy scenes with large motion than existing algorithms.
Coding of navigational affordances in the human visual system
Epstein, Russell A.
2017-01-01
A central component of spatial navigation is determining where one can and cannot go in the immediate environment. We used fMRI to test the hypothesis that the human visual system solves this problem by automatically identifying the navigational affordances of the local scene. Multivoxel pattern analyses showed that a scene-selective region of dorsal occipitoparietal cortex, known as the occipital place area, represents pathways for movement in scenes in a manner that is tolerant to variability in other visual features. These effects were found in two experiments: One using tightly controlled artificial environments as stimuli, the other using a diverse set of complex, natural scenes. A reconstruction analysis demonstrated that the population codes of the occipital place area could be used to predict the affordances of novel scenes. Taken together, these results reveal a previously unknown mechanism for perceiving the affordance structure of navigable space. PMID:28416669
NASA Astrophysics Data System (ADS)
Qi, K.; Qingfeng, G.
2017-12-01
With the popular use of High-Resolution Satellite (HRS) images, more and more research efforts have been placed on land-use scene classification. However, it makes the task difficult with HRS images for the complex background and multiple land-cover classes or objects. This article presents a multiscale deeply described correlaton model for land-use scene classification. Specifically, the convolutional neural network is introduced to learn and characterize the local features at different scales. Then, learnt multiscale deep features are explored to generate visual words. The spatial arrangement of visual words is achieved through the introduction of adaptive vector quantized correlograms at different scales. Experiments on two publicly available land-use scene datasets demonstrate that the proposed model is compact and yet discriminative for efficient representation of land-use scene images, and achieves competitive classification results with the state-of-art methods.
The influence of advertisements on the conspicuity of routing information.
Boersema, T; Zwaga, H J
1985-12-01
An experiment is described in which the influence of advertisements on the conspicuity of routing information was investigated. Stimulus material consisted of colour slides of 12 railway station scenes. In two of these scenes, number and size of advertisements were systematically varied. Subjects were instructed to locate routing signs in the scenes. Performance on the location task was used as a measure of the routing sign conspicuity. The results show that inserting an advertisement lessens the conspicuity of the routing information. This effect becomes stronger if more or larger advertisements are added.
Using virtual reality to test the regularity priors used by the human visual system
NASA Astrophysics Data System (ADS)
Palmer, Eric; Kwon, TaeKyu; Pizlo, Zygmunt
2017-09-01
Virtual reality applications provide an opportunity to test human vision in well-controlled scenarios that would be difficult to generate in real physical spaces. This paper presents a study intended to evaluate the importance of the regularity priors used by the human visual system. Using a CAVE simulation, subjects viewed virtual objects in a variety of experimental manipulations. In the first experiment, the subject was asked to count the objects in a scene that was viewed either right-side-up or upside-down for 4 seconds. The subject counted more accurately in the right-side-up condition regardless of the presence of binocular disparity or color. In the second experiment, the subject was asked to reconstruct the scene from a different viewpoint. Reconstructions were accurate, but the position and orientation error was twice as high when the scene was rotated by 45°, compared to 22.5°. Similarly to the first experiment, there was little difference between monocular and binocular viewing. In the third experiment, the subject was asked to adjust the position of one object to match the depth extent to the frontal extent among three objects. Performance was best with symmetrical objects and became poorer with asymmetrical objects and poorest with only small circular markers on the floor. Finally, in the fourth experiment, we demonstrated reliable performance in monocular and binocular recovery of 3D shapes of objects standing naturally on the simulated horizontal floor. Based on these results, we conclude that gravity, horizontal ground, and symmetry priors play an important role in veridical perception of scenes.
Ganesh, Attigodu Chandrashekara; Berthommier, Frédéric; Schwartz, Jean-Luc
2016-01-01
We introduce "Audio-Visual Speech Scene Analysis" (AVSSA) as an extension of the two-stage Auditory Scene Analysis model towards audiovisual scenes made of mixtures of speakers. AVSSA assumes that a coherence index between the auditory and the visual input is computed prior to audiovisual fusion, enabling to determine whether the sensory inputs should be bound together. Previous experiments on the modulation of the McGurk effect by audiovisual coherent vs. incoherent contexts presented before the McGurk target have provided experimental evidence supporting AVSSA. Indeed, incoherent contexts appear to decrease the McGurk effect, suggesting that they produce lower audiovisual coherence hence less audiovisual fusion. The present experiments extend the AVSSA paradigm by creating contexts made of competing audiovisual sources and measuring their effect on McGurk targets. The competing audiovisual sources have respectively a high and a low audiovisual coherence (that is, large vs. small audiovisual comodulations in time). The first experiment involves contexts made of two auditory sources and one video source associated to either the first or the second audio source. It appears that the McGurk effect is smaller after the context made of the visual source associated to the auditory source with less audiovisual coherence. In the second experiment with the same stimuli, the participants are asked to attend to either one or the other source. The data show that the modulation of fusion depends on the attentional focus. Altogether, these two experiments shed light on audiovisual binding, the AVSSA process and the role of attention.
Hashida, Masahiro; Kamezaki, Ryousuke; Goto, Makoto; Shiraishi, Junji
2017-03-01
The ability to predict hazards in possible situations in a general X-ray examination room created for Kiken-Yochi training (KYT) is quantified by use of free-response receiver-operating characteristics (FROC) analysis for determining whether the total number of years of clinical experience, involvement in general X-ray examinations, occupation, and training each have an impact on the hazard prediction ability. Twenty-three radiological technologists (RTs) (years of experience: 2-28), four nurses (years of experience: 15-19), and six RT students observed 53 scenes of KYT: 26 scenes with hazardous points (hazardous points are those that might cause injury to patients) and 27 scenes without points. Based on the results of these observations, we calculated the alternative free-response receiver-operating characteristic (AFROC) curve and the figure of merit (FOM) to quantify the hazard prediction ability. The results showed that the total number of years of clinical experience did not have any impact on hazard prediction ability, whereas recent experience with general X-ray examinations greatly influenced this ability. In addition, the hazard prediction ability varied depending on the occupations of the observers while they were observing the same scenes in KYT. The hazard prediction ability of the radiologic technology students was improved after they had undergone patient safety training. This proposed method with FROC observer study enabled the quantification and evaluation of the hazard prediction capability, and the application of this approach to clinical practice may help to ensure the safety of examinations and treatment in the radiology department.
Representational Momentum in Aviation
ERIC Educational Resources Information Center
Blattler, Colin; Ferrari, Vincent; Didierjean, Andre; Marmeche, Evelyne
2011-01-01
The purpose of this study was to examine the effects of expertise on motion anticipation. We conducted 2 experiments in which novices and expert pilots viewed simulated aircraft landing scenes. The scenes were interrupted by the display of a black screen and then started again after a forward or backward shift. The participant's task was to…
Differential Engagement of Brain Regions within a "Core" Network during Scene Construction
ERIC Educational Resources Information Center
Summerfield, Jennifer J.; Hassabis, Demis; Maguire, Eleanor A.
2010-01-01
Reliving past events and imagining potential future events engages a well-established "core" network of brain areas. How the brain constructs, or reconstructs, these experiences or scenes has been debated extensively in the literature, but remains poorly understood. Here we designed a novel task to investigate this (re)constructive process by…
The Coordinated Interplay of Scene, Utterance, and World Knowledge: Evidence from Eye Tracking
ERIC Educational Resources Information Center
Knoeferle, Pia; Crocker, Matthew W.
2006-01-01
Two studies investigated the interaction between utterance and scene processing by monitoring eye movements in agent-action-patient events, while participants listened to related utterances. The aim of Experiment 1 was to determine if and when depicted events are used for thematic role assignment and structural disambiguation of temporarily…
Eye Movements Reveal the Dynamic Simulation of Speed in Language
ERIC Educational Resources Information Center
Speed, Laura J.; Vigliocco, Gabriella
2014-01-01
This study investigates how speed of motion is processed in language. In three eye-tracking experiments, participants were presented with visual scenes and spoken sentences describing fast or slow events (e.g., "The lion ambled/dashed to the balloon"). Results showed that looking time to relevant objects in the visual scene was affected…
View Combination: A Generalization Mechanism for Visual Recognition
ERIC Educational Resources Information Center
Friedman, Alinda; Waller, David; Thrash, Tyler; Greenauer, Nathan; Hodgson, Eric
2011-01-01
We examined whether view combination mechanisms shown to underlie object and scene recognition can integrate visual information across views that have little or no three-dimensional information at either the object or scene level. In three experiments, people learned four "views" of a two dimensional visual array derived from a three-dimensional…
Candel, Ingrid; Merckelbach, Harald; Houben, Katrijn; Vandyck, Inne
2004-01-01
Boundary extension is the tendency to remember more of a scene than was actually shown. The dominant interpretation of this memory illusion is that it originates from schemata that people construct when viewing a scene. Evidence of boundary extension has been obtained primarily with adult participants who remember neutral pictures. The current study addressed the developmental stability of this phenomenon. Therefore, we investigated whether children aged 10-12 years display boundary extension for neutral pictures. Moreover, we examined emotional scene memory. Eighty-seven children drew pictures from memory after they had seen either neutral or emotional pictures. Both their neutral and emotional drawings revealed boundary extension. Apparently, the schema construction that underlies boundary extension is a robust and ubiquitous process.
Defining event reconstruction of digital crime scenes.
Carrier, Brian D; Spafford, Eugene H
2004-11-01
Event reconstruction plays a critical role in solving physical crimes by explaining why a piece of physical evidence has certain characteristics. With digital crimes, the current focus has been on the recognition and identification of digital evidence using an object's characteristics, but not on the identification of the events that caused the characteristics. This paper examines digital event reconstruction and proposes a process model and procedure that can be used for a digital crime scene. The model has been designed so that it can apply to physical crime scenes, can support the unique aspects of a digital crime scene, and can be implemented in software to automate part of the process. We also examine the differences between physical event reconstruction and digital event reconstruction.
Surface color perception under two illuminants: the second illuminant reduces color constancy
NASA Technical Reports Server (NTRS)
Yang, Joong Nam; Shevell, Steven K.
2003-01-01
This study investigates color perception in a scene with two different illuminants. The two illuminants, in opposite corners, simultaneously shine on a (simulated) scene with an opaque dividing wall, which controls how much of the scene is illuminated by each source. In the first experiment, the height of the dividing wall was varied. This changed the amount of each illuminant reaching objects on the opposite side of the wall. Results showed that the degree of color constancy decreased when a region on one side of the wall had cues to both illuminants, suggesting that cues from the second illuminant are detrimental to color constancy. In a later experiment, color constancy was found to improve when the specular highlight cues from the second illuminant were altered to be consistent with the first illuminant. This corroborates the influence of specular highlights in surface color perception, and suggests that the reduced color constancy in the first experiment is due to the inconsistent, though physically correct, cues from the two illuminants.
A category adjustment approach to memory for spatial location in natural scenes.
Holden, Mark P; Curby, Kim M; Newcombe, Nora S; Shipley, Thomas F
2010-05-01
Memories for spatial locations often show systematic errors toward the central value of the surrounding region. This bias has been explained using a Bayesian model in which fine-grained and categorical information are combined (Huttenlocher, Hedges, & Duncan, 1991). However, experiments testing this model have largely used locations contained in simple geometric shapes. Use of this paradigm raises 2 issues. First, do results generalize to the complex natural world? Second, what types of information might be used to segment complex spaces into constituent categories? Experiment 1 addressed the 1st question by showing a bias toward prototypical values in memory for spatial locations in complex natural scenes. Experiment 2 addressed the 2nd question by manipulating the availability of basic visual cues (using color negatives) or of semantic information about the scene (using inverted images). Error patterns suggest that both perceptual and conceptual information are involved in segmentation. The possible neurological foundations of location memory of this kind are discussed. PsycINFO Database Record (c) 2010 APA, all rights reserved.
Runway Texture and Grid Pattern Effects on Rate-of-Descent Perception
NASA Technical Reports Server (NTRS)
Schroeder, J. A.; Dearing, M. G.; Sweet, B. T.; Kaiser, M. K.; Rutkowski, Mike (Technical Monitor)
2001-01-01
To date, perceptual errors occur in determining descent rate from a computer-generated image in flight simulation. Pilots tend to touch down twice as hard in simulation than in flight, and more training time is needed in simulation before reaching steady-state performance. Barnes suggested that recognition of range may be the culprit, and he cited that problems such as collimated objects, binocular vision, and poor resolution lead to poor estimation of the velocity vector. Brown's study essentially ruled out that the lack of binocular vision is the problem. Dorfel added specificity to the problem by showing that pilots underestimated range in simulated scenes by 50% when 800 ft from the runway threshold. Palmer and Petitt showed that pilots are able to distinguish between a 1.7 ft/sec and 2.9 ft/sec sink rate when passively observing sink rates in a night scene. Platform motion also plays a role, as previous research has shown that the addition of substantial platform motion improves pilot estimates of vertical velocity and results in simulated touchdown rates more closely resembling flight. This experiment examined how some specific variations in the visual scene properties affect a pilot's perception of sink rate. It extended another experiment that focused on the visual and motion cues necessary for helicopter autorotations. In that experiment, pilots performed steep approaches to a runway. The visual content of the runway and its surroundings varied in two ways: texture and rectangular grid spacing. Four textures, included a no-texture case, were evaluated. Three grid spacings, including a no-grid case, were evaluated. The results showed that pilot better controlled their vertical descent rates when good texture cues were present. No significant differences were found for the grid manipulation. Using those visual scenes a simple psychophysics, experiment was performed. The purpose was to determine if the variations in the visual scenes allowed pilots to better perceive vertical velocity. To determine that answer, pilots passively viewed a particular visual scene in which the vehicle was descending at two different rates. Pilots had to select which of the two rates they thought was the fastest rate. The difference between the two rates changed using a staircase method, depending on whether or not the pilot was correct, until a minimum threshold between the two descent rates was reached. This process was repeated for all of the visual scenes to decide whether or not the visual scenes did allow pilots to perceive vertical velocity better among them. All of the data have yet to be analyzed; however, neither the effects of grid nor texture revealed any statistically significant trends. On further examination of the staircase method employed, a possibility exists that the lack of an evident trend may be due to the exit criterion used during the study. As such, the experiment will be repeated with an improved exit criterion in February. Results of this study will be presented in the submitted paper.
Berry, Meredith S.; Repke, Meredith A.; Nickerson, Norma P.; Conway, Lucian G.; Odum, Amy L.; Jordan, Kerry E.
2015-01-01
Impulsivity in delay discounting is associated with maladaptive behaviors such as overeating and drug and alcohol abuse. Researchers have recently noted that delay discounting, even when measured by a brief laboratory task, may be the best predictor of human health related behaviors (e.g., exercise) currently available. Identifying techniques to decrease impulsivity in delay discounting, therefore, could help improve decision-making on a global scale. Visual exposure to natural environments is one recent approach shown to decrease impulsive decision-making in a delay discounting task, although the mechanism driving this result is currently unknown. The present experiment was thus designed to evaluate not only whether visual exposure to natural (mountains, lakes) relative to built (buildings, cities) environments resulted in less impulsivity, but also whether this exposure influenced time perception. Participants were randomly assigned to either a natural environment condition or a built environment condition. Participants viewed photographs of either natural scenes or built scenes before and during a delay discounting task in which they made choices about receiving immediate or delayed hypothetical monetary outcomes. Participants also completed an interval bisection task in which natural or built stimuli were judged as relatively longer or shorter presentation durations. Following the delay discounting and interval bisection tasks, additional measures of time perception were administered, including how many minutes participants thought had passed during the session and a scale measurement of whether time "flew" or "dragged" during the session. Participants exposed to natural as opposed to built scenes were less impulsive and also reported longer subjective session times, although no differences across groups were revealed with the interval bisection task. These results are the first to suggest that decreased impulsivity from exposure to natural as opposed to built environments may be related to lengthened time perception. PMID:26558610
Generation of realistic scene using illuminant estimation and mixed chromatic adaptation
NASA Astrophysics Data System (ADS)
Kim, Jae-Chul; Hong, Sang-Gi; Kim, Dong-Ho; Park, Jong-Hyun
2003-12-01
The algorithm of combining a real image with a virtual model was proposed to increase the reality of synthesized images. Currently, synthesizing a real image with a virtual model facilitated the surface reflection model and various geometric techniques. In the current methods, the characteristics of various illuminants in the real image are not sufficiently considered. In addition, despite the chromatic adaptation plays a vital role for accommodating different illuminants in the two media viewing conditions, it is not taken into account in the existing methods. Thus, it is hardly to get high-quality synthesized images. In this paper, we proposed the two-phase image synthesis algorithm. First, the surface reflectance of the maximum high-light region (MHR) was estimated using the three eigenvectors obtained from the principal component analysis (PCA) applied to the surface reflectances of 1269 Munsell samples. The combined spectral value, i.e., the product of surface reflectance and the spectral power distributions (SPDs) of an illuminant, of MHR was then estimated using the three eigenvectors obtained from PCA applied to the products of surface reflectances of Munsell 1269 samples and the SPDs of four CIE Standard Illuminants (A, C, D50, D65). By dividing the average combined spectral values of MHR by the average surface reflectances of MHR, we could estimate the illuminant of a real image. Second, the mixed chromatic adaptation (S-LMS) using an estimated and an external illuminants was applied to the virtual-model image. For evaluating the proposed algorithm, experiments with synthetic and real scenes were performed. It was shown that the proposed method was effective in synthesizing the real and the virtual scenes under various illuminants.
Electrophysiological revelations of trial history effects in a color oddball search task.
Shin, Eunsam; Chong, Sang Chul
2016-12-01
In visual oddball search tasks, viewing a no-target scene (i.e., no-target selection trial) leads to the facilitation or delay of the search time for a target in a subsequent trial. Presumably, this selection failure leads to biasing attentional set and prioritizing stimulus features unseen in the no-target scene. We observed attention-related ERP components and tracked the course of attentional biasing as a function of trial history. Participants were instructed to identify color oddballs (i.e., targets) shown in varied trial sequences. The number of no-target scenes preceding a target scene was increased from zero to two to reinforce attentional biasing, and colors presented in two successive no-target scenes were repeated or changed to systematically bias attention to specific colors. For the no-target scenes, the presentation of a second no-target scene resulted in an early selection of, and sustained attention to, the changed colors (mirrored in the frontal selection positivity, the anterior N2, and the P3b). For the target scenes, the N2pc indicated an earlier allocation of attention to the targets with unseen or remotely seen colors. Inhibitory control of attention, shown in the anterior N2, was greatest when the target scene was followed by repeated no-target scenes with repeated colors. Finally, search times and the P3b were influenced by both color previewing and its history. The current results demonstrate that attentional biasing can occur on a trial-by-trial basis and be influenced by both feature previewing and its history. © 2016 Society for Psychophysiological Research.
Mavratzakis, Aimee; Herbert, Cornelia; Walla, Peter
2016-01-01
In the current study, electroencephalography (EEG) was recorded simultaneously with facial electromyography (fEMG) to determine whether emotional faces and emotional scenes are processed differently at the neural level. In addition, it was investigated whether these differences can be observed at the behavioural level via spontaneous facial muscle activity. Emotional content of the stimuli did not affect early P1 activity. Emotional faces elicited enhanced amplitudes of the face-sensitive N170 component, while its counterpart, the scene-related N100, was not sensitive to emotional content of scenes. At 220-280ms, the early posterior negativity (EPN) was enhanced only slightly for fearful as compared to neutral or happy faces. However, its amplitudes were significantly enhanced during processing of scenes with positive content, particularly over the right hemisphere. Scenes of positive content also elicited enhanced spontaneous zygomatic activity from 500-750ms onwards, while happy faces elicited no such changes. Contrastingly, both fearful faces and negative scenes elicited enhanced spontaneous corrugator activity at 500-750ms after stimulus onset. However, relative to baseline EMG changes occurred earlier for faces (250ms) than for scenes (500ms) whereas for scenes activity changes were more pronounced over the whole viewing period. Taking into account all effects, the data suggests that emotional facial expressions evoke faster attentional orienting, but weaker affective neural activity and emotional behavioural responses compared to emotional scenes. Copyright © 2015 The Authors. Published by Elsevier Inc. All rights reserved.
Scan patterns when viewing natural scenes: emotion, complexity, and repetition.
Bradley, Margaret M; Houbova, Petra; Miccoli, Laura; Costa, Vincent D; Lang, Peter J
2011-11-01
Eye movements were monitored during picture viewing, and effects of hedonic content, perceptual composition, and repetition on scanning assessed. In Experiment 1, emotional and neutral pictures that were figure-ground compositions or more complex scenes were presented for a 6-s free viewing period. Viewing emotional pictures or complex scenes prompted more fixations and broader scanning of the visual array, compared to neutral pictures or simple figure-ground compositions. Effects of emotion and composition were independent, supporting the hypothesis that these oculomotor indices reflect enhanced information seeking. Experiment 2 tested an orienting hypothesis by repeatedly presenting the same pictures. Although repetition altered specific scan patterns, emotional, compared to neutral, picture viewing continued to prompt oculomotor differences, suggesting that motivationally relevant cues enhance information seeking in appetitive and defensive contexts. Copyright © 2011 Society for Psychophysiological Research.
Correlated Topic Vector for Scene Classification.
Wei, Pengxu; Qin, Fei; Wan, Fang; Zhu, Yi; Jiao, Jianbin; Ye, Qixiang
2017-07-01
Scene images usually involve semantic correlations, particularly when considering large-scale image data sets. This paper proposes a novel generative image representation, correlated topic vector, to model such semantic correlations. Oriented from the correlated topic model, correlated topic vector intends to naturally utilize the correlations among topics, which are seldom considered in the conventional feature encoding, e.g., Fisher vector, but do exist in scene images. It is expected that the involvement of correlations can increase the discriminative capability of the learned generative model and consequently improve the recognition accuracy. Incorporated with the Fisher kernel method, correlated topic vector inherits the advantages of Fisher vector. The contributions to the topics of visual words have been further employed by incorporating the Fisher kernel framework to indicate the differences among scenes. Combined with the deep convolutional neural network (CNN) features and Gibbs sampling solution, correlated topic vector shows great potential when processing large-scale and complex scene image data sets. Experiments on two scene image data sets demonstrate that correlated topic vector improves significantly the deep CNN features, and outperforms existing Fisher kernel-based features.
Motivational Objects in Natural Scenes (MONS): A Database of >800 Objects
Schomaker, Judith; Rau, Elias M.; Einhäuser, Wolfgang; Wittmann, Bianca C.
2017-01-01
In daily life, we are surrounded by objects with pre-existing motivational associations. However, these are rarely controlled for in experiments with natural stimuli. Research on natural stimuli would therefore benefit from stimuli with well-defined motivational properties; in turn, such stimuli also open new paths in research on motivation. Here we introduce a database of Motivational Objects in Natural Scenes (MONS). The database consists of 107 scenes. Each scene contains 2 to 7 objects placed at approximately equal distance from the scene center. Each scene was photographed creating 3 versions, with one object (“critical object”) being replaced to vary the overall motivational value of the scene (appetitive, aversive, and neutral), while maintaining high visual similarity between the three versions. Ratings on motivation, valence, arousal and recognizability were obtained using internet-based questionnaires. Since the main objective was to provide stimuli of well-defined motivational value, three motivation scales were used: (1) Desire to own the object; (2) Approach/Avoid; (3) Desire to interact with the object. Three sets of ratings were obtained in independent sets of observers: for all 805 objects presented on a neutral background, for 321 critical objects presented in their scene context, and for the entire scenes. On the basis of the motivational ratings, objects were subdivided into aversive, neutral, and appetitive categories. The MONS database will provide a standardized basis for future studies on motivational value under realistic conditions. PMID:29033870
Brain mechanisms underlying cue-based memorizing during free viewing of movie Memento.
Kauttonen, Janne; Hlushchuk, Yevhen; Jääskeläinen, Iiro P; Tikka, Pia
2018-05-15
How does the human brain recall and connect relevant memories with unfolding events? To study this, we presented 25 healthy subjects, during functional magnetic resonance imaging, the movie 'Memento' (director C. Nolan). In this movie, scenes are presented in chronologically reverse order with certain scenes briefly overlapping previously presented scenes. Such overlapping "key-frames" serve as effective memory cues for the viewers, prompting recall of relevant memories of the previously seen scene and connecting them with the concurrent scene. We hypothesized that these repeating key-frames serve as immediate recall cues and would facilitate reconstruction of the story piece-by-piece. The chronological version of Memento, shown in a separate experiment for another group of subjects, served as a control condition. Using multivariate event-related pattern analysis method and representational similarity analysis, focal fingerprint patterns of hemodynamic activity were found to emerge during presentation of key-frame scenes. This effect was present in higher-order cortical network with regions including precuneus, angular gyrus, cingulate gyrus, as well as lateral, superior, and middle frontal gyri within frontal poles. This network was right hemispheric dominant. These distributed patterns of brain activity appear to underlie ability to recall relevant memories and connect them with ongoing events, i.e., "what goes with what" in a complex story. Given the real-life likeness of cinematic experience, these results provide new insight into how the human brain recalls, given proper cues, relevant memories to facilitate understanding and prediction of everyday life events. Copyright © 2018 Elsevier Inc. All rights reserved.
Fast, Danya; Small, Will; Wood, Evan; Kerr, Thomas
2009-01-01
Recent research has highlighted the ways in which social structural processes and physical environments operate to push young drug users towards risk. We undertook this study in order to explore how young people who were currently street-entrenched characterized and understood their initiation into the local drug scene in downtown Vancouver, Canada. Semi-structured qualitative interviews were conducted with 38 individuals recruited from a cohort of young drug users known as the At-Risk Youth Study (ARYS). Participant narratives reflected an understanding among young people that they are simultaneously pulled and pushed towards the local scene. Push factors were understood as circumstances that propelled young people towards this setting, in some cases because of proximity to it from a very early age, and in other cases because of adverse situations experienced elsewhere and the need to find a new place to live that was both affordable and safe. Interwoven with accounts of how youth were pushed towards the local scene were stories that emphasized a high degree of autonomy and the factors that initially attracted them to this scene, including a desire for excitement, independence and belonging. Once young people were more permanently based in downtown Vancouver, participants identified several factors that accelerated their entrenchment in this locale, including increasingly ‘problematic’ drug use, an intensified need to generate income, experiences of chronic homelessness, and unstable social relationships. Our findings stress the need for early intervention with youth, before they are initiated into the social networks and processes that rapidly propel young people towards risk within these contexts. Once initiation has occurred, the boundary between safety and risk quickly becomes difficult to navigate, and young people become highly vulnerable to numerous harms. PMID:19700232
Maran, Thomas; Sachse, Pierre; Martini, Markus; Weber, Barbara; Pinggera, Jakob; Zuggal, Stefan; Furtner, Marco
2017-01-01
Biased cognition during high arousal states is a relevant phenomenon in a variety of topics: from the development of post-traumatic stress disorders or stress-triggered addictive behaviors to forensic considerations regarding crimes of passion. Recent evidence indicates that arousal modulates the engagement of a hippocampus-based “cognitive” system in favor of a striatum-based “habit” system in learning and memory, promoting a switch from flexible, contextualized to more rigid, reflexive responses. Existing findings appear inconsistent, therefore it is unclear whether and which type of context processing is disrupted by enhanced arousal. In this behavioral study, we investigated such arousal-triggered cognitive-state shifts in human subjects. We validated an arousal induction procedure (three experimental conditions: violent scene, erotic scene, neutral control scene) using pupillometry (Preliminary Experiment, n = 13) and randomly administered this method to healthy young adults to examine whether high arousal states affect performance in two core domains of contextual processing, the acquisition of spatial (spatial discrimination paradigm; Experiment 1, n = 66) and sequence information (learned irrelevance paradigm; Experiment 2, n = 84). In both paradigms, spatial location and sequences were encoded incidentally and both displacements when retrieving spatial position as well as the predictability of the target by a cue in sequence learning changed stepwise. Results showed that both implicit spatial and sequence learning were disrupted during high arousal states, regardless of valence. Compared to the control group, participants in the arousal conditions showed impaired discrimination of spatial positions and abolished learning of associative sequences. Furthermore, Bayesian analyses revealed evidence against the null models. In line with recent models of stress effects on cognition, both experiments provide evidence for decreased engagement of flexible, cognitive systems supporting encoding of context information in active cognition during acute arousal, promoting reduced sensitivity for contextual details. We argue that arousal fosters cognitive adaptation towards less demanding, more present-oriented information processing, which prioritizes a current behavioral response set at the cost of contextual cues. This transient state of behavioral perseverance might reduce reliance on context information in unpredictable environments and thus represent an adaptive response in certain situations. PMID:29170634
NASA Astrophysics Data System (ADS)
Yue, Haosong; Chen, Weihai; Wu, Xingming; Wang, Jianhua
2016-03-01
Three-dimensional (3-D) simultaneous localization and mapping (SLAM) is a crucial technique for intelligent robots to navigate autonomously and execute complex tasks. It can also be applied to shape measurement, reverse engineering, and many other scientific or engineering fields. A widespread SLAM algorithm, named KinectFusion, performs well in environments with complex shapes. However, it cannot handle translation uncertainties well in highly structured scenes. This paper improves the KinectFusion algorithm and makes it competent in both structured and unstructured environments. 3-D line features are first extracted according to both color and depth data captured by Kinect sensor. Then the lines in the current data frame are matched with the lines extracted from the entire constructed world model. Finally, we fuse the distance errors of these line-pairs into the standard KinectFusion framework and estimate sensor poses using an iterative closest point-based algorithm. Comparative experiments with the KinectFusion algorithm and one state-of-the-art method in a corridor scene have been done. The experimental results demonstrate that after our improvement, the KinectFusion algorithm can also be applied to structured environments and has higher accuracy. Experiments on two open access datasets further validated our improvements.
We're Still Here: Community-Based Art, the Scene of Education, and the Formation of Scene
ERIC Educational Resources Information Center
Kim, Charles; Miyamoto, Nobuko
2013-01-01
In this cross-generational dialogue, authors Charles Kim and Nobuko Miyamoto engage in a creative exploration of community-based art, contemporary Asian American identity, and the possibilities of creativity within educational spaces. Using the ideas of John Dewey as a foundation, Kim and Miyamoto offer their dialogues, experiences, and analyses…
Finding the Cause: Verbal Framing Helps Children Extract Causal Evidence Embedded in a Complex Scene
ERIC Educational Resources Information Center
Butler, Lucas P.; Markman, Ellen M.
2012-01-01
In making causal inferences, children must both identify a causal problem and selectively attend to meaningful evidence. Four experiments demonstrate that verbally framing an event ("Which animals make Lion laugh?") helps 4-year-olds extract evidence from a complex scene to make accurate causal inferences. Whereas framing was unnecessary when…
Actively Experiencing Shakespeare: Students "Get on Their Feet" for "Henry IV, Part One."
ERIC Educational Resources Information Center
Meyer, Herbert M.; Thomsen, Lee
1999-01-01
Discusses how a literature and multimedia course for 11th and 12th graders used active-learning experiences to engage students with Shakespeare's "Henry IV, Part One." Describes how shouting Hal's soliloquy; constructing a chart of character relations; rewriting a scene in their own words; performing, filming, and critiquing a scene; and…
When does prior knowledge disproportionately benefit older adults’ memory?
Badham, Stephen P.; Hay, Mhairi; Foxon, Natasha; Kaur, Kiran; Maylor, Elizabeth A.
2016-01-01
ABSTRACT Material consistent with knowledge/experience is generally more memorable than material inconsistent with knowledge/experience – an effect that can be more extreme in older adults. Four experiments investigated knowledge effects on memory with young and older adults. Memory for familiar and unfamiliar proverbs (Experiment 1) and for common and uncommon scenes (Experiment 2) showed similar knowledge effects across age groups. Memory for person-consistent and person-neutral actions (Experiment 3) showed a greater benefit of prior knowledge in older adults. For cued recall of related and unrelated word pairs (Experiment 4), older adults benefited more from prior knowledge only when it provided uniquely useful additional information beyond the episodic association itself. The current data and literature suggest that prior knowledge has the age-dissociable mnemonic properties of (1) improving memory for the episodes themselves (age invariant), and (2) providing conceptual information about the tasks/stimuli extrinsically to the actual episodic memory (particularly aiding older adults). PMID:26473767
Increasing Student Engagement and Enthusiasm: A Projectile Motion Crime Scene
NASA Astrophysics Data System (ADS)
Bonner, David
2010-05-01
Connecting physics concepts with real-world events allows students to establish a strong conceptual foundation. When such events are particularly interesting to students, it can greatly impact their engagement and enthusiasm in an activity. Activities that involve studying real-world events of high interest can provide students a long-lasting understanding and positive memorable experiences, both of which heighten the learning experiences of those students. One such activity, described in depth in this paper, utilizes a murder mystery and crime scene investigation as an application of basic projectile motion.
Intrinsic and contextual features in object recognition.
Schlangen, Derrick; Barenholtz, Elan
2015-01-28
The context in which an object is found can facilitate its recognition. Yet, it is not known how effective this contextual information is relative to the object's intrinsic visual features, such as color and shape. To address this, we performed four experiments using rendered scenes with novel objects. In each experiment, participants first performed a visual search task, searching for a uniquely shaped target object whose color and location within the scene was experimentally manipulated. We then tested participants' tendency to use their knowledge of the location and color information in an identification task when the objects' images were degraded due to blurring, thus eliminating the shape information. In Experiment 1, we found that, in the absence of any diagnostic intrinsic features, participants identified objects based purely on their locations within the scene. In Experiment 2, we found that participants combined an intrinsic feature, color, with contextual location in order to uniquely specify an object. In Experiment 3, we found that when an object's color and location information were in conflict, participants identified the object using both sources of information equally. Finally, in Experiment 4, we found that participants used whichever source of information-either color or location-was more statistically reliable in order to identify the target object. Overall, these experiments show that the context in which objects are found can play as important a role as intrinsic features in identifying the objects. © 2015 ARVO.
A Model of Manual Control with Perspective Scene Viewing
NASA Technical Reports Server (NTRS)
Sweet, Barbara Townsend
2013-01-01
A model of manual control during perspective scene viewing is presented, which combines the Crossover Model with a simpli ed model of perspective-scene viewing and visual- cue selection. The model is developed for a particular example task: an idealized constant- altitude task in which the operator controls longitudinal position in the presence of both longitudinal and pitch disturbances. An experiment is performed to develop and vali- date the model. The model corresponds closely with the experimental measurements, and identi ed model parameters are highly consistent with the visual cues available in the perspective scene. The modeling results indicate that operators used one visual cue for position control, and another visual cue for velocity control (lead generation). Additionally, operators responded more quickly to rotation (pitch) than translation (longitudinal).
Gestalt-like constraints produce veridical (Euclidean) percepts of 3D indoor scenes
Kwon, TaeKyu; Li, Yunfeng; Sawada, Tadamasa; Pizlo, Zygmunt
2015-01-01
This study, which was influenced a lot by Gestalt ideas, extends our prior work on the role of a priori constraints in the veridical perception of 3D shapes to the perception of 3D scenes. Our experiments tested how human subjects perceive the layout of a naturally-illuminated indoor scene that contains common symmetrical 3D objects standing on a horizontal floor. In one task, the subject was asked to draw a top view of a scene that was viewed either monocularly or binocularly. The top views the subjects reconstructed were configured accurately except for their overall size. These size errors varied from trial to trial, and were shown most-likely to result from the presence of a response bias. There was little, if any, evidence of systematic distortions of the subjects’ perceived visual space, the kind of distortions that have been reported in numerous experiments run under very unnatural conditions. This shown, we proceeded to use Foley’s (Vision Research 12 (1972) 323–332) isosceles right triangle experiment to test the intrinsic geometry of visual space directly. This was done with natural viewing, with the impoverished viewing conditions Foley had used, as well as with a number of intermediate viewing conditions. Our subjects produced very accurate triangles when the viewing conditions were natural, but their performance deteriorated systematically as the viewing conditions were progressively impoverished. Their perception of visual space became more compressed as their natural visual environment was degraded. Once this was shown, we developed a computational model that emulated the most salient features of our psychophysical results. We concluded that human observers see 3D scenes veridically when they view natural 3D objects within natural 3D environments. PMID:26525845
Vertical gaze angle: absolute height-in-scene information for the programming of prehension.
Gardner, P L; Mon-Williams, M
2001-02-01
One possible source of information regarding the distance of a fixated target is provided by the height of the object within the visual scene. It is accepted that this cue can provide ordinal information, but generally it has been assumed that the nervous system cannot extract "absolute" information from height-in-scene. In order to use height-in-scene, the nervous system would need to be sensitive to ocular position with respect to the head and to head orientation with respect to the shoulders (i.e. vertical gaze angle or VGA). We used a perturbation technique to establish whether the nervous system uses vertical gaze angle as a distance cue. Vertical gaze angle was perturbed using ophthalmic prisms with the base oriented either up or down. In experiment 1, participants were required to carry out an open-loop pointing task whilst wearing: (1) no prisms; (2) a base-up prism; or (3) a base-down prism. In experiment 2, the participants reached to grasp an object under closed-loop viewing conditions whilst wearing: (1) no prisms; (2) a base-up prism; or (3) a base-down prism. Experiment 1 and 2 provided clear evidence that the human nervous system uses vertical gaze angle as a distance cue. It was found that the weighting attached to VGA decreased with increasing target distance. The weighting attached to VGA was also affected by the discrepancy between the height of the target, as specified by all other distance cues, and the height indicated by the initial estimate of the position of the supporting surface. We conclude by considering the use of height-in-scene information in the perception of surface slant and highlight some of the complexities that must be involved in the computation of environmental layout.
Kotabe, Hiroki P; Kardan, Omid; Berman, Marc G
2017-08-01
Natural environments have powerful aesthetic appeal linked to their capacity for psychological restoration. In contrast, disorderly environments are aesthetically aversive, and have various detrimental psychological effects. But in our research, we have repeatedly found that natural environments are perceptually disorderly. What could explain this paradox? We present 3 competing hypotheses: the aesthetic preference for naturalness is more powerful than the aesthetic aversion to disorder (the nature-trumps-disorder hypothesis ); disorder is trivial to aesthetic preference in natural contexts (the harmless-disorder hypothesis ); and disorder is aesthetically preferred in natural contexts (the beneficial-disorder hypothesis ). Utilizing novel methods of perceptual study and diverse stimuli, we rule in the nature-trumps-disorder hypothesis and rule out the harmless-disorder and beneficial-disorder hypotheses. In examining perceptual mechanisms, we find evidence that high-level scene semantics are both necessary and sufficient for the nature-trumps-disorder effect. Necessity is evidenced by the effect disappearing in experiments utilizing only low-level visual stimuli (i.e., where scene semantics have been removed) and experiments utilizing a rapid-scene-presentation procedure that obscures scene semantics. Sufficiency is evidenced by the effect reappearing in experiments utilizing noun stimuli which remove low-level visual features. Furthermore, we present evidence that the interaction of scene semantics with low-level visual features amplifies the nature-trumps-disorder effect-the effect is weaker both when statistically adjusting for quantified low-level visual features and when using noun stimuli which remove low-level visual features. These results have implications for psychological theories bearing on the joint influence of low- and high-level perceptual inputs on affect and cognition, as well as for aesthetic design. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Visual properties and memorising scenes: Effects of image-space sparseness and uniformity.
Lukavský, Jiří; Děchtěrenko, Filip
2017-10-01
Previous studies have demonstrated that humans have a remarkable capacity to memorise a large number of scenes. The research on memorability has shown that memory performance can be predicted by the content of an image. We explored how remembering an image is affected by the image properties within the context of the reference set, including the extent to which it is different from its neighbours (image-space sparseness) and if it belongs to the same category as its neighbours (uniformity). We used a reference set of 2,048 scenes (64 categories), evaluated pairwise scene similarity using deep features from a pretrained convolutional neural network (CNN), and calculated the image-space sparseness and uniformity for each image. We ran three memory experiments, varying the memory workload with experiment length and colour/greyscale presentation. We measured the sensitivity and criterion value changes as a function of image-space sparseness and uniformity. Across all three experiments, we found separate effects of 1) sparseness on memory sensitivity, and 2) uniformity on the recognition criterion. People better remembered (and correctly rejected) images that were more separated from others. People tended to make more false alarms and fewer miss errors in images from categorically uniform portions of the image-space. We propose that both image-space properties affect human decisions when recognising images. Additionally, we found that colour presentation did not yield better memory performance over grayscale images.
Effect of fixation positions on perception of lightness
NASA Astrophysics Data System (ADS)
Toscani, Matteo; Valsecchi, Matteo; Gegenfurtner, Karl R.
2015-03-01
Visual acuity, luminance sensitivity, contrast sensitivity, and color sensitivity are maximal in the fovea and decrease with retinal eccentricity. Therefore every scene is perceived by integrating the small, high resolution samples collected by moving the eyes around. Moreover, when viewing ambiguous figures the fixated position influences the dominance of the possible percepts. Therefore fixations could serve as a selection mechanism whose function is not confined to finely resolve the selected detail of the scene. Here this hypothesis is tested in the lightness perception domain. In a first series of experiments we demonstrated that when observers matched the color of natural objects they based their lightness judgments on objects' brightest parts. During this task the observers tended to fixate points with above average luminance, suggesting a relationship between perception and fixations that we causally proved using a gaze contingent display in a subsequent experiment. Simulations with rendered physical lighting show that higher values in an object's luminance distribution are particularly informative about reflectance. In a second series of experiments we considered a high level strategy that the visual system uses to segment the visual scene in a layered representation. We demonstrated that eye movement sampling mediates between the layer segregation and its effects on lightness perception. Together these studies show that eye fixations are partially responsible for the selection of information from a scene that allows the visual system to estimate the reflectance of a surface.
Yao, Guangle; Lei, Tao; Zhong, Jiandan; Jiang, Ping; Jia, Wenwu
2017-01-01
Background subtraction (BS) is one of the most commonly encountered tasks in video analysis and tracking systems. It distinguishes the foreground (moving objects) from the video sequences captured by static imaging sensors. Background subtraction in remote scene infrared (IR) video is important and common to lots of fields. This paper provides a Remote Scene IR Dataset captured by our designed medium-wave infrared (MWIR) sensor. Each video sequence in this dataset is identified with specific BS challenges and the pixel-wise ground truth of foreground (FG) for each frame is also provided. A series of experiments were conducted to evaluate BS algorithms on this proposed dataset. The overall performance of BS algorithms and the processor/memory requirements were compared. Proper evaluation metrics or criteria were employed to evaluate the capability of each BS algorithm to handle different kinds of BS challenges represented in this dataset. The results and conclusions in this paper provide valid references to develop new BS algorithm for remote scene IR video sequence, and some of them are not only limited to remote scene or IR video sequence but also generic for background subtraction. The Remote Scene IR dataset and the foreground masks detected by each evaluated BS algorithm are available online: https://github.com/JerryYaoGl/BSEvaluationRemoteSceneIR. PMID:28837112
An Automated Directed Spectral Search Methodology for Small Target Detection
NASA Astrophysics Data System (ADS)
Grossman, Stanley I.
Much of the current efforts in remote sensing tackle macro-level problems such as determining the extent of wheat in a field, the general health of vegetation or the extent of mineral deposits in an area. However, for many of the remaining remote sensing challenges being studied currently, such as border protection, drug smuggling, treaty verification, and the war on terror, most targets are very small in nature - a vehicle or even a person. While in typical macro-level problems the objective vegetation is in the scene, for small target detection problems it is not usually known if the desired small target even exists in the scene, never mind finding it in abundance. The ability to find specific small targets, such as vehicles, typifies this problem. Complicating the analyst's life, the growing number of available sensors is generating mountains of imagery outstripping the analysts' ability to visually peruse them. This work presents the important factors influencing spectral exploitation using multispectral data and suggests a different approach to small target detection. The methodology of directed search is presented, including the use of scene-modeled spectral libraries, various search algorithms, and traditional statistical and ROC curve analysis. The work suggests a new metric to calibrate analysis labeled the analytic sweet spot as well as an estimation method for identifying the sweet spot threshold for an image. It also suggests a new visualization aid for highlighting the target in its entirety called nearest neighbor inflation (NNI). It brings these all together to propose that these additions to the target detection arena allow for the construction of a fully automated target detection scheme. This dissertation next details experiments to support the hypothesis that the optimum detection threshold is the analytic sweet spot and that the estimation method adequately predicts it. Experimental results and analysis are presented for the proposed directed search techniques of spectral image based small target detection. It offers evidence of the functionality of the NNI visualization and also provides evidence that the increased spectral dimensionality of the 8-band Worldview-2 datasets provides noteworthy improvement in results over traditional 4-band multispectral datasets. The final experiment presents the results from a prototype fully automated target detection scheme in support of the overarching premise. This work establishes the analytic sweet spot as the optimum threshold defined as the point where error detection rate curves -- false detections vs. missing detections -- cross. At this point the errors are minimized while the detection rate is maximized. It then demonstrates that taking the first moment statistic of the histogram of calculated target detection values from a detection search with test threshold set arbitrarily high will estimate the analytic sweet spot for that image. It also demonstrates that directed search techniques -- when utilized with appropriate scene-specific modeled signatures and atmospheric compensations -- perform at least as well as in-scene search techniques 88% of the time and grossly under-performing only 11% of the time; the in-scene only performs as well or better 50% of the time. It further demonstrates the clear advantage increased multispectral dimensionality brings to detection searches improving performance in 50% of the cases while performing at least as well 72% of the time. Lastly, it presents evidence that a fully automated prototype performs as anticipated laying the groundwork for further research into fully automated processes for small target detection.
Game management, context effects, and calibration: the case of yellow cards in soccer.
Unkelbach, Christian; Memmert, Daniel
2008-02-01
Referees in German first-league soccer games do not award as many yellow cards in the beginning of a game as should be statistically expected. One explanation for this effect is the concept of game management (Mascarenhas, Collins, & Mortimer, 2002). Alternatively, the consistency model (Haubensak, 1992) explains the effect as a necessity of the judgment situation: Referees need to calibrate a judgment scale, and, to preserve degrees of freedom in that scale, they need to avoid extreme category judgments in the beginning (i.e., yellow cards). Experiment 1 shows that referees who judge scenes in the context of a game award fewer yellow cards than referees who see the same scenes in random order. Experiment 2 shows the combined influence of game management (by explicitly providing information about the game situation) and calibration (early vs. late scenes in the time course of a game). Theoretical implications for expert refereeing and referee training are discussed.
Embodied memory allows accurate and stable perception of hidden objects despite orientation change.
Pan, Jing Samantha; Bingham, Ned; Bingham, Geoffrey P
2017-07-01
Rotating a scene in a frontoparallel plane (rolling) yields a change in orientation of constituent images. When using only information provided by static images to perceive a scene after orientation change, identification performance typically decreases (Rock & Heimer, 1957). However, rolling generates optic flow information that relates the discrete, static images (before and after the change) and forms an embodied memory that aids recognition. The embodied memory hypothesis predicts that upon detecting a continuous spatial transformation of image structure, or in other words, seeing the continuous rolling process and objects undergoing rolling observers should accurately perceive objects during and after motion. Thus, in this case, orientation change should not affect performance. We tested this hypothesis in three experiments and found that (a) using combined optic flow and image structure, participants identified locations of previously perceived but currently occluded targets with great accuracy and stability (Experiment 1); (b) using combined optic flow and image structure information, participants identified hidden targets equally well with or without 30° orientation changes (Experiment 2); and (c) when the rolling was unseen, identification of hidden targets after orientation change became worse (Experiment 3). Furthermore, when rolling was unseen, although target identification was better when participants were told about the orientation change than when they were not told, performance was still worse than when there was no orientation change. Therefore, combined optic flow and image structure information, not mere knowledge about the rolling, enables accurate and stable perception despite orientation change. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
New technologies for HWIL testing of WFOV, large-format FPA sensor systems
NASA Astrophysics Data System (ADS)
Fink, Christopher
2016-05-01
Advancements in FPA density and associated wide-field-of-view infrared sensors (>=4000x4000 detectors) have outpaced the current-art HWIL technology. Whether testing in optical projection or digital signal injection modes, current-art technologies for infrared scene projection, digital injection interfaces, and scene generation systems simply lack the required resolution and bandwidth. For example, the L3 Cincinnati Electronics ultra-high resolution MWIR Camera deployed in some UAV reconnaissance systems features 16MP resolution at 60Hz, while the current upper limit of IR emitter arrays is ~1MP, and single-channel dual-link DVI throughput of COTs graphics cards is limited to 2560x1580 pixels at 60Hz. Moreover, there are significant challenges in real-time, closed-loop, physics-based IR scene generation for large format FPAs, including the size and spatial detail required for very large area terrains, and multi - channel low-latency synchronization to achieve the required bandwidth. In this paper, the author's team presents some of their ongoing research and technical approaches toward HWIL testing of large-format FPAs with wide-FOV optics. One approach presented is a hybrid projection/injection design, where digital signal injection is used to augment the resolution of current-art IRSPs, utilizing a multi-channel, high-fidelity physics-based IR scene simulator in conjunction with a novel image composition hardware unit, to allow projection in the foveal region of the sensor, while non-foveal regions of the sensor array are simultaneously stimulated via direct injection into the post-detector electronics.
a Novel Framework for Remote Sensing Image Scene Classification
NASA Astrophysics Data System (ADS)
Jiang, S.; Zhao, H.; Wu, W.; Tan, Q.
2018-04-01
High resolution remote sensing (HRRS) images scene classification aims to label an image with a specific semantic category. HRRS images contain more details of the ground objects and their spatial distribution patterns than low spatial resolution images. Scene classification can bridge the gap between low-level features and high-level semantics. It can be applied in urban planning, target detection and other fields. This paper proposes a novel framework for HRRS images scene classification. This framework combines the convolutional neural network (CNN) and XGBoost, which utilizes CNN as feature extractor and XGBoost as a classifier. Then, this framework is evaluated on two different HRRS images datasets: UC-Merced dataset and NWPU-RESISC45 dataset. Our framework achieved satisfying accuracies on two datasets, which is 95.57 % and 83.35 % respectively. From the experiments result, our framework has been proven to be effective for remote sensing images classification. Furthermore, we believe this framework will be more practical for further HRRS scene classification, since it costs less time on training stage.
ERIC Educational Resources Information Center
Amit, Elinor; Mehoudar, Eyal; Trope, Yaacov; Yovel, Galit
2012-01-01
It is well established that scenes and objects elicit a highly selective response in specific brain regions in the ventral visual cortex. An inherent difference between these categories that has not been explored yet is their perceived distance from the observer (i.e. scenes are distal whereas objects are proximal). The current study aimed to test…
Literacy shapes thought: the case of event representation in different cultures
Dobel, Christian; Enriquez-Geppert, Stefanie; Zwitserlood, Pienie; Bölte, Jens
2013-01-01
There has been a lively debate whether conceptual representations of actions or scenes follow a left-to-right spatial transient when participants depict such events or scenes. It was even suggested that conceptualizing the agent on the left side represents a universal. We review the current literature with an emphasis on event representation and on cross-cultural studies. While there is quite some evidence for spatial bias for representations of events and scenes in diverse cultures, their extent and direction depend on task demands, one‘s native language, and importantly, on reading and writing direction. Whether transients arise only in subject-verb-object languages, due to their linear sentential position of event participants, is still an open issue. We investigated a group of illiterate speakers of Yucatec Maya, a language with a predominant verb-object-subject structure. They were compared to illiterate native speakers of Spanish. Neither group displayed a spatial transient. Given the current literature, we argue that learning to read and write has a strong impact on representations of actions and scenes. Thus, while it is still under debate whether language shapes thought, there is firm evidence that literacy does. PMID:24795665
Behind the Scenes of the Discovery Channel's Rosetta Mission Documentary Special
NASA Astrophysics Data System (ADS)
Ayres, S.
2016-03-01
On the evening of 12 November 2014, the Discovery Channel documentary Landing on a Comet: Rosetta Mission was broadcast around the world. This was the culmination of months of preparation and behind-the-scenes lming. Shelley Ayres, the producer, director and writer of the one-hour special recounts how this came about and re ects on her experience.
Integrated framework for developing search and discrimination metrics
NASA Astrophysics Data System (ADS)
Copeland, Anthony C.; Trivedi, Mohan M.
1997-06-01
This paper presents an experimental framework for evaluating target signature metrics as models of human visual search and discrimination. This framework is based on a prototype eye tracking testbed, the Integrated Testbed for Eye Movement Studies (ITEMS). ITEMS determines an observer's visual fixation point while he studies a displayed image scene, by processing video of the observer's eye. The utility of this framework is illustrated with an experiment using gray-scale images of outdoor scenes that contain randomly placed targets. Each target is a square region of a specific size containing pixel values from another image of an outdoor scene. The real-world analogy of this experiment is that of a military observer looking upon the sensed image of a static scene to find camouflaged enemy targets that are reported to be in the area. ITEMS provides the data necessary to compute various statistics for each target to describe how easily the observers located it, including the likelihood the target was fixated or identified and the time required to do so. The computed values of several target signature metrics are compared to these statistics, and a second-order metric based on a model of image texture was found to be the most highly correlated.
A Narrative Synthesis of Women's Out-of-Body Experiences During Childbirth.
Bateman, Lynda; Jones, Catriona; Jomeen, Julie
2017-07-01
Some women have a dissociated, out-of-body experience (OBE) during childbirth, which may be described as seeing the body from above or floating above the body. This review examines this phenomenon using narratives from women who have experienced intrapartum OBEs. A narrative synthesis of qualitative research was employed to systematically synthesize OBE narratives from existing studies. Strict inclusion and exclusion criteria were applied. The included papers were critiqued by 2 of the authors to determine the appropriateness of the narrative synthesis method, procedural transparency, and soundness of the interpretive approach. Women experiencing OBEs during labor and birth report a disembodied state in the presence of stress or trauma. Three forms of OBEs are described: floating above the scene, remaining close to the scene, or full separation of a body part from the main body. Women had clear recall of OBEs, describing the experience and point of occurrence. Women who reported OBEs had experienced current or previous traumatic childbirth, or trauma in a non-birth situation. OBEs as prosaic experiences were not identified. OBEs are part of the lived experience of some women giving birth. The OBEs in this review were trauma related with some women disclosing previous posttraumatic stress disorder (PTSD). It is not evident whether there is a connection between PTSD and OBEs at present, and OBEs may serve as a potential coping mechanism in the presence of trauma. Clinicians should legitimize women's disclosure of OBEs and explore and ascertain their impact, either as a normal coping mechanism or a precursor to perinatal mental illness. Research into the function of OBEs and any relationship to PTSD may assist in early interventions for childbearing women. © 2017 by the American College of Nurse-Midwives.
Guilty by his fibers: suspect confession versus textile fibers reconstructed simulation.
Suzuki, Shinichi; Higashikawa, Yoshiyasu; Sugita, Ritsuko; Suzuki, Yasuhiro
2009-08-10
In one particular criminal case involving murder and theft, the arrested suspect admitted to the theft, but denied responsibility for the murder of the inhabitant of the crime scene. In his confession, the suspect stated that he found the victim's body when he broke into the crime scene to commit theft. For this report, the actual crime scene was reconstructed in accordance with the confession obtained during the interrogation of the suspect, and suspect behavior was simulated in accord to the suspect confession. The number of characteristic fibers retrieved from the simulated crime scene was compared with those of retrieved from the actual crime scene. By comparing the distribution and number of characteristic fibers collected in the simulation experiments and the actual investigation, the reliability of the suspect's confession was evaluated. The characteristic dark yellowish-green woolen fibers of the garment that the suspect wore when he entered the crime scene were selected as the target fiber in the reconstruction. The experimental simulations were conducted four times. The distributed target fibers were retrieved using the same type of adhesive tape and the same protocol by the same police officers who conducted the retrieval of the fibers at the actual crime scene. The fibers were identified both through morphological observation and by color comparisons of their ultaviolet-visible transmittance spectra measured with a microspectrophotometer. The fibers collected with the adhesive tape were counted for each area to compare with those collected in the actual crime scene investigation. The numbers of fibers found at each area of the body, mattress and blankets were compared between the simulated experiments and the actual investigation, and a significant difference was found. In particular, the numbers of fibers found near the victim's head were significantly different. As a result, the suspect's confession was not considered to be reliable, as a stronger contact with the victim was demonstrated by our simulations. During the control trial, traditional forensic traces like DNA or fingerprints were mute regarding the suspect's says. At the opposite, the fiber intelligence was highly significant to explain the suspect's behavior at the crime scene. The fiber results and simulations were presented at the court and the man was subsequently found guilty not only of theft and trespassing but also murder.
The Neural Dynamics of Attentional Selection in Natural Scenes.
Kaiser, Daniel; Oosterhof, Nikolaas N; Peelen, Marius V
2016-10-12
The human visual system can only represent a small subset of the many objects present in cluttered scenes at any given time, such that objects compete for representation. Despite these processing limitations, the detection of object categories in cluttered natural scenes is remarkably rapid. How does the brain efficiently select goal-relevant objects from cluttered scenes? In the present study, we used multivariate decoding of magneto-encephalography (MEG) data to track the neural representation of within-scene objects as a function of top-down attentional set. Participants detected categorical targets (cars or people) in natural scenes. The presence of these categories within a scene was decoded from MEG sensor patterns by training linear classifiers on differentiating cars and people in isolation and testing these classifiers on scenes containing one of the two categories. The presence of a specific category in a scene could be reliably decoded from MEG response patterns as early as 160 ms, despite substantial scene clutter and variation in the visual appearance of each category. Strikingly, we find that these early categorical representations fully depend on the match between visual input and top-down attentional set: only objects that matched the current attentional set were processed to the category level within the first 200 ms after scene onset. A sensor-space searchlight analysis revealed that this early attention bias was localized to lateral occipitotemporal cortex, reflecting top-down modulation of visual processing. These results show that attention quickly resolves competition between objects in cluttered natural scenes, allowing for the rapid neural representation of goal-relevant objects. Efficient attentional selection is crucial in many everyday situations. For example, when driving a car, we need to quickly detect obstacles, such as pedestrians crossing the street, while ignoring irrelevant objects. How can humans efficiently perform such tasks, given the multitude of objects contained in real-world scenes? Here we used multivariate decoding of magnetoencephalogaphy data to characterize the neural underpinnings of attentional selection in natural scenes with high temporal precision. We show that brain activity quickly tracks the presence of objects in scenes, but crucially only for those objects that were immediately relevant for the participant. These results provide evidence for fast and efficient attentional selection that mediates the rapid detection of goal-relevant objects in real-world environments. Copyright © 2016 the authors 0270-6474/16/3610522-07$15.00/0.
Study on general design of dual-DMD based infrared two-band scene simulation system
NASA Astrophysics Data System (ADS)
Pan, Yue; Qiao, Yang; Xu, Xi-ping
2017-02-01
Mid-wave infrared(MWIR) and long-wave infrared(LWIR) two-band scene simulation system is a kind of testing equipment that used for infrared two-band imaging seeker. Not only it would be qualified for working waveband, but also realize the essence requests that infrared radiation characteristics should correspond to the real scene. Past single-digital micromirror device (DMD) based infrared scene simulation system does not take the huge difference between targets and background radiation into account, and it cannot realize the separated modulation to two-band light beam. Consequently, single-DMD based infrared scene simulation system cannot accurately express the thermal scene model that upper-computer built, and it is not that practical. To solve the problem, we design a dual-DMD based, dual-channel, co-aperture, compact-structure infrared two-band scene simulation system. The operating principle of the system is introduced in detail, and energy transfer process of the hardware-in-the-loop simulation experiment is analyzed as well. Also, it builds the equation about the signal-to-noise ratio of infrared detector in the seeker, directing the system overall design. The general design scheme of system is given, including the creation of infrared scene model, overall control, optical-mechanical structure design and image registration. By analyzing and comparing the past designs, we discuss the arrangement of optical engine framework in the system. According to the main content of working principle and overall design, we summarize each key techniques in the system.
Rank preserving sparse learning for Kinect based scene classification.
Tao, Dapeng; Jin, Lianwen; Yang, Zhao; Li, Xuelong
2013-10-01
With the rapid development of the RGB-D sensors and the promptly growing population of the low-cost Microsoft Kinect sensor, scene classification, which is a hard, yet important, problem in computer vision, has gained a resurgence of interest recently. That is because the depth of information provided by the Kinect sensor opens an effective and innovative way for scene classification. In this paper, we propose a new scheme for scene classification, which applies locality-constrained linear coding (LLC) to local SIFT features for representing the RGB-D samples and classifies scenes through the cooperation between a new rank preserving sparse learning (RPSL) based dimension reduction and a simple classification method. RPSL considers four aspects: 1) it preserves the rank order information of the within-class samples in a local patch; 2) it maximizes the margin between the between-class samples on the local patch; 3) the L1-norm penalty is introduced to obtain the parsimony property; and 4) it models the classification error minimization by utilizing the least-squares error minimization. Experiments are conducted on the NYU Depth V1 dataset and demonstrate the robustness and effectiveness of RPSL for scene classification.
NASA Technical Reports Server (NTRS)
Deering, D. W.
1985-01-01
The Scene Radiation and Atmospheric Effects Characterization (SRAEC) Project was established within the NASA Fundamental Remote Sensing Science Research Program to improve our understanding of the fundamental relationships of energy interactions between the sensor and the surface target, including the effect of the atmosphere. The current studies are generalized into the following five subject areas: optical scene modeling, Earth-space radiative transfer, electromagnetic properties of surface materials, microwave scene modeling, and scatterometry studies. This report has been prepared to provide a brief overview of the SRAEC Project history and objectives and to report on the scientific findings and project accomplishments made by the nineteen principal investigators since the project's initiation just over three years ago. This annual summary report derives from the most recent annual principal investigators meeting held January 29 to 31, 1985.
Virtual environments for scene of crime reconstruction and analysis
NASA Astrophysics Data System (ADS)
Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon
2000-02-01
This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.
Knight, Rod; Fast, Danya; DeBeck, Kora; Shoveller, Jean; Small, Will
2017-05-02
Urban drug "scenes" have been identified as important risk environments that shape the health of street-entrenched youth. New knowledge is needed to inform policy and programing interventions to help reduce youths' drug scene involvement and related health risks. The aim of this study was to identify how young people envisioned exiting a local, inner-city drug scene in Vancouver, Canada, as well as the individual, social and structural factors that shaped their experiences. Between 2008 and 2016, we draw on 150 semi-structured interviews with 75 street-entrenched youth. We also draw on data generated through ethnographic fieldwork conducted with a subgroup of 25 of these youth between. Youth described that, in order to successfully exit Vancouver's inner city drug scene, they would need to: (a) secure legitimate employment and/or obtain education or occupational training; (b) distance themselves - both physically and socially - from the urban drug scene; and (c) reduce their drug consumption. As youth attempted to leave the scene, most experienced substantial social and structural barriers (e.g., cycling in and out of jail, the need to access services that are centralized within a place that they are trying to avoid), in addition to managing complex individual health issues (e.g., substance dependence). Factors that increased youth's capacity to successfully exit the drug scene included access to various forms of social and cultural capital operating outside of the scene, including supportive networks of friends and/or family, as well as engagement with addiction treatment services (e.g., low-threshold access to methadone) to support cessation or reduction of harmful forms of drug consumption. Policies and programming interventions that can facilitate young people's efforts to reduce engagement with Vancouver's inner-city drug scene are critically needed, including meaningful educational and/or occupational training opportunities, 'low threshold' addiction treatment services, as well as access to supportive housing outside of the scene.
MIRAGE: system overview and status
NASA Astrophysics Data System (ADS)
Robinson, Richard M.; Oleson, Jim; Rubin, Lane; McHugh, Stephen W.
2000-07-01
Santa Barbara Infrared's (SBIR) MIRAGE (Multispectral InfraRed Animation Generation Equipment) is a state-of-the-art dynamic infrared scene projector system. Imagery from the first MIRAGE system was presented to the scene simulation community during last year's SPIE AeroSense 99 Symposium. Since that time, SBIR has delivered five MIRAGE systems. This paper will provide an overview of the MIRAGE system and discuss the current status of the MIRAGE. Included is an update of system hardware, and the current configuration. Proposed upgrades to this configuration and options will be discussed. Updates on the latest installations, applications and measured data will also be presented.
Real-world visual statistics and infants' first-learned object names.
Clerkin, Elizabeth M; Hart, Elizabeth; Rehg, James M; Yu, Chen; Smith, Linda B
2017-01-05
We offer a new solution to the unsolved problem of how infants break into word learning based on the visual statistics of everyday infant-perspective scenes. Images from head camera video captured by 8 1/2 to 10 1/2 month-old infants at 147 at-home mealtime events were analysed for the objects in view. The images were found to be highly cluttered with many different objects in view. However, the frequency distribution of object categories was extremely right skewed such that a very small set of objects was pervasively present-a fact that may substantially reduce the problem of referential ambiguity. The statistical structure of objects in these infant egocentric scenes differs markedly from that in the training sets used in computational models and in experiments on statistical word-referent learning. Therefore, the results also indicate a need to re-examine current explanations of how infants break into word learning.This article is part of the themed issue 'New frontiers for statistical learning in the cognitive sciences'. © 2016 The Author(s).
Blur Detection is Unaffected by Cognitive Load.
Loschky, Lester C; Ringer, Ryan V; Johnson, Aaron P; Larson, Adam M; Neider, Mark; Kramer, Arthur F
2014-03-01
Blur detection is affected by retinal eccentricity, but is it also affected by attentional resources? Research showing effects of selective attention on acuity and contrast sensitivity suggests that allocating attention should increase blur detection. However, research showing that blur affects selection of saccade targets suggests that blur detection may be pre-attentive. To investigate this question, we carried out experiments in which viewers detected blur in real-world scenes under varying levels of cognitive load manipulated by the N -back task. We used adaptive threshold estimation to measure blur detection thresholds at 0°, 3°, 6°, and 9° eccentricity. Participants carried out blur detection as a single task, a single task with to-be-ignored letters, or an N-back task with four levels of cognitive load (0, 1, 2, or 3-back). In Experiment 1, blur was presented gaze-contingently for occasional single eye fixations while participants viewed scenes in preparation for an easy picture recognition memory task, and the N -back stimuli were presented auditorily. The results for three participants showed a large effect of retinal eccentricity on blur thresholds, significant effects of N -back level on N -back performance, scene recognition memory, and gaze dispersion, but no effect of N -back level on blur thresholds. In Experiment 2, we replicated Experiment 1 but presented the images tachistoscopically for 200 ms (half with, half without blur), to determine whether gaze-contingent blur presentation in Experiment 1 had produced attentional capture by blur onset during a fixation, thus eliminating any effect of cognitive load on blur detection. The results with three new participants replicated those of Experiment 1, indicating that the use of gaze-contingent blur presentation could not explain the lack of effect of cognitive load on blur detection. Thus, apparently blur detection in real-world scene images is unaffected by attentional resources, as manipulated by the cognitive load produced by the N -back task.
Human matching performance of genuine crime scene latent fingerprints.
Thompson, Matthew B; Tangen, Jason M; McCarthy, Duncan J
2014-02-01
There has been very little research into the nature and development of fingerprint matching expertise. Here we present the results of an experiment testing the claimed matching expertise of fingerprint examiners. Expert (n = 37), intermediate trainee (n = 8), new trainee (n = 9), and novice (n = 37) participants performed a fingerprint discrimination task involving genuine crime scene latent fingerprints, their matches, and highly similar distractors, in a signal detection paradigm. Results show that qualified, court-practicing fingerprint experts were exceedingly accurate compared with novices. Experts showed a conservative response bias, tending to err on the side of caution by making more errors of the sort that could allow a guilty person to escape detection than errors of the sort that could falsely incriminate an innocent person. The superior performance of experts was not simply a function of their ability to match prints, per se, but a result of their ability to identify the highly similar, but nonmatching fingerprints as such. Comparing these results with previous experiments, experts were even more conservative in their decision making when dealing with these genuine crime scene prints than when dealing with simulated crime scene prints, and this conservatism made them relatively less accurate overall. Intermediate trainees-despite their lack of qualification and average 3.5 years experience-performed about as accurately as qualified experts who had an average 17.5 years experience. New trainees-despite their 5-week, full-time training course or their 6 months experience-were not any better than novices at discriminating matching and similar nonmatching prints, they were just more conservative. Further research is required to determine the precise nature of fingerprint matching expertise and the factors that influence performance. The findings of this representative, lab-based experiment may have implications for the way fingerprint examiners testify in court, but what the findings mean for reasoning about expert performance in the wild is an open, empirical, and epistemological question.
A detail-preserved and luminance-consistent multi-exposure image fusion algorithm
NASA Astrophysics Data System (ADS)
Wang, Guanquan; Zhou, Yue
2018-04-01
When irradiance across a scene varies greatly, we can hardly get an image of the scene without over- or underexposure area, because of the constraints of cameras. Multi-exposure image fusion (MEF) is an effective method to deal with this problem by fusing multi-exposure images of a static scene. A novel MEF method is described in this paper. In the proposed algorithm, coarser-scale luminance consistency is preserved by contribution adjustment using the luminance information between blocks; detail-preserved smoothing filter can stitch blocks smoothly without losing details. Experiment results show that the proposed method performs well in preserving luminance consistency and details.
ERIC Educational Resources Information Center
Torralba, Antonio; Oliva, Aude; Castelhano, Monica S.; Henderson, John M.
2006-01-01
Many experiments have shown that the human visual system makes extensive use of contextual information for facilitating object search in natural scenes. However, the question of how to formally model contextual influences is still open. On the basis of a Bayesian framework, the authors present an original approach of attentional guidance by global…
ERIC Educational Resources Information Center
Sanocki, Thomas; Sulman, Noah
2013-01-01
Three experiments measured the efficiency of monitoring complex scenes composed of changing objects, or events. All events lasted about 4 s, but in a given block of trials, could be of a single type (single task) or of multiple types (multitask, with a total of four event types). Overall accuracy of detecting target events amid distractors was…
Martin, Chris B; Mirsattari, Seyed M; Pruessner, Jens C; Pietrantonio, Sandra; Burneo, Jorge G; Hayman-Abello, Brent; Köhler, Stefan
2012-11-01
In déjà vu, a phenomenological impression of familiarity for the current visual environment is experienced with a sense that it should in fact not feel familiar. The fleeting nature of this phenomenon in daily life, and the difficulty in developing experimental paradigms to elicit it, has hindered progress in understanding déjà vu. Some neurological patients with temporal-lobe epilepsy (TLE) consistently experience déjà vu at the onset of their seizures. An investigation of such patients offers a unique opportunity to shed light on its possible underlying mechanisms. In the present study, we sought to determine whether unilateral TLE patients with déjà vu (TLE+) show a unique pattern of interictal memory deficits that selectively affect familiarity assessment. In Experiment 1, we employed a Remember-Know paradigm for categorized visual scenes and found evidence for impairments that were limited to familiarity-based responses. In Experiment 2, we administered an exclusion task for highly similar categorized visual scenes that placed both recognition processes in opposition. TLE+ patients again displayed recognition impairments, and these impairments spared their ability to engage recollective processes so as to counteract familiarity. The selective deficits we observed in TLE+ patients contrasted with the broader pattern of recognition-memory impairments that was present in a control group of unilateral patients without déjà vu (TLE-). MRI volumetry revealed that ipsilateral medial temporal structures were less broadly affected in TLE+ than in TLE- patients, with a trend for more focal volume reductions in the rhinal cortices of the TLE+ group. The current findings establish a first empirical link between déjà vu in TLE and processes of familiarity assessment, as defined and measured in current cognitive models. They also reveal a pattern of selectivity in recognition impairments that is rarely observed and, thus, of significant theoretical interest to the memory literature at large. Copyright © 2012 Elsevier Ltd. All rights reserved.
Statistics of high-level scene context.
Greene, Michelle R
2013-01-01
CONTEXT IS CRITICAL FOR RECOGNIZING ENVIRONMENTS AND FOR SEARCHING FOR OBJECTS WITHIN THEM: contextual associations have been shown to modulate reaction time and object recognition accuracy, as well as influence the distribution of eye movements and patterns of brain activations. However, we have not yet systematically quantified the relationships between objects and their scene environments. Here I seek to fill this gap by providing descriptive statistics of object-scene relationships. A total of 48, 167 objects were hand-labeled in 3499 scenes using the LabelMe tool (Russell et al., 2008). From these data, I computed a variety of descriptive statistics at three different levels of analysis: the ensemble statistics that describe the density and spatial distribution of unnamed "things" in the scene; the bag of words level where scenes are described by the list of objects contained within them; and the structural level where the spatial distribution and relationships between the objects are measured. The utility of each level of description for scene categorization was assessed through the use of linear classifiers, and the plausibility of each level for modeling human scene categorization is discussed. Of the three levels, ensemble statistics were found to be the most informative (per feature), and also best explained human patterns of categorization errors. Although a bag of words classifier had similar performance to human observers, it had a markedly different pattern of errors. However, certain objects are more useful than others, and ceiling classification performance could be achieved using only the 64 most informative objects. As object location tends not to vary as a function of category, structural information provided little additional information. Additionally, these data provide valuable information on natural scene redundancy that can be exploited for machine vision, and can help the visual cognition community to design experiments guided by statistics rather than intuition.
Wright, Timothy J; Vitale, Thomas; Boot, Walter R; Charness, Neil
2015-12-01
Recent empirical evidence has suggested that the flashes associated with red light running cameras (RLRCs) distract younger drivers, pulling attention away from the roadway and delaying processing of safety-relevant events. Considering the perceptual and attentional declines that occur with age, older drivers may be especially susceptible to the distracting effects of RLRC flashes, particularly in situations in which the flash is more salient (a bright flash at night compared with the day). The current study examined how age and situational factors potentially influence attention capture by RLRC flashes using covert (cuing effects) and overt (eye movement) indices of capture. We manipulated the salience of the flash by varying its luminance and contrast with respect to the background of the driving scene (either day or night scenes). Results of 2 experiments suggest that simulated RLRC flashes capture observers' attention, but, surprisingly, no age differences in capture were observed. However, an analysis examining early and late eye movements revealed that older adults may have been strategically delaying their eye movements in order to avoid capture. Additionally, older adults took longer to disengage attention following capture, suggesting at least 1 age-related disadvantage in capture situations. Findings have theoretical implications for understanding age differences in attention capture, especially with respect to capture in real-world scenes, and inform future work that should examine how the distracting effects of RLRC flashes influence driver behavior. (c) 2015 APA, all rights reserved).
Wright, Timothy J.; Vitale, Thomas; Boot, Walter R; Charness, Neil
2015-01-01
Recent empirical evidence suggests that the flashes associated with red light running cameras (RLRCs) distract younger drivers, pulling attention away from the roadway and delaying processing of safety-relevant events. Considering the perceptual and attentional declines that occur with age, older drivers may be especially susceptible to the distracting effects of RLRC flashes, particularly in situations in which the flash is more salient (a bright flash at night compared to the day). The current study examined how age and situational factors potentially influence attention capture by RLRC flashes using covert (cuing effects) and overt (eye movement) indices of capture. We manipulated the salience of the flash by varying its luminance and contrast with respect to the background of the driving scene (either day or night scenes). Results of two experiments suggest that simulated RLRC flashes capture observers' attention, but, surprisingly, no age differences in capture were observed. However, an analysis examining early and late eye movements revealed that older adults may have been strategically delaying their eye movements in order to avoid capture. Additionally, older adults took longer to disengage attention following capture, suggesting at least one age-related disadvantage in capture situations. Findings have theoretical implications for understanding age differences in attention capture, especially with respect to capture in real-world scenes, and inform future work that should examine how the distracting effects of RLRC flashes influence driver behavior. PMID:26479014
Learning Relative Motion Concepts in Immersive and Non-immersive Virtual Environments
NASA Astrophysics Data System (ADS)
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria
2013-12-01
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE) conditions. Our results show that after the simulation activities, both IVE and DVE groups exhibited a significant shift toward a scientific understanding in their conceptual models and epistemological beliefs about the nature of relative motion, and also a significant improvement on relative motion problem-solving tests. In addition, we analyzed students' performance on one-dimensional and two-dimensional questions in the relative motion problem-solving test separately and found that after training in the simulation, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems. We suggest that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene they are immersed in), as compared to allocentric encoding on a computer screen in DVE (where the learner is looking at the scene from "outside"), is more beneficial than DVE for studying more complex (two-dimensional) relative motion problems. Overall, our findings suggest that such aspects of virtual realities as immersivity, first-hand experience, and the possibility of changing different frames of reference can facilitate understanding abstract scientific phenomena and help in displacing intuitive misconceptions with more accurate mental models.
Use of AFIS for linking scenes of crime.
Hefetz, Ido; Liptz, Yakir; Vaturi, Shaul; Attias, David
2016-05-01
Forensic intelligence can provide critical information in criminal investigations - the linkage of crime scenes. The Automatic Fingerprint Identification System (AFIS) is an example of a technological improvement that has advanced the entire forensic identification field to strive for new goals and achievements. In one example using AFIS, a series of burglaries into private apartments enabled a fingerprint examiner to search latent prints from different burglary scenes against an unsolved latent print database. Latent finger and palm prints coming from the same source were associated with over than 20 cases. Then, by forensic intelligence and profile analysis the offender's behavior could be anticipated. He was caught, identified, and arrested. It is recommended to perform an AFIS search of LT/UL prints against current crimes automatically as part of laboratory protocol and not by an examiner's discretion. This approach may link different crime scenes. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
Li, Yiyang; Jin, Weiqi; Li, Shuo; Zhang, Xu; Zhu, Jin
2017-05-08
Cooled infrared detector arrays always suffer from undesired ripple residual nonuniformity (RNU) in sky scene observations. The ripple residual nonuniformity seriously affects the imaging quality, especially for small target detection. It is difficult to eliminate it using the calibration-based techniques and the current scene-based nonuniformity algorithms. In this paper, we present a modified temporal high-pass nonuniformity correction algorithm using fuzzy scene classification. The fuzzy scene classification is designed to control the correction threshold so that the algorithm can remove ripple RNU without degrading the scene details. We test the algorithm on a real infrared sequence by comparing it to several well-established methods. The result shows that the algorithm has obvious advantages compared with the tested methods in terms of detail conservation and convergence speed for ripple RNU correction. Furthermore, we display our architecture with a prototype built on a Xilinx Virtex-5 XC5VLX50T field-programmable gate array (FPGA), which has two advantages: (1) low resources consumption; and (2) small hardware delay (less than 10 image rows). It has been successfully applied in an actual system.
Tompkins, Matthew L.; Woods, Andy T.; Aimola Davies, Anne M.
2016-01-01
Drawing inspiration from sleight-of-hand magic tricks, we developed an experimental paradigm to investigate whether magicians’ misdirection techniques could be used to induce the misperception of “phantom” objects. While previous experiments investigating sleight-of-hand magic tricks have focused on creating false assumptions about the movement of an object in a scene, our experiment investigated creating false assumptions about the presence of an object in a scene. Participants watched a sequence of silent videos depicting a magician performing with a single object. Following each video, participants were asked to write a description of the events in the video. In the final video, participants watched the Phantom Vanish Magic Trick, a novel magic trick developed for this experiment, in which the magician pantomimed the actions of presenting an object and then making it magically disappear. No object was presented during the final video. The silent videos precluded the use of false verbal suggestions, and participants were not asked leading questions about the objects. Nevertheless, 32% of participants reported having visual impressions of non-existent objects. These findings support an inferential model of perception, wherein top-down expectations can be manipulated by the magician to generate vivid illusory experiences, even in the absence of corresponding bottom-up information. PMID:27493635
3D Data Mapping and Real-Time Experiment Control and Visualization in Brain Slices.
Navarro, Marco A; Hibbard, Jaime V K; Miller, Michael E; Nivin, Tyler W; Milescu, Lorin S
2015-10-20
Here, we propose two basic concepts that can streamline electrophysiology and imaging experiments in brain slices and enhance data collection and analysis. The first idea is to interface the experiment with a software environment that provides a 3D scene viewer in which the experimental rig, the brain slice, and the recorded data are represented to scale. Within the 3D scene viewer, the user can visualize a live image of the sample and 3D renderings of the recording electrodes with real-time position feedback. Furthermore, the user can control the instruments and visualize their status in real time. The second idea is to integrate multiple types of experimental data into a spatial and temporal map of the brain slice. These data may include low-magnification maps of the entire brain slice, for spatial context, or any other type of high-resolution structural and functional image, together with time-resolved electrical and optical signals. The entire data collection can be visualized within the 3D scene viewer. These concepts can be applied to any other type of experiment in which high-resolution data are recorded within a larger sample at different spatial and temporal coordinates. Copyright © 2015 Biophysical Society. Published by Elsevier Inc. All rights reserved.
Chua, Elizabeth F.; Hannula, Deborah E.; Ranganath, Charan
2012-01-01
It is generally believed that accuracy and confidence in one’s memory are related, but there are many instances when they diverge. Accordingly, it is important to disentangle the factors which contribute to memory accuracy and confidence, especially those factors that contribute to confidence, but not accuracy. We used eye movements to separately measure fluent cue processing, the target recognition experience, and relative evidence assessment on recognition confidence and accuracy. Eye movements were monitored during a face-scene associative recognition task, in which participants first saw a scene cue, followed by a forced-choice recognition test for the associated face, with confidence ratings. Eye movement indices of the target recognition experience were largely indicative of accuracy, and showed a relationship to confidence for accurate decisions. In contrast, eye movements during the scene cue raised the possibility that more fluent cue processing was related to higher confidence for both accurate and inaccurate recognition decisions. In a second experiment, we manipulated cue familiarity, and therefore cue fluency. Participants showed higher confidence for cue-target associations for when the cue was more familiar, especially for incorrect responses. These results suggest that over-reliance on cue familiarity and under-reliance on the target recognition experience may lead to erroneous confidence. PMID:22171810
Eye movements, visual search and scene memory, in an immersive virtual environment.
Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.
Chua, Elizabeth F; Hannula, Deborah E; Ranganath, Charan
2012-01-01
It is generally believed that accuracy and confidence in one's memory are related, but there are many instances when they diverge. Accordingly it is important to disentangle the factors that contribute to memory accuracy and confidence, especially those factors that contribute to confidence, but not accuracy. We used eye movements to separately measure fluent cue processing, the target recognition experience, and relative evidence assessment on recognition confidence and accuracy. Eye movements were monitored during a face-scene associative recognition task, in which participants first saw a scene cue, followed by a forced-choice recognition test for the associated face, with confidence ratings. Eye movement indices of the target recognition experience were largely indicative of accuracy, and showed a relationship to confidence for accurate decisions. In contrast, eye movements during the scene cue raised the possibility that more fluent cue processing was related to higher confidence for both accurate and inaccurate recognition decisions. In a second experiment we manipulated cue familiarity, and therefore cue fluency. Participants showed higher confidence for cue-target associations for when the cue was more familiar, especially for incorrect responses. These results suggest that over-reliance on cue familiarity and under-reliance on the target recognition experience may lead to erroneous confidence.
Space Shuttle Columbia views the world with imaging radar: The SIR-A experiment
NASA Technical Reports Server (NTRS)
Ford, J. P.; Cimino, J. B.; Elachi, C.
1983-01-01
Images acquired by the Shuttle Imaging Radar (SIR-A) in November 1981, demonstrate the capability of this microwave remote sensor system to perceive and map a wide range of different surface features around the Earth. A selection of 60 scenes displays this capability with respect to Earth resources - geology, hydrology, agriculture, forest cover, ocean surface features, and prominent man-made structures. The combined area covered by the scenes presented amounts to about 3% of the total acquired. Most of the SIR-A images are accompanied by a LANDSAT multispectral scanner (MSS) or SEASAT synthetic-aperture radar (SAR) image of the same scene for comparison. Differences between the SIR-A image and its companion LANDSAT or SEASAT image at each scene are related to the characteristics of the respective imaging systems, and to seasonal or other changes that occurred in the time interval between acquisition of the images.
NASA Technical Reports Server (NTRS)
Avis, L. M.; Green, R. N.; Suttles, J. T.; Gupta, S. K.
1984-01-01
Computer simulations of a least squares estimator operating on the ERBE scanning channels are discussed. The estimator is designed to minimize the errors produced by nonideal spectral response to spectrally varying and uncertain radiant input. The three ERBE scanning channels cover a shortwave band a longwave band and a ""total'' band from which the pseudo inverse spectral filter estimates the radiance components in the shortwave band and a longwave band. The radiance estimator draws on instantaneous field of view (IFOV) scene type information supplied by another algorithm of the ERBE software, and on a priori probabilistic models of the responses of the scanning channels to the IFOV scene types for given Sun scene spacecraft geometry. It is found that the pseudoinverse spectral filter is stable, tolerant of errors in scene identification and in channel response modeling, and, in the absence of such errors, yields minimum variance and essentially unbiased radiance estimates.
Some findings on prospect and refuge: I.
Stamps, Arthur E
2008-02-01
Prospect and refuge theory suggests that preferences for environments are based on prospect (the unimpeded opportunity to see) and refuge (the opportunity to hide). This article reports two experiments on how well four factors derived from prospect and refuge theory predicted responses of comfort or liking. The factors were prospect (depth of view), refuge (presence of protective regions in front of the observer or occluding edges that might indicate possibilities of escape), direction of light (either front lighting or back lighting), and venue (natural or built environments). Exp. 1 had 16 landscape scenes and 29 participants; Exp. 2 had 16 landscapes, 14 rooms, and 18 participants. Empirical support was obtained for the claim that people will like gazing out over scenes of distant mountains. For venue, built scenes were preferred over scenes of nature. Results for refuge were ambiguous, and those for di rection of light were nill.
Application of composite small calibration objects in traffic accident scene photogrammetry.
Chen, Qiang; Xu, Hongguo; Tan, Lidong
2015-01-01
In order to address the difficulty of arranging large calibration objects and the low measurement accuracy of small calibration objects in traffic accident scene photogrammetry, a photogrammetric method based on a composite of small calibration objects is proposed. Several small calibration objects are placed around the traffic accident scene, and the coordinate system of the composite calibration object is given based on one of them. By maintaining the relative position and coplanar relationship of the small calibration objects, the local coordinate system of each small calibration object is transformed into the coordinate system of the composite calibration object. The two-dimensional direct linear transformation method is improved based on minimizing the reprojection error of the calibration points of all objects. A rectified image is obtained using the nonlinear optimization method. The increased accuracy of traffic accident scene photogrammetry using a composite small calibration object is demonstrated through the analysis of field experiments and case studies.
Scene recognition based on integrating active learning with dictionary learning
NASA Astrophysics Data System (ADS)
Wang, Chengxi; Yin, Xueyan; Yang, Lin; Gong, Chengrong; Zheng, Caixia; Yi, Yugen
2018-04-01
Scene recognition is a significant topic in the field of computer vision. Most of the existing scene recognition models require a large amount of labeled training samples to achieve a good performance. However, labeling image manually is a time consuming task and often unrealistic in practice. In order to gain satisfying recognition results when labeled samples are insufficient, this paper proposed a scene recognition algorithm named Integrating Active Learning and Dictionary Leaning (IALDL). IALDL adopts projective dictionary pair learning (DPL) as classifier and introduces active learning mechanism into DPL for improving its performance. When constructing sampling criterion in active learning, IALDL considers both the uncertainty and representativeness as the sampling criteria to effectively select the useful unlabeled samples from a given sample set for expanding the training dataset. Experiment results on three standard databases demonstrate the feasibility and validity of the proposed IALDL.
Looking forward: the effects of photographs on the qualities of future thinking.
Bays, Rebecca B; Wellen, Brianna C M; Greenberg, Katherine S
2018-04-01
Future episodic thinking relies on the reconstruction of remembered experiences. Photographs provide one means of remembering, acting as a "cognitive springboard" for generating related memory qualities. We wondered whether photographs would also invite embellishment of future thought qualities, particularly in the presence (or absence) of associated memories. In two studies participants generated future events in familiar (associated memories) and novel (no associated memories) locations. Half of the participants viewed scene location photographs during event generation. All participants then imagined the events for one minute and completed a self-report measure of content qualities. Results of the current set of studies suggested that for novel locations, no differences in qualities emerged; however, for familiar locations, photographs did not enhance qualities and, in some cases, actually constrained perceptual (Experiments 1 and 2) and sensory (Experiment 1) detail ratings of future thoughts. Thus, photographs did not invite embellishment of future thought details.
Shadel, William G; Martino, Steven C; Setodji, Claude; Haviland, Amelia; Primack, Brain A; Scharf, Deborah
2012-06-01
Exposure to smoking in movies has been linked to adolescent smoking uptake. However, beyond linking amount of exposure to smoking in movies with adolescent smoking, whether the way that smoking is portrayed in movies matters for influencing adolescent smoking has not been investigated. This study experimentally examined how motivation for smoking depicted in movies affects self-reported future smoking risk (a composite measure with items that assess smoking refusal self-efficacy and smoking intentions) among early adolescents. A randomized laboratory experiment was used. Adolescents were exposed to movie scenes depicting one of three movie smoking motives: social smoking motive (characters smoked to facilitate social interaction); relaxation smoking motive (characters smoked to relax); or no smoking motive (characters smoked with no apparent motive, i.e., in neutral contexts and/or with neutral affect). Responses to these movie scenes were contrasted (within subjects) to participants' responses to control movie scenes in which no smoking was present; these control scenes matched to the smoking scenes with the same characters in similar situations but where no smoking was present. A total of 358 adolescents, aged 11-14 years, participated. Compared with participants exposed to movie scenes depicting characters smoking with no clear motive, adolescents exposed to movie scenes depicting characters smoking for social motives and adolescents exposed to movie scenes depicting characters smoking for relaxation motives had significantly greater chances of having increases in their future smoking risk. Exposure to movies that portray smoking motives places adolescents at particular risk for future smoking. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.
Shadel, William G.; Martino, Steven; Setodji, Claude; Haviland, Amelia; Primack, Brian; Scharf, Deborah
2011-01-01
Background Exposure to smoking in movies has been linked to adolescent smoking uptake. However, beyond linking amount of exposure to smoking in movies with adolescent smoking, whether the way that smoking is portrayed in movies matters for influencing adolescent smoking has not been investigated. This study experimentally examined how motivation for smoking depicted in movies affects self-reported future smoking risk (a composite measure with items that assess smoking refusal self-efficacy and smoking intentions) among early adolescents. Methods A randomized laboratory experiment was used. Adolescents were exposed to movie scenes depicting one of three movie smoking motives: social smoking motive (characters smoked to facilitate social interaction); relaxation smoking motive (characters smoked to relax); or no smoking motive (characters smoked with no apparent motive, i.e., in neutral contexts and/or with neutral affect). Responses to these movie scenes were contrasted (within subjects) to participants’ responses to control movie scenes in which no smoking was present; these control scenes matched to the smoking scenes with the same characters in similar situations but where no smoking was present. A total of 358 adolescents, aged 11–14 years, participated. Results Compared with participants exposed to movie scenes depicting characters smoking with no clear motive, adolescents exposed to movie scenes depicting characters smoking for social motives and adolescents exposed to movie scenes depicting characters smoking for relaxation motives had significantly greater chances of having increases in their future smoking risk. Conclusions Exposure to movies that portray smoking motives places adolescents at particular risk for future smoking. PMID:22074766
Dimensionality of visual complexity in computer graphics scenes
NASA Astrophysics Data System (ADS)
Ramanarayanan, Ganesh; Bala, Kavita; Ferwerda, James A.; Walter, Bruce
2008-02-01
How do human observers perceive visual complexity in images? This problem is especially relevant for computer graphics, where a better understanding of visual complexity can aid in the development of more advanced rendering algorithms. In this paper, we describe a study of the dimensionality of visual complexity in computer graphics scenes. We conducted an experiment where subjects judged the relative complexity of 21 high-resolution scenes, rendered with photorealistic methods. Scenes were gathered from web archives and varied in theme, number and layout of objects, material properties, and lighting. We analyzed the subject responses using multidimensional scaling of pooled subject responses. This analysis embedded the stimulus images in a two-dimensional space, with axes that roughly corresponded to "numerosity" and "material / lighting complexity". In a follow-up analysis, we derived a one-dimensional complexity ordering of the stimulus images. We compared this ordering with several computable complexity metrics, such as scene polygon count and JPEG compression size, and did not find them to be very correlated. Understanding the differences between these measures can lead to the design of more efficient rendering algorithms in computer graphics.
A scheme for racquet sports video analysis with the combination of audio-visual information
NASA Astrophysics Data System (ADS)
Xing, Liyuan; Ye, Qixiang; Zhang, Weigang; Huang, Qingming; Yu, Hua
2005-07-01
As a very important category in sports video, racquet sports video, e.g. table tennis, tennis and badminton, has been paid little attention in the past years. Considering the characteristics of this kind of sports video, we propose a new scheme for structure indexing and highlight generating based on the combination of audio and visual information. Firstly, a supervised classification method is employed to detect important audio symbols including impact (ball hit), audience cheers, commentator speech, etc. Meanwhile an unsupervised algorithm is proposed to group video shots into various clusters. Then, by taking advantage of temporal relationship between audio and visual signals, we can specify the scene clusters with semantic labels including rally scenes and break scenes. Thirdly, a refinement procedure is developed to reduce false rally scenes by further audio analysis. Finally, an exciting model is proposed to rank the detected rally scenes from which many exciting video clips such as game (match) points can be correctly retrieved. Experiments on two types of representative racquet sports video, table tennis video and tennis video, demonstrate encouraging results.
Visualization of fluid dynamics at NASA Ames
NASA Technical Reports Server (NTRS)
Watson, Val
1989-01-01
The hardware and software currently used for visualization of fluid dynamics at NASA Ames is described. The software includes programs to create scenes (for example particle traces representing the flow over an aircraft), programs to interactively view the scenes, and programs to control the creation of video tapes and 16mm movies. The hardware includes high performance graphics workstations, a high speed network, digital video equipment, and film recorders.
NASA Astrophysics Data System (ADS)
Bassier, M.; Bonduel, M.; Van Genechten, B.; Vergauwen, M.
2017-11-01
Point cloud segmentation is a crucial step in scene understanding and interpretation. The goal is to decompose the initial data into sets of workable clusters with similar properties. Additionally, it is a key aspect in the automated procedure from point cloud data to BIM. Current approaches typically only segment a single type of primitive such as planes or cylinders. Also, current algorithms suffer from oversegmenting the data and are often sensor or scene dependent. In this work, a method is presented to automatically segment large unstructured point clouds of buildings. More specifically, the segmentation is formulated as a graph optimisation problem. First, the data is oversegmented with a greedy octree-based region growing method. The growing is conditioned on the segmentation of planes as well as smooth surfaces. Next, the candidate clusters are represented by a Conditional Random Field after which the most likely configuration of candidate clusters is computed given a set of local and contextual features. The experiments prove that the used method is a fast and reliable framework for unstructured point cloud segmentation. Processing speeds up to 40,000 points per second are recorded for the region growing. Additionally, the recall and precision of the graph clustering is approximately 80%. Overall, nearly 22% of oversegmentation is reduced by clustering the data. These clusters will be classified and used as a basis for the reconstruction of BIM models.
Improving AIRS Radiance Spectra in High Contrast Scenes Using MODIS
NASA Technical Reports Server (NTRS)
Pagano, Thomas S.; Aumann, Hartmut H.; Manning, Evan M.; Elliott, Denis A.; Broberg, Steven E.
2015-01-01
The Atmospheric Infrared Sounder (AIRS) on the EOS Aqua Spacecraft was launched on May 4, 2002. AIRS acquires hyperspectral infrared radiances in 2378 channels ranging in wavelength from 3.7-15.4 microns with spectral resolution of better than 1200, and spatial resolution of 13.5 km with global daily coverage. The AIRS is designed to measure temperature and water vapor profiles for improvement in weather forecast accuracy and improved understanding of climate processes. As with most instruments, the AIRS Point Spread Functions (PSFs) are not the same for all detectors. When viewing a non-uniform scene, this causes a significant radiometric error in some channels that is scene dependent and cannot be removed without knowledge of the underlying scene. The magnitude of the error depends on the combination of non-uniformity of the AIRS spatial response for a given channel and the non-uniformity of the scene, but is typically only noticeable in about 1% of the scenes and about 10% of the channels. The current solution is to avoid those channels when performing geophysical retrievals. In this effort we use data from the Moderate Resolution Imaging Spectroradiometer (MODIS) instrument to provide information on the scene uniformity that is used to correct the AIRS data. For the vast majority of channels and footprints the technique works extremely well when compared to a Principal Component (PC) reconstruction of the AIRS channels. In some cases where the scene has high inhomogeneity in an irregular pattern, and in some channels, the method can actually degrade the spectrum. Most of the degraded channels appear to be slightly affected by random noise introduced in the process, but those with larger degradation may be affected by alignment errors in the AIRS relative to MODIS or uncertainties in the PSF. Despite these errors, the methodology shows the ability to correct AIRS radiances in non-uniform scenes under some of the worst case conditions and improves the ability to match AIRS and MODIS radiances in non-uniform scenes.
Buchs, Galit; Maidenbaum, Shachar; Levy-Tzedek, Shelly; Amedi, Amir
2015-01-01
Purpose: To visually perceive our surroundings we constantly move our eyes and focus on particular details, and then integrate them into a combined whole. Current visual rehabilitation methods, both invasive, like bionic-eyes and non-invasive, like Sensory Substitution Devices (SSDs), down-sample visual stimuli into low-resolution images. Zooming-in to sub-parts of the scene could potentially improve detail perception. Can congenitally blind individuals integrate a ‘visual’ scene when offered this information via different sensory modalities, such as audition? Can they integrate visual information –perceived in parts - into larger percepts despite never having had any visual experience? Methods: We explored these questions using a zooming-in functionality embedded in the EyeMusic visual-to-auditory SSD. Eight blind participants were tasked with identifying cartoon faces by integrating their individual components recognized via the EyeMusic’s zooming mechanism. Results: After specialized training of just 6–10 hours, blind participants successfully and actively integrated facial features into cartooned identities in 79±18% of the trials in a highly significant manner, (chance level 10% ; rank-sum P < 1.55E-04). Conclusions: These findings show that even users who lacked any previous visual experience whatsoever can indeed integrate this visual information with increased resolution. This potentially has important practical visual rehabilitation implications for both invasive and non-invasive methods. PMID:26518671
Temporal consistent depth map upscaling for 3DTV
NASA Astrophysics Data System (ADS)
Schwarz, Sebastian; Sjöström, Mârten; Olsson, Roger
2014-03-01
The ongoing success of three-dimensional (3D) cinema fuels increasing efforts to spread the commercial success of 3D to new markets. The possibilities of a convincing 3D experience at home, such as three-dimensional television (3DTV), has generated a great deal of interest within the research and standardization community. A central issue for 3DTV is the creation and representation of 3D content. Acquiring scene depth information is a fundamental task in computer vision, yet complex and error-prone. Dedicated range sensors, such as the Time of-Flight camera (ToF), can simplify the scene depth capture process and overcome shortcomings of traditional solutions, such as active or passive stereo analysis. Admittedly, currently available ToF sensors deliver only a limited spatial resolution. However, sophisticated depth upscaling approaches use texture information to match depth and video resolution. At Electronic Imaging 2012 we proposed an upscaling routine based on error energy minimization, weighted with edge information from an accompanying video source. In this article we develop our algorithm further. By adding temporal consistency constraints to the upscaling process, we reduce disturbing depth jumps and flickering artifacts in the final 3DTV content. Temporal consistency in depth maps enhances the 3D experience, leading to a wider acceptance of 3D media content. More content in better quality can boost the commercial success of 3DTV.
Human machine interface by using stereo-based depth extraction
NASA Astrophysics Data System (ADS)
Liao, Chao-Kang; Wu, Chi-Hao; Lin, Hsueh-Yi; Chang, Ting-Ting; Lin, Tung-Yang; Huang, Po-Kuan
2014-03-01
The ongoing success of three-dimensional (3D) cinema fuels increasing efforts to spread the commercial success of 3D to new markets. The possibilities of a convincing 3D experience at home, such as three-dimensional television (3DTV), has generated a great deal of interest within the research and standardization community. A central issue for 3DTV is the creation and representation of 3D content. Acquiring scene depth information is a fundamental task in computer vision, yet complex and error-prone. Dedicated range sensors, such as the Time of-Flight camera (ToF), can simplify the scene depth capture process and overcome shortcomings of traditional solutions, such as active or passive stereo analysis. Admittedly, currently available ToF sensors deliver only a limited spatial resolution. However, sophisticated depth upscaling approaches use texture information to match depth and video resolution. At Electronic Imaging 2012 we proposed an upscaling routine based on error energy minimization, weighted with edge information from an accompanying video source. In this article we develop our algorithm further. By adding temporal consistency constraints to the upscaling process, we reduce disturbing depth jumps and flickering artifacts in the final 3DTV content. Temporal consistency in depth maps enhances the 3D experience, leading to a wider acceptance of 3D media content. More content in better quality can boost the commercial success of 3DTV.
Acoustic simulation in architecture with parallel algorithm
NASA Astrophysics Data System (ADS)
Li, Xiaohong; Zhang, Xinrong; Li, Dan
2004-03-01
In allusion to complexity of architecture environment and Real-time simulation of architecture acoustics, a parallel radiosity algorithm was developed. The distribution of sound energy in scene is solved with this method. And then the impulse response between sources and receivers at frequency segment, which are calculated with multi-process, are combined into whole frequency response. The numerical experiment shows that parallel arithmetic can improve the acoustic simulating efficiency of complex scene.
Polarized Light Experiment, Presa Don Martin, Mexico
1989-05-08
This is a single scene from a pair (frames 021 & 024) to study the effects of polarized light in Earth Observations. One scene was exposed with vertically polarized light, the other, horizontally. The subject in this study, is a lake behind Presa (dam) Don Martin (27.5N, 100.5W) on thge edge of the Rio Grande Plain near it's boundry with the Sierra Madre Oriental in Coahuila, Mexico.
Polarized Light Experiment, Presa Don Martin, Coahuila, Mexico
1989-05-08
This is a single scene from a pair (frames 021 & 024) to study the effects of polarized light in Earth Observations. One scene was exposed with vertically polarized light, the other, horizontally. The subject in this study, is a lake behind Presa (dam) Don Martin (27.5N, 100.5W) on the edge of the Rio Grande Plain near it's boundry with the Sierra Madre Orientral in Coahuila, Mexico.
Exploiting current-generation graphics hardware for synthetic-scene generation
NASA Astrophysics Data System (ADS)
Tanner, Michael A.; Keen, Wayne A.
2010-04-01
Increasing seeker frame rate and pixel count, as well as the demand for higher levels of scene fidelity, have driven scene generation software for hardware-in-the-loop (HWIL) and software-in-the-loop (SWIL) testing to higher levels of parallelization. Because modern PC graphics cards provide multiple computational cores (240 shader cores for a current NVIDIA Corporation GeForce and Quadro cards), implementation of phenomenology codes on graphics processing units (GPUs) offers significant potential for simultaneous enhancement of simulation frame rate and fidelity. To take advantage of this potential requires algorithm implementation that is structured to minimize data transfers between the central processing unit (CPU) and the GPU. In this paper, preliminary methodologies developed at the Kinetic Hardware In-The-Loop Simulator (KHILS) will be presented. Included in this paper will be various language tradeoffs between conventional shader programming, Compute Unified Device Architecture (CUDA) and Open Computing Language (OpenCL), including performance trades and possible pathways for future tool development.
Ward, Jamie; Hovard, Peter; Jones, Alicia; Rothen, Nicolas
2013-01-01
Memory has been shown to be enhanced in grapheme-color synaesthesia, and this enhancement extends to certain visual stimuli (that don't induce synaesthesia) as well as stimuli comprised of graphemes (which do). Previous studies have used a variety of testing procedures to assess memory in synaesthesia (e.g., free recall, recognition, associative learning) making it hard to know the extent to which memory benefits are attributable to the stimulus properties themselves, the testing method, participant strategies, or some combination of these factors. In the first experiment, we use the same testing procedure (recognition memory) for a variety of stimuli (written words, non-words, scenes, and fractals) and also check which memorization strategies were used. We demonstrate that grapheme-color synaesthetes show enhanced memory across all these stimuli, but this is not found for a non-visual type of synaesthesia (lexical-gustatory). In the second experiment, the memory advantage for scenes is explored further by manipulating the properties of the old and new images (changing color, orientation, or object presence). Again, grapheme-color synaesthetes show a memory advantage for scenes across all manipulations. Although recognition memory is generally enhanced in this study, the largest effects were found for abstract visual images (fractals) and scenes for which color can be used to discriminate old/new status. PMID:24187542
Ward, Jamie; Hovard, Peter; Jones, Alicia; Rothen, Nicolas
2013-01-01
Memory has been shown to be enhanced in grapheme-color synaesthesia, and this enhancement extends to certain visual stimuli (that don't induce synaesthesia) as well as stimuli comprised of graphemes (which do). Previous studies have used a variety of testing procedures to assess memory in synaesthesia (e.g., free recall, recognition, associative learning) making it hard to know the extent to which memory benefits are attributable to the stimulus properties themselves, the testing method, participant strategies, or some combination of these factors. In the first experiment, we use the same testing procedure (recognition memory) for a variety of stimuli (written words, non-words, scenes, and fractals) and also check which memorization strategies were used. We demonstrate that grapheme-color synaesthetes show enhanced memory across all these stimuli, but this is not found for a non-visual type of synaesthesia (lexical-gustatory). In the second experiment, the memory advantage for scenes is explored further by manipulating the properties of the old and new images (changing color, orientation, or object presence). Again, grapheme-color synaesthetes show a memory advantage for scenes across all manipulations. Although recognition memory is generally enhanced in this study, the largest effects were found for abstract visual images (fractals) and scenes for which color can be used to discriminate old/new status.
Modeling Of Object- And Scene-Prototypes With Hierarchically Structured Classes
NASA Astrophysics Data System (ADS)
Ren, Z.; Jensch, P.; Ameling, W.
1989-03-01
The success of knowledge-based image analysis methodology and implementation tools depends largely on an appropriately and efficiently built model wherein the domain-specific context information about and the inherent structure of the observed image scene have been encoded. For identifying an object in an application environment a computer vision system needs to know firstly the description of the object to be found in an image or in an image sequence, secondly the corresponding relationships between object descriptions within the image sequence. This paper presents models of image objects scenes by means of hierarchically structured classes. Using the topovisual formalism of graph and higraph, we are currently studying principally the relational aspect and data abstraction of the modeling in order to visualize the structural nature resident in image objects and scenes, and to formalize. their descriptions. The goal is to expose the structure of image scene and the correspondence of image objects in the low level image interpretation. process. The object-based system design approach has been applied to build the model base. We utilize the object-oriented programming language C + + for designing, testing and implementing the abstracted entity classes and the operation structures which have been modeled topovisually. The reference images used for modeling prototypes of objects and scenes are from industrial environments as'well as medical applications.
Iavecchia, J H; Iavecchia, H P; Roscoe, S N
1983-01-01
In two experiments, the apparent size of a simulated horizon moon was measured as a function of the location of visible texture in the natural vistas against which it appeared. Size was found to increase as the visible scene extended farther into the distance and to decrease as the moon rose above the vista of surface texture. In the second experiment, the observers' eye accommodation distances to various scenes were also measured with a laser optometer, and after appropriate transformations, size judgments were found to correlate 0.89 with measured accommodation values, thereby suggesting the hypothesis that the fabled moon illusion is mediated by the oculomotor adjustments of visual accommodation.
Wolfe, Jeremy M; Oliva, Aude; Butcher, Serena J; Arsenio, Helga C
2002-01-01
In seven experiments, observers searched for a scrambled object among normal objects. The critical comparison was between repeated search in which the same set of stimuli remained present in fixed positions in the display for many (>100) trials and unrepeated conditions in which new stimuli were presented on each trial. In repeated search conditions, observers monitored an essentially stable display for the disruption of a clearly visible object. This is an extension of repeated search experiments in which subjects search a fixed set of items for different targets on each trial (Wolfe, Klempen, & Dahlen, 2000) and can be considered as a form of a "change blindness" task. The unrepeated search was very inefficient, showing that a scrambled object does not "pop-out" among intact objects (or vice versa). Interestingly, the repeated search condition was just as inefficient, as if participants had to search for the scrambled target even after extensive experience with the specific change in the specific scene. The results suggest that the attentional processes involved in searching for a target in a novel scene may be very similar to those used to confirm the presence of a target in a familiar scene.
Are fixations in static natural scenes a useful predictor of attention in the real world?
Foulsham, Tom; Kingstone, Alan
2017-06-01
Research investigating scene perception normally involves laboratory experiments using static images. Much has been learned about how observers look at pictures of the real world and the attentional mechanisms underlying this behaviour. However, the use of static, isolated pictures as a proxy for studying everyday attention in real environments has led to the criticism that such experiments are artificial. We report a new study that tests the extent to which the real world can be reduced to simpler laboratory stimuli. We recorded the gaze of participants walking on a university campus with a mobile eye tracker, and then showed static frames from this walk to new participants, in either a random or sequential order. The aim was to compare the gaze of participants walking in the real environment with fixations on pictures of the same scene. The data show that picture order affects interobserver fixation consistency and changes looking patterns. Critically, while fixations on the static images overlapped significantly with the actual real-world eye movements, they did so no more than a model that assumed a general bias to the centre. Remarkably, a model that simply takes into account where the eyes are normally positioned in the head-independent of what is actually in the scene-does far better than any other model. These data reveal that viewing patterns to static scenes are a relatively poor proxy for predicting real world eye movement behaviour, while raising intriguing possibilities for how to best measure attention in everyday life. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Jamin, Gaston; Luyten, Tom; Delsing, Rob; Braun, Susy
2017-10-17
Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. Implications for rehabilitation Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
Conference Scene: Personalized Medicine comes to Harvard.
Greenberg, Tarryn
2012-01-01
The Seventh Annual Harvard Personalized Medicine Conference was held at The Joseph B Martin Conference Center at the Harvard Medical School in Boston, MA, USA on the 9-10 November 2011. The 2-day conference program was designed to highlight the impact that personalized medicine is currently making clinically as it enters the healthcare delivery system. Going forward, policies, plans and actions of stakeholders including those from government, academia and the private sector need to be informed and guided by recent experience - all of which the conference program set out to explore. The conference attracted over 600 national and international thought leaders all involved in personalized healthcare.
Navigating the auditory scene: an expert role for the hippocampus.
Teki, Sundeep; Kumar, Sukhbinder; von Kriegstein, Katharina; Stewart, Lauren; Lyness, C Rebecca; Moore, Brian C J; Capleton, Brian; Griffiths, Timothy D
2012-08-29
Over a typical career piano tuners spend tens of thousands of hours exploring a specialized acoustic environment. Tuning requires accurate perception and adjustment of beats in two-note chords that serve as a navigational device to move between points in previously learned acoustic scenes. It is a two-stage process that depends on the following: first, selective listening to beats within frequency windows, and, second, the subsequent use of those beats to navigate through a complex soundscape. The neuroanatomical substrates underlying brain specialization for such fundamental organization of sound scenes are unknown. Here, we demonstrate that professional piano tuners are significantly better than controls matched for age and musical ability on a psychophysical task simulating active listening to beats within frequency windows that is based on amplitude modulation rate discrimination. Tuners show a categorical increase in gray matter volume in the right frontal operculum and right superior temporal lobe. Tuners also show a striking enhancement of gray matter volume in the anterior hippocampus, parahippocampal gyrus, and superior temporal gyrus, and an increase in white matter volume in the posterior hippocampus as a function of years of tuning experience. The relationship with gray matter volume is sensitive to years of tuning experience and starting age but not actual age or level of musicality. Our findings support a role for a core set of regions in the hippocampus and superior temporal cortex in skilled exploration of complex sound scenes in which precise sound "templates" are encoded and consolidated into memory over time in an experience-dependent manner.
Kauffmann, Louise; Chauvin, Alan; Pichat, Cédric; Peyrin, Carole
2015-10-01
According to current models of visual perception scenes are processed in terms of spatial frequencies following a predominantly coarse-to-fine processing sequence. Low spatial frequencies (LSF) reach high-order areas rapidly in order to activate plausible interpretations of the visual input. This triggers top-down facilitation that guides subsequent processing of high spatial frequencies (HSF) in lower-level areas such as the inferotemporal and occipital cortices. However, dynamic interactions underlying top-down influences on the occipital cortex have never been systematically investigated. The present fMRI study aimed to further explore the neural bases and effective connectivity underlying coarse-to-fine processing of scenes, particularly the role of the occipital cortex. We used sequences of six filtered scenes as stimuli depicting coarse-to-fine or fine-to-coarse processing of scenes. Participants performed a categorization task on these stimuli (indoor vs. outdoor). Firstly, we showed that coarse-to-fine (compared to fine-to-coarse) sequences elicited stronger activation in the inferior frontal gyrus (in the orbitofrontal cortex), the inferotemporal cortex (in the fusiform and parahippocampal gyri), and the occipital cortex (in the cuneus). Dynamic causal modeling (DCM) was then used to infer effective connectivity between these regions. DCM results revealed that coarse-to-fine processing resulted in increased connectivity from the occipital cortex to the inferior frontal gyrus and from the inferior frontal gyrus to the inferotemporal cortex. Critically, we also observed an increase in connectivity strength from the inferior frontal gyrus to the occipital cortex, suggesting that top-down influences from frontal areas may guide processing of incoming signals. The present results support current models of visual perception and refine them by emphasizing the role of the occipital cortex as a cortical site for feedback projections in the neural network underlying coarse-to-fine processing of scenes. Copyright © 2015 Elsevier Inc. All rights reserved.
Color constancy in natural scenes explained by global image statistics
Foster, David H.; Amano, Kinjiro; Nascimento, Sérgio M. C.
2007-01-01
To what extent do observers' judgments of surface color with natural scenes depend on global image statistics? To address this question, a psychophysical experiment was performed in which images of natural scenes under two successive daylights were presented on a computer-controlled high-resolution color monitor. Observers reported whether there was a change in reflectance of a test surface in the scene. The scenes were obtained with a hyperspectral imaging system and included variously trees, shrubs, grasses, ferns, flowers, rocks, and buildings. Discrimination performance, quantified on a scale of 0 to 1 with a color-constancy index, varied from 0.69 to 0.97 over 21 scenes and two illuminant changes, from a correlated color temperature of 25,000 K to 6700 K and from 4000 K to 6700 K. The best account of these effects was provided by receptor-based rather than colorimetric properties of the images. Thus, in a linear regression, 43% of the variance in constancy index was explained by the log of the mean relative deviation in spatial cone-excitation ratios evaluated globally across the two images of a scene. A further 20% was explained by including the mean chroma of the first image and its difference from that of the second image and a further 7% by the mean difference in hue. Together, all four global color properties accounted for 70% of the variance and provided a good fit to the effects of scene and of illuminant change on color constancy, and, additionally, of changing test-surface position. By contrast, a spatial-frequency analysis of the images showed that the gradient of the luminance amplitude spectrum accounted for only 5% of the variance. PMID:16961965
Color constancy in natural scenes explained by global image statistics.
Foster, David H; Amano, Kinjiro; Nascimento, Sérgio M C
2006-01-01
To what extent do observers' judgments of surface color with natural scenes depend on global image statistics? To address this question, a psychophysical experiment was performed in which images of natural scenes under two successive daylights were presented on a computer-controlled high-resolution color monitor. Observers reported whether there was a change in reflectance of a test surface in the scene. The scenes were obtained with a hyperspectral imaging system and included variously trees, shrubs, grasses, ferns, flowers, rocks, and buildings. Discrimination performance, quantified on a scale of 0 to 1 with a color-constancy index, varied from 0.69 to 0.97 over 21 scenes and two illuminant changes, from a correlated color temperature of 25,000 K to 6700 K and from 4000 K to 6700 K. The best account of these effects was provided by receptor-based rather than colorimetric properties of the images. Thus, in a linear regression, 43% of the variance in constancy index was explained by the log of the mean relative deviation in spatial cone-excitation ratios evaluated globally across the two images of a scene. A further 20% was explained by including the mean chroma of the first image and its difference from that of the second image and a further 7% by the mean difference in hue. Together, all four global color properties accounted for 70% of the variance and provided a good fit to the effects of scene and of illuminant change on color constancy, and, additionally, of changing test-surface position. By contrast, a spatial-frequency analysis of the images showed that the gradient of the luminance amplitude spectrum accounted for only 5% of the variance.
NASA Astrophysics Data System (ADS)
Anwer, Rao Muhammad; Khan, Fahad Shahbaz; van de Weijer, Joost; Molinier, Matthieu; Laaksonen, Jorma
2018-04-01
Designing discriminative powerful texture features robust to realistic imaging conditions is a challenging computer vision problem with many applications, including material recognition and analysis of satellite or aerial imagery. In the past, most texture description approaches were based on dense orderless statistical distribution of local features. However, most recent approaches to texture recognition and remote sensing scene classification are based on Convolutional Neural Networks (CNNs). The de facto practice when learning these CNN models is to use RGB patches as input with training performed on large amounts of labeled data (ImageNet). In this paper, we show that Local Binary Patterns (LBP) encoded CNN models, codenamed TEX-Nets, trained using mapped coded images with explicit LBP based texture information provide complementary information to the standard RGB deep models. Additionally, two deep architectures, namely early and late fusion, are investigated to combine the texture and color information. To the best of our knowledge, we are the first to investigate Binary Patterns encoded CNNs and different deep network fusion architectures for texture recognition and remote sensing scene classification. We perform comprehensive experiments on four texture recognition datasets and four remote sensing scene classification benchmarks: UC-Merced with 21 scene categories, WHU-RS19 with 19 scene classes, RSSCN7 with 7 categories and the recently introduced large scale aerial image dataset (AID) with 30 aerial scene types. We demonstrate that TEX-Nets provide complementary information to standard RGB deep model of the same network architecture. Our late fusion TEX-Net architecture always improves the overall performance compared to the standard RGB network on both recognition problems. Furthermore, our final combination leads to consistent improvement over the state-of-the-art for remote sensing scene classification.
Scene and human face recognition in the central vision of patients with glaucoma
Aptel, Florent; Attye, Arnaud; Guyader, Nathalie; Boucart, Muriel; Chiquet, Christophe; Peyrin, Carole
2018-01-01
Primary open-angle glaucoma (POAG) firstly mainly affects peripheral vision. Current behavioral studies support the idea that visual defects of patients with POAG extend into parts of the central visual field classified as normal by static automated perimetry analysis. This is particularly true for visual tasks involving processes of a higher level than mere detection. The purpose of this study was to assess visual abilities of POAG patients in central vision. Patients were assigned to two groups following a visual field examination (Humphrey 24–2 SITA-Standard test). Patients with both peripheral and central defects and patients with peripheral but no central defect, as well as age-matched controls, participated in the experiment. All participants had to perform two visual tasks where low-contrast stimuli were presented in the central 6° of the visual field. A categorization task of scene images and human face images assessed high-level visual recognition abilities. In contrast, a detection task using the same stimuli assessed low-level visual function. The difference in performance between detection and categorization revealed the cost of high-level visual processing. Compared to controls, patients with a central visual defect showed a deficit in both detection and categorization of all low-contrast images. This is consistent with the abnormal retinal sensitivity as assessed by perimetry. However, the deficit was greater for categorization than detection. Patients without a central defect showed similar performances to the controls concerning the detection and categorization of faces. However, while the detection of scene images was well-maintained, these patients showed a deficit in their categorization. This suggests that the simple loss of peripheral vision could be detrimental to scene recognition, even when the information is displayed in central vision. This study revealed subtle defects in the central visual field of POAG patients that cannot be predicted by static automated perimetry assessment using Humphrey 24–2 SITA-Standard test. PMID:29481572
Evaluating methods for controlling depth perception in stereoscopic cinematography
NASA Astrophysics Data System (ADS)
Sun, Geng; Holliman, Nick
2009-02-01
Existing stereoscopic imaging algorithms can create static stereoscopic images with perceived depth control function to ensure a compelling 3D viewing experience without visual discomfort. However, current algorithms do not normally support standard Cinematic Storytelling techniques. These techniques, such as object movement, camera motion, and zooming, can result in dynamic scene depth change within and between a series of frames (shots) in stereoscopic cinematography. In this study, we empirically evaluate the following three types of stereoscopic imaging approaches that aim to address this problem. (1) Real-Eye Configuration: set camera separation equal to the nominal human eye interpupillary distance. The perceived depth on the display is identical to the scene depth without any distortion. (2) Mapping Algorithm: map the scene depth to a predefined range on the display to avoid excessive perceived depth. A new method that dynamically adjusts the depth mapping from scene space to display space is presented in addition to an existing fixed depth mapping method. (3) Depth of Field Simulation: apply Depth of Field (DOF) blur effect to stereoscopic images. Only objects that are inside the DOF are viewed in full sharpness. Objects that are far away from the focus plane are blurred. We performed a human-based trial using the ITU-R BT.500-11 Recommendation to compare the depth quality of stereoscopic video sequences generated by the above-mentioned imaging methods. Our results indicate that viewers' practical 3D viewing volumes are different for individual stereoscopic displays and viewers can cope with much larger perceived depth range in viewing stereoscopic cinematography in comparison to static stereoscopic images. Our new dynamic depth mapping method does have an advantage over the fixed depth mapping method in controlling stereo depth perception. The DOF blur effect does not provide the expected improvement for perceived depth quality control in 3D cinematography. We anticipate the results will be of particular interest to 3D filmmaking and real time computer games.
Development of a perceptually calibrated objective metric of noise
NASA Astrophysics Data System (ADS)
Keelan, Brian W.; Jin, Elaine W.; Prokushkin, Sergey
2011-01-01
A system simulation model was used to create scene-dependent noise masks that reflect current performance of mobile phone cameras. Stimuli with different overall magnitudes of noise and with varying mixtures of red, green, blue, and luminance noises were included in the study. Eleven treatments in each of ten pictorial scenes were evaluated by twenty observers using the softcopy ruler method. In addition to determining the quality loss function in just noticeable differences (JNDs) for the average observer and scene, transformations for different combinations of observer sensitivity and scene susceptibility were derived. The psychophysical results were used to optimize an objective metric of isotropic noise based on system noise power spectra (NPS), which were integrated over a visual frequency weighting function to yield perceptually relevant variances and covariances in CIE L*a*b* space. Because the frequency weighting function is expressed in terms of cycles per degree at the retina, it accounts for display pixel size and viewing distance effects, so application-specific predictions can be made. Excellent results were obtained using only L* and a* variances and L*a* covariance, with relative weights of 100, 5, and 12, respectively. The positive a* weight suggests that the luminance (photopic) weighting is slightly narrow on the long wavelength side for predicting perceived noisiness. The L*a* covariance term, which is normally negative, reflects masking between L* and a* noise, as confirmed in informal evaluations. Test targets in linear sRGB and rendered L*a*b* spaces for each treatment are available at http://www.aptina.com/ImArch/ to enable other researchers to test metrics of their own design and calibrate them to JNDs of quality loss without performing additional observer experiments. Such JND-calibrated noise metrics are particularly valuable for comparing the impact of noise and other attributes, and for computing overall image quality.
ERIC Educational Resources Information Center
Bassford, Marie L.; Crisp, Annette; O'Sullivan, Angela; Bacon, Joanne; Fowler, Mark
2016-01-01
Interactive experiences are rapidly becoming popular via the surge of "escape rooms"; part game and part theatre, the "escape" experience is exploding globally, having gone from zero offered at the outset of 2010 to at least 2800 different experiences available worldwide today. CrashEd is an interactive learning experience that…
Perception while watching movies: Effects of physical screen size and scene type.
Troscianko, Tom; Meese, Timothy S; Hinde, Stephen
2012-01-01
Over the last decade, television screens and display monitors have increased in size considerably, but has this improved our televisual experience? Our working hypothesis was that the audiences adopt a general strategy that "bigger is better." However, as our visual perceptions do not tap directly into basic retinal image properties such as retinal image size (C. A. Burbeck, 1987), we wondered whether object size itself might be an important factor. To test this, we needed a task that would tap into the subjective experiences of participants watching a movie on different-sized displays with the same retinal subtense. Our participants used a line bisection task to self-report their level of "presence" (i.e., their involvement with the movie) at several target locations that were probed in a 45-min section of the movie "The Good, The Bad, and The Ugly." Measures of pupil dilation and reaction time to the probes were also obtained. In Experiment 1, we found that subjective ratings of presence increased with physical screen size, supporting our hypothesis. Face scenes also produced higher presence scores than landscape scenes for both screen sizes. In Experiment 2, reaction time and pupil dilation results showed the same trends as the presence ratings and pupil dilation correlated with presence ratings, providing some validation of the method. Overall, the results suggest that real-time measures of subjective presence might be a valuable tool for measuring audience experience for different types of (i) display and (ii) audiovisual material.
Busettini, C; Miles, F A; Schwarz, U; Carl, J R
1994-01-01
Recent experiments on monkeys have indicated that the eye movements induced by brief translation of either the observer or the visual scene are a linear function of the inverse of the viewing distance. For the movements of the observer, the room was dark and responses were attributed to a translational vestibulo-ocular reflex (TVOR) that senses the motion through the otolith organs; for the movements of the scene, which elicit ocular following, the scene was projected and adjusted in size and speed so that the retinal stimulation was the same at all distances. The shared dependence on viewing distance was consistent with the hypothesis that the TVOR and ocular following are synergistic and share central pathways. The present experiments looked for such dependencies on viewing distance in human subjects. When briefly accelerated along the interaural axis in the dark, human subjects generated compensatory eye movements that were also a linear function of the inverse of the viewing distance to a previously fixated target. These responses, which were attributed to the TVOR, were somewhat weaker than those previously recorded from monkeys using similar methods. When human subjects faced a tangent screen onto which patterned images were projected, brief motion of those images evoked ocular following responses that showed statistically significant dependence on viewing distance only with low-speed stimuli (10 degrees/s). This dependence was at best weak and in the reverse direction of that seen with the TVOR, i.e., responses increased as viewing distance increased. We suggest that in generating an internal estimate of viewing distance subjects may have used a confounding cue in the ocular-following paradigm--the size of the projected scene--which was varied directly with the viewing distance in these experiments (in order to preserve the size of the retinal image). When movements of the subject were randomly interleaved with the movements of the scene--to encourage the expectation of ego-motion--the dependence of ocular following on viewing distance altered significantly: with higher speed stimuli (40 degrees/s) many responses (63%) now increased significantly as viewing distance decreased, though less vigorously than the TVOR. We suggest that the expectation of motion results in the subject placing greater weight on cues such as vergence and accommodation that provide veridical distance information in our experimental situation: cue selection is context specific.
Li, Yiyang; Jin, Weiqi; Li, Shuo; Zhang, Xu; Zhu, Jin
2017-01-01
Cooled infrared detector arrays always suffer from undesired ripple residual nonuniformity (RNU) in sky scene observations. The ripple residual nonuniformity seriously affects the imaging quality, especially for small target detection. It is difficult to eliminate it using the calibration-based techniques and the current scene-based nonuniformity algorithms. In this paper, we present a modified temporal high-pass nonuniformity correction algorithm using fuzzy scene classification. The fuzzy scene classification is designed to control the correction threshold so that the algorithm can remove ripple RNU without degrading the scene details. We test the algorithm on a real infrared sequence by comparing it to several well-established methods. The result shows that the algorithm has obvious advantages compared with the tested methods in terms of detail conservation and convergence speed for ripple RNU correction. Furthermore, we display our architecture with a prototype built on a Xilinx Virtex-5 XC5VLX50T field-programmable gate array (FPGA), which has two advantages: (1) low resources consumption; and (2) small hardware delay (less than 10 image rows). It has been successfully applied in an actual system. PMID:28481320
Facial Mimicry and Emotion Consistency: Influences of Memory and Context.
Kirkham, Alexander J; Hayes, Amy E; Pawling, Ralph; Tipper, Steven P
2015-01-01
This study investigates whether mimicry of facial emotions is a stable response or can instead be modulated and influenced by memory of the context in which the emotion was initially observed, and therefore the meaning of the expression. The study manipulated emotion consistency implicitly, where a face expressing smiles or frowns was irrelevant and to be ignored while participants categorised target scenes. Some face identities always expressed emotions consistent with the scene (e.g., smiling with a positive scene), whilst others were always inconsistent (e.g., frowning with a positive scene). During this implicit learning of face identity and emotion consistency there was evidence for encoding of face-scene emotion consistency, with slower RTs, a reduction in trust, and inhibited facial EMG for faces expressing incompatible emotions. However, in a later task where the faces were subsequently viewed expressing emotions with no additional context, there was no evidence for retrieval of prior emotion consistency, as mimicry of emotion was similar for consistent and inconsistent individuals. We conclude that facial mimicry can be influenced by current emotion context, but there is little evidence of learning, as subsequent mimicry of emotionally consistent and inconsistent faces is similar.
Fuzzy Emotional Semantic Analysis and Automated Annotation of Scene Images
Cao, Jianfang; Chen, Lichao
2015-01-01
With the advances in electronic and imaging techniques, the production of digital images has rapidly increased, and the extraction and automated annotation of emotional semantics implied by images have become issues that must be urgently addressed. To better simulate human subjectivity and ambiguity for understanding scene images, the current study proposes an emotional semantic annotation method for scene images based on fuzzy set theory. A fuzzy membership degree was calculated to describe the emotional degree of a scene image and was implemented using the Adaboost algorithm and a back-propagation (BP) neural network. The automated annotation method was trained and tested using scene images from the SUN Database. The annotation results were then compared with those based on artificial annotation. Our method showed an annotation accuracy rate of 91.2% for basic emotional values and 82.4% after extended emotional values were added, which correspond to increases of 5.5% and 8.9%, respectively, compared with the results from using a single BP neural network algorithm. Furthermore, the retrieval accuracy rate based on our method reached approximately 89%. This study attempts to lay a solid foundation for the automated emotional semantic annotation of more types of images and therefore is of practical significance. PMID:25838818
Eye Movements, Visual Search and Scene Memory, in an Immersive Virtual Environment
Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency. PMID:24759905
Lack of Privileged Access to Awareness for Rewarding Social Scenes in Autism Spectrum Disorder.
Gray, Katie L H; Haffey, Anthony; Mihaylova, Hristina L; Chakrabarti, Bhismadev
2018-05-04
Reduced social motivation is hypothesised to underlie social behavioural symptoms of Autism Spectrum Disorder (ASD). The extent to which rewarding social stimuli are granted privileged access to awareness in ASD is currently unknown. We use continuous flash suppression to investigate whether individuals with and without ASD show privileged access to awareness for social over nonsocial rewarding scenes that are closely matched for stimulus features. Strong evidence for a privileged access to awareness for rewarding social over nonsocial scenes was observed in neurotypical adults. No such privileged access was seen in ASD individuals, and moderate support for the null model was noted. These results suggest that the purported deficits in social motivation in ASD may extend to early processing mechanisms.
Statistics of high-level scene context
Greene, Michelle R.
2013-01-01
Context is critical for recognizing environments and for searching for objects within them: contextual associations have been shown to modulate reaction time and object recognition accuracy, as well as influence the distribution of eye movements and patterns of brain activations. However, we have not yet systematically quantified the relationships between objects and their scene environments. Here I seek to fill this gap by providing descriptive statistics of object-scene relationships. A total of 48, 167 objects were hand-labeled in 3499 scenes using the LabelMe tool (Russell et al., 2008). From these data, I computed a variety of descriptive statistics at three different levels of analysis: the ensemble statistics that describe the density and spatial distribution of unnamed “things” in the scene; the bag of words level where scenes are described by the list of objects contained within them; and the structural level where the spatial distribution and relationships between the objects are measured. The utility of each level of description for scene categorization was assessed through the use of linear classifiers, and the plausibility of each level for modeling human scene categorization is discussed. Of the three levels, ensemble statistics were found to be the most informative (per feature), and also best explained human patterns of categorization errors. Although a bag of words classifier had similar performance to human observers, it had a markedly different pattern of errors. However, certain objects are more useful than others, and ceiling classification performance could be achieved using only the 64 most informative objects. As object location tends not to vary as a function of category, structural information provided little additional information. Additionally, these data provide valuable information on natural scene redundancy that can be exploited for machine vision, and can help the visual cognition community to design experiments guided by statistics rather than intuition. PMID:24194723
Fu, Kun; Jin, Junqi; Cui, Runpeng; Sha, Fei; Zhang, Changshui
2017-12-01
Recent progress on automatic generation of image captions has shown that it is possible to describe the most salient information conveyed by images with accurate and meaningful sentences. In this paper, we propose an image captioning system that exploits the parallel structures between images and sentences. In our model, the process of generating the next word, given the previously generated ones, is aligned with the visual perception experience where the attention shifts among the visual regions-such transitions impose a thread of ordering in visual perception. This alignment characterizes the flow of latent meaning, which encodes what is semantically shared by both the visual scene and the text description. Our system also makes another novel modeling contribution by introducing scene-specific contexts that capture higher-level semantic information encoded in an image. The contexts adapt language models for word generation to specific scene types. We benchmark our system and contrast to published results on several popular datasets, using both automatic evaluation metrics and human evaluation. We show that either region-based attention or scene-specific contexts improves systems without those components. Furthermore, combining these two modeling ingredients attains the state-of-the-art performance.
Texture generation for use in synthetic infrared scenes
NASA Astrophysics Data System (ADS)
Ota, Clem Z.; Rollins, John M.; Bleiweiss, Max P.
1996-06-01
In the process of creating synthetic scenes for use in simulations/visualizations, texture is used as a surrogate to 'high' spatial definition. For example, if one were to measure the location of every blade of grass and all of the characteristics of each blade of grass in a lawn, then in the process of composing a scene of the lawn, it would be expected that the result would appear 'real;' however, because this process is excruciatingly laborious, various techniques have been devised to place the required details in the scene through the use of texturing. Experience gained during the recent Smart Weapons Operability Enhancement Joint Test and Evaluation (SWOE JT&E) has shown the need for higher fidelity texturing algorithms and a better parameterization of those that are in use. In this study, four aspects of the problem have been analyzed: texture extraction, texture insertion, texture metrics, and texture creation algorithms. The results of extracting real texture from an image, measuring it with a variety of metrics, and generating similar texture with three different algorithms is presented. These same metrics can be used to define clutter and to make comparisons between 'real' and synthetic (or artificial) scenes in an objective manner.
Multi-Octave Spectral Imaging in the Infrared - A Newly Emerging Approach
2002-01-01
as a function of wavelength, that arises from an example scene, and compare this with total noise (also as a function of wavelength). The signal...0.9 emissivity, for the purpose of this estimate of baseline performance. Total noise (in rms electrons) is estimated as a function of wavelength (or...spectral pixel number following the correspondence in Figure 2) from photon noise arising from both scene and optics emission, dark current noise , and
A crops and soils data base for scene radiation research
NASA Technical Reports Server (NTRS)
Biehl, L. L.; Bauer, M. E.; Robinson, B. F.; Daughtry, C. S. T.; Silva, L. F.; Pitts, D. E.
1982-01-01
Management and planning activities with respect to food production require accurate and timely information on crops and soils on a global basis. The needed information can be obtained with the aid of satellite-borne sensors, if the relations between the spectral properties and the important biological-physical parameters of crops and soils are known. In order to obtain this knowledge, the development of a crops and soils scene radiation research data base was initiated. Work related to the development of this data base is discussed, taking into account details regarding the conducted experiments, the performed measurements, the calibration of spectral data, questions of data base access, and the expansion of the crops and soils scene radiation data base for 1982.
Recent Experiments Conducted with the Wide-Field Imaging Interferometry Testbed (WIIT)
NASA Technical Reports Server (NTRS)
Leisawitz, David T.; Juanola-Parramon, Roser; Bolcar, Matthew; Iacchetta, Alexander S.; Maher, Stephen F.; Rinehart, Stephen A.
2016-01-01
The Wide-field Imaging Interferometry Testbed (WIIT) was developed at NASA's Goddard Space Flight Center to demonstrate and explore the practical limitations inherent in wide field-of-view double Fourier (spatio-spectral) interferometry. The testbed delivers high-quality interferometric data and is capable of observing spatially and spectrally complex hyperspectral test scenes. Although WIIT operates at visible wavelengths, by design the data are representative of those from a space-based far-infrared observatory. We used WIIT to observe a calibrated, independently characterized test scene of modest spatial and spectral complexity, and an astronomically realistic test scene of much greater spatial and spectral complexity. This paper describes the experimental setup, summarizes the performance of the testbed, and presents representative data.
[Configuration of the dream in REM sleep].
Leonhard, K
1985-02-01
Dreams during REM sleep have a characteristic form. They are, so to speak, "chain dreams, in which the scenes follow consecutively and, although distinctly separate from each other, are welded into a coherent dream by the primary integrating thoughts underlying the dream. The contents of the different scenes are difficult to reconcile with the integrating thought behind the dream because they are not stimulated by the thought alone but, in a certain way, also by past experiences. The author describes a dream which apparently filled the REM phase from beginning to end. It has been possible to explain the background of the integrating thought and the origins of the different scenes. The peculiar character of such dreams should find more attention in scientific research.
NASA Astrophysics Data System (ADS)
Sun, Z.; Xu, Y.; Hoegner, L.; Stilla, U.
2018-05-01
In this work, we propose a classification method designed for the labeling of MLS point clouds, with detrended geometric features extracted from the points of the supervoxel-based local context. To achieve the analysis of complex 3D urban scenes, acquired points of the scene should be tagged with individual labels of different classes. Thus, assigning a unique label to the points of an object that belong to the same category plays an essential role in the entire 3D scene analysis workflow. Although plenty of studies in this field have been reported, this work is still a challenging task. Specifically, in this work: 1) A novel geometric feature extraction method, detrending the redundant and in-salient information in the local context, is proposed, which is proved to be effective for extracting local geometric features from the 3D scene. 2) Instead of using individual point as basic element, the supervoxel-based local context is designed to encapsulate geometric characteristics of points, providing a flexible and robust solution for feature extraction. 3) Experiments using complex urban scene with manually labeled ground truth are conducted, and the performance of proposed method with respect to different methods is analyzed. With the testing dataset, we have obtained a result of 0.92 for overall accuracy for assigning eight semantic classes.
Collet, Anne-Claire; Fize, Denis; VanRullen, Rufin
2015-01-01
Rapid visual categorization is a crucial ability for survival of many animal species, including monkeys and humans. In real conditions, objects (either animate or inanimate) are never isolated but embedded in a complex background made of multiple elements. It has been shown in humans and monkeys that the contextual background can either enhance or impair object categorization, depending on context/object congruency (for example, an animal in a natural vs. man-made environment). Moreover, a scene is not only a collection of objects; it also has global physical features (i.e phase and amplitude of Fourier spatial frequencies) which help define its gist. In our experiment, we aimed to explore and compare the contribution of the amplitude spectrum of scenes in the context-object congruency effect in monkeys and humans. We designed a rapid visual categorization task, Animal versus Non-Animal, using as contexts both real scenes photographs and noisy backgrounds built from the amplitude spectrum of real scenes but with randomized phase spectrum. We showed that even if the contextual congruency effect was comparable in both species when the context was a real scene, it differed when the foreground object was surrounded by a noisy background: in monkeys we found a similar congruency effect in both conditions, but in humans the congruency effect was absent (or even reversed) when the context was a noisy background. PMID:26207915
NASA Technical Reports Server (NTRS)
Davies, Roger
1994-01-01
The spatial autocorrelation functions of broad-band longwave and shortwave radiances measured by the Earth Radiation Budget Experiment (ERBE) are analyzed as a function of view angle in an investigation of the general effects of scene inhomogeneity on radiation. For nadir views, the correlation distance of the autocorrelation function is about 900 km for longwave radiance and about 500 km for shortwave radiance, consistent with higher degrees of freedom in shortwave reflection. Both functions rise monotonically with view angle, but there is a substantial difference in the relative angular dependence of the shortwave and longwave functions, especially for view angles less than 50 deg. In this range, the increase with angle of the longwave functions is found to depend only on the expansion of pixel area with angle, whereas the shortwave functions show an additional dependence on angle that is attributed to the occlusion of inhomogeneities by cloud height variations. Beyond a view angle of about 50 deg, both longwave and shortwave functions appear to be affected by cloud sides. The shortwave autocorrelation functions do not satisfy the principle of directional reciprocity, thereby proving that the average scene is horizontally inhomogeneous over the scale of an ERBE pixel (1500 sq km). Coarse stratification of the measurements by cloud amount, however, indicates that the average cloud-free scene does satisfy directional reciprocity on this scale.
2010-01-01
Background There is growing interest in describing the broader risk trajectories experienced by young people who use drugs - that is, in describing the sequences of drug use transitions experienced by youth in relation to evolving understandings of risk and harm. This study sought to examine young people's perspectives regarding the evolution of their drug use in the context of a local drug scene in Vancouver, Canada. Methods Semi-structured qualitative interviews with 38 individuals recruited from a cohort of young drug users known as the At-risk Youth Study (ARYS) were supplemented by ongoing ethnographic fieldwork (e.g., observations and informal conversations with youth) conducted within the same cohort population. Interviews were transcribed verbatim and a thematic analysis was conducted. Results The majority of youth characterized past transition events as non-exceptional, largely 'spur-of-the-moment' decisions motivated by evolving feelings of curiosity. At the same time, participants' reflections indicated that the social, structural and material contexts of drug scene entrenchment play a powerful role in shaping these decisions and transition experiences. Conclusions Importantly, as young people become increasingly entrenched in the local drug scene, drug use transitions seem to constitute increasingly relevant (and even 'inevitable') choices congruent with everyday lived experience. The implications of these findings for the development of meaningful interventions for youth are discussed. PMID:20222984
Application of Composite Small Calibration Objects in Traffic Accident Scene Photogrammetry
Chen, Qiang; Xu, Hongguo; Tan, Lidong
2015-01-01
In order to address the difficulty of arranging large calibration objects and the low measurement accuracy of small calibration objects in traffic accident scene photogrammetry, a photogrammetric method based on a composite of small calibration objects is proposed. Several small calibration objects are placed around the traffic accident scene, and the coordinate system of the composite calibration object is given based on one of them. By maintaining the relative position and coplanar relationship of the small calibration objects, the local coordinate system of each small calibration object is transformed into the coordinate system of the composite calibration object. The two-dimensional direct linear transformation method is improved based on minimizing the reprojection error of the calibration points of all objects. A rectified image is obtained using the nonlinear optimization method. The increased accuracy of traffic accident scene photogrammetry using a composite small calibration object is demonstrated through the analysis of field experiments and case studies. PMID:26011052
Progress in high-level exploratory vision
NASA Astrophysics Data System (ADS)
Brand, Matthew
1993-08-01
We have been exploring the hypothesis that vision is an explanatory process, in which causal and functional reasoning about potential motion plays an intimate role in mediating the activity of low-level visual processes. In particular, we have explored two of the consequences of this view for the construction of purposeful vision systems: Causal and design knowledge can be used to (1) drive focus of attention, and (2) choose between ambiguous image interpretations. An important result of visual understanding is an explanation of the scene's causal structure: How action is originated, constrained, and prevented, and what will happen in the immediate future. In everyday visual experience, most action takes the form of motion, and most causal analysis takes the form of dynamical analysis. This is even true of static scenes, where much of a scene's interest lies in how possible motions are arrested. This paper describes our progress in developing domain theories and visual processes for the understanding of various kinds of structured scenes, including structures built out of children's constructive toys and simple mechanical devices.
Dehaene, S
1989-07-01
Treisman and Gelade's (1980) feature-integration theory of attention states that a scene must be serially scanned before the objects in it can be accurately perceived. Is serial scanning compatible with the speed observed in the perception of real-world scenes? Most real scenes consist of many more dimensions (color, size, shape, depth, etc.) than those generally found in search paradigms. Furthermore, real objects differ from each other along many of these dimensions. The present experiment assessed the influence of the total number of dimensions and target/distractor discriminability (the number of dimensions that suffice to separate a target from distractors) on search times for a conjunction of features. Search was always found to be serial. However, for the most discriminable targets, search rate was so fast that search times were in the same range as pop-out detection times. Apparently, greater discriminability enables subjects to direct attention at a faster rate and at only a fraction of the items in a scene.
Landsat-7 long-term acquisition plan radiometry - evolution over time
Markham, Brian L; Goward, Samuel; Arvidson, Terry; Barsi, Julia A.; Scaramuzza, Pat
2006-01-01
The Landsat-7 Enhanced Thematic Mapper Plus instrument has two selectable gains for each spectral band. In the acquisition plan, the gains were initially set to maximize the entropy in each scene. One unintended consequence of this strategy was that, at times, dense vegetation saturated band 4 and deserts saturated all bands. A revised strategy, based on a land-cover classification and sun angle thresholds, reduced saturation, but resulted in gain changes occurring within the same scene on multiple overpasses. As the gain changes cause some loss of data and difficulties for some ground processing systems, a procedure was devised to shift the gain changes to the nearest predicted cloudy scenes. The results are still not totally satisfactory as gain changes still impact some scenes and saturation still occurs, particularly in ephemerally snow-covered regions. A primary conclusion of our experience with variable gain on Landsat-7 is that such an approach should not be employed on future global monitoring missions.
Optical system design of dynamic infrared scene projector based on DMD
NASA Astrophysics Data System (ADS)
Lu, Jing; Fu, Yuegang; Liu, Zhiying; Li, Yandong
2014-09-01
Infrared scene simulator is now widely used to simulate infrared scene practicality in the laboratory, which can greatly reduce the research cost of the optical electrical system and offer economical experiment environment. With the advantage of large dynamic range and high spatial resolution, dynamic infrared projection technology, which is the key part of the infrared scene simulator, based on digital micro-mirror device (DMD) has been rapidly developed and widely applied in recent years. In this paper, the principle of the digital micro-mirror device is briefly introduced and the characteristics of the DLP (Digital Light Procession) system based on digital micromirror device (DMD) are analyzed. The projection system worked at 8~12μm with 1024×768 pixel DMD is designed by ZEMAX. The MTF curve is close to the diffraction limited curve and the radius of the spot diagram is smaller than that of the airy disk. The result indicates that the system meets the design requirements.
A novel scene-based non-uniformity correction method for SWIR push-broom hyperspectral sensors
NASA Astrophysics Data System (ADS)
Hu, Bin-Lin; Hao, Shi-Jing; Sun, De-Xin; Liu, Yin-Nian
2017-09-01
A novel scene-based non-uniformity correction (NUC) method for short-wavelength infrared (SWIR) push-broom hyperspectral sensors is proposed and evaluated. This method relies on the assumption that for each band there will be ground objects with similar reflectance to form uniform regions when a sufficient number of scanning lines are acquired. The uniform regions are extracted automatically through a sorting algorithm, and are used to compute the corresponding NUC coefficients. SWIR hyperspectral data from airborne experiment are used to verify and evaluate the proposed method, and results show that stripes in the scenes have been well corrected without any significant information loss, and the non-uniformity is less than 0.5%. In addition, the proposed method is compared to two other regular methods, and they are evaluated based on their adaptability to the various scenes, non-uniformity, roughness and spectral fidelity. It turns out that the proposed method shows strong adaptability, high accuracy and efficiency.
Meyerhoff, Hauke S; Huff, Markus
2016-04-01
Human long-term memory for visual objects and scenes is tremendous. Here, we test how auditory information contributes to long-term memory performance for realistic scenes. In a total of six experiments, we manipulated the presentation modality (auditory, visual, audio-visual) as well as semantic congruency and temporal synchrony between auditory and visual information of brief filmic clips. Our results show that audio-visual clips generally elicit more accurate memory performance than unimodal clips. This advantage even increases with congruent visual and auditory information. However, violations of audio-visual synchrony hardly have any influence on memory performance. Memory performance remained intact even with a sequential presentation of auditory and visual information, but finally declined when the matching tracks of one scene were presented separately with intervening tracks during learning. With respect to memory performance, our results therefore show that audio-visual integration is sensitive to semantic congruency but remarkably robust against asymmetries between different modalities.
Structure preserving clustering-object tracking via subgroup motion pattern segmentation
NASA Astrophysics Data System (ADS)
Fan, Zheyi; Zhu, Yixuan; Jiang, Jiao; Weng, Shuqin; Liu, Zhiwen
2018-01-01
Tracking clustering objects with similar appearances simultaneously in collective scenes is a challenging task in the field of collective motion analysis. Recent work on clustering-object tracking often suffers from poor tracking accuracy and terrible real-time performance due to the neglect or the misjudgment of the motion differences among objects. To address this problem, we propose a subgroup motion pattern segmentation framework based on a multilayer clustering structure and establish spatial constraints only among objects in the same subgroup, which entails having consistent motion direction and close spatial position. In addition, the subgroup segmentation results are updated dynamically because crowd motion patterns are changeable and affected by objects' destinations and scene structures. The spatial structure information combined with the appearance similarity information is used in the structure preserving object tracking framework to track objects. Extensive experiments conducted on several datasets containing multiple real-world crowd scenes validate the accuracy and the robustness of the presented algorithm for tracking objects in collective scenes.
Atmosphere-based image classification through luminance and hue
NASA Astrophysics Data System (ADS)
Xu, Feng; Zhang, Yujin
2005-07-01
In this paper a novel image classification system is proposed. Atmosphere serves an important role in generating the scene"s topic or in conveying the message behind the scene"s story, which belongs to abstract attribute level in semantic levels. At first, five atmosphere semantic categories are defined according to rules of photo and film grammar, followed by global luminance and hue features. Then the hierarchical SVM classifiers are applied. In each classification stage, corresponding features are extracted and the trained linear SVM is implemented, resulting in two classes. After three stages of classification, five atmosphere categories are obtained. At last, the text annotation of the atmosphere semantics and the corresponding features by Extensible Markup Language (XML) in MPEG-7 is defined, which can be integrated into more multimedia applications (such as searching, indexing and accessing of multimedia content). The experiment is performed on Corel images and film frames. The classification results prove the effectiveness of the definition of atmosphere semantic classes and the corresponding features.
Using drone-mounted cameras for on-site body documentation: 3D mapping and active survey.
Urbanová, Petra; Jurda, Mikoláš; Vojtíšek, Tomáš; Krajsa, Jan
2017-12-01
Recent advances in unmanned aerial technology have substantially lowered the cost associated with aerial imagery. As a result, forensic practitioners are today presented with easy low-cost access to aerial photographs at remote locations. The present paper aims to explore boundaries in which the low-end drone technology can operate as professional crime scene equipment, and to test the prospects of aerial 3D modeling in the forensic context. The study was based on recent forensic cases of falls from height admitted for postmortem examinations. Three mock outdoor forensic scenes featuring a dummy, skeletal remains and artificial blood were constructed at an abandoned quarry and subsequently documented using a commercial DJI Phantom 2 drone equipped with a GoPro HERO 4 digital camera. In two of the experiments, the purpose was to conduct aerial and ground-view photography and to process the acquired images with a photogrammetry protocol (using Agisoft PhotoScan ® 1.2.6) in order to generate 3D textured models. The third experiment tested the employment of drone-based video recordings in mapping scattered body parts. The results show that drone-based aerial photography is capable of producing high-quality images, which are appropriate for building accurate large-scale 3D models of a forensic scene. If, however, high-resolution top-down three-dimensional scene documentation featuring details on a corpse or other physical evidence is required, we recommend building a multi-resolution model by processing aerial and ground-view imagery separately. The video survey showed that using an overview recording for seeking out scattered body parts was efficient. In contrast, the less easy-to-spot evidence, such as bloodstains, was detected only after having been marked properly with crime scene equipment. Copyright © 2017 Elsevier B.V. All rights reserved.
Out of Mind, Out of Sight: Unexpected Scene Elements Frequently Go Unnoticed Until Primed.
Slavich, George M; Zimbardo, Philip G
2013-12-01
The human visual system employs a sophisticated set of strategies for scanning the environment and directing attention to stimuli that can be expected given the context and a person's past experience. Although these strategies enable us to navigate a very complex physical and social environment, they can also cause highly salient, but unexpected stimuli to go completely unnoticed. To examine the generality of this phenomenon, we conducted eight studies that included 15 different experimental conditions and 1,577 participants in all. These studies revealed that a large majority of participants do not report having seen a woman in the center of an urban scene who was photographed in midair as she was committing suicide. Despite seeing the scene repeatedly, 46 % of all participants failed to report seeing a central figure and only 4.8 % reported seeing a falling person. Frequency of noticing the suicidal woman was highest for participants who read a narrative priming story that increased the extent to which she was schematically congruent with the scene. In contrast to this robust effect of inattentional blindness , a majority of participants reported seeing other peripheral objects in the visual scene that were equally difficult to detect, yet more consistent with the scene. Follow-up qualitative analyses revealed that participants reported seeing many elements that were not actually present, but which could have been expected given the overall context of the scene. Together, these findings demonstrate the robustness of inattentional blindness and highlight the specificity with which different visual primes may increase noticing behavior.
Pawluk, D; Kitada, R; Abramowicz, A; Hamilton, C; Lederman, S J
2011-01-01
The current study addresses the well-known "figure/ground" problem in human perception, a fundamental topic that has received surprisingly little attention from touch scientists to date. Our approach is grounded in, and directly guided by, current knowledge concerning the nature of haptic processing. Given inherent figure/ground ambiguity in natural scenes and limited sensory inputs from first contact (a "haptic glance"), we consider first whether people are even capable of differentiating figure from ground (Experiments 1 and 2). Participants were required to estimate the strength of their subjective impression that they were feeling an object (i.e., figure) as opposed to just the supporting structure (i.e., ground). Second, we propose a tripartite factor classification scheme to further assess the influence of kinetic, geometric (Experiments 1 and 2), and material (Experiment 2) factors on haptic figure/ground segmentation, complemented by more open-ended subjective responses obtained at the end of the experiment. Collectively, the results indicate that under certain conditions it is possible to segment figure from ground via a single haptic glance with a reasonable degree of certainty, and that all three factor classes influence the estimated likelihood that brief, spatially distributed fingertip contacts represent contact with an object and/or its background supporting structure.
Cavanagh, Patrick
2011-01-01
Visual cognition, high-level vision, mid-level vision and top-down processing all refer to decision-based scene analyses that combine prior knowledge with retinal input to generate representations. The label “visual cognition” is little used at present, but research and experiments on mid- and high-level, inference-based vision have flourished, becoming in the 21st century a significant, if often understated part, of current vision research. How does visual cognition work? What are its moving parts? This paper reviews the origins and architecture of visual cognition and briefly describes some work in the areas of routines, attention, surfaces, objects, and events (motion, causality, and agency). Most vision scientists avoid being too explicit when presenting concepts about visual cognition, having learned that explicit models invite easy criticism. What we see in the literature is ample evidence for visual cognition, but few or only cautious attempts to detail how it might work. This is the great unfinished business of vision research: at some point we will be done with characterizing how the visual system measures the world and we will have to return to the question of how vision constructs models of objects, surfaces, scenes, and events. PMID:21329719
Wilson-Mendenhall, Christine D.; Simmons, W. Kyle; Martin, Alex; Barsalou, Lawrence W.
2014-01-01
Concepts develop for many aspects of experience, including abstract internal states and abstract social activities that do not refer to concrete entities in the world. The current study assessed the hypothesis that, like concrete concepts, distributed neural patterns of relevant, non-linguistic semantic content represent the meanings of abstract concepts. In a novel neuroimaging paradigm, participants processed two abstract concepts (convince, arithmetic) and two concrete concepts (rolling, red) deeply and repeatedly during a concept-scene matching task that grounded each concept in typical contexts. Using a catch trial design, neural activity associated with each concept word was separated from neural activity associated with subsequent visual scenes to assess activations underlying the detailed semantics of each concept. We predicted that brain regions underlying mentalizing and social cognition (e.g., medial prefrontal cortex, superior temporal sulcus) would become active to represent semantic content central to convince, whereas brain regions underlying numerical cognition (e.g., bilateral intraparietal sulcus) would become active to represent semantic content central to arithmetic. The results supported these predictions, suggesting that the meanings of abstract concepts arise from distributed neural systems that represent concept-specific content. PMID:23363408
Decoding the future from past experience: learning shapes predictions in early visual cortex.
Luft, Caroline D B; Meeson, Alan; Welchman, Andrew E; Kourtzi, Zoe
2015-05-01
Learning the structure of the environment is critical for interpreting the current scene and predicting upcoming events. However, the brain mechanisms that support our ability to translate knowledge about scene statistics to sensory predictions remain largely unknown. Here we provide evidence that learning of temporal regularities shapes representations in early visual cortex that relate to our ability to predict sensory events. We tested the participants' ability to predict the orientation of a test stimulus after exposure to sequences of leftward- or rightward-oriented gratings. Using fMRI decoding, we identified brain patterns related to the observers' visual predictions rather than stimulus-driven activity. Decoding of predicted orientations following structured sequences was enhanced after training, while decoding of cued orientations following exposure to random sequences did not change. These predictive representations appear to be driven by the same large-scale neural populations that encode actual stimulus orientation and to be specific to the learned sequence structure. Thus our findings provide evidence that learning temporal structures supports our ability to predict future events by reactivating selective sensory representations as early as in primary visual cortex. Copyright © 2015 the American Physiological Society.
Kayser, Manfred
2015-09-01
Forensic DNA Phenotyping refers to the prediction of appearance traits of unknown sample donors, or unknown deceased (missing) persons, directly from biological materials found at the scene. "Biological witness" outcomes of Forensic DNA Phenotyping can provide investigative leads to trace unknown persons, who are unidentifiable with current comparative DNA profiling. This intelligence application of DNA marks a substantially different forensic use of genetic material rather than that of current DNA profiling presented in the courtroom. Currently, group-specific pigmentation traits are already predictable from DNA with reasonably high accuracies, while several other externally visible characteristics are under genetic investigation. Until individual-specific appearance becomes accurately predictable from DNA, conventional DNA profiling needs to be performed subsequent to appearance DNA prediction. Notably, and where Forensic DNA Phenotyping shows great promise, this is on a (much) smaller group of potential suspects, who match the appearance characteristics DNA-predicted from the crime scene stain or from the deceased person's remains. Provided sufficient funding being made available, future research to better understand the genetic basis of human appearance will expectedly lead to a substantially more detailed description of an unknown person's appearance from DNA, delivering increased value for police investigations in criminal and missing person cases involving unknowns. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
LESS SKILLED READERS HAVE LESS EFFICIENT SUPPRESSION MECHANISMS.
Gernsbacher, Morton Ann
1993-09-01
One approach to understanding the component processes and mechanisms underlying adult reading skill is to compare the performance of more skilled and less skilled readers on laboratory experiments. The results of some recent experiments employing this approach demonstrate that less skilled adult readers suppress less efficiently the inappropriate meanings of ambiguous words (e.g., the playing card vs. garden tool meanings of spade ), the incorrect forms of homophones (e.g., patients vs. patience ), the typical-but-absent members of scenes (e.g., a tractor in a farm scene), and words superimposed on pictures. Less skilled readers are not less efficient in activating contextually appropriate information; in fact, they activate contextually appropriate information more strongly than more skilled readers do. Therefore, one conclusion that can be drawn from these experiments is that less skilled adult readers suffer from less efficient suppression mechanisms.
Estimation of the Horizon in Photographed Outdoor Scenes by Human and Machine
Herdtweck, Christian; Wallraven, Christian
2013-01-01
We present three experiments on horizon estimation. In Experiment 1 we verify the human ability to estimate the horizon in static images from only visual input. Estimates are given without time constraints with emphasis on precision. The resulting estimates are used as baseline to evaluate horizon estimates from early visual processes. Stimuli are presented for only ms and then masked to purge visual short-term memory and enforcing estimates to rely on early processes, only. The high agreement between estimates and the lack of a training effect shows that enough information about viewpoint is extracted in the first few hundred milliseconds to make accurate horizon estimation possible. In Experiment 3 we investigate several strategies to estimate the horizon in the computer and compare human with machine “behavior” for different image manipulations and image scene types. PMID:24349073
Development of an ultra-high temperature infrared scene projector at Santa Barbara Infrared Inc.
NASA Astrophysics Data System (ADS)
Franks, Greg; Laveigne, Joe; Danielson, Tom; McHugh, Steve; Lannon, John; Goodwin, Scott
2015-05-01
The rapid development of very-large format infrared detector arrays has challenged the IR scene projector community to develop correspondingly larger-format infrared emitter arrays to support the testing needs of systems incorporating these detectors. As with most integrated circuits, fabrication yields for the read-in integrated circuit (RIIC) that drives the emitter pixel array are expected to drop dramatically with increasing size, making monolithic RIICs larger than the current 1024x1024 format impractical and unaffordable. Additionally, many scene projector users require much higher simulated temperatures than current technology can generate to fully evaluate the performance of their systems and associated processing algorithms. Under the Ultra High Temperature (UHT) development program, Santa Barbara Infrared Inc. (SBIR) is developing a new infrared scene projector architecture capable of producing both very large format (>1024x1024) resistive emitter arrays and improved emitter pixel technology capable of simulating very high apparent temperatures. During an earlier phase of the program, SBIR demonstrated materials with MWIR apparent temperatures in excess of 1000K. New emitter materials have subsequently been selected to produce pixels that achieve even higher apparent temperatures. Test results from pixels fabricated using the new material set will be presented and discussed. Also in development under the same UHT program is a 'scalable' RIIC that will be used to drive the high temperature pixels. This RIIC will utilize through-silicon vias (TSVs) and quilt packaging (QP) technologies to allow seamless tiling of multiple chips to fabricate very large arrays, and thus overcome the inherent yield limitations of very-large-scale integrated circuits. Current status of the RIIC development effort will also be presented.
Gagnier, Kristin Michod; Dickinson, Christopher A.; Intraub, Helene
2015-01-01
Observers frequently remember seeing more of a scene than was shown (boundary extension). Does this reflect a lack of eye fixations to the boundary region? Single-object photographs were presented for 14–15 s each. Main objects were either whole or slightly cropped by one boundary, creating a salient marker of boundary placement. All participants expected a memory test, but only half were informed that boundary memory would be tested. Participants in both conditions made multiple fixations to the boundary region and the cropped region during study. Demonstrating the importance of these regions, test-informed participants fixated them sooner, longer, and more frequently. Boundary ratings (Experiment 1) and border adjustment tasks (Experiments 2–4) revealed boundary extension in both conditions. The error was reduced, but not eliminated, in the test-informed condition. Surprisingly, test knowledge and multiple fixations to the salient cropped region, during study and at test, were insufficient to overcome boundary extension on the cropped side. Results are discussed within a traditional visual-centric framework versus a multisource model of scene perception. PMID:23547787
Michod Gagnier, Kristin; Dickinson, Christopher A; Intraub, Helene
2013-01-01
Observers frequently remember seeing more of a scene than was shown (boundary extension). Does this reflect a lack of eye fixations to the boundary region? Single-object photographs were presented for 14-15 s each. Main objects were either whole or slightly cropped by one boundary, creating a salient marker of boundary placement. All participants expected a memory test, but only half were informed that boundary memory would be tested. Participants in both conditions made multiple fixations to the boundary region and the cropped region during study. Demonstrating the importance of these regions, test-informed participants fixated them sooner, longer, and more frequently. Boundary ratings (Experiment 1) and border adjustment tasks (Experiments 2-4) revealed boundary extension in both conditions. The error was reduced, but not eliminated, in the test-informed condition. Surprisingly, test knowledge and multiple fixations to the salient cropped region, during study and at test, were insufficient to overcome boundary extension on the cropped side. Results are discussed within a traditional visual-centric framework versus a multisource model of scene perception.
Coherence of structural visual cues and pictorial gravity paves the way for interceptive actions.
Zago, Myrka; La Scaleia, Barbara; Miller, William L; Lacquaniti, Francesco
2011-09-20
Dealing with upside-down objects is difficult and takes time. Among the cues that are critical for defining object orientation, the visible influence of gravity on the object's motion has received limited attention. Here, we manipulated the alignment of visible gravity and structural visual cues between each other and relative to the orientation of the observer and physical gravity. Participants pressed a button triggering a hitter to intercept a target accelerated by a virtual gravity. A factorial design assessed the effects of scene orientation (normal or inverted) and target gravity (normal or inverted). We found that interception was significantly more successful when scene direction was concordant with target gravity direction, irrespective of whether both were upright or inverted. This was so independent of the hitter type and when performance feedback to the participants was either available (Experiment 1) or unavailable (Experiment 2). These results show that the combined influence of visible gravity and structural visual cues can outweigh both physical gravity and viewer-centered cues, leading to rely instead on the congruence of the apparent physical forces acting on people and objects in the scene.
Doroodgar, Barzin; Liu, Yugang; Nejat, Goldie
2014-12-01
Semi-autonomous control schemes can address the limitations of both teleoperation and fully autonomous robotic control of rescue robots in disaster environments by allowing a human operator to cooperate and share such tasks with a rescue robot as navigation, exploration, and victim identification. In this paper, we present a unique hierarchical reinforcement learning-based semi-autonomous control architecture for rescue robots operating in cluttered and unknown urban search and rescue (USAR) environments. The aim of the controller is to enable a rescue robot to continuously learn from its own experiences in an environment in order to improve its overall performance in exploration of unknown disaster scenes. A direction-based exploration technique is integrated in the controller to expand the search area of the robot via the classification of regions and the rubble piles within these regions. Both simulations and physical experiments in USAR-like environments verify the robustness of the proposed HRL-based semi-autonomous controller to unknown cluttered scenes with different sizes and varying types of configurations.
Oculomotor Examination of the Weapon Focus Effect: Does a Gun Automatically Engage Visual Attention?
Flowe, Heather D.; Hope, Lorraine; Hillstrom, Anne P.
2013-01-01
Background A person is less likely to be accurately remembered if they appear in a visual scene with a gun, a result that has been termed the weapon focus effect (WFE). Explanations of the WFE argue that weapons engage attention because they are unusual and/or threatening, which causes encoding deficits for the other items in the visual scene. Previous WFE research has always embedded the weapon and nonweapon objects within a larger context that provides information about an actor's intention to use the object. As such, it is currently unknown whether a gun automatically engages attention to a greater extent than other objects independent of the context in which it is presented. Method Reflexive responding to a gun compared to other objects was examined in two experiments. Experiment 1 employed a prosaccade gap-overlap paradigm, whereby participants looked toward a peripheral target, and Experiment 2 employed an antisaccade gap-overlap paradigm, whereby participants looked away from a peripheral target. In both experiments, the peripheral target was a gun or a nonthreatening object (i.e., a tomato or pocket watch). We also controlled how unexpected the targets were and compared saccadic reaction times across types of objects. Results A gun was not found to differentially engage attention compared to the unexpected object (i.e., a pocket watch). Some evidence was found (Experiment 2) that both the gun and the unexpected object engaged attention to a greater extent compared the expected object (i.e., a tomato). Conclusion An image of a gun did not engage attention to a larger extent than images of other types of objects (i.e., a pocket watch or tomato). The results suggest that context may be an important determinant of WFE. The extent to which an object is threatening may depend on the larger context in which it is presented. PMID:24349028
Oculomotor examination of the weapon focus effect: does a gun automatically engage visual attention?
Flowe, Heather D; Hope, Lorraine; Hillstrom, Anne P
2013-01-01
A person is less likely to be accurately remembered if they appear in a visual scene with a gun, a result that has been termed the weapon focus effect (WFE). Explanations of the WFE argue that weapons engage attention because they are unusual and/or threatening, which causes encoding deficits for the other items in the visual scene. Previous WFE research has always embedded the weapon and nonweapon objects within a larger context that provides information about an actor's intention to use the object. As such, it is currently unknown whether a gun automatically engages attention to a greater extent than other objects independent of the context in which it is presented. Reflexive responding to a gun compared to other objects was examined in two experiments. Experiment 1 employed a prosaccade gap-overlap paradigm, whereby participants looked toward a peripheral target, and Experiment 2 employed an antisaccade gap-overlap paradigm, whereby participants looked away from a peripheral target. In both experiments, the peripheral target was a gun or a nonthreatening object (i.e., a tomato or pocket watch). We also controlled how unexpected the targets were and compared saccadic reaction times across types of objects. A gun was not found to differentially engage attention compared to the unexpected object (i.e., a pocket watch). Some evidence was found (Experiment 2) that both the gun and the unexpected object engaged attention to a greater extent compared the expected object (i.e., a tomato). An image of a gun did not engage attention to a larger extent than images of other types of objects (i.e., a pocket watch or tomato). The results suggest that context may be an important determinant of WFE. The extent to which an object is threatening may depend on the larger context in which it is presented.
Ferguson, Heather J; Breheny, Richard
2011-05-01
The time-course of representing others' perspectives is inconclusive across the currently available models of ToM processing. We report two visual-world studies investigating how knowledge about a character's basic preferences (e.g. Tom's favourite colour is pink) and higher-order desires (his wish to keep this preference secret) compete to influence online expectations about subsequent behaviour. Participants' eye movements around a visual scene were tracked while they listened to auditory narratives. While clear differences in anticipatory visual biases emerged between conditions in Experiment 1, post-hoc analyses testing the strength of the relevant biases suggested a discrepancy in the time-course of predicting appropriate referents within the different contexts. Specifically, predictions to the target emerged very early when there was no conflict between the character's basic preferences and higher-order desires, but appeared to be relatively delayed when comprehenders were provided with conflicting information about that character's desire to keep a secret. However, a second experiment demonstrated that this apparent 'cognitive cost' in inferring behaviour based on higher-order desires was in fact driven by low-level features between the context sentence and visual scene. Taken together, these results suggest that healthy adults are able to make complex higher-order ToM inferences without the need to call on costly cognitive processes. Results are discussed relative to previous accounts of ToM and language processing. Copyright © 2011 Elsevier B.V. All rights reserved.
1989-08-01
paths for integration with the off-aperture and dual-mirror VPD designs. PREFACE The goal of this work was to explore integration of an eye line-of- gaze ...Relationship in one plane between point-of- gaze on a flat scene and relative eye, detector, and scene positions...and eye line-of- gaze measurement. As a first step towards the design of an appropriate eye trac.<ing system for interface with the virtual cockpit
Effects of Spatio-Temporal Aliasing on Out-the-Window Visual Systems
NASA Technical Reports Server (NTRS)
Sweet, Barbara T.; Stone, Leland S.; Liston, Dorion B.; Hebert, Tim M.
2014-01-01
Designers of out-the-window visual systems face a challenge when attempting to simulate the outside world as viewed from a cockpit. Many methodologies have been developed and adopted to aid in the depiction of particular scene features, or levels of static image detail. However, because aircraft move, it is necessary to also consider the quality of the motion in the simulated visual scene. When motion is introduced in the simulated visual scene, perceptual artifacts can become apparent. A particular artifact related to image motion, spatiotemporal aliasing, will be addressed. The causes of spatio-temporal aliasing will be discussed, and current knowledge regarding the impact of these artifacts on both motion perception and simulator task performance will be reviewed. Methods of reducing the impact of this artifact are also addressed
Three-dimensional information hierarchical encryption based on computer-generated holograms
NASA Astrophysics Data System (ADS)
Kong, Dezhao; Shen, Xueju; Cao, Liangcai; Zhang, Hao; Zong, Song; Jin, Guofan
2016-12-01
A novel approach for encrypting three-dimensional (3-D) scene information hierarchically based on computer-generated holograms (CGHs) is proposed. The CGHs of the layer-oriented 3-D scene information are produced by angular-spectrum propagation algorithm at different depths. All the CGHs are then modulated by different chaotic random phase masks generated by the logistic map. Hierarchical encryption encoding is applied when all the CGHs are accumulated one by one, and the reconstructed volume of the 3-D scene information depends on permissions of different users. The chaotic random phase masks could be encoded into several parameters of the chaotic sequences to simplify the transmission and preservation of the keys. Optical experiments verify the proposed method and numerical simulations show the high key sensitivity, high security, and application flexibility of the method.
Perception while watching movies: Effects of physical screen size and scene type
Troscianko, Tom; Meese, Timothy S.; Hinde, Stephen
2012-01-01
Over the last decade, television screens and display monitors have increased in size considerably, but has this improved our televisual experience? Our working hypothesis was that the audiences adopt a general strategy that “bigger is better.” However, as our visual perceptions do not tap directly into basic retinal image properties such as retinal image size (C. A. Burbeck, 1987), we wondered whether object size itself might be an important factor. To test this, we needed a task that would tap into the subjective experiences of participants watching a movie on different-sized displays with the same retinal subtense. Our participants used a line bisection task to self-report their level of “presence” (i.e., their involvement with the movie) at several target locations that were probed in a 45-min section of the movie “The Good, The Bad, and The Ugly.” Measures of pupil dilation and reaction time to the probes were also obtained. In Experiment 1, we found that subjective ratings of presence increased with physical screen size, supporting our hypothesis. Face scenes also produced higher presence scores than landscape scenes for both screen sizes. In Experiment 2, reaction time and pupil dilation results showed the same trends as the presence ratings and pupil dilation correlated with presence ratings, providing some validation of the method. Overall, the results suggest that real-time measures of subjective presence might be a valuable tool for measuring audience experience for different types of (i) display and (ii) audiovisual material. PMID:23145293
Cross-cultural differences in cognitive development: attention to relations and objects.
Kuwabara, Megumi; Smith, Linda B
2012-09-01
Growing evidence indicates a suite of generalized differences in the attentional and cognitive processing of adults from Eastern and Western cultures. Cognition in Eastern adults is often more relational and in Western adults is more object focused. Three experiments examined whether these differences characterize the cognition of preschool children in the two cultures. In Experiment 1, 4-year-olds from the two cultures (N=64) participated in a relational match-to-standard task in two conditions, with simple or richly detailed objects, in which a focus on individual objects may hurt performance. Rich objects, consistent with past research, strongly limited the performance of U.S. children but not Japanese children. In Experiment 2, U.S. and Japanese 4-year-olds (N=72) participated in a visual search task that required them to find a specific object in a cluttered, but organized as a scene, visual field in which object-centric attention might be expected to aid performance and relational attentional pattern may hinder the performance because of relational structure that was poised by the scene. U.S. children outperformed Japanese children. In Experiment 3, 4-year-olds from both cultures (N=36) participated in a visual search task that was similar to Experiment 2 but with randomly placed objects, where there should not be a difference between the performance of two cultures because the relational structure that may be posed by the scene is eliminated. This double-dissociation is discussed in terms of implications for different developmental trajectories, with different developmental subtasks in the two cultures. Copyright © 2012 Elsevier Inc. All rights reserved.
Cross-cultural differences in cognitive development: Attention to relations and objects
Kuwabara, Megumi; Smith, Linda B.
2013-01-01
Growing evidence indicates a suite of generalized differences in the attentional and cognitive processing of adults from Eastern and Western cultures. Cognition in Eastern adults is often more relational and in Western adults is more object focused. Three experiments examined whether these differences characterize the cognition of preschool children in the two cultures. In Experiment 1, 4-year-olds from the two cultures (N = 64) participated in a relational match-to-standard task in two conditions, with simple or richly detailed objects, in which a focus on individual objects may hurt performance. Rich objects, consistent with past research, strongly limited the performance of U.S. children but not Japanese children. In Experiment 2, U.S. and Japanese 4-year-olds (N = 72) participated in a visual search task that required them to find a specific object in a cluttered, but organized as a scene, visual field in which object-centric attention might be expected to aid performance and relational attentional pattern may hinder the performance because of relational structure that was poised by the scene. U.S. children outperformed Japanese children. In Experiment 3, 4-year-olds from both cultures (N = 36) participated in a visual search task that was similar to Experiment 2 but with randomly placed objects, where there should not be a difference between the performance of two cultures because the relational structure that may be posed by the scene is eliminated. This double-dissociation is discussed in terms of implications for different developmental trajectories, with different developmental subtasks in the two cultures. PMID:22677459
Delcasso, Sébastien; Huh, Namjung; Byeon, Jung Seop; Lee, Jihyun; Jung, Min Whan; Lee, Inah
2014-11-19
The hippocampus is important for contextual behavior, and the striatum plays key roles in decision making. When studying the functional relationships with the hippocampus, prior studies have focused mostly on the dorsolateral striatum (DLS), emphasizing the antagonistic relationships between the hippocampus and DLS in spatial versus response learning. By contrast, the functional relationships between the dorsomedial striatum (DMS) and hippocampus are relatively unknown. The current study reports that lesions to both the hippocampus and DMS profoundly impaired performance of rats in a visual scene-based memory task in which the animals were required to make a choice response by using visual scenes displayed in the background. Analysis of simultaneous recordings of local field potentials revealed that the gamma oscillatory power was higher in the DMS, but not in CA1, when the rat performed the task using familiar scenes than novel ones. In addition, the CA1-DMS networks increased coherence at γ, but not at θ, rhythm as the rat mastered the task. At the single-unit level, the neuronal populations in CA1 and DMS showed differential firing patterns when responses were made using familiar visual scenes than novel ones. Such learning-dependent firing patterns were observed earlier in the DMS than in CA1 before the rat made choice responses. The present findings suggest that both the hippocampus and DMS process memory representations for visual scenes in parallel with different time courses and that flexible choice action using background visual scenes requires coordinated operations of the hippocampus and DMS at γ frequencies. Copyright © 2014 the authors 0270-6474/14/3415534-14$15.00/0.
Pedale, Tiziana; Santangelo, Valerio
2015-01-01
One of the most important issues in the study of cognition is to understand which are the factors determining internal representation of the external world. Previous literature has started to highlight the impact of low-level sensory features (indexed by saliency-maps) in driving attention selection, hence increasing the probability for objects presented in complex and natural scenes to be successfully encoded into working memory (WM) and then correctly remembered. Here we asked whether the probability of retrieving high-saliency objects modulates the overall contents of WM, by decreasing the probability of retrieving other, lower-saliency objects. We presented pictures of natural scenes for 4 s. After a retention period of 8 s, we asked participants to verbally report as many objects/details as possible of the previous scenes. We then computed how many times the objects located at either the peak of maximal or minimal saliency in the scene (as indexed by a saliency-map; Itti et al., 1998) were recollected by participants. Results showed that maximal-saliency objects were recollected more often and earlier in the stream of successfully reported items than minimal-saliency objects. This indicates that bottom-up sensory salience increases the recollection probability and facilitates the access to memory representation at retrieval, respectively. Moreover, recollection of the maximal- (but not the minimal-) saliency objects predicted the overall amount of successfully recollected objects: The higher the probability of having successfully reported the most-salient object in the scene, the lower the amount of recollected objects. These findings highlight that bottom-up sensory saliency modulates the current contents of WM during recollection of objects from natural scenes, most likely by reducing available resources to encode and then retrieve other (lower saliency) objects. PMID:25741266
Three-dimensional model-based object recognition and segmentation in cluttered scenes.
Mian, Ajmal S; Bennamoun, Mohammed; Owens, Robyn
2006-10-01
Viewpoint independent recognition of free-form objects and their segmentation in the presence of clutter and occlusions is a challenging task. We present a novel 3D model-based algorithm which performs this task automatically and efficiently. A 3D model of an object is automatically constructed offline from its multiple unordered range images (views). These views are converted into multidimensional table representations (which we refer to as tensors). Correspondences are automatically established between these views by simultaneously matching the tensors of a view with those of the remaining views using a hash table-based voting scheme. This results in a graph of relative transformations used to register the views before they are integrated into a seamless 3D model. These models and their tensor representations constitute the model library. During online recognition, a tensor from the scene is simultaneously matched with those in the library by casting votes. Similarity measures are calculated for the model tensors which receive the most votes. The model with the highest similarity is transformed to the scene and, if it aligns accurately with an object in the scene, that object is declared as recognized and is segmented. This process is repeated until the scene is completely segmented. Experiments were performed on real and synthetic data comprised of 55 models and 610 scenes and an overall recognition rate of 95 percent was achieved. Comparison with the spin images revealed that our algorithm is superior in terms of recognition rate and efficiency.
A system for learning statistical motion patterns.
Hu, Weiming; Xiao, Xuejuan; Fu, Zhouyu; Xie, Dan; Tan, Tieniu; Maybank, Steve
2006-09-01
Analysis of motion patterns is an effective approach for anomaly detection and behavior prediction. Current approaches for the analysis of motion patterns depend on known scenes, where objects move in predefined ways. It is highly desirable to automatically construct object motion patterns which reflect the knowledge of the scene. In this paper, we present a system for automatically learning motion patterns for anomaly detection and behavior prediction based on a proposed algorithm for robustly tracking multiple objects. In the tracking algorithm, foreground pixels are clustered using a fast accurate fuzzy K-means algorithm. Growing and prediction of the cluster centroids of foreground pixels ensure that each cluster centroid is associated with a moving object in the scene. In the algorithm for learning motion patterns, trajectories are clustered hierarchically using spatial and temporal information and then each motion pattern is represented with a chain of Gaussian distributions. Based on the learned statistical motion patterns, statistical methods are used to detect anomalies and predict behaviors. Our system is tested using image sequences acquired, respectively, from a crowded real traffic scene and a model traffic scene. Experimental results show the robustness of the tracking algorithm, the efficiency of the algorithm for learning motion patterns, and the encouraging performance of algorithms for anomaly detection and behavior prediction.
Banno, Hayaki; Saiki, Jun
2015-03-01
Recent studies have sought to determine which levels of categories are processed first in visual scene categorization and have shown that the natural and man-made superordinate-level categories are understood faster than are basic-level categories. The current study examined the robustness of the superordinate-level advantage in a visual scene categorization task. A go/no-go categorization task was evaluated with response time distribution analysis using an ex-Gaussian template. A visual scene was categorized as either superordinate or basic level, and two basic-level categories forming a superordinate category were judged as either similar or dissimilar to each other. First, outdoor/ indoor groups and natural/man-made were used as superordinate categories to investigate whether the advantage could be generalized beyond the natural/man-made boundary. Second, a set of images forming a superordinate category was manipulated. We predicted that decreasing image set similarity within the superordinate-level category would work against the speed advantage. We found that basic-level categorization was faster than outdoor/indoor categorization when the outdoor category comprised dissimilar basic-level categories. Our results indicate that the superordinate-level advantage in visual scene categorization is labile across different categories and category structures. © 2015 SAGE Publications.
Chromatic blur perception in the presence of luminance contrast.
Jennings, Ben J; Kingdom, Frederick A A
2017-06-01
Hel-Or showed that blurring the chromatic but not the luminance layer of an image of a natural scene failed to elicit any impression of blur. Subsequent studies have suggested that this effect is due either to chromatic blur being masked by spatially contiguous luminance edges in the scene (Journal of Vision 13 (2013) 14), or to a relatively compressed transducer function for chromatic blur (Journal of Vision 15 (2015) 6). To test between the two explanations we conducted experiments using as stimuli both images of natural scenes as well as simple edges. First, we found that in color-and-luminance images of natural scenes more chromatic blur was needed to perceptually match a given level of blur in an isoluminant, i.e. colour-only scene. However, when the luminance layer in the scene was rotated relative to the chromatic layer, thus removing the colour-luminance edge correlations, the matched blur levels were near equal. Both results are consistent with Sharman et al.'s explanation. Second, when observers matched the blurs of luminance-only with isoluminant scenes, the matched blurs were equal, against Kingdom et al.'s prediction. Third, we measured the perceived blur in a square-wave as a function of (i) contrast (ii) number of luminance edges and (iii) the relative spatial phase between the colour and luminance edges. We found that the perceived chromatic blur was dependent on both relative phase and the number of luminance edges, or dependent on the luminance contrast if only a single edge is present. We conclude that this Hel-Or effect is largely due to masking of chromatic blur by spatially contiguous luminance edges. Copyright © 2017 Elsevier Ltd. All rights reserved.
Macaluso, Emiliano
2015-01-01
Abstract We investigated the neural correlates supporting three kinds of memory judgments after very short delays using naturalistic material. In two functional magnetic resonance imaging (fMRI) experiments, subjects watched short movie clips, and after a short retention (1.5–2.5 s), made mnemonic judgments about specific aspects of the clips. In Experiment 1, subjects were presented with two scenes and required to either choose the scene that happened earlier in the clip (“scene‐chronology”), or with a correct spatial arrangement (“scene‐layout”), or that had been shown (“scene‐recognition”). To segregate activity specific to seen versus unseen stimuli, in Experiment 2 only one probe image was presented (either target or foil). Across the two experiments, we replicated three patterns underlying the three specific forms of memory judgment. The precuneus was activated during temporal‐order retrieval, the superior parietal cortex was activated bilaterally for spatial‐related configuration judgments, whereas the medial frontal cortex during scene recognition. Conjunction analyses with a previous study that used analogous retrieval tasks, but a much longer delay (>1 day), demonstrated that this dissociation pattern is independent of retention delay. We conclude that analogous brain regions mediate task‐specific retrieval across vastly different delays, consistent with the proposal of scale‐invariance in episodic memory retrieval. Hum Brain Mapp 36:2495–2513, 2015. © 2015 The Authors Human Brain Mapping Published by Wiley Periodicals, Inc. PMID:25773646
NASA Astrophysics Data System (ADS)
Meitzler, Thomas J.
The field of computer vision interacts with fields such as psychology, vision research, machine vision, psychophysics, mathematics, physics, and computer science. The focus of this thesis is new algorithms and methods for the computation of the probability of detection (Pd) of a target in a cluttered scene. The scene can be either a natural visual scene such as one sees with the naked eye (visual), or, a scene displayed on a monitor with the help of infrared sensors. The relative clutter and the temperature difference between the target and background (DeltaT) are defined and then used to calculate a relative signal -to-clutter ratio (SCR) from which the Pd is calculated for a target in a cluttered scene. It is shown how this definition can include many previous definitions of clutter and (DeltaT). Next, fuzzy and neural -fuzzy techniques are used to calculate the Pd and it is shown how these methods can give results that have a good correlation with experiment. The experimental design for actually measuring the Pd of a target by observers is described. Finally, wavelets are applied to the calculation of clutter and it is shown how this new definition of clutter based on wavelets can be used to compute the Pd of a target.
Functional neuroanatomy of intuitive physical inference
Mikhael, John G.; Tenenbaum, Joshua B.; Kanwisher, Nancy
2016-01-01
To engage with the world—to understand the scene in front of us, plan actions, and predict what will happen next—we must have an intuitive grasp of the world’s physical structure and dynamics. How do the objects in front of us rest on and support each other, how much force would be required to move them, and how will they behave when they fall, roll, or collide? Despite the centrality of physical inferences in daily life, little is known about the brain mechanisms recruited to interpret the physical structure of a scene and predict how physical events will unfold. Here, in a series of fMRI experiments, we identified a set of cortical regions that are selectively engaged when people watch and predict the unfolding of physical events—a “physics engine” in the brain. These brain regions are selective to physical inferences relative to nonphysical but otherwise highly similar scenes and tasks. However, these regions are not exclusively engaged in physical inferences per se or, indeed, even in scene understanding; they overlap with the domain-general “multiple demand” system, especially the parts of that system involved in action planning and tool use, pointing to a close relationship between the cognitive and neural mechanisms involved in parsing the physical content of a scene and preparing an appropriate action. PMID:27503892
Functional neuroanatomy of intuitive physical inference.
Fischer, Jason; Mikhael, John G; Tenenbaum, Joshua B; Kanwisher, Nancy
2016-08-23
To engage with the world-to understand the scene in front of us, plan actions, and predict what will happen next-we must have an intuitive grasp of the world's physical structure and dynamics. How do the objects in front of us rest on and support each other, how much force would be required to move them, and how will they behave when they fall, roll, or collide? Despite the centrality of physical inferences in daily life, little is known about the brain mechanisms recruited to interpret the physical structure of a scene and predict how physical events will unfold. Here, in a series of fMRI experiments, we identified a set of cortical regions that are selectively engaged when people watch and predict the unfolding of physical events-a "physics engine" in the brain. These brain regions are selective to physical inferences relative to nonphysical but otherwise highly similar scenes and tasks. However, these regions are not exclusively engaged in physical inferences per se or, indeed, even in scene understanding; they overlap with the domain-general "multiple demand" system, especially the parts of that system involved in action planning and tool use, pointing to a close relationship between the cognitive and neural mechanisms involved in parsing the physical content of a scene and preparing an appropriate action.
Learning object-to-class kernels for scene classification.
Zhang, Lei; Zhen, Xiantong; Shao, Ling
2014-08-01
High-level image representations have drawn increasing attention in visual recognition, e.g., scene classification, since the invention of the object bank. The object bank represents an image as a response map of a large number of pretrained object detectors and has achieved superior performance for visual recognition. In this paper, based on the object bank representation, we propose the object-to-class (O2C) distances to model scene images. In particular, four variants of O2C distances are presented, and with the O2C distances, we can represent the images using the object bank by lower-dimensional but more discriminative spaces, called distance spaces, which are spanned by the O2C distances. Due to the explicit computation of O2C distances based on the object bank, the obtained representations can possess more semantic meanings. To combine the discriminant ability of the O2C distances to all scene classes, we further propose to kernalize the distance representation for the final classification. We have conducted extensive experiments on four benchmark data sets, UIUC-Sports, Scene-15, MIT Indoor, and Caltech-101, which demonstrate that the proposed approaches can significantly improve the original object bank approach and achieve the state-of-the-art performance.
Coping with Work-related Traumatic Situations among Crime Scene Technicians.
Pavšič Mrevlje, Tinkara
2016-10-01
Crime scene technicians collect evidence related to crime and are therefore exposed to many traumatic situations. The coping strategies they use are thus very important in the process of facing the psychological consequences of such work. The available literature shows that crime scene technicians are an understudied subgroup of police workers. Our study is therefore the first unfolding insights into technicians' coping strategies, post-traumatic symptomatology and somatic health, based on a sample of 64 male crime scene technicians (85% of all Slovene technicians). Crime scene technicians mainly use avoidance coping strategies. Approach strategies that are more effective in the long-term-i.e. lead to a larger buffering of the effects of traumatic stress-are more frequently used if technicians are familiar with the nature of the task, when they have time to prepare for it, and if they feel that past situations have been positively resolved. Behavioural avoidance strategies were found to be least effective when dealing with traumatic experiences and are also related to more frequent problems of physical health. Results indicate that appropriate trainings for future technicians would facilitate the use of more effective coping strategies and consequently lead to a more effective and satisfied worker. Copyright © 2014 John Wiley & Sons, Ltd. Copyright © 2015 John Wiley & Sons, Ltd.
NASA Astrophysics Data System (ADS)
Chandler, Damon M.; Field, David J.
2007-04-01
Natural scenes, like most all natural data sets, show considerable redundancy. Although many forms of redundancy have been investigated (e.g., pixel distributions, power spectra, contour relationships, etc.), estimates of the true entropy of natural scenes have been largely considered intractable. We describe a technique for estimating the entropy and relative dimensionality of image patches based on a function we call the proximity distribution (a nearest-neighbor technique). The advantage of this function over simple statistics such as the power spectrum is that the proximity distribution is dependent on all forms of redundancy. We demonstrate that this function can be used to estimate the entropy (redundancy) of 3×3 patches of known entropy as well as 8×8 patches of Gaussian white noise, natural scenes, and noise with the same power spectrum as natural scenes. The techniques are based on assumptions regarding the intrinsic dimensionality of the data, and although the estimates depend on an extrapolation model for images larger than 3×3, we argue that this approach provides the best current estimates of the entropy and compressibility of natural-scene patches and that it provides insights into the efficiency of any coding strategy that aims to reduce redundancy. We show that the sample of 8×8 patches of natural scenes used in this study has less than half the entropy of 8×8 white noise and less than 60% of the entropy of noise with the same power spectrum. In addition, given a finite number of samples (<220) drawn randomly from the space of 8×8 patches, the subspace of 8×8 natural-scene patches shows a dimensionality that depends on the sampling density and that for low densities is significantly lower dimensional than the space of 8×8 patches of white noise and noise with the same power spectrum.
The Effects of Goal Relevance and Perceptual Features on Emotional Items and Associative Memory
Mao, Wei B.; An, Shu; Yang, Xiao F.
2017-01-01
Showing an emotional item in a neutral background scene often leads to enhanced memory for the emotional item and impaired associative memory for background details. Meanwhile, both top–down goal relevance and bottom–up perceptual features played important roles in memory binding. We conducted two experiments and aimed to further examine the effects of goal relevance and perceptual features on emotional items and associative memory. By manipulating goal relevance (asking participants to categorize only each item image as living or non-living or to categorize each whole composite picture consisted of item image and background scene as natural scene or manufactured scene) and perceptual features (controlling visual contrast and visual familiarity) in two experiments, we found that both high goal relevance and salient perceptual features (high salience of items vs. high familiarity of items) could promote emotional item memory, but they had different effects on associative memory for emotional items and neutral backgrounds. Specifically, high goal relevance and high perceptual-salience of items could jointly impair the associative memory for emotional items and neutral backgrounds, while the effect of item familiarity on associative memory for emotional items would be modulated by goal relevance. High familiarity of items could increase associative memory for negative items and neutral backgrounds only in the low goal relevance condition. These findings suggest the effect of emotion on associative memory is not only related to attentional capture elicited by emotion, but also can be affected by goal relevance and perceptual features of stimulus. PMID:28790943
The Effects of Goal Relevance and Perceptual Features on Emotional Items and Associative Memory.
Mao, Wei B; An, Shu; Yang, Xiao F
2017-01-01
Showing an emotional item in a neutral background scene often leads to enhanced memory for the emotional item and impaired associative memory for background details. Meanwhile, both top-down goal relevance and bottom-up perceptual features played important roles in memory binding. We conducted two experiments and aimed to further examine the effects of goal relevance and perceptual features on emotional items and associative memory. By manipulating goal relevance (asking participants to categorize only each item image as living or non-living or to categorize each whole composite picture consisted of item image and background scene as natural scene or manufactured scene) and perceptual features (controlling visual contrast and visual familiarity) in two experiments, we found that both high goal relevance and salient perceptual features (high salience of items vs. high familiarity of items) could promote emotional item memory, but they had different effects on associative memory for emotional items and neutral backgrounds. Specifically, high goal relevance and high perceptual-salience of items could jointly impair the associative memory for emotional items and neutral backgrounds, while the effect of item familiarity on associative memory for emotional items would be modulated by goal relevance. High familiarity of items could increase associative memory for negative items and neutral backgrounds only in the low goal relevance condition. These findings suggest the effect of emotion on associative memory is not only related to attentional capture elicited by emotion, but also can be affected by goal relevance and perceptual features of stimulus.
Visual flight control in naturalistic and artificial environments.
Baird, Emily; Dacke, Marie
2012-12-01
Although the visual flight control strategies of flying insects have evolved to cope with the complexity of the natural world, studies investigating this behaviour have typically been performed indoors using simplified two-dimensional artificial visual stimuli. How well do the results from these studies reflect the natural behaviour of flying insects considering the radical differences in contrast, spatial composition, colour and dimensionality between these visual environments? Here, we aim to answer this question by investigating the effect of three- and two-dimensional naturalistic and artificial scenes on bumblebee flight control in an outdoor setting and compare the results with those of similar experiments performed in an indoor setting. In particular, we focus on investigating the effect of axial (front-to-back) visual motion cues on ground speed and centring behaviour. Our results suggest that, in general, ground speed control and centring behaviour in bumblebees is not affected by whether the visual scene is two- or three dimensional, naturalistic or artificial, or whether the experiment is conducted indoors or outdoors. The only effect that we observe between naturalistic and artificial scenes on flight control is that when the visual scene is three-dimensional and the visual information on the floor is minimised, bumblebees fly further from the midline of the tunnel. The findings presented here have implications not only for understanding the mechanisms of visual flight control in bumblebees, but also for the results of past and future investigations into visually guided flight control in other insects.
Inferring mass in complex scenes by mental simulation.
Hamrick, Jessica B; Battaglia, Peter W; Griffiths, Thomas L; Tenenbaum, Joshua B
2016-12-01
After observing a collision between two boxes, you can immediately tell which is empty and which is full of books based on how the boxes moved. People form rich perceptions about the physical properties of objects from their interactions, an ability that plays a crucial role in learning about the physical world through our experiences. Here, we present three experiments that demonstrate people's capacity to reason about the relative masses of objects in naturalistic 3D scenes. We find that people make accurate inferences, and that they continue to fine-tune their beliefs over time. To explain our results, we propose a cognitive model that combines Bayesian inference with approximate knowledge of Newtonian physics by estimating probabilities from noisy physical simulations. We find that this model accurately predicts judgments from our experiments, suggesting that the same simulation mechanism underlies both peoples' predictions and inferences about the physical world around them. Copyright © 2016 Elsevier B.V. All rights reserved.
Reis, Bruce
2009-12-01
This paper will attempt to broaden the conception of witnessing in analytic work with traumatized patients by extending the idea to incorporate the patient's developing and varied capacity for witnessing, as well as a witnessing that occurs within the analytic relationship itself. Actions occuring as part of traumatic repetition are understood to represent memory phenomena and are distinguised from dissociated self-state experience. These experiences are not therapeutically intended to be symbolized, but rather lived-through with the analyst, thus transforming the patient's own relation to the experience. I suggest that the scene in which this living-through takes place is the transference-countertransference matrix, and that it is the analytic encounter that allows traumatic repetition to take on the quality of a communication, an address to another, rather than remain meaningless reproduction. A clinical vignette illustrates the turning of trauma's imperative for witnessing into an address in the analytic encounter.
Insect navigation: do ants live in the now?
Graham, Paul; Mangan, Michael
2015-03-01
Visual navigation is a critical behaviour for many animals, and it has been particularly well studied in ants. Decades of ant navigation research have uncovered many ways in which efficient navigation can be implemented in small brains. For example, ants show us how visual information can drive navigation via procedural rather than map-like instructions. Two recent behavioural observations highlight interesting adaptive ways in which ants implement visual guidance. Firstly, it has been shown that the systematic nest searches of ants can be biased by recent experience of familiar scenes. Secondly, ants have been observed to show temporary periods of confusion when asked to repeat a route segment, even if that route segment is very familiar. Taken together, these results indicate that the navigational decisions of ants take into account their recent experiences as well as the currently perceived environment. © 2015. Published by The Company of Biologists Ltd.
Gender and Age Related Effects While Watching TV Advertisements: An EEG Study.
Cartocci, Giulia; Cherubino, Patrizia; Rossi, Dario; Modica, Enrica; Maglione, Anton Giulio; di Flumeri, Gianluca; Babiloni, Fabio
2016-01-01
The aim of the present paper is to show how the variation of the EEG frontal cortical asymmetry is related to the general appreciation perceived during the observation of TV advertisements, in particular considering the influence of the gender and age on it. In particular, we investigated the influence of the gender on the perception of a car advertisement (Experiment 1) and the influence of the factor age on a chewing gum commercial (Experiment 2). Experiment 1 results showed statistically significant higher approach values for the men group throughout the commercial. Results from Experiment 2 showed significant lower values by older adults for the spot, containing scenes not very enjoyed by them. In both studies, there was no statistical significant difference in the scene relative to the product offering between the experimental populations, suggesting the absence in our study of a bias towards the specific product in the evaluated populations. These evidences state the importance of the creativity in advertising, in order to attract the target population.
Gender and Age Related Effects While Watching TV Advertisements: An EEG Study
Cartocci, Giulia; Cherubino, Patrizia; Rossi, Dario; Modica, Enrica; Maglione, Anton Giulio; di Flumeri, Gianluca; Babiloni, Fabio
2016-01-01
The aim of the present paper is to show how the variation of the EEG frontal cortical asymmetry is related to the general appreciation perceived during the observation of TV advertisements, in particular considering the influence of the gender and age on it. In particular, we investigated the influence of the gender on the perception of a car advertisement (Experiment 1) and the influence of the factor age on a chewing gum commercial (Experiment 2). Experiment 1 results showed statistically significant higher approach values for the men group throughout the commercial. Results from Experiment 2 showed significant lower values by older adults for the spot, containing scenes not very enjoyed by them. In both studies, there was no statistical significant difference in the scene relative to the product offering between the experimental populations, suggesting the absence in our study of a bias towards the specific product in the evaluated populations. These evidences state the importance of the creativity in advertising, in order to attract the target population. PMID:27313602
Landsat-8: Status and on-orbit performance
Markham, Brian L; Barsi, Julia A.; Morfitt, Ron; Choate, Michael J.; Montanaro, Matthew; Arvidson, Terry; Irons, James R.
2015-01-01
Landsat 8 and its two Earth imaging sensors, the Operational Land Imager (OLI) and Thermal Infrared Sensor (TIRS) have been operating on-orbit for 2 ½ years. Landsat 8 has been acquiring substantially more images than initially planned, typically around 700 scenes per day versus a 400 scenes per day requirement, acquiring nearly all land scenes. Both the TIRS and OLI instruments are exceeding their SNR requirements by at least a factor of 2 and are very stable, degrading by at most 1% in responsivity over the mission to date. Both instruments have 100% operable detectors covering their cross track field of view using the redundant detectors as necessary. The geometric performance is excellent, meeting or exceeding all performance requirements. One anomaly occurred with the TIRS Scene Select Mirror (SSM) encoder that affected its operation, though by switching to the side B electronics, this was fully recovered. The one challenge is with the TIRS stray light, which affects the flat fielding and absolute calibration of the TIRS data. The error introduced is smaller in TIRS band 10. Band 11 should not currently be used in science applications.
A Benchmark for Endoluminal Scene Segmentation of Colonoscopy Images.
Vázquez, David; Bernal, Jorge; Sánchez, F Javier; Fernández-Esparrach, Gloria; López, Antonio M; Romero, Adriana; Drozdzal, Michal; Courville, Aaron
2017-01-01
Colorectal cancer (CRC) is the third cause of cancer death worldwide. Currently, the standard approach to reduce CRC-related mortality is to perform regular screening in search for polyps and colonoscopy is the screening tool of choice. The main limitations of this screening procedure are polyp miss rate and the inability to perform visual assessment of polyp malignancy. These drawbacks can be reduced by designing decision support systems (DSS) aiming to help clinicians in the different stages of the procedure by providing endoluminal scene segmentation. Thus, in this paper, we introduce an extended benchmark of colonoscopy image segmentation, with the hope of establishing a new strong benchmark for colonoscopy image analysis research. The proposed dataset consists of 4 relevant classes to inspect the endoluminal scene, targeting different clinical needs. Together with the dataset and taking advantage of advances in semantic segmentation literature, we provide new baselines by training standard fully convolutional networks (FCNs). We perform a comparative study to show that FCNs significantly outperform, without any further postprocessing, prior results in endoluminal scene segmentation, especially with respect to polyp segmentation and localization.
A Context-Aware-Based Audio Guidance System for Blind People Using a Multimodal Profile Model
Lin, Qing; Han, Youngjoon
2014-01-01
A wearable guidance system is designed to provide context-dependent guidance messages to blind people while they traverse local pathways. The system is composed of three parts: moving scene analysis, walking context estimation and audio message delivery. The combination of a downward-pointing laser scanner and a camera is used to solve the challenging problem of moving scene analysis. By integrating laser data profiles and image edge profiles, a multimodal profile model is constructed to estimate jointly the ground plane, object locations and object types, by using a Bayesian network. The outputs of the moving scene analysis are further employed to estimate the walking context, which is defined as a fuzzy safety level that is inferred through a fuzzy logic model. Depending on the estimated walking context, the audio messages that best suit the current context are delivered to the user in a flexible manner. The proposed system is tested under various local pathway scenes, and the results confirm its efficiency in assisting blind people to attain autonomous mobility. PMID:25302812
NASA Astrophysics Data System (ADS)
Luo, Xiongbiao; McLeod, A. Jonathan; Jayarathne, Uditha L.; Pautler, Stephen E.; Schlacta, Christopher M.; Peters, Terry M.
2016-03-01
Three-dimensional (3-D) scene reconstruction from stereoscopic binocular laparoscopic videos is an effective way to expand the limited surgical field and augment the structure visualization of the organ being operated in minimally invasive surgery. However, currently available reconstruction approaches are limited by image noise, occlusions, textureless and blurred structures. In particular, an endoscope inside the body only has the limited light source resulting in illumination non-uniformities in the visualized field. These limitations unavoidably deteriorate the stereo image quality and hence lead to low-resolution and inaccurate disparity maps, resulting in blurred edge structures in 3-D scene reconstruction. This paper proposes an improved stereo correspondence framework that integrates cost-volume filtering with joint upsampling for robust disparity estimation. Joint bilateral upsampling, joint geodesic upsampling, and tree filtering upsampling were compared to enhance the disparity accuracy. The experimental results demonstrate that joint upsampling provides an effective way to boost the disparity estimation and hence to improve the surgical endoscopic scene 3-D reconstruction. Moreover, the bilateral upsampling generally outperforms the other two upsampling methods in disparity estimation.
Recent advances in exploring the neural underpinnings of auditory scene perception
Snyder, Joel S.; Elhilali, Mounya
2017-01-01
Studies of auditory scene analysis have traditionally relied on paradigms using artificial sounds—and conventional behavioral techniques—to elucidate how we perceptually segregate auditory objects or streams from each other. In the past few decades, however, there has been growing interest in uncovering the neural underpinnings of auditory segregation using human and animal neuroscience techniques, as well as computational modeling. This largely reflects the growth in the fields of cognitive neuroscience and computational neuroscience and has led to new theories of how the auditory system segregates sounds in complex arrays. The current review focuses on neural and computational studies of auditory scene perception published in the past few years. Following the progress that has been made in these studies, we describe (1) theoretical advances in our understanding of the most well-studied aspects of auditory scene perception, namely segregation of sequential patterns of sounds and concurrently presented sounds; (2) the diversification of topics and paradigms that have been investigated; and (3) how new neuroscience techniques (including invasive neurophysiology in awake humans, genotyping, and brain stimulation) have been used in this field. PMID:28199022
Text Extraction from Scene Images by Character Appearance and Structure Modeling
Yi, Chucai; Tian, Yingli
2012-01-01
In this paper, we propose a novel algorithm to detect text information from natural scene images. Scene text classification and detection are still open research topics. Our proposed algorithm is able to model both character appearance and structure to generate representative and discriminative text descriptors. The contributions of this paper include three aspects: 1) a new character appearance model by a structure correlation algorithm which extracts discriminative appearance features from detected interest points of character samples; 2) a new text descriptor based on structons and correlatons, which model character structure by structure differences among character samples and structure component co-occurrence; and 3) a new text region localization method by combining color decomposition, character contour refinement, and string line alignment to localize character candidates and refine detected text regions. We perform three groups of experiments to evaluate the effectiveness of our proposed algorithm, including text classification, text detection, and character identification. The evaluation results on benchmark datasets demonstrate that our algorithm achieves the state-of-the-art performance on scene text classification and detection, and significantly outperforms the existing algorithms for character identification. PMID:23316111
A multiple-feature and multiple-kernel scene segmentation algorithm for humanoid robot.
Liu, Zhi; Xu, Shuqiong; Zhang, Yun; Chen, Chun Lung Philip
2014-11-01
This technical correspondence presents a multiple-feature and multiple-kernel support vector machine (MFMK-SVM) methodology to achieve a more reliable and robust segmentation performance for humanoid robot. The pixel wise intensity, gradient, and C1 SMF features are extracted via the local homogeneity model and Gabor filter, which would be used as inputs of MFMK-SVM model. It may provide multiple features of the samples for easier implementation and efficient computation of MFMK-SVM model. A new clustering method, which is called feature validity-interval type-2 fuzzy C-means (FV-IT2FCM) clustering algorithm, is proposed by integrating a type-2 fuzzy criterion in the clustering optimization process to improve the robustness and reliability of clustering results by the iterative optimization. Furthermore, the clustering validity is employed to select the training samples for the learning of the MFMK-SVM model. The MFMK-SVM scene segmentation method is able to fully take advantage of the multiple features of scene image and the ability of multiple kernels. Experiments on the BSDS dataset and real natural scene images demonstrate the superior performance of our proposed method.
NASA Technical Reports Server (NTRS)
Brooks, David R.; Fenn, Marta A.
1988-01-01
For several days in January and August 1985, the Earth Radiation Budget Satellite, a component of the Earth Radiation Budget Experiment (ERBE), was operated in an along-track scanning mode. A survey of radiance measurements taken in this mode is given for five ocean regions: the north and south Atlantic, the Arabian Sea, the western Pacific north of the Equator, and part of the Intertropical Convergence Zone. Each overflight contains information about the clear scene and three cloud categories: partly cloudy, mostly cloudy, and overcast. The data presented include the variation of longwave and shortwave radiance in each scene classification as a function of viewing zenity angle during each overflight of one of the five target regions. Several features of interest in the development of anisotropic models are evident, including the azimuthal dependence of shortwave radiance that is an essential feature of shortwave bidirectional models. The data also demonstrate that the scene classification algorithm employed by the ERBE results in scene classifications that are a function of viewing geometry.
Dillon, Moira R.; Spelke, Elizabeth S.
2015-01-01
Research on animals, infants, children, and adults provides evidence that distinct cognitive systems underlie navigation and object recognition. Here we examine whether and how these systems interact when children interpret 2D edge-based perspectival line drawings of scenes and objects. Such drawings serve as symbols early in development, and they preserve scene and object geometry from canonical points of view. Young children show limits when using geometry both in non-symbolic tasks and in symbolic map tasks that present 3D contexts from unusual, unfamiliar points of view. When presented with the familiar viewpoints in perspectival line drawings, however, do children engage more integrated geometric representations? In three experiments, children successfully interpreted line drawings with respect to their depicted scene or object. Nevertheless, children recruited distinct processes when navigating based on the information in these drawings, and these processes depended on the context in which the drawings were presented. These results suggest that children are flexible but limited in using geometric information to form integrated representations of scenes and objects, even when interpreting spatial symbols that are highly familiar and faithful renditions of the visual world. PMID:25441089
Scene Recognition for Indoor Localization Using a Multi-Sensor Fusion Approach.
Liu, Mengyun; Chen, Ruizhi; Li, Deren; Chen, Yujin; Guo, Guangyi; Cao, Zhipeng; Pan, Yuanjin
2017-12-08
After decades of research, there is still no solution for indoor localization like the GNSS (Global Navigation Satellite System) solution for outdoor environments. The major reasons for this phenomenon are the complex spatial topology and RF transmission environment. To deal with these problems, an indoor scene constrained method for localization is proposed in this paper, which is inspired by the visual cognition ability of the human brain and the progress in the computer vision field regarding high-level image understanding. Furthermore, a multi-sensor fusion method is implemented on a commercial smartphone including cameras, WiFi and inertial sensors. Compared to former research, the camera on a smartphone is used to "see" which scene the user is in. With this information, a particle filter algorithm constrained by scene information is adopted to determine the final location. For indoor scene recognition, we take advantage of deep learning that has been proven to be highly effective in the computer vision community. For particle filter, both WiFi and magnetic field signals are used to update the weights of particles. Similar to other fingerprinting localization methods, there are two stages in the proposed system, offline training and online localization. In the offline stage, an indoor scene model is trained by Caffe (one of the most popular open source frameworks for deep learning) and a fingerprint database is constructed by user trajectories in different scenes. To reduce the volume requirement of training data for deep learning, a fine-tuned method is adopted for model training. In the online stage, a camera in a smartphone is used to recognize the initial scene. Then a particle filter algorithm is used to fuse the sensor data and determine the final location. To prove the effectiveness of the proposed method, an Android client and a web server are implemented. The Android client is used to collect data and locate a user. The web server is developed for indoor scene model training and communication with an Android client. To evaluate the performance, comparison experiments are conducted and the results demonstrate that a positioning accuracy of 1.32 m at 95% is achievable with the proposed solution. Both positioning accuracy and robustness are enhanced compared to approaches without scene constraint including commercial products such as IndoorAtlas.
Scene Recognition for Indoor Localization Using a Multi-Sensor Fusion Approach
Chen, Ruizhi; Li, Deren; Chen, Yujin; Guo, Guangyi; Cao, Zhipeng
2017-01-01
After decades of research, there is still no solution for indoor localization like the GNSS (Global Navigation Satellite System) solution for outdoor environments. The major reasons for this phenomenon are the complex spatial topology and RF transmission environment. To deal with these problems, an indoor scene constrained method for localization is proposed in this paper, which is inspired by the visual cognition ability of the human brain and the progress in the computer vision field regarding high-level image understanding. Furthermore, a multi-sensor fusion method is implemented on a commercial smartphone including cameras, WiFi and inertial sensors. Compared to former research, the camera on a smartphone is used to “see” which scene the user is in. With this information, a particle filter algorithm constrained by scene information is adopted to determine the final location. For indoor scene recognition, we take advantage of deep learning that has been proven to be highly effective in the computer vision community. For particle filter, both WiFi and magnetic field signals are used to update the weights of particles. Similar to other fingerprinting localization methods, there are two stages in the proposed system, offline training and online localization. In the offline stage, an indoor scene model is trained by Caffe (one of the most popular open source frameworks for deep learning) and a fingerprint database is constructed by user trajectories in different scenes. To reduce the volume requirement of training data for deep learning, a fine-tuned method is adopted for model training. In the online stage, a camera in a smartphone is used to recognize the initial scene. Then a particle filter algorithm is used to fuse the sensor data and determine the final location. To prove the effectiveness of the proposed method, an Android client and a web server are implemented. The Android client is used to collect data and locate a user. The web server is developed for indoor scene model training and communication with an Android client. To evaluate the performance, comparison experiments are conducted and the results demonstrate that a positioning accuracy of 1.32 m at 95% is achievable with the proposed solution. Both positioning accuracy and robustness are enhanced compared to approaches without scene constraint including commercial products such as IndoorAtlas. PMID:29292761
Teen Addiction. Current Controversies Series.
ERIC Educational Resources Information Center
Winters, Paul A., Ed.
The Current Controversies series explores social, political, and economic controversies that dominate the national and international scenes today from a variety of perspectives. Recent surveys have shown that, after years of decline, drug use among teenagers has increased during the 1990s, and that alcohol and tobacco use have remained…
Differential effects of white noise in cognitive and perceptual tasks
Herweg, Nora A.; Bunzeck, Nico
2015-01-01
Beneficial effects of noise on higher cognition have recently attracted attention. Hypothesizing an involvement of the mesolimbic dopamine system and its functional interactions with cortical areas, the current study aimed to demonstrate a facilitation of dopamine-dependent attentional and mnemonic functions by externally applying white noise in five behavioral experiments including a total sample of 167 healthy human subjects. During working memory, acoustic white noise impaired accuracy when presented during the maintenance period (Experiments 1–3). In a reward based long-term memory task, white noise accelerated perceptual judgments for scene images during encoding but left subsequent recognition memory unaffected (Experiment 4). In a modified Posner task (Experiment 5), the benefit due to white noise in attentional orienting correlated weakly with reward dependence, a personality trait that has been associated with the dopaminergic system. These results suggest that white noise has no general effect on cognitive functions. Instead, they indicate differential effects on perception and cognition depending on a variety of factors such as task demands and timing of white noise presentation. PMID:26579024
Brand, John; Johnson, Aaron P
2014-01-01
In four experiments, we investigated how attention to local and global levels of hierarchical Navon figures affected the selection of diagnostic spatial scale information used in scene categorization. We explored this issue by asking observers to classify hybrid images (i.e., images that contain low spatial frequency (LSF) content of one image, and high spatial frequency (HSF) content from a second image) immediately following global and local Navon tasks. Hybrid images can be classified according to either their LSF, or HSF content; thus, making them ideal for investigating diagnostic spatial scale preference. Although observers were sensitive to both spatial scales (Experiment 1), they overwhelmingly preferred to classify hybrids based on LSF content (Experiment 2). In Experiment 3, we demonstrated that LSF based hybrid categorization was faster following global Navon tasks, suggesting that LSF processing associated with global Navon tasks primed the selection of LSFs in hybrid images. In Experiment 4, replicating Experiment 3 but suppressing the LSF information in Navon letters by contrast balancing the stimuli examined this hypothesis. Similar to Experiment 3, observers preferred to classify hybrids based on LSF content; however and in contrast, LSF based hybrid categorization was slower following global than local Navon tasks.
Brand, John; Johnson, Aaron P.
2014-01-01
In four experiments, we investigated how attention to local and global levels of hierarchical Navon figures affected the selection of diagnostic spatial scale information used in scene categorization. We explored this issue by asking observers to classify hybrid images (i.e., images that contain low spatial frequency (LSF) content of one image, and high spatial frequency (HSF) content from a second image) immediately following global and local Navon tasks. Hybrid images can be classified according to either their LSF, or HSF content; thus, making them ideal for investigating diagnostic spatial scale preference. Although observers were sensitive to both spatial scales (Experiment 1), they overwhelmingly preferred to classify hybrids based on LSF content (Experiment 2). In Experiment 3, we demonstrated that LSF based hybrid categorization was faster following global Navon tasks, suggesting that LSF processing associated with global Navon tasks primed the selection of LSFs in hybrid images. In Experiment 4, replicating Experiment 3 but suppressing the LSF information in Navon letters by contrast balancing the stimuli examined this hypothesis. Similar to Experiment 3, observers preferred to classify hybrids based on LSF content; however and in contrast, LSF based hybrid categorization was slower following global than local Navon tasks. PMID:25520675
Impressionist Landscape Cartography
NASA Astrophysics Data System (ADS)
Todd, Stella W.
2018-05-01
Cartography helps to show us the world in which we reside by providing us a framework to explore space. We can select myriad themes to represent what is relevant to our lives: physical characteristics, human behaviors, hazards, opportunities. Themes are represented on a continuum between real-world images and pure abstractions. How we define cartography and what we expect from it changes with society and technology. We are now inundated with data but we still struggle with expressing our personal geographic experiences through cartography. In this age of information we have become more cognizant of our individual experience of place and our need to determine our own paths and therefore create our own maps. In order to reflect our journey we can add individual details to cartographic products or generalize information to concentrate on what is meaningful to us. Since time and space are interrelated we experience geography by viewing the landscape as changing scenes over time. This experience is both spatial and temporal since we experience geography by moving through space. Experiencing each scene is a separate event. This paper expands the personalization of maps to include our impressions of the travel experience. Rather than add art to cartography it provides geographic reference to art. It explores the use of a series of quick sketches drawn while traveling along roads using a single drawing pad to produce a time series of interpreted landscapes. With the use of geographic time stamps from global positioning systems these sketches are converted from a drawing to a map documenting the path of movement. Although the map scale varies between sketch entries each scene impression can be linked to one or more maps of consistent scale. The result is an artistic piece that expresses a dynamic geographic experience that can be viewed in conjunction with more traditional maps. Unlike mental maps which are constructed from memory, these maps reflect our direct impressions of the landscape. The use of art can help us convey our experience.
The Holometer: A Fermilab Experiment
Chou, Aaron
2018-04-11
Do we live in a two-dimensional hologram? A group of Fermilab scientists has designed an experiment to find out. Itâs called the Holometer, and this video gives you a behind-the-scenes look at the device that could change the way we see the universe.
Efficient structure from motion on large scenes using UAV with position and pose information
NASA Astrophysics Data System (ADS)
Teng, Xichao; Yu, Qifeng; Shang, Yang; Luo, Jing; Wang, Gang
2018-04-01
In this paper, we exploit prior information from global positioning systems and inertial measurement units to speed up the process of large scene reconstruction from images acquired by Unmanned Aerial Vehicles. We utilize weak pose information and intrinsic parameter to obtain the projection matrix for each view. As compared to unmanned aerial vehicles' flight altitude, topographic relief can usually be ignored, we assume that the scene is flat and use weak perspective camera to get projective transformations between two views. Furthermore, we propose an overlap criterion and select potentially matching view pairs between projective transformed views. A robust global structure from motion method is used for image based reconstruction. Our real world experiments show that the approach is accurate, scalable and computationally efficient. Moreover, projective transformations between views can also be used to eliminate false matching.
NASA Astrophysics Data System (ADS)
Zuo, Chao; Chen, Qian; Gu, Guohua; Feng, Shijie; Feng, Fangxiaoyu; Li, Rubin; Shen, Guochen
2013-08-01
This paper introduces a high-speed three-dimensional (3-D) shape measurement technique for dynamic scenes by using bi-frequency tripolar pulse-width-modulation (TPWM) fringe projection. Two wrapped phase maps with different wavelengths can be obtained simultaneously by our bi-frequency phase-shifting algorithm. Then the two phase maps are unwrapped using a simple look-up-table based number-theoretical approach. To guarantee the robustness of phase unwrapping as well as the high sinusoidality of projected patterns, TPWM technique is employed to generate ideal fringe patterns with slight defocus. We detailed our technique, including its principle, pattern design, and system setup. Several experiments on dynamic scenes were performed, verifying that our method can achieve a speed of 1250 frames per second for fast, dense, and accurate 3-D measurements.
Changes in nursing ethics education in Lithuania.
Toliusiene, Jolanta; Peicius, Eimantas
2007-11-01
The post-Soviet scene in Lithuania is one of rapid change in medical and nursing ethics. A short introduction to the current background sets the scene for a wider discussion of ethics in health care professionals' education. Lithuania had to adapt rapidly from a politicized nursing and ethics curriculum to European regulations, and from a paternalistic style of care to one of engagement with choices and dilemmas. The relationships between professionals, and between professionals and patients, are affected by this in particular. This short article highlights these issues and how they impact on all involved.
Earth Observations taken by Expedition 30 crewmember
2012-01-01
ISS030-E-038622 (1 Jan. 2012) --- Framed by a window of the Cupola on the International Space Station is a scene photographed by one of the Expedition 30 crew members aboard the orbital outpost showing two Russian spacecraft that are currently docked to it. A Soyuz (near foreground) is docked to Rassvet, also known as the Mini-Research Module 1 (MRM-1), and a Progress is linked to the Pirs Docking Compartment, just above center frame. Part of Earth, mostly clouds and water, can be seen running horizontally through the scene.
NASA Astrophysics Data System (ADS)
Vollmerhausen, Richard H.
This dissertation describes an active/passive imager (API) that provides reliable, nighttime, target acquisition in a man-portable package with effective visual range of about 4 kilometers. The reflective imagery is easier to interpret than currently used thermal imagery. Also, in the active mode, the API provides performance equivalent to the big-aperture, thermal systems used on weapons platforms like tanks and attack helicopters. This dissertation describes the research needed to demonstrate both the feasibility and utility of the API. Part of the research describes implementation of a silicon focal plane array (SFPA) capable of both active and passive imaging. The passive imaging mode exceeds the nighttime performance of currently fielded, man-portable sensors. Further, when scene illumination is insufficient for passive imaging, the low dark current of SFPA makes it possible to use continuous wave laser diodes (CWLD) to add an active imaging mode. CWLD have advantages of size, efficiency, and improved eye safety when compared to high peak-power diodes. Because of the improved eye safety, the API provides user-demanded features like video output and extended range gates in the active as well as passive imaging modes. Like any other night vision device, the API depends on natural illumination of the scene for passive operation. Although it has been known for decades that "starlight" illumination is actually from diffuse airglow emissions, the research described in this dissertation provides the first estimates of the global and temporal variation of ground illumination due to airglow. A third related element of the current research establishes the impact of atmospheric aerosols on API performance. We know from day experience that atmospheric scattering of sunlight into the imager line-of-sight can blind the imager and drastically degrade performance. Atmospheric scattering of sunlight is extensively covered in the literature. However, previous literature did not cover the impact of atmospheric scattering when the target is diffusely illuminated by airglow.
Comparison on driving fatigue related hemodynamics activated by auditory and visual stimulus
NASA Astrophysics Data System (ADS)
Deng, Zishan; Gao, Yuan; Li, Ting
2018-02-01
As one of the main causes of traffic accidents, driving fatigue deserves researchers' attention and its detection and monitoring during long-term driving require a new technique to realize. Since functional near-infrared spectroscopy (fNIRS) can be applied to detect cerebral hemodynamic responses, we can promisingly expect its application in fatigue level detection. Here, we performed three different kinds of experiments on a driver and recorded his cerebral hemodynamic responses when driving for long hours utilizing our device based on fNIRS. Each experiment lasted for 7 hours and one of the three specific experimental tests, detecting the driver's response to sounds, traffic lights and direction signs respectively, was done every hour. The results showed that visual stimulus was easier to cause fatigue compared with auditory stimulus and visual stimulus induced by traffic lights scenes was easier to cause fatigue compared with visual stimulus induced by direction signs in the first few hours. We also found that fatigue related hemodynamics caused by auditory stimulus increased fastest, then traffic lights scenes, and direction signs scenes slowest. Our study successfully compared audio, visual color, and visual character stimulus in sensitivity to cause driving fatigue, which is meaningful for driving safety management.
Science support for the Earth radiation budget experiment
NASA Technical Reports Server (NTRS)
Coakley, James A., Jr.
1994-01-01
The work undertaken as part of the Earth Radiation Budget Experiment (ERBE) included the following major components: The development and application of a new cloud retrieval scheme to assess errors in the radiative fluxes arising from errors in the ERBE identification of cloud conditions. The comparison of the anisotropy of reflected sunlight and emitted thermal radiation with the anisotropy predicted by the Angular Dependence Models (ADM's) used to obtain the radiative fluxes. Additional studies included the comparison of calculated longwave cloud-free radiances with those observed by the ERBE scanner and the use of ERBE scanner data to track the calibration of the shortwave channels of the Advanced Very High Resolution Radiometer (AVHRR). Major findings included: the misidentification of cloud conditions by the ERBE scene identification algorithm could cause 15 percent errors in the shortwave flux reflected by certain scene types. For regions containing mixtures of scene types, the errors were typically less than 5 percent, and the anisotropies of the shortwave and longwave radiances exhibited a spatial scale dependence which, because of the growth of the scanner field of view from nadir to limb, gave rise to a view zenith angle dependent bias in the radiative fluxes.
Color appearance in stereoscopy
NASA Astrophysics Data System (ADS)
Gadia, Davide; Rizzi, Alessandro; Bonanomi, Cristian; Marini, Daniele; Galmonte, Alessandra; Agostini, Tiziano
2011-03-01
The relationship between color and lightness appearance and the perception of depth has been studied since a while in the field of perceptual psychology and psycho-physiology. It has been found that depth perception affects the final object color and lightness appearance. In the stereoscopy research field, many studies have been proposed on human physiological effects, considering e.g. geometry, motion sickness, etc., but few has been done considering lightness and color information. Goal of this paper is to realize some preliminar experiments in Virtual Reality in order to determine the effects of depth perception on object color and lightness appearance. We have created a virtual test scene with a simple 3D simultaneous contrast configuration. We have created three different versions of this scene, each with different choices of relative positions and apparent size of the objects. We have collected the perceptual responses of several users after the observation of the test scene in the Virtual Theater of the University of Milan, a VR immersive installation characterized by a semi-cylindrical screen that covers 120° of horizontal field of view from an observation distance of 3.5 m. We present a description of the experiments setup and procedure, and we discuss the obtained results.
An approach to integrate the human vision psychology and perception knowledge into image enhancement
NASA Astrophysics Data System (ADS)
Wang, Hui; Huang, Xifeng; Ping, Jiang
2009-07-01
Image enhancement is very important image preprocessing technology especially when the image is captured in the poor imaging condition or dealing with the high bits image. The benefactor of image enhancement either may be a human observer or a computer vision process performing some kind of higher-level image analysis, such as target detection or scene understanding. One of the main objects of the image enhancement is getting a high dynamic range image and a high contrast degree image for human perception or interpretation. So, it is very necessary to integrate either empirical or statistical human vision psychology and perception knowledge into image enhancement. The human vision psychology and perception claims that humans' perception and response to the intensity fluctuation δu of visual signals are weighted by the background stimulus u, instead of being plainly uniform. There are three main laws: Weber's law, Weber- Fechner's law and Stevens's Law that describe this phenomenon in the psychology and psychophysics. This paper will integrate these three laws of the human vision psychology and perception into a very popular image enhancement algorithm named Adaptive Plateau Equalization (APE). The experiments were done on the high bits star image captured in night scene and the infrared-red image both the static image and the video stream. For the jitter problem in the video stream, this algorithm reduces this problem using the difference between the current frame's plateau value and the previous frame's plateau value to correct the current frame's plateau value. Considering the random noise impacts, the pixel value mapping process is not only depending on the current pixel but the pixels in the window surround the current pixel. The window size is usually 3×3. The process results of this improved algorithms is evaluated by the entropy analysis and visual perception analysis. The experiments' result showed the improved APE algorithms improved the quality of the image, the target and the surrounding assistant targets could be identified easily, and the noise was not amplified much. For the low quality image, these improved algorithms augment the information entropy and improve the image and the video stream aesthetic quality, while for the high quality image they will not debase the quality of the image.
NASA Astrophysics Data System (ADS)
Madden, Christopher S.; Richards, Noel J.; Culpepper, Joanne B.
2016-10-01
This paper investigates the ability to develop synthetic scenes in an image generation tool, E-on Vue, and a gaming engine, Unity 3D, which can be used to generate synthetic imagery of target objects across a variety of conditions in land environments. Developments within these tools and gaming engines have allowed the computer gaming industry to dramatically enhance the realism of the games they develop; however they utilise short cuts to ensure that the games run smoothly in real-time to create an immersive effect. Whilst these short cuts may have an impact upon the realism of the synthetic imagery, they do promise a much more time efficient method of developing imagery of different environmental conditions and to investigate the dynamic aspect of military operations that is currently not evaluated in signature analysis. The results presented investigate how some of the common image metrics used in target acquisition modelling, namely the Δμ1, Δμ2, Δμ3, RSS, and Doyle metrics, perform on the synthetic scenes generated by E-on Vue and Unity 3D compared to real imagery of similar scenes. An exploration of the time required to develop the various aspects of the scene to enhance its realism are included, along with an overview of the difficulties associated with trying to recreate specific locations as a virtual scene. This work is an important start towards utilising virtual worlds for visible signature evaluation, and evaluating how equivalent synthetic imagery is to real photographs.
Atilola, Olayinka; Olayiwola, Funmilayo
2012-09-01
Media depiction of sufferers of mental illness is a widely viewed source of stigmatization and studies have found stigmatizing depictions of mental illness in Nigerian films. With the recent boom in the Nigerian home video industry, there is a need to know how often Nigerians are exposed to films that contain scenes depicting mental illness and how much premium they place on such portrayals as reflecting reality. To assess the popularity of Nigerian home videos among Nigerian community dwellers and the frequency of their exposure to scenes depicting mental illness. A semi-structured questionnaire was designed to obtain socio-demographic data and to find out how often respondents see scenes depicting 'madness' in home videos, as well as their views about the accuracy of such depictions from the orthodox psychiatry point of view. Current home videos available in video rental shops were selected for viewing and content review. All 676 respondents had seen a Nigerian home video in the preceding 30 days: 528 (78%) reported scenes depicting 'mad persons'; 472 (70%) reported that the scenes they saw agreed with their own initial understanding of the cause and treatment of 'madness'. About 20% of the films depicted mental illness. The most commonly depicted cause was sorcery and enchantment by witches and wizards, while the most commonly depicted treatment was magical and spiritual healing by diviners and religious priests. Nigerian home video is a popular electronic media in Nigeria and scenes depicting mental illness are not uncommon. The industry could be harnessed for promoting mental health literacy.
Electrostatic artificial eyelid actuator as an analog micromirror device
NASA Astrophysics Data System (ADS)
Goodwin, Scott H.; Dausch, David E.; Solomon, Steven L.; Lamvik, Michael K.
2005-05-01
An electrostatic MEMS actuator is described for use as an analog micromirror device (AMD) for high performance, broadband, hardware-in-the-loop (HWIL) scene generation. Current state-of-the-art technology is based on resistively heated pixel arrays. As these arrays drive to the higher scene temperatures required by missile defense scenarios, the power required to drive the large format resistive arrays will ultimately become prohibitive. Existing digital micromirrors (DMD) are, in principle, capable of generating the required scene irradiances, but suffer from limited dynamic range, resolution and flicker effects. An AMD would be free of these limitations, and so represents a viable alternative for high performance UV/VIS/IR scene generation. An electrostatic flexible film actuator technology, developed for use as "artificial eyelid" shutters for focal plane sensors to protect against damaging radiation, is suitable as an AMD for analog control of projection irradiance. In shutter applications, the artificial eyelid actuator contained radius of curvature as low as 25um and operated at high voltage (>200V). Recent testing suggests that these devices are capable of analog operation as reflective microcantilever mirrors appropriate for scene projector systems. In this case, the device would possess larger radius and operate at lower voltages (20-50V). Additionally, frame rates have been measured at greater than 5kHz for continuous operation. The paper will describe the artificial eyelid technology, preliminary measurements of analog test pixels, and design aspects related to application for scene projection systems. We believe this technology will enable AMD projectors with at least 5122 spatial resolution, non-temporally-modulated output, and pixel response times of <1.25ms.
Cultural Connections in Leadership Education and Practice
ERIC Educational Resources Information Center
Donmoyer, Robert
2011-01-01
"Culture Currents" presents the books, essays, poetry, performances, music, websites and other cultural media influencing educational leaders. "Culture Currents" is a snapshot, a peek behind the scenes. It reveals what people are reading or seeing that may not be normally mentioned or cited in their academic work. In this issue's contribution, two…
NASA Astrophysics Data System (ADS)
Wilson, Meredith
Geologic field trips are among the most beneficial learning experiences for students as they engage the topic of geology, but they are also difficult environments to maximize learning. This action research study explored one facet of the problems associated with teaching geology in the field by attempting to improve the transition of undergraduate students from a traditional laboratory setting to an authentic field environment. Utilizing an artificial outcrop, called the GeoScene, during an introductory college-level non-majors geology course, the transition was studied. The GeoScene was utilized in this study as an intermediary between laboratory and authentic field based experiences, allowing students to apply traditional laboratory learning in an outdoor environment. The GeoScene represented a faux field environment; outside, more complex and tangible than a laboratory, but also simplified geologically and located safely within the confines of an educational setting. This exploratory study employed a mixed-methods action research design. The action research design allowed for systematic inquiry by the teacher/researcher into how the students learned. The mixed-methods approach garnered several types of qualitative and quantitative data to explore phenomena and support conclusions. Several types of data were collected and analyzed, including: visual recordings of the intervention, interviews, analytic memos, student reflections, field practical exams, and a pre/post knowledge and skills survey, to determine whether the intervention affected student comprehension and interpretation of geologic phenomena in an authentic field environment, and if so, how. Students enrolled in two different sections of the same laboratory course, sharing a common lecture, participated in laboratory exercises implementing experiential learning and constructivist pedagogies that focused on learning the basic geological skills necessary for work in a field environment. These laboratory activities were followed by an approximate 15 minute intervention at the GeoScene for a treatment group of students (n=13) to attempt to mitigate potential barriers, such as: self-efficacy, novelty space, and spatial skills, which hinder student performance in an authentic field environment. Comparisons were made to a control group (n=12), who did not participate in GeoScene activities, but completed additional exercises and applications in the laboratory setting. Qualitative data sources suggested that the GeoScene treatment was a positive addition to the laboratory studies and improved the student transition to the field environment by: (1) reducing anxiety and decreasing heightened stimulus associated with the novelty of the authentic field environment, (2) allowing a physical transition between the laboratory and field that shifted concepts learned in the lab to the field environment, and (3) improving critical analysis of geologic phenomena. This was corroborated by the quantitative data that suggested the treatment group may have outperformed the control group in geology content related skills taught in the laboratory, and supported by the GeoScene, while in an authentic field environment (p≤0.01, delta=0.507).
NASA Technical Reports Server (NTRS)
Brady, Rachel A.; Batson, Crystal D.; Peters, Brian T.; Mulavara, Ajitkumar P.; Bloomberg, Jacob J.
2010-01-01
We designed a gait training study that presented combinations of visual flow and support surface manipulations to investigate the response of healthy adults to novel discordant sensorimotor conditions. We aimed to determine whether a relationship existed between subjects visual dependence and their scores on a collective measure of anxiety, cognition, and postural stability in a new discordant environment presented at the conclusion of training (Transfer Test). A treadmill was mounted to a motion base platform positioned 2 m behind a large visual screen. Training consisted of three walking sessions, each within a week of the previous visit, that presented four 5-minute exposures to various combinations of support surface and visual scene manipulations, all lateral sinusoids. The conditions were scene translation only, support surface translation only, simultaneous scene and support surface translations in-phase, and simultaneous scene and support surface translations 180 out-of-phase. During the Transfer Test, the trained participants received a 2-minute novel exposure. A visual sinusoidal roll perturbation, with twice the original flow rate, was superimposed on a sinusoidal support surface roll perturbation that was 90 out of phase with the scene. A high correlation existed between normalized torso translation, measured in the scene-only condition at the first visit, and a combined measure of normalized heart rate, stride frequency, and reaction time at the transfer test. Results suggest that visually dependent participants experience decreased postural stability, increased anxiety, and increased reaction times compared to their less visually dependent counterparts when negotiating novel discordant conditions.
NASA Technical Reports Server (NTRS)
Sutro, L. L.; Lerman, J. B.
1973-01-01
The operation of a system is described that is built both to model the vision of primate animals, including man, and serve as a pre-prototype of possible object recognition system. It was employed in a series of experiments to determine the practicability of matching left and right images of a scene to determine the range and form of objects. The experiments started with computer generated random-dot stereograms as inputs and progressed through random square stereograms to a real scene. The major problems were the elimination of spurious matches, between the left and right views, and the interpretation of ambiguous regions, on the left side of an object that can be viewed only by the left camera, and on the right side of an object that can be viewed only by the right camera.
Virkler, Kelly; Lednev, Igor K
2009-07-01
Body fluid traces recovered at crime scenes are among the most important types of evidence to forensic investigators. They contain valuable DNA evidence which can identify a suspect or victim as well as exonerate an innocent individual. The first step of identifying a particular body fluid is highly important since the nature of the fluid is itself very informative to the investigation, and the destructive nature of a screening test must be considered when only a small amount of material is available. The ability to characterize an unknown stain at the scene of the crime without having to wait for results from a laboratory is another very critical step in the development of forensic body fluid analysis. Driven by the importance for forensic applications, body fluid identification methods have been extensively developed in recent years. The systematic analysis of these new developments is vital for forensic investigators to be continuously educated on possible superior techniques. Significant advances in laser technology and the development of novel light detectors have dramatically improved spectroscopic methods for molecular characterization over the last decade. The application of this novel biospectroscopy for forensic purposes opens new and exciting opportunities for the development of on-field, non-destructive, confirmatory methods for body fluid identification at a crime scene. In addition, the biospectroscopy methods are universally applicable to all body fluids unlike the majority of current techniques which are valid for individual fluids only. This article analyzes the current methods being used to identify body fluid stains including blood, semen, saliva, vaginal fluid, urine, and sweat, and also focuses on new techniques that have been developed in the last 5-6 years. In addition, the potential of new biospectroscopic techniques based on Raman and fluorescence spectroscopy is evaluated for rapid, confirmatory, non-destructive identification of a body fluid at a crime scene.
Spatial Updating of Environments Described in Texts
ERIC Educational Resources Information Center
Avraamides, Marios N.
2003-01-01
People update egocentric spatial relations in an effortless and on-line manner when they move in the environment, but not when they only imagine themselves moving. In contrast to previous studies, the present experiments examined egocentric updating with spatial scenes that were encoded linguistically instead of perceived directly. Experiment 1…
Eye Movements Index Implicit Memory Expression in Fear Conditioning
Hopkins, Lauren S.; Schultz, Douglas H.; Hannula, Deborah E.; Helmstetter, Fred J.
2015-01-01
The role of contingency awareness in simple associative learning experiments with human participants is currently debated. Since prior work suggests that eye movements can index mnemonic processes that occur without awareness, we used eye tracking to better understand the role of awareness in learning aversive Pavlovian conditioning. A complex real-world scene containing four embedded household items was presented to participants while skin conductance, eye movements, and pupil size were recorded. One item embedded in the scene served as the conditional stimulus (CS). One exemplar of that item (e.g. a white pot) was paired with shock 100 percent of the time (CS+) while a second exemplar (e.g. a gray pot) was never paired with shock (CS-). The remaining items were paired with shock on half of the trials. Participants rated their expectation of receiving a shock during each trial, and these expectancy ratings were used to identify when (i.e. on what trial) each participant became aware of the programmed contingencies. Disproportionate viewing of the CS was found both before and after explicit contingency awareness, and patterns of viewing distinguished the CS+ from the CS-. These observations are consistent with “dual process” models of fear conditioning, as they indicate that learning can be expressed in patterns of viewing prior to explicit contingency awareness. PMID:26562298
Volume Attenuation and High Frequency Loss as Auditory Depth Cues in Stereoscopic 3D Cinema
NASA Astrophysics Data System (ADS)
Manolas, Christos; Pauletto, Sandra
2014-09-01
Assisted by the technological advances of the past decades, stereoscopic 3D (S3D) cinema is currently in the process of being established as a mainstream form of entertainment. The main focus of this collaborative effort is placed on the creation of immersive S3D visuals. However, with few exceptions, little attention has been given so far to the potential effect of the soundtrack on such environments. The potential of sound both as a means to enhance the impact of the S3D visual information and to expand the S3D cinematic world beyond the boundaries of the visuals is large. This article reports on our research into the possibilities of using auditory depth cues within the soundtrack as a means of affecting the perception of depth within cinematic S3D scenes. We study two main distance-related auditory cues: high-end frequency loss and overall volume attenuation. A series of experiments explored the effectiveness of these auditory cues. Results, although not conclusive, indicate that the studied auditory cues can influence the audience judgement of depth in cinematic 3D scenes, sometimes in unexpected ways. We conclude that 3D filmmaking can benefit from further studies on the effectiveness of specific sound design techniques to enhance S3D cinema.
Perceptual Load Affects Eyewitness Accuracy and Susceptibility to Leading Questions.
Murphy, Gillian; Greene, Ciara M
2016-01-01
Load Theory (Lavie, 1995, 2005) states that the level of perceptual load in a task (i.e., the amount of information involved in processing task-relevant stimuli) determines the efficiency of selective attention. There is evidence that perceptual load affects distractor processing, with increased inattentional blindness under high load. Given that high load can result in individuals failing to report seeing obvious objects, it is conceivable that load may also impair memory for the scene. The current study is the first to assess the effect of perceptual load on eyewitness memory. Across three experiments (two video-based and one in a driving simulator), the effect of perceptual load on eyewitness memory was assessed. The results showed that eyewitnesses were less accurate under high load, in particular for peripheral details. For example, memory for the central character in the video was not affected by load but memory for a witness who passed by the window at the edge of the scene was significantly worse under high load. High load memories were also more open to suggestion, showing increased susceptibility to leading questions. High visual perceptual load also affected recall for auditory information, illustrating a possible cross-modal perceptual load effect on memory accuracy. These results have implications for eyewitness memory researchers and forensic professionals.
Perceptual Load Affects Eyewitness Accuracy and Susceptibility to Leading Questions
Murphy, Gillian; Greene, Ciara M.
2016-01-01
Load Theory (Lavie, 1995, 2005) states that the level of perceptual load in a task (i.e., the amount of information involved in processing task-relevant stimuli) determines the efficiency of selective attention. There is evidence that perceptual load affects distractor processing, with increased inattentional blindness under high load. Given that high load can result in individuals failing to report seeing obvious objects, it is conceivable that load may also impair memory for the scene. The current study is the first to assess the effect of perceptual load on eyewitness memory. Across three experiments (two video-based and one in a driving simulator), the effect of perceptual load on eyewitness memory was assessed. The results showed that eyewitnesses were less accurate under high load, in particular for peripheral details. For example, memory for the central character in the video was not affected by load but memory for a witness who passed by the window at the edge of the scene was significantly worse under high load. High load memories were also more open to suggestion, showing increased susceptibility to leading questions. High visual perceptual load also affected recall for auditory information, illustrating a possible cross-modal perceptual load effect on memory accuracy. These results have implications for eyewitness memory researchers and forensic professionals. PMID:27625628
SET: a pupil detection method using sinusoidal approximation
Javadi, Amir-Homayoun; Hakimi, Zahra; Barati, Morteza; Walsh, Vincent; Tcheang, Lili
2015-01-01
Mobile eye-tracking in external environments remains challenging, despite recent advances in eye-tracking software and hardware engineering. Many current methods fail to deal with the vast range of outdoor lighting conditions and the speed at which these can change. This confines experiments to artificial environments where conditions must be tightly controlled. Additionally, the emergence of low-cost eye tracking devices calls for the development of analysis tools that enable non-technical researchers to process the output of their images. We have developed a fast and accurate method (known as “SET”) that is suitable even for natural environments with uncontrolled, dynamic and even extreme lighting conditions. We compared the performance of SET with that of two open-source alternatives by processing two collections of eye images: images of natural outdoor scenes with extreme lighting variations (“Natural”); and images of less challenging indoor scenes (“CASIA-Iris-Thousand”). We show that SET excelled in outdoor conditions and was faster, without significant loss of accuracy, indoors. SET offers a low cost eye-tracking solution, delivering high performance even in challenging outdoor environments. It is offered through an open-source MATLAB toolkit as well as a dynamic-link library (“DLL”), which can be imported into many programming languages including C# and Visual Basic in Windows OS (www.eyegoeyetracker.co.uk). PMID:25914641
Hess, Thomas M.; Popham, Lauren E.; Growney, Claire M.
2017-01-01
Background Previous research (Hess, Popham, Dennis, & Emery, 2013) suggested that age-based positivity effects in memory were attenuated with social stimuli. We examined the degree to which this generalized across arousal levels associated with social images. We also examined variations in approach and avoidance responses to images, and how these were differentially related to memory in younger versus older adults. Methods In Experiment 1, young (22 – 43 years) and older (65 – 85 years) adults recalled positive and negative social scenes that were high or low in arousal. In Experiment 2, young (20 – 40 years) and older (65 – 83 years) adults viewed and recalled the same scenes under instructions designed to alter arousal, and approach and avoidance ratings for each image were recorded. Results In Experiment 1, age differences in recall were confined to high-arousal, negative images, with young adults exhibiting superior memory relative to older adults. There was no evidence of an age-related positivity effect for low arousal social scenes. This result was replicated in Experiment 2, but distancing instructions minimized the age difference in recall for high-arousal, negative images. Approach and avoidance ratings differentially predicted recall across age groups, with stronger associations in the young. Conclusion The results are consistent with emerging evidence demonstrating that valence-based biases associated with aging (e.g., positivity effect) are specific to the context and stimulus characteristics. Differences in prediction of recall responses from approach and avoidance ratings across age groups suggested that the observed effects in memory reflected differences in responses to the characteristics of stimuli. PMID:28230420
Irsik, Vanessa C; Vanden Bosch der Nederlanden, Christina M; Snyder, Joel S
2016-11-01
Attention and other processing constraints limit the perception of objects in complex scenes, which has been studied extensively in the visual sense. We used a change deafness paradigm to examine how attention to particular objects helps and hurts the ability to notice changes within complex auditory scenes. In a counterbalanced design, we examined how cueing attention to particular objects affected performance in an auditory change-detection task through the use of valid or invalid cues and trials without cues (Experiment 1). We further examined how successful encoding predicted change-detection performance using an object-encoding task and we addressed whether performing the object-encoding task along with the change-detection task affected performance overall (Experiment 2). Participants had more error for invalid compared to valid and uncued trials, but this effect was reduced in Experiment 2 compared to Experiment 1. When the object-encoding task was present, listeners who completed the uncued condition first had less overall error than those who completed the cued condition first. All participants showed less change deafness when they successfully encoded change-relevant compared to irrelevant objects during valid and uncued trials. However, only participants who completed the uncued condition first also showed this effect during invalid cue trials, suggesting a broader scope of attention. These findings provide converging evidence that attention to change-relevant objects is crucial for successful detection of acoustic changes and that encouraging broad attention to multiple objects is the best way to reduce change deafness. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
Limitations of contrast enhancement for infrared target identification
NASA Astrophysics Data System (ADS)
Du Bosq, Todd W.; Fanning, Jonathan D.
2009-05-01
Contrast enhancement and dynamic range compression are currently being used to improve the performance of infrared imagers by increasing the contrast between the target and the scene content. Automatic contrast enhancement techniques do not always achieve this improvement. In some cases, the contrast can increase to a level of target saturation. This paper assesses the range-performance effects of contrast enhancement for target identification as a function of image saturation. Human perception experiments were performed to determine field performance using contrast enhancement on the U.S. Army RDECOM CERDEC NVESD standard military eight target set using an un-cooled LWIR camera. The experiments compare the identification performance of observers viewing contrast enhancement processed images at various levels of saturation. Contrast enhancement is modeled in the U.S. Army thermal target acquisition model (NVThermIP) by changing the scene contrast temperature. The model predicts improved performance based on any improved target contrast, regardless of specific feature saturation or enhancement. The measured results follow the predicted performance based on the target task difficulty metric used in NVThermIP for the non-saturated cases. The saturated images reduce the information contained in the target and performance suffers. The model treats the contrast of the target as uniform over spatial frequency. As the contrast is enhanced, the model assumes that the contrast is enhanced uniformly over the spatial frequencies. After saturation, the spatial cues that differentiate one tank from another are located in a limited band of spatial frequencies. A frequency dependent treatment of target contrast is needed to predict performance of over-processed images.
ERIC Educational Resources Information Center
Kikuchi, Yukiko; Senju, Atsushi; Tojo, Yoshikuni; Osanai, Hiroo; Hasegawa, Toshikazu
2009-01-01
Two experiments investigated attention of children with autism spectrum disorder (ASD) to faces and objects. In both experiments, children (7- to 15-year-olds) detected the difference between 2 visual scenes. Results in Experiment 1 revealed that typically developing children (n = 16) detected the change in faces faster than in objects, whereas…
Auditory Memory Distortion for Spoken Prose
Hutchison, Joanna L.; Hubbard, Timothy L.; Ferrandino, Blaise; Brigante, Ryan; Wright, Jamie M.; Rypma, Bart
2013-01-01
Observers often remember a scene as containing information that was not presented but that would have likely been located just beyond the observed boundaries of the scene. This effect is called boundary extension (BE; e.g., Intraub & Richardson, 1989). Previous studies have observed BE in memory for visual and haptic stimuli, and the present experiments examined whether BE occurred in memory for auditory stimuli (prose, music). Experiments 1 and 2 varied the amount of auditory content to be remembered. BE was not observed, but when auditory targets contained more content, boundary restriction (BR) occurred. Experiment 3 presented auditory stimuli with less content and BR also occurred. In Experiment 4, white noise was added to stimuli with less content to equalize the durations of auditory stimuli, and BR still occurred. Experiments 5 and 6 presented trained stories and popular music, and BR still occurred. This latter finding ruled out the hypothesis that the lack of BE in Experiments 1–4 reflected a lack of familiarity with the stimuli. Overall, memory for auditory content exhibited BR rather than BE, and this pattern was stronger if auditory stimuli contained more content. Implications for the understanding of general perceptual processing and directions for future research are discussed. PMID:22612172
Seeing the big picture: Broadening attention relieves sadness and depressed mood.
Gu, Li; Yang, Xueling; Li, Liman Man Wai; Zhou, Xinyue; Gao, Ding-Guo
2017-08-01
We examined whether the broadened attentional scope would affect people's sad or depressed mood with two experiments, enlightened by the meaning of "seeing the big picture" and the broaden-and-build model. Experiment 1 (n = 164) is a laboratory-based experiment, in which we manipulated the attentional scope by showing participants zoomed-out or zoomed-in scenes. In Experiment 2 (n = 44), we studied how depressed mood and positive and negative emotions were affected when participants watched distant versus proximal scenes for eight weeks in real life. Healthy participants in Experiment 1, who were induced to feel sad, could return to the baseline mood after having the broadened attention task but not after having the narrowed attention task, which indicated that immediate attention broadening manipulation could function as antidotes for the lingering effects of induced negative emotions. Participants with depressed mood in Experiment 2 showed reduced depressed mood, increased positive affect, and decreased negative affect after receiving attention broadening training compared to those receiving attention narrowing training. Our findings suggest a robust role of broadened attentional scope in relieving negative emotions and even mildly depressed mood in the long run. © 2017 Scandinavian Psychological Associations and John Wiley & Sons Ltd.
British Management Training Today and Tomorrow
ERIC Educational Resources Information Center
Lippert, Frederick G.
1970-01-01
An American observer's special report on social science in management, the role of trainers and academic institutions, and other features of the current management training scene in Great Britain. Six references. (LY)
Efficient summary statistical representation when change localization fails.
Haberman, Jason; Whitney, David
2011-10-01
People are sensitive to the summary statistics of the visual world (e.g., average orientation/speed/facial expression). We readily derive this information from complex scenes, often without explicit awareness. Given the fundamental and ubiquitous nature of summary statistical representation, we tested whether this kind of information is subject to the attentional constraints imposed by change blindness. We show that information regarding the summary statistics of a scene is available despite limited conscious access. In a novel experiment, we found that while observers can suffer from change blindness (i.e., not localize where change occurred between two views of the same scene), observers could nevertheless accurately report changes in the summary statistics (or "gist") about the very same scene. In the experiment, observers saw two successively presented sets of 16 faces that varied in expression. Four of the faces in the first set changed from one emotional extreme (e.g., happy) to another (e.g., sad) in the second set. Observers performed poorly when asked to locate any of the faces that changed (change blindness). However, when asked about the ensemble (which set was happier, on average), observer performance remained high. Observers were sensitive to the average expression even when they failed to localize any specific object change. That is, even when observers could not locate the very faces driving the change in average expression between the two sets, they nonetheless derived a precise ensemble representation. Thus, the visual system may be optimized to process summary statistics in an efficient manner, allowing it to operate despite minimal conscious access to the information presented.
Forensic Uncertainty Quantification of Explosive Dispersal of Particles
NASA Astrophysics Data System (ADS)
Hughes, Kyle; Park, Chanyoung; Haftka, Raphael; Kim, Nam-Ho
2017-06-01
In addition to the numerical challenges of simulating the explosive dispersal of particles, validation of the simulation is often plagued with poor knowledge of the experimental conditions. The level of experimental detail required for validation is beyond what is usually included in the literature. This presentation proposes the use of forensic uncertainty quantification (UQ) to investigate validation-quality experiments to discover possible sources of uncertainty that may have been missed in initial design of experiments or under-reported. The current experience of the authors has found that by making an analogy to crime scene investigation when looking at validation experiments, valuable insights may be gained. One examines all the data and documentation provided by the validation experimentalists, corroborates evidence, and quantifies large sources of uncertainty a posteriori with empirical measurements. In addition, it is proposed that forensic UQ may benefit from an independent investigator to help remove possible implicit biases and increases the likelihood of discovering unrecognized uncertainty. Forensic UQ concepts will be discussed and then applied to a set of validation experiments performed at Eglin Air Force Base. This work was supported in part by the U.S. Department of Energy, National Nuclear Security Administration, Advanced Simulation and Computing Program.
How the deployment of attention determines what we see
Treisman, Anne
2007-01-01
Attention is a tool to adapt what we see to our current needs. It can be focused narrowly on a single object or spread over several or distributed over the scene as a whole. In addition to increasing or decreasing the number of attended objects, these different deployments may have different effects on what we see. This chapter describes some research both on focused attention and its use in binding features, and on distributed attention and the kinds of information we gain and lose with the attention window opened wide. One kind of processing that we suggest occurs automatically with distributed attention results in a statistical description of sets of similar objects. Another gives the gist of the scene, which may be inferred from sets of features registered in parallel. Flexible use of these different modes of attention allows us to reconcile sharp capacity limits with a richer understanding of the visual scene. PMID:17387378
Violence detection based on histogram of optical flow orientation
NASA Astrophysics Data System (ADS)
Yang, Zhijie; Zhang, Tao; Yang, Jie; Wu, Qiang; Bai, Li; Yao, Lixiu
2013-12-01
In this paper, we propose a novel approach for violence detection and localization in a public scene. Currently, violence detection is considerably under-researched compared with the common action recognition. Although existing methods can detect the presence of violence in a video, they cannot precisely locate the regions in the scene where violence is happening. This paper will tackle the challenge and propose a novel method to locate the violence location in the scene, which is important for public surveillance. The Gaussian Mixed Model is extended into the optical flow domain in order to detect candidate violence regions. In each region, a new descriptor, Histogram of Optical Flow Orientation (HOFO), is proposed to measure the spatial-temporal features. A linear SVM is trained based on the descriptor. The performance of the method is demonstrated on the publicly available data sets, BEHAVE and CAVIAR.
Scene-based nonuniformity correction and enhancement: pixel statistics and subpixel motion.
Zhao, Wenyi; Zhang, Chao
2008-07-01
We propose a framework for scene-based nonuniformity correction (NUC) and nonuniformity correction and enhancement (NUCE) that is required for focal-plane array-like sensors to obtain clean and enhanced-quality images. The core of the proposed framework is a novel registration-based nonuniformity correction super-resolution (NUCSR) method that is bootstrapped by statistical scene-based NUC methods. Based on a comprehensive imaging model and an accurate parametric motion estimation, we are able to remove severe/structured nonuniformity and in the presence of subpixel motion to simultaneously improve image resolution. One important feature of our NUCSR method is the adoption of a parametric motion model that allows us to (1) handle many practical scenarios where parametric motions are present and (2) carry out perfect super-resolution in principle by exploring available subpixel motions. Experiments with real data demonstrate the efficiency of the proposed NUCE framework and the effectiveness of the NUCSR method.
Todorović, Dejan
2008-01-01
Every image of a scene produced in accord with the rules of linear perspective has an associated projection centre. Only if observed from that position does the image provide the stimulus which is equivalent to the one provided by the original scene. According to the perspective-transformation hypothesis, observing the image from other vantage points should result in specific transformations of the structure of the conveyed scene, whereas according to the vantage-point compensation hypothesis it should have little effect. Geometrical analyses illustrating the transformation theory are presented. An experiment is reported to confront the two theories. The results provide little support for the compensation theory and are generally in accord with the transformation theory, but also show systematic deviations from it, possibly due to cue conflict and asymmetry of visual angles.
Additional Crime Scenes for Projectile Motion Unit
NASA Astrophysics Data System (ADS)
Fullerton, Dan; Bonner, David
2011-12-01
Building students' ability to transfer physics fundamentals to real-world applications establishes a deeper understanding of underlying concepts while enhancing student interest. Forensic science offers a great opportunity for students to apply physics to highly engaging, real-world contexts. Integrating these opportunities into inquiry-based problem solving in a team environment provides a terrific backdrop for fostering communication, analysis, and critical thinking skills. One such activity, inspired jointly by the museum exhibit "CSI: The Experience"2 and David Bonner's TPT article "Increasing Student Engagement and Enthusiasm: A Projectile Motion Crime Scene,"3 provides students with three different crime scenes, each requiring an analysis of projectile motion. In this lesson students socially engage in higher-order analysis of two-dimensional projectile motion problems by collecting information from 3-D scale models and collaborating with one another on its interpretation, in addition to diagramming and mathematical analysis typical to problem solving in physics.
Coordinate references for the indoor/outdoor seamless positioning
NASA Astrophysics Data System (ADS)
Ruan, Ling; Zhang, Ling; Long, Yi; Cheng, Fei
2018-05-01
Indoor positioning technologies are being developed rapidly, and seamless positioning which connected indoor and outdoor space is a new trend. The indoor and outdoor positioning are not applying the same coordinate system and different indoor positioning scenes uses different indoor local coordinate reference systems. A specific and unified coordinate reference frame is needed as the space basis and premise in seamless positioning application. Trajectory analysis of indoor and outdoor integration also requires a uniform coordinate reference. However, the coordinate reference frame in seamless positioning which can applied to various complex scenarios is lacking of research for a long time. In this paper, we proposed a universal coordinate reference frame in indoor/outdoor seamless positioning. The research focus on analysis and classify the indoor positioning scenes and put forward the coordinate reference system establishment and coordinate transformation methods in each scene. And, through some experiments, the calibration method feasibility was verified.
The Faces in Infant-Perspective Scenes Change over the First Year of Life
Jayaraman, Swapnaa; Fausey, Caitlin M.; Smith, Linda B.
2015-01-01
Mature face perception has its origins in the face experiences of infants. However, little is known about the basic statistics of faces in early visual environments. We used head cameras to capture and analyze over 72,000 infant-perspective scenes from 22 infants aged 1-11 months as they engaged in daily activities. The frequency of faces in these scenes declined markedly with age: for the youngest infants, faces were present 15 minutes in every waking hour but only 5 minutes for the oldest infants. In general, the available faces were well characterized by three properties: (1) they belonged to relatively few individuals; (2) they were close and visually large; and (3) they presented views showing both eyes. These three properties most strongly characterized the face corpora of our youngest infants and constitute environmental constraints on the early development of the visual system. PMID:26016988
NASA Astrophysics Data System (ADS)
Wajs, Jaroslaw
2018-01-01
The paper presents satellite imagery from active SENTINEL-1A and passive SENTINEL-2A/2B sensors for their application in the monitoring of mining areas focused on detecting land changes. Multispectral scenes of SENTINEL-2A/2B have allowed for detecting changes in land-cover near the region of interest (ROI), i.e. the Szczercow dumping site in the Belchatow open cast lignite mine, central Poland, Europe. Scenes from SENTINEL-1A/1B satellite have also been used in the research. Processing of the SLC signal enabled creating a return intensity map in VV polarization. The obtained SAR scene was reclassified and shows a strong return signal from the dumping site and the open pit. This fact may be used in detection and monitoring of changes occurring within the analysed engineering objects.
Doors for memory: A searchable database.
Baddeley, Alan D; Hitch, Graham J; Quinlan, Philip T; Bowes, Lindsey; Stone, Rob
2016-11-01
The study of human long-term memory has for over 50 years been dominated by research on words. This is partly due to lack of suitable nonverbal materials. Experience in developing a clinical test suggested that door scenes can provide an ecologically relevant and sensitive alternative to the faces and geometrical figures traditionally used to study visual memory. In pursuing this line of research, we have accumulated over 2000 door scenes providing a database that is categorized on a range of variables including building type, colour, age, condition, glazing, and a range of other physical characteristics. We describe an illustrative study of recognition memory for 100 doors tested by yes/no, two-alternative, or four-alternative forced-choice paradigms. These stimuli, together with the full categorized database, are available through a dedicated website. We suggest that door scenes provide an ecologically relevant and participant-friendly source of material for studying the comparatively neglected field of visual long-term memory.
An Ecosystem of Personal and Professional Reading, Writing, Researching and Professing
ERIC Educational Resources Information Center
Connelly, F. Michael
2010-01-01
"Culture Currents" presents the books, essays, poetry, performances, music, websites, and other cultural media influencing educational leaders. "Culture Currents" is a snapshot, a peek behind the scenes. It reveals what people are reading or seeing that may not be normally mentioned or cited in their academic work. Two leaders…
Commentaries on Research in Instructional Media. An Examination of Conceptual Schemes.
ERIC Educational Resources Information Center
Salomon, Gavriel, Ed.; Snow, Richard E., Ed.
1970-01-01
Papers which explore the aspects of current work in instructional technology and promote research and development in the field are collected in this bulletin. An introductory paper provides some general perceptives on the current state of instructional technology in relation to the contemporary educational scene and the various problems and…
a Low-Cost Panoramic Camera for the 3d Documentation of Contaminated Crime Scenes
NASA Astrophysics Data System (ADS)
Abate, D.; Toschi, I.; Sturdy-Colls, C.; Remondino, F.
2017-11-01
Crime scene documentation is a fundamental task which has to be undertaken in a fast, accurate and reliable way, highlighting evidence which can be further used for ensuring justice for victims and for guaranteeing the successful prosecution of perpetrators. The main focus of this paper is on the documentation of a typical crime scene and on the rapid recording of any possible contamination that could have influenced its original appearance. A 3D reconstruction of the environment is first generated by processing panoramas acquired with the low-cost Ricoh Theta 360 camera, and further analysed to highlight potentials and limits of this emerging and consumer-grade technology. Then, a methodology is proposed for the rapid recording of changes occurring between the original and the contaminated crime scene. The approach is based on an automatic 3D feature-based data registration, followed by a cloud-to-cloud distance computation, given as input the 3D point clouds generated before and after e.g. the misplacement of evidence. All the algorithms adopted for panoramas pre-processing, photogrammetric 3D reconstruction, 3D geometry registration and analysis, are presented and currently available in open-source or low-cost software solutions.
Gerdes, Antje B. M.; Wieser, Matthias J.; Alpers, Georg W.
2014-01-01
In everyday life, multiple sensory channels jointly trigger emotional experiences and one channel may alter processing in another channel. For example, seeing an emotional facial expression and hearing the voice’s emotional tone will jointly create the emotional experience. This example, where auditory and visual input is related to social communication, has gained considerable attention by researchers. However, interactions of visual and auditory emotional information are not limited to social communication but can extend to much broader contexts including human, animal, and environmental cues. In this article, we review current research on audiovisual emotion processing beyond face-voice stimuli to develop a broader perspective on multimodal interactions in emotion processing. We argue that current concepts of multimodality should be extended in considering an ecologically valid variety of stimuli in audiovisual emotion processing. Therefore, we provide an overview of studies in which emotional sounds and interactions with complex pictures of scenes were investigated. In addition to behavioral studies, we focus on neuroimaging, electro- and peripher-physiological findings. Furthermore, we integrate these findings and identify similarities or differences. We conclude with suggestions for future research. PMID:25520679
Neural Responses to the Production and Comprehension of Syntax in Identical Utterances
ERIC Educational Resources Information Center
Indefrey, Peter; Hellwig, Frauke; Herzog, Hans; Seitz, Rudiger J.; Hagoort, Peter
2004-01-01
Following up on an earlier positron emission tomography (PET) experiment (Indefrey et al., 2001), we used a scene description paradigm to investigate whether a posterior inferior frontal region subserving syntactic encoding for speaking is also involved in syntactic parsing during listening. In the language production part of the experiment,…
Negative emotional stimuli reduce contextual cueing but not response times in inefficient search.
Kunar, Melina A; Watson, Derrick G; Cole, Louise; Cox, Angeline
2014-02-01
In visual search, previous work has shown that negative stimuli narrow the focus of attention and speed reaction times (RTs). This paper investigates these two effects by first asking whether negative emotional stimuli narrow the focus of attention to reduce the learning of a display context in a contextual cueing task and, second, whether exposure to negative stimuli also reduces RTs in inefficient search tasks. In Experiment 1, participants viewed either negative or neutral images (faces or scenes) prior to a contextual cueing task. In a typical contextual cueing experiment, RTs are reduced if displays are repeated across the experiment compared with novel displays that are not repeated. The results showed that a smaller contextual cueing effect was obtained after participants viewed negative stimuli than when they viewed neutral stimuli. However, in contrast to previous work, overall search RTs were not faster after viewing negative stimuli (Experiments 2 to 4). The findings are discussed in terms of the impact of emotional content on visual processing and the ability to use scene context to help facilitate search.
Changes in compensatory eye movements associated with simulated stimulus conditions of spaceflight
NASA Technical Reports Server (NTRS)
Harm, Deborah L.; Zografos, Linda M.; Skinner, Noel C.; Parker, Donald E.
1993-01-01
Compensatory vertical eye movement gain (CVEMG) was recorded during pitch oscillation in darkness before, during, and immediately after exposures to the stimulus rearrangement produced by the Preflight Adaptation Trainer (PAT) Tilt-Translation Device (TTD). The TTD is designed to elicit adaptive responses that are similar to those observed in microgravity-adapted astronauts. The data from Experiment 1 yielded a statistically significant CVEMG decrease following 15 min of exposure to a stimulus rearrangement condition where the phase angle between subject pitch tilt and visual scene translation was 270 deg; statistically significant gain decreases were not observed following exposures either to a condition where the phase angle between subject pitch and scene translation was 90 deg or to a no-stimulus-rearrangement condition. Experiment 2 replicated the 270-deg-phase condition from Experiment 1 and extended the exposure duration from 30 to 45 min. Statistically significant additional changes in CVEMG associated with the increased exposure duration were not observed. The adaptation time constant estimated fram the combined data from Experiments 1 and 2 was 29 min.
Changes in Compensatory Eye Movements Associated with Simulated Stimulus Conditions of Spaceflight
NASA Technical Reports Server (NTRS)
Harm, Deborah L.; Zografos, Linda M.; Skinner, Noel C.; Parker, Donald E.
1993-01-01
Compensatory vertical eye movement gain (CVEMG) was recorded during pitch oscillation in darkness before, during and immediately after exposures to the stimulus rearrangement produced by the Preflight Adaptation Trainer (PAT) Tilt-Translation Device (TTD). The TTD is designed to elicit adaptive responses that are similar to those observed in microgravity-adapted astronauts. The data from Experiment 1 yielded a statistically significant CVEMG decrease following 15 minutes of exposure to a stimulus rearrangement condition where the phase angle between subject pitch tilt and visual scene translation was 270 degrees; statistically significant gain decreases were not observed following exposures either to a condition where the phase angle between subject pitch and scene translation was 90 degrees or to a no-stimulus-rearrangement condition. Experiment 2 replicated the 270 degree phase condition from Experiment 1 and extended the exposure duration from 30 to 45 minutes. Statistically significant additional changes in CVEMG associated with the increased exposure duration were not observed. The adaptation time constant estimated from the combined data from Experiments 1 and 2 was 29 minutes.
Straube, Thomas; Preissler, Sandra; Lipka, Judith; Hewig, Johannes; Mentzel, Hans-Joachim; Miltner, Wolfgang H R
2010-01-01
Some people search for intense sensations such as being scared by frightening movies while others do not. The brain mechanisms underlying such inter-individual differences are not clear. Testing theoretical models, we investigated neural correlates of anxiety and the personality trait sensation seeking in 40 subjects who watched threatening and neutral scenes from scary movies during functional magnetic resonance imaging. Threat versus neutral scenes induced increased activation in anterior cingulate cortex, insula, thalamus, and visual areas. Movie-induced anxiety correlated positively with activation in dorsomedial prefrontal cortex, indicating a role for this area in the subjective experience of being scared. Sensation seeking-scores correlated positively with brain activation to threat versus neutral scenes in visual areas and in thalamus and anterior insula, i.e. regions involved in the induction and representation of arousal states. For the insula and thalamus, these outcomes were partly due to an inverse relation between sensation seeking scores and brain activation during neutral film clips. These results support models predicting cerebral hypoactivation in high sensation seekers during neutral stimulation, which may be compensated by more intense sensations such as watching scary movies. 2009 Wiley-Liss, Inc.
Fowlkes, Charless C.; Banks, Martin S.
2010-01-01
The shape of the contour separating two regions strongly influences judgments of which region is “figure” and which is “ground.” Convexity and other figure–ground cues are generally assumed to indicate only which region is nearer, but nothing about how much the regions are separated in depth. To determine the depth information conveyed by convexity, we examined natural scenes and found that depth steps across surfaces with convex silhouettes are likely to be larger than steps across surfaces with concave silhouettes. In a psychophysical experiment, we found that humans exploit this correlation. For a given binocular disparity, observers perceived more depth when the near surface's silhouette was convex rather than concave. We estimated the depth distributions observers used in making those judgments: they were similar to the natural-scene distributions. Our findings show that convexity should be reclassified as a metric depth cue. They also suggest that the dichotomy between metric and nonmetric depth cues is false and that the depth information provided many cues should be evaluated with respect to natural-scene statistics. Finally, the findings provide an explanation for why figure–ground cues modulate the responses of disparity-sensitive cells in visual cortex. PMID:20505093
Environmental surfaces and the compression of perceived visual space
Bian, Zheng; Andersen, George J.
2011-01-01
The present study examined whether the compression of perceived visual space varies according to the type of environmental surface being viewed. To examine this issue, observers made exocentric distance judgments when viewing simulated 3D scenes. In 4 experiments, observers viewed ground and ceiling surfaces and performed either an L-shaped matching task (Experiments 1, 3, and 4) or a bisection task (Experiment 2). Overall, we found considerable compression of perceived exocentric distance on both ground and ceiling surfaces. However, the perceived exocentric distance was less compressed on a ground surface than on a ceiling surface. In addition, this ground surface advantage did not vary systematically as a function of the distance in the scene. These results suggest that the perceived visual space when viewing a ground surface is less compressed than the perceived visual space when viewing a ceiling surface and that the perceived layout of a surface varies as a function of the type of the surface. PMID:21669858
Empathy toward strangers triggers oxytocin release and subsequent generosity.
Barraza, Jorge A; Zak, Paul J
2009-06-01
Empathy is related to a variety of prosocial behaviors, but the brain mechanisms producing the experience of empathy have not been fully characterized. This study investigated whether the experience of empathy raises oxytocin levels and affects subsequent generosity toward strangers. Short video clips of an emotional scene and an unemotional scene were used as stimuli. Participants rated the emotions they experienced and then played a $40 ultimatum game to gauge their generosity. We found that empathy was associated with a 47% increase in oxytocin from baseline. We also found the empathy-oxytocin response was stronger in women than in men. Higher levels of empathy were also associated with more generous monetary offers toward strangers in the ultimatum game. Our findings provide the first evidence that oxytocin is a physiologic signature for empathy and that empathy mediates generosity.
Anterior hippocampus: the anatomy of perception, imagination and episodic memory
Zeidman, Peter; Maguire, Eleanor A.
2017-01-01
The brain creates a model of the world around us. We can use this representation to perceive and comprehend what we see at any given moment, but also to vividly re-experience scenes from our past and imagine future (or even fanciful) scenarios. Recent work has shown that these cognitive functions — perception, imagination and recall of scenes and events — all engage the anterior hippocampus. Here we capitalise on new findings from functional neuroimaging to propose a model that links high-level cognitive functions to specific structures within the anterior hippocampus. PMID:26865022
A Theoretical and Experimental Analysis of the Outside World Perception Process
NASA Technical Reports Server (NTRS)
Wewerinke, P. H.
1978-01-01
The outside scene is often an important source of information for manual control tasks. Important examples of these are car driving and aircraft control. This paper deals with modelling this visual scene perception process on the basis of linear perspective geometry and the relative motion cues. Model predictions utilizing psychophysical threshold data from base-line experiments and literature of a variety of visual approach tasks are compared with experimental data. Both the performance and workload results illustrate that the model provides a meaningful description of the outside world perception process, with a useful predictive capability.
Pistoia, Francesca; Carolei, Antonio; Sacco, Simona; Conson, Massimiliano; Pistarini, Caterina; Cazzulani, Benedetta; Stewart, Janet; Franceschini, Marco; Sarà, Marco
2015-12-15
There is much evidence to suggest that recognizing and sharing emotions with others require a first-hand experience of those emotions in our own body which, in turn, depends on the adequate perception of our own internal state (interoception) through preserved sensory pathways. Here we explored the contribution of interoception to first-hand emotional experiences and to the recognition of others' emotions. For this aim, 10 individuals with sensory deafferentation as a consequence of high spinal cord injury (SCI; five males and five females; mean age, 48 ± 14.8 years) and 20 healthy subjects matched for age, sex, and education were included in the study. Recognition of facial expressions and judgment of emotionally evocative scenes were investigated in both groups using the Ekman and Friesen set of Pictures of Facial Affect and the International Affective Picture System. A two-way mixed analysis of variance and post hoc comparisons were used to test differences among emotions and groups. Compared with healthy subjects, individuals with SCI, when asked to judge emotionally evocative scenes, had difficulties in judging their own emotional response to complex scenes eliciting fear and anger, while they were able to recognize the same emotions when conveyed by facial expressions. Our findings endorse a simulative view of emotional processing according to which the proper perception of our own internal state (interoception), through preserved sensory pathways, is crucial for first-hand experiences of the more primordial emotions, such as fear and anger.
Category-length and category-strength effects using images of scenes.
Baumann, Oliver; Vromen, Joyce M G; Boddy, Adam C; Crawshaw, Eloise; Humphreys, Michael S
2018-06-21
Global matching models have provided an important theoretical framework for recognition memory. Key predictions of this class of models are that (1) increasing the number of occurrences in a study list of some items affects the performance on other items (list-strength effect) and that (2) adding new items results in a deterioration of performance on the other items (list-length effect). Experimental confirmation of these predictions has been difficult, and the results have been inconsistent. A review of the existing literature, however, suggests that robust length and strength effects do occur when sufficiently similar hard-to-label items are used. In an effort to investigate this further, we had participants study lists containing one or more members of visual scene categories (bathrooms, beaches, etc.). Experiments 1 and 2 replicated and extended previous findings showing that the study of additional category members decreased accuracy, providing confirmation of the category-length effect. Experiment 3 showed that repeating some category members decreased the accuracy of nonrepeated members, providing evidence for a category-strength effect. Experiment 4 eliminated a potential challenge to these results. Taken together, these findings provide robust support for global matching models of recognition memory. The overall list lengths, the category sizes, and the number of repetitions used demonstrated that scene categories are well-suited to testing the fundamental assumptions of global matching models. These include (A) interference from memories for similar items and contexts, (B) nondestructive interference, and (C) that conjunctive information is made available through a matching operation.
Hayes, Scott M; Nadel, Lynn; Ryan, Lee
2007-01-01
Previous research has investigated intentional retrieval of contextual information and contextual influences on object identification and word recognition, yet few studies have investigated context effects in episodic memory for objects. To address this issue, unique objects embedded in a visually rich scene or on a white background were presented to participants. At test, objects were presented either in the original scene or on a white background. A series of behavioral studies with young adults demonstrated a context shift decrement (CSD)-decreased recognition performance when context is changed between encoding and retrieval. The CSD was not attenuated by encoding or retrieval manipulations, suggesting that binding of object and context may be automatic. A final experiment explored the neural correlates of the CSD, using functional Magnetic Resonance Imaging. Parahippocampal cortex (PHC) activation (right greater than left) during incidental encoding was associated with subsequent memory of objects in the context shift condition. Greater activity in right PHC was also observed during successful recognition of objects previously presented in a scene. Finally, a subset of regions activated during scene encoding, such as bilateral PHC, was reactivated when the object was presented on a white background at retrieval. Although participants were not required to intentionally retrieve contextual information, the results suggest that PHC may reinstate visual context to mediate successful episodic memory retrieval. The CSD is attributed to automatic and obligatory binding of object and context. The results suggest that PHC is important not only for processing of scene information, but also plays a role in successful episodic memory encoding and retrieval. These findings are consistent with the view that spatial information is stored in the hippocampal complex, one of the central tenets of Multiple Trace Theory. (c) 2007 Wiley-Liss, Inc.
STS-30 onboard view of fluids experiment apparatus (FEA) equipment
1989-05-08
STS030-10-003 (4-8 May 1989) --- An overall scene of the onboard materials science project for STS-30. Seen is the fluids experiment apparatus, supported by an accompanying computer and an 8mm camcorder for its operation. Another major component of the project-- Astronaut Mary L. Cleave, who devoted a great deal of STS-30 monitoring various experiments--is out of frame.
The Effect of Transition Type in Multi-View 360° Media.
MacQuarrie, Andrew; Steed, Anthony
2018-04-01
360° images and video have become extremely popular formats for immersive displays, due in large part to the technical ease of content production. While many experiences use a single camera viewpoint, an increasing number of experiences use multiple camera locations. In such multi-view 360° media (MV360M) systems, a visual effect is required when the user transitions from one camera location to another. This effect can take several forms, such as a cut or an image-based warp, and the choice of effect may impact many aspects of the experience, including issues related to enjoyment and scene understanding. To investigate the effect of transition types on immersive MV360M experiences, a repeated-measures experiment was conducted with 31 participants. Wearing a head-mounted display, participants explored four static scenes, for which multiple 360° images and a reconstructed 3D model were available. Three transition types were examined: teleport, a linear move through a 3D model of the scene, and an image-based transition using a Möbius transformation. The metrics investigated included spatial awareness, users' movement profiles, transition preference and the subjective feeling of moving through the space. Results indicate that there was no significant difference between transition types in terms of spatial awareness, while significant differences were found for users' movement profiles, with participants taking 1.6 seconds longer to select their next location following a teleport transition. The model and Möbius transitions were significantly better in terms of creating the feeling of moving through the space. Preference was also significantly different, with model and teleport transitions being preferred over Möbius transitions. Our results indicate that trade-offs between transitions will require content creators to think carefully about what aspects they consider to be most important when producing MV360M experiences.
STS-107 Mission Highlights Resource, Part 2 of 4
NASA Technical Reports Server (NTRS)
2003-01-01
This video, Part 2 of 4, shows the activities of the STS-107 crew during flight days 4 through 7 of the Columbia orbiter's final flight. The crew consists of Commander Rick Husband, Pilot William McCool, Payload Commander Michael Anderson, Mission Specialists David Brown, Kalpana Chawla, and Laurel Clark, and Payload Specialist Ilan Ramon. During the video the crew members are at work on a variety of spaceborne experiments, such as the Laminar Soot Processes (LSP) experiment, the Mediterranean Israeli Dust Experiment (MEIDEX), international student experiments, and the Structures of Flame Balls at Low Lewis-number (SOFBALL) experiment. Other crew activities recorded on the video include exercising on a bicycle, drawing blood, and answering questions from the public. A couple of scenes on the video are narrated by Clark, including one in which she gives a tour of the SPACEHAB module in the shuttle's payload bay. The video also includes a scene in which Israeli Prime Minister Ariel Sharon addresses Ramon and the other Red Team crew members (Husband, Chawla, Clark). The Earth views shown include Saudi Arabia and the Persian Gulf; the Appalachian Mountains; Egypt, the Red Sea, and the Sinai Peninsula, and the east coast of Africa.
Drager, Kathryn; Light, Janice; Caron, Jessica Gosnell
2017-01-01
Purpose Augmentative and alternative communication (AAC) promotes communicative participation and language development for young children with complex communication needs. However, the motor, linguistic, and cognitive demands of many AAC technologies restrict young children's operational use of and influence over these technologies. The purpose of the current study is to better understand young children's participation in programming vocabulary “just in time” on an AAC application with minimized demands. Method A descriptive study was implemented to highlight the participation of 10 typically developing toddlers (M age: 16 months, range: 10–22 months) in just-in-time vocabulary programming in an AAC app with visual scene displays. Results All 10 toddlers participated in some capacity in adding new visual scene displays and vocabulary to the app just in time. Differences in participation across steps were observed, suggesting variation in the developmental demands of controls involved in vocabulary programming. Conclusions Results from the current study provide clinical insights toward involving young children in AAC programming just in time and steps that may allow for more independent participation or require more scaffolding. Technology designed to minimize motor, cognitive, and linguistic demands may allow children to participate in programming devices at a younger age. PMID:28586825
Holyfield, Christine; Drager, Kathryn; Light, Janice; Caron, Jessica Gosnell
2017-08-15
Augmentative and alternative communication (AAC) promotes communicative participation and language development for young children with complex communication needs. However, the motor, linguistic, and cognitive demands of many AAC technologies restrict young children's operational use of and influence over these technologies. The purpose of the current study is to better understand young children's participation in programming vocabulary "just in time" on an AAC application with minimized demands. A descriptive study was implemented to highlight the participation of 10 typically developing toddlers (M age: 16 months, range: 10-22 months) in just-in-time vocabulary programming in an AAC app with visual scene displays. All 10 toddlers participated in some capacity in adding new visual scene displays and vocabulary to the app just in time. Differences in participation across steps were observed, suggesting variation in the developmental demands of controls involved in vocabulary programming. Results from the current study provide clinical insights toward involving young children in AAC programming just in time and steps that may allow for more independent participation or require more scaffolding. Technology designed to minimize motor, cognitive, and linguistic demands may allow children to participate in programming devices at a younger age.
Effects of Aesthetic Chills on a Cardiac Signature of Emotionality.
Sumpf, Maria; Jentschke, Sebastian; Koelsch, Stefan
2015-01-01
Previous studies have shown that a cardiac signature of emotionality (referred to as EK, which can be computed from the standard 12 lead electrocardiogram, ECG), predicts inter-individual differences in the tendency to experience and express positive emotion. Here, we investigated whether EK values can be transiently modulated during stimulation with participant-selected music pieces and film scenes that elicit strongly positive emotion. The phenomenon of aesthetic chills, as indicated by measurable piloerection on the forearm, was used to accurately locate moments of peak emotional responses during stimulation. From 58 healthy participants, continuous EK values, heart rate, and respiratory frequency were recorded during stimulation with film scenes and music pieces, and were related to the aesthetic chills. EK values, as well as heart rate, increased significantly during moments of peak positive emotion accompanied by piloerection. These results are the first to provide evidence for an influence of momentary psychological state on a cardiac signature of emotional personality (as reflected in EK values). The possibility to modulate ECG amplitude signatures via stimulation with emotionally significant music pieces and film scenes opens up new perspectives for the use of emotional peak experiences in the therapy of disorders characterized by flattened emotionality, such as depression or schizoid personality disorder.
Effects of Aesthetic Chills on a Cardiac Signature of Emotionality
Sumpf, Maria; Jentschke, Sebastian; Koelsch, Stefan
2015-01-01
Background Previous studies have shown that a cardiac signature of emotionality (referred to as EK, which can be computed from the standard 12 lead electrocardiogram, ECG), predicts inter-individual differences in the tendency to experience and express positive emotion. Here, we investigated whether EK values can be transiently modulated during stimulation with participant-selected music pieces and film scenes that elicit strongly positive emotion. Methodology/Principal Findings The phenomenon of aesthetic chills, as indicated by measurable piloerection on the forearm, was used to accurately locate moments of peak emotional responses during stimulation. From 58 healthy participants, continuous EK values, heart rate, and respiratory frequency were recorded during stimulation with film scenes and music pieces, and were related to the aesthetic chills. EK values, as well as heart rate, increased significantly during moments of peak positive emotion accompanied by piloerection. Conclusions/Significance These results are the first to provide evidence for an influence of momentary psychological state on a cardiac signature of emotional personality (as reflected in EK values). The possibility to modulate ECG amplitude signatures via stimulation with emotionally significant music pieces and film scenes opens up new perspectives for the use of emotional peak experiences in the therapy of disorders characterized by flattened emotionality, such as depression or schizoid personality disorder. PMID:26083383
People detection in crowded scenes using active contour models
NASA Astrophysics Data System (ADS)
Sidla, Oliver
2009-01-01
The detection of pedestrians in real-world scenes is a daunting task, especially in crowded situations. Our experience over the last years has shown that active shape models (ASM) can contribute significantly to a robust pedestrian detection system. The paper starts with an overview of shape model approaches, it then explains our approach which builds on top of Eigenshape models which have been trained using real-world data. These models are placed over candidate regions and matched to image gradients using a scoring function which integrates i) point distribution, ii) local gradient orientations iii) local image gradient strengths. A matching and shape model update process is iteratively applied in order to fit the flexible models to the local image content. The weights of the scoring function have a significant impact on the ASM performance. We analyze different settings of scoring weights for gradient magnitude, relative orientation differences, distance between model and gradient in an experiment which uses real-world data. Although for only one pedestrian model in an image computation time is low, the number of necessary processing cycles which is needed to track many people in crowded scenes can become the bottleneck in a real-time application. We describe the measures which have been taken in order to improve the speed of the ASM implementation and make it real-time capable.
The probability of object-scene co-occurrence influences object identification processes.
Sauvé, Geneviève; Harmand, Mariane; Vanni, Léa; Brodeur, Mathieu B
2017-07-01
Contextual information allows the human brain to make predictions about the identity of objects that might be seen and irregularities between an object and its background slow down perception and identification processes. Bar and colleagues modeled the mechanisms underlying this beneficial effect suggesting that the brain stocks information about the statistical regularities of object and scene co-occurrence. Their model suggests that these recurring regularities could be conceptualized along a continuum in which the probability of seeing an object within a given scene can be high (probable condition), moderate (improbable condition) or null (impossible condition). In the present experiment, we propose to disentangle the electrophysiological correlates of these context effects by directly comparing object-scene pairs found along this continuum. We recorded the event-related potentials of 30 healthy participants (18-34 years old) and analyzed their brain activity in three time windows associated with context effects. We observed anterior negativities between 250 and 500 ms after object onset for the improbable and impossible conditions (improbable more negative than impossible) compared to the probable condition as well as a parieto-occipital positivity (improbable more positive than impossible). The brain may use different processing pathways to identify objects depending on whether the probability of co-occurrence with the scene is moderate (rely more on top-down effects) or null (rely more on bottom-up influences). The posterior positivity could index error monitoring aimed to ensure that no false information is integrated into mental representations of the world.
STS-34 Onboard 16mm Photography Quick Release
NASA Technical Reports Server (NTRS)
1989-01-01
This video features scenes shot by the crew of onboard activities including Galileo deploy, Shuttle Solar Backscatter Ultraviolet (SSBUV) student experiments, other activities on the flight deck and middeck, and Earth and payload bay views.
[STS-31 Onboard 16mm Photography Quick Release]. [Onboard Activities
NASA Technical Reports Server (NTRS)
1990-01-01
This video features scenes shot by the crew of onboard activities including Hubble Space Telescope deploy, remote manipulator system (RMS) checkout, flight deck and middeck experiments, and Earth and payload bay views.
How Schools Can Support Children Who Experience Loss and Death
ERIC Educational Resources Information Center
Holland, John
2008-01-01
Scenes of public grieving such as followed the death of Princess Diana bear little resemblance to the "taboo" status of death and bereavement at an individual level. For schools and the support services with whom they work, responding to pupils' experiences of loss and death, especially of parents, is challenging. This paper draws on…
Employing the Disadvantaged: Inland Steel's Experience.
ERIC Educational Resources Information Center
Campbell, Ralph
1969-01-01
Among the various approaches used by the Inland Steel Company in training ghetto youth for jobs, greatest promise has been shown by the Work Experience and Training Program initiated in 1965 at the Joseph T. Ryerson and Son plant, an Inland subsidiary located in the Lawndale (West Side) area of Chicago near the scene of the 1966 riots. Results…
Working memory capacity of biological movements predicts empathy traits.
Gao, Zaifeng; Ye, Tian; Shen, Mowei; Perry, Anat
2016-04-01
Working memory (WM) and empathy are core issues in cognitive and social science, respectively. However, no study so far has explored the relationship between these two constructs. Considering that empathy takes place based on the others' observed experiences, which requires extracting the observed dynamic scene into WM and forming a coherent representation, we hypothesized that a sub-type of WM capacity, i.e., WM for biological movements (BM), should predict one's empathy level. Therefore, WM capacity was measured for three distinct types of stimuli in a change detection task: BM of human beings (BM; Experiment 1), movements of rectangles (Experiment 2), and static colors (Experiment 3). The first two stimuli were dynamic and shared one WM buffer which differed from the WM buffer for colors; yet only the BM conveyed social information. We found that BM-WM capacity was positively correlated with both cognitive and emotional empathy, with no such correlations for WM capacity of movements of rectangles or of colors. Thus, the current study is the first to provide evidence linking a specific buffer of WM and empathy, and highlights the necessity for considering different WM capacities in future social and clinical research.
ERIC Educational Resources Information Center
Altmann, Gerry T.M.; Kamide, Yuki
2007-01-01
Two experiments explored the representational basis for anticipatory eye movements. Participants heard "the man will drink ..." or "the man has drunk ..." (Experiment 1) or "the man will drink all of ..." or "the man has drunk all of ..." (Experiment 2). They viewed a concurrent scene depicting a full glass of beer and an empty wine glass (amongst…
Donai, Jeremy J; Halbritter, Rachel M
The purpose of this study was to investigate the ability of normal-hearing listeners to use high-frequency energy for gender identification from naturally produced speech signals. Two experiments were conducted using a repeated-measures design. Experiment 1 investigated the effects of increasing high-pass filter cutoff (i.e., increasing the low-frequency spectral limit) on gender identification from naturally produced vowel segments. Experiment 2 studied the effects of increasing high-pass filter cutoff on gender identification from naturally produced sentences. Confidence ratings for the gender identification task were also obtained for both experiments. Listeners in experiment 1 were capable of extracting talker gender information at levels significantly above chance from vowel segments high-pass filtered up to 8.5 kHz. Listeners in experiment 2 also performed above chance on the gender identification task from sentences high-pass filtered up to 12 kHz. Cumulatively, the results of both experiments provide evidence that normal-hearing listeners can utilize information from the very high-frequency region (above 4 to 5 kHz) of the speech signal for talker gender identification. These findings are at variance with current assumptions regarding the perceptual information regarding talker gender within this frequency region. The current results also corroborate and extend previous studies of the use of high-frequency speech energy for perceptual tasks. These findings have potential implications for the study of information contained within the high-frequency region of the speech spectrum and the role this region may play in navigating the auditory scene, particularly when the low-frequency portion of the spectrum is masked by environmental noise sources or for listeners with substantial hearing loss in the low-frequency region and better hearing sensitivity in the high-frequency region (i.e., reverse slope hearing loss).
Selective entrainment of brain oscillations drives auditory perceptual organization.
Costa-Faidella, Jordi; Sussman, Elyse S; Escera, Carles
2017-10-01
Perceptual sound organization supports our ability to make sense of the complex acoustic environment, to understand speech and to enjoy music. However, the neuronal mechanisms underlying the subjective experience of perceiving univocal auditory patterns that can be listened to, despite hearing all sounds in a scene, are poorly understood. We hereby investigated the manner in which competing sound organizations are simultaneously represented by specific brain activity patterns and the way attention and task demands prime the internal model generating the current percept. Using a selective attention task on ambiguous auditory stimulation coupled with EEG recordings, we found that the phase of low-frequency oscillatory activity dynamically tracks multiple sound organizations concurrently. However, whereas the representation of ignored sound patterns is circumscribed to auditory regions, large-scale oscillatory entrainment in auditory, sensory-motor and executive-control network areas reflects the active perceptual organization, thereby giving rise to the subjective experience of a unitary percept. Copyright © 2017 Elsevier Inc. All rights reserved.
Kanda, Hideyuki; Okamura, Tomonori; Turin, Tanvir Chowdhury; Hayakawa, Takehito; Kadowaki, Takashi; Ueshima, Hirotsugu
2006-06-01
Japanese serial television dramas are becoming very popular overseas, particularly in other Asian countries. Exposure to smoking scenes in movies and television dramas has been known to trigger initiation of habitual smoking in young people. Smoking scenes in Japanese dramas may affect the smoking behavior of many young Asians. We examined smoking scenes and smoking-related items in serial television dramas targeting young audiences in Japan during the same season in two consecutive years. Fourteen television dramas targeting the young audience broadcast between July and September in 2001 and 2002 were analyzed. A total of 136 h 42 min of television programs were divided into unit scenes of 3 min (a total of 2734 unit scenes). All the unit scenes were reviewed for smoking scenes and smoking-related items. Of the 2734 3-min unit scenes, 205 (7.5%) were actual smoking scenes and 387 (14.2%) depicted smoking environments with the presence of smoking-related items, such as ash trays. In 185 unit scenes (90.2% of total smoking scenes), actors were shown smoking. Actresses were less frequently shown smoking (9.8% of total smoking scenes). Smoking characters in dramas were in the 20-49 age group in 193 unit scenes (94.1% of total smoking scenes). In 96 unit scenes (46.8% of total smoking scenes), at least one non-smoker was present in the smoking scenes. The smoking locations were mainly indoors, including offices, restaurants and homes (122 unit scenes, 59.6%). The most common smoking-related items shown were ash trays (in 45.5% of smoking-item-related scenes) and cigarettes (in 30.2% of smoking-item-related scenes). Only 3 unit scenes (0.1 % of all scenes) promoted smoking prohibition. This was a descriptive study to examine the nature of smoking scenes observed in Japanese television dramas from a public health perspective.
ERIC Educational Resources Information Center
AV Magazine, 1996
1996-01-01
This journal features articles covering various aspects of dissection. "Biology--The Study of Life" (George Russell) offers students experiments that do not require using invasive procedures. "Animal Cruelty--Behind the Scenes" (Zoe Weil) describes sources of laboratory animals. "Doing without Dissection" (Juliana…
Interactive imagery and colour in paired-associate learning.
Wilton, Richard N
2006-01-01
In four experiments participants were instructed to imagine scenes that described either an animal interacting with a coloured object or scenes in which the animal and coloured object were independent of each other. Participants were then given the name of the animal and required to select the name of the object and its colour. The results showed that the classic interactive imagery effect was greater for the selection of the name of the object than it was for colour. In Experiments 2, 3, and 4, additional measures were taken which suggest that the effect for colour is dependent upon the retrieval of other features of the object (e.g., its form). Thus it is argued that there is no primary interactive imagery effect for colour. The results were predicted by a version of the shared information hypothesis. The implications of the results for alternative theories are also considered.
The Dark Side of Context: Context Reinstatement Can Distort Memory.
Doss, Manoj K; Picart, Jamila K; Gallo, David A
2018-04-01
It is widely assumed that context reinstatement benefits memory, but our experiments revealed that context reinstatement can systematically distort memory. Participants viewed pictures of objects superimposed over scenes, and we later tested their ability to differentiate these old objects from similar new objects. Context reinstatement was manipulated by presenting objects on the reinstated or switched scene at test. Not only did context reinstatement increase correct recognition of old objects, but it also consistently increased incorrect recognition of similar objects as old ones. This false recognition effect was robust, as it was found in several experiments, occurred after both immediate and delayed testing, and persisted with high confidence even after participants were warned to avoid the distorting effects of context. To explain this memory illusion, we propose that context reinstatement increases the likelihood of confusing conceptual and perceptual information, potentially in medial temporal brain regions that integrate this information.
Attention, Awareness, and the Perception of Auditory Scenes
Snyder, Joel S.; Gregg, Melissa K.; Weintraub, David M.; Alain, Claude
2011-01-01
Auditory perception and cognition entails both low-level and high-level processes, which are likely to interact with each other to create our rich conscious experience of soundscapes. Recent research that we review has revealed numerous influences of high-level factors, such as attention, intention, and prior experience, on conscious auditory perception. And recently, studies have shown that auditory scene analysis tasks can exhibit multistability in a manner very similar to ambiguous visual stimuli, presenting a unique opportunity to study neural correlates of auditory awareness and the extent to which mechanisms of perception are shared across sensory modalities. Research has also led to a growing number of techniques through which auditory perception can be manipulated and even completely suppressed. Such findings have important consequences for our understanding of the mechanisms of perception and also should allow scientists to precisely distinguish the influences of different higher-level influences. PMID:22347201
Conceptual short term memory in perception and thought.
Potter, Mary C
2012-01-01
Conceptual short term memory (CSTM) is a theoretical construct that provides one answer to the question of how perceptual and conceptual processes are related. CSTM is a mental buffer and processor in which current perceptual stimuli and their associated concepts from long term memory (LTM) are represented briefly, allowing meaningful patterns or structures to be identified (Potter, 1993, 1999, 2009). CSTM is different from and complementary to other proposed forms of working memory: it is engaged extremely rapidly, has a large but ill-defined capacity, is largely unconscious, and is the basis for the unreflective understanding that is characteristic of everyday experience. The key idea behind CSTM is that most cognitive processing occurs without review or rehearsal of material in standard working memory and with little or no conscious reasoning. When one perceives a meaningful stimulus such as a word, picture, or object, it is rapidly identified at a conceptual level and in turn activates associated information from LTM. New links among concurrently active concepts are formed in CSTM, shaped by parsing mechanisms of language or grouping principles in scene perception and by higher-level knowledge and current goals. The resulting structure represents the gist of a picture or the meaning of a sentence, and it is this structure that we are conscious of and that can be maintained in standard working memory and consolidated into LTM. Momentarily activated information that is not incorporated into such structures either never becomes conscious or is rapidly forgotten. This whole cycle - identification of perceptual stimuli, memory recruitment, structuring, consolidation in LTM, and forgetting of non-structured material - may occur in less than 1 s when viewing a pictured scene or reading a sentence. The evidence for such a process is reviewed and its implications for the relation of perception and cognition are discussed.
Self-contained image mapping of placental vasculature in 3D ultrasound-guided fetoscopy.
Yang, Liangjing; Wang, Junchen; Ando, Takehiro; Kubota, Akihiro; Yamashita, Hiromasa; Sakuma, Ichiro; Chiba, Toshio; Kobayashi, Etsuko
2016-09-01
Surgical navigation technology directed at fetoscopic procedures is relatively underdeveloped compared with other forms of endoscopy. The narrow fetoscopic field of views and the vast vascular network on the placenta make examination and photocoagulation treatment of twin-to-twin transfusion syndrome challenging. Though ultrasonography is used for intraoperative guidance, its navigational ability is not fully exploited. This work aims to integrate 3D ultrasound imaging and endoscopic vision seamlessly for placental vasculature mapping through a self-contained framework without external navigational devices. This is achieved through development, integration, and experimentation of novel navigational modules. Firstly, a framework design that addresses the current limitations based on identified gaps is conceptualized. Secondly, integration of navigational modules including (1) ultrasound-based localization, (2) image alignment, and (3) vision-based tracking to update the scene texture map is implemented. This updated texture map is projected to an ultrasound-constructed 3D model for photorealistic texturing of the 3D scene creating a panoramic view of the moving fetoscope. In addition, a collaborative scheme for the integration of the modular workflow system is proposed to schedule updates in a systematic fashion. Finally, experiments are carried out to evaluate each modular variation and an integrated collaborative scheme of the framework. The modules and the collaborative scheme are evaluated through a series of phantom experiments with controlled trajectories for repeatability. The collaborative framework demonstrated the best accuracy (5.2 % RMS error) compared with all the three single-module variations during the experiment. Validation on an ex vivo monkey placenta shows visual continuity of the freehand fetoscopic panorama. The proposed developed collaborative framework and the evaluation study of the framework variations provide analytical insights for effective integration of ultrasonography and endoscopy. This contributes to the development of navigation techniques in fetoscopic procedures and can potentially be extended to other applications in intraoperative imaging.
High resolution satellite observations of mesoscale oceanography in the Tasman Sea, 1978 - 1979
NASA Technical Reports Server (NTRS)
Nilsson, C. S.; Andrews, J. C.; Hornibrook, M.; Latham, A. R.; Speechley, G. C.; Scully-Power, P. (Principal Investigator)
1982-01-01
Of the Nearly 1000 standard infrared photographic images received, 273 images were on computer compatible tape. It proved necessary to digitally enhance the scene contrast to cover only a select few degrees K over the photographic grey scale appropriate to the scene-specific range of sea surface temperature (SST). Some 178 images were so enhanced. Comparison with sea truth show that SST, as seen by satellite, provides a good guide to the ocean currents and eddies off East Australia, both in summer and winter. This is in contrast, particularly in summer, to SST mapped by surface survey, which usually lacks the necessary spatial resolution.
Constructing, Perceiving, and Maintaining Scenes: Hippocampal Activity and Connectivity
Zeidman, Peter; Mullally, Sinéad L.; Maguire, Eleanor A.
2015-01-01
In recent years, evidence has accumulated to suggest the hippocampus plays a role beyond memory. A strong hippocampal response to scenes has been noted, and patients with bilateral hippocampal damage cannot vividly recall scenes from their past or construct scenes in their imagination. There is debate about whether the hippocampus is involved in the online processing of scenes independent of memory. Here, we investigated the hippocampal response to visually perceiving scenes, constructing scenes in the imagination, and maintaining scenes in working memory. We found extensive hippocampal activation for perceiving scenes, and a circumscribed area of anterior medial hippocampus common to perception and construction. There was significantly less hippocampal activity for maintaining scenes in working memory. We also explored the functional connectivity of the anterior medial hippocampus and found significantly stronger connectivity with a distributed set of brain areas during scene construction compared with scene perception. These results increase our knowledge of the hippocampus by identifying a subregion commonly engaged by scenes, whether perceived or constructed, by separating scene construction from working memory, and by revealing the functional network underlying scene construction, offering new insights into why patients with hippocampal lesions cannot construct scenes. PMID:25405941
An Improved Text Localization Method for Natural Scene Images
NASA Astrophysics Data System (ADS)
Jiang, Mengdi; Cheng, Jianghua; Chen, Minghui; Ku, Xishu
2018-01-01
In order to extract text information effectively from natural scene image with complex background, multi-orientation perspective and multilingual languages, we present a new method based on the improved Stroke Feature Transform (SWT). Firstly, The Maximally Stable Extremal Region (MSER) method is used to detect text candidate regions. Secondly, the SWT algorithm is used in the candidate regions, which can improve the edge detection compared with tradition SWT method. Finally, the Frequency-tuned (FT) visual saliency is introduced to remove non-text candidate regions. The experiment results show that, the method can achieve good robustness for complex background with multi-orientation perspective, various characters and font sizes.
Rotation and direction judgment from visual images head-slaved in two and three degrees-of-freedom.
Adelstein, B D; Ellis, S R
2000-03-01
The contribution to spatial awareness of adding a roll degree-of-freedom (DOF) to telepresence camera platform yaw and pitch was examined in an experiment where subjects judged direction and rotation of stationary target markers in a remote scene. Subjects viewed the scene via head-slaved camera images in a head-mounted display. Elimination of the roll DOF affected rotation judgment, but only at extreme yaw and pitch combinations, and did not affect azimuth and elevation judgement. Systematic azimuth overshoot occurred regardless of roll condition. Observed rotation misjudgments are explained by kinematic models for eye-head direction of gaze.
Familiar real-world spatial cues provide memory benefits in older and younger adults.
Robin, Jessica; Moscovitch, Morris
2017-05-01
Episodic memory, future thinking, and memory for scenes have all been proposed to rely on the hippocampus, and evidence suggests that these all decline in healthy aging. Despite this age-related memory decline, studies examining the effects of context reinstatement on episodic memory have demonstrated that reinstating elements of the encoding context of an event leads to better memory retrieval in both younger and older adults. The current study was designed to test whether more familiar, real-world contexts, such as locations that participants visited often, would improve the detail richness and vividness of memory for scenes, autobiographical events, and imagination of future events in young and older adults. The predicted age-related decline in internal details across all 3 conditions was accompanied by persistent effects of contextual familiarity, in which a more familiar spatial context led to increased detail and vividness of remembered scenes, autobiographical events, and, to some extent, imagined future events. This study demonstrates that autobiographical memory, imagination of the future, and scene memory are similarly affected by aging, and all benefit from being associated with more familiar (real-world) contexts, illustrating the stability of contextual reinstatement effects on memory throughout the life span. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
A Low-Signal-to-Noise-Ratio Sensor Framework Incorporating Improved Nighttime Capabilities in DIRSIG
NASA Astrophysics Data System (ADS)
Rizzuto, Anthony P.
When designing new remote sensing systems, it is difficult to make apples-to-apples comparisons between designs because of the number of sensor parameters that can affect the final image. Using synthetic imagery and a computer sensor model allows for comparisons to be made between widely different sensor designs or between competing design parameters. Little work has been done in fully modeling low-SNR systems end-to-end for these types of comparisons. Currently DIRSIG has limited capability to accurately model nighttime scenes under new moon conditions or near large cities. An improved DIRSIG scene modeling capability is presented that incorporates all significant sources of nighttime radiance, including new models for urban glow and airglow, both taken from the astronomy community. A low-SNR sensor modeling tool is also presented that accounts for sensor components and noise sources to generate synthetic imagery from a DIRSIG scene. The various sensor parameters that affect SNR are discussed, and example imagery is shown with the new sensor modeling tool. New low-SNR detectors have recently been designed and marketed for remote sensing applications. A comparison of system parameters for a state-of-the-art low-SNR sensor is discussed, and a sample design trade study is presented for a hypothetical scene and sensor.
Content Representation in the Human Medial Temporal Lobe
Liang, Jackson C.; Wagner, Anthony D.
2013-01-01
Current theories of medial temporal lobe (MTL) function focus on event content as an important organizational principle that differentiates MTL subregions. Perirhinal and parahippocampal cortices may play content-specific roles in memory, whereas hippocampal processing is alternately hypothesized to be content specific or content general. Despite anatomical evidence for content-specific MTL pathways, empirical data for content-based MTL subregional dissociations are mixed. Here, we combined functional magnetic resonance imaging with multiple statistical approaches to characterize MTL subregional responses to different classes of novel event content (faces, scenes, spoken words, sounds, visual words). Univariate analyses revealed that responses to novel faces and scenes were distributed across the anterior–posterior axis of MTL cortex, with face responses distributed more anteriorly than scene responses. Moreover, multivariate pattern analyses of perirhinal and parahippocampal data revealed spatially organized representational codes for multiple content classes, including nonpreferred visual and auditory stimuli. In contrast, anterior hippocampal responses were content general, with less accurate overall pattern classification relative to MTL cortex. Finally, posterior hippocampal activation patterns consistently discriminated scenes more accurately than other forms of content. Collectively, our findings indicate differential contributions of MTL subregions to event representation via a distributed code along the anterior–posterior axis of MTL that depends on the nature of event content. PMID:22275474
Research on Visualization of Ground Laser Radar Data Based on Osg
NASA Astrophysics Data System (ADS)
Huang, H.; Hu, C.; Zhang, F.; Xue, H.
2018-04-01
Three-dimensional (3D) laser scanning is a new advanced technology integrating light, machine, electricity, and computer technologies. It can conduct 3D scanning to the whole shape and form of space objects with high precision. With this technology, you can directly collect the point cloud data of a ground object and create the structure of it for rendering. People use excellent 3D rendering engine to optimize and display the 3D model in order to meet the higher requirements of real time realism rendering and the complexity of the scene. OpenSceneGraph (OSG) is an open source 3D graphics engine. Compared with the current mainstream 3D rendering engine, OSG is practical, economical, and easy to expand. Therefore, OSG is widely used in the fields of virtual simulation, virtual reality, science and engineering visualization. In this paper, a dynamic and interactive ground LiDAR data visualization platform is constructed based on the OSG and the cross-platform C++ application development framework Qt. In view of the point cloud data of .txt format and the triangulation network data file of .obj format, the functions of 3D laser point cloud and triangulation network data display are realized. It is proved by experiments that the platform is of strong practical value as it is easy to operate and provides good interaction.
Steady-state visual evoked potentials as a research tool in social affective neuroscience
Wieser, Matthias J.; Miskovic, Vladimir; Keil, Andreas
2017-01-01
Like many other primates, humans place a high premium on social information transmission and processing. One important aspect of this information concerns the emotional state of other individuals, conveyed by distinct visual cues such as facial expressions, overt actions, or by cues extracted from the situational context. A rich body of theoretical and empirical work has demonstrated that these socio-emotional cues are processed by the human visual system in a prioritized fashion, in the service of optimizing social behavior. Furthermore, socio-emotional perception is highly dependent on situational contexts and previous experience. Here, we review current issues in this area of research and discuss the utility of the steady-state visual evoked potential (ssVEP) technique for addressing key empirical questions. Methodological advantages and caveats are discussed with particular regard to quantifying time-varying competition among multiple perceptual objects, trial-by-trial analysis of visual cortical activation, functional connectivity, and the control of low-level stimulus features. Studies on facial expression and emotional scene processing are summarized, with an emphasis on viewing faces and other social cues in emotional contexts, or when competing with each other. Further, because the ssVEP technique can be readily accommodated to studying the viewing of complex scenes with multiple elements, it enables researchers to advance theoretical models of socio-emotional perception, based on complex, quasi-naturalistic viewing situations. PMID:27699794
Evaluation of Landscape Structure Using AVIRIS Quicklooks and Ancillary Data
NASA Technical Reports Server (NTRS)
Sanderson, Eric W.; Ustin, Susan L.
1998-01-01
Currently the best tool for examining landscape structure is remote sensing, because remotely sensed data provide complete and repeatable coverage over landscapes in many climatic regimes. Many sensors, with a variety of spatial scales and temporal repeat cycles, are available. The Airborne Visible/Infrared Imaging Spectrometer (AVIRIS) has imaged over 4000 scenes from over 100 different sites throughout North America. For each of these scenes, one-band "quicklook" images have been produced for review by AVIRIS investigators. These quicklooks are free, publicly available over the Internet, and provide the most complete set of landscape structure data yet produced. This paper describes the methodologies used to evaluate the landscape structure of quicklooks and generate corresponding datasets for climate, topography and land use. A brief discussion of preliminary results is included at the end. Since quicklooks correspond exactly to their parent AVIRIS scenes, the methods used to derive climate, topography and land use data should be applicable to any AVIRIS analysis.
Interactive object modelling based on piecewise planar surface patches.
Prankl, Johann; Zillich, Michael; Vincze, Markus
2013-06-01
Detecting elements such as planes in 3D is essential to describe objects for applications such as robotics and augmented reality. While plane estimation is well studied, table-top scenes exhibit a large number of planes and methods often lock onto a dominant plane or do not estimate 3D object structure but only homographies of individual planes. In this paper we introduce MDL to the problem of incrementally detecting multiple planar patches in a scene using tracked interest points in image sequences. Planar patches are reconstructed and stored in a keyframe-based graph structure. In case different motions occur, separate object hypotheses are modelled from currently visible patches and patches seen in previous frames. We evaluate our approach on a standard data set published by the Visual Geometry Group at the University of Oxford [24] and on our own data set containing table-top scenes. Results indicate that our approach significantly improves over the state-of-the-art algorithms.
Photorealistic scene presentation: virtual video camera
NASA Astrophysics Data System (ADS)
Johnson, Michael J.; Rogers, Joel Clark W.
1994-07-01
This paper presents a low cost alternative for presenting photo-realistic imagery during the final approach, which often is a peak workload phase of flight. The method capitalizes on `a priori' information. It accesses out-the-window `snapshots' from a mass storage device, selecting the snapshots that deliver the best match for a given aircraft position and runway scene. It then warps the snapshots to align them more closely with the current viewpoint. The individual snapshots, stored as highly compressed images, are decompressed and interpolated to produce a `clear-day' video stream. The paper shows how this warping, when combined with other compression methods, saves considerable amounts of storage; compression factors from 1000 to 3000 were achieved. Thus, a CD-ROM today can store reference snapshots for thousands of different runways. Dynamic scene elements not present in the snapshot database can be inserted as separate symbolic or pictorial images. When underpinned by an appropriate suite of sensor technologies, the methods discussed indicate an all-weather virtual video camera is possible.
Computer 3D site model generation based on aerial images
NASA Astrophysics Data System (ADS)
Zheltov, Sergey Y.; Blokhinov, Yuri B.; Stepanov, Alexander A.; Skryabin, Sergei V.; Sibiriakov, Alexandre V.
1997-07-01
The technology for 3D model design of real world scenes and its photorealistic rendering are current topics of investigation. Development of such technology is very attractive to implement in vast varieties of applications: military mission planning, crew training, civil engineering, architecture, virtual reality entertainments--just a few were mentioned. 3D photorealistic models of urban areas are often discussed now as upgrade from existing 2D geographic information systems. Possibility of site model generation with small details depends on two main factors: available source dataset and computer power resources. In this paper PC based technology is presented, so the scenes of middle resolution (scale of 1:1000) be constructed. Types of datasets are the gray level aerial stereo pairs of photographs (scale of 1:14000) and true color on ground photographs of buildings (scale ca.1:1000). True color terrestrial photographs are also necessary for photorealistic rendering, that in high extent improves human perception of the scene.
Interactive object modelling based on piecewise planar surface patches☆
Prankl, Johann; Zillich, Michael; Vincze, Markus
2013-01-01
Detecting elements such as planes in 3D is essential to describe objects for applications such as robotics and augmented reality. While plane estimation is well studied, table-top scenes exhibit a large number of planes and methods often lock onto a dominant plane or do not estimate 3D object structure but only homographies of individual planes. In this paper we introduce MDL to the problem of incrementally detecting multiple planar patches in a scene using tracked interest points in image sequences. Planar patches are reconstructed and stored in a keyframe-based graph structure. In case different motions occur, separate object hypotheses are modelled from currently visible patches and patches seen in previous frames. We evaluate our approach on a standard data set published by the Visual Geometry Group at the University of Oxford [24] and on our own data set containing table-top scenes. Results indicate that our approach significantly improves over the state-of-the-art algorithms. PMID:24511219
NASA Astrophysics Data System (ADS)
Tarduno, J. A.; Walders, K.; Bono, R. K.; Pelz, J.; Jacobs, R.
2015-12-01
A course centered on experience-based learning in field geology has been offered ten times at the University of Rochester. The centerpiece of the course is a 10-day field excursion to California featuring a broad cross-section of the geology of the state, from the San Andreas Fault to Death Valley. Here we describe results from a large-scale eye-tracking experiment aimed at understanding how experts and novices acquire visual geologic information. One ultimate goal of the project is to determine whether expert gaze patterns can be quantified to improve the instruction of beginning geology students. Another goal is to determine if aspects of the field experience can be transferred to the classroom/laboratory. Accordingly, ultra-high resolution segmented panoramic images have been collected at key sites visited during the field excursion. We have found that strict controls are needed in the field to obtain meaningful data; this often involves behavior atypical of geologists (e.g. limiting the field of view prior to data collection and placing time limits on scene viewing). Nevertheless some general conclusions can be made from a select data set. After an initial quick search, experts tend to exhibit scanning behavior that appears to support hypothesis testing. Novice fixations appear to define a scattered search pattern and/or one distracted by geologic noise in a scene. Noise sources include modern erosion features and vegetation. One way to quantify noise is through the use of saliency maps. With the caveat that our expert data set is small, our preliminary analysis suggests that experts tend to exhibit top-down behavior (indicating hypothesis driven responses) whereas novices show bottom-up gaze patterns, influenced by more salient features in a scene. We will present examples and discuss how these observations might be used to improve instruction.
A comparison of viewer reactions to outdoor scenes and photographs of those scenes
Elwood, Jr. Shafer; Thomas A. Richards; Thomas A. Richards
1974-01-01
A color-slide projection or photograph can be used to determine reactions to an actual scene if the presentation adequately includes most of the elements in the scene. Eight kinds of scenes were subjected to three different types of presentation: (A) viewing. the actual scenes, (B) viewing color slides of the scenes, and (C) viewing color photographs of the scenes. For...
A High-Fidelity Virtual Environment for the Study of Paranoia
Broome, Matthew R.; Zányi, Eva; Selmanovic, Elmedin; Czanner, Silvester; Birchwood, Max; Chalmers, Alan; Singh, Swaran P.
2013-01-01
Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists. PMID:24455255
Planarity constrained multi-view depth map reconstruction for urban scenes
NASA Astrophysics Data System (ADS)
Hou, Yaolin; Peng, Jianwei; Hu, Zhihua; Tao, Pengjie; Shan, Jie
2018-05-01
Multi-view depth map reconstruction is regarded as a suitable approach for 3D generation of large-scale scenes due to its flexibility and scalability. However, there are challenges when this technique is applied to urban scenes where apparent man-made regular shapes may present. To address this need, this paper proposes a planarity constrained multi-view depth (PMVD) map reconstruction method. Starting with image segmentation and feature matching for each input image, the main procedure is iterative optimization under the constraints of planar geometry and smoothness. A set of candidate local planes are first generated by an extended PatchMatch method. The image matching costs are then computed and aggregated by an adaptive-manifold filter (AMF), whereby the smoothness constraint is applied to adjacent pixels through belief propagation. Finally, multiple criteria are used to eliminate image matching outliers. (Vertical) aerial images, oblique (aerial) images and ground images are used for qualitative and quantitative evaluations. The experiments demonstrated that the PMVD outperforms the popular multi-view depth map reconstruction with an accuracy two times better for the aerial datasets and achieves an outcome comparable to the state-of-the-art for ground images. As expected, PMVD is able to preserve the planarity for piecewise flat structures in urban scenes and restore the edges in depth discontinuous areas.
Evaluating white LEDs for outdoor landscape lighting application
NASA Astrophysics Data System (ADS)
Shakir, Insiya; Narendran, Nadarajah
2002-11-01
A laboratory experiment was conducted to understand the acceptability of different white light emitting diodes (LEDs) for outdoor landscape lighting. The study used a scaled model setup. The scene was designed to replicate the exterior of a typical upscale suburban restaurant including the exterior facade of the building, an approach with steps, and a garden. The lighting was designed to replicate light levels commonly found in nighttime outdoor conditions. The model had a central dividing partition with symmetrical scenes on both sides for side-by-side evaluations of the two scenes with different light sources. While maintaining equal luminance levels and distribution between the two scenes, four types of light sources were evaluated. These include, halogen, phosphor white LED, and two white light systems using RGB LEDs. These light sources were tested by comparing two sources at a time placed side-by-side and by individual assessment of each lighting condition. The results showed that the RGB LEDs performed equal or better than the most widely used halogen light source in this given setting. A majority of the subjects found slightly dimmer ambient lighting to be more typical for restaurants and therefore found RGB LED and halogen light sources to be more inviting. The phosphor white LEDs made the space look brighter, however a majority of the subjects disliked them.
A high-fidelity virtual environment for the study of paranoia.
Broome, Matthew R; Zányi, Eva; Hamborg, Thomas; Selmanovic, Elmedin; Czanner, Silvester; Birchwood, Max; Chalmers, Alan; Singh, Swaran P
2013-01-01
Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.
The Hip-Hop club scene: Gender, grinding and sex.
Muñoz-Laboy, Miguel; Weinstein, Hannah; Parker, Richard
2007-01-01
Hip-Hop culture is a key social medium through which many young men and women from communities of colour in the USA construct their gender. In this study, we focused on the Hip-Hop club scene in New York City with the intention of unpacking narratives of gender dynamics from the perspective of young men and women, and how these relate to their sexual experiences. We conducted a three-year ethnographic study that included ethnographic observations of Hip-Hop clubs and their social scene, and in-depth interviews with young men and young women aged 15-21. This paper describes how young people negotiate gender relations on the dance floor of Hip-Hop clubs. The Hip-Hop club scene represents a context or setting where young men's masculinities are contested by the social environment, where women challenge hypermasculine privilege and where young people can set the stage for what happens next in their sexual and emotional interactions. Hip-Hop culture therefore provides a window into the gender and sexual scripts of many urban minority youth. A fuller understanding of these patterns can offer key insights into the social construction of sexual risk, as well as the possibilities for sexual health promotion, among young people in urban minority populations.
Detecting temporal changes in acoustic scenes: The variable benefit of selective attention.
Demany, Laurent; Bayle, Yann; Puginier, Emilie; Semal, Catherine
2017-09-01
Four experiments investigated change detection in acoustic scenes consisting of a sum of five amplitude-modulated pure tones. As the tones were about 0.7 octave apart and were amplitude-modulated with different frequencies (in the range 2-32 Hz), they were perceived as separate streams. Listeners had to detect a change in the frequency (experiments 1 and 2) or the shape (experiments 3 and 4) of the modulation of one of the five tones, in the presence of an informative cue orienting selective attention either before the scene (pre-cue) or after it (post-cue). The changes left intensity unchanged and were not detectable in the spectral (tonotopic) domain. Performance was much better with pre-cues than with post-cues. Thus, change deafness was manifest in the absence of an appropriate focusing of attention when the change occurred, even though the streams and the changes to be detected were acoustically very simple (in contrast to the conditions used in previous demonstrations of change deafness). In one case, the results were consistent with a model based on the assumption that change detection was possible if and only if attention was endogenously focused on a single tone. However, it was also found that changes resulting in a steepening of amplitude rises were to some extent able to draw attention exogenously. Change detection was not markedly facilitated when the change produced a discontinuity in the modulation domain, contrary to what could be expected from the perspective of predictive coding. Copyright © 2017 Elsevier B.V. All rights reserved.
Saliency-Guided Detection of Unknown Objects in RGB-D Indoor Scenes.
Bao, Jiatong; Jia, Yunyi; Cheng, Yu; Xi, Ning
2015-08-27
This paper studies the problem of detecting unknown objects within indoor environments in an active and natural manner. The visual saliency scheme utilizing both color and depth cues is proposed to arouse the interests of the machine system for detecting unknown objects at salient positions in a 3D scene. The 3D points at the salient positions are selected as seed points for generating object hypotheses using the 3D shape. We perform multi-class labeling on a Markov random field (MRF) over the voxels of the 3D scene, combining cues from object hypotheses and 3D shape. The results from MRF are further refined by merging the labeled objects, which are spatially connected and have high correlation between color histograms. Quantitative and qualitative evaluations on two benchmark RGB-D datasets illustrate the advantages of the proposed method. The experiments of object detection and manipulation performed on a mobile manipulator validate its effectiveness and practicability in robotic applications.
Narrative comprehension and production in children with SLI: An eye movement study
ANDREU, LLORENÇ; SANZ-TORRENT, MONICA; OLMOS, JOAN GUÀRDIA; MACWHINNEY, BRIAN
2014-01-01
This study investigates narrative comprehension and production in children with specific language impairment (SLI). Twelve children with SLI (mean age 5; 8 years) and 12 typically developing children (mean age 5; 6 years) participated in an eye-tracking experiment designed to investigate online narrative comprehension and production in Catalan- and Spanish-speaking children with SLI. The comprehension task involved the recording of eye movements during the visual exploration of successive scenes in a story, while listening to the associated narrative. With regard to production, the children were asked to retell the story, while once again looking at the scenes, as their eye movements were monitored. During narrative production, children with SLI look at the most semantically relevant areas of the scenes fewer times than their age-matched controls, but no differences were found in narrative comprehension. Moreover, the analyses of speech productions revealed that children with SLI retained less information and made more semantic and syntactic errors during retelling. Implications for theories that characterize SLI are discussed. PMID:21453036
Sofer, Imri; Crouzet, Sébastien M.; Serre, Thomas
2015-01-01
Observers can rapidly perform a variety of visual tasks such as categorizing a scene as open, as outdoor, or as a beach. Although we know that different tasks are typically associated with systematic differences in behavioral responses, to date, little is known about the underlying mechanisms. Here, we implemented a single integrated paradigm that links perceptual processes with categorization processes. Using a large image database of natural scenes, we trained machine-learning classifiers to derive quantitative measures of task-specific perceptual discriminability based on the distance between individual images and different categorization boundaries. We showed that the resulting discriminability measure accurately predicts variations in behavioral responses across categorization tasks and stimulus sets. We further used the model to design an experiment, which challenged previous interpretations of the so-called “superordinate advantage.” Overall, our study suggests that observed differences in behavioral responses across rapid categorization tasks reflect natural variations in perceptual discriminability. PMID:26335683
fMRI responses to pictures of mutilation and contamination.
Schienle, Anne; Schäfer, Axel; Hermann, Andrea; Walter, Bertram; Stark, Rudolf; Vaitl, Dieter
2006-01-30
Findings from several functional magnetic resonance imaging (fMRI) studies implicate the existence of a distinct neural disgust substrate, whereas others support the idea of distributed and integrative brain systems involved in emotional processing. In the present fMRI experiment 12 healthy females viewed pictures from four emotion categories. Two categories were disgust-relevant and depicted contamination or mutilation. The other scenes showed attacks (fear) or were affectively neutral. The two types of disgust elicitors received comparable ratings for disgust, fear and arousal. Both were associated with activation of the occipitotemporal cortex, the amygdala, and the orbitofrontal cortex; insula activity was nonsignificant in the two disgust conditions. Mutilation scenes induced greater inferior parietal activity than contamination scenes, which might mirror their greater capacity to capture attention. Our results are in disagreement with the idea of selective disgust processing at the insula. They point to a network of brain regions involved in the decoding of stimulus salience and the regulation of attention.
Bayesian modeling of cue interaction: bistability in stereoscopic slant perception.
van Ee, Raymond; Adams, Wendy J; Mamassian, Pascal
2003-07-01
Our two eyes receive different views of a visual scene, and the resulting binocular disparities enable us to reconstruct its three-dimensional layout. However, the visual environment is also rich in monocular depth cues. We examined the resulting percept when observers view a scene in which there are large conflicts between the surface slant signaled by binocular disparities and the slant signaled by monocular perspective. For a range of disparity-perspective cue conflicts, many observers experience bistability: They are able to perceive two distinct slants and to flip between the two percepts in a controlled way. We present a Bayesian model that describes the quantitative aspects of perceived slant on the basis of the likelihoods of both perspective and disparity slant information combined with prior assumptions about the shape and orientation of objects in the scene. Our Bayesian approach can be regarded as an overarching framework that allows researchers to study all cue integration aspects-including perceptual decisions--in a unified manner.
Saliency-Guided Detection of Unknown Objects in RGB-D Indoor Scenes
Bao, Jiatong; Jia, Yunyi; Cheng, Yu; Xi, Ning
2015-01-01
This paper studies the problem of detecting unknown objects within indoor environments in an active and natural manner. The visual saliency scheme utilizing both color and depth cues is proposed to arouse the interests of the machine system for detecting unknown objects at salient positions in a 3D scene. The 3D points at the salient positions are selected as seed points for generating object hypotheses using the 3D shape. We perform multi-class labeling on a Markov random field (MRF) over the voxels of the 3D scene, combining cues from object hypotheses and 3D shape. The results from MRF are further refined by merging the labeled objects, which are spatially connected and have high correlation between color histograms. Quantitative and qualitative evaluations on two benchmark RGB-D datasets illustrate the advantages of the proposed method. The experiments of object detection and manipulation performed on a mobile manipulator validate its effectiveness and practicability in robotic applications. PMID:26343656
Heterogeneity Measurement Based on Distance Measure for Polarimetric SAR Data
NASA Astrophysics Data System (ADS)
Xing, Xiaoli; Chen, Qihao; Liu, Xiuguo
2018-04-01
To effectively test the scene heterogeneity for polarimetric synthetic aperture radar (PolSAR) data, in this paper, the distance measure is introduced by utilizing the similarity between the sample and pixels. Moreover, given the influence of the distribution and modeling texture, the K distance measure is deduced according to the Wishart distance measure. Specifically, the average of the pixels in the local window replaces the class center coherency or covariance matrix. The Wishart and K distance measure are calculated between the average matrix and the pixels. Then, the ratio of the standard deviation to the mean is established for the Wishart and K distance measure, and the two features are defined and applied to reflect the complexity of the scene. The proposed heterogeneity measure is proceeded by integrating the two features using the Pauli basis. The experiments conducted on the single-look and multilook PolSAR data demonstrate the effectiveness of the proposed method for the detection of the scene heterogeneity.