Sample records for game representation images

  1. Reimagining Game Design: Exploring the Design of Constructible Authentic Representations for Science Reasoning

    NASA Astrophysics Data System (ADS)

    Holbert, Nathan Ryan

    Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where games are typically played. Educational games have been moderately successful at achieving learning gains on standardized items, but have failed to show improvements on related but distal problems. In this dissertation I develop and assess a new design principle, called constructible authentic representations for creating informal gaming experiences that players will actively draw on when reasoning in formal and real world contexts. These games provide players with opportunities to engage in meaningful construction with components that integrate relevant concepts to create in-game representations that visually and epistemologically align with related tools and representations utilized in the target domain. In the first phase of the dissertation, I observed children playing popular video games to better understand what in-game representations children attend to and how interactions with these representations contribute to intuitive ideas of encountered STEM content. Results from this study fed into the iterative design of two prototype video games, FormulaT Racing and Particles!, intending to give players useful knowledge resources for reasoning about kinematics and the particulate nature of matter respectively. Designed games encourage players to utilize and refine intuitive ideas about target content through the construction of domain relevant representations. To assess the effectiveness of these designs I conducted two studies of children ages 7-14 playing prototype games in informal settings. An analysis of pre- and post-game clinical interviews, domain specific tasks, and video and logging data of gameplay suggests players developed useful knowledge resources, likely gained and/or refined from experiences in-game, that are employed to solve non-game problems and tasks. Furthermore, players utilized in-game representations as objects-to-think-with when explaining real world phenomena and formal concepts. The results suggest that games designed to include constructible authentic representations can provide players with powerful and useful knowledge resources accessible when thinking and reasoning in a variety of contexts.

  2. The brain activations for both cue-induced gaming urge and smoking craving among subjects comorbid with Internet gaming addiction and nicotine dependence.

    PubMed

    Ko, Chih-Hung; Liu, Gin-Chung; Yen, Ju-Yu; Yen, Cheng-Fang; Chen, Cheng-Sheng; Lin, Wei-Chen

    2013-04-01

    Internet gaming addiction (IGA) has been classified as an addictive disorder in the proposed DSM 5 draft. However, whether its underlying addiction mechanism is similar to other substance use disorders has not been confirmed. The present functional magnetic resonance images study is aimed at evaluating the brain correlates of cue-induced gaming urge or smoking craving in subjects with both IGA and nicotine dependence to make a simultaneous comparison of cue induced brain reactivity for gaming and smoking. For this purpose, 16 subjects with both IGA and nicotine dependence (comorbid group) and 16 controls were recruited from the community. All subjects were made to undergo 3-T fMRIs scans while viewing images associated with online games, smoking, and neutral images, which were arranged according to an event-related design. The resultant image data was analyzed with full factorial and conjunction analysis of SPM5. The results demonstrate that anterior cingulate, and parahippocampus activates higher for both cue-induced gaming urge and smoking craving among the comorbid group in comparison to the control group. The conjunction analysis demonstrates that bilateral parahippocampal gyrus activates to a greater degree for both gaming urge and smoking craving among the comorbid group in comparison to the control group. Accordingly, the study demonstrates that both IGA and nicotine dependence share similar mechanisms of cue-induced reactivity over the fronto-limbic network, particularly for the parahippocampus. The results support that the context representation provided by the parahippocampus is a key mechanism for not only cue-induced smoking craving, but also for cue-induced gaming urge. Copyright © 2012 Elsevier Ltd. All rights reserved.

  3. The spectrum of genomic signatures: from dinucleotides to chaos game representation.

    PubMed

    Wang, Yingwei; Hill, Kathleen; Singh, Shiva; Kari, Lila

    2005-02-14

    In the post genomic era, access to complete genome sequence data for numerous diverse species has opened multiple avenues for examining and comparing primary DNA sequence organization of entire genomes. Previously, the concept of a genomic signature was introduced with the observation of species-type specific Dinucleotide Relative Abundance Profiles (DRAPs); dinucleotides were identified as the subsequences with the greatest bias in representation in a majority of genomes. Herein, we demonstrate that DRAP is one particular genomic signature contained within a broader spectrum of signatures. Within this spectrum, an alternative genomic signature, Chaos Game Representation (CGR), provides a unique visualization of patterns in sequence organization. A genomic signature is associated with a particular integer order or subsequence length that represents a measure of the resolution or granularity in the analysis of primary DNA sequence organization. We quantitatively explore the organizational information provided by genomic signatures of different orders through different distance measures, including a novel Image Distance. The Image Distance and other existing distance measures are evaluated by comparing the phylogenetic trees they generate for 26 complete mitochondrial genomes from a diversity of species. The phylogenetic tree generated by the Image Distance is compatible with the known relatedness of species. Quantitative evaluation of the spectrum of genomic signatures may be used to ultimately gain insight into the determinants and biological relevance of the genome signatures.

  4. As the world turns: short-term human spatial memory in egocentric and allocentric coordinates.

    PubMed

    Banta Lavenex, Pamela; Lecci, Sandro; Prêtre, Vincent; Brandner, Catherine; Mazza, Christian; Pasquier, Jérôme; Lavenex, Pierre

    2011-05-16

    We aimed to determine whether human subjects' reliance on different sources of spatial information encoded in different frames of reference (i.e., egocentric versus allocentric) affects their performance, decision time and memory capacity in a short-term spatial memory task performed in the real world. Subjects were asked to play the Memory game (a.k.a. the Concentration game) without an opponent, in four different conditions that controlled for the subjects' reliance on egocentric and/or allocentric frames of reference for the elaboration of a spatial representation of the image locations enabling maximal efficiency. We report experimental data from young adult men and women, and describe a mathematical model to estimate human short-term spatial memory capacity. We found that short-term spatial memory capacity was greatest when an egocentric spatial frame of reference enabled subjects to encode and remember the image locations. However, when egocentric information was not reliable, short-term spatial memory capacity was greater and decision time shorter when an allocentric representation of the image locations with respect to distant objects in the surrounding environment was available, as compared to when only a spatial representation encoding the relationships between the individual images, independent of the surrounding environment, was available. Our findings thus further demonstrate that changes in viewpoint produced by the movement of images placed in front of a stationary subject is not equivalent to the movement of the subject around stationary images. We discuss possible limitations of classical neuropsychological and virtual reality experiments of spatial memory, which typically restrict the sensory information normally available to human subjects in the real world. Copyright © 2011 Elsevier B.V. All rights reserved.

  5. A practical implementation of free viewpoint video system for soccer games

    NASA Astrophysics Data System (ADS)

    Suenaga, Ryo; Suzuki, Kazuyoshi; Tezuka, Tomoyuki; Panahpour Tehrani, Mehrdad; Takahashi, Keita; Fujii, Toshiaki

    2015-03-01

    In this paper, we present a free viewpoint video generation system with billboard representation for soccer games. Free viewpoint video generation is a technology that enables users to watch 3-D objects from their desired viewpoints. Practical implementation of free viewpoint video for sports events is highly demanded. However, a commercially acceptable system has not yet been developed. The main obstacles are insufficient user-end quality of the synthesized images and highly complex procedures that sometimes require manual operations. In this work, we aim to develop a commercially acceptable free viewpoint video system with a billboard representation. A supposed scenario is that soccer games during the day can be broadcasted in 3-D, even in the evening of the same day. Our work is still ongoing. However, we have already developed several techniques to support our goal. First, we captured an actual soccer game at an official stadium where we used 20 full-HD professional cameras. Second, we have implemented several tools for free viewpoint video generation as follow. In order to facilitate free viewpoint video generation, all cameras should be calibrated. We calibrated all cameras using checker board images and feature points on the field (cross points of the soccer field lines). We extract each player region from captured images manually. The background region is estimated by observing chrominance changes of each pixel in temporal domain (automatically). Additionally, we have developed a user interface for visualizing free viewpoint video generation using a graphic library (OpenGL), which is suitable for not only commercialized TV sets but also devices such as smartphones. However, practical system has not yet been completed and our study is still ongoing.

  6. The Uses of Literacy in Studying Computer Games: Comparing Students' Oral and Visual Representations of Games

    ERIC Educational Resources Information Center

    Pelletier, Caroline

    2005-01-01

    This paper compares the oral and visual representations which 12 to 13-year-old students produced in studying computer games as part of an English and Media course. It presents the arguments for studying multimodal texts as part of a literacy curriculum and then provides an overview of the games course devised by teachers and researchers. The…

  7. Medical Archives and Digital Culture

    PubMed Central

    Biernoff, Suzannah

    2012-01-01

    When BioShock was released in 2007, reviewers praised the moral complexities of the narrative and the game's dystopian vision of what Ayn Rand dubbed the “virtue of selfishness”. What critics overlooked was the extent to which the disturbingly realistic artwork and musical score relied on found images and sound, including a recording of distressed breathing from a physician's website, and digitised First World War medical photographs of soldiers with facial injuries. This article examines the implications of these acts of appropriation from a range of critical perspectives including Susan Sontag's commentary on the representation of suffering; recent literature on the ethics of computer games; and an online discussion forum in which players of BioShock discuss the moral “grey areas” of the game. PMID:27152120

  8. Focusing on Presentation Instead of Representation: Perspectives on Representational and Non-Representational Language-Games for Educational History and Theory

    ERIC Educational Resources Information Center

    Fendler, Lynn; Smeyers, Paul

    2015-01-01

    Debates in science seem to depend on referential language-games, but in other senses they do not. This article addresses non-representational theory. It is a branch of newer approaches to cultural geography that strive to get a handle on spatial relationships not by representing them, but rather by presenting them. In this case, present connotes…

  9. Revisiting the Wittgensteinian Legacy: Perspectives on Representational and Non-Representational Language-Games for Educational History and Theory

    ERIC Educational Resources Information Center

    Smeyers, Paul; Fendler, Lynn

    2015-01-01

    Debates in science seem to depend on referential language-games, but in other senses they do not. Language works in more complex ways, even in work that purports to be purely scientific. This article investigates the scope and limitations of language-games in educational history and theory. The study addresses concepts and pictures as examples of…

  10. Playing with Representations: How Do Kids Make Use of Quantitative Representations in Video Games?

    ERIC Educational Resources Information Center

    Satwicz, Tom; Stevens, Reed

    2008-01-01

    This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…

  11. Number games, magnitude representation, and basic number skills in preschoolers.

    PubMed

    Whyte, Jemma Catherine; Bull, Rebecca

    2008-03-01

    The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was compared following four 25-min intervention sessions. The linear number board game significantly improved children's performance in all posttest measures and facilitated a shift from a logarithmic to a linear representation of numerical magnitude, emphasizing the importance of spatial cues in estimation. Exposure to the number card games involving nonsymbolic magnitude judgments and association of symbolic and nonsymbolic quantities, but without any linear spatial cues, improved some aspects of children's basic number skills but not numerical estimation precision.

  12. Minicomputer Games. Teacher's Guide. Classroom Lessons and Games Centered around the Papy Minicomputer...A Source of Rich Situations That Call for Mental Arithmetic and Quick Strategic Thinking.

    ERIC Educational Resources Information Center

    CEMREL, Inc., St. Louis, MO.

    This material describes two games, Minicomputer Tug-of-War and Minicomputer Golf. The Papy Minicomputer derives its name from George Papy, who invented and introduced it in the 1950's. The Minicomputer is seen as an abacus with the flavor of a computer in its schematic representation of numbers. Its manner of representation combines decimal…

  13. Number Games, Magnitude Representation, and Basic Number Skills in Preschoolers

    ERIC Educational Resources Information Center

    Whyte, Jemma Catherine; Bull, Rebecca

    2008-01-01

    The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was…

  14. When giving is good: Ventromedial prefrontal cortex activation for others’ intentions

    PubMed Central

    Cooper, Jeffrey C.; Kreps, Tamar A.; Wiebe, Taylor; Pirkl, Tristana; Knutson, Brian

    2010-01-01

    Summary In social decision-making, people care both about others’ outcomes and their intentions to help or harm. How the brain integrates representations of others’ intentions with their outcomes, however, is unknown. In this study, participants inferred others’ decisions in an economic game during functional magnetic resonance imaging. When the game was described in terms of donations, ventromedial prefrontal cortex (VMPFC) activation increased for inferring generous play and decreased for inferring selfish play. When the game was described in terms of individual savings, however, VMPFC activation did not distinguish between strategies. Distinct medial prefrontal regions also encoded consistency with situational norms. A separate network, including right temporoparietal junction and parahippocampal gyrus, was more activated for inferential errors in the donation than in the savings condition. These results for the first time demonstrate that neural responses to others’ generosity or selfishness depend not only on their actions but also on their perceived intentions. PMID:20696386

  15. Representation and the Rules of the Game: An Electoral Simulation

    ERIC Educational Resources Information Center

    Hoffman, Donna R.

    2009-01-01

    It is often a difficult proposition for introductory American government students to comprehend different electoral systems and how the rules of the game affect the representation that results. I have developed a simulation in which different proportional-based electoral systems are compared with a single-member plurality electoral system. In…

  16. Archetypal dynamics, emergent situations, and the reality game.

    PubMed

    Sulis, William

    2010-07-01

    The classical approach to the modeling of reality is founded upon its objectification. Although successful dealing with inanimate matter, objectification has proven to be much less successful elsewhere, sometimes to the point of paradox. This paper discusses an approach to the modeling of reality based upon the concept of process as formulated within the framework of archetypal dynamics. Reality is conceptualized as an intermingling of information-transducing systems, together with the semantic frames that effectively describe and ascribe meaning to each system, along with particular formal representations of same which constitute the archetypes. Archetypal dynamics is the study of the relationships between systems, frames and their representations and the flow of information among these different entities. In this paper a specific formal representation of archetypal dynamics using tapestries is given, and a dynamics is founded upon this representation in the form of a combinatorial game called a reality game. Some simple examples are presented.

  17. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    PubMed

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  18. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    PubMed Central

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  19. Reimagining Game Design: Exploring the Design of Constructible Authentic Representations for Science Reasoning

    ERIC Educational Resources Information Center

    Holbert, Nathan Ryan

    2013-01-01

    Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where…

  20. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    ERIC Educational Resources Information Center

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

  1. A Narrative Metaphor to Facilitate Educational Game Authoring

    ERIC Educational Resources Information Center

    Marchiori, Eugenio J.; Torrente, Javier; del Blanco, Angel; Moreno-Ger, Pablo; Sancho, Pilar; Fernandez-Manjon, Baltasar

    2012-01-01

    In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational "point-and-click" adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of…

  2. Game Theory of Mind

    PubMed Central

    Yoshida, Wako; Dolan, Ray J.; Friston, Karl J.

    2008-01-01

    This paper introduces a model of ‘theory of mind’, namely, how we represent the intentions and goals of others to optimise our mutual interactions. We draw on ideas from optimum control and game theory to provide a ‘game theory of mind’. First, we consider the representations of goals in terms of value functions that are prescribed by utility or rewards. Critically, the joint value functions and ensuing behaviour are optimised recursively, under the assumption that I represent your value function, your representation of mine, your representation of my representation of yours, and so on ad infinitum. However, if we assume that the degree of recursion is bounded, then players need to estimate the opponent's degree of recursion (i.e., sophistication) to respond optimally. This induces a problem of inferring the opponent's sophistication, given behavioural exchanges. We show it is possible to deduce whether players make inferences about each other and quantify their sophistication on the basis of choices in sequential games. This rests on comparing generative models of choices with, and without, inference. Model comparison is demonstrated using simulated and real data from a ‘stag-hunt’. Finally, we note that exactly the same sophisticated behaviour can be achieved by optimising the utility function itself (through prosocial utility), producing unsophisticated but apparently altruistic agents. This may be relevant ethologically in hierarchal game theory and coevolution. PMID:19112488

  3. Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.

    PubMed

    Boot, Walter R; Sumner, Anna; Towne, Tyler J; Rodriguez, Paola; Anders Ericsson, K

    2017-04-01

    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of one of the highest scoring players of the video game Space Fortress (Towne, Boot, & Ericsson, ). This analysis revealed how certain behaviors contributed to his exceptional performance. In this study, we recruited a participant for a similar training regimen, but we collected concurrent and retrospective verbal protocol data throughout training. Protocol analysis revealed insights into strategies, errors, mental representations, and shifting game priorities. We argue that these insights into the developing representations that guided skilled performance could only easily have been derived from the tools of the Expert Performance Approach. We propose that the described approach could be applied to understand performance and skill acquisition in many different video games (and other short- to medium-term skill acquisition paradigms) and help reveal mechanisms of transfer from gameplay to other measures of laboratory and real-world performance. Copyright © 2016 Cognitive Science Society, Inc.

  4. Analytical derivation: An epistemic game for solving mathematically based physics problems

    NASA Astrophysics Data System (ADS)

    Bajracharya, Rabindra R.; Thompson, John R.

    2016-06-01

    Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the analytical derivation game. This game involves deriving an equation through symbolic manipulations and routine mathematical operations, usually without any physical interpretation of the processes. This game often creates cognitive obstacles in students, preventing them from using alternative resources or better approaches during problem solving. We conducted hour-long, semi-structured, individual interviews with fourteen introductory physics students. Students were asked to solve four "pseudophysics" problems containing algebraic and graphical representations. The problems required the application of the fundamental theorem of calculus (FTC), which is one of the most frequently used mathematical concepts in physics problem solving. We show that the analytical derivation game is necessary, but not sufficient, to solve mathematically based physics problems, specifically those involving graphical representations.

  5. The (De-)Evolution of Evolution Games: A Content Analysis of the Representation of Evolution through Natural Selection in Digital Games

    ERIC Educational Resources Information Center

    Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette

    2016-01-01

    Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a…

  6. "Computer Games Can Get Your Brain Working": Student Experience and Perceptions of Digital Games in the Classroom

    ERIC Educational Resources Information Center

    Beavis, Catherine; Muspratt, Sandy; Thompson, Roberta

    2015-01-01

    There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and…

  7. Playing Linear Number Board Games Improves Children's Mathematical Knowledge

    ERIC Educational Resources Information Center

    Siegler, Robert S.; Ramani, Geetha

    2009-01-01

    The present study focused on two main goals. One was to test the "representational mapping hypothesis": The greater the transparency of the mapping between physical materials and desired internal representations, the greater the learning of the desired internal representation. The implication of the representational mapping hypothesis in the…

  8. Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games

    ERIC Educational Resources Information Center

    Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz

    2008-01-01

    Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…

  9. Stock markets as Minority Games: cognitive heterogeneity and equilibrium emergence

    NASA Astrophysics Data System (ADS)

    Brandouy, O.

    2005-04-01

    Standard finance theory generally assumes homogeneous agents relatively to their preferences, heuristics and investment strategies. We propose to study, in an agent-based simulation, the emergence of equilibrium under various heterogeneous conditions. Market interaction is stylized with the Minority Game representation. It is shown that inductive rational equilibrium emerges even though agents do not share the same representations of the value. This may lead to consider again the roots of EMH and REH.

  10. The 2002 Sydney Gay Games: re-presenting "lesbian" identities through sporting space.

    PubMed

    Lambert, Karen

    2009-01-01

    In this article poetic representation in qualitative research is explored in relation to researching "lesbian" lives. Set within the context of The 2002 Sydney Gay Games the article considers how poetry can bring to light experiences at the intersection of sexuality, sport, and place. The article details three aspects to this process. First, by asking what queer theory could do for particular research subjects, a robust, malleable, and transportable theoretical concept of "queer" is proposed that is responsive to the participants' lives and experiences. Second, this concept is applied methodologically in order to unsettle more traditional academic modes of representing interview data through the use of poetic forms of representation. Finally, a poem constructed from the Opening Ceremony of The Gay Games is presented and analyzed. Poetic representation is thus offered as a distinct methodology that permits a particular kind of "queer" analysis when researching "lesbian" lives.

  11. Maths Games: A Universal Design Approach to Mathematical Reasoning

    ERIC Educational Resources Information Center

    Buchheister, Kelley; Jackson, Christa; Taylor, Cynthia E.

    2017-01-01

    Providing students with an opportunity to explore mathematical content through games allows teachers to include tasks that: (1) present alternative representations of the content; (2) welcome various expressions of mathematical reasoning; and (3) incorporate variations that empower all students to engage in the problem solving process. Games not…

  12. The Proteus Effect: The Effect of Transformed Self-Representation on Behavior

    ERIC Educational Resources Information Center

    Yee, Nick; Bailenson, Jeremy

    2007-01-01

    Virtual environments, such as online games and web-based chat rooms, increasingly allow us to alter our digital self-representations dramatically and easily. But as we change our self-representations, do our self-representations change our behavior in turn? In 2 experimental studies, we explore the hypothesis that an individual's behavior conforms…

  13. Organic Functional Group Playing Card Deck

    NASA Astrophysics Data System (ADS)

    Welsh, Michael J.

    2003-04-01

    The recognition and identification of organic functional groups, while essential for chemistry and biology majors, is also very useful for non-science majors in the study of molecules in art and life. In order to make this task more palatable for the non-science major (art and communications students), the images of a traditional playing deck of cards (heart, spade, diamond, and club) have been replaced with four representations of common organic functional groups. The hierarchy rules for naming two groups in a molecule is loosely incorporated to represent the sequence (King, Queen, Jack, ?, Ace) of the deck. Students practice recognizing and identifying organic groups by playing simple card games of "Old Maid" and "Go Fish". To play games like "Poker" or "Gin", a student must not only recognize the functional groups, but also master a naming hierarchy for the organic groups.

  14. Identifying Common Mathematical Misconceptions from Actions in Educational Video Games. CRESST Report 838

    ERIC Educational Resources Information Center

    Kerr, Deirdre

    2014-01-01

    Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…

  15. Building Cognition: The Construction of Computational Representations for Scientific Discovery

    ERIC Educational Resources Information Center

    Chandrasekharan, Sanjay; Nersessian, Nancy J.

    2015-01-01

    Novel computational representations, such as simulation models of complex systems and video games for scientific discovery (Foldit, EteRNA etc.), are dramatically changing the way discoveries emerge in science and engineering. The cognitive roles played by such computational representations in discovery are not well understood. We present a…

  16. Metaphor in Natural Resource Gaming: Insights from the RIVER BASIN GAME

    ERIC Educational Resources Information Center

    Lankford, Bruce; Watson, Drennan

    2007-01-01

    The RIVER BASIN GAME is a dialogue tool for decision makers and water users tested in Tanzania and Nigeria. It comprises a physical representation of a river catchment. A central channel flows between an upper watershed and a downstream wetland and has on it several intakes into irrigation systems. Glass marbles, representing water, roll down the…

  17. "A New Life in the Countryside Awaits": Interactive Lessons in the Rural Utopia in "Farming" Simulation Games

    ERIC Educational Resources Information Center

    Cole, Matthew; Stewart, Kate

    2017-01-01

    This paper critically analyses the legitimation of exploitative human-nonhuman animal relations in online "farming" simulation games, especially the game Hay Day. The analysis contributes to a wider project of critical analyses of popular culture representations of nonhuman animals. The paper argues that legitimation is effected in Hay…

  18. Team Action Imagery and Team Cognition: Imagery of Game Situations and Required Team Actions Promotes a Functional Structure in Players' Representations of Team-Level Tactics.

    PubMed

    Frank, Cornelia; Linstromberg, Gian-Luca; Hennig, Linda; Heinen, Thomas; Schack, Thomas

    2018-02-01

    A team's cognitions of interpersonally coordinated actions are a crucial component for successful team performance. Here, we present an approach to practice team action by way of imagery and examine its impact on team cognitions in long-term memory. We investigated the impact of a 4-week team action imagery intervention on futsal players' mental representations of team-level tactics. Skilled futsal players were assigned to either an imagery training group or a no imagery training control group. Participants in the imagery training group practiced four team-level tactics by imagining team actions in specific game situations for three times a week. Results revealed that the imagery training group's representations were more similar to that of an expert representation after the intervention compared with the control group. This study indicates that team action imagery training can have a significant impact on players' tactical skill representations and thus order formation in long-term memory.

  19. Building Systems from Scratch: an Exploratory Study of Students Learning About Climate Change

    NASA Astrophysics Data System (ADS)

    Puttick, Gillian; Tucker-Raymond, Eli

    2018-01-01

    Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual programming environment, Scratch, to design games to teach others about climate change. The experience was carefully constructed so that girls of widely differing levels of experience were able to engage in a cycle of game design. This qualitative study aimed to explore the representational choices the girls made as they took up aspects of climate change systems and modeled them in their games. Evidence points to the ways in which designing games about climate science fostered emergent systems thinking and engagement in modeling practices as learners chose what to represent in their games, grappled with the realism of their respective representations, and modeled interactions among systems components. Given the girls' levels of programming skill, parts of systems were more tractable to create than others. The educational purpose of the games was important to the girls' overall design experience, since it influenced their choice of topic, and challenged their emergent understanding of climate change as a systems problem.

  20. Exploring Newtonian Mechanics in a Conceptually-Integrated Digital Game: Comparison of Learning and Affective Outcomes for Students in Taiwan and the United States

    ERIC Educational Resources Information Center

    Clark, Douglas B.; Nelson, Brian C.; Chang, Hsin-Yi; Martinez-Garza, Mario; Slack, Kent; D'Angelo, Cynthia M.

    2011-01-01

    This study investigates the potential of a digital game that overlays popular game-play mechanics with formal physics representations and terminology to support explicit learning and exploration of Newtonian mechanics. The analysis compares test data, survey data, and observational data collected during implementations in Taiwan and the United…

  1. Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts

    ERIC Educational Resources Information Center

    Eastin, Matthew S.

    2006-01-01

    Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from…

  2. Virtual reality and the psyche. Some psychoanalytic approaches to media addiction.

    PubMed

    Weisel, Anja

    2015-04-01

    This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self-healing. However, after leaving the game, conflicts and traumata re-enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re-experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes. © 2015, The Society of Analytical Psychology.

  3. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    NASA Astrophysics Data System (ADS)

    Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.

    2015-08-01

    This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.

  4. Do Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescents’ Perspectives

    PubMed Central

    Henning, Alexandra; Brenick, Alaina; Killen, Melanie; O’Connor, Alexander; Collins, Michael J.

    2015-01-01

    This study examined adolescents’ attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one’s attitudes, whether game playing should be regulated by parents or the government, and whether game playing is a personal choice. Adolescents who played video games frequently showed decreased concern about the effects that games with negatively stereotyped images may have on the players’ attitudes compared to adolescents who played games infrequently or not at all. With age, adolescents were more likely to view images as negative, but were also less likely to recognize stereotypic images of females as harmful and more likely to judge video-game playing as a personal choice. The paper discusses other findings in relation to research on adolescents’ social cognitive judgments. PMID:25729336

  5. Do Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescents' Perspectives.

    PubMed

    Henning, Alexandra; Brenick, Alaina; Killen, Melanie; O'Connor, Alexander; Collins, Michael J

    This study examined adolescents' attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one's attitudes, whether game playing should be regulated by parents or the government, and whether game playing is a personal choice. Adolescents who played video games frequently showed decreased concern about the effects that games with negatively stereotyped images may have on the players' attitudes compared to adolescents who played games infrequently or not at all. With age, adolescents were more likely to view images as negative, but were also less likely to recognize stereotypic images of females as harmful and more likely to judge video-game playing as a personal choice. The paper discusses other findings in relation to research on adolescents' social cognitive judgments.

  6. Novel Card Games for Learning Radiographic Image Quality and Urologic Imaging in Veterinary Medicine.

    PubMed

    Ober, Christopher P

    Second-year veterinary students are often challenged by concepts in veterinary radiology, including the fundamentals of image quality and generation of differential lists. Four card games were developed to provide veterinary students with a supplemental means of learning about radiographic image quality and differential diagnoses in urogenital imaging. Students played these games and completed assessments of their subject knowledge before and after playing. The hypothesis was that playing each game would improve students' understanding of the topic area. For each game, students who played the game performed better on the post-test than students who did not play that game (all p<.01). For three of the four games, students who played each respective game demonstrated significant improvement in scores between the pre-test and the post-test (p<.002). The majority of students expressed that the games were both helpful and enjoyable. Educationally focused games can help students learn classroom and laboratory material. However, game design is important, as the game using the most passive learning process also demonstrated the weakest results. In addition, based on participants' comments, the games were very useful in improving student engagement in the learning process. Thus, use of games in the classroom and laboratory setting seems to benefit the learning process.

  7. Behavioural studies of strategic thinking in games.

    PubMed

    Camerer, Colin F.

    2003-05-01

    Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach linking game theory to cognitive science by adding cognitive details about 'social utility functions', theories of limits on iterated thinking, and statistical theories of how players learn and influence others. New directions include the effects of game descriptions on choice ('framing'), strategic heuristics, and mental representation. These ideas will help root game theory more deeply in cognitive science and extend the scope of both enterprises.

  8. Replaying the game: hypnagogic images in normals and amnesics.

    PubMed

    Stickgold, R; Malia, A; Maguire, D; Roddenberry, D; O'Connor, M

    2000-10-13

    Participants playing the computer game Tetris reported intrusive, stereotypical, visual images of the game at sleep onset. Three amnesic patients with extensive bilateral medial temporal lobe damage produced similar hypnagogic reports despite being unable to recall playing the game, suggesting that such imagery may arise without important contribution from the declarative memory system. In addition, control participants reported images from previously played versions of the game, demonstrating that remote memories can influence the images from recent waking experience.

  9. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind.

    PubMed

    Connors, Erin C; Chrastil, Elizabeth R; Sánchez, Jaime; Merabet, Lotfi B

    2014-01-01

    For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments.

  10. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind

    PubMed Central

    Connors, Erin C.; Chrastil, Elizabeth R.; Sánchez, Jaime; Merabet, Lotfi B.

    2014-01-01

    For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments. PMID:24653690

  11. The (De-)evolution of Evolution Games: A Content Analysis of the Representation of Evolution Through Natural Selection in Digital Games

    NASA Astrophysics Data System (ADS)

    Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette

    2016-08-01

    Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a fundamentally important and widely misunderstood theory. This analysis of ENS portrayal in digital games provides insight into the use of games in teaching ENS. Systematic database search results were coded for the three principles of ENS: phenotypic variation, differential fitness, and fitness heritability. Though thousands of games use the term evolution, few presented elements of evolution, and even fewer contained all principles of ENS. Games developed to specifically teach evolution were difficult to find through Web searches. These overall deficiencies in ENS games reflect the inherent incompatibility between game control elements and the automatic process of ENS.

  12. Brain responses to social norms: Meta-analyses of fMRI studies.

    PubMed

    Zinchenko, Oksana; Arsalidou, Marie

    2018-02-01

    Social norms have a critical role in everyday decision-making, as frequent interaction with others regulates our behavior. Neuroimaging studies show that social-based and fairness-related decision-making activates an inconsistent set of areas, which sometimes includes the anterior insula, anterior cingulate cortex, and others lateral prefrontal cortices. Social-based decision-making is complex and variability in findings may be driven by socio-cognitive activities related to social norms. To distinguish among social-cognitive activities related to social norms, we identified 36 eligible articles in the functional magnetic resonance imaging (fMRI) literature, which we separate into two categories (a) social norm representation and (b) norm violations. The majority of original articles (>60%) used tasks associated with fairness norms and decision-making, such as ultimatum game, dictator game, or prisoner's dilemma; the rest used tasks associated to violation of moral norms, such as scenarios and sentences of moral depravity ratings. Using quantitative meta-analyses, we report common and distinct brain areas that show concordance as a function of category. Specifically, concordance in ventromedial prefrontal regions is distinct to social norm representation processing, whereas concordance in right insula, dorsolateral prefrontal, and dorsal cingulate cortices is distinct to norm violation processing. We propose a neurocognitive model of social norms for healthy adults, which could help guide future research in social norm compliance and mechanisms of its enforcement. © 2017 Wiley Periodicals, Inc.

  13. An investigation of the artifacts, outcomes, and processes of constructing computer games about environmental science in a fifth grade science classroom

    NASA Astrophysics Data System (ADS)

    Baytak, Ahmet

    Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5 th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study were to investigate how designing computer games affected the development of students' environmental knowledge, programming knowledge, environmental awareness and interest in computers. It also explored the nature of the artifacts developed and the types of knowledge represented therein. A case study (Yin, 2003) was employed within the context of a 5 th grade elementary science classroom. Fifth graders designed computer games about environmental issues to present to 2nd graders by using Scratch software. The analysis of this study was based on multiple data sources: students' pre- and post-test scores on environmental awareness, their environmental knowledge, their interest in computer science, and their game design. Included in the analyses were also data from students' computer games, participant observations, and structured interviews. The results of the study showed that students were able to successfully design functional games that represented their understanding of environment, even though the gain between pre- and post-environmental knowledge test and environmental awareness survey were minimal. The findings indicate that all students were able to use various game characteristics and programming concepts, but their prior experience with the design software affected their representations. The analyses of the interview transcriptions and games show that students improved their programming skills and that they wanted to do similar projects for other subject areas in the future. Observations showed that game design appeared to lead to knowledge-building, interaction and collaboration among students. This, in turn, encouraged students to test and improve their designs. Sharing the games, it was found, has both positive and negative effects on the students' game design process and the representation of students' understandings of the domain subject.

  14. Holograms as Teaching Agents

    NASA Astrophysics Data System (ADS)

    Walker, Robin A.

    2013-02-01

    Hungarian physicist Dennis Gabor won the Pulitzer Prize for his 1947 introduction of basic holographic principles, but it was not until the invention of the laser in 1960 that research scientists, physicians, technologists and the general public began to seriously consider the interdisciplinary potentiality of holography. Questions around whether and when Three-Dimensional (3-D) images and systems would impact American entertainment and the arts would be answered before educators, instructional designers and students would discover how much Three-Dimensional Hologram Technology (3DHT) would affect teaching practices and learning environments. In the following International Symposium on Display Holograms (ISDH) poster presentation, the author features a traditional board game as well as a reflection hologram to illustrate conventional and evolving Three-Dimensional representations and technology for education. Using elements from the American children's toy Operation® (Hasbro, 2005) as well as a reflection hologram of a human brain (Ko, 1998), this poster design highlights the pedagogical effects of 3-D images, games and systems on learning science. As teaching agents, holograms can be considered substitutes for real objects, (human beings, organs, and animated characters) as well as agents (pedagogical, avatars, reflective) in various learning environments using many systems (direct, emergent, augmented reality) and electronic tools (cellphones, computers, tablets, television). In order to understand the particular importance of utilizing holography in school, clinical and public settings, the author identifies advantages and benefits of using 3-D images and technology as instructional tools.

  15. Measuring Learning in Serious Games: A Case Study with Structural Assessment

    ERIC Educational Resources Information Center

    Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre

    2011-01-01

    The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…

  16. Digital Games as Multirepresentational Environments for Science Learning: Implications for Theory, Research, and Design

    ERIC Educational Resources Information Center

    Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim

    2015-01-01

    Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…

  17. Visually representing reality: aesthetics and accessibility aspects

    NASA Astrophysics Data System (ADS)

    van Nes, Floris L.

    2009-02-01

    This paper gives an overview of the visual representation of reality with three imaging technologies: painting, photography and electronic imaging. The contribution of the important image aspects, called dimensions hereafter, such as color, fine detail and total image size, to the degree of reality and aesthetic value of the rendered image are described for each of these technologies. Whereas quite a few of these dimensions - or approximations, or even only suggestions thereof - were already present in prehistoric paintings, apparent motion and true stereoscopic vision only recently were added - unfortunately also introducing accessibility and image safety issues. Efforts are made to reduce the incidence of undesirable biomedical effects such as photosensitive seizures (PSS), visually induced motion sickness (VIMS), and visual fatigue from stereoscopic images (VFSI) by international standardization of the image parameters to be avoided by image providers and display manufacturers. The history of this type of standardization, from an International Workshop Agreement to a strategy for accomplishing effective international standardization by ISO, is treated at some length. One of the difficulties to be mastered in this process is the reconciliation of the, sometimes opposing, interests of vulnerable persons, thrill-seeking viewers, creative video designers and the game industry.

  18. DoD Warrior Games

    Science.gov Websites

    Wheelchair Basketball Wheelchair Basketball Results RSS : Posts Comments Warrior Games 2016 Home Results Search Home Image 01 US Navy to Host 2017 DoD Warrior Games in Chicago. Image 02 Team Army at the 2016 DoD Warrior Games, U.S. Army Military Academy, West Point, New York. Image 03 Team Marine Corps at the

  19. RTS and RPGs: New Literacies and Multiplayer Computer Games.

    ERIC Educational Resources Information Center

    Beavis, Catherine

    The new social studies of childhood point to the need for studies which explore young people's uses of technology. Multiplayer computer games provide an important site for exploring the role of new technologies in young people's lives, in particular in relation to issues of representation, identity, and community, and to the changing nature of…

  20. Vectors in Use in a 3D Juggling Game Simulation

    ERIC Educational Resources Information Center

    Kynigos, Chronis; Latsi, Maria

    2006-01-01

    The new representations enabled by the educational computer game the "Juggler" can place vectors in a central role both for controlling and measuring the behaviours of objects in a virtual environment simulating motion in three-dimensional spaces. The mathematical meanings constructed by 13 year-old students in relation to vectors as…

  1. Designing Philadelphia Land Science as a Game to Promote Identity Exploration

    ERIC Educational Resources Information Center

    Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis

    2017-01-01

    Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…

  2. Variations on the Game of Life

    NASA Astrophysics Data System (ADS)

    Peper, Ferdinand; Adachi, Susumu; Lee, Jia

    The Game of Life is defined in the framework of Cellular Automata with discrete states that are updated synchronously. Though this in itself has proven to be fertile ground for research, it leaves open questions regarding the robustness of the model with respect to variations in updating methods, cell state representations, neighborhood definitions, etc. These questions may become important when the ideal conditions under which the Game of Life is supposed to operate cannot be satisfied, like in physical realizations. This chapter describes three models in which Game of Life-like behavior is obtained, even though some basic tenets are violated.

  3. How do expert soccer players encode visual information to make decisions in simulated game situations?

    PubMed

    Poplu, Gérald; Ripoll, Hubert; Mavromatis, Sébastien; Baratgin, Jean

    2008-09-01

    The aim of this study was to determine what visual information expert soccer players encode when they are asked to make a decision. We used a repetition-priming paradigm to test the hypothesis that experts encode a soccer pattern's structure independently of the players' physical characteristics (i.e., posture and morphology). The participants were given either realistic (digital photos) or abstract (three-dimensional schematic representations) soccer game patterns. The results showed that the experts benefited from priming effects regardless of how abstract the stimuli were. This suggests that an abstract representation of a realistic pattern (i.e., one that does not include visual information related to the players'physical characteristics) is sufficient to activate experts'specific knowledge during decision making. These results seem to show that expert soccer players encode and store abstract representations of visual patterns in memory.

  4. Different impressions of other agents obtained through social interaction uniquely modulate dorsal and ventral pathway activities in the social human brain.

    PubMed

    Takahashi, Hideyuki; Terada, Kazunori; Morita, Tomoyo; Suzuki, Shinsuke; Haji, Tomoki; Kozima, Hideki; Yoshikawa, Masahiro; Matsumoto, Yoshio; Omori, Takashi; Asada, Minoru; Naito, Eiichi

    2014-09-01

    Internal (neuronal) representations in the brain are modified by our experiences, and this phenomenon is not unique to sensory and motor systems. Here, we show that different impressions obtained through social interaction with a variety of agents uniquely modulate activity of dorsal and ventral pathways of the brain network that mediates human social behavior. We scanned brain activity with functional magnetic resonance imaging (fMRI) in 16 healthy volunteers when they performed a simple matching-pennies game with a human, human-like android, mechanical robot, interactive robot, and a computer. Before playing this game in the scanner, participants experienced social interactions with each opponent separately and scored their initial impressions using two questionnaires. We found that the participants perceived opponents in two mental dimensions: one represented "mind-holderness" in which participants attributed anthropomorphic impressions to some of the opponents that had mental functions, while the other dimension represented "mind-readerness" in which participants characterized opponents as intelligent. Interestingly, this "mind-readerness" dimension correlated to participants frequently changing their game tactic to prevent opponents from envisioning their strategy, and this was corroborated by increased entropy during the game. We also found that the two factors separately modulated activity in distinct social brain regions. Specifically, mind-holderness modulated activity in the dorsal aspect of the temporoparietal junction (TPJ) and medial prefrontal and posterior paracingulate cortices, while mind-readerness modulated activity in the ventral aspect of TPJ and the temporal pole. These results clearly demonstrate that activity in social brain networks is modulated through pre-scanning experiences of social interaction with a variety of agents. Furthermore, our findings elucidated the existence of two distinct functional networks in the social human brain. Social interaction with anthropomorphic or intelligent-looking agents may distinctly shape the internal representation of our social brain, which may in turn determine how we behave for various agents that we encounter in our society. Copyright © 2014 The Authors. Published by Elsevier Ltd.. All rights reserved.

  5. Teaching with Game-Based Learning Management Systems: Exploring a Pedagogical Dungeon

    ERIC Educational Resources Information Center

    Carron, Thibault; Marty, Jean-Charles; Heraud, Jean-Mathias

    2008-01-01

    The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar…

  6. (Re)location of Home in Louise Erdrich's "The Game of Silence"

    ERIC Educational Resources Information Center

    Chang, Li Ping

    2011-01-01

    Louise Erdrich is one of the most influential writers of the Native American Renaissance. Her contributions to the representation of Native American history have been great, and her masterpieces of children's literature have won her a prominent reputation. This article explores the (re)location of the concept of home in Erdrich's "The Game of…

  7. "Redstone Is Like Electricity": Children's Performative Representations in and around "Minecraft"

    ERIC Educational Resources Information Center

    Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine

    2015-01-01

    This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…

  8. From Play to Thoughtful Learning: A Design Strategy to Engage Children with Mathematical Representations

    ERIC Educational Resources Information Center

    Sedig, Kamran

    2008-01-01

    Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…

  9. Promoting broad and stable improvements in low-income children's numerical knowledge through playing number board games.

    PubMed

    Ramani, Geetha B; Siegler, Robert S

    2008-01-01

    Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical magnitude comparison, number line estimation, counting, and numeral identification. The gains remained 9 weeks later. Classmates who played an identical game, except for the squares varying in color rather than number, did not improve on any measure. Also as predicted, home experience playing number board games correlated positively with numerical knowledge. Thus, playing number board games with children from low-income backgrounds may increase their numerical knowledge at the outset of school.

  10. Intelligence with representation.

    PubMed

    Steels, Luc

    2003-10-15

    Behaviour-based robotics has always been inspired by earlier cybernetics work such as that of W. Grey Walter. It emphasizes that intelligence can be achieved without the kinds of representations common in symbolic AI systems. The paper argues that such representations might indeed not be needed for many aspects of sensory-motor intelligence but become a crucial issue when bootstrapping to higher levels of cognition. It proposes a scenario in the form of evolutionary language games by which embodied agents develop situated grounded representations adapted to their needs and the conventions emerging in the population.

  11. Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena

    NASA Astrophysics Data System (ADS)

    Corredor, Javier; Gaydos, Matthew; Squire, Kurt

    2014-06-01

    This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.

  12. State-Based Delay Representation and Its Transfer from a Game of Pong to Reaching and Tracking

    PubMed Central

    Leib, Raz; Pressman, Assaf; Simo, Lucia S.; Karniel, Amir

    2017-01-01

    Abstract To accurately estimate the state of the body, the nervous system needs to account for delays between signals from different sensory modalities. To investigate how such delays may be represented in the sensorimotor system, we asked human participants to play a virtual pong game in which the movement of the virtual paddle was delayed with respect to their hand movement. We tested the representation of this new mapping between the hand and the delayed paddle by examining transfer of adaptation to blind reaching and blind tracking tasks. These blind tasks enabled to capture the representation in feedforward mechanisms of movement control. A Time Representation of the delay is an estimation of the actual time lag between hand and paddle movements. A State Representation is a representation of delay using current state variables: the distance between the paddle and the ball originating from the delay may be considered as a spatial shift; the low sensitivity in the response of the paddle may be interpreted as a minifying gain; and the lag may be attributed to a mechanical resistance that influences paddle’s movement. We found that the effects of prolonged exposure to the delayed feedback transferred to blind reaching and tracking tasks and caused participants to exhibit hypermetric movements. These results, together with simulations of our representation models, suggest that delay is not represented based on time, but rather as a spatial gain change in visuomotor mapping. PMID:29379875

  13. Digital Dome versus Desktop Display: Learning Outcome Assessments by Domain Experts

    ERIC Educational Resources Information Center

    Jacobson, Jeffery

    2013-01-01

    In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…

  14. Soccer player recognition by pixel classification in a hybrid color space

    NASA Astrophysics Data System (ADS)

    Vandenbroucke, Nicolas; Macaire, Ludovic; Postaire, Jack-Gerard

    1997-08-01

    Soccer is a very popular sport all over the world, Coaches and sport commentators need accurate information about soccer games, especially about the players behavior. These information can be gathered by inspectors who watch the soccer match and report manually the actions of the players involved in the principal phases of the game. Generally, these inspectors focus their attention on the few players standing near the ball and don't report about the motion of all the other players. So it seems desirable to design a system which automatically tracks all the players in real- time. That's why we propose to automatically track each player through the successive color images of the sequences acquired by a fixed color camera. Each player which is present in the image, is modelized by an active contour model or snake. When, during the soccer match, a player is hidden by another, the snakes which track these two players merge. So, it becomes impossible to track the players, except if the snakes are interactively re-initialized. Fortunately, in most cases, the two players don't belong to the same team. That is why we present an algorithm which recognizes the teams of the players by pixels representing the soccer ground which must be withdrawn before considering the players themselves. To eliminate these pixels, the color characteristics of the ground are determined interactively. In a second step, dealing with windows containing only one player of one team, the color features which yield the best discrimination between the two teams are selected. Thanks to these color features, the pixels associated to the players of the two teams form two separated clusters into a color space. In fact, there are many color representation systems and it's interesting to evaluate the features which provide the best separation between the two classes of pixels according to the players soccer suit. Finally, the classification process for image segmentation is based on the three most discriminating color features which define the coordinates of each pixel in an 'hybrid color space.' Thanks to this hybrid color representation, each pixel can be assigned to one of the two classes by a minimum distance classification.

  15. Contributions maternelles et paternelles au developpement des representations symboliques et categorielles des objets par les jeunes enfants (Materal and Paternal Contributions to the Development of Symbolic and Categorical Representation of Objects by Young Children).

    ERIC Educational Resources Information Center

    Labrell, Florence

    1998-01-01

    Theory and research on parent-child linguistic interactions that focus on the symbolic representation or categorization of objects are discussed, noting the role of such variables as the age of the children, linguistic context, and sex of the involved parent. During the second year of life, even if maternal and paternal games with toddlers are…

  16. Using the Computer Game "FoldIt" to Entice Students to Explore External Representations of Protein Structure in a Biochemistry Course for Nonmajors

    ERIC Educational Resources Information Center

    Farley, Peter C.

    2013-01-01

    This article describes a novel approach to teaching novice Biochemistry students visual literacy skills and understanding of some aspects of protein structure using the internet resource FoldIt and a worksheet based on selected Introductory Puzzles from this computer game. In responding to a questionnaire, students indicated that they (94%)…

  17. Virtual muscularity: a content analysis of male video game characters.

    PubMed

    Martins, Nicole; Williams, Dmitri C; Ratan, Rabindra A; Harrison, Kristen

    2011-01-01

    The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.

  18. What Does a Graphical Representation Mean for Students at the Beginning of Function Teaching?

    ERIC Educational Resources Information Center

    Yavuz, Ilyas

    2010-01-01

    This study examines how students in the early stages of learning about the concept of functions, describe a curve and, in particular, evaluate the appropriateness of their argument about the representation of a function. Students are offered a message game which is related to a curve drawn on a coordinate system, representing an "imaginary…

  19. Representation

    DTIC Science & Technology

    2006-09-01

    two weeks to arrive. Source: http://beergame.mit.edu/ Permission Granted – MIT Supply Chain Forum 2005 Professor Sterman –Sloan School of...Management - MITSource: http://web.mit.edu/jsterman/www/ SDG /beergame.html Rules of Engagement The MIT Beer Game Simulation 04-04 Slide Number 10 Professor...Sterman –Sloan School of Management - MITSource: http://web.mit.edu/jsterman/www/ SDG /beergame.html What is the Significance of Representation

  20. Individuals and Leadership in an Australian Secondary Science Department: A Qualitative Study

    NASA Astrophysics Data System (ADS)

    Melville, Wayne; Wallace, John; Bartley, Anthony

    2007-12-01

    In this article, we consider the complex and dynamic inter-relationships between individual science teachers, the social space of their work and their dispositions towards teacher leadership. Research into the representation of school science departments through individual science teachers is scarce. We explore the representations of four individual teachers to the assertions of teacher leadership proposed by Silva et al. (Teach Coll Rec, 102(4):779-804, 2000). These representations, expressed during regular science department meetings, occur in the social space of Bourdieu's "field" and are a reflection of the "game" of science education being played within the department. This departmentally centred space suggests an important implication when considering the relationship between subject departments and their schools. The development of an individual's representation of teacher leadership and the wider "field" of science education appears to shape the individual towards promoting their own sense of identity as a teacher of science, rather than as a teacher within a school. Our work suggests that for these individuals, the important "game" is science education, not school improvement. Consequently, the subject department may be a missing link between efforts to improve schools and current organizational practices.

  1. Imperial boyhood: piracy and the play ethic.

    PubMed

    Deane, Bradley

    2011-01-01

    Representations of perpetual boyhood came to fascinate the late Victorians, partly because such images could naturalize a new spirit of imperial aggression and new policies of preserving power. This article traces the emergence of this fantasy through a series of stories about the relationship of the boy and the pirate, figures whose opposition in mid-Victorian literature was used to articulate the moral legitimacy of colonialism, but who became doubles rather than antitheses in later novels, such as R.L. Stevenson's "Treasure Island" and Joseph Conrad's "Lord Jim." Masculine worth needed no longer to be measured by reference to transcendent, universal laws, but by a morally flexible ethic of competitive play, one that bound together boyishness and piracy in a satisfying game of international adventure.

  2. A game-based platform for crowd-sourcing biomedical image diagnosis and standardized remote training and education of diagnosticians

    NASA Astrophysics Data System (ADS)

    Feng, Steve; Woo, Minjae; Chandramouli, Krithika; Ozcan, Aydogan

    2015-03-01

    Over the past decade, crowd-sourcing complex image analysis tasks to a human crowd has emerged as an alternative to energy-inefficient and difficult-to-implement computational approaches. Following this trend, we have developed a mathematical framework for statistically combining human crowd-sourcing of biomedical image analysis and diagnosis through games. Using a web-based smart game (BioGames), we demonstrated this platform's effectiveness for telediagnosis of malaria from microscopic images of individual red blood cells (RBCs). After public release in early 2012 (http://biogames.ee.ucla.edu), more than 3000 gamers (experts and non-experts) used this BioGames platform to diagnose over 2800 distinct RBC images, marking them as positive (infected) or negative (non-infected). Furthermore, we asked expert diagnosticians to tag the same set of cells with labels of positive, negative, or questionable (insufficient information for a reliable diagnosis) and statistically combined their decisions to generate a gold standard malaria image library. Our framework utilized minimally trained gamers' diagnoses to generate a set of statistical labels with an accuracy that is within 98% of our gold standard image library, demonstrating the "wisdom of the crowd". Using the same image library, we have recently launched a web-based malaria training and educational game allowing diagnosticians to compare their performance with their peers. After diagnosing a set of ~500 cells per game, diagnosticians can compare their quantified scores against a leaderboard and view their misdiagnosed cells. Using this platform, we aim to expand our gold standard library with new RBC images and provide a quantified digital tool for measuring and improving diagnostician training globally.

  3. Learning from number board games: you learn what you encode.

    PubMed

    Laski, Elida V; Siegler, Robert S

    2014-03-01

    We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current number on the board while playing a 0-100 number board game facilitated their encoding of the numerical-spatial relations on the game board and improved their number line estimates, numeral identification, and count-on skill. Playing the same game using the standard count-from-1 procedure led to considerably less learning. Experiment 2 demonstrated that comparable improvement in number line estimation does not occur with practice encoding the numerals 1-100 outside of the context of a number board game. The general importance of aligning learning activities and physical materials with desired mental representations is discussed. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  4. How commercial and ``violent'' video games can promote culturally sensitive science learning: some questions and challenges

    NASA Astrophysics Data System (ADS)

    Kwah, Helen

    2012-12-01

    In their paper, Muñoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Muñoz and El-Hani take a more creative route and include games such as Fallout 3® precisely because they are popular and they reproduce ideological and violent representations of gender, race, class, nationality, science and technology. However, there are many questions that arise in bringing these commercial video games into science classrooms, including the questions of how students' capacities for critical reflection can be facilitated, whether traditional science teachers can take on the role of using such games in their classrooms, and which video games would be most appropriate to use. In this response, I raise these questions and consider some of the challenges in order to further the possibility of implementing Muñoz and El-Hani's creative proposal for generating culturally sensitive science classrooms.

  5. Handling Massive Models: Representation, Real-Time Display and Interaction

    DTIC Science & Technology

    2008-09-16

    Published, K. Ward, N. Galoppo, and M. Lin, "Interactive Virtual Hair Salon ", Presence, p. , vol. , (2007). Published, K. Ward, F. Bertails, T.-Y...Detection for Deformable Models using Representative-Triangles", Symposium on Interactive 3D Graphics and Games , p. , vol. , (2008). Published...Interactive 3D Graphics and Games (I3D), p. , vol. , (2008). Published, Brandon Lloyd, Naga K. Govindaraju, Cory Quammen, Steven E. Molnar, Dinesh

  6. [Social psychological determinants of the formation of medical students' professional identity. Possibilities of development].

    PubMed

    Csörsz, Ilona

    2011-03-20

    Systematic observations regarding techniques of medical career-socialization has hardly ever appeared in Hungarian technical literature yet. Focusing on the need for practical medical training the author elaborated a career-socialization program consisting of a three-level, three-branch training technique. This consisted of a Junior Bálint-group, an imaginative visualization technique, and an expressive, drama-pedagogical working method completed with a projective technique. This career-socialization program focuses on the physician's personality, capability-expansion in relationship management, and practicing a set of professional behavior-roles. During the empirical observations connected to the work the author examined medical students' patient-representation, their relation to the patients, and the development of the physician's professional character. Within the frames of this three-level, three-branch training technique program it enables us to observe which training technique is able to reveal all those psychological qualities that can contribute to the conformation of the representations, thus to the process of career-socialization in the most effective way. The content-analyses of the cases of Junior Bálint-groups (n = 60) revealed that the most frequent problems are fear of intimacy, of bodily contact, communication with patients in a chronic or terminal state, and the fear of medical practice. The content-analyses of imaginary patient-images (n = 62) with Rorschach-signs confirmed that the psychological burdens mentioned above are the most serious problems for medical students. The process-, and content-analyses of drama-games, the integrative healing contact training groups (n = 74) showed that group work primarily intensifies the relationship responsiveness, the ability to adopt the other's (the patient's) viewpoints, and enables an involuntary and distressless identification with the patient and the physician, both agents in the healing relationship. It is the drama-game that gives significant support to experience the physician- patient relationship in a high quality level. In the next phase the author tested the short story used for the drama-game and its projective contents on a sample of medical and psychology students (n = 313). For the statistical analysis the SPSS and the LEM program-packets were applied. Statistical methods included variance analysis, chi-square test and log-linear analysis. The vast similarity of the projective contents appearing in the survey questionnaire and in the drama-group verified that the chosen short story as a projective surface is suitable for recalling the students' typical stereotypes and representations related to diseases, patients, healing experts and therapeutic situations. The drama-group focused on the realization of these stereotypical representations, and also on experiencing and forming the students' emotional relations to them.

  7. Mind Games: Game Engines as an Architecture for Intuitive Physics.

    PubMed

    Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B

    2017-09-01

    We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. More than Just Child's Play?: An Experimental Investigation of the Impact of an Appearance-Focused Internet Game on Body Image and Career Aspirations of Young Girls.

    PubMed

    Slater, Amy; Halliwell, Emma; Jarman, Hannah; Gaskin, Emma

    2017-09-01

    In recent years, elements of the modern environment (such as television, Internet, toys and clothes) have been criticized for having an increasingly sexualized or appearance focus, which has been suggested to be detrimental to girls' development. The current study examined the impact of an appearance-focused Internet game on young girls' body image and career cognitions and aspirations. Eighty British girls aged 8-9 years were randomly assigned to play an appearance-focused or a non-appearance focused game for 10 minutes. Girls in the appearance-focused game condition displayed greater body dissatisfaction compared to the control condition. Type of game did not impact girls' perceived capacity to do various jobs. However, girls who played the appearance-focused game reported a greater preference for feminine careers compared to the control group. This provides preliminary evidence that appearance-focused Internet games may be detrimental to young girls' body image and aspirations. Internet games should be included in our consideration of influential messages for young girls.

  9. Touch, tools, and telepresence: embodiment in mediated environments

    NASA Astrophysics Data System (ADS)

    IJsselsteijn, Wijnand A.; Haans, Antal

    2008-02-01

    We tend to think of our body image as fixed. However, human brains appear to support highly negotiable body images. As a result, our brains show a remarkable flexibility in incorporating non-biological elements (tools and technologies) into the body image, provided reliable, real-time intersensory correlations can be established, and artifacts can be plausibly mapped onto an already existing body image representation. A particularly interesting and relevant phenomenon in this respect is a recently reported crossmodal perceptual illusion known as the rubber-hand illusion (RHI). When a person is watching a fake hand being stroked and tapped in precise synchrony with his or her own unseen hand, the person will, within a few minutes of stimulation, start experiencing the fake hand as an actual part of his or her own body. In this paper, we will review recent work on the RHI and argue that such experimental transformation of the intimate ties between body morphology, proprioception and self-perception enhances our fundamental understanding of the phenomenal experience of self. Moreover, it will enable us to significantly improve the design of interactive media, including the design of avatars in virtual environments and digital games, as well as a range of human-like telerobotic devices.

  10. Examination Outcomes Following Use of Card Games for Learning Radiographic Image Quality in Veterinary Medicine.

    PubMed

    Ober, Christopher P

    Understanding the concepts of radiographic image quality and artifact formation can be difficult for veterinary students. Two educational card games were previously developed to help students learn about factors affecting contrast and blackness as well as radiographic artifacts. Second-year veterinary students played one of the two card games as a part of their normal studies for their veterinary imaging course and later took the radiographic physics quiz normally administered during the course. Performance on quiz questions related to each of the two games was compared between students who played each respective game and those who did not. The hypothesis was that students who played a game would perform better on related questions than those who did not play that game. For the contrast and blackness questions, students who played the associated game as part of their studies performed better than those who only studied by conventional means (mean 4.3 vs. 3.8 out of 5 points, p=.02). However, there was no significant difference in results between groups for artifacts questions (mean 4.7 vs. 4.5 out of 5 points, p=.35). Based on these results, educational game play can have benefits to student learning, but performance may be dependent on specific game objectives and play mechanics.

  11. [Sports injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Division].

    PubMed

    Wang, Fengzhe; Chen, Zhian; Pan, Shinong; Liao, Wei; Zhan, Yuhua; Zheng, Liqiang; Wang, Yitong; Lu, Chunxue; Fu, Wei; Zhang, Xiaogang; Liang, Hongjun; Guo, Qiyong

    2015-05-05

    To retrospectively analyse the medical imaging examination results of the injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Divison. Collected and analyzed the health information and medical imaging examination results from Shengjing Hospital of China Medical University during the two games. There was 9 cases of sports injuries in the 2008 Olympic Games, mainly for knee, ankle ligament injury and muscle sprain, 36 cases of sports injuries in the 2013 China National Games, mainly for head traumas (9 cases), knee injuries (7 cases), ankle injuries (7 cases), shoulder injures (4 cases). Competitions of high risk of being injured were wrestling (10 cases), track and field (8 cases), American football (6 cases). The most common cause of illness were respiratory system (60 cases) and the digestive system (27 cases) in the total 233 cases illnesses in the China National Games. Different sports have different characteristic, regularity and mechanism of injury. Medical imaging examination has important value in the diagnosis of injury during large games. The respiratory system and digestive system are the most common illnesses and affect the athletes training and competition as important as injuries. So illness is the focus on the medical care assurance of the large games.

  12. Number Systems. Popular Lectures in Mathematics.

    ERIC Educational Resources Information Center

    Fomin, S. V.

    The origin, properties, and applications of various number systems are discussed. Among the 15 topics discussed are: tests for divisibility, the binary system, the game of Nim, computers, and infinite number representations. (MK)

  13. The Effects of Representation Format in Problem Representation on Qualitative Understanding and Quantitative Proficiency in a Learning Game Context

    ERIC Educational Resources Information Center

    Lee, Sungwoong

    2016-01-01

    Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed…

  14. Crowdsourcing malaria parasite quantification: an online game for analyzing images of infected thick blood smears.

    PubMed

    Luengo-Oroz, Miguel Angel; Arranz, Asier; Frean, John

    2012-11-29

    There are 600,000 new malaria cases daily worldwide. The gold standard for estimating the parasite burden and the corresponding severity of the disease consists in manually counting the number of parasites in blood smears through a microscope, a process that can take more than 20 minutes of an expert microscopist's time. This research tests the feasibility of a crowdsourced approach to malaria image analysis. In particular, we investigated whether anonymous volunteers with no prior experience would be able to count malaria parasites in digitized images of thick blood smears by playing a Web-based game. The experimental system consisted of a Web-based game where online volunteers were tasked with detecting parasites in digitized blood sample images coupled with a decision algorithm that combined the analyses from several players to produce an improved collective detection outcome. Data were collected through the MalariaSpot website. Random images of thick blood films containing Plasmodium falciparum at medium to low parasitemias, acquired by conventional optical microscopy, were presented to players. In the game, players had to find and tag as many parasites as possible in 1 minute. In the event that players found all the parasites present in the image, they were presented with a new image. In order to combine the choices of different players into a single crowd decision, we implemented an image processing pipeline and a quorum algorithm that judged a parasite tagged when a group of players agreed on its position. Over 1 month, anonymous players from 95 countries played more than 12,000 games and generated a database of more than 270,000 clicks on the test images. Results revealed that combining 22 games from nonexpert players achieved a parasite counting accuracy higher than 99%. This performance could be obtained also by combining 13 games from players trained for 1 minute. Exhaustive computations measured the parasite counting accuracy for all players as a function of the number of games considered and the experience of the players. In addition, we propose a mathematical equation that accurately models the collective parasite counting performance. This research validates the online gaming approach for crowdsourced counting of malaria parasites in images of thick blood films. The findings support the conclusion that nonexperts are able to rapidly learn how to identify the typical features of malaria parasites in digitized thick blood samples and that combining the analyses of several users provides similar parasite counting accuracy rates as those of expert microscopists. This experiment illustrates the potential of the crowdsourced gaming approach for performing routine malaria parasite quantification, and more generally for solving biomedical image analysis problems, with future potential for telediagnosis related to global health challenges.

  15. Crowdsourcing Malaria Parasite Quantification: An Online Game for Analyzing Images of Infected Thick Blood Smears

    PubMed Central

    Arranz, Asier; Frean, John

    2012-01-01

    Background There are 600,000 new malaria cases daily worldwide. The gold standard for estimating the parasite burden and the corresponding severity of the disease consists in manually counting the number of parasites in blood smears through a microscope, a process that can take more than 20 minutes of an expert microscopist’s time. Objective This research tests the feasibility of a crowdsourced approach to malaria image analysis. In particular, we investigated whether anonymous volunteers with no prior experience would be able to count malaria parasites in digitized images of thick blood smears by playing a Web-based game. Methods The experimental system consisted of a Web-based game where online volunteers were tasked with detecting parasites in digitized blood sample images coupled with a decision algorithm that combined the analyses from several players to produce an improved collective detection outcome. Data were collected through the MalariaSpot website. Random images of thick blood films containing Plasmodium falciparum at medium to low parasitemias, acquired by conventional optical microscopy, were presented to players. In the game, players had to find and tag as many parasites as possible in 1 minute. In the event that players found all the parasites present in the image, they were presented with a new image. In order to combine the choices of different players into a single crowd decision, we implemented an image processing pipeline and a quorum algorithm that judged a parasite tagged when a group of players agreed on its position. Results Over 1 month, anonymous players from 95 countries played more than 12,000 games and generated a database of more than 270,000 clicks on the test images. Results revealed that combining 22 games from nonexpert players achieved a parasite counting accuracy higher than 99%. This performance could be obtained also by combining 13 games from players trained for 1 minute. Exhaustive computations measured the parasite counting accuracy for all players as a function of the number of games considered and the experience of the players. In addition, we propose a mathematical equation that accurately models the collective parasite counting performance. Conclusions This research validates the online gaming approach for crowdsourced counting of malaria parasites in images of thick blood films. The findings support the conclusion that nonexperts are able to rapidly learn how to identify the typical features of malaria parasites in digitized thick blood samples and that combining the analyses of several users provides similar parasite counting accuracy rates as those of expert microscopists. This experiment illustrates the potential of the crowdsourced gaming approach for performing routine malaria parasite quantification, and more generally for solving biomedical image analysis problems, with future potential for telediagnosis related to global health challenges. PMID:23196001

  16. Representation of Cultural Role-Play for Training

    NASA Technical Reports Server (NTRS)

    Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na

    2010-01-01

    The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

  17. Lifetime Video Game Consumption, Interpersonal Aggression, Hostile Sexism, and Rape Myth Acceptance: A Cultivation Perspective.

    PubMed

    Fox, Jesse; Potocki, Bridget

    2016-06-01

    Although previous research has investigated relationships between media consumption, sexism, and rape myth acceptance (RMA), limited research has investigated video games despite their emergence as one of the most popular forms of media entertainment globally. Given that video games typically feature even less diverse and more objectified representations of women than traditional mainstream media, we predicted that there would be relationships between video game consumption and negative beliefs and attitudes about women. In this study, we conducted a survey (N = 351) of male and female adults and used structural equation modeling to analyze relationships among video game consumption, trait interpersonal aggression, ambivalent sexism, and first-order (percentage of false rape accusations) and second-order cultivation effects (RMA). We found support for the hypothesized cultivation model, indicating a relationship between video game consumption and RMA via interpersonal aggression and hostile sexism. Although these findings cannot be interpreted causally, we discuss the implications of these associations and future directions for research. © The Author(s) 2015.

  18. Imaging services at the Paralympic Games London 2012: analysis of demand and distribution of workload.

    PubMed

    Bethapudi, Sarath; Campbell, Robert S D; Budgett, Richard; Willick, Stuart E; Van de Vliet, Peter

    2015-01-01

    Very little data have been published on medical imaging services at disability games. 7.9 million euros (£6.6 million, US$11 million) were invested in setting up radiology facilities within purpose built polyclinics at the London 2012 Olympic and Paralympic games. This paper details imaging services at the 2012 Paralympic Games. Data analysis on imaging at 2012 Olympics has been published in a separate paper. To analyse the workload on the polyclinics' radiology services, provided for the Paralympic athletes during the London 2012 Paralympic Games. Data were prospectively collected during the period of the Paralympic games from the Picture Archive Communications System (PACS) and the Radiological Information System (RIS). Data were correlated with the medical encounter database (ATOS). 655 imaging episodes were recorded, which comprised 38.8% (n=254) MRI, 33% (n=216) plain radiographs, 24% (n=157) ultrasound scans and 4.2% (n=28) CT scans. Investigations on the Paralympic athletes accounted for 65.2% of workload, with the remainder divided between Paralympic family and workforce. MRI was the most used imaging resource and CT was the least used imaging modality at the Paralympic village polyclinic. Analysis of demographic data provides a useful index for planning radiology infrastructure and manpower at future international competitions for athletes with a disability. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  19. CROSS-DISCIPLINARY PHYSICS AND RELATED AREAS OF SCIENCE AND TECHNOLOGY: Chaos game representation walk model for the protein sequences

    NASA Astrophysics Data System (ADS)

    Gao, Jie; Jiang, Li-Li; Xu, Zhen-Yuan

    2009-10-01

    A new chaos game representation of protein sequences based on the detailed hydrophobic-hydrophilic (HP) model has been proposed by Yu et al (Physica A 337 (2004) 171). A CGR-walk model is proposed based on the new CGR coordinates for the protein sequences from complete genomes in the present paper. The new CGR coordinates based on the detailed HP model are converted into a time series, and a long-memory ARFIMA(p, d, q) model is introduced into the protein sequence analysis. This model is applied to simulating real CGR-walk sequence data of twelve protein sequences. Remarkably long-range correlations are uncovered in the data and the results obtained from these models are reasonably consistent with those available from the ARFIMA(p, d, q) model.

  20. Images as Representations: Visual Sources on Education and Childhood in the Past

    ERIC Educational Resources Information Center

    Dekker, Jeroen J.H.

    2015-01-01

    The challenge of using images for the history of education and childhood will be addressed in this article by looking at them as representations. Central is the relationship between representations and reality. The focus is on the power of paintings as representations of aspects of realities. First the meaning of representation for images as…

  1. Computer and video game addiction-a comparison between game users and non-game users.

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  2. [Negative perceptions of the risks associated with gaming in young adolescents: An exploratory study to help thinking about a prevention program].

    PubMed

    Bonnaire, C; Phan, O

    2017-07-01

    Given the growing use of video games and the growing number of adolescents with Internet gaming disorder (IGD), prevention in this area is necessary. The objective of this study was to investigate the use and most particularly the representations of the risks associated with the use of video games in young adolescents by comparing problematic (PGs) and nonproblematic gamers (NPGs). Gender differences were also explored. Five Parisian middle schools participated in this study and 434 adolescents (231 boys, m age =13.2 years; 203 girls, m age =13.1 years) answered several questions concerning videogames (including the Game Addiction Scale). Among all participants (n=434), 37 students (n=8.8%) could be considered PGs. Of these, 29 (n=78.4%) were boys. Generally, sample students' surf and play a great deal during the week: they spend an average of 2h per day playing video games and 4h per day on the Internet. The number of screens at home is significantly higher in PGs compared to NPGs, the remaining set at a high level (n>10). Most middle school students believe that time spent on video games can have an impact on physical and mental health but they have no impact on academic performance. The two types of video games responsible for problematic use were role-play games and first-person shooter games. Most negative consequences are reported more by girls than boys: eating problems (P=.037), sleep problems (P=.040), vision problems (P=.002), conflicts with parents (P<001), loss of time (P=.003), and lack of school investment (P<.001). For all participants, the main reasons for IGD were poor academic performance, lack of friends, lack of self-confidence and family problems. In NPGs, girls reported more than boys that family problems (P=.003), lack of self-confidence (P=.005) and negative self-image (P=.007) led to IGD. The three main features of the individual with IGD reported by PGs and NPGs is the failure to stop playing, playing instead of fulfilling one's obligations and doing nothing but play. Most of the respondents believed that one can be addicted to video games and that they can have an impact on physical and mental health. Adolescents are more aware of the impact gaming generates on themselves than on their relationship with the environment (school and family). These preliminary exploratory findings indicate that preventive action could be promoted for adolescents. To promote life skills, and given that girls often report more negative consequences than boys, it seems important to include these skills in prevention programs. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  3. Spatially variant morphological restoration and skeleton representation.

    PubMed

    Bouaynaya, Nidhal; Charif-Chefchaouni, Mohammed; Schonfeld, Dan

    2006-11-01

    The theory of spatially variant (SV) mathematical morphology is used to extend and analyze two important image processing applications: morphological image restoration and skeleton representation of binary images. For morphological image restoration, we propose the SV alternating sequential filters and SV median filters. We establish the relation of SV median filters to the basic SV morphological operators (i.e., SV erosions and SV dilations). For skeleton representation, we present a general framework for the SV morphological skeleton representation of binary images. We study the properties of the SV morphological skeleton representation and derive conditions for its invertibility. We also develop an algorithm for the implementation of the SV morphological skeleton representation of binary images. The latter algorithm is based on the optimal construction of the SV structuring element mapping designed to minimize the cardinality of the SV morphological skeleton representation. Experimental results show the dramatic improvement in the performance of the SV morphological restoration and SV morphological skeleton representation algorithms in comparison to their translation-invariant counterparts.

  4. Sparky's Firehouse (Games)

    MedlinePlus

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  5. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction.

    PubMed

    Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F

    2012-05-31

    We evaluated whether a brief 3-week family therapy intervention would change patterns of brain activation in response to affection and gaming cues in adolescents from dysfunctional families who met criteria for on-line game addiction. Fifteen adolescents with on-line game addiction and fifteen adolescents without problematic on-line game play and an intact family structure were recruited. Over 3 weeks, families were asked to carry out homework assignments focused on increasing family cohesion for more than 1 hour/day and 4 days/week. Before therapy, adolescents with on-line game addiction demonstrated decreased activity as measured by functional magnetic resonance imaging (fMRI) within the caudate, middle temporal gyrus, and occipital lobe in response to images depicting parental affection and increased activity of the middle frontal and inferior parietal in response scenes from on-line games, relative to healthy comparison subjects. Improvement in perceived family cohesion following 3 weeks of treatment was associated with an increase in the activity of the caudate nucleus in response to affection stimuli and was inversely correlated with changes in on-line game playing time. With evidence of brain activation changes in response to on-line game playing cues and images depicting parental love, the present findings suggest that family cohesion may be an important factor in the treatment of problematic on-line game playing. Crown Copyright © 2012. Published by Elsevier Ireland Ltd. All rights reserved.

  6. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction

    PubMed Central

    Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F.

    2015-01-01

    We evaluated whether a brief 3-week family therapy intervention would change patterns of brain activation in response to affection and gaming cues in adolescents from dysfunctional families who met criteria for on-line game addiction. Fifteen adolescents with on-line game addiction and fifteen adolescents without problematic on-line game play and an intact family structure were recruited. Over 3 weeks, families were asked to carry out homework assignments focused on increasing family cohesion for more than 1 hour/day and 4 days/week. Before therapy, adolescents with on-line game addiction demonstrated decreased activity as measured by functional magnetic resonance imaging (fMRI) within the caudate, middle temporal gyrus, and occipital lobe in response to images depicting parental affection and increased activity of the middle frontal and inferior parietal in response scenes from on-line games, relative to healthy comparison subjects. Improvement in perceived family cohesion following 3 weeks of treatment was associated with an increase in the activity of the caudate nucleus in response to affection stimuli and was inversely correlated with changes in on-line game playing time. With evidence of brain activation changes in response to on-line game playing cues and images depicting parental love, the present findings suggest that family cohesion may be an important factor in the treatment of problematic on-line game playing. PMID:22698763

  7. Store-and-feedforward adaptive gaming system for hand-finger motion tracking in telerehabilitation.

    PubMed

    Lockery, Daniel; Peters, James F; Ramanna, Sheela; Shay, Barbara L; Szturm, Tony

    2011-05-01

    This paper presents a telerehabilitation system that encompasses a webcam and store-and-feedforward adaptive gaming system for tracking finger-hand movement of patients during local and remote therapy sessions. Gaming-event signals and webcam images are recorded as part of a gaming session and then forwarded to an online healthcare content management system (CMS) that separates incoming information into individual patient records. The CMS makes it possible for clinicians to log in remotely and review gathered data using online reports that are provided to help with signal and image analysis using various numerical measures and plotting functions. Signals from a 6 degree-of-freedom magnetic motion tracking system provide a basis for video-game sprite control. The MMT provides a path for motion signals between common objects manipulated by a patient and a computer game. During a therapy session, a webcam that captures images of the hand together with a number of performance metrics provides insight into the quality, efficiency, and skill of a patient.

  8. Image super-resolution via sparse representation.

    PubMed

    Yang, Jianchao; Wright, John; Huang, Thomas S; Ma, Yi

    2010-11-01

    This paper presents a new approach to single-image super-resolution, based on sparse signal representation. Research on image statistics suggests that image patches can be well-represented as a sparse linear combination of elements from an appropriately chosen over-complete dictionary. Inspired by this observation, we seek a sparse representation for each patch of the low-resolution input, and then use the coefficients of this representation to generate the high-resolution output. Theoretical results from compressed sensing suggest that under mild conditions, the sparse representation can be correctly recovered from the downsampled signals. By jointly training two dictionaries for the low- and high-resolution image patches, we can enforce the similarity of sparse representations between the low resolution and high resolution image patch pair with respect to their own dictionaries. Therefore, the sparse representation of a low resolution image patch can be applied with the high resolution image patch dictionary to generate a high resolution image patch. The learned dictionary pair is a more compact representation of the patch pairs, compared to previous approaches, which simply sample a large amount of image patch pairs, reducing the computational cost substantially. The effectiveness of such a sparsity prior is demonstrated for both general image super-resolution and the special case of face hallucination. In both cases, our algorithm generates high-resolution images that are competitive or even superior in quality to images produced by other similar SR methods. In addition, the local sparse modeling of our approach is naturally robust to noise, and therefore the proposed algorithm can handle super-resolution with noisy inputs in a more unified framework.

  9. Optical coherence tomography retinal image reconstruction via nonlocal weighted sparse representation

    NASA Astrophysics Data System (ADS)

    Abbasi, Ashkan; Monadjemi, Amirhassan; Fang, Leyuan; Rabbani, Hossein

    2018-03-01

    We present a nonlocal weighted sparse representation (NWSR) method for reconstruction of retinal optical coherence tomography (OCT) images. To reconstruct a high signal-to-noise ratio and high-resolution OCT images, utilization of efficient denoising and interpolation algorithms are necessary, especially when the original data were subsampled during acquisition. However, the OCT images suffer from the presence of a high level of noise, which makes the estimation of sparse representations a difficult task. Thus, the proposed NWSR method merges sparse representations of multiple similar noisy and denoised patches to better estimate a sparse representation for each patch. First, the sparse representation of each patch is independently computed over an overcomplete dictionary, and then a nonlocal weighted sparse coefficient is computed by averaging representations of similar patches. Since the sparsity can reveal relevant information from noisy patches, combining noisy and denoised patches' representations is beneficial to obtain a more robust estimate of the unknown sparse representation. The denoised patches are obtained by applying an off-the-shelf image denoising method and our method provides an efficient way to exploit information from noisy and denoised patches' representations. The experimental results on denoising and interpolation of spectral domain OCT images demonstrated the effectiveness of the proposed NWSR method over existing state-of-the-art methods.

  10. Propagating Mixed Uncertainties in Cyber Attacker Payoffs: Exploration of Two-Phase Monte Carlo Sampling and Probability Bounds Analysis

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Chatterjee, Samrat; Tipireddy, Ramakrishna; Oster, Matthew R.

    Securing cyber-systems on a continual basis against a multitude of adverse events is a challenging undertaking. Game-theoretic approaches, that model actions of strategic decision-makers, are increasingly being applied to address cybersecurity resource allocation challenges. Such game-based models account for multiple player actions and represent cyber attacker payoffs mostly as point utility estimates. Since a cyber-attacker’s payoff generation mechanism is largely unknown, appropriate representation and propagation of uncertainty is a critical task. In this paper we expand on prior work and focus on operationalizing the probabilistic uncertainty quantification framework, for a notional cyber system, through: 1) representation of uncertain attacker andmore » system-related modeling variables as probability distributions and mathematical intervals, and 2) exploration of uncertainty propagation techniques including two-phase Monte Carlo sampling and probability bounds analysis.« less

  11. "Measuring up to measure" dysmorphophobia as a language game.

    PubMed

    Faccio, Elena; Centomo, Chiara; Mininni, Giuseppe

    2011-09-01

    We look into the transformation of meanings in psychotherapy and suggest a clinical application for Wittgenstein's intuitions concerning the role of linguistic practices in generating significance. In post-modern theory, therapy does not necessarily change reality as much as it does our way of experiencing it by intervening in the linguistic-representational rules responsible for constructing the text which expresses the problem. Since "states of mind assume the truths and forms of the language devices that we use to represent them" (Foucault, 1963, p. 57), therapy may be intended as a narrative path toward a new naming of one's reified experiences. The clinical problem we consider here, the pervasive feeling of inadequacy due to one's excessive height (dysmorphophobia), is an excellent example of "language game" by which a "perspicuous representation" (the "therapy" proposed by Wittgenstein in the 1953) may bring out alternatives to linguistically-built "traps", putting the blocked semiotic mechanism back into motion.

  12. Using the concept of pseudo amino acid composition to predict resistance gene against Xanthomonas oryzae pv. oryzae in rice: an approach from chaos games representation.

    PubMed

    Jingbo, Xia; Silan, Zhang; Feng, Shi; Huijuan, Xiong; Xuehai, Hu; Xiaohui, Niu; Zhi, Li

    2011-09-07

    To evaluate the possibility of an unknown protein to be a resistant gene against Xanthomonas oryzae pv. oryzae, a different mode of pseudo amino acid composition (PseAAC) is proposed to formulate the protein samples by integrating the amino acid composition, as well as the Chaos games representation (CGR) method. Some numerical comparisons of triangle, quadrangle and 12-vertex polygon CGR are carried to evaluate the efficiency of using these fractal figures in classifiers. The numerical results show that among the three polygon methods, triangle method owns a good fractal visualization and performs the best in the classifier construction. By using triangle + 12-vertex polygon CGR as the mathematical feature, the classifier achieves 98.13% in Jackknife test and MCC achieves 0.8462. Copyright © 2011 Elsevier Ltd. All rights reserved.

  13. Gaming-simulation and health education an overview.

    PubMed

    Greenblat, C S

    1977-01-01

    Simulation entails abstraction and representation from a larger system in terms of process as well as structure. Central features are identified and simplified, less important elements are omitted from the model. In medical and health education, simulation enables learners to practice in an environment where mistakes are not costly, such as with simulated patients. Gaming-simulation incorporates role-playing into a defined system of interaction simulating a real world system and is characterized by the degree of structure of the roles and the focus on role interactions. Employment of gaming-simulation is embryonic in health education. Examples included in this Monograph concern problems of aging, hemophiliacs, and the dying; teaching interpersonal skills in psychiatric nursing; interactions of health care systems with their communities; and several other topics. Evaluation is discussed in a separate paper. A variety of health care gaming resources are described.

  14. Brain fMRI study of crave induced by cue pictures in online game addicts (male adolescents).

    PubMed

    Sun, Yueji; Ying, Huang; Seetohul, Ravi M; Xuemei, Wang; Ya, Zheng; Qian, Li; Guoqing, Xu; Ye, Sun

    2012-08-01

    To study crave-related cerebral regions induced by game figure cues in online game addicts. fMRI brain imaging was done when the subjects were shown picture cues of the WoW (World of Warcraft, Version: 4.1.014250) game. 10 male addicts of WoW were selected as addicts' group, and 10 other healthy male non-addicts who were matched by age, were used as non-game addicts' group. All volunteers participated in fMRI paradigms. WoW associated cue pictures and neutral pictures were shown. We examined functional cerebral regions activated by the pictures with 3.0 T Philips MRI. The imaging signals' database was analyzed by SPM5. The correlation between game craving scores and different image results were assessed. When the game addicts watch the pictures, some brain areas show increased signal activity namely: dorsolateral prefrontal cortex, bilateral temporal cortex, cerebellum, right inferior parietal lobule, right cuneus, right hippocampus, parahippocampal gyrus, left caudate nucleus. But in these same brain regions we did not observe remarkable activities in the control group. Differential image signal densities of the addict group were subtracted from the health control group, results of which were expressed in the bilateral dorsolateral prefrontal cortex, anterior cingulate cortex, inferior parietal lobe and inferior temporal gyrus, cerebellum, right insular and the right angular gyrus. The increased imaging signal densities were significant and positively correlated with the craving scale scores in the bilateral prefrontal cortex, anterior cingulate cortex and right inferior parietal lobe. Craving of online game addicts was successfully induced by game cue pictures. Crave related brain areas are: dorsolateral prefrontal cortex, anterior cingulate cortex, and right inferior parietal lobe. The brain regions are overlapped with cognitive and emotion related processing brain areas. Copyright © 2012 Elsevier B.V. All rights reserved.

  15. Part-based deep representation for product tagging and search

    NASA Astrophysics Data System (ADS)

    Chen, Keqing

    2017-06-01

    Despite previous studies, tagging and indexing the product images remain challenging due to the large inner-class variation of the products. In the traditional methods, the quantized hand-crafted features such as SIFTs are extracted as the representation of the product images, which are not discriminative enough to handle the inner-class variation. For discriminative image representation, this paper firstly presents a novel deep convolutional neural networks (DCNNs) architect true pre-trained on a large-scale general image dataset. Compared to the traditional features, our DCNNs representation is of more discriminative power with fewer dimensions. Moreover, we incorporate the part-based model into the framework to overcome the negative effect of bad alignment and cluttered background and hence the descriptive ability of the deep representation is further enhanced. Finally, we collect and contribute a well-labeled shoe image database, i.e., the TBShoes, on which we apply the part-based deep representation for product image tagging and search, respectively. The experimental results highlight the advantages of the proposed part-based deep representation.

  16. Understanding Deep Representations Learned in Modeling Users Likes.

    PubMed

    Guntuku, Sharath Chandra; Zhou, Joey Tianyi; Roy, Sujoy; Lin, Weisi; Tsang, Ivor W

    2016-08-01

    Automatically understanding and discriminating different users' liking for an image is a challenging problem. This is because the relationship between image features (even semantic ones extracted by existing tools, viz., faces, objects, and so on) and users' likes is non-linear, influenced by several subtle factors. This paper presents a deep bi-modal knowledge representation of images based on their visual content and associated tags (text). A mapping step between the different levels of visual and textual representations allows for the transfer of semantic knowledge between the two modalities. Feature selection is applied before learning deep representation to identify the important features for a user to like an image. The proposed representation is shown to be effective in discriminating users based on images they like and also in recommending images that a given user likes, outperforming the state-of-the-art feature representations by  ∼ 15 %-20%. Beyond this test-set performance, an attempt is made to qualitatively understand the representations learned by the deep architecture used to model user likes.

  17. Spectral-spatial classification of hyperspectral imagery with cooperative game

    NASA Astrophysics Data System (ADS)

    Zhao, Ji; Zhong, Yanfei; Jia, Tianyi; Wang, Xinyu; Xu, Yao; Shu, Hong; Zhang, Liangpei

    2018-01-01

    Spectral-spatial classification is known to be an effective way to improve classification performance by integrating spectral information and spatial cues for hyperspectral imagery. In this paper, a game-theoretic spectral-spatial classification algorithm (GTA) using a conditional random field (CRF) model is presented, in which CRF is used to model the image considering the spatial contextual information, and a cooperative game is designed to obtain the labels. The algorithm establishes a one-to-one correspondence between image classification and game theory. The pixels of the image are considered as the players, and the labels are considered as the strategies in a game. Similar to the idea of soft classification, the uncertainty is considered to build the expected energy model in the first step. The local expected energy can be quickly calculated, based on a mixed strategy for the pixels, to establish the foundation for a cooperative game. Coalitions can then be formed by the designed merge rule based on the local expected energy, so that a majority game can be performed to make a coalition decision to obtain the label of each pixel. The experimental results on three hyperspectral data sets demonstrate the effectiveness of the proposed classification algorithm.

  18. Analysis of genomic sequences by Chaos Game Representation.

    PubMed

    Almeida, J S; Carriço, J A; Maretzek, A; Noble, P A; Fletcher, M

    2001-05-01

    Chaos Game Representation (CGR) is an iterative mapping technique that processes sequences of units, such as nucleotides in a DNA sequence or amino acids in a protein, in order to find the coordinates for their position in a continuous space. This distribution of positions has two properties: it is unique, and the source sequence can be recovered from the coordinates such that distance between positions measures similarity between the corresponding sequences. The possibility of using the latter property to identify succession schemes have been entirely overlooked in previous studies which raises the possibility that CGR may be upgraded from a mere representation technique to a sequence modeling tool. The distribution of positions in the CGR plane were shown to be a generalization of Markov chain probability tables that accommodates non-integer orders. Therefore, Markov models are particular cases of CGR models rather than the reverse, as currently accepted. In addition, the CGR generalization has both practical (computational efficiency) and fundamental (scale independence) advantages. These results are illustrated by using Escherichia coli K-12 as a test data-set, in particular, the genes thrA, thrB and thrC of the threonine operon.

  19. Games for Training: Leveraging Commercial Off the Shelf Multiplayer Gaming Software for Infantry Squad Collective Training

    DTIC Science & Technology

    2005-09-01

    squad training, team training, dismounted training, video games , computer games, multiplayer games. 16. PRICE CODE 17. SECURITY CLASSIFICATION OF...Multiplayer - mode of play for computer and video games in which multiple people can play the same game at the same time (Wikipedia, 2005) D...that “improvements in 3-D image generation on the PC and the speed of the internet” have increased the military’s interest in the use of video games as

  20. MToS: A Tree of Shapes for Multivariate Images.

    PubMed

    Carlinet, Edwin; Géraud, Thierry

    2015-12-01

    The topographic map of a gray-level image, also called tree of shapes, provides a high-level hierarchical representation of the image contents. This representation, invariant to contrast changes and to contrast inversion, has been proved very useful to achieve many image processing and pattern recognition tasks. Its definition relies on the total ordering of pixel values, so this representation does not exist for color images, or more generally, multivariate images. Common workarounds, such as marginal processing, or imposing a total order on data, are not satisfactory and yield many problems. This paper presents a method to build a tree-based representation of multivariate images, which features marginally the same properties of the gray-level tree of shapes. Briefly put, we do not impose an arbitrary ordering on values, but we only rely on the inclusion relationship between shapes in the image definition domain. The interest of having a contrast invariant and self-dual representation of multivariate image is illustrated through several applications (filtering, segmentation, and object recognition) on different types of data: color natural images, document images, satellite hyperspectral imaging, multimodal medical imaging, and videos.

  1. A Subdivision-Based Representation for Vector Image Editing.

    PubMed

    Liao, Zicheng; Hoppe, Hugues; Forsyth, David; Yu, Yizhou

    2012-11-01

    Vector graphics has been employed in a wide variety of applications due to its scalability and editability. Editability is a high priority for artists and designers who wish to produce vector-based graphical content with user interaction. In this paper, we introduce a new vector image representation based on piecewise smooth subdivision surfaces, which is a simple, unified and flexible framework that supports a variety of operations, including shape editing, color editing, image stylization, and vector image processing. These operations effectively create novel vector graphics by reusing and altering existing image vectorization results. Because image vectorization yields an abstraction of the original raster image, controlling the level of detail of this abstraction is highly desirable. To this end, we design a feature-oriented vector image pyramid that offers multiple levels of abstraction simultaneously. Our new vector image representation can be rasterized efficiently using GPU-accelerated subdivision. Experiments indicate that our vector image representation achieves high visual quality and better supports editing operations than existing representations.

  2. Profile of biology prospective teachers’ representation on plant anatomy learning

    NASA Astrophysics Data System (ADS)

    Ermayanti; Susanti, R.; Anwar, Y.

    2018-04-01

    This study aims to obtaining students’ representation ability in understanding the structure and function of plant tissues in plant anatomy course. Thirty students of The Biology Education Department of Sriwijaya University were involved in this study. Data on representation ability were collected using test and observation. The instruments had been validated by expert judgment. Test scores were used to represent students’ ability in 4 categories: 2D-image, 3D-image, spatial, and verbal representations. The results show that students’ representation ability is still low: 2D-image (40.0), 3D-image (25.0), spatial (20.0), and verbal representation (45.0). Based on the results of this study, it is suggested that instructional strategies be developed for plant anatomy course.

  3. From rationality to cooperativeness: The totally mixed Nash equilibrium in Markov strategies in the iterated Prisoner's Dilemma.

    PubMed

    Menshikov, Ivan S; Shklover, Alexsandr V; Babkina, Tatiana S; Myagkov, Mikhail G

    2017-01-01

    In this research, the social behavior of the participants in a Prisoner's Dilemma laboratory game is explained on the basis of the quantal response equilibrium concept and the representation of the game in Markov strategies. In previous research, we demonstrated that social interaction during the experiment has a positive influence on cooperation, trust, and gratefulness. This research shows that the quantal response equilibrium concept agrees only with the results of experiments on cooperation in Prisoner's Dilemma prior to social interaction. However, quantal response equilibrium does not explain of participants' behavior after social interaction. As an alternative theoretical approach, an examination was conducted of iterated Prisoner's Dilemma game in Markov strategies. We built a totally mixed Nash equilibrium in this game; the equilibrium agrees with the results of the experiments both before and after social interaction.

  4. Real-Time Simulation

    NASA Technical Reports Server (NTRS)

    1997-01-01

    Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.

  5. From rationality to cooperativeness: The totally mixed Nash equilibrium in Markov strategies in the iterated Prisoner’s Dilemma

    PubMed Central

    Myagkov, Mikhail G.

    2017-01-01

    In this research, the social behavior of the participants in a Prisoner's Dilemma laboratory game is explained on the basis of the quantal response equilibrium concept and the representation of the game in Markov strategies. In previous research, we demonstrated that social interaction during the experiment has a positive influence on cooperation, trust, and gratefulness. This research shows that the quantal response equilibrium concept agrees only with the results of experiments on cooperation in Prisoner’s Dilemma prior to social interaction. However, quantal response equilibrium does not explain of participants’ behavior after social interaction. As an alternative theoretical approach, an examination was conducted of iterated Prisoner's Dilemma game in Markov strategies. We built a totally mixed Nash equilibrium in this game; the equilibrium agrees with the results of the experiments both before and after social interaction. PMID:29190280

  6. Game Face

    ERIC Educational Resources Information Center

    Weiner, Jill

    2005-01-01

    In this article, the author discusses "Game Face: Life Lessons Across the Curriculum", a teaching kit that challenges assumptions and builds confidence. Game Face, which is derived from a book and art exhibition, "Game Face: What Does a Female Athlete Look Like?", uses layered and powerful images of women and girls participating in sports to teach…

  7. Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play.

    PubMed

    Ewell, Patrick J; Guadagno, Rosanna E; Jones, Matthew; Dunn, Robert Andrew

    2016-07-01

    Popular video games often provide people with the option to play characters that are good or evil in nature, and yet, little is known about how individual differences in personality relate to the moral and ethical alignments people chose in their digital representations. We examined whether participants' pre-existing levels of moral disengagement and Big 5 scores predicted the alignments they selected for their avatar in video game play. Results revealed that men, relative to women, were more likely to play "bad guys" and that moral disengagement predicted this finding. Agreeableness and conscientiousness mediated the relationship between moral disengagement and alignment such that those higher in these two traits were more likely to play good characters.

  8. Image fusion using sparse overcomplete feature dictionaries

    DOEpatents

    Brumby, Steven P.; Bettencourt, Luis; Kenyon, Garrett T.; Chartrand, Rick; Wohlberg, Brendt

    2015-10-06

    Approaches for deciding what individuals in a population of visual system "neurons" are looking for using sparse overcomplete feature dictionaries are provided. A sparse overcomplete feature dictionary may be learned for an image dataset and a local sparse representation of the image dataset may be built using the learned feature dictionary. A local maximum pooling operation may be applied on the local sparse representation to produce a translation-tolerant representation of the image dataset. An object may then be classified and/or clustered within the translation-tolerant representation of the image dataset using a supervised classification algorithm and/or an unsupervised clustering algorithm.

  9. Small-angle scattering from 3D Sierpinski tetrahedron generated using chaos game

    NASA Astrophysics Data System (ADS)

    Slyamov, Azat

    2017-12-01

    We approximate a three dimensional version of deterministic Sierpinski gasket (SG), also known as Sierpinski tetrahedron (ST), by using the chaos game representation (CGR). Structural properties of the fractal, generated by both deterministic and CGR algorithms are determined using small-angle scattering (SAS) technique. We calculate the corresponding monodisperse structure factor of ST, using an optimized Debye formula. We show that scattering from CGR of ST recovers basic fractal properties, such as fractal dimension, iteration number, scaling factor, overall size of the system and the number of units composing the fractal.

  10. Analyse conversationnelle et representations sociales: Unite et diversite de L'image du bilinguisme (Conversational Analysis and Social Representations: Unity and Diversity in the Image of Bilingualism).

    ERIC Educational Resources Information Center

    Py, Bernard, Ed.

    2000-01-01

    Articles in this issue include the following: "Representations sociales et discours. Questions epistemologiques et methodologiques" (Social Representations and Discourse. Questions of Epistemology and Methodology); "Aspects theoretiques et methodologiques de la recherche sur le traitement discursif des representations sociales"…

  11. Decoding the representation of learned social roles in the human brain.

    PubMed

    Eger, Evelyn; Moretti, Laura; Dehaene, Stanislas; Sirigu, Angela

    2013-10-01

    Humans as social beings are profoundly affected by exclusion. Short experiences with people differing in their degree of prosocial behaviour can induce reliable preferences for including partners, but the neural mechanisms of this learning remain unclear. Here, we asked participants to play a short social interaction game based on "cyber-ball" where one fictive partner included and another excluded the subject, thus defining social roles (includer - "good", excluder - "bad"). We then used multivariate pattern recognition on high-resolution functional magnetic resonance imaging (fMRI) data acquired before and after this game to test whether neural responses to the partners' and neutral control faces during a perceptual task reflect their learned social valence. Support vector classification scores revealed a learning-related increase in neural discrimination of social status in anterior insula and anterior cingulate regions, which was mainly driven by includer faces becoming distinguishable from excluder and control faces. Thus, face-evoked responses in anterior insula and anterior cingulate cortex contain fine-grained information shaped by prior social interactions that allow for categorisation of faces according to their learned social status. These lasting traces of social experience in cortical areas important for emotional and social processing could provide a substrate of how social inclusion shapes future behaviour and promotes cooperative interactions between individuals. Copyright © 2013 Elsevier Ltd. All rights reserved.

  12. Reading paths, eye drawings, and word islands: Movement in Un coup de dés.

    PubMed

    Loos, Ruth

    2012-01-01

    In the framework of an artistic-scientific project on eye-movements during reading, my collaborators from the psychology department at the KU Leuven and I had a close look at the poem "Un coup de dés jamais n'abolira le hasard" ("A throw of the dice will never abolish chance") by Stéphane Mallarmé. The poem is an intriguing example of nonlinear writing, of a typographic game with white and space, and of an interweaving of different reading lines. These specific features evoke multiple reading methods. The animation, Movement in Un coup de dés, created during the still-ongoing collaboration interweaves a horizontal and a vertical reading method, two spontaneous ways of reading that point at the poem's intriguing ambiguity. Not only are we interested in different methods of reading; the scientific representations of eye movements themselves are a rich source of images with much artistic potential. We explore eye movements as "eye drawings" in new images characterized both by a scientific and by an artistic perspective.

  13. Reading paths, eye drawings, and word islands: Movement in Un coup de dés

    PubMed Central

    Loos, Ruth

    2012-01-01

    In the framework of an artistic–scientific project on eye-movements during reading, my collaborators from the psychology department at the KU Leuven and I had a close look at the poem “Un coup de dés jamais n'abolira le hasard” (“A throw of the dice will never abolish chance”) by Stéphane Mallarmé. The poem is an intriguing example of nonlinear writing, of a typographic game with white and space, and of an interweaving of different reading lines. These specific features evoke multiple reading methods. The animation, Movement in Un coup de dés, created during the still-ongoing collaboration interweaves a horizontal and a vertical reading method, two spontaneous ways of reading that point at the poem's intriguing ambiguity. Not only are we interested in different methods of reading; the scientific representations of eye movements themselves are a rich source of images with much artistic potential. We explore eye movements as “eye drawings” in new images characterized both by a scientific and by an artistic perspective. PMID:23145266

  14. Music and Computing.

    ERIC Educational Resources Information Center

    Boody, Charles G., Ed.

    1986-01-01

    Six articles on music and computing address development of computer-based music technology, computer assisted instruction (CAI) in ear training and music fundamentals, a machine-independent data structure for musical pitch relationship representation, touch tablet input device in a melodic dictation CAI game, and systematic evaluation strategies…

  15. A serious game for learning ultrasound-guided needle placement skills.

    PubMed

    Chan, Wing-Yin; Qin, Jing; Chui, Yim-Pan; Heng, Pheng-Ann

    2012-11-01

    Ultrasound-guided needle placement is a key step in a lot of radiological intervention procedures such as biopsy, local anesthesia and fluid drainage. To help training future intervention radiologists, we develop a serious game to teach the skills involved. We introduce novel techniques for realistic simulation and integrate game elements for active and effective learning. This game is designed in the context of needle placement training based on the some essential characteristics of serious games. Training scenarios are interactively generated via a block-based construction scheme. A novel example-based texture synthesis technique is proposed to simulate corresponding ultrasound images. Game levels are defined based on the difficulties of the generated scenarios. Interactive recommendation of desirable insertion paths is provided during the training as an adaptation mechanism. We also develop a fast physics-based approach to reproduce the shadowing effect of needles in ultrasound images. Game elements such as time-attack tasks, hints and performance evaluation tools are also integrated in our system. Extensive experiments are performed to validate its feasibility for training.

  16. Prediction of protein structural classes by recurrence quantification analysis based on chaos game representation.

    PubMed

    Yang, Jian-Yi; Peng, Zhen-Ling; Yu, Zu-Guo; Zhang, Rui-Jie; Anh, Vo; Wang, Desheng

    2009-04-21

    In this paper, we intend to predict protein structural classes (alpha, beta, alpha+beta, or alpha/beta) for low-homology data sets. Two data sets were used widely, 1189 (containing 1092 proteins) and 25PDB (containing 1673 proteins) with sequence homology being 40% and 25%, respectively. We propose to decompose the chaos game representation of proteins into two kinds of time series. Then, a novel and powerful nonlinear analysis technique, recurrence quantification analysis (RQA), is applied to analyze these time series. For a given protein sequence, a total of 16 characteristic parameters can be calculated with RQA, which are treated as feature representation of protein sequences. Based on such feature representation, the structural class for each protein is predicted with Fisher's linear discriminant algorithm. The jackknife test is used to test and compare our method with other existing methods. The overall accuracies with step-by-step procedure are 65.8% and 64.2% for 1189 and 25PDB data sets, respectively. With one-against-others procedure used widely, we compare our method with five other existing methods. Especially, the overall accuracies of our method are 6.3% and 4.1% higher for the two data sets, respectively. Furthermore, only 16 parameters are used in our method, which is less than that used by other methods. This suggests that the current method may play a complementary role to the existing methods and is promising to perform the prediction of protein structural classes.

  17. Joint image restoration and location in visual navigation system

    NASA Astrophysics Data System (ADS)

    Wu, Yuefeng; Sang, Nong; Lin, Wei; Shao, Yuanjie

    2018-02-01

    Image location methods are the key technologies of visual navigation, most previous image location methods simply assume the ideal inputs without taking into account the real-world degradations (e.g. low resolution and blur). In view of such degradations, the conventional image location methods first perform image restoration and then match the restored image on the reference image. However, the defective output of the image restoration can affect the result of localization, by dealing with the restoration and location separately. In this paper, we present a joint image restoration and location (JRL) method, which utilizes the sparse representation prior to handle the challenging problem of low-quality image location. The sparse representation prior states that the degraded input image, if correctly restored, will have a good sparse representation in terms of the dictionary constructed from the reference image. By iteratively solving the image restoration in pursuit of the sparest representation, our method can achieve simultaneous restoration and location. Based on such a sparse representation prior, we demonstrate that the image restoration task and the location task can benefit greatly from each other. Extensive experiments on real scene images with Gaussian blur are carried out and our joint model outperforms the conventional methods of treating the two tasks independently.

  18. 2016 Summer Olympic Games Site

    Atmospheric Science Data Center

    2016-12-30

    article title:  Site of the 2016 Summer Olympic Games viewed by NASA's MISR     ... 2, 2016, just prior to the opening of the Summer Olympic Games. On the left is an image from MISR's nadir (downward-looking) camera; the ...

  19. Dizeez: An Online Game for Human Gene-Disease Annotation

    PubMed Central

    Loguercio, Salvatore; Good, Benjamin M.; Su, Andrew I.

    2013-01-01

    Structured gene annotations are a foundation upon which many bioinformatics and statistical analyses are built. However the structured annotations available in public databases are a sparse representation of biological knowledge as a whole. The rate of biomedical data generation is such that centralized biocuration efforts struggle to keep up. New models for gene annotation need to be explored that expand the pace at which we are able to structure biomedical knowledge. Recently, online games have emerged as an effective way to recruit, engage and organize large numbers of volunteers to help address difficult biological challenges. For example, games have been successfully developed for protein folding (Foldit), multiple sequence alignment (Phylo) and RNA structure design (EteRNA). Here we present Dizeez, a simple online game built with the purpose of structuring knowledge of gene-disease associations. Preliminary results from game play online and at scientific conferences suggest that Dizeez is producing valid gene-disease annotations not yet present in any public database. These early results provide a basic proof of principle that online games can be successfully applied to the challenge of gene annotation. Dizeez is available at http://genegames.org. PMID:23951102

  20. Mapping the Space of Genomic Signatures

    PubMed Central

    Kari, Lila; Hill, Kathleen A.; Sayem, Abu S.; Karamichalis, Rallis; Bryans, Nathaniel; Davis, Katelyn; Dattani, Nikesh S.

    2015-01-01

    We propose a computational method to measure and visualize interrelationships among any number of DNA sequences allowing, for example, the examination of hundreds or thousands of complete mitochondrial genomes. An "image distance" is computed for each pair of graphical representations of DNA sequences, and the distances are visualized as a Molecular Distance Map: Each point on the map represents a DNA sequence, and the spatial proximity between any two points reflects the degree of structural similarity between the corresponding sequences. The graphical representation of DNA sequences utilized, Chaos Game Representation (CGR), is genome- and species-specific and can thus act as a genomic signature. Consequently, Molecular Distance Maps could inform species identification, taxonomic classifications and, to a certain extent, evolutionary history. The image distance employed, Structural Dissimilarity Index (DSSIM), implicitly compares the occurrences of oligomers of length up to k (herein k = 9) in DNA sequences. We computed DSSIM distances for more than 5 million pairs of complete mitochondrial genomes, and used Multi-Dimensional Scaling (MDS) to obtain Molecular Distance Maps that visually display the sequence relatedness in various subsets, at different taxonomic levels. This general-purpose method does not require DNA sequence alignment and can thus be used to compare similar or vastly different DNA sequences, genomic or computer-generated, of the same or different lengths. We illustrate potential uses of this approach by applying it to several taxonomic subsets: phylum Vertebrata, (super)kingdom Protista, classes Amphibia-Insecta-Mammalia, class Amphibia, and order Primates. This analysis of an extensive dataset confirms that the oligomer composition of full mtDNA sequences can be a source of taxonomic information. This method also correctly finds the mtDNA sequences most closely related to that of the anatomically modern human (the Neanderthal, the Denisovan, and the chimp), and that the sequence most different from it in this dataset belongs to a cucumber. PMID:26000734

  1. Causal tapestries for psychology and physics.

    PubMed

    Sulis, William H

    2012-04-01

    Archetypal dynamics is a formal approach to the modeling of information flow in complex systems used to study emergence. It is grounded in the Fundamental Triad of realisation (system), interpretation (archetype) and representation (formal model). Tapestries play a fundamental role in the framework of archetypal dynamics as a formal representational system. They represent information flow by means of multi layered, recursive, interlinked graphical structures that express both geometry (form or sign) and logic (semantics). This paper presents a detailed mathematical description of a specific tapestry model, the causal tapestry, selected for use in describing behaving systems such as appear in psychology and physics from the standpoint of Process Theory. Causal tapestries express an explicit Lorentz invariant transient now generated by means of a reality game. Observables are represented by tapestry informons while subjective or hidden components (for example intellectual and emotional processes) are incorporated into the reality game that determines the tapestry dynamics. As a specific example, we formulate a random graphical dynamical system using causal tapestries.

  2. Correcting names of bacteria deposited in National Microbial Repositories: an analysed sequence data necessary for taxonomic re-categorization of misclassified bacteria-ONE example, genus Lysinibacillus.

    PubMed

    Rekadwad, Bhagwan N; Gonzalez, Juan M

    2017-08-01

    A report on 16S rRNA gene sequence re-analysis and digitalization is presented using Lysinibacillus species (one example) deposited in National Microbial Repositories in India. Lysinibacillus species 16S rRNA gene sequences were digitalized to provide quick response (QR) codes, Chaose Game Representation (CGR) and Frequency of Chaose Game Representation (FCGR). GC percentage, phylogenetic analysis, and principal component analysis (PCA) are tools used for the differentiation and reclassification of the strains under investigation. The seven reasons supporting the statements made by us as misclassified Lysinibacillus species deposited in National Microbial Depositories are given in this paper. Based on seven reasons, bacteria deposited in National Microbial Repositories such as Lysinibacillus and many other needs reanalyses for their exact identity. Leaves of identity with type strains of related species shows difference 2 to 8 % suggesting that reclassification is needed to correctly assign species names to the analyzed Lysinibacillus strains available in National Microbial Repositories.

  3. Developing Historic Building Information Modelling Guidelines and Procedures for Architectural Heritage in Ireland

    NASA Astrophysics Data System (ADS)

    Murphy, M.; Corns, A.; Cahill, J.; Eliashvili, K.; Chenau, A.; Pybus, C.; Shaw, R.; Devlin, G.; Deevy, A.; Truong-Hong, L.

    2017-08-01

    Cultural heritage researchers have recently begun applying Building Information Modelling (BIM) to historic buildings. The model is comprised of intelligent objects with semantic attributes which represent the elements of a building structure and are organised within a 3D virtual environment. Case studies in Ireland are used to test and develop the suitable systems for (a) data capture/digital surveying/processing (b) developing library of architectural components and (c) mapping these architectural components onto the laser scan or digital survey to relate the intelligent virtual representation of a historic structure (HBIM). While BIM platforms have the potential to create a virtual and intelligent representation of a building, its full exploitation and use is restricted to narrow set of expert users with access to costly hardware, software and skills. The testing of open BIM approaches in particular IFCs and the use of game engine platforms is a fundamental component for developing much wider dissemination. The semantically enriched model can be transferred into a WEB based game engine platform.

  4. Video based object representation and classification using multiple covariance matrices.

    PubMed

    Zhang, Yurong; Liu, Quan

    2017-01-01

    Video based object recognition and classification has been widely studied in computer vision and image processing area. One main issue of this task is to develop an effective representation for video. This problem can generally be formulated as image set representation. In this paper, we present a new method called Multiple Covariance Discriminative Learning (MCDL) for image set representation and classification problem. The core idea of MCDL is to represent an image set using multiple covariance matrices with each covariance matrix representing one cluster of images. Firstly, we use the Nonnegative Matrix Factorization (NMF) method to do image clustering within each image set, and then adopt Covariance Discriminative Learning on each cluster (subset) of images. At last, we adopt KLDA and nearest neighborhood classification method for image set classification. Promising experimental results on several datasets show the effectiveness of our MCDL method.

  5. A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers.

    PubMed

    Graham, John; Zheng, Liya; Gonzalez, Cleotilde

    2006-06-01

    We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.

  6. Sexist games=sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes.

    PubMed

    Breuer, Johannes; Kowert, Rachel; Festl, Ruth; Quandt, Thorsten

    2015-04-01

    From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.

  7. Games for Mathematics Skill Practice.

    ERIC Educational Resources Information Center

    Ludeman, Clinton; Sevier, Bonnie

    1982-01-01

    Multivision is designed to practice simple multiplication and division with one-digit numbers, and is played similarly to Sorry. Fraction Monopoly was designed to assist in practicing addition and subtraction skills with fractions, along with recognizing basic parts and matching numerals with pictorial representations, and is similar to Monopoly.…

  8. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    PubMed

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  9. Applying the multi-threat framework of stereotype threat in the context of digital gaming

    PubMed Central

    Pennington, Charlotte R.; McCann, Joseph J.

    2018-01-01

    Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females’ gaming performance and related self-perceptions. In Experiment 1, 90 females were assigned to one of three conditions in which they were primed that their performance would be either diagnostic of their personal (self-as-target) or gender group’s ability (group-as-target) or would be non-diagnostic of gaming ability (control). In Experiment 2, 90 females were primed that their performance would be judged by a group of other females (in-group source) or males (out-group source), or would be non-diagnostic of ability (control). Participants then completed a casual gaming task, as well as measures of competence beliefs, self-efficacy and self-esteem. Findings from Experiment 1 indicate that neither a self-as-target nor a group-as-target stereotype affected significantly gaming performance, or game-related self-efficacy, self-esteem and competency beliefs. Findings from Experiment 2 reveal further that females’ gaming performance and associated self-perceptions were not impacted significantly by an in-group or out-group source of stereotype threat. The discussion turns to potential explanations for these findings, proposing that females may not perceive negative gender-gaming stereotypes to be an accurate representation of their personal or social group’s gaming ability. We also discuss the implications of the experimental design and difficulty, as well as the potential for domain identification to moderate performance outcomes under stereotype threat. PMID:29444126

  10. Applying the multi-threat framework of stereotype threat in the context of digital gaming.

    PubMed

    Pennington, Charlotte R; Kaye, Linda K; McCann, Joseph J

    2018-01-01

    Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females' gaming performance and related self-perceptions. In Experiment 1, 90 females were assigned to one of three conditions in which they were primed that their performance would be either diagnostic of their personal (self-as-target) or gender group's ability (group-as-target) or would be non-diagnostic of gaming ability (control). In Experiment 2, 90 females were primed that their performance would be judged by a group of other females (in-group source) or males (out-group source), or would be non-diagnostic of ability (control). Participants then completed a casual gaming task, as well as measures of competence beliefs, self-efficacy and self-esteem. Findings from Experiment 1 indicate that neither a self-as-target nor a group-as-target stereotype affected significantly gaming performance, or game-related self-efficacy, self-esteem and competency beliefs. Findings from Experiment 2 reveal further that females' gaming performance and associated self-perceptions were not impacted significantly by an in-group or out-group source of stereotype threat. The discussion turns to potential explanations for these findings, proposing that females may not perceive negative gender-gaming stereotypes to be an accurate representation of their personal or social group's gaming ability. We also discuss the implications of the experimental design and difficulty, as well as the potential for domain identification to moderate performance outcomes under stereotype threat.

  11. Sharpening of Hierarchical Visual Feature Representations of Blurred Images.

    PubMed

    Abdelhack, Mohamed; Kamitani, Yukiyasu

    2018-01-01

    The robustness of the visual system lies in its ability to perceive degraded images. This is achieved through interacting bottom-up, recurrent, and top-down pathways that process the visual input in concordance with stored prior information. The interaction mechanism by which they integrate visual input and prior information is still enigmatic. We present a new approach using deep neural network (DNN) representation to reveal the effects of such integration on degraded visual inputs. We transformed measured human brain activity resulting from viewing blurred images to the hierarchical representation space derived from a feedforward DNN. Transformed representations were found to veer toward the original nonblurred image and away from the blurred stimulus image. This indicated deblurring or sharpening in the neural representation, and possibly in our perception. We anticipate these results will help unravel the interplay mechanism between bottom-up, recurrent, and top-down pathways, leading to more comprehensive models of vision.

  12. Employee Wellbeing: Evaluating a Wellbeing Intervention in Two Settings

    PubMed Central

    Keeman, Alexis; Näswall, Katharina; Malinen, Sanna; Kuntz, Joana

    2017-01-01

    This research presents two studies conducted to evaluate the Wellbeing Game in two different contexts: In a student sample and in an organizational setting. Study 1 investigated the efficacy of the Wellbeing Game, in terms of its effect of wellbeing, stress, and an image valence test, among 60 university students. The results showed that after playing the Wellbeing Game, students reported a significant positive change in wellbeing compared to those who did not play the Wellbeing Game, but there was no decrease in stress or any change in classification of image valence. Study 2 evaluated the Wellbeing Game in an organizational context. Employees (n = 52) in a financial organization played the Wellbeing Game for 4 weeks and answered survey questions about wellbeing and stress at the beginning and end of this period. The results showed that after playing the Wellbeing Game, employees reported lower stress levels, and higher wellbeing levels for those who felt that it had helped them connect more with colleagues. The results from the two studies provide preliminary support that the Wellbeing Game may be an effective wellbeing intervention tool in both an organization and a non-organizational context. PMID:28421021

  13. Employee Wellbeing: Evaluating a Wellbeing Intervention in Two Settings.

    PubMed

    Keeman, Alexis; Näswall, Katharina; Malinen, Sanna; Kuntz, Joana

    2017-01-01

    This research presents two studies conducted to evaluate the Wellbeing Game in two different contexts: In a student sample and in an organizational setting. Study 1 investigated the efficacy of the Wellbeing Game, in terms of its effect of wellbeing, stress, and an image valence test, among 60 university students. The results showed that after playing the Wellbeing Game, students reported a significant positive change in wellbeing compared to those who did not play the Wellbeing Game, but there was no decrease in stress or any change in classification of image valence. Study 2 evaluated the Wellbeing Game in an organizational context. Employees ( n = 52) in a financial organization played the Wellbeing Game for 4 weeks and answered survey questions about wellbeing and stress at the beginning and end of this period. The results showed that after playing the Wellbeing Game, employees reported lower stress levels, and higher wellbeing levels for those who felt that it had helped them connect more with colleagues. The results from the two studies provide preliminary support that the Wellbeing Game may be an effective wellbeing intervention tool in both an organization and a non-organizational context.

  14. Two-tier tissue decomposition for histopathological image representation and classification.

    PubMed

    Gultekin, Tunc; Koyuncu, Can Fahrettin; Sokmensuer, Cenk; Gunduz-Demir, Cigdem

    2015-01-01

    In digital pathology, devising effective image representations is crucial to design robust automated diagnosis systems. To this end, many studies have proposed to develop object-based representations, instead of directly using image pixels, since a histopathological image may contain a considerable amount of noise typically at the pixel-level. These previous studies mostly employ color information to define their objects, which approximately represent histological tissue components in an image, and then use the spatial distribution of these objects for image representation and classification. Thus, object definition has a direct effect on the way of representing the image, which in turn affects classification accuracies. In this paper, our aim is to design a classification system for histopathological images. Towards this end, we present a new model for effective representation of these images that will be used by the classification system. The contributions of this model are twofold. First, it introduces a new two-tier tissue decomposition method for defining a set of multityped objects in an image. Different than the previous studies, these objects are defined combining texture, shape, and size information and they may correspond to individual histological tissue components as well as local tissue subregions of different characteristics. As its second contribution, it defines a new metric, which we call dominant blob scale, to characterize the shape and size of an object with a single scalar value. Our experiments on colon tissue images reveal that this new object definition and characterization provides distinguishing representation of normal and cancerous histopathological images, which is effective to obtain more accurate classification results compared to its counterparts.

  15. Social Evaluations of Stereotypic Images in Video Games: Unfair, Legitimate, or “Just Entertainment”?

    PubMed Central

    Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael

    2015-01-01

    The aim of this study was to assess adolescents' evaluations of, and reasoning about, gender stereotypes in video games. Female (N = 46) and male (N = 41), predominantly European-American, mean age = 19 years, were interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences of games on the players, and authority jurisdiction over 3 different types of games: games with negative male stereotypes, and games with negative female stereotypes, and gender-neutral games. Gender differences were found for how participants evaluated these games. Males were more likely than females to find stereotypes acceptable. Results are discussed in terms of social reasoning, video game playing, and gender differences. PMID:25722501

  16. Stereoscopy in Static Scientific Imagery in an Informal Education Setting: Does It Matter?

    NASA Astrophysics Data System (ADS)

    Price, C. Aaron; Lee, H.-S.; Malatesta, K.

    2014-12-01

    Stereoscopic technology (3D) is rapidly becoming ubiquitous across research, entertainment and informal educational settings. Children of today may grow up never knowing a time when movies, television and video games were not available stereoscopically. Despite this rapid expansion, the field's understanding of the impact of stereoscopic visualizations on learning is rather limited. Much of the excitement of stereoscopic technology could be due to a novelty effect, which will wear off over time. This study controlled for the novelty factor using a variety of techniques. On the floor of an urban science center, 261 children were shown 12 photographs and visualizations of highly spatial scientific objects and scenes. The images were randomly shown in either traditional (2D) format or in stereoscopic format. The children were asked two questions of each image—one about a spatial property of the image and one about a real-world application of that property. At the end of the test, the child was asked to draw from memory the last image they saw. Results showed no overall significant difference in response to the questions associated with 2D or 3D images. However, children who saw the final slide only in 3D drew more complex representations of the slide than those who did not. Results are discussed through the lenses of cognitive load theory and the effect of novelty on engagement.

  17. Training spatial skills in men and women.

    PubMed

    Cherney, Isabelle D; Bersted, Kyle; Smetter, Joseph

    2014-08-01

    Recent studies suggest that even short-term video game training may transfer to other cognitive tasks. With the popularity of the Nintendo Wii with women, more of them might be exposed to the games that will increase their mental rotation skills. Because performance on mental rotation tests (MRT) has been linked to math performance in women, and thus may ultimately contribute to the under representation of women in STEM fields, it is important to continue to explore ways to decrease or eliminate the robust sex difference in mental rotation. The present study of 30 men and 30 women provides additional evidence that women may benefit from short-term (1 hour) training on either a Nintendo Wii™ or GameCube console to increase their mental rotation skills. One hour of video game training not only increased women's MRT scores to a level similar to men's scores, but also produced greater average improvement for women, even when controlling for experiential factors such as spatial and masculine childhood activities that could contribute to the sex difference in spatial ability.

  18. The impact of death awareness on sizes of self-representational objects.

    PubMed

    McCabe, Simon; Vail, Kenneth E; Arndt, Jamie

    2018-01-01

    People seem to have a tendency to increase the relative size of self-representational objects. Prior research suggests that motivational factors may fuel that tendency, so the present research built from terror management theory to examine whether existential motivations - engendered by concerns about death - may have similar implications for self-relevant size biases. Specifically, across two studies (total N = 288), we hypothesized that reminders of death would lead participants to inflate the size of self-representational objects. Both studies suggested that relative to reminders of pain, mortality salience led participants to construct larger clay sculptures of themselves (vs. others; Study 1) and a larger ostensible video game avatar for the self (vs. others; Study 2). © 2017 The British Psychological Society.

  19. Predictable Programming on a Precision Timed Architecture

    DTIC Science & Technology

    2008-04-18

    Application: A Video Game Figure 6: Structure of the Video Game Example Inspired by an example game sup- plied with the Hydra development board [17...we implemented a sim- ple video game in C targeted to our PRET architecture. Our example centers on rendering graphics and is otherwise fairly simple...background image. 13 Figure 10: A Screen Dump From Our Video Game Ultimately, each displayed pixel is one of only four col- ors, but the pixels in

  20. Graphical Language Games: Interactional Constraints on Representational Form

    ERIC Educational Resources Information Center

    Healey, Patrick G. T.; Swoboda, Nik; Umata, Ichiro; King, James

    2007-01-01

    The emergence of shared symbol systems is considered to be a pivotal moment in human evolution and human development. These changes are normally explained by reference to changes in people's internal cognitive processes. We present 2 experiments which provide evidence that changes in the external, collaborative processes that people use to…

  1. A Steganographic Embedding Undetectable by JPEG Compatibility Steganalysis

    DTIC Science & Technology

    2002-01-01

    itd.nrl.navy.mil Abstract. Steganography and steganalysis of digital images is a cat- and-mouse game. In recent work, Fridrich, Goljan and Du introduced a method...proposed embedding method. 1 Introduction Steganography and steganalysis of digital images is a cat-and-mouse game. Ever since Kurak and McHugh’s seminal...paper on LSB embeddings in images [10], various researchers have published work on either increasing the payload, im- proving the resistance to

  2. A new image representation for compact and secure communication

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Prasad, Lakshman; Skourikhine, A. N.

    In many areas of nuclear materials management there is a need for communication, archival, and retrieval of annotated image data between heterogeneous platforms and devices to effectively implement safety, security, and safeguards of nuclear materials. Current image formats such as JPEG are not ideally suited in such scenarios as they are not scalable to different viewing formats, and do not provide a high-level representation of images that facilitate automatic object/change detection or annotation. The new Scalable Vector Graphics (SVG) open standard for representing graphical information, recommended by the World Wide Web Consortium (W3C) is designed to address issues of imagemore » scalability, portability, and annotation. However, until now there has been no viable technology to efficiently field images of high visual quality under this standard. Recently, LANL has developed a vectorized image representation that is compatible with the SVG standard and preserves visual quality. This is based on a new geometric framework for characterizing complex features in real-world imagery that incorporates perceptual principles of processing visual information known from cognitive psychology and vision science, to obtain a polygonal image representation of high fidelity. This representation can take advantage of all textual compression and encryption routines unavailable to other image formats. Moreover, this vectorized image representation can be exploited to facilitate automated object recognition that can reduce time required for data review. The objects/features of interest in these vectorized images can be annotated via animated graphics to facilitate quick and easy display and comprehension of processed image content.« less

  3. An image understanding system using attributed symbolic representation and inexact graph-matching

    NASA Astrophysics Data System (ADS)

    Eshera, M. A.; Fu, K.-S.

    1986-09-01

    A powerful image understanding system using a semantic-syntactic representation scheme consisting of attributed relational graphs (ARGs) is proposed for the analysis of the global information content of images. A multilayer graph transducer scheme performs the extraction of ARG representations from images, with ARG nodes representing the global image features, and the relations between features represented by the attributed branches between corresponding nodes. An efficient dynamic programming technique is employed to derive the distance between two ARGs and the inexact matching of their respective components. Noise, distortion and ambiguity in real-world images are handled through modeling in the transducer mapping rules and through the appropriate cost of error-transformation for the inexact matching of the representation. The system is demonstrated for the case of locating objects in a scene composed of complex overlapped objects, and the case of target detection in noisy and distorted synthetic aperture radar image.

  4. The Statistics of Visual Representation

    NASA Technical Reports Server (NTRS)

    Jobson, Daniel J.; Rahman, Zia-Ur; Woodell, Glenn A.

    2002-01-01

    The experience of retinex image processing has prompted us to reconsider fundamental aspects of imaging and image processing. Foremost is the idea that a good visual representation requires a non-linear transformation of the recorded (approximately linear) image data. Further, this transformation appears to converge on a specific distribution. Here we investigate the connection between numerical and visual phenomena. Specifically the questions explored are: (1) Is there a well-defined consistent statistical character associated with good visual representations? (2) Does there exist an ideal visual image? And (3) what are its statistical properties?

  5. A Game to Teach the Life Cycles of Fungi

    ERIC Educational Resources Information Center

    Blum, Abraham

    1976-01-01

    Presented is a biological game utilized to teach fungi life cycles to secondary biology students. The game is designed to overcome difficulties of correlating schematic drawings with images seen through the microscope, correlating life cycles of fungi and host, and understanding cyclic development of fungi. (SL)

  6. Small Talk: Children's Everyday `Molecule' Ideas

    NASA Astrophysics Data System (ADS)

    Jakab, Cheryl

    2013-08-01

    This paper reports on 6-11-year-old children's `sayings and doings' (Harré 2002) as they explore molecule artefacts in dialectical-interactive teaching interviews (Fleer, Cultural Studies of Science Education 3:781-786, 2008; Hedegaard et al. 2008). This sociocultural study was designed to explore children's everyday awareness of and meaning-making with cultural molecular artefacts. Our everyday world is populated with an ever increasing range of molecular or nanoworld words, symbols, images, and games. What do children today say about these artefacts that are used to represent molecular world entities? What are the material and social resources that can influence a child's everyday and developing scientific ideas about `molecules'? How do children interact with these cognitive tools when given expert assistance? What meaning-making is afforded when children are socially and materially assisted in using molecular tools in early chemical and nanoworld thinking? Tool-dependent discursive studies show that provision of cultural artefacts can assist and direct developmental thinking across many domains of science (Schoultz et al., Human Development 44:103-118, 2001; Siegal 2008). Young children's use of molecular artefacts as cognitive tools has not received much attention to date (Jakab 2009a, b). This study shows 6-11-year-old children expressing everyday ideas of molecular artefacts and raising their own questions about the artefacts. They are seen beginning to domesticate (Erneling 2010) the words, symbols, and images to their own purposes when given the opportunity to interact with such artefacts in supported activity. Discursive analysis supports the notion that using `molecules' as cultural tools can help young children to begin `putting on molecular spectacles' (Kind 2004). Playing with an interactive game (ICT) is shown to be particularly helpful in assisting children's early meaning-making with representations of molecules, atoms, and their chemical symbols.

  7. Self-organized Evaluation of Dynamic Hand Gestures for Sign Language Recognition

    NASA Astrophysics Data System (ADS)

    Buciu, Ioan; Pitas, Ioannis

    Two main theories exist with respect to face encoding and representation in the human visual system (HVS). The first one refers to the dense (holistic) representation of the face, where faces have "holon"-like appearance. The second one claims that a more appropriate face representation is given by a sparse code, where only a small fraction of the neural cells corresponding to face encoding is activated. Theoretical and experimental evidence suggest that the HVS performs face analysis (encoding, storing, face recognition, facial expression recognition) in a structured and hierarchical way, where both representations have their own contribution and goal. According to neuropsychological experiments, it seems that encoding for face recognition, relies on holistic image representation, while a sparse image representation is used for facial expression analysis and classification. From the computer vision perspective, the techniques developed for automatic face and facial expression recognition fall into the same two representation types. Like in Neuroscience, the techniques which perform better for face recognition yield a holistic image representation, while those techniques suitable for facial expression recognition use a sparse or local image representation. The proposed mathematical models of image formation and encoding try to simulate the efficient storing, organization and coding of data in the human cortex. This is equivalent with embedding constraints in the model design regarding dimensionality reduction, redundant information minimization, mutual information minimization, non-negativity constraints, class information, etc. The presented techniques are applied as a feature extraction step followed by a classification method, which also heavily influences the recognition results.

  8. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lin, E

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicatingmore » a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the creation of focus groups to assess the effectiveness of communicating material through an interactive game. Numerical assessments programmed into the game could also be used to collect statistics that reflect difficulty or level of frustration that students experience.« less

  9. Target recognition for ladar range image using slice image

    NASA Astrophysics Data System (ADS)

    Xia, Wenze; Han, Shaokun; Wang, Liang

    2015-12-01

    A shape descriptor and a complete shape-based recognition system using slice images as geometric feature descriptor for ladar range images are introduced. A slice image is a two-dimensional image generated by three-dimensional Hough transform and the corresponding mathematical transformation. The system consists of two processes, the model library construction and recognition. In the model library construction process, a series of range images are obtained after the model object is sampled at preset attitude angles. Then, all the range images are converted into slice images. The number of slice images is reduced by clustering analysis and finding a representation to reduce the size of the model library. In the recognition process, the slice image of the scene is compared with the slice image in the model library. The recognition results depend on the comparison. Simulated ladar range images are used to analyze the recognition and misjudgment rates, and comparison between the slice image representation method and moment invariants representation method is performed. The experimental results show that whether in conditions without noise or with ladar noise, the system has a high recognition rate and low misjudgment rate. The comparison experiment demonstrates that the slice image has better representation ability than moment invariants.

  10. Toward brain correlates of natural behavior: fMRI during violent video games.

    PubMed

    Mathiak, Klaus; Weber, René

    2006-12-01

    Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. (c) 2006 Wiley-Liss, Inc.

  11. The Role of Remote Sensing for Sustainable Elephant Management in South Africa. Four Medium Sized Game Reserves as Case Studies

    NASA Astrophysics Data System (ADS)

    Jordaan, M.

    2012-07-01

    Loxodonta africana (African Elephant) are running out of living space so the protection of what space they have is essential. Existing areas of suitable elephant habitat need to be protected not only from human development but from the elephants themselves. As most elephant populations in South Africa are enclosed and multiplying, there is some increasing cause for concern as the damage caused will escalate and could reach unsustainable proportions. This study examined the utilization of satellite images for the detection of elephant induced ecosystem modification. A pilot study was conducted on four medium sized Game Reserves (each ±30 000 ha) in South Africa. The aim was to ascertain the feasibility of using image analysis as instrument by which Game Reserve managers could assess biodiversity richness, habitat loss, and population-habitat viability. NDVI as indicator of primary production in vegetation is one of the instruments used to evaluate whether the carrying capacity for elephants of each Game Reserve has been reached and to compare the current biomass with those of previous years. The study also looked at the use of the woody canopy cover as target for change detection analysis. Spectral characteristics of specific trees species which are known for being preferred by elephants were used to conduct a temporal analysis on satellite images starting from the period when the elephants were re-introduced into each Game Reserve, thus attempting to identify possible impact on the biodiversity of the respective Game Reserves. Images from satellites such as Landsat, SPOT, Quickbird and SumbandilaSAT provided the needed data and maps.

  12. The effects of exposure to images of others' suffering and vulnerability on altruistic, trust-based, and reciprocated economic decision-making.

    PubMed

    Powell, Philip A; Wills, Olivia; Reynolds, Gemma; Puustinen-Hopper, Kaisa; Roberts, Jennifer

    2018-01-01

    In this paper we explored the effects of exposure to images of the suffering and vulnerability of others on altruistic, trust-based, and reciprocated incentivized economic decisions, accounting for differences in participants' dispositional empathy and reported in-group trust for their recipient(s). This was done using a pictorial priming task, framed as a memory test, and a triadic economic game design. Using the largest experimental sample to date to explore this issue, our integrated analysis of two online experiments (total N = 519), found statistically consistent evidence that exposure to images of suffering and vulnerability (vs. neutral images) increased altruistic in-group giving as measured by the "triple dictator game", and that the manipulation was significantly more effective in those who reported lower trust for their recipients. The experimental manipulation also significantly increased altruistic giving in the standard "dictator game" and trust-based giving in the "investment game", but only in those who were lower in in-group trust and also high in affective or cognitive empathy. Complementary qualitative evidence revealed the strongest motivations associated with increased giving in the experimental condition were greater assumed reciprocation and a lower aversion to risk. However, no consistent effects of the experimental manipulation on participants' reciprocated decisions were observed. These findings suggest that, as well as altruistic decision-making in the "triple dictator game", collaboratively witnessing the suffering of others may heighten trust-based in-group giving in the "investment game" for some people, but the effects are heterogeneous and sensitive to context.

  13. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games.

    PubMed

    Near, Christopher E

    2013-02-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.

  14. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

    PubMed Central

    Near, Christopher E.

    2012-01-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales. PMID:23467816

  15. Locality constrained joint dynamic sparse representation for local matching based face recognition.

    PubMed

    Wang, Jianzhong; Yi, Yugen; Zhou, Wei; Shi, Yanjiao; Qi, Miao; Zhang, Ming; Zhang, Baoxue; Kong, Jun

    2014-01-01

    Recently, Sparse Representation-based Classification (SRC) has attracted a lot of attention for its applications to various tasks, especially in biometric techniques such as face recognition. However, factors such as lighting, expression, pose and disguise variations in face images will decrease the performances of SRC and most other face recognition techniques. In order to overcome these limitations, we propose a robust face recognition method named Locality Constrained Joint Dynamic Sparse Representation-based Classification (LCJDSRC) in this paper. In our method, a face image is first partitioned into several smaller sub-images. Then, these sub-images are sparsely represented using the proposed locality constrained joint dynamic sparse representation algorithm. Finally, the representation results for all sub-images are aggregated to obtain the final recognition result. Compared with other algorithms which process each sub-image of a face image independently, the proposed algorithm regards the local matching-based face recognition as a multi-task learning problem. Thus, the latent relationships among the sub-images from the same face image are taken into account. Meanwhile, the locality information of the data is also considered in our algorithm. We evaluate our algorithm by comparing it with other state-of-the-art approaches. Extensive experiments on four benchmark face databases (ORL, Extended YaleB, AR and LFW) demonstrate the effectiveness of LCJDSRC.

  16. [Functional magnetic resonance imaging of brain of college students with internet addiction].

    PubMed

    DU, Wanping; Liu, Jun; Gao, Xunping; Li, Lingjiang; Li, Weihui; Li, Xin; Zhang, Yan; Zhou, Shunke

    2011-08-01

    To explore the functional locations of brain regions related to internet addiction (IA)with task-functional magnetic resonance imaging (fMRI). Nineteen college students who had internet game addition and 19 controls accepted the stimuli of videos via computer. The 3.0 Tesla MRI was used to record the Results of echo plannar imaging. The block design method was used. Intragroup and intergroup analysis Results in the 2 groups were obtained. The differences between the 2 groups were analyzed. The internet game videos markedly activated the brain regions of the college students who had or had no internet game addiction. Compared with the control group, the IA group showed increased activation in the right superior parietal lobule, right insular lobe, right precuneus, right cingulated gyrus, and right superior temporal gyrus. Internet game tasks can activate the vision, space, attention and execution center which are composed of temporal occipital gyrus and frontal parietal gyrus. Abnormal brain function and lateral activation of the right brain may exist in IA.

  17. Drug related webpages classification using images and text information based on multi-kernel learning

    NASA Astrophysics Data System (ADS)

    Hu, Ruiguang; Xiao, Liping; Zheng, Wenjuan

    2015-12-01

    In this paper, multi-kernel learning(MKL) is used for drug-related webpages classification. First, body text and image-label text are extracted through HTML parsing, and valid images are chosen by the FOCARSS algorithm. Second, text based BOW model is used to generate text representation, and image-based BOW model is used to generate images representation. Last, text and images representation are fused with a few methods. Experimental results demonstrate that the classification accuracy of MKL is higher than those of all other fusion methods in decision level and feature level, and much higher than the accuracy of single-modal classification.

  18. Self-Affirmation Theory and Performance Feedback: When Scoring High Makes You Feel Low.

    PubMed

    Velez, John A; Hanus, Michael D

    2016-12-01

    Video games have a wide variety of benefits for players. The current study examines how video games can also increase players' willingness to internalize important but threatening self-information. Research suggests that negative information regarding a valued self-image evokes defensive strategies aimed at dismissing or discrediting the source of information. Self-Affirmation Theory proposes that affirming or bolstering an important self-image unrelated to the previous threat can be an effective strategy for reducing defensiveness. Participants in the current study completed a fictitious intelligence test and received negative or no feedback, followed by 15 minutes of video game play that resulted in positive or no feedback. Results suggest that participants who valued video game success as part of their identity exhibited less defensive strategies in the form of increased test credibility ratings and lower self-perceptions of intelligence. This suggests that performing well on a video game is an affirmational resource for players whose identities are contingent upon such success. However, results also indicate that players who did not value video game success but received positive video game feedback exhibited more defensive reactions to the negative intelligence test feedback. This suggests that while players who value video game success as part of their identity may reap benefits from video game play after a self-threat, those who do not value such success may experience more harmful effects.

  19. USE OF A NOVEL BOARD GAME IN A CLINICAL ROTATION FOR LEARNING THORACIC DIFFERENTIAL DIAGNOSES IN VETERINARY MEDICAL IMAGING.

    PubMed

    Ober, Christopher P

    2017-03-01

    When confronted with various findings on thoracic radiographs, fourth-year veterinary students often have difficulty generating appropriate lists of differential diagnoses. The purpose of this one-group, pretest, posttest experimental study was to determine if a game could be used as an adjunct teaching method to improve students' understanding of connections between imaging findings and differential diagnoses. A novel board game focusing on differential diagnoses in thoracic radiography was developed. One hundred fourth-year veterinary students took a brief pretest, played the board game, and took a brief posttest as a part of their respective clinical radiology rotations. Pretest results were compared to posttest results using a paired t-test to determine if playing the game impacted student understanding. Students' mean scores on the posttest were significantly higher than mean pretest scores (P < 0.0001). Thus, results indicate that playing the board game resulted in improved short-term understanding of thoracic differential diagnoses by fourth-year students, and use of the board game on a clinical rotation seems to be a beneficial part of the learning process. © 2016 American College of Veterinary Radiology.

  20. The potential for gaming techniques in radiology education and practice.

    PubMed

    Reiner, Bruce; Siegel, Eliot

    2008-02-01

    Traditional means of communication, education and training, and research have been dramatically transformed with the advent of computerized medicine, and no other medical specialty has been more greatly affected than radiology. Of the myriad of newer computer applications currently available, computer gaming stands out for its unique potential to enhance end-user performance and job satisfaction. Research in other disciplines has demonstrated computer gaming to offer the potential for enhanced decision making, resource management, visual acuity, memory, and motor skills. Within medical imaging, video gaming provides a novel means to enhance radiologist and technologist performance and visual perception by increasing attentional capacity, visual field of view, and visual-motor coordination. These enhancements take on heightened importance with the increasing size and complexity of three-dimensional imaging datasets. Although these operational gains are important in themselves, psychologic gains intrinsic to video gaming offer the potential to reduce stress and improve job satisfaction by creating a fun and engaging means of spirited competition. By creating customized gaming programs and rewards systems, video game applications can be customized to the skill levels and preferences of individual users, thereby creating a comprehensive means to improve individual and collective job performance.

  1. Mid-level image representations for real-time heart view plane classification of echocardiograms.

    PubMed

    Penatti, Otávio A B; Werneck, Rafael de O; de Almeida, Waldir R; Stein, Bernardo V; Pazinato, Daniel V; Mendes Júnior, Pedro R; Torres, Ricardo da S; Rocha, Anderson

    2015-11-01

    In this paper, we explore mid-level image representations for real-time heart view plane classification of 2D echocardiogram ultrasound images. The proposed representations rely on bags of visual words, successfully used by the computer vision community in visual recognition problems. An important element of the proposed representations is the image sampling with large regions, drastically reducing the execution time of the image characterization procedure. Throughout an extensive set of experiments, we evaluate the proposed approach against different image descriptors for classifying four heart view planes. The results show that our approach is effective and efficient for the target problem, making it suitable for use in real-time setups. The proposed representations are also robust to different image transformations, e.g., downsampling, noise filtering, and different machine learning classifiers, keeping classification accuracy above 90%. Feature extraction can be performed in 30 fps or 60 fps in some cases. This paper also includes an in-depth review of the literature in the area of automatic echocardiogram view classification giving the reader a through comprehension of this field of study. Copyright © 2015 Elsevier Ltd. All rights reserved.

  2. Evaluation of vision training using 3D play game

    NASA Astrophysics Data System (ADS)

    Kim, Jung-Ho; Kwon, Soon-Chul; Son, Kwang-Chul; Lee, Seung-Hyun

    2015-03-01

    The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game. It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.

  3. Image fusion based on Bandelet and sparse representation

    NASA Astrophysics Data System (ADS)

    Zhang, Jiuxing; Zhang, Wei; Li, Xuzhi

    2018-04-01

    Bandelet transform could acquire geometric regular direction and geometric flow, sparse representation could represent signals with as little as possible atoms on over-complete dictionary, both of which could be used to image fusion. Therefore, a new fusion method is proposed based on Bandelet and Sparse Representation, to fuse Bandelet coefficients of multi-source images and obtain high quality fusion effects. The test are performed on remote sensing images and simulated multi-focus images, experimental results show that the performance of new method is better than tested methods according to objective evaluation indexes and subjective visual effects.

  4. Fine-grained visual marine vessel classification for coastal surveillance and defense applications

    NASA Astrophysics Data System (ADS)

    Solmaz, Berkan; Gundogdu, Erhan; Karaman, Kaan; Yücesoy, Veysel; Koç, Aykut

    2017-10-01

    The need for capabilities of automated visual content analysis has substantially increased due to presence of large number of images captured by surveillance cameras. With a focus on development of practical methods for extracting effective visual data representations, deep neural network based representations have received great attention due to their success in visual categorization of generic images. For fine-grained image categorization, a closely related yet a more challenging research problem compared to generic image categorization due to high visual similarities within subgroups, diverse applications were developed such as classifying images of vehicles, birds, food and plants. Here, we propose the use of deep neural network based representations for categorizing and identifying marine vessels for defense and security applications. First, we gather a large number of marine vessel images via online sources grouping them into four coarse categories; naval, civil, commercial and service vessels. Next, we subgroup naval vessels into fine categories such as corvettes, frigates and submarines. For distinguishing images, we extract state-of-the-art deep visual representations and train support-vector-machines. Furthermore, we fine tune deep representations for marine vessel images. Experiments address two scenarios, classification and verification of naval marine vessels. Classification experiment aims coarse categorization, as well as learning models of fine categories. Verification experiment embroils identification of specific naval vessels by revealing if a pair of images belongs to identical marine vessels by the help of learnt deep representations. Obtaining promising performance, we believe these presented capabilities would be essential components of future coastal and on-board surveillance systems.

  5. "Playing the Game" of Story Problems: Coordinating Situation-Based Reasoning with Algebraic Representation

    ERIC Educational Resources Information Center

    Walkington, Candace; Sherman, Milan; Petrosino, Anthony

    2012-01-01

    This study critically examines a key justification used by educational stakeholders for placing mathematics in context--the idea that contextualization provides students with access to mathematical ideas. We present interviews of 24 ninth grade students from a low-performing urban school solving algebra story problems, some of which were…

  6. Using Discursive Strategies, Playing Policy Games and Shaping the Future of Physical Education

    ERIC Educational Resources Information Center

    Swabey, Karen; Penney, Dawn

    2011-01-01

    This paper presents a critical analysis of the representation of physical education (PE) in the 1992 Senate inquiry into "Physical and Sport Education" in Australia. Analysis focuses specifically upon how and why a new professional discourse, fundamental motor skills (FMS), gained a privileged position in the inquiry, the inquiry report…

  7. From Game Protection to Wildlife Management: Frame Shifts, Organizational Development, and Field Practices

    ERIC Educational Resources Information Center

    Brulle, Robert J.; Benford, Robert D.

    2012-01-01

    One enduring question in social movements research is the relationship between cultural representations and organizational structure. In this article, we examine the development of different discursive frames over time, and how such frame shifts affect movement structure and practices. This approach seeks to illuminate the dialectical interplay…

  8. Commercializing College: An Analysis of College Representations during Bowl Games

    ERIC Educational Resources Information Center

    Tobolowsky, Barbara F.; Lowery, John Wesley

    2006-01-01

    College expectations play an important role in students' success at an institution. Braxton et al. (1994) found that if expectations are met, students are more likely to persist than if they are unmet. One potential contributor to college expectations is media (Tobolowsky, 2001). Prior research concludes that colleges that play in bowl games…

  9. One Spatial Map or Many? Spatial Coding of Connected Environments

    ERIC Educational Resources Information Center

    Han, Xue; Becker, Suzanna

    2014-01-01

    We investigated how humans encode large-scale spatial environments using a virtual taxi game. We hypothesized that if 2 connected neighborhoods are explored jointly, people will form a single integrated spatial representation of the town. However, if the neighborhoods are first learned separately and later observed to be connected, people will…

  10. Medical Image Fusion Based on Feature Extraction and Sparse Representation

    PubMed Central

    Wei, Gao; Zongxi, Song

    2017-01-01

    As a novel multiscale geometric analysis tool, sparse representation has shown many advantages over the conventional image representation methods. However, the standard sparse representation does not take intrinsic structure and its time complexity into consideration. In this paper, a new fusion mechanism for multimodal medical images based on sparse representation and decision map is proposed to deal with these problems simultaneously. Three decision maps are designed including structure information map (SM) and energy information map (EM) as well as structure and energy map (SEM) to make the results reserve more energy and edge information. SM contains the local structure feature captured by the Laplacian of a Gaussian (LOG) and EM contains the energy and energy distribution feature detected by the mean square deviation. The decision map is added to the normal sparse representation based method to improve the speed of the algorithm. Proposed approach also improves the quality of the fused results by enhancing the contrast and reserving more structure and energy information from the source images. The experiment results of 36 groups of CT/MR, MR-T1/MR-T2, and CT/PET images demonstrate that the method based on SR and SEM outperforms five state-of-the-art methods. PMID:28321246

  11. Image-Guided Intraoperative Cortical Deformation Recovery Using Game Theory: Application to Neocortical Epilepsy Surgery

    PubMed Central

    DeLorenzo, Christine; Papademetris, Xenophon; Staib, Lawrence H.; Vives, Kenneth P.; Spencer, Dennis D.; Duncan, James S.

    2010-01-01

    During neurosurgery, nonrigid brain deformation prevents preoperatively-acquired images from accurately depicting the intraoperative brain. Stereo vision systems can be used to track intraoperative cortical surface deformation and update preoperative brain images in conjunction with a biomechanical model. However, these stereo systems are often plagued with calibration error, which can corrupt the deformation estimation. In order to decouple the effects of camera calibration from the surface deformation estimation, a framework that can solve for disparate and often competing variables is needed. Game theory, which was developed to handle decision making in this type of competitive environment, has been applied to various fields from economics to biology. In this paper, game theory is applied to cortical surface tracking during neocortical epilepsy surgery and used to infer information about the physical processes of brain surface deformation and image acquisition. The method is successfully applied to eight in vivo cases, resulting in an 81% decrease in mean surface displacement error. This includes a case in which some of the initial camera calibration parameters had errors of 70%. Additionally, the advantages of using a game theoretic approach in neocortical epilepsy surgery are clearly demonstrated in its robustness to initial conditions. PMID:20129844

  12. A holistic image segmentation framework for cloud detection and extraction

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Xu, Haotian; Blasch, Erik; Horvath, Gregory; Pham, Khanh; Zheng, Yufeng; Ling, Haibin; Chen, Genshe

    2013-05-01

    Atmospheric clouds are commonly encountered phenomena affecting visual tracking from air-borne or space-borne sensors. Generally clouds are difficult to detect and extract because they are complex in shape and interact with sunlight in a complex fashion. In this paper, we propose a clustering game theoretic image segmentation based approach to identify, extract, and patch clouds. In our framework, the first step is to decompose a given image containing clouds. The problem of image segmentation is considered as a "clustering game". Within this context, the notion of a cluster is equivalent to a classical equilibrium concept from game theory, as the game equilibrium reflects both the internal and external (e.g., two-player) cluster conditions. To obtain the evolutionary stable strategies, we explore three evolutionary dynamics: fictitious play, replicator dynamics, and infection and immunization dynamics (InImDyn). Secondly, we use the boundary and shape features to refine the cloud segments. This step can lower the false alarm rate. In the third step, we remove the detected clouds and patch the empty spots by performing background recovery. We demonstrate our cloud detection framework on a video clip provides supportive results.

  13. Unique semantic space in the brain of each beholder predicts perceived similarity

    PubMed Central

    Charest, Ian; Kievit, Rogier A.; Schmitz, Taylor W.; Deca, Diana; Kriegeskorte, Nikolaus

    2014-01-01

    The unique way in which each of us perceives the world must arise from our brain representations. If brain imaging could reveal an individual’s unique mental representation, it could help us understand the biological substrate of our individual experiential worlds in mental health and disease. However, imaging studies of object vision have focused on commonalities between individuals rather than individual differences and on category averages rather than representations of particular objects. Here we investigate the individually unique component of brain representations of particular objects with functional MRI (fMRI). Subjects were presented with unfamiliar and personally meaningful object images while we measured their brain activity on two separate days. We characterized the representational geometry by the dissimilarity matrix of activity patterns elicited by particular object images. The representational geometry remained stable across scanning days and was unique in each individual in early visual cortex and human inferior temporal cortex (hIT). The hIT representation predicted perceived similarity as reflected in dissimilarity judgments. Importantly, hIT predicted the individually unique component of the judgments when the objects were personally meaningful. Our results suggest that hIT brain representational idiosyncrasies accessible to fMRI are expressed in an individual's perceptual judgments. The unique way each of us perceives the world thus might reflect the individually unique representation in high-level visual areas. PMID:25246586

  14. Brain activation during the spot the differences game.

    PubMed

    Fukuba, Eiji; Kitagaki, Hajime; Wada, Akihiko; Uchida, Kouji; Hara, Shinji; Hayashi, Takafumi; Oda, Kazushige; Uchida, Nobue

    2009-01-01

    Spot the Differences is a simple and popular game in which an observer compares a pair of similar pictures to detect the differences between them. Functional activation of the brain while playing this game has not been investigated. We used functional magnetic resonance imaging to investigate the main cortical regions involved in playing this game and compared the sites of cortical activation between a session of playing the game and a session of viewing 2 identical pictures. The right posterior parietal cortex showed more activation during game playing, and cortical activation volume correlated with game-playing accuracy. This cortical region may play an important role in awareness of differences between 2 similar pictures.

  15. Object detection approach using generative sparse, hierarchical networks with top-down and lateral connections for combining texture/color detection and shape/contour detection

    DOEpatents

    Paiton, Dylan M.; Kenyon, Garrett T.; Brumby, Steven P.; Schultz, Peter F.; George, John S.

    2015-07-28

    An approach to detecting objects in an image dataset may combine texture/color detection, shape/contour detection, and/or motion detection using sparse, generative, hierarchical models with lateral and top-down connections. A first independent representation of objects in an image dataset may be produced using a color/texture detection algorithm. A second independent representation of objects in the image dataset may be produced using a shape/contour detection algorithm. A third independent representation of objects in the image dataset may be produced using a motion detection algorithm. The first, second, and third independent representations may then be combined into a single coherent output using a combinatorial algorithm.

  16. Priming Sexual and Romantic Representations in Two Media Environments: Sex Encourages and Romance Discourages Sexual Permissiveness … Sometimes.

    PubMed

    Dillman Carpentier, Francesca R

    2017-01-01

    Two experiments (Ns = 314, 447) were used to evaluate the effectiveness of sexual cues in temporarily increasing young adults' self-reported sexual permissiveness, as well as the effects of romantic cues in temporarily decreasing permissiveness. Participants were exposed to sexual or romantic cues embedded as a theme-defining component of an online game (Study 1) or in advertisements peripheral to the online game (Study 2). Sexual and romantic conditions were compared against a control condition. As hypothesized, participants in the romantic conditions rated themselves lower in sexual permissiveness, compared to participants in the sexual and control conditions, particularly when participants positively evaluated the online game experience. Findings suggest that exposure to entertaining media depictions of two people, as a committed couple, expressing love, as well as lust, for each other might deter young adults from considering engagement in casual sexual encounters indicative of "hookup culture."

  17. Evidence for Holistic Representations of Ignored Images and Analytic Representations of Attended Images

    ERIC Educational Resources Information Center

    Thoma, Volker; Hummel, John E.; Davidoff, Jules

    2004-01-01

    According to the hybrid theory of object recognition (J. E. Hummel, 2001), ignored object images are represented holistically, and attended images are represented both holistically and analytically. This account correctly predicts patterns of visual priming as a function of translation, scale (B. J. Stankiewicz & J. E. Hummel, 2002), and…

  18. Evaluating Moving Target Defense with PLADD

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Jones, Stephen T.; Outkin, Alexander V.; Gearhart, Jared Lee

    This project evaluates the effectiveness of moving target defense (MTD) techniques using a new game we have designed, called PLADD, inspired by the game FlipIt [28]. PLADD extends FlipIt by incorporating what we believe are key MTD concepts. We have analyzed PLADD and proven the existence of a defender strategy that pushes a rational attacker out of the game, demonstrated how limited the strategies available to an attacker are in PLADD, and derived analytic expressions for the expected utility of the game’s players in multiple game variants. We have created an algorithm for finding a defender’s optimal PLADD strategy. Wemore » show that in the special case of achieving deterrence in PLADD, MTD is not always cost effective and that its optimal deployment may shift abruptly from not using MTD at all to using it as aggressively as possible. We believe our effort provides basic, fundamental insights into the use of MTD, but conclude that a truly practical analysis requires model selection and calibration based on real scenarios and empirical data. We propose several avenues for further inquiry, including (1) agents with adaptive capabilities more reflective of real world adversaries, (2) the presence of multiple, heterogeneous adversaries, (3) computational game theory-based approaches such as coevolution to allow scaling to the real world beyond the limitations of analytical analysis and classical game theory, (4) mapping the game to real-world scenarios, (5) taking player risk into account when designing a strategy (in addition to expected payoff), (6) improving our understanding of the dynamic nature of MTD-inspired games by using a martingale representation, defensive forecasting, and techniques from signal processing, and (7) using adversarial games to develop inherently resilient cyber systems.« less

  19. A Comparison of Speed Profiles During Training and Competition in Elite Wheelchair Rugby Players.

    PubMed

    Rhodes, James M; Mason, Barry S; Paulson, Thomas A W; Goosey-Tolfrey, Victoria L

    2017-07-01

    To investigate the speed profiles of individual training modes in comparison with wheelchair rugby (WCR) competition across player classifications. Speed profiles of 15 international WCR players were determined using a radio-frequency-based indoor tracking system. Mean and peak speed (m/s), work:rest ratios, and the relative time spent in (%) and number of high-speed activities performed were measured across training sessions (n = 464) and international competition (n = 34). Training was classified into 1 of 4 modes: conditioning (n = 71), skill-based (n = 133), game-related (n = 151), and game-simulation drills (n = 109). Game-simulation drills were further categorized by the structured duration, which were 3-min game clock (n = 44), 8-min game clock (n = 39), and 10-min running clock (n = 26). Players were grouped by their International Wheelchair Rugby Federation classification as either low-point (≤1.5; n = 8) or high-point players (≥2.0; n = 7). Conditioning drills were shown to exceed the demands of competition, irrespective of classification (P ≤ .005; effect size [ES] = 0.6-2.0). Skill-based and game-related drills underrepresented the speed profiles of competition (P ≤ .005; ES = 0.5-1.1). Mean speed and work:rest ratios were significantly lower during 3- and 8-min game-simulation drills in relation to competition (P ≤ .039; ES = 0.5-0.7). However, no significant differences were identified between the 10-min running clock and competition. Although game-simulation drills provided the closest representation of competition, the structured duration appeared important since the 10-min running clock increased training specificity. Coaches can therefore modify the desired training response by making subtle changes to the format of game-simulation drills.

  20. Contacts de langues et representations (Language Contacts and Representations).

    ERIC Educational Resources Information Center

    Matthey, Marinette, Ed.

    1997-01-01

    Essays on language contact and the image of language, entirely in French, include: "Representations 'du' contexte et representations 'en' contexte? Eleves et enseignants face a l'apprentissage de la langue" ("Representations 'of' Context or Representations 'in' Context? Students and Teachers Facing Language Learning" (Laurent…

  1. Spectral embedding-based registration (SERg) for multimodal fusion of prostate histology and MRI

    NASA Astrophysics Data System (ADS)

    Hwuang, Eileen; Rusu, Mirabela; Karthigeyan, Sudha; Agner, Shannon C.; Sparks, Rachel; Shih, Natalie; Tomaszewski, John E.; Rosen, Mark; Feldman, Michael; Madabhushi, Anant

    2014-03-01

    Multi-modal image registration is needed to align medical images collected from different protocols or imaging sources, thereby allowing the mapping of complementary information between images. One challenge of multimodal image registration is that typical similarity measures rely on statistical correlations between image intensities to determine anatomical alignment. The use of alternate image representations could allow for mapping of intensities into a space or representation such that the multimodal images appear more similar, thus facilitating their co-registration. In this work, we present a spectral embedding based registration (SERg) method that uses non-linearly embedded representations obtained from independent components of statistical texture maps of the original images to facilitate multimodal image registration. Our methodology comprises the following main steps: 1) image-derived textural representation of the original images, 2) dimensionality reduction using independent component analysis (ICA), 3) spectral embedding to generate the alternate representations, and 4) image registration. The rationale behind our approach is that SERg yields embedded representations that can allow for very different looking images to appear more similar, thereby facilitating improved co-registration. Statistical texture features are derived from the image intensities and then reduced to a smaller set by using independent component analysis to remove redundant information. Spectral embedding generates a new representation by eigendecomposition from which only the most important eigenvectors are selected. This helps to accentuate areas of salience based on modality-invariant structural information and therefore better identifies corresponding regions in both the template and target images. The spirit behind SERg is that image registration driven by these areas of salience and correspondence should improve alignment accuracy. In this work, SERg is implemented using Demons to allow the algorithm to more effectively register multimodal images. SERg is also tested within the free-form deformation framework driven by mutual information. Nine pairs of synthetic T1-weighted to T2-weighted brain MRI were registered under the following conditions: five levels of noise (0%, 1%, 3%, 5%, and 7%) and two levels of bias field (20% and 40%) each with and without noise. We demonstrate that across all of these conditions, SERg yields a mean squared error that is 81.51% lower than that of Demons driven by MRI intensity alone. We also spatially align twenty-six ex vivo histology sections and in vivo prostate MRI in order to map the spatial extent of prostate cancer onto corresponding radiologic imaging. SERg performs better than intensity registration by decreasing the root mean squared distance of annotated landmarks in the prostate gland via both Demons algorithm and mutual information-driven free-form deformation. In both synthetic and clinical experiments, the observed improvement in alignment of the template and target images suggest the utility of parametric eigenvector representations and hence SERg for multimodal image registration.

  2. Social Evaluations of Stereotypic Images in Video Games: Unfair, Legitimate, or "Just Entertainment"?

    ERIC Educational Resources Information Center

    Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael

    2007-01-01

    The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences…

  3. Interoception drives increased rational decision-making in meditators playing the ultimatum game.

    PubMed

    Kirk, Ulrich; Downar, Jonathan; Montague, P Read

    2011-01-01

    Human decision-making is often conceptualized as a competition between cognitive and emotional processes in the brain. Deviations from rational processes are believed to derive from inclusion of emotional factors in decision-making. Here, we investigate whether experienced Buddhist meditators are better equipped to regulate emotional processes compared with controls during economic decision-making in the Ultimatum Game. We show that meditators accept unfair offers on more than half of the trials, whereas controls only accept unfair offers on one-quarter of the trials. By applying fMRI we show that controls recruit the anterior insula during unfair offers. Such responses are powerful predictors of rejecting offers in social interaction. By contrast, meditators display attenuated activity in high-level emotional representations of the anterior insula and increased activity in the low-level interoceptive representations of the posterior insula. In addition we show that a subset of control participants who play rationally (i.e., accepts >85% unfair offers) recruits the dorsolateral prefrontal cortex presumably reflecting increased cognitive demands, whereas rational meditators by contrast display elevated activity in the somatosensory cortex and posterior superior temporal cortex. In summary, when assessing unfairness in the Ultimatum Game, meditators activate a different network of brain areas compared with controls enabling them to uncouple negative emotional reactions from their behavior. These findings highlight the clinically and socially important possibility that sustained training in mindfulness meditation may impact distinct domains of human decision-making.

  4. Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study.

    PubMed

    Kowalczyk, Natalia; Shi, Feng; Magnuski, Mikolaj; Skorko, Maciek; Dobrowolski, Pawel; Kossowski, Bartosz; Marchewka, Artur; Bielecki, Maksymilian; Kossut, Malgorzata; Brzezicka, Aneta

    2018-06-20

    Experienced video game players exhibit superior performance in visuospatial cognition when compared to non-players. However, very little is known about the relation between video game experience and structural brain plasticity. To address this issue, a direct comparison of the white matter brain structure in RTS (real time strategy) video game players (VGPs) and non-players (NVGPs) was performed. We hypothesized that RTS experience can enhance connectivity within and between occipital and parietal regions, as these regions are likely to be involved in the spatial and visual abilities that are trained while playing RTS games. The possible influence of long-term RTS game play experience on brain structural connections was investigated using diffusion tensor imaging (DTI) and a region of interest (ROI) approach in order to describe the experience-related plasticity of white matter. Our results revealed significantly more total white matter connections between occipital and parietal areas and within occipital areas in RTS players compared to NVGPs. Additionally, the RTS group had an altered topological organization of their structural network, expressed in local efficiency within the occipito-parietal subnetwork. Furthermore, the positive association between network metrics and time spent playing RTS games suggests a close relationship between extensive, long-term RTS game play and neuroplastic changes. These results indicate that long-term and extensive RTS game experience induces alterations along axons that link structures of the occipito-parietal loop involved in spatial and visual processing. © 2018 Wiley Periodicals, Inc.

  5. Cortical Thickness Abnormalities in Late Adolescence with Online Gaming Addiction

    PubMed Central

    Yuan, Kai; Cheng, Ping; Dong, Tao; Bi, Yanzhi; Xing, Lihong; Yu, Dahua; Zhao, Limei; Dong, Minghao; von Deneen, Karen M.; Liu, Yijun; Qin, Wei; Tian, Jie

    2013-01-01

    Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction and healthy controls are not well unknown; neither was its association with the impaired cognitive control ability. High-resolution magnetic resonance imaging scans from late adolescence with online gaming addiction (n = 18) and age-, education- and gender-matched controls (n = 18) were acquired. The cortical thickness measurement method was employed to investigate alterations of cortical thickness in individuals with online gaming addiction. The color-word Stroop task was employed to investigate the functional implications of the cortical thickness abnormalities. Imaging data revealed increased cortical thickness in the left precentral cortex, precuneus, middle frontal cortex, inferior temporal and middle temporal cortices in late adolescence with online gaming addiction; meanwhile, the cortical thicknesses of the left lateral orbitofrontal cortex (OFC), insula, lingual gyrus, the right postcentral gyrus, entorhinal cortex and inferior parietal cortex were decreased. Correlation analysis demonstrated that the cortical thicknesses of the left precentral cortex, precuneus and lingual gyrus correlated with duration of online gaming addiction and the cortical thickness of the OFC correlated with the impaired task performance during the color-word Stroop task in adolescents with online gaming addiction. The findings in the current study suggested that the cortical thickness abnormalities of these regions may be implicated in the underlying pathophysiology of online gaming addiction. PMID:23326379

  6. Cortical thickness abnormalities in late adolescence with online gaming addiction.

    PubMed

    Yuan, Kai; Cheng, Ping; Dong, Tao; Bi, Yanzhi; Xing, Lihong; Yu, Dahua; Zhao, Limei; Dong, Minghao; von Deneen, Karen M; Liu, Yijun; Qin, Wei; Tian, Jie

    2013-01-01

    Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction and healthy controls are not well unknown; neither was its association with the impaired cognitive control ability. High-resolution magnetic resonance imaging scans from late adolescence with online gaming addiction (n = 18) and age-, education- and gender-matched controls (n = 18) were acquired. The cortical thickness measurement method was employed to investigate alterations of cortical thickness in individuals with online gaming addiction. The color-word Stroop task was employed to investigate the functional implications of the cortical thickness abnormalities. Imaging data revealed increased cortical thickness in the left precentral cortex, precuneus, middle frontal cortex, inferior temporal and middle temporal cortices in late adolescence with online gaming addiction; meanwhile, the cortical thicknesses of the left lateral orbitofrontal cortex (OFC), insula, lingual gyrus, the right postcentral gyrus, entorhinal cortex and inferior parietal cortex were decreased. Correlation analysis demonstrated that the cortical thicknesses of the left precentral cortex, precuneus and lingual gyrus correlated with duration of online gaming addiction and the cortical thickness of the OFC correlated with the impaired task performance during the color-word Stroop task in adolescents with online gaming addiction. The findings in the current study suggested that the cortical thickness abnormalities of these regions may be implicated in the underlying pathophysiology of online gaming addiction.

  7. Image fusion via nonlocal sparse K-SVD dictionary learning.

    PubMed

    Li, Ying; Li, Fangyi; Bai, Bendu; Shen, Qiang

    2016-03-01

    Image fusion aims to merge two or more images captured via various sensors of the same scene to construct a more informative image by integrating their details. Generally, such integration is achieved through the manipulation of the representations of the images concerned. Sparse representation plays an important role in the effective description of images, offering a great potential in a variety of image processing tasks, including image fusion. Supported by sparse representation, in this paper, an approach for image fusion by the use of a novel dictionary learning scheme is proposed. The nonlocal self-similarity property of the images is exploited, not only at the stage of learning the underlying description dictionary but during the process of image fusion. In particular, the property of nonlocal self-similarity is combined with the traditional sparse dictionary. This results in an improved learned dictionary, hereafter referred to as the nonlocal sparse K-SVD dictionary (where K-SVD stands for the K times singular value decomposition that is commonly used in the literature), and abbreviated to NL_SK_SVD. The performance of the NL_SK_SVD dictionary is applied for image fusion using simultaneous orthogonal matching pursuit. The proposed approach is evaluated with different types of images, and compared with a number of alternative image fusion techniques. The resultant superior fused images using the present approach demonstrates the efficacy of the NL_SK_SVD dictionary in sparse image representation.

  8. Superpower Crises in a Less Confrontational World: Results of an Experimental Simulation

    DTIC Science & Technology

    1990-04-01

    interteam communications via RAND’s electronic mail system for gaming purposes. 2 The "pilot runs" were designated Games Three and Four, and are referred... game , the impact of a changing real-world international context-a more benign image of the adversary and a less competitive superpower relationship...information overload they faced. Several believed that these problems were game artifacts (which they attributed to our use of the electronic mail system

  9. Brain correlates of craving for online gaming under cue exposure in subjects with Internet gaming addiction and in remitted subjects.

    PubMed

    Ko, Chih-Hung; Liu, Gin-Chung; Yen, Ju-Yu; Chen, Chiao-Yun; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2013-05-01

    This study aimed to evaluate brain correlates of cue-induced craving to play online games in subjects with Internet gaming addiction (IGA), subjects in remission from IGA and controls. The craving response was assessed by event-related design of functional magnetic resonance images (fMRIs). Fifteen subjects with IGA, 15 in remission from IGA and 15 controls were recruited in this study. The subjects were arranged to view the gaming screenshots and neutral images under investigation of fMRIs. The results showed that bilateral dorsolateral prefrontal cortex (DLPFC), precuneus, left parahippocampus, posterior cingulate and right anterior cingulate were activated in response to gaming cues in the IGA group and their activation was stronger in the IGA group than those in the control group. Their region-of-interest was also positively correlated with subjective gaming urge under cue exposure. These activated brain areas represent the brain circuit corresponding to the mechanism of substance use disorder. Thus, it would suggest that the mechanism of IGA is similar to substance use disorder. Furthermore, the IGA group had stronger activation over right DLPFC and left parahippocampus than did the remission group. The two areas would be candidate markers for current addiction to online gaming and should be investigated in future studies. © 2011 The Authors, Addiction Biology © 2011 Society for the Study of Addiction.

  10. “No level up!”: no effects of video game specialization and expertise on cognitive performance

    PubMed Central

    Gobet, Fernand; Johnston, Stephen J.; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B.; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks. PMID:25506330

  11. "No level up!": no effects of video game specialization and expertise on cognitive performance.

    PubMed

    Gobet, Fernand; Johnston, Stephen J; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.

  12. Sparse representation based image interpolation with nonlocal autoregressive modeling.

    PubMed

    Dong, Weisheng; Zhang, Lei; Lukac, Rastislav; Shi, Guangming

    2013-04-01

    Sparse representation is proven to be a promising approach to image super-resolution, where the low-resolution (LR) image is usually modeled as the down-sampled version of its high-resolution (HR) counterpart after blurring. When the blurring kernel is the Dirac delta function, i.e., the LR image is directly down-sampled from its HR counterpart without blurring, the super-resolution problem becomes an image interpolation problem. In such cases, however, the conventional sparse representation models (SRM) become less effective, because the data fidelity term fails to constrain the image local structures. In natural images, fortunately, many nonlocal similar patches to a given patch could provide nonlocal constraint to the local structure. In this paper, we incorporate the image nonlocal self-similarity into SRM for image interpolation. More specifically, a nonlocal autoregressive model (NARM) is proposed and taken as the data fidelity term in SRM. We show that the NARM-induced sampling matrix is less coherent with the representation dictionary, and consequently makes SRM more effective for image interpolation. Our extensive experimental results demonstrate that the proposed NARM-based image interpolation method can effectively reconstruct the edge structures and suppress the jaggy/ringing artifacts, achieving the best image interpolation results so far in terms of PSNR as well as perceptual quality metrics such as SSIM and FSIM.

  13. An Idea for Generating Diversity Conversations: Physics Jeopardy and the Future Faces of Physics Kit

    NASA Astrophysics Data System (ADS)

    Rand, Kendra; White, Gary

    2008-10-01

    Is there a way to engage typical physics undergraduates in a conversation about under-represented groups in physics that doesn't result in rolled-eyes or fingers-in-the-ears? The Society of Physics Students (SPS) has begun an experiment using a jeopardy-like game at physics meetings in an attempt to generate conversations about diversity. The physics jeopardy game is part of a "Future Faces of Physics" kit that includes a variety of materials that are of interest to those wanting to address under-represented audiences in physics, such as video clips exhibiting common physics words in sign language, tactile representations of the lunar surface for blind students, guidelines regarding lab procedures for the wheel-chair bound, and the book, Einstein on Race and Racism with a challenge letter directed at SPS chapters from the authors. While attempts to assess the impact of the game are modest, we report anecdotally some of the qualitative features seen in the discussions when the game is played. We also strive to indulge in a few physics jeopardy game moments to give a sense of how the game works. If you are hosting a meeting, large or small, and would like to receive this kit for use at your meeting, notify Kendra Rand, SPS Program Coordinator at krand@aip.org.

  14. The Virtual Threat Effect: A Test of Competing Explanations for the Effects of Racial Stereotyping in Video Games on Players' Cognitions.

    PubMed

    Behm-Morawitz, Elizabeth; Hoffswell, Joseph; Chen, Szu-Wei

    2016-05-01

    Past research provides evidence that embodying a racially stereotyped African American video game character triggers stereotyped thinking among White players. However, the mechanisms through which virtual racial embodiment of a negatively stereotyped character in a video game impacts stereotyped thinking are still unknown. This study expands on past research and utilizes a between-subjects experimental design to test two possible theoretical explanations: the virtual threat effect and presence. On the one hand, embodying a negatively stereotyped African American character may elicit stereotyped thinking among White players due to the mere exposure to the threatening stereotype. According to this explanation, negative affective response to the threatening stimulus predicts stereotyping. On the other hand, the process of embodying, not just observing, the stereotyped African American character suggests that presence in the game may determine how impactful the game imagery is on White players' stereotyping of African Americans. In this case, level of presence would predict stereotyping. The findings of this study advance research by providing evidence of a psychological explanation for the negative effects of embodying a racially stereotyped video game character on players' race-related perceptions. We conceptualize the "virtual threat effect," which may be applied in additional contexts to understand how embodying stereotyped representations of outgroups in virtual environments may negatively affect individuals' perceptions and support of these groups.

  15. Object detection approach using generative sparse, hierarchical networks with top-down and lateral connections for combining texture/color detection and shape/contour detection

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Paiton, Dylan M.; Kenyon, Garrett T.; Brumby, Steven P.

    An approach to detecting objects in an image dataset may combine texture/color detection, shape/contour detection, and/or motion detection using sparse, generative, hierarchical models with lateral and top-down connections. A first independent representation of objects in an image dataset may be produced using a color/texture detection algorithm. A second independent representation of objects in the image dataset may be produced using a shape/contour detection algorithm. A third independent representation of objects in the image dataset may be produced using a motion detection algorithm. The first, second, and third independent representations may then be combined into a single coherent output using amore » combinatorial algorithm.« less

  16. What should I do next? Using shared representations to solve interaction problems.

    PubMed

    Pezzulo, Giovanni; Dindo, Haris

    2011-06-01

    Studies on how "the social mind" works reveal that cognitive agents engaged in joint actions actively estimate and influence another's cognitive variables and form shared representations with them. (How) do shared representations enhance coordination? In this paper, we provide a probabilistic model of joint action that emphasizes how shared representations help solving interaction problems. We focus on two aspects of the model. First, we discuss how shared representations permit to coordinate at the level of cognitive variables (beliefs, intentions, and actions) and determine a coherent unfolding of action execution and predictive processes in the brains of two agents. Second, we discuss the importance of signaling actions as part of a strategy for sharing representations and the active guidance of another's actions toward the achievement of a joint goal. Furthermore, we present data from a human-computer experiment (the Tower Game) in which two agents (human and computer) have to build together a tower made of colored blocks, but only the human knows the constellation of the tower to be built (e.g., red-blue-red-blue-…). We report evidence that humans use signaling strategies that take another's uncertainty into consideration, and that in turn our model is able to use humans' actions as cues to "align" its representations and to select complementary actions.

  17. Neural signatures of strategic types in a two-person bargaining game

    PubMed Central

    Bhatt, Meghana A.; Lohrenz, Terry; Camerer, Colin F.; Montague, P. Read

    2010-01-01

    The management and manipulation of our own social image in the minds of others requires difficult and poorly understood computations. One computation useful in social image management is strategic deception: our ability and willingness to manipulate other people's beliefs about ourselves for gain. We used an interpersonal bargaining game to probe the capacity of players to manage their partner's beliefs about them. This probe parsed the group of subjects into three behavioral types according to their revealed level of strategic deception; these types were also distinguished by neural data measured during the game. The most deceptive subjects emitted behavioral signals that mimicked a more benign behavioral type, and their brains showed differential activation in right dorsolateral prefrontal cortex and left Brodmann area 10 at the time of this deception. In addition, strategic types showed a significant correlation between activation in the right temporoparietal junction and expected payoff that was absent in the other groups. The neurobehavioral types identified by the game raise the possibility of identifying quantitative biomarkers for the capacity to manipulate and maintain a social image in another person's mind. PMID:21041646

  18. Ivory Arches and Golden Towers: Why We're All Consumer Researchers Now.

    ERIC Educational Resources Information Center

    Wehner, Pat

    2001-01-01

    Considers how enterprising marketers quickly realized they had little to lose by supporting a goal of equal "representation." Suggests that if the goal is to have a genuine impact in playing the popular culture game, now might be a prudent moment to take an interest in the kinds of research emerging from business schools. (SG)

  19. Representing and Reconciling Personal Data and Experience in a Wearable Technology Gaming Project

    ERIC Educational Resources Information Center

    Ching, Cynthia Carter; Stewart, Mary K.; Hagood, Danielle E.; Rashedi, Roxanne Naseem

    2016-01-01

    Extant literature has largely not examined how users critically engage with their physical activity monitors, as objective data sense-making is often deemed superior to users' subjective realities. Our research, however, examines how middle-school youth encounter the representation of their data, as it is converted and actionable in an online…

  20. Young Children's Understanding of Photo Self-Representations

    ERIC Educational Resources Information Center

    Skouteris, Helen; Robson, Natalie

    2006-01-01

    This experiment examined delayed self-recognition in 24 2.5-year-old and 24 3-year-old children. Children were marked covertly with a sticker on their forehead while playing a game, after which their photograph was taken. When shown this photograph, the 3- but not the 2.5-year-olds reached to remove this sticker reliably. However, the older…

  1. Bayesian inference on multiscale models for poisson intensity estimation: applications to photon-limited image denoising.

    PubMed

    Lefkimmiatis, Stamatios; Maragos, Petros; Papandreou, George

    2009-08-01

    We present an improved statistical model for analyzing Poisson processes, with applications to photon-limited imaging. We build on previous work, adopting a multiscale representation of the Poisson process in which the ratios of the underlying Poisson intensities (rates) in adjacent scales are modeled as mixtures of conjugate parametric distributions. Our main contributions include: 1) a rigorous and robust regularized expectation-maximization (EM) algorithm for maximum-likelihood estimation of the rate-ratio density parameters directly from the noisy observed Poisson data (counts); 2) extension of the method to work under a multiscale hidden Markov tree model (HMT) which couples the mixture label assignments in consecutive scales, thus modeling interscale coefficient dependencies in the vicinity of image edges; 3) exploration of a 2-D recursive quad-tree image representation, involving Dirichlet-mixture rate-ratio densities, instead of the conventional separable binary-tree image representation involving beta-mixture rate-ratio densities; and 4) a novel multiscale image representation, which we term Poisson-Haar decomposition, that better models the image edge structure, thus yielding improved performance. Experimental results on standard images with artificially simulated Poisson noise and on real photon-limited images demonstrate the effectiveness of the proposed techniques.

  2. Segmentation of medical images using explicit anatomical knowledge

    NASA Astrophysics Data System (ADS)

    Wilson, Laurie S.; Brown, Stephen; Brown, Matthew S.; Young, Jeanne; Li, Rongxin; Luo, Suhuai; Brandt, Lee

    1999-07-01

    Knowledge-based image segmentation is defined in terms of the separation of image analysis procedures and representation of knowledge. Such architecture is particularly suitable for medical image segmentation, because of the large amount of structured domain knowledge. A general methodology for the application of knowledge-based methods to medical image segmentation is described. This includes frames for knowledge representation, fuzzy logic for anatomical variations, and a strategy for determining the order of segmentation from the modal specification. This method has been applied to three separate problems, 3D thoracic CT, chest X-rays and CT angiography. The application of the same methodology to such a range of applications suggests a major role in medical imaging for segmentation methods incorporating representation of anatomical knowledge.

  3. Information Object Definition–based Unified Modeling Language Representation of DICOM Structured Reporting

    PubMed Central

    Tirado-Ramos, Alfredo; Hu, Jingkun; Lee, K.P.

    2002-01-01

    Supplement 23 to DICOM (Digital Imaging and Communications for Medicine), Structured Reporting, is a specification that supports a semantically rich representation of image and waveform content, enabling experts to share image and related patient information. DICOM SR supports the representation of textual and coded data linked to images and waveforms. Nevertheless, the medical information technology community needs models that work as bridges between the DICOM relational model and open object-oriented technologies. The authors assert that representations of the DICOM Structured Reporting standard, using object-oriented modeling languages such as the Unified Modeling Language, can provide a high-level reference view of the semantically rich framework of DICOM and its complex structures. They have produced an object-oriented model to represent the DICOM SR standard and have derived XML-exchangeable representations of this model using World Wide Web Consortium specifications. They expect the model to benefit developers and system architects who are interested in developing applications that are compliant with the DICOM SR specification. PMID:11751804

  4. Spectral-spatial hyperspectral image classification using super-pixel-based spatial pyramid representation

    NASA Astrophysics Data System (ADS)

    Fan, Jiayuan; Tan, Hui Li; Toomik, Maria; Lu, Shijian

    2016-10-01

    Spatial pyramid matching has demonstrated its power for image recognition task by pooling features from spatially increasingly fine sub-regions. Motivated by the concept of feature pooling at multiple pyramid levels, we propose a novel spectral-spatial hyperspectral image classification approach using superpixel-based spatial pyramid representation. This technique first generates multiple superpixel maps by decreasing the superpixel number gradually along with the increased spatial regions for labelled samples. By using every superpixel map, sparse representation of pixels within every spatial region is then computed through local max pooling. Finally, features learned from training samples are aggregated and trained by a support vector machine (SVM) classifier. The proposed spectral-spatial hyperspectral image classification technique has been evaluated on two public hyperspectral datasets, including the Indian Pines image containing 16 different agricultural scene categories with a 20m resolution acquired by AVIRIS and the University of Pavia image containing 9 land-use categories with a 1.3m spatial resolution acquired by the ROSIS-03 sensor. Experimental results show significantly improved performance compared with the state-of-the-art works. The major contributions of this proposed technique include (1) a new spectral-spatial classification approach to generate feature representation for hyperspectral image, (2) a complementary yet effective feature pooling approach, i.e. the superpixel-based spatial pyramid representation that is used for the spatial correlation study, (3) evaluation on two public hyperspectral image datasets with superior image classification performance.

  5. Detecting objects in radiographs for homeland security

    NASA Astrophysics Data System (ADS)

    Prasad, Lakshman; Snyder, Hans

    2005-05-01

    We present a general scheme for segmenting a radiographic image into polygons that correspond to visual features. This decomposition provides a vectorized representation that is a high-level description of the image. The polygons correspond to objects or object parts present in the image. This characterization of radiographs allows the direct application of several shape recognition algorithms to identify objects. In this paper we describe the use of constrained Delaunay triangulations as a uniform foundational tool to achieve multiple visual tasks, namely image segmentation, shape decomposition, and parts-based shape matching. Shape decomposition yields parts that serve as tokens representing local shape characteristics. Parts-based shape matching enables the recognition of objects in the presence of occlusions, which commonly occur in radiographs. The polygonal representation of image features affords the efficient design and application of sophisticated geometric filtering methods to detect large-scale structural properties of objects in images. Finally, the representation of radiographs via polygons results in significant reduction of image file sizes and permits the scalable graphical representation of images, along with annotations of detected objects, in the SVG (scalable vector graphics) format that is proposed by the world wide web consortium (W3C). This is a textual representation that can be compressed and encrypted for efficient and secure transmission of information over wireless channels and on the Internet. In particular, our methods described here provide an algorithmic framework for developing image analysis tools for screening cargo at ports of entry for homeland security.

  6. Multi-representation ability of students on the problem solving physics

    NASA Astrophysics Data System (ADS)

    Theasy, Y.; Wiyanto; Sujarwata

    2018-03-01

    Accuracy in representing knowledge possessed by students will show how the level of student understanding. The multi-representation ability of students on the problem solving of physics has been done through qualitative method of grounded theory model and implemented on physics education student of Unnes academic year 2016/2017. Multiforms of representation used are verbal (V), images/diagrams (D), graph (G), and mathematically (M). High and low category students have an accurate use of graphical representation (G) of 83% and 77.78%, and medium category has accurate use of image representation (D) equal to 66%.

  7. Building Cognition: The Construction of Computational Representations for Scientific Discovery.

    PubMed

    Chandrasekharan, Sanjay; Nersessian, Nancy J

    2015-11-01

    Novel computational representations, such as simulation models of complex systems and video games for scientific discovery (Foldit, EteRNA etc.), are dramatically changing the way discoveries emerge in science and engineering. The cognitive roles played by such computational representations in discovery are not well understood. We present a theoretical analysis of the cognitive roles such representations play, based on an ethnographic study of the building of computational models in a systems biology laboratory. Specifically, we focus on a case of model-building by an engineer that led to a remarkable discovery in basic bioscience. Accounting for such discoveries requires a distributed cognition (DC) analysis, as DC focuses on the roles played by external representations in cognitive processes. However, DC analyses by and large have not examined scientific discovery, and they mostly focus on memory offloading, particularly how the use of existing external representations changes the nature of cognitive tasks. In contrast, we study discovery processes and argue that discoveries emerge from the processes of building the computational representation. The building process integrates manipulations in imagination and in the representation, creating a coupled cognitive system of model and modeler, where the model is incorporated into the modeler's imagination. This account extends DC significantly, and we present some of the theoretical and application implications of this extended account. Copyright © 2014 Cognitive Science Society, Inc.

  8. Next-Generation Image and Sound Processing Strategies: Exploiting the Biological Model

    DTIC Science & Technology

    2007-05-01

    several video game clips which were recorded while observers interactively played the games. The feature vectors may be derived from either: the...phase, we use a different video game clip to test the model. Frames from the test clip are passed in parallel to a bottom-up saliency model, as well as... video games (Figure 6). We found that the TD model alone predicts where humans look about twice as well as does the BU model alone; in addition, a

  9. What's in Small Talk? Revolutionary Communication in Black Children's Games.

    ERIC Educational Resources Information Center

    Barnes, Alene; Asante, Molefi

    A number of the historical and contemporary games of black children reflect an attitude of resistance and assertion on the part of the players. Older game songs, dating from the days of slavery, express a recreative anger against slave masters or a contempt for the theater image of the jolly plantation slave, Jim Crow. Post-Civil War songs and…

  10. Representation of economic preferences in the structure and function of the amygdala and prefrontal cortex

    PubMed Central

    Fermin, Alan S. R.; Sakagami, Masamichi; Kiyonari, Toko; Li, Yang; Matsumoto, Yoshie; Yamagishi, Toshio

    2016-01-01

    Social value orientations (SVOs) are economic preferences for the distribution of resources – prosocial individuals are more cooperative and egalitarian than are proselfs. Despite the social and economic implications of SVOs, no systematic studies have examined their neural correlates. We investigated the amygdala and dorsolateral prefrontal cortex (DLPFC) structures and functions in prosocials and proselfs by functional magnetic resonance imaging and evaluated cooperative behavior in the Prisoner’s Dilemma game. We found for the first time that amygdala volume was larger in prosocials and positively correlated with cooperation, while DLPFC volume was larger in proselfs and negatively correlated with cooperation. Proselfs’ decisions were marked by strong DLPFC and weak amygdala activity, and prosocials’ decisions were marked by strong amygdala activity, with the DLPFC signal increasing only in defection. Our findings suggest that proselfs’ decisions are controlled by DLPFC-mediated deliberative processes, while prosocials’ decisions are initially guided by automatic amygdala processes. PMID:26876988

  11. Intuition and deliberation: two systems for strategizing in the brain.

    PubMed

    Kuo, Wen-Jui; Sjöström, Tomas; Chen, Yu-Ping; Wang, Yen-Hsiang; Huang, Chen-Ying

    2009-04-24

    Dual-process theories distinguish between intuition (fast and emotional) and reasoning (slow and controlled) as a basis for human decision-making. We contrast dominance-solvable games, which can be solved by step-by-step deliberative reasoning, with pure coordination games, which must be solved intuitively. Using functional magnetic resonance imaging, we found that the middle frontal gyrus, the inferior parietal lobule, and the precuneus were more active in dominance-solvable games than in coordination games. The insula and anterior cingulate cortex showed the opposite pattern. Moreover, precuneus activity correlates positively with how "effortful" a dominance-solvable game is, whereas insula activity correlates positively with how "effortless" a coordination game is.

  12. Identifying spatially similar gene expression patterns in early stage fruit fly embryo images: binary feature versus invariant moment digital representations

    PubMed Central

    Gurunathan, Rajalakshmi; Van Emden, Bernard; Panchanathan, Sethuraman; Kumar, Sudhir

    2004-01-01

    Background Modern developmental biology relies heavily on the analysis of embryonic gene expression patterns. Investigators manually inspect hundreds or thousands of expression patterns to identify those that are spatially similar and to ultimately infer potential gene interactions. However, the rapid accumulation of gene expression pattern data over the last two decades, facilitated by high-throughput techniques, has produced a need for the development of efficient approaches for direct comparison of images, rather than their textual descriptions, to identify spatially similar expression patterns. Results The effectiveness of the Binary Feature Vector (BFV) and Invariant Moment Vector (IMV) based digital representations of the gene expression patterns in finding biologically meaningful patterns was compared for a small (226 images) and a large (1819 images) dataset. For each dataset, an ordered list of images, with respect to a query image, was generated to identify overlapping and similar gene expression patterns, in a manner comparable to what a developmental biologist might do. The results showed that the BFV representation consistently outperforms the IMV representation in finding biologically meaningful matches when spatial overlap of the gene expression pattern and the genes involved are considered. Furthermore, we explored the value of conducting image-content based searches in a dataset where individual expression components (or domains) of multi-domain expression patterns were also included separately. We found that this technique improves performance of both IMV and BFV based searches. Conclusions We conclude that the BFV representation consistently produces a more extensive and better list of biologically useful patterns than the IMV representation. The high quality of results obtained scales well as the search database becomes larger, which encourages efforts to build automated image query and retrieval systems for spatial gene expression patterns. PMID:15603586

  13. A quantum probability explanation for violations of ‘rational’ decision theory

    PubMed Central

    Pothos, Emmanuel M.; Busemeyer, Jerome R.

    2009-01-01

    Two experimental tasks in psychology, the two-stage gambling game and the Prisoner's Dilemma game, show that people violate the sure thing principle of decision theory. These paradoxical findings have resisted explanation by classical decision theory for over a decade. A quantum probability model, based on a Hilbert space representation and Schrödinger's equation, provides a simple and elegant explanation for this behaviour. The quantum model is compared with an equivalent Markov model and it is shown that the latter is unable to account for violations of the sure thing principle. Accordingly, it is argued that quantum probability provides a better framework for modelling human decision-making. PMID:19324743

  14. Using structured games to teach early fraction concepts to students who are deaf or hard of hearing.

    PubMed

    Markey, Carmel; Power, Des; Booker, George

    2003-01-01

    The study focused on the development of the concept of fractions in a group of 11- and 12-year-old students who were deaf or hard of hearing. The approach implemented in the study relied extensively on the use of games with very little formal instruction. It emphasized the development of appropriate language to facilitate an understanding of the notion of fractions through the investigation of concrete materials, pictorial representations, and interactions between students and teacher. The progress achieved by means of this approach is reported, and the implications of developing an understanding of fractions (and mathematics generally) among students who are deaf or hard of hearing are noted.

  15. Stochastic evolution in populations of ideas

    PubMed Central

    Nicole, Robin; Sollich, Peter; Galla, Tobias

    2017-01-01

    It is known that learning of players who interact in a repeated game can be interpreted as an evolutionary process in a population of ideas. These analogies have so far mostly been established in deterministic models, and memory loss in learning has been seen to act similarly to mutation in evolution. We here propose a representation of reinforcement learning as a stochastic process in finite ‘populations of ideas’. The resulting birth-death dynamics has absorbing states and allows for the extinction or fixation of ideas, marking a key difference to mutation-selection processes in finite populations. We characterize the outcome of evolution in populations of ideas for several classes of symmetric and asymmetric games. PMID:28098244

  16. Stochastic evolution in populations of ideas

    NASA Astrophysics Data System (ADS)

    Nicole, Robin; Sollich, Peter; Galla, Tobias

    2017-01-01

    It is known that learning of players who interact in a repeated game can be interpreted as an evolutionary process in a population of ideas. These analogies have so far mostly been established in deterministic models, and memory loss in learning has been seen to act similarly to mutation in evolution. We here propose a representation of reinforcement learning as a stochastic process in finite ‘populations of ideas’. The resulting birth-death dynamics has absorbing states and allows for the extinction or fixation of ideas, marking a key difference to mutation-selection processes in finite populations. We characterize the outcome of evolution in populations of ideas for several classes of symmetric and asymmetric games.

  17. Exploring the representation of health in videogames: a content analysis.

    PubMed

    Brooksby, Alan

    2008-12-01

    Early qualitative work has suggested that videogame players see the concept of health as an important part of the gaming interface, but the way health is shown in games is commonly considered to be simplistic. The aim of this study is to explore further ways in which the concept of health is represented in videogames beyond its most common usage in the interface. Ten videogames were analyzed for content in mobility, ability, psychology, social, and pain dimensions by coding 15 minutes of videotaped play. Pain was the category that was overwhelmingly represented in this sample, with the social category the second most common. Further work is needed to explore the impact on play experience.

  18. The Thinker versus a Quilting Bee: Contrasting Images.

    ERIC Educational Resources Information Center

    Thayer-Bacon, Barbara J.

    1999-01-01

    Offers the image of the quilting bee as a contrasting representation of critical thinking (or constructive thinking), comparing the two images, discussing a quilting bee representation of knowledge construction in terms of the tools used by quilters (knowers), and summarizing the transformation of critical thinking theory that a quilting bee image…

  19. Beyond sensory images: Object-based representation in the human ventral pathway

    PubMed Central

    Pietrini, Pietro; Furey, Maura L.; Ricciardi, Emiliano; Gobbini, M. Ida; Wu, W.-H. Carolyn; Cohen, Leonardo; Guazzelli, Mario; Haxby, James V.

    2004-01-01

    We investigated whether the topographically organized, category-related patterns of neural response in the ventral visual pathway are a representation of sensory images or a more abstract representation of object form that is not dependent on sensory modality. We used functional MRI to measure patterns of response evoked during visual and tactile recognition of faces and manmade objects in sighted subjects and during tactile recognition in blind subjects. Results showed that visual and tactile recognition evoked category-related patterns of response in a ventral extrastriate visual area in the inferior temporal gyrus that were correlated across modality for manmade objects. Blind subjects also demonstrated category-related patterns of response in this “visual” area, and in more ventral cortical regions in the fusiform gyrus, indicating that these patterns are not due to visual imagery and, furthermore, that visual experience is not necessary for category-related representations to develop in these cortices. These results demonstrate that the representation of objects in the ventral visual pathway is not simply a representation of visual images but, rather, is a representation of more abstract features of object form. PMID:15064396

  20. Effects of Time-Compressed Narration and Representational Adjunct Images on Cued-Recall, Content Recognition, and Learner Satisfaction

    ERIC Educational Resources Information Center

    Ritzhaupt, Albert Dieter; Barron, Ann

    2008-01-01

    The purpose of this study was to investigate the effect of time-compressed narration and representational adjunct images on a learner's ability to recall and recognize information. The experiment was a 4 Audio Speeds (1.0 = normal vs. 1.5 = moderate vs. 2.0 = fast vs. 2.5 = fastest rate) x Adjunct Image (Image Present vs. Image Absent) factorial…

  1. New Media, Old Images: Constructing Online Representations of Women and Men in Science, Engineering and Technology

    ERIC Educational Resources Information Center

    Mendick, Heather; Moreau, Marie-Pierre

    2013-01-01

    This paper looks at online representations of women and men in science, engineering and technology. We show that these representations largely re/produce dominant gender discourses. We then focus on the question: How are gender cliched images re/produced online? Drawing on a discursive analysis of data from six interviews with web authors, we…

  2. Are Contemporary Media Images Which Seem to Display Women as Sexually Empowered Actually Harmful to Women?

    ERIC Educational Resources Information Center

    Halliwell, Emma; Malson, Helen; Tischner, Irmgard

    2011-01-01

    There has been a shift in the depiction of women in advertising from objectifying representations of women as passive sex objects to agentic sexual representations where the women appear powerful and in control (Gill, 2007a, 2008), and there is substantial evidence that these representations have a negative impact on women's body image. However,…

  3. Group-sparse representation with dictionary learning for medical image denoising and fusion.

    PubMed

    Li, Shutao; Yin, Haitao; Fang, Leyuan

    2012-12-01

    Recently, sparse representation has attracted a lot of interest in various areas. However, the standard sparse representation does not consider the intrinsic structure, i.e., the nonzero elements occur in clusters, called group sparsity. Furthermore, there is no dictionary learning method for group sparse representation considering the geometrical structure of space spanned by atoms. In this paper, we propose a novel dictionary learning method, called Dictionary Learning with Group Sparsity and Graph Regularization (DL-GSGR). First, the geometrical structure of atoms is modeled as the graph regularization. Then, combining group sparsity and graph regularization, the DL-GSGR is presented, which is solved by alternating the group sparse coding and dictionary updating. In this way, the group coherence of learned dictionary can be enforced small enough such that any signal can be group sparse coded effectively. Finally, group sparse representation with DL-GSGR is applied to 3-D medical image denoising and image fusion. Specifically, in 3-D medical image denoising, a 3-D processing mechanism (using the similarity among nearby slices) and temporal regularization (to perverse the correlations across nearby slices) are exploited. The experimental results on 3-D image denoising and image fusion demonstrate the superiority of our proposed denoising and fusion approaches.

  4. Perceptually relevant grouping of image tokens on the basis of constraint propagation from local binary patterns

    NASA Astrophysics Data System (ADS)

    Behlim, Sadaf Iqbal; Syed, Tahir Qasim; Malik, Muhammad Yameen; Vigneron, Vincent

    2016-11-01

    Grouping image tokens is an intermediate step needed to arrive at meaningful image representation and summarization. Usually, perceptual cues, for instance, gestalt properties inform token grouping. However, they do not take into account structural continuities that could be derived from other tokens belonging to similar structures irrespective of their location. We propose an image representation that encodes structural constraints emerging from local binary patterns (LBP), which provides a long-distance measure of similarity but in a structurally connected way. Our representation provides a grouping of pixels or larger image tokens that is free of numeric similarity measures and could therefore be extended to nonmetric spaces. The representation lends itself nicely to ubiquitous image processing applications such as connected component labeling and segmentation. We test our proposed representation on the perceptual grouping or segmentation task on the popular Berkeley segmentation dataset (BSD500) that with respect to human segmented images achieves an average F-measure of 0.559. Our algorithm achieves a high average recall of 0.787 and is therefore well-suited to other applications such as object retrieval and category-independent object recognition. The proposed merging heuristic based on levels of singular tree component has shown promising results on the BSD500 dataset and currently ranks 12th among all benchmarked algorithms, but contrary to the others, it requires no data-driven training or specialized preprocessing.

  5. Using Android-Based Educational Game for Learning Colloid Material

    NASA Astrophysics Data System (ADS)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  6. Online 3D terrain visualisation using Unity 3D game engine: A comparison of different contour intervals terrain data draped with UAV images

    NASA Astrophysics Data System (ADS)

    Hafiz Mahayudin, Mohd; Che Mat, Ruzinoor

    2016-06-01

    The main objective of this paper is to discuss on the effectiveness of visualising terrain draped with Unmanned Aerial Vehicle (UAV) images generated from different contour intervals using Unity 3D game engine in online environment. The study area that was tested in this project was oil palm plantation at Sintok, Kedah. The contour data used for this study are divided into three different intervals which are 1m, 3m and 5m. ArcGIS software were used to clip the contour data and also UAV images data to be similar size for the overlaying process. The Unity 3D game engine was used as the main platform for developing the system due to its capabilities which can be launch in different platform. The clipped contour data and UAV images data were process and exported into the web format using Unity 3D. Then process continue by publishing it into the web server for comparing the effectiveness of different 3D terrain data (contour data) draped with UAV images. The effectiveness is compared based on the data size, loading time (office and out-of-office hours), response time, visualisation quality, and frame per second (fps). The results were suggest which contour interval is better for developing an effective online 3D terrain visualisation draped with UAV images using Unity 3D game engine. It therefore benefits decision maker and planner related to this field decide on which contour is applicable for their task.

  7. Out-of-Sample Extrapolation utilizing Semi-Supervised Manifold Learning (OSE-SSL): Content Based Image Retrieval for Histopathology Images

    PubMed Central

    Sparks, Rachel; Madabhushi, Anant

    2016-01-01

    Content-based image retrieval (CBIR) retrieves database images most similar to the query image by (1) extracting quantitative image descriptors and (2) calculating similarity between database and query image descriptors. Recently, manifold learning (ML) has been used to perform CBIR in a low dimensional representation of the high dimensional image descriptor space to avoid the curse of dimensionality. ML schemes are computationally expensive, requiring an eigenvalue decomposition (EVD) for every new query image to learn its low dimensional representation. We present out-of-sample extrapolation utilizing semi-supervised ML (OSE-SSL) to learn the low dimensional representation without recomputing the EVD for each query image. OSE-SSL incorporates semantic information, partial class label, into a ML scheme such that the low dimensional representation co-localizes semantically similar images. In the context of prostate histopathology, gland morphology is an integral component of the Gleason score which enables discrimination between prostate cancer aggressiveness. Images are represented by shape features extracted from the prostate gland. CBIR with OSE-SSL for prostate histology obtained from 58 patient studies, yielded an area under the precision recall curve (AUPRC) of 0.53 ± 0.03 comparatively a CBIR with Principal Component Analysis (PCA) to learn a low dimensional space yielded an AUPRC of 0.44 ± 0.01. PMID:27264985

  8. Prudence, pleasure, and cognitive ageing: Configurations of the uses and users of brain training games within UK media, 2005-2015.

    PubMed

    Pickersgill, Martyn; Broer, Tineke; Cunningham-Burley, Sarah; Deary, Ian

    2017-08-01

    The use of 'brain training' games is often regarded as relating to wider ideals of self-improvement and youthfulness. Hence, use is intertwined with discourses of 'active' ageing. This paper analyzes how the use and users of brain training games were configured in the UK media, from 2005 to 2015, and examines how notions of active ageing relate to these representations. Game users were rarely constructed solely as gamers, and were more often presented as prudent individuals focused on a serious goal. This configuration related to assumed and enjoined motivations for brain training; specifically, users were commonly framed as seeking to enhance cognition and limit/delay cognitive decline. Scientific evidence about brain training was often deployed to explain how games might work; sometimes, however, it was used to undermine the utility of games and assert the significance and cognitive health-benefits of other activities. A minority of texts explicitly critiqued ideals of self-improvement, arguing that game playing was important for its own sake. Yet, even the pleasure associated with gaming was occasionally instrumentalized as a mechanism for ensuring prudent life choices. The analysis casts fresh light on how debates around health, ageing, and science correspond to configurations of technology uses and users. It presents evidence of the widespread cultural circulation of enjoiners regarding self-care and healthy ageing within British society. However, the paper also provides indications of the limits to such imperatives: discourses of pleasure co-exist with and perhaps supplant logics of prudence in (accounts of) practices ostensibly aimed at ageing 'well'. Copyright © 2017 The Authors. Published by Elsevier Ltd.. All rights reserved.

  9. Unsupervised feature learning for autonomous rock image classification

    NASA Astrophysics Data System (ADS)

    Shu, Lei; McIsaac, Kenneth; Osinski, Gordon R.; Francis, Raymond

    2017-09-01

    Autonomous rock image classification can enhance the capability of robots for geological detection and enlarge the scientific returns, both in investigation on Earth and planetary surface exploration on Mars. Since rock textural images are usually inhomogeneous and manually hand-crafting features is not always reliable, we propose an unsupervised feature learning method to autonomously learn the feature representation for rock images. In our tests, rock image classification using the learned features shows that the learned features can outperform manually selected features. Self-taught learning is also proposed to learn the feature representation from a large database of unlabelled rock images of mixed class. The learned features can then be used repeatedly for classification of any subclass. This takes advantage of the large dataset of unlabelled rock images and learns a general feature representation for many kinds of rocks. We show experimental results supporting the feasibility of self-taught learning on rock images.

  10. Predicting perceptual quality of images in realistic scenario using deep filter banks

    NASA Astrophysics Data System (ADS)

    Zhang, Weixia; Yan, Jia; Hu, Shiyong; Ma, Yang; Deng, Dexiang

    2018-03-01

    Classical image perceptual quality assessment models usually resort to natural scene statistic methods, which are based on an assumption that certain reliable statistical regularities hold on undistorted images and will be corrupted by introduced distortions. However, these models usually fail to accurately predict degradation severity of images in realistic scenarios since complex, multiple, and interactive authentic distortions usually appear on them. We propose a quality prediction model based on convolutional neural network. Quality-aware features extracted from filter banks of multiple convolutional layers are aggregated into the image representation. Furthermore, an easy-to-implement and effective feature selection strategy is used to further refine the image representation and finally a linear support vector regression model is trained to map image representation into images' subjective perceptual quality scores. The experimental results on benchmark databases present the effectiveness and generalizability of the proposed model.

  11. A Wavelet Polarization Decomposition Net Model for Polarimetric SAR Image Classification

    NASA Astrophysics Data System (ADS)

    He, Chu; Ou, Dan; Yang, Teng; Wu, Kun; Liao, Mingsheng; Chen, Erxue

    2014-11-01

    In this paper, a deep model based on wavelet texture has been proposed for Polarimetric Synthetic Aperture Radar (PolSAR) image classification inspired by recent successful deep learning method. Our model is supposed to learn powerful and informative representations to improve the generalization ability for the complex scene classification tasks. Given the influence of speckle noise in Polarimetric SAR image, wavelet polarization decomposition is applied first to obtain basic and discriminative texture features which are then embedded into a Deep Neural Network (DNN) in order to compose multi-layer higher representations. We demonstrate that the model can produce a powerful representation which can capture some untraceable information from Polarimetric SAR images and show a promising achievement in comparison with other traditional SAR image classification methods for the SAR image dataset.

  12. What makes gambling cool? Images of agency and self-control in fiction films.

    PubMed

    Egerer, Michael; Rantala, Varpu

    2015-03-01

    The study is a qualitative film analysis. It seeks to determine the semiotic and cinematic structures that make gambling appealing in films based on analysis of 72 film scenes from 28 narrative fiction films made from 1922 to 2003 about gambling in North American and West European mainstream cinema. The main game types include card games, casino games, and slot machines. The theme of self-control and competence was identified as being central to gambling's appeal. These images are strongly defined by gender. The study was funded by ELOMEDIA, financed by the Finnish Ministry of Education and Culture as well as the Finnish Foundation for Alcohol Studies. The limitations of the study are noted.

  13. The effects of types of reflective scaffolding and language proficiency on the acquisition of physics knowledge in a game-based learning environment

    NASA Astrophysics Data System (ADS)

    Huang, Tsu-Ting

    With the capability of creating a situated and engaging learning environment, video games have been considered as a powerful tool to enhance students' learning outcomes and interest in learning. Yet, little empirical evidence exists to support the effectiveness of video games in learning. Particularly, little attention has been given to the design of specific game elements. Focusing on middle school students, the goal of this study was to investigate the effects of two types of representations of reflective scaffolds (verbal and visual) on students' learning outcomes, game performance, and level of engagement in a video game for physics learning. In addition, the role of students' level of English proficiency was examined to understand whether the effects of reflective scaffolds were influenced by students' language proficiency. Two studies were conducted. Study 1 playtested the game with target players and led to game modification for its use in Study 2, which focused on the effects of different types of reflective scaffolds and level of English proficiency. The results of Study 2 showed that students who received both verbal and visual reflective scaffolds completed the most levels compared to the other groups in the given time. No significant effect of type of reflective scaffolds were found on learning outcomes despite the fact that the pattern of the learning outcomes across conditions was close to prediction. Participants' engagement in gameplay was high regardless of the type of scaffolds they received, their interest in learning physics, and their prior knowledge of physics. The results of video analysis also showed that the game used in this study was able to engage students not only in gameplay but also in learning physics. Finally, English proficiency functioned as a significant factor moderating the effects of scaffolds, learning outcomes and game performance. Students with limited English proficiency benefited more from visual reflective scaffolds than verbal ones.

  14. Reading visually embodied meaning from the brain: Visually grounded computational models decode visual-object mental imagery induced by written text.

    PubMed

    Anderson, Andrew James; Bruni, Elia; Lopopolo, Alessandro; Poesio, Massimo; Baroni, Marco

    2015-10-15

    Embodiment theory predicts that mental imagery of object words recruits neural circuits involved in object perception. The degree of visual imagery present in routine thought and how it is encoded in the brain is largely unknown. We test whether fMRI activity patterns elicited by participants reading objects' names include embodied visual-object representations, and whether we can decode the representations using novel computational image-based semantic models. We first apply the image models in conjunction with text-based semantic models to test predictions of visual-specificity of semantic representations in different brain regions. Representational similarity analysis confirms that fMRI structure within ventral-temporal and lateral-occipital regions correlates most strongly with the image models and conversely text models correlate better with posterior-parietal/lateral-temporal/inferior-frontal regions. We use an unsupervised decoding algorithm that exploits commonalities in representational similarity structure found within both image model and brain data sets to classify embodied visual representations with high accuracy (8/10) and then extend it to exploit model combinations to robustly decode different brain regions in parallel. By capturing latent visual-semantic structure our models provide a route into analyzing neural representations derived from past perceptual experience rather than stimulus-driven brain activity. Our results also verify the benefit of combining multimodal data to model human-like semantic representations. Copyright © 2015 Elsevier Inc. All rights reserved.

  15. Weighted Discriminative Dictionary Learning based on Low-rank Representation

    NASA Astrophysics Data System (ADS)

    Chang, Heyou; Zheng, Hao

    2017-01-01

    Low-rank representation has been widely used in the field of pattern classification, especially when both training and testing images are corrupted with large noise. Dictionary plays an important role in low-rank representation. With respect to the semantic dictionary, the optimal representation matrix should be block-diagonal. However, traditional low-rank representation based dictionary learning methods cannot effectively exploit the discriminative information between data and dictionary. To address this problem, this paper proposed weighted discriminative dictionary learning based on low-rank representation, where a weighted representation regularization term is constructed. The regularization associates label information of both training samples and dictionary atoms, and encourages to generate a discriminative representation with class-wise block-diagonal structure, which can further improve the classification performance where both training and testing images are corrupted with large noise. Experimental results demonstrate advantages of the proposed method over the state-of-the-art methods.

  16. Projecting 2D gene expression data into 3D and 4D space.

    PubMed

    Gerth, Victor E; Katsuyama, Kaori; Snyder, Kevin A; Bowes, Jeff B; Kitayama, Atsushi; Ueno, Naoto; Vize, Peter D

    2007-04-01

    Video games typically generate virtual 3D objects by texture mapping an image onto a 3D polygonal frame. The feeling of movement is then achieved by mathematically simulating camera movement relative to the polygonal frame. We have built customized scripts that adapt video game authoring software to texture mapping images of gene expression data onto b-spline based embryo models. This approach, known as UV mapping, associates two-dimensional (U and V) coordinates within images to the three dimensions (X, Y, and Z) of a b-spline model. B-spline model frameworks were built either from confocal data or de novo extracted from 2D images, once again using video game authoring approaches. This system was then used to build 3D models of 182 genes expressed in developing Xenopus embryos and to implement these in a web-accessible database. Models can be viewed via simple Internet browsers and utilize openGL hardware acceleration via a Shockwave plugin. Not only does this database display static data in a dynamic and scalable manner, the UV mapping system also serves as a method to align different images to a common framework, an approach that may make high-throughput automated comparisons of gene expression patterns possible. Finally, video game systems also have elegant methods for handling movement, allowing biomechanical algorithms to drive the animation of models. With further development, these biomechanical techniques offer practical methods for generating virtual embryos that recapitulate morphogenesis.

  17. Group decisions in biodiversity conservation: implications from game theory.

    PubMed

    Frank, David M; Sarkar, Sahotra

    2010-05-27

    Decision analysis and game theory have proved useful tools in various biodiversity conservation planning and modeling contexts. This paper shows how game theory may be used to inform group decisions in biodiversity conservation scenarios by modeling conflicts between stakeholders to identify Pareto-inefficient Nash equilibria. These are cases in which each agent pursuing individual self-interest leads to a worse outcome for all, relative to other feasible outcomes. Three case studies from biodiversity conservation contexts showing this feature are modeled to demonstrate how game-theoretical representation can inform group decision-making. The mathematical theory of games is used to model three biodiversity conservation scenarios with Pareto-inefficient Nash equilibria: (i) a two-agent case involving wild dogs in South Africa; (ii) a three-agent raptor and grouse conservation scenario from the United Kingdom; and (iii) an n-agent fish and coral conservation scenario from the Philippines. In each case there is reason to believe that traditional mechanism-design solutions that appeal to material incentives may be inadequate, and the game-theoretical analysis recommends a resumption of further deliberation between agents and the initiation of trust--and confidence--building measures. Game theory can and should be used as a normative tool in biodiversity conservation contexts: identifying scenarios with Pareto-inefficient Nash equilibria enables constructive action in order to achieve (closer to) optimal conservation outcomes, whether by policy solutions based on mechanism design or otherwise. However, there is mounting evidence that formal mechanism-design solutions may backfire in certain cases. Such scenarios demand a return to group deliberation and the creation of reciprocal relationships of trust.

  18. Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies.

    PubMed

    Suenderhauf, Claudia; Walter, Anna; Lenz, Claudia; Lang, Undine E; Borgwardt, Stefan

    2016-09-01

    Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia. Copyright © 2016. Published by Elsevier Ltd.

  19. Recognition Alters the Spatial Pattern of fMRI Activation in Early Retinotopic Cortex

    PubMed Central

    Vul, E.; Kanwisher, N.

    2010-01-01

    Early retinotopic cortex has traditionally been viewed as containing a veridical representation of the low-level properties of the image, not imbued by high-level interpretation and meaning. Yet several recent results indicate that neural representations in early retinotopic cortex reflect not just the sensory properties of the image, but also the perceived size and brightness of image regions. Here we used functional magnetic resonance imaging pattern analyses to ask whether the representation of an object in early retinotopic cortex changes when the object is recognized compared with when the same stimulus is presented but not recognized. Our data confirmed this hypothesis: the pattern of response in early retinotopic visual cortex to a two-tone “Mooney” image of an object was more similar to the response to the full grayscale photo version of the same image when observers knew what the two-tone image represented than when they did not. Further, in a second experiment, high-level interpretations actually overrode bottom-up stimulus information, such that the pattern of response in early retinotopic cortex to an identified two-tone image was more similar to the response to the photographic version of that stimulus than it was to the response to the identical two-tone image when it was not identified. Our findings are consistent with prior results indicating that perceived size and brightness affect representations in early retinotopic visual cortex and, further, show that even higher-level information—knowledge of object identity—also affects the representation of an object in early retinotopic cortex. PMID:20071627

  20. Robust algebraic image enhancement for intelligent control systems

    NASA Technical Reports Server (NTRS)

    Lerner, Bao-Ting; Morrelli, Michael

    1993-01-01

    Robust vision capability for intelligent control systems has been an elusive goal in image processing. The computationally intensive techniques a necessary for conventional image processing make real-time applications, such as object tracking and collision avoidance difficult. In order to endow an intelligent control system with the needed vision robustness, an adequate image enhancement subsystem capable of compensating for the wide variety of real-world degradations, must exist between the image capturing and the object recognition subsystems. This enhancement stage must be adaptive and must operate with consistency in the presence of both statistical and shape-based noise. To deal with this problem, we have developed an innovative algebraic approach which provides a sound mathematical framework for image representation and manipulation. Our image model provides a natural platform from which to pursue dynamic scene analysis, and its incorporation into a vision system would serve as the front-end to an intelligent control system. We have developed a unique polynomial representation of gray level imagery and applied this representation to develop polynomial operators on complex gray level scenes. This approach is highly advantageous since polynomials can be manipulated very easily, and are readily understood, thus providing a very convenient environment for image processing. Our model presents a highly structured and compact algebraic representation of grey-level images which can be viewed as fuzzy sets.

  1. More than "Showing What Happened": Exploring the Potential of Teaching History with Film

    ERIC Educational Resources Information Center

    Stoddard, Jeremy D.; Marcus, Alan S.

    2010-01-01

    In a world where students and the general public are likely to access historical information from a television program, film, or even video game, it is important to equip students with the ability to view historical representation critically. In this essay we present arguments for using film to engage students in rigorous and authentic social…

  2. It Is Still a Man's Game--Discrimination of Women in Pay and Promotion

    ERIC Educational Resources Information Center

    Roach, Bonnie L.

    2014-01-01

    There is ample evidence that there still is a pay gap amongst men and women and the situation is no different if academia. Many studies have examined various types of gender discrimination in academia and two areas in particular are problematic--salaries and representation of female faculty in upper ranks of academia. This paper examines the past…

  3. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men.

    PubMed

    Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K

    2016-04-21

    In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  4. [A follow-up study on the degree of satisfaction regarding environment, life style and the coming Olympic events in the inhabitants living in the typical communities of Beijing].

    PubMed

    Zhang, Heng; Ma, Jun; Song, Yi; Li, Yan; Zong, Shu-ting; Xiao, Feng; Chen, Bo-wen

    2008-08-01

    To measure the degree of satisfaction on various environmental and health components and to discuss the impact of Olympic Games among the residents so as to make relative policy suggestions. In 2006, permanent residents over 15 years old lived in the Asian Games Village Community (where the 29th Olympic Games to be held) were selected to conduct a household's survey, while 1610 valid questionnaires were collected. The questionnaire included demographic information, degrees of satisfaction on various health-related environmental components, living condition and on Olympic events. The top 4 aspects with the highest satisfaction rates were "overall rates of satisfaction on current life" "green space", "housing conditions" and "water quality", which were 50.43%, 48.59%, 38.95%, 37.08%, respectively. Residents' satisfaction on "impact of hosting the Olympic Games on China's international image", "China's economic development level", "living conditions" and "personal life" were 65.53%, 56.09%, 47.27%, 46.40%, respectively. Data from partial correlation analysis showed that the total scores of satisfaction on environment and life had positive correlation with the total scores of Olympic satisfaction (P < 0.05). The satisfaction degree on Olympic event through factor analysis showed that 10 entries of the Olympic impact could be reflected by two factors--the influence of image to the nation and impact on personal income. Logistic regression showed that the impact of Olympic Games on personal income, the impact of Olympic Games on the image of the nation and standard of living, gender, education level were independent influencing factors of the total scores of environment and life satisfaction (P < 0.05). Other than "green space", most of health-related environment components of Beijing had low degree of satisfaction among inhabitants from the 'typical' communities in Beijing. However, residents had a higher degree of satisfaction on the impact of the Olympic Games to the country's image, the country's economic development level, the environment and personal standard of living.

  5. Hybrid image representation learning model with invariant features for basal cell carcinoma detection

    NASA Astrophysics Data System (ADS)

    Arevalo, John; Cruz-Roa, Angel; González, Fabio A.

    2013-11-01

    This paper presents a novel method for basal-cell carcinoma detection, which combines state-of-the-art methods for unsupervised feature learning (UFL) and bag of features (BOF) representation. BOF, which is a form of representation learning, has shown a good performance in automatic histopathology image classi cation. In BOF, patches are usually represented using descriptors such as SIFT and DCT. We propose to use UFL to learn the patch representation itself. This is accomplished by applying a topographic UFL method (T-RICA), which automatically learns visual invariance properties of color, scale and rotation from an image collection. These learned features also reveals these visual properties associated to cancerous and healthy tissues and improves carcinoma detection results by 7% with respect to traditional autoencoders, and 6% with respect to standard DCT representations obtaining in average 92% in terms of F-score and 93% of balanced accuracy.

  6. Learning topography with Tangible Landscape games

    NASA Astrophysics Data System (ADS)

    Petrasova, A.; Tabrizian, P.; Harmon, B. A.; Petras, V.; Millar, G.; Mitasova, H.; Meentemeyer, R. K.

    2017-12-01

    Understanding topography and its representations is crucial for correct interpretation and modeling of surface processes. However, novice earth science and landscape architecture students often find reading topographic maps challenging. As a result, many students struggle to comprehend more complex spatial concepts and processes such as flow accumulation or sediment transport.We developed and tested a new method for teaching hydrology, geomorphology, and grading using Tangible Landscape—a tangible interface for geospatial modeling. Tangible Landscape couples a physical and digital model of a landscape through a real-time cycle of hands-on modeling, 3D scanning, geospatial computation, and projection. With Tangible Landscape students can sculpt a projection-augmented topographic model of a landscape with their hands and use a variety of tangible objects to immediately see how they are changing geospatial analytics such as contours, profiles, water flow, or landform types. By feeling and manipulating the shape of the topography, while seeing projected geospatial analytics, students can intuitively learn about 3D topographic form, its representations, and how topography controls physical processes. Tangible Landscape is powered by GRASS GIS, an open source geospatial platform with extensive libraries for geospatial modeling and analysis. As such, Tangible Landscape can be used to design a wide range of learning experiences across a large number of geoscience disciplines.As part of a graduate level course that teaches grading, 16 students participated in a series of workshops, which were developed as serious games to encourage learning through structured play. These serious games included 1) diverting rain water to a specified location with minimal changes to landscape, 2) building different combinations of landforms, and 3) reconstructing landscapes based on projected contour information with feedback.In this poster, we will introduce Tangible Landscape, and describe the games and their implementation. We will then present preliminary results of a user experience survey we conducted as part of the workshops. All developed materials and software are open source and available online.

  7. Ghost microscope imaging system from the perspective of coherent-mode representation

    NASA Astrophysics Data System (ADS)

    Shen, Qian; Bai, Yanfeng; Shi, Xiaohui; Nan, Suqin; Qu, Lijie; Li, Hengxing; Fu, Xiquan

    2018-03-01

    The coherent-mode representation theory of partially coherent fields is firstly used to analyze a two-arm ghost microscope imaging system. It is shown that imaging quality of the generated images depend crucially on the distribution of the decomposition coefficients of the object imaged when the light source is fixed. This theory is also suitable for demonstrating the effects from the distance the object is moved away from the original plane on imaging quality. Our results are verified theoretically and experimentally.

  8. Cognitive representations of AIDS: a phenomenological study.

    PubMed

    Anderson, Elizabeth H; Spencer, Margaret Hull

    2002-12-01

    Cognitive representations of illness determine behavior. How persons living with AIDS image their disease might be key to understanding medication adherence and other health behaviors. The authors' purpose was to describe AIDS patients' cognitive representations of their illness. A purposive sample of 58 men and women with AIDS were interviewed. Using Colaizzi's (1978) phenomenological method, rigor was established through application of verification, validation, and validity. From 175 significant statements, 11 themes emerged. Cognitive representations included imaging AIDS as death, bodily destruction, and just a disease. Coping focused on wiping AIDS out of the mind, hoping for the right drug, and caring for oneself. Inquiring about a patient's image of AIDS might help nurses assess coping processes and enhance nurse-patient relationships.

  9. Color Sparse Representations for Image Processing: Review, Models, and Prospects.

    PubMed

    Barthélemy, Quentin; Larue, Anthony; Mars, Jérôme I

    2015-11-01

    Sparse representations have been extended to deal with color images composed of three channels. A review of dictionary-learning-based sparse representations for color images is made here, detailing the differences between the models, and comparing their results on the real and simulated data. These models are considered in a unifying framework that is based on the degrees of freedom of the linear filtering/transformation of the color channels. Moreover, this allows it to be shown that the scalar quaternionic linear model is equivalent to constrained matrix-based color filtering, which highlights the filtering implicitly applied through this model. Based on this reformulation, the new color filtering model is introduced, using unconstrained filters. In this model, spatial morphologies of color images are encoded by atoms, and colors are encoded by color filters. Color variability is no longer captured in increasing the dictionary size, but with color filters, this gives an efficient color representation.

  10. Image wavelet decomposition and applications

    NASA Technical Reports Server (NTRS)

    Treil, N.; Mallat, S.; Bajcsy, R.

    1989-01-01

    The general problem of computer vision has been investigated for more that 20 years and is still one of the most challenging fields in artificial intelligence. Indeed, taking a look at the human visual system can give us an idea of the complexity of any solution to the problem of visual recognition. This general task can be decomposed into a whole hierarchy of problems ranging from pixel processing to high level segmentation and complex objects recognition. Contrasting an image at different representations provides useful information such as edges. An example of low level signal and image processing using the theory of wavelets is introduced which provides the basis for multiresolution representation. Like the human brain, we use a multiorientation process which detects features independently in different orientation sectors. So, images of the same orientation but of different resolutions are contrasted to gather information about an image. An interesting image representation using energy zero crossings is developed. This representation is shown to be experimentally complete and leads to some higher level applications such as edge and corner finding, which in turn provides two basic steps to image segmentation. The possibilities of feedback between different levels of processing are also discussed.

  11. Information object definition-based unified modeling language representation of DICOM structured reporting: a case study of transcoding DICOM to XML.

    PubMed

    Tirado-Ramos, Alfredo; Hu, Jingkun; Lee, K P

    2002-01-01

    Supplement 23 to DICOM (Digital Imaging and Communications for Medicine), Structured Reporting, is a specification that supports a semantically rich representation of image and waveform content, enabling experts to share image and related patient information. DICOM SR supports the representation of textual and coded data linked to images and waveforms. Nevertheless, the medical information technology community needs models that work as bridges between the DICOM relational model and open object-oriented technologies. The authors assert that representations of the DICOM Structured Reporting standard, using object-oriented modeling languages such as the Unified Modeling Language, can provide a high-level reference view of the semantically rich framework of DICOM and its complex structures. They have produced an object-oriented model to represent the DICOM SR standard and have derived XML-exchangeable representations of this model using World Wide Web Consortium specifications. They expect the model to benefit developers and system architects who are interested in developing applications that are compliant with the DICOM SR specification.

  12. Evaluating imaging quality between different ghost imaging systems based on the coherent-mode representation

    NASA Astrophysics Data System (ADS)

    Shen, Qian; Bai, Yanfeng; Shi, Xiaohui; Nan, Suqin; Qu, Lijie; Li, Hengxing; Fu, Xiquan

    2017-07-01

    The difference in imaging quality between different ghost imaging schemes is studied by using coherent-mode representation of partially coherent fields. It is shown that the difference mainly relies on the distribution changes of the decomposition coefficients of the object imaged when the light source is fixed. For a new-designed imaging scheme, we only need to give the distribution of the decomposition coefficients and compare them with that of the existing imaging system, thus one can predict imaging quality. By choosing several typical ghost imaging systems, we theoretically and experimentally verify our results.

  13. Augmenting cognitive architectures to support diagrammatic imagination.

    PubMed

    Chandrasekaran, Balakrishnan; Banerjee, Bonny; Kurup, Unmesh; Lele, Omkar

    2011-10-01

    Diagrams are a form of spatial representation that supports reasoning and problem solving. Even when diagrams are external, not to mention when there are no external representations, problem solving often calls for internal representations, that is, representations in cognition, of diagrammatic elements and internal perceptions on them. General cognitive architectures--Soar and ACT-R, to name the most prominent--do not have representations and operations to support diagrammatic reasoning. In this article, we examine some requirements for such internal representations and processes in cognitive architectures. We discuss the degree to which DRS, our earlier proposal for such an internal representation for diagrams, meets these requirements. In DRS, the diagrams are not raw images, but a composition of objects that can be individuated and thus symbolized, while, unlike traditional symbols, the referent of the symbol is an object that retains its perceptual essence, namely, its spatiality. This duality provides a way to resolve what anti-imagists thought was a contradiction in mental imagery: the compositionality of mental images that seemed to be unique to symbol systems, and their support of a perceptual experience of images and some types of perception on them. We briefly review the use of DRS to augment Soar and ACT-R with a diagrammatic representation component. We identify issues for further research. Copyright © 2011 Cognitive Science Society, Inc.

  14. Image Quality Assessment Using the Joint Spatial/Spatial-Frequency Representation

    NASA Astrophysics Data System (ADS)

    Beghdadi, Azeddine; Iordache, Răzvan

    2006-12-01

    This paper demonstrates the usefulness of spatial/spatial-frequency representations in image quality assessment by introducing a new image dissimilarity measure based on 2D Wigner-Ville distribution (WVD). The properties of 2D WVD are shortly reviewed, and the important issue of choosing the analytic image is emphasized. The WVD-based measure is shown to be correlated with subjective human evaluation, which is the premise towards an image quality assessor developed on this principle.

  15. Context-dependent player's movement interpretation: application to adaptive game development

    NASA Astrophysics Data System (ADS)

    Picard, Francois; Estraillier, Pascal

    2010-02-01

    Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.

  16. Co-evolutionary data mining for fuzzy rules: automatic fitness function creation phase space, and experiments

    NASA Astrophysics Data System (ADS)

    Smith, James F., III; Blank, Joseph A.

    2003-03-01

    An approach is being explored that involves embedding a fuzzy logic based resource manager in an electronic game environment. Game agents can function under their own autonomous logic or human control. This approach automates the data mining problem. The game automatically creates a cleansed database reflecting the domain expert's knowledge, it calls a data mining function, a genetic algorithm, for data mining of the data base as required and allows easy evaluation of the information extracted. The co-evolutionary fitness functions, chromosomes and stopping criteria for ending the game are discussed. Genetic algorithm and genetic program based data mining procedures are discussed that automatically discover new fuzzy rules and strategies. The strategy tree concept and its relationship to co-evolutionary data mining are examined as well as the associated phase space representation of fuzzy concepts. The overlap of fuzzy concepts in phase space reduces the effective strategies available to adversaries. Co-evolutionary data mining alters the geometric properties of the overlap region known as the admissible region of phase space significantly enhancing the performance of the resource manager. Procedures for validation of the information data mined are discussed and significant experimental results provided.

  17. Multiresolution analysis over graphs for a motor imagery based online BCI game.

    PubMed

    Asensio-Cubero, Javier; Gan, John Q; Palaniappan, Ramaswamy

    2016-01-01

    Multiresolution analysis (MRA) over graph representation of EEG data has proved to be a promising method for offline brain-computer interfacing (BCI) data analysis. For the first time we aim to prove the feasibility of the graph lifting transform in an online BCI system. Instead of developing a pointer device or a wheel-chair controller as test bed for human-machine interaction, we have designed and developed an engaging game which can be controlled by means of imaginary limb movements. Some modifications to the existing MRA analysis over graphs for BCI have also been proposed, such as the use of common spatial patterns for feature extraction at the different levels of decomposition, and sequential floating forward search as a best basis selection technique. In the online game experiment we obtained for three classes an average classification rate of 63.0% for fourteen naive subjects. The application of a best basis selection method helps significantly decrease the computing resources needed. The present study allows us to further understand and assess the benefits of the use of tailored wavelet analysis for processing motor imagery data and contributes to the further development of BCI for gaming purposes. Copyright © 2015 Elsevier Ltd. All rights reserved.

  18. Learning of Multimodal Representations With Random Walks on the Click Graph.

    PubMed

    Wu, Fei; Lu, Xinyan; Song, Jun; Yan, Shuicheng; Zhang, Zhongfei Mark; Rui, Yong; Zhuang, Yueting

    2016-02-01

    In multimedia information retrieval, most classic approaches tend to represent different modalities of media in the same feature space. With the click data collected from the users' searching behavior, existing approaches take either one-to-one paired data (text-image pairs) or ranking examples (text-query-image and/or image-query-text ranking lists) as training examples, which do not make full use of the click data, particularly the implicit connections among the data objects. In this paper, we treat the click data as a large click graph, in which vertices are images/text queries and edges indicate the clicks between an image and a query. We consider learning a multimodal representation from the perspective of encoding the explicit/implicit relevance relationship between the vertices in the click graph. By minimizing both the truncated random walk loss as well as the distance between the learned representation of vertices and their corresponding deep neural network output, the proposed model which is named multimodal random walk neural network (MRW-NN) can be applied to not only learn robust representation of the existing multimodal data in the click graph, but also deal with the unseen queries and images to support cross-modal retrieval. We evaluate the latent representation learned by MRW-NN on a public large-scale click log data set Clickture and further show that MRW-NN achieves much better cross-modal retrieval performance on the unseen queries/images than the other state-of-the-art methods.

  19. Brain Training with Video Games in Covert Hepatic Encephalopathy.

    PubMed

    Bajaj, Jasmohan S; Ahluwalia, Vishwadeep; Thacker, Leroy R; Fagan, Andrew; Gavis, Edith A; Lennon, Michael; Heuman, Douglas M; Fuchs, Michael; Wade, James B

    2017-02-01

    Despite the associated adverse outcomes, pharmacologic intervention for covert hepatic encephalopathy (CHE) is not the standard of care. We hypothesized that a video game-based rehabilitation program would improve white matter integrity and brain connectivity in the visuospatial network on brain magnetic resonance imaging (MRI), resulting in improved cognitive function in CHE subjects on measures consistent with the cognitive skill set emphasized by the two video games (e.g., IQ Boost-visual working memory, and Aim and Fire Challenge-psychomotor speed), but also generalize to thinking skills beyond the focus of the cognitive training (Hopkins verbal learning test (HVLT)-verbal learning/memory) and improve their health-related quality of life (HRQOL). The trial included three phases over 8 weeks; during the learning phase (cognitive tests administered twice over 2 weeks without intervening intervention), training phase (daily video game training for 4 weeks), and post-training phase (testing 2 weeks after the video game training ended). Thirty CHE patients completed all visits with significant daily achievement on the video games. In a subset of 13 subjects that underwent brain MRI, there was a significant decrease in fractional anisotropy, and increased radial diffusivity (suggesting axonal sprouting or increased cross-fiber formation) involving similar brain regions (i.e., corpus callosum, internal capsule, and sections of the corticospinal tract) and improvement in the visuospatial resting-state connectivity corresponding to the video game training domains. No significant corresponding improvement in HRQOL or HVLT performance was noted, but cognitive performance did transiently improve on cognitive tests similar to the video games during training. Although multimodal brain imaging changes suggest reductions in tract edema and improved neural network connectivity, this trial of video game brain training did not improve the HRQOL or produce lasting improvement in cognitive function in patients with CHE.

  20. Ontology-driven education: Teaching anatomy with intelligent 3D games on the web

    NASA Astrophysics Data System (ADS)

    Nilsen, Trond

    Human anatomy is a challenging and intimidating subject whose understanding is essential to good medical practice, taught primarily using a combination of lectures and the dissection of human cadavers. Lectures are cheap and scalable, but do a poor job of teaching spatial understanding, whereas dissection lets students experience the body's interior first-hand, but is expensive, cannot be repeated, and is often imperfect. Educational games and online learning activities have the potential to supplement these teaching methods in a cheap and relatively effective way, but they are difficult for educators to customize for particular curricula and lack the tutoring support that human instructors provide. I present an approach to the creation of learning activities for anatomy called ontology-driven education, in which the Foundational Model of Anatomy, an ontological representation of knowledge about anatomy, is leveraged to generate educational content, model student knowledge, and support learning activities and games in a configurable web-based educational framework for anatomy.

  1. I play doh: The art of plasticine in the process of adolescent subjectivation.

    PubMed

    Nicoli, Luca

    2016-08-01

    Pre-adolescents' difficulty in portraying and communicating the internal turmoil to which puberty subjects them, both through the immaturity of their psychic functions and through the conflict between display and secrecy, presents a constant challenge to the analyst. A technical solution for making the process of subjectivation more pleasant may be found in modelling with Play Doh, a game/non-game which is not age-specific, an expressive form capable of evoking in the analytic field fantasies and representations that are otherwise only accessible with difficulty. This paper aims to present some reflections on the characteristic features of the Play Doh game in the session, with particular regard to work with patients between 10 and 14 years old who are in the midst of the process of adolescent subjectivation. The paper examines the clinical history of a young adopted boy who was able to develop the ability to dream his own experience and to portray internal experiences which had previously been unrepresentable. Copyright © 2016 Institute of Psychoanalysis.

  2. The Influence of Social Comparison on Visual Representation of One's Face

    PubMed Central

    Zell, Ethan; Balcetis, Emily

    2012-01-01

    Can the effects of social comparison extend beyond explicit evaluation to visual self-representation—a perceptual stimulus that is objectively verifiable, unambiguous, and frequently updated? We morphed images of participants' faces with attractive and unattractive references. With access to a mirror, participants selected the morphed image they perceived as depicting their face. Participants who engaged in upward comparison with relevant attractive targets selected a less attractive morph compared to participants exposed to control images (Study 1). After downward comparison with relevant unattractive targets compared to control images, participants selected a more attractive morph (Study 2). Biased representations were not the products of cognitive accessibility of beauty constructs; comparisons did not influence representations of strangers' faces (Study 3). We discuss implications for vision, social comparison, and body image. PMID:22662124

  3. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    PubMed

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  4. DHM and serious games: a case-study oil and gas laboratories.

    PubMed

    Santos, V; Zamberlan, M; Streit, P; Oliveira, J; Guimarães, C; Pastura, F; Cid, G

    2012-01-01

    The aim in this paper is to present a research on the application of serious games for the design of laboratories in the oil and gas industries. The focus is in human virtual representation acquired from 3D scanning, human interaction, workspace layout and equipment designed considering ergonomics standards. The laboratory studies were simulated in Unity3D platform, which allows the users to control the DHM1 on the dynamic virtual scenario, in order to simulate work activities. This methodology can change the design process by improving the level of interaction between final users, managers and human factor teams. That helps to better visualize future work settings and improve the level of participation between all stakeholders.

  5. Multi-layer sparse representation for weighted LBP-patches based facial expression recognition.

    PubMed

    Jia, Qi; Gao, Xinkai; Guo, He; Luo, Zhongxuan; Wang, Yi

    2015-03-19

    In this paper, a novel facial expression recognition method based on sparse representation is proposed. Most contemporary facial expression recognition systems suffer from limited ability to handle image nuisances such as low resolution and noise. Especially for low intensity expression, most of the existing training methods have quite low recognition rates. Motivated by sparse representation, the problem can be solved by finding sparse coefficients of the test image by the whole training set. Deriving an effective facial representation from original face images is a vital step for successful facial expression recognition. We evaluate facial representation based on weighted local binary patterns, and Fisher separation criterion is used to calculate the weighs of patches. A multi-layer sparse representation framework is proposed for multi-intensity facial expression recognition, especially for low-intensity expressions and noisy expressions in reality, which is a critical problem but seldom addressed in the existing works. To this end, several experiments based on low-resolution and multi-intensity expressions are carried out. Promising results on publicly available databases demonstrate the potential of the proposed approach.

  6. Using eye movements to explore mental representations of space.

    PubMed

    Fourtassi, Maryam; Rode, Gilles; Pisella, Laure

    2017-06-01

    Visual mental imagery is a cognitive experience characterised by the activation of the mental representation of an object or scene in the absence of the corresponding stimulus. According to the analogical theory, mental representations have a pictorial nature that preserves the spatial characteristics of the environment that is mentally represented. This cognitive experience shares many similarities with the experience of visual perception, including eye movements. The mental visualisation of a scene is accompanied by eye movements that reflect the spatial content of the mental image, and which can mirror the deformations of this mental image with respect to the real image, such as asymmetries or size reduction. The present article offers a concise overview of the main theories explaining the interactions between eye movements and mental representations, with some examples of the studies supporting them. It also aims to explain how ocular-tracking could be a useful tool in exploring the dynamics of spatial mental representations, especially in pathological situations where these representations can be altered, for instance in unilateral spatial neglect. Copyright © 2016 Elsevier Masson SAS. All rights reserved.

  7. The importance of context: evidence that contextual representations increase intrusive memories.

    PubMed

    Pearson, David G; Ross, Fiona D C; Webster, Victoria L

    2012-03-01

    Intrusive memories appear to enter consciousness via involuntary rather than deliberate recollection. Some clinical accounts of PTSD seek to explain this phenomenon by making a clear distinction between the encoding of sensory-based and contextual representations. Contextual representations have been claimed to actively reduce intrusions by anchoring encoded perceptual data for an event in memory. The current analogue trauma study examined this hypothesis by manipulating contextual information independently from encoded sensory-perceptual information. Participants' viewed images selected from the International Affective Picture System that depicted scenes of violence and bodily injury. Images were viewed either under neutral conditions or paired with contextual information. Two experiments revealed a significant increase in memory intrusions for images paired with contextual information in comparison to the same images viewed under neutral conditions. In contrast to the observed increase in intrusion frequency there was no effect of contextual representations on voluntary memory for the images. The vividness and emotionality of memory intrusions were also unaffected. The analogue trauma paradigm may fail to replicate the effect of extreme stress on encoding postulated to occur during PTSD. These findings question the assertion that intrusive memories develop from a lack of integration between sensory-based and contextual representations in memory. Instead it is argued contextual representations play a causal role in increasing the frequency of intrusions by increasing the sensitivity of memory to involuntary retrieval by associated internal and external cues. Copyright © 2011 Elsevier Ltd. All rights reserved.

  8. Retrieval and classification of food images.

    PubMed

    Farinella, Giovanni Maria; Allegra, Dario; Moltisanti, Marco; Stanco, Filippo; Battiato, Sebastiano

    2016-10-01

    Automatic food understanding from images is an interesting challenge with applications in different domains. In particular, food intake monitoring is becoming more and more important because of the key role that it plays in health and market economies. In this paper, we address the study of food image processing from the perspective of Computer Vision. As first contribution we present a survey of the studies in the context of food image processing from the early attempts to the current state-of-the-art methods. Since retrieval and classification engines able to work on food images are required to build automatic systems for diet monitoring (e.g., to be embedded in wearable cameras), we focus our attention on the aspect of the representation of the food images because it plays a fundamental role in the understanding engines. The food retrieval and classification is a challenging task since the food presents high variableness and an intrinsic deformability. To properly study the peculiarities of different image representations we propose the UNICT-FD1200 dataset. It was composed of 4754 food images of 1200 distinct dishes acquired during real meals. Each food plate is acquired multiple times and the overall dataset presents both geometric and photometric variabilities. The images of the dataset have been manually labeled considering 8 categories: Appetizer, Main Course, Second Course, Single Course, Side Dish, Dessert, Breakfast, Fruit. We have performed tests employing different representations of the state-of-the-art to assess the related performances on the UNICT-FD1200 dataset. Finally, we propose a new representation based on the perceptual concept of Anti-Textons which is able to encode spatial information between Textons outperforming other representations in the context of food retrieval and Classification. Copyright © 2016 Elsevier Ltd. All rights reserved.

  9. "Gioco del Mondo" an Alpine Hopscotch Game and Prehistoric Cosmology. (Italian Title: Il "Gioco del Mondo" e il cosmo preistorico)

    NASA Astrophysics Data System (ADS)

    Ragazzi, G.

    2015-04-01

    "Gioco del Mondo" ("Hopscotch game" in Anglo-Saxon countries), is a children's game in which the memory of a knowledge belonging to the prehistory of western thought is preserved. The path of the game is an image of the cosmos. The jumps allow the player to move from one region to another in the cosmos, in order to retrieve the pebble, wich is interpreted as a symbol of the human soul. The game is the imitation of a healing ritual in which a shaman brings back the soul kidnapped by a spirit from in his headquarters in a region of the cosmos.

  10. General tensor discriminant analysis and gabor features for gait recognition.

    PubMed

    Tao, Dacheng; Li, Xuelong; Wu, Xindong; Maybank, Stephen J

    2007-10-01

    The traditional image representations are not suited to conventional classification methods, such as the linear discriminant analysis (LDA), because of the under sample problem (USP): the dimensionality of the feature space is much higher than the number of training samples. Motivated by the successes of the two dimensional LDA (2DLDA) for face recognition, we develop a general tensor discriminant analysis (GTDA) as a preprocessing step for LDA. The benefits of GTDA compared with existing preprocessing methods, e.g., principal component analysis (PCA) and 2DLDA, include 1) the USP is reduced in subsequent classification by, for example, LDA; 2) the discriminative information in the training tensors is preserved; and 3) GTDA provides stable recognition rates because the alternating projection optimization algorithm to obtain a solution of GTDA converges, while that of 2DLDA does not. We use human gait recognition to validate the proposed GTDA. The averaged gait images are utilized for gait representation. Given the popularity of Gabor function based image decompositions for image understanding and object recognition, we develop three different Gabor function based image representations: 1) the GaborD representation is the sum of Gabor filter responses over directions, 2) GaborS is the sum of Gabor filter responses over scales, and 3) GaborSD is the sum of Gabor filter responses over scales and directions. The GaborD, GaborS and GaborSD representations are applied to the problem of recognizing people from their averaged gait images.A large number of experiments were carried out to evaluate the effectiveness (recognition rate) of gait recognition based on first obtaining a Gabor, GaborD, GaborS or GaborSD image representation, then using GDTA to extract features and finally using LDA for classification. The proposed methods achieved good performance for gait recognition based on image sequences from the USF HumanID Database. Experimental comparisons are made with nine state of the art classification methods in gait recognition.

  11. A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older.

    PubMed

    Marston, Hannah R; Freeman, Shannon; Bishop, Kristen A; Beech, Christian L

    2016-06-01

    Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and digital game technology. PubMed, CINHAL, and Scopus were searched, and 46 articles were included in this review. Results highlighted that 60 percent of articles were published in gerontological journals, whereas only 8.7 percent were published in computer science journals. No studies focused directly on the oldest old population. Few studies included sample sizes greater than 100 participants. Seven primary and 34 secondary themes were identified, of which Hardware Technology and Assessment were the most common. Existing evidence demonstrates the paucity of studies engaging older adults 85 years of age and above regarding the use of digital gaming and highlights a new understudied cohort for further research focus. Recommendations for future research include intentional recruitment and proportionate representation of participants ≥85 years of age, large sample sizes, and explicit mention of specific numbers of participants ≥85 years of age, which are necessary to advance knowledge in this area. Integrating a rigorous and robust mixed-methods approach including theoretical perspectives would lend itself to further in-depth understanding and knowledge generation in this field.

  12. Games of Subversion and Sabotage: Issues of Power, Masculinity, Class, Rurality and Schooling

    ERIC Educational Resources Information Center

    Keddie, Amanda

    2007-01-01

    This paper presents a longitudinal insight into the experiences of "Adam," a young boy who lives with his single-parent father (a farmer and builder) in a rural working-class community on the outskirts of a provincial town in Tasmania, Australia. Adam's story juxtaposes my representations of him as an eight year old in 1999 and as a 12…

  13. Improvement of gray-scale representation of horizontally scanning holographic display using error diffusion.

    PubMed

    Matsumoto, Yuji; Takaki, Yasuhiro

    2014-06-15

    Horizontally scanning holography can enlarge both screen size and viewing zone angle. A microelectromechanical-system spatial light modulator, which can generate only binary images, is used to generate hologram patterns. Thus, techniques to improve gray-scale representation in reconstructed images should be developed. In this study, the error diffusion technique was used for the binarization of holograms. When the Floyd-Steinberg error diffusion coefficients were used, gray-scale representation was improved. However, the linearity in the gray-scale representation was not satisfactory. We proposed the use of a correction table and showed that the linearity was greatly improved.

  14. Picture This... Developing Standards for Electronic Images at the National Library of Medicine

    PubMed Central

    Masys, Daniel R.

    1990-01-01

    New computer technologies have made it feasible to represent, store, and communicate high resolution biomedical images via electronic means. Traditional two dimensional medical images such as those on printed pages have been supplemented by three dimensional images which can be rendered, rotated, and “dissected” from any point of view. The library of the future will provide electronic access not only to words and numbers, but to pictures, sounds, and other nontextual information. There currently exist few widely-accepted standards for the representation and communication of complex images, yet such standards will be critical to the feasibility and usefulness of digital image collections in the life sciences. The National Library of Medicine is embarked on a project to develop a complete digital volumetric representation of an adult human male and female. This “Visible Human Project” will address the issue of standards for computer representation of biological structure.

  15. Neglecting the Left Side of a City Square but Not the Left Side of Its Clock: Prevalence and Characteristics of Representational Neglect

    PubMed Central

    Guariglia, Cecilia; Palermo, Liana; Piccardi, Laura; Iaria, Giuseppe; Incoccia, Chiara

    2013-01-01

    Representational neglect, which is characterized by the failure to report left-sided details of a mental image from memory, can occur after a right hemisphere lesion. In this study, we set out to verify the hypothesis that two distinct forms of representational neglect exist, one involving object representation and the other environmental representation. As representational neglect is considered rare, we also evaluated the prevalence and frequency of its association with perceptual neglect. We submitted a group of 96 unselected, consecutive, chronic, right brain-damaged patients to an extensive neuropsychological evaluation that included two representational neglect tests: the Familiar Square Description Test and the O'Clock Test. Representational neglect, as well as perceptual neglect, was present in about one-third of the sample. Most patients neglected the left side of imagined familiar squares but not the left side of imagined clocks. The present data show that representational neglect is not a rare disorder and also support the hypothesis that two different types of mental representations (i.e. topological and non-topological images) may be selectively damaged in representational neglect. PMID:23874416

  16. Hyperspectral Image Classification via Kernel Sparse Representation

    DTIC Science & Technology

    2013-01-01

    classification algorithms. Moreover, the spatial coherency across neighboring pixels is also incorporated through a kernelized joint sparsity model , where...joint sparsity model , where all of the pixels within a small neighborhood are jointly represented in the feature space by selecting a few common training...hyperspectral imagery, joint spar- sity model , kernel methods, sparse representation. I. INTRODUCTION HYPERSPECTRAL imaging sensors capture images

  17. Local spatial frequency analysis for computer vision

    NASA Technical Reports Server (NTRS)

    Krumm, John; Shafer, Steven A.

    1990-01-01

    A sense of vision is a prerequisite for a robot to function in an unstructured environment. However, real-world scenes contain many interacting phenomena that lead to complex images which are difficult to interpret automatically. Typical computer vision research proceeds by analyzing various effects in isolation (e.g., shading, texture, stereo, defocus), usually on images devoid of realistic complicating factors. This leads to specialized algorithms which fail on real-world images. Part of this failure is due to the dichotomy of useful representations for these phenomena. Some effects are best described in the spatial domain, while others are more naturally expressed in frequency. In order to resolve this dichotomy, we present the combined space/frequency representation which, for each point in an image, shows the spatial frequencies at that point. Within this common representation, we develop a set of simple, natural theories describing phenomena such as texture, shape, aliasing and lens parameters. We show these theories lead to algorithms for shape from texture and for dealiasing image data. The space/frequency representation should be a key aid in untangling the complex interaction of phenomena in images, allowing automatic understanding of real-world scenes.

  18. Bag-of-visual-ngrams for histopathology image classification

    NASA Astrophysics Data System (ADS)

    López-Monroy, A. Pastor; Montes-y-Gómez, Manuel; Escalante, Hugo Jair; Cruz-Roa, Angel; González, Fabio A.

    2013-11-01

    This paper describes an extension of the Bag-of-Visual-Words (BoVW) representation for image categorization (IC) of histophatology images. This representation is one of the most used approaches in several high-level computer vision tasks. However, the BoVW representation has an important limitation: the disregarding of spatial information among visual words. This information may be useful to capture discriminative visual-patterns in specific computer vision tasks. In order to overcome this problem we propose the use of visual n-grams. N-grams based-representations are very popular in the field of natural language processing (NLP), in particular within text mining and information retrieval. We propose building a codebook of n-grams and then representing images by histograms of visual n-grams. We evaluate our proposal in the challenging task of classifying histopathology images. The novelty of our proposal lies in the fact that we use n-grams as attributes for a classification model (together with visual-words, i.e., 1-grams). This is common practice within NLP, although, to the best of our knowledge, this idea has not been explored yet within computer vision. We report experimental results in a database of histopathology images where our proposed method outperforms the traditional BoVWs formulation.

  19. OCT despeckling via weighted nuclear norm constrained non-local low-rank representation

    NASA Astrophysics Data System (ADS)

    Tang, Chang; Zheng, Xiao; Cao, Lijuan

    2017-10-01

    As a non-invasive imaging modality, optical coherence tomography (OCT) plays an important role in medical sciences. However, OCT images are always corrupted by speckle noise, which can mask image features and pose significant challenges for medical analysis. In this work, we propose an OCT despeckling method by using non-local, low-rank representation with weighted nuclear norm constraint. Unlike previous non-local low-rank representation based OCT despeckling methods, we first generate a guidance image to improve the non-local group patches selection quality, then a low-rank optimization model with a weighted nuclear norm constraint is formulated to process the selected group patches. The corrupted probability of each pixel is also integrated into the model as a weight to regularize the representation error term. Note that each single patch might belong to several groups, hence different estimates of each patch are aggregated to obtain its final despeckled result. Both qualitative and quantitative experimental results on real OCT images show the superior performance of the proposed method compared with other state-of-the-art speckle removal techniques.

  20. Face recognition via sparse representation of SIFT feature on hexagonal-sampling image

    NASA Astrophysics Data System (ADS)

    Zhang, Daming; Zhang, Xueyong; Li, Lu; Liu, Huayong

    2018-04-01

    This paper investigates a face recognition approach based on Scale Invariant Feature Transform (SIFT) feature and sparse representation. The approach takes advantage of SIFT which is local feature other than holistic feature in classical Sparse Representation based Classification (SRC) algorithm and possesses strong robustness to expression, pose and illumination variations. Since hexagonal image has more inherit merits than square image to make recognition process more efficient, we extract SIFT keypoint in hexagonal-sampling image. Instead of matching SIFT feature, firstly the sparse representation of each SIFT keypoint is given according the constructed dictionary; secondly these sparse vectors are quantized according dictionary; finally each face image is represented by a histogram and these so-called Bag-of-Words vectors are classified by SVM. Due to use of local feature, the proposed method achieves better result even when the number of training sample is small. In the experiments, the proposed method gave higher face recognition rather than other methods in ORL and Yale B face databases; also, the effectiveness of the hexagonal-sampling in the proposed method is verified.

  1. Possible Biases of Researchers' Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980-2013).

    PubMed

    Segev, Aviv; Rovner, Mitchell; Appel, David Ian; Abrams, Aaron W; Rotem, Michal; Bloch, Yuval

    2016-07-18

    The study of video games is expanding, and so is the debate regarding their possible positive and deleterious effects. As controversies continue, several researchers have expressed their concerns about substantial biases existing in the field, which might lead to the creation of a skewed picture, both in the professional and in the lay literature. However, no study has tried to examine this issue quantitatively. The objective of our study was to examine possible systematic biases in the literature, by analyzing the publication trends of the medical and life sciences literature regarding video games. We performed a complete and systematic PubMed search up to December 31, 2013. We assessed all 1927 articles deemed relevant for their attitude toward video games according to the focus, hypothesis, and authors' interpretation of the study results, using a 3-category outcome (positive, negative, and neutral). We assessed the prevalence of different attitudes for possible association with year of publication, location of researchers, academic discipline, methodological research, and centrality of the publishing journals. The attitude toward video games presented in publications varied by year of publication, location, academic discipline, and methodological research applied (P<.001 for all). Moreover, representation of different attitudes differed according to centrality of the journals, as measured by their impact factor (P<.001). The results suggest that context, whether scientific or social, is related to researchers' attitudes toward video games. Readers, both lay and professional, should weigh these contextual variables when interpreting studies' results, in light of the possible bias they carry. The results also support a need for a more balanced, open-minded approach toward video games, as it is likely that this complex phenomenon carries novel opportunities as well as new hazards.

  2. Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013)

    PubMed Central

    Rovner, Mitchell; Appel, David Ian; Abrams, Aaron W; Rotem, Michal; Bloch, Yuval

    2016-01-01

    Background The study of video games is expanding, and so is the debate regarding their possible positive and deleterious effects. As controversies continue, several researchers have expressed their concerns about substantial biases existing in the field, which might lead to the creation of a skewed picture, both in the professional and in the lay literature. However, no study has tried to examine this issue quantitatively. Objective The objective of our study was to examine possible systematic biases in the literature, by analyzing the publication trends of the medical and life sciences literature regarding video games. Methods We performed a complete and systematic PubMed search up to December 31, 2013. We assessed all 1927 articles deemed relevant for their attitude toward video games according to the focus, hypothesis, and authors’ interpretation of the study results, using a 3-category outcome (positive, negative, and neutral). We assessed the prevalence of different attitudes for possible association with year of publication, location of researchers, academic discipline, methodological research, and centrality of the publishing journals. Results The attitude toward video games presented in publications varied by year of publication, location, academic discipline, and methodological research applied (P<.001 for all). Moreover, representation of different attitudes differed according to centrality of the journals, as measured by their impact factor (P<.001). Conclusions The results suggest that context, whether scientific or social, is related to researchers’ attitudes toward video games. Readers, both lay and professional, should weigh these contextual variables when interpreting studies’ results, in light of the possible bias they carry. The results also support a need for a more balanced, open-minded approach toward video games, as it is likely that this complex phenomenon carries novel opportunities as well as new hazards. PMID:27430187

  3. New developments in brain research of internet and gaming disorder.

    PubMed

    Weinstein, Aviv; Livny, Abigail; Weizman, Abraham

    2017-04-01

    There is evidence that the neural mechanisms underlying Internet Gaming Disorder (IGD) resemble those of drug addiction. Functional Magnetic Resonance Imaging (fMRI) studies of the resting state and measures of gray matter volume have shown that Internet game playing was associated with changes to brain regions responsible for attention and control, impulse control, motor function, emotional regulation, sensory-motor coordination. Furthermore, Internet game playing was associated with lower white matter density in brain regions that are involved in decision-making, behavioral inhibition and emotional regulation. Videogame playing involved changes in reward inhibitory mechanisms and loss of control. Structural brain imaging studies showed alterations in the volume of the ventral striatum that is an important part of the brain's reward mechanisms. Finally, videogame playing was associated with dopamine release similar in magnitude to those of drugs of abuse and lower dopamine transporter and dopamine receptor D 2 occupancy indicating sub-sensitivity of dopamine reward mechanisms. Copyright © 2017 Elsevier Ltd. All rights reserved.

  4. Collecting, analyzing and assessing big land use data: Results from the cropland capture game

    NASA Astrophysics Data System (ADS)

    Salk, C.; Sturn, T.; Fritz, S.; See, L. M.; McCallum, I.; Fuss, S.; Perger, C.; Duerauer, M.; Obersteiner, M.

    2014-12-01

    The International Institute for Applied Systems Analysis (IIASA) has developed a number of tools for assessing the socioeconomic benefit of Earth Observation such as quantifying the monetary benefit of improved land cover information for mitigation policies. Recently, IIASA has been assessing the benefit of an improved global carbon observation system in the GEOCARBON Project. Because traditional ground-based land cover validation is expensive, IIASA has developed crowdsourcing projects such as Geo-Wiki which to contribute to land-cover validation. A recent activity is the 'Cropland Capture' game which can be played in a browser or mobile device. It can be downloaded or played online at http://www.geo-wiki.org/games/croplandcapture/. In the game, players see an image (from a satellite or ground-based camera) and are asked if they see any cropland in it. They can answer "yes", "no" or "maybe" if they are unsure. The game had over 3,000 players who made about 4,500,000 classifications on 190,000 unique images. The benefits delivered by crowdsourcing relative to conventional data acquisition depends critically on the quality of the data received. Players' rating quality was compared by assessing their agreement with the crowd, consistency on images rated more than once, and agreement with expert validators. These metrics were compared with one another and with potential predictors of user quality: the total number of images rated by a player, and their professional background in land-cover science. Individual users' agreement with the crowd and self-agreement were highly positively correlated. The frequency of admitting uncertainty about an image was a good measure of user caution, showing a negative relationship with self-contradiction rate. Many users were more reliable in either identifying cropland or non-cropland, and these two skills were uncorrelated. Overall, user reliability increased with number of images rated, although among the top decile of users, this trend was reversed. Surprisingly, professional background had little influence on quality of ratings. We explore implications of these results for assessing potential benefits of user contributed data in the context of differential user quality and compare this with conventional data collection methods.

  5. Elbow injuries at the London 2012 Summer Olympic Games: demographics and pictorial imaging review.

    PubMed

    Bethapudi, Sarath; Robinson, Philip; Engebretsen, Lars; Budgett, Richard; Vanhegan, Ivor S; O'Connor, Philip

    2013-09-01

    Elbow injuries in Olympic sports and their imaging findings have not been described previously. The main objective of this article is to analyze the demographic data on imaging of elbow injuries at the London 2012 Summer Olympic Games and to review the spectrum of imaging findings. Elbow injuries were seen in a wide variety of sports. Judo and weight-lifting contributed nearly half of all injuries, with only a surprisingly small number of injuries seen in throwing athletes. Knowledge of elbow anatomy coupled with awareness of types of elbow injuries and their prevalence in various sports will contribute toward improving diagnostic accuracy, handling of workload, and overall provision of services at similar major international sporting events in the future.

  6. Cross-modal learning to rank via latent joint representation.

    PubMed

    Wu, Fei; Jiang, Xinyang; Li, Xi; Tang, Siliang; Lu, Weiming; Zhang, Zhongfei; Zhuang, Yueting

    2015-05-01

    Cross-modal ranking is a research topic that is imperative to many applications involving multimodal data. Discovering a joint representation for multimodal data and learning a ranking function are essential in order to boost the cross-media retrieval (i.e., image-query-text or text-query-image). In this paper, we propose an approach to discover the latent joint representation of pairs of multimodal data (e.g., pairs of an image query and a text document) via a conditional random field and structural learning in a listwise ranking manner. We call this approach cross-modal learning to rank via latent joint representation (CML²R). In CML²R, the correlations between multimodal data are captured in terms of their sharing hidden variables (e.g., topics), and a hidden-topic-driven discriminative ranking function is learned in a listwise ranking manner. The experiments show that the proposed approach achieves a good performance in cross-media retrieval and meanwhile has the capability to learn the discriminative representation of multimodal data.

  7. Shared liking and association valence for representational art but not abstract art.

    PubMed

    Schepman, Astrid; Rodway, Paul; Pullen, Sarah J; Kirkham, Julie

    2015-01-01

    We examined the finding that aesthetic evaluations are more similar across observers for representational images than for abstract images. It has been proposed that a difference in convergence of observers' tastes is due to differing levels of shared semantic associations (Vessel & Rubin, 2010). In Experiment 1, student participants rated 20 representational and 20 abstract artworks. We found that their judgments were more similar for representational than abstract artworks. In Experiment 2, we replicated this finding, and also found that valence ratings given to associations and meanings provided in response to the artworks converged more across observers for representational than for abstract art. Our empirical work provides insight into processes that may underlie the observation that taste for representational art is shared across individual observers, while taste for abstract art is more idiosyncratic.

  8. Efficient processing of fluorescence images using directional multiscale representations.

    PubMed

    Labate, D; Laezza, F; Negi, P; Ozcan, B; Papadakis, M

    2014-01-01

    Recent advances in high-resolution fluorescence microscopy have enabled the systematic study of morphological changes in large populations of cells induced by chemical and genetic perturbations, facilitating the discovery of signaling pathways underlying diseases and the development of new pharmacological treatments. In these studies, though, due to the complexity of the data, quantification and analysis of morphological features are for the vast majority handled manually, slowing significantly data processing and limiting often the information gained to a descriptive level. Thus, there is an urgent need for developing highly efficient automated analysis and processing tools for fluorescent images. In this paper, we present the application of a method based on the shearlet representation for confocal image analysis of neurons. The shearlet representation is a newly emerged method designed to combine multiscale data analysis with superior directional sensitivity, making this approach particularly effective for the representation of objects defined over a wide range of scales and with highly anisotropic features. Here, we apply the shearlet representation to problems of soma detection of neurons in culture and extraction of geometrical features of neuronal processes in brain tissue, and propose it as a new framework for large-scale fluorescent image analysis of biomedical data.

  9. Decoding representations of face identity that are tolerant to rotation.

    PubMed

    Anzellotti, Stefano; Fairhall, Scott L; Caramazza, Alfonso

    2014-08-01

    In order to recognize the identity of a face we need to distinguish very similar images (specificity) while also generalizing identity information across image transformations such as changes in orientation (tolerance). Recent studies investigated the representation of individual faces in the brain, but it remains unclear whether the human brain regions that were found encode representations of individual images (specificity) or face identity (specificity plus tolerance). In the present article, we use multivoxel pattern analysis in the human ventral stream to investigate the representation of face identity across rotations in depth, a kind of transformation in which no point in the face image remains unchanged. The results reveal representations of face identity that are tolerant to rotations in depth in occipitotemporal cortex and in anterior temporal cortex, even when the similarity between mirror symmetrical views cannot be used to achieve tolerance. Converging evidence from different analysis techniques shows that the right anterior temporal lobe encodes a comparable amount of identity information to occipitotemporal regions, but this information is encoded over a smaller extent of cortex. © The Author 2013. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  10. Efficient processing of fluorescence images using directional multiscale representations

    PubMed Central

    Labate, D.; Laezza, F.; Negi, P.; Ozcan, B.; Papadakis, M.

    2017-01-01

    Recent advances in high-resolution fluorescence microscopy have enabled the systematic study of morphological changes in large populations of cells induced by chemical and genetic perturbations, facilitating the discovery of signaling pathways underlying diseases and the development of new pharmacological treatments. In these studies, though, due to the complexity of the data, quantification and analysis of morphological features are for the vast majority handled manually, slowing significantly data processing and limiting often the information gained to a descriptive level. Thus, there is an urgent need for developing highly efficient automated analysis and processing tools for fluorescent images. In this paper, we present the application of a method based on the shearlet representation for confocal image analysis of neurons. The shearlet representation is a newly emerged method designed to combine multiscale data analysis with superior directional sensitivity, making this approach particularly effective for the representation of objects defined over a wide range of scales and with highly anisotropic features. Here, we apply the shearlet representation to problems of soma detection of neurons in culture and extraction of geometrical features of neuronal processes in brain tissue, and propose it as a new framework for large-scale fluorescent image analysis of biomedical data. PMID:28804225

  11. A ganglion-cell-based primary image representation method and its contribution to object recognition

    NASA Astrophysics Data System (ADS)

    Wei, Hui; Dai, Zhi-Long; Zuo, Qing-Song

    2016-10-01

    A visual stimulus is represented by the biological visual system at several levels: in the order from low to high levels, they are: photoreceptor cells, ganglion cells (GCs), lateral geniculate nucleus cells and visual cortical neurons. Retinal GCs at the early level need to represent raw data only once, but meet a wide number of diverse requests from different vision-based tasks. This means the information representation at this level is general and not task-specific. Neurobiological findings have attributed this universal adaptation to GCs' receptive field (RF) mechanisms. For the purposes of developing a highly efficient image representation method that can facilitate information processing and interpretation at later stages, here we design a computational model to simulate the GC's non-classical RF. This new image presentation method can extract major structural features from raw data, and is consistent with other statistical measures of the image. Based on the new representation, the performances of other state-of-the-art algorithms in contour detection and segmentation can be upgraded remarkably. This work concludes that applying sophisticated representation schema at early state is an efficient and promising strategy in visual information processing.

  12. Identity-level representations affect unfamiliar face matching performance in sequential but not simultaneous tasks.

    PubMed

    Menon, Nadia; White, David; Kemp, Richard I

    2015-01-01

    According to cognitive and neurological models of the face-processing system, faces are represented at two levels of abstraction. First, image-based pictorial representations code a particular instance of a face and include information that is unrelated to identity-such as lighting, pose, and expression. Second, at a more abstract level, identity-specific representations combine information from various encounters with a single face. Here we tested whether identity-level representations mediate unfamiliar face matching performance. Across three experiments we manipulated identity attributions to pairs of target images and measured the effect on subsequent identification decisions. Participants were instructed that target images were either two photos of the same person (1ID condition) or photos of two different people (2ID condition). This manipulation consistently affected performance in sequential matching: 1ID instructions improved accuracy on "match" trials and caused participants to adopt a more liberal response bias than the 2ID condition. However, this manipulation did not affect performance in simultaneous matching. We conclude that identity-level representations, generated in working memory, influence the amount of variation tolerated between images, when making identity judgements in sequential face matching.

  13. A single-sided homogeneous Green's function representation for holographic imaging, inverse scattering, time-reversal acoustics and interferometric Green's function retrieval

    NASA Astrophysics Data System (ADS)

    Wapenaar, Kees; Thorbecke, Jan; van der Neut, Joost

    2016-04-01

    Green's theorem plays a fundamental role in a diverse range of wavefield imaging applications, such as holographic imaging, inverse scattering, time-reversal acoustics and interferometric Green's function retrieval. In many of those applications, the homogeneous Green's function (i.e. the Green's function of the wave equation without a singularity on the right-hand side) is represented by a closed boundary integral. In practical applications, sources and/or receivers are usually present only on an open surface, which implies that a significant part of the closed boundary integral is by necessity ignored. Here we derive a homogeneous Green's function representation for the common situation that sources and/or receivers are present on an open surface only. We modify the integrand in such a way that it vanishes on the part of the boundary where no sources and receivers are present. As a consequence, the remaining integral along the open surface is an accurate single-sided representation of the homogeneous Green's function. This single-sided representation accounts for all orders of multiple scattering. The new representation significantly improves the aforementioned wavefield imaging applications, particularly in situations where the first-order scattering approximation breaks down.

  14. Class Energy Image Analysis for Video Sensor-Based Gait Recognition: A Review

    PubMed Central

    Lv, Zhuowen; Xing, Xianglei; Wang, Kejun; Guan, Donghai

    2015-01-01

    Gait is a unique perceptible biometric feature at larger distances, and the gait representation approach plays a key role in a video sensor-based gait recognition system. Class Energy Image is one of the most important gait representation methods based on appearance, which has received lots of attentions. In this paper, we reviewed the expressions and meanings of various Class Energy Image approaches, and analyzed the information in the Class Energy Images. Furthermore, the effectiveness and robustness of these approaches were compared on the benchmark gait databases. We outlined the research challenges and provided promising future directions for the field. To the best of our knowledge, this is the first review that focuses on Class Energy Image. It can provide a useful reference in the literature of video sensor-based gait representation approach. PMID:25574935

  15. High Resolution Signal Processing

    DTIC Science & Technology

    1993-08-19

    Donald Tufts, Journal of Visual Communication and Image Representation, Vol.2, No. 4 PP.395-404, December 1991 "* "Iterative Realization of the...Chen and Donald Tufts , Journal of Visual Communication and Image Representation, Vol.2, No. 4 PP.395-404, December 1991. * "Fast Maximum Likelihood

  16. Knowledge Representation Of CT Scans Of The Head

    NASA Astrophysics Data System (ADS)

    Ackerman, Laurens V.; Burke, M. W.; Rada, Roy

    1984-06-01

    We have been investigating diagnostic knowledge models which assist in the automatic classification of medical images by combining information extracted from each image with knowledge specific to that class of images. In a more general sense we are trying to integrate verbal and pictorial descriptions of disease via representations of knowledge, study automatic hypothesis generation as related to clinical medicine, evolve new mathematical image measures while integrating them into the total diagnostic process, and investigate ways to augment the knowledge of the physician. Specifically, we have constructed an artificial intelligence knowledge model using the technique of a production system blending pictorial and verbal knowledge about the respective CT scan and patient history. It is an attempt to tie together different sources of knowledge representation, picture feature extraction and hypothesis generation. Our knowledge reasoning and representation system (KRRS) works with data at the conscious reasoning level of the practicing physician while at the visual perceptional level we are building another production system, the picture parameter extractor (PPE). This paper describes KRRS and its relationship to PPE.

  17. What is adapted in face adaptation? The neural representations of expression in the human visual system.

    PubMed

    Fox, Christopher J; Barton, Jason J S

    2007-01-05

    The neural representation of facial expression within the human visual system is not well defined. Using an adaptation paradigm, we examined aftereffects on expression perception produced by various stimuli. Adapting to a face, which was used to create morphs between two expressions, substantially biased expression perception within the morphed faces away from the adapting expression. This adaptation was not based on low-level image properties, as a different image of the same person displaying that expression produced equally robust aftereffects. Smaller but significant aftereffects were generated by images of different individuals, irrespective of gender. Non-face visual, auditory, or verbal representations of emotion did not generate significant aftereffects. These results suggest that adaptation affects at least two neural representations of expression: one specific to the individual (not the image), and one that represents expression across different facial identities. The identity-independent aftereffect suggests the existence of a 'visual semantic' for facial expression in the human visual system.

  18. Low-count PET image restoration using sparse representation

    NASA Astrophysics Data System (ADS)

    Li, Tao; Jiang, Changhui; Gao, Juan; Yang, Yongfeng; Liang, Dong; Liu, Xin; Zheng, Hairong; Hu, Zhanli

    2018-04-01

    In the field of positron emission tomography (PET), reconstructed images are often blurry and contain noise. These problems are primarily caused by the low resolution of projection data. Solving this problem by improving hardware is an expensive solution, and therefore, we attempted to develop a solution based on optimizing several related algorithms in both the reconstruction and image post-processing domains. As sparse technology is widely used, sparse prediction is increasingly applied to solve this problem. In this paper, we propose a new sparse method to process low-resolution PET images. Two dictionaries (D1 for low-resolution PET images and D2 for high-resolution PET images) are learned from a group real PET image data sets. Among these two dictionaries, D1 is used to obtain a sparse representation for each patch of the input PET image. Then, a high-resolution PET image is generated from this sparse representation using D2. Experimental results indicate that the proposed method exhibits a stable and superior ability to enhance image resolution and recover image details. Quantitatively, this method achieves better performance than traditional methods. This proposed strategy is a new and efficient approach for improving the quality of PET images.

  19. Finger vein verification system based on sparse representation.

    PubMed

    Xin, Yang; Liu, Zhi; Zhang, Haixia; Zhang, Hong

    2012-09-01

    Finger vein verification is a promising biometric pattern for personal identification in terms of security and convenience. The recognition performance of this technology heavily relies on the quality of finger vein images and on the recognition algorithm. To achieve efficient recognition performance, a special finger vein imaging device is developed, and a finger vein recognition method based on sparse representation is proposed. The motivation for the proposed method is that finger vein images exhibit a sparse property. In the proposed system, the regions of interest (ROIs) in the finger vein images are segmented and enhanced. Sparse representation and sparsity preserving projection on ROIs are performed to obtain the features. Finally, the features are measured for recognition. An equal error rate of 0.017% was achieved based on the finger vein image database, which contains images that were captured by using the near-IR imaging device that was developed in this study. The experimental results demonstrate that the proposed method is faster and more robust than previous methods.

  20. A Balanced Comparison of Object Invariances in Monkey IT Neurons.

    PubMed

    Ratan Murty, N Apurva; Arun, Sripati P

    2017-01-01

    Our ability to recognize objects across variations in size, position, or rotation is based on invariant object representations in higher visual cortex. However, we know little about how these invariances are related. Are some invariances harder than others? Do some invariances arise faster than others? These comparisons can be made only upon equating image changes across transformations. Here, we targeted invariant neural representations in the monkey inferotemporal (IT) cortex using object images with balanced changes in size, position, and rotation. Across the recorded population, IT neurons generalized across size and position both stronger and faster than to rotations in the image plane as well as in depth. We obtained a similar ordering of invariances in deep neural networks but not in low-level visual representations. Thus, invariant neural representations dynamically evolve in a temporal order reflective of their underlying computational complexity.

  1. Coupled dictionary learning for joint MR image restoration and segmentation

    NASA Astrophysics Data System (ADS)

    Yang, Xuesong; Fan, Yong

    2018-03-01

    To achieve better segmentation of MR images, image restoration is typically used as a preprocessing step, especially for low-quality MR images. Recent studies have demonstrated that dictionary learning methods could achieve promising performance for both image restoration and image segmentation. These methods typically learn paired dictionaries of image patches from different sources and use a common sparse representation to characterize paired image patches, such as low-quality image patches and their corresponding high quality counterparts for the image restoration, and image patches and their corresponding segmentation labels for the image segmentation. Since learning these dictionaries jointly in a unified framework may improve the image restoration and segmentation simultaneously, we propose a coupled dictionary learning method to concurrently learn dictionaries for joint image restoration and image segmentation based on sparse representations in a multi-atlas image segmentation framework. Particularly, three dictionaries, including a dictionary of low quality image patches, a dictionary of high quality image patches, and a dictionary of segmentation label patches, are learned in a unified framework so that the learned dictionaries of image restoration and segmentation can benefit each other. Our method has been evaluated for segmenting the hippocampus in MR T1 images collected with scanners of different magnetic field strengths. The experimental results have demonstrated that our method achieved better image restoration and segmentation performance than state of the art dictionary learning and sparse representation based image restoration and image segmentation methods.

  2. Performance test for prototype game for children with adhd

    NASA Astrophysics Data System (ADS)

    Bahana, R.; Gaol, F. L.; Wiguna, T.; Hendric, S. W. H. L.; Soewito, B.; Nugroho, E.; Dirgantoro, B. P.; Abdurachman, E.

    2018-03-01

    The gaming industry has become one of the fastest growing industries in the world. In recent years there have been several studies that have used games, especially computer-based ones to improve the executive function of children with Attention Deficit Hyperactivity Disorder (ADHD) especially in working memory improvements. There are still several obstacles in using computer-based games that have been circulating today in Indonesia. The aim of this research is to develop and create a prototype game that can be used to improve working memory of children with ADHD using Bahasa Indonesia. The prototype game application is a race game with matching colors and memory work tasks; developed using Construct2. Players will play as a driver, delivering certain fruits to specific homes with different colors. The game also included visuospatial tasks such as remembering the objects. For performance test, CPU utilization, average FPS and image memory usage has been tested in several browsers. In conclusion, the performance tests results show that the first type of the prototype game is good enough to be played in desktop or laptop.

  3. Fractals, Fuzzy Sets And Image Representation

    NASA Astrophysics Data System (ADS)

    Dodds, D. R.

    1988-10-01

    This paper addresses some uses of fractals, fuzzy sets and image representation as it pertains to robotic grip planning and autonomous vehicle navigation AVN. The robot/vehicle is assumed to be equipped with multimodal sensors including ultrashort pulse imaging laser rangefinder. With a temporal resolution of 50 femtoseconds a time of flight laser rangefinder can resolve distances within approximately half an inch or 1.25 centimeters. (Fujimoto88)

  4. Fixed versus mixed RSA: Explaining visual representations by fixed and mixed feature sets from shallow and deep computational models.

    PubMed

    Khaligh-Razavi, Seyed-Mahdi; Henriksson, Linda; Kay, Kendrick; Kriegeskorte, Nikolaus

    2017-02-01

    Studies of the primate visual system have begun to test a wide range of complex computational object-vision models. Realistic models have many parameters, which in practice cannot be fitted using the limited amounts of brain-activity data typically available. Task performance optimization (e.g. using backpropagation to train neural networks) provides major constraints for fitting parameters and discovering nonlinear representational features appropriate for the task (e.g. object classification). Model representations can be compared to brain representations in terms of the representational dissimilarities they predict for an image set. This method, called representational similarity analysis (RSA), enables us to test the representational feature space as is (fixed RSA) or to fit a linear transformation that mixes the nonlinear model features so as to best explain a cortical area's representational space (mixed RSA). Like voxel/population-receptive-field modelling, mixed RSA uses a training set (different stimuli) to fit one weight per model feature and response channel (voxels here), so as to best predict the response profile across images for each response channel. We analysed response patterns elicited by natural images, which were measured with functional magnetic resonance imaging (fMRI). We found that early visual areas were best accounted for by shallow models, such as a Gabor wavelet pyramid (GWP). The GWP model performed similarly with and without mixing, suggesting that the original features already approximated the representational space, obviating the need for mixing. However, a higher ventral-stream visual representation (lateral occipital region) was best explained by the higher layers of a deep convolutional network and mixing of its feature set was essential for this model to explain the representation. We suspect that mixing was essential because the convolutional network had been trained to discriminate a set of 1000 categories, whose frequencies in the training set did not match their frequencies in natural experience or their behavioural importance. The latter factors might determine the representational prominence of semantic dimensions in higher-level ventral-stream areas. Our results demonstrate the benefits of testing both the specific representational hypothesis expressed by a model's original feature space and the hypothesis space generated by linear transformations of that feature space.

  5. Eye Detection and Tracking for Intelligent Human Computer Interaction

    DTIC Science & Technology

    2006-02-01

    Meer and I. Weiss, “Smoothed Differentiation Filters for Images”, Journal of Visual Communication and Image Representation, 3(1):58-72, 1992. [13...25] P. Meer and I. Weiss. “Smoothed differentiation filters for images”. Journal of Visual Communication and Image Representation, 3(1), 1992

  6. Cropland Capture: A Game to Improve Global Cropland through Crowdsourcing

    NASA Astrophysics Data System (ADS)

    Fritz, Steffen; Sturn, Tobias; See, Linda; Perger, Christoph; Schill, Christian; McCallum, Ian; Schepaschenko, Dmitry; Karner, Mathias; Dueruer, Martina; Kraxner, Florian; Obersteiner, Michael

    2014-05-01

    Accurate and reliable global cropland extent maps are essential for estimating and forecasting crop yield, in particular losses due to drought and production anomalies. Major questions surrounding energy futures and environmental change (EU and US biofuel target setting, determination of greenhouse gas emissions, REDD initiatives, and implications of climate change on crop production and productivity patterns) also require reliable information on the spatial distribution of cropland as well as crop types. Although global land cover maps identify cropland (which exist as one or more land cover categories), this information is currently not accurate enough for many applications. There are several ways of improving current cropland extent though hybrid approaches and by integrating information collected though Geo-Wiki (a global crowdsourcing platform) from very high resolution imagery such as that found on Google Earth. Another way of getting improved cropland extent maps would be to classify all very high resolution images found on Google Earth and to create a wall-to-wall map of cropland. This is a very ambitious task that would require a large number of individuals, like that found in massive multiplayer online games. For this reason we have developed a game called 'Cropland Capture'. The game can be played on a desktop, on a tablet (iPad or Android) or mobile phone (iPhone or Android) where the game mechanics are very simple. The player is provided with a satellite image or in-situ photo and they must determine if the image contains cropland or not. The game was launched in the middle of November 2013 and will run for 6 months, after which the weekly winners will be entered into a draw to win large prizes. To date we have collected more than 2.5 million areas, where we will continue to expand the sample to more locations around the world. Eventually the data will be used to calibrate and validate a new version of our global cropland map, where the latest version is available from http://beta-hybrid.geo-wiki.org. If we find, however, that a large number of people participate in the game, we will aim to make wall-to-wall cropland maps for those countries where no national maps exist. This paper will present an overview of the game and a summary of the crowdsourced data from the game, including information about quality and user performance. If successful, this gaming approach could be used to gather information about other land cover types in the future in order to improve global land cover information more generally.

  7. Knowledge representation for fuzzy inference aided medical image interpretation.

    PubMed

    Gal, Norbert; Stoicu-Tivadar, Vasile

    2012-01-01

    Knowledge defines how an automated system transforms data into information. This paper suggests a representation method of medical imaging knowledge using fuzzy inference systems coded in XML files. The imaging knowledge incorporates features of the investigated objects in linguistic form and inference rules that can transform the linguistic data into information about a possible diagnosis. A fuzzy inference system is used to model the vagueness of the linguistic medical imaging terms. XML files are used to facilitate easy manipulation and deployment of the knowledge into the imaging software. Preliminary results are presented.

  8. Microstructure Images Restoration of Metallic Materials Based upon KSVD and Smoothing Penalty Sparse Representation Approach.

    PubMed

    Li, Qing; Liang, Steven Y

    2018-04-20

    Microstructure images of metallic materials play a significant role in industrial applications. To address image degradation problem of metallic materials, a novel image restoration technique based on K-means singular value decomposition (KSVD) and smoothing penalty sparse representation (SPSR) algorithm is proposed in this work, the microstructure images of aluminum alloy 7075 (AA7075) material are used as examples. To begin with, to reflect the detail structure characteristics of the damaged image, the KSVD dictionary is introduced to substitute the traditional sparse transform basis (TSTB) for sparse representation. Then, due to the image restoration, modeling belongs to a highly underdetermined equation, and traditional sparse reconstruction methods may cause instability and obvious artifacts in the reconstructed images, especially reconstructed image with many smooth regions and the noise level is strong, thus the SPSR (here, q = 0.5) algorithm is designed to reconstruct the damaged image. The results of simulation and two practical cases demonstrate that the proposed method has superior performance compared with some state-of-the-art methods in terms of restoration performance factors and visual quality. Meanwhile, the grain size parameters and grain boundaries of microstructure image are discussed before and after they are restored by proposed method.

  9. Representing Trust in Cognitive Social Simulations

    NASA Astrophysics Data System (ADS)

    Pollock, Shawn S.; Alt, Jonathan K.; Darken, Christian J.

    Trust plays a critical role in communications, strength of relationships, and information processing at the individual and group level. Cognitive social simulations show promise in providing an experimental platform for the examination of social phenomena such as trust formation. This paper describes the initial attempts at representation of trust in a cognitive social simulation using reinforcement learning algorithms centered around a cooperative Public Commodity game within a dynamic social network.

  10. Content Analysis of Science Teacher Representations in Google Images

    ERIC Educational Resources Information Center

    Bergman, Daniel

    2017-01-01

    Teacher images can impact numerous perceptions in educational settings, as well as through popular media. The portrayal of effective science teaching is especially challenging to specify, given the complex nature of science inquiry and other standards-based practices. The present study examined the litany of representations of science teachers…

  11. Improved Vote Aggregation Techniques for the Geo-Wiki Cropland Capture Crowdsourcing Game

    NASA Astrophysics Data System (ADS)

    Baklanov, Artem; Fritz, Steffen; Khachay, Michael; Nurmukhametov, Oleg; Salk, Carl; See, Linda; Shchepashchenko, Dmitry

    2016-04-01

    Crowdsourcing is a new approach for solving data processing problems for which conventional methods appear to be inaccurate, expensive, or time-consuming. Nowadays, the development of new crowdsourcing techniques is mostly motivated by so called Big Data problems, including problems of assessment and clustering for large datasets obtained in aerospace imaging, remote sensing, and even in social network analysis. By involving volunteers from all over the world, the Geo-Wiki project tackles problems of environmental monitoring with applications to flood resilience, biomass data analysis and classification of land cover. For example, the Cropland Capture Game, which is a gamified version of Geo-Wiki, was developed to aid in the mapping of cultivated land, and was used to gather 4.5 million image classifications from the Earth's surface. More recently, the Picture Pile game, which is a more generalized version of Cropland Capture, aims to identify tree loss over time from pairs of very high resolution satellite images. Despite recent progress in image analysis, the solution to these problems is hard to automate since human experts still outperform the majority of machine learning algorithms and artificial systems in this field on certain image recognition tasks. The replacement of rare and expensive experts by a team of distributed volunteers seems to be promising, but this approach leads to challenging questions such as: how can individual opinions be aggregated optimally, how can confidence bounds be obtained, and how can the unreliability of volunteers be dealt with? In this paper, on the basis of several known machine learning techniques, we propose a technical approach to improve the overall performance of the majority voting decision rule used in the Cropland Capture Game. The proposed approach increases the estimated consistency with expert opinion from 77% to 86%.

  12. Perception for rugged terrain

    NASA Technical Reports Server (NTRS)

    Kweon, In SO; Hebert, Martial; Kanade, Takeo

    1989-01-01

    A three-dimensional perception system for building a geometrical description of rugged terrain environments from range image data is presented with reference to the exploration of the rugged terrain of Mars. An intermediate representation consisting of an elevation map that includes an explicit representation of uncertainty and labeling of the occluded regions is proposed. The locus method used to convert range image to an elevation map is introduced, along with an uncertainty model based on this algorithm. Both the elevation map and the locus method are the basis of a terrain matching algorithm which does not assume any correspondences between range images. The two-stage algorithm consists of a feature-based matching algorithm to compute an initial transform and an iconic terrain matching algorithm to merge multiple range images into a uniform representation. Terrain modeling results on real range images of rugged terrain are presented. The algorithms considered are a fundamental part of the perception system for the Ambler, a legged locomotor.

  13. Brain activities associated with gaming urge of online gaming addiction.

    PubMed

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  14. Towards a category theory approach to analogy: Analyzing re-representation and acquisition of numerical knowledge.

    PubMed

    Navarrete, Jairo A; Dartnell, Pablo

    2017-08-01

    Category Theory, a branch of mathematics, has shown promise as a modeling framework for higher-level cognition. We introduce an algebraic model for analogy that uses the language of category theory to explore analogy-related cognitive phenomena. To illustrate the potential of this approach, we use this model to explore three objects of study in cognitive literature. First, (a) we use commutative diagrams to analyze an effect of playing particular educational board games on the learning of numbers. Second, (b) we employ a notion called coequalizer as a formal model of re-representation that explains a property of computational models of analogy called "flexibility" whereby non-similar representational elements are considered matches and placed in structural correspondence. Finally, (c) we build a formal learning model which shows that re-representation, language processing and analogy making can explain the acquisition of knowledge of rational numbers. These objects of study provide a picture of acquisition of numerical knowledge that is compatible with empirical evidence and offers insights on possible connections between notions such as relational knowledge, analogy, learning, conceptual knowledge, re-representation and procedural knowledge. This suggests that the approach presented here facilitates mathematical modeling of cognition and provides novel ways to think about analogy-related cognitive phenomena.

  15. Towards a category theory approach to analogy: Analyzing re-representation and acquisition of numerical knowledge

    PubMed Central

    2017-01-01

    Category Theory, a branch of mathematics, has shown promise as a modeling framework for higher-level cognition. We introduce an algebraic model for analogy that uses the language of category theory to explore analogy-related cognitive phenomena. To illustrate the potential of this approach, we use this model to explore three objects of study in cognitive literature. First, (a) we use commutative diagrams to analyze an effect of playing particular educational board games on the learning of numbers. Second, (b) we employ a notion called coequalizer as a formal model of re-representation that explains a property of computational models of analogy called “flexibility” whereby non-similar representational elements are considered matches and placed in structural correspondence. Finally, (c) we build a formal learning model which shows that re-representation, language processing and analogy making can explain the acquisition of knowledge of rational numbers. These objects of study provide a picture of acquisition of numerical knowledge that is compatible with empirical evidence and offers insights on possible connections between notions such as relational knowledge, analogy, learning, conceptual knowledge, re-representation and procedural knowledge. This suggests that the approach presented here facilitates mathematical modeling of cognition and provides novel ways to think about analogy-related cognitive phenomena. PMID:28841643

  16. The role of figure-ground segregation in change blindness.

    PubMed

    Landman, Rogier; Spekreijse, Henk; Lamme, Victor A F

    2004-04-01

    Partial report methods have shown that a large-capacity representation exists for a few hundred milliseconds after a picture has disappeared. However, change blindness studies indicate that very limited information remains available when a changed version of the image is presented subsequently. What happens to the large-capacity representation? New input after the first image may interfere, but this is likely to depend on the characteristics of the new input. In our first experiment, we show that a display containing homogeneous image elements between changing images does not render the large-capacity representation unavailable. Interference occurs when these new elements define objects. On that basis we introduce a new method to produce change blindness: The second experiment shows that change blindness can be induced by redefining figure and background, without an interval between the displays. The local features (line segments) that defined figures and background were swapped, while the contours of the figures remained where they were. Normally, changes are easily detected when there is no interval. However, our paradigm results in massive change blindness. We propose that in a change blindness experiment, there is a large-capacity representation of the original image when it is followed by a homogeneous interval display, but that change blindness occurs whenever the changed image forces resegregation of figures from the background.

  17. Utilising E-on Vue and Unity 3D scenes to generate synthetic images and videos for visible signature analysis

    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.

  18. Spatiotemporal dynamics of similarity-based neural representations of facial identity.

    PubMed

    Vida, Mark D; Nestor, Adrian; Plaut, David C; Behrmann, Marlene

    2017-01-10

    Humans' remarkable ability to quickly and accurately discriminate among thousands of highly similar complex objects demands rapid and precise neural computations. To elucidate the process by which this is achieved, we used magnetoencephalography to measure spatiotemporal patterns of neural activity with high temporal resolution during visual discrimination among a large and carefully controlled set of faces. We also compared these neural data to lower level "image-based" and higher level "identity-based" model-based representations of our stimuli and to behavioral similarity judgments of our stimuli. Between ∼50 and 400 ms after stimulus onset, face-selective sources in right lateral occipital cortex and right fusiform gyrus and sources in a control region (left V1) yielded successful classification of facial identity. In all regions, early responses were more similar to the image-based representation than to the identity-based representation. In the face-selective regions only, responses were more similar to the identity-based representation at several time points after 200 ms. Behavioral responses were more similar to the identity-based representation than to the image-based representation, and their structure was predicted by responses in the face-selective regions. These results provide a temporally precise description of the transformation from low- to high-level representations of facial identity in human face-selective cortex and demonstrate that face-selective cortical regions represent multiple distinct types of information about face identity at different times over the first 500 ms after stimulus onset. These results have important implications for understanding the rapid emergence of fine-grained, high-level representations of object identity, a computation essential to human visual expertise.

  19. Impact of Human like Cues on Human Trust in Machines: Brain Imaging and Modeling Studies for Human-Machine Interactions

    DTIC Science & Technology

    2018-01-05

    research team recorded fMRI or event-related potentials while subjects were playing two cognitive games . At the first experiment, human subjects played a...theory-of-mind bilateral game with two types of computerized agents: with or without humanlike cues. At the second experiment, human subjects played...a unilateral game in which the human subjects played the role of the Coach (or supervisor) while a computer agent played as the Player

  20. A Balanced Comparison of Object Invariances in Monkey IT Neurons

    PubMed Central

    2017-01-01

    Abstract Our ability to recognize objects across variations in size, position, or rotation is based on invariant object representations in higher visual cortex. However, we know little about how these invariances are related. Are some invariances harder than others? Do some invariances arise faster than others? These comparisons can be made only upon equating image changes across transformations. Here, we targeted invariant neural representations in the monkey inferotemporal (IT) cortex using object images with balanced changes in size, position, and rotation. Across the recorded population, IT neurons generalized across size and position both stronger and faster than to rotations in the image plane as well as in depth. We obtained a similar ordering of invariances in deep neural networks but not in low-level visual representations. Thus, invariant neural representations dynamically evolve in a temporal order reflective of their underlying computational complexity. PMID:28413827

  1. An embedded system for face classification in infrared video using sparse representation

    NASA Astrophysics Data System (ADS)

    Saavedra M., Antonio; Pezoa, Jorge E.; Zarkesh-Ha, Payman; Figueroa, Miguel

    2017-09-01

    We propose a platform for robust face recognition in Infrared (IR) images using Compressive Sensing (CS). In line with CS theory, the classification problem is solved using a sparse representation framework, where test images are modeled by means of a linear combination of the training set. Because the training set constitutes an over-complete dictionary, we identify new images by finding their sparsest representation based on the training set, using standard l1-minimization algorithms. Unlike conventional face-recognition algorithms, we feature extraction is performed using random projections with a precomputed binary matrix, as proposed in the CS literature. This random sampling reduces the effects of noise and occlusions such as facial hair, eyeglasses, and disguises, which are notoriously challenging in IR images. Thus, the performance of our framework is robust to these noise and occlusion factors, achieving an average accuracy of approximately 90% when the UCHThermalFace database is used for training and testing purposes. We implemented our framework on a high-performance embedded digital system, where the computation of the sparse representation of IR images was performed by a dedicated hardware using a deeply pipelined architecture on an Field-Programmable Gate Array (FPGA).

  2. Discovering Multimodal Behavior in Ms. Pac-Man through Evolution of Modular Neural Networks.

    PubMed

    Schrum, Jacob; Miikkulainen, Risto

    2016-03-12

    Ms. Pac-Man is a challenging video game in which multiple modes of behavior are required: Ms. Pac-Man must escape ghosts when they are threats and catch them when they are edible, in addition to eating all pills in each level. Past approaches to learning behavior in Ms. Pac-Man have treated the game as a single task to be learned using monolithic policy representations. In contrast, this paper uses a framework called Modular Multi-objective NEAT (MM-NEAT) to evolve modular neural networks. Each module defines a separate behavior. The modules are used at different times according to a policy that can be human-designed (i.e. Multitask) or discovered automatically by evolution. The appropriate number of modules can be fixed or discovered using a genetic operator called Module Mutation. Several versions of Module Mutation are evaluated in this paper. Both fixed modular networks and Module Mutation networks outperform monolithic networks and Multitask networks. Interestingly, the best networks dedicate modules to critical behaviors (such as escaping when surrounded after luring ghosts near a power pill) that do not follow the customary division of the game into chasing edible and escaping threat ghosts. The results demonstrate that MM-NEAT can discover interesting and effective behavior for agents in challenging games.

  3. Discovering Multimodal Behavior in Ms. Pac-Man through Evolution of Modular Neural Networks

    PubMed Central

    Schrum, Jacob; Miikkulainen, Risto

    2015-01-01

    Ms. Pac-Man is a challenging video game in which multiple modes of behavior are required: Ms. Pac-Man must escape ghosts when they are threats and catch them when they are edible, in addition to eating all pills in each level. Past approaches to learning behavior in Ms. Pac-Man have treated the game as a single task to be learned using monolithic policy representations. In contrast, this paper uses a framework called Modular Multi-objective NEAT (MM-NEAT) to evolve modular neural networks. Each module defines a separate behavior. The modules are used at different times according to a policy that can be human-designed (i.e. Multitask) or discovered automatically by evolution. The appropriate number of modules can be fixed or discovered using a genetic operator called Module Mutation. Several versions of Module Mutation are evaluated in this paper. Both fixed modular networks and Module Mutation networks outperform monolithic networks and Multitask networks. Interestingly, the best networks dedicate modules to critical behaviors (such as escaping when surrounded after luring ghosts near a power pill) that do not follow the customary division of the game into chasing edible and escaping threat ghosts. The results demonstrate that MM-NEAT can discover interesting and effective behavior for agents in challenging games. PMID:27030803

  4. The Role of Auditory Features Within Slot-Themed Social Casino Games and Online Slot Machine Games.

    PubMed

    Bramley, Stephanie; Gainsbury, Sally M

    2015-12-01

    Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are not classified as gambling as they can be played for free, outcomes may not be determined by chance, and players receive no monetary payouts. Social casino games appear to be somewhat similar to online gambling activities in terms of their visual and auditory features, but to date little research has investigated the cross over between these games. This study examines the auditory features of slot-themed social casino games and online slot machine games using a case study design. An example of each game type was played on three separate occasions during which, the auditory features (i.e., music, speech, sound effects, and the absence of sound) within the games were logged. The online slot-themed game was played in demo mode. This is the first study to provide a qualitative account of the role of auditory features within a slot-themed social casino game and an online slot machine game. Our results found many similarities between how sound is utilised within the two games. Therefore the sounds within these games may serve functions including: setting the scene for gaming, creating an image, demarcating space, interacting with visual features, prompting players to act, communicating achievements to players, providing reinforcement, heightening player emotions and the gaming experience. As a result this may reduce the ability of players to make a clear distinction between these two activities, which may facilitate migration between games.

  5. Video game training and the reward system.

    PubMed

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  6. Video game training and the reward system

    PubMed Central

    Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962

  7. Positive Association of Video Game Playing with Left Frontal Cortical Thickness in Adolescents

    PubMed Central

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J.; Büchel, Christian; Conrod, Patricia J.; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N.; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations. PMID:24633348

  8. Multiple Sparse Representations Classification

    PubMed Central

    Plenge, Esben; Klein, Stefan S.; Niessen, Wiro J.; Meijering, Erik

    2015-01-01

    Sparse representations classification (SRC) is a powerful technique for pixelwise classification of images and it is increasingly being used for a wide variety of image analysis tasks. The method uses sparse representation and learned redundant dictionaries to classify image pixels. In this empirical study we propose to further leverage the redundancy of the learned dictionaries to achieve a more accurate classifier. In conventional SRC, each image pixel is associated with a small patch surrounding it. Using these patches, a dictionary is trained for each class in a supervised fashion. Commonly, redundant/overcomplete dictionaries are trained and image patches are sparsely represented by a linear combination of only a few of the dictionary elements. Given a set of trained dictionaries, a new patch is sparse coded using each of them, and subsequently assigned to the class whose dictionary yields the minimum residual energy. We propose a generalization of this scheme. The method, which we call multiple sparse representations classification (mSRC), is based on the observation that an overcomplete, class specific dictionary is capable of generating multiple accurate and independent estimates of a patch belonging to the class. So instead of finding a single sparse representation of a patch for each dictionary, we find multiple, and the corresponding residual energies provides an enhanced statistic which is used to improve classification. We demonstrate the efficacy of mSRC for three example applications: pixelwise classification of texture images, lumen segmentation in carotid artery magnetic resonance imaging (MRI), and bifurcation point detection in carotid artery MRI. We compare our method with conventional SRC, K-nearest neighbor, and support vector machine classifiers. The results show that mSRC outperforms SRC and the other reference methods. In addition, we present an extensive evaluation of the effect of the main mSRC parameters: patch size, dictionary size, and sparsity level. PMID:26177106

  9. Reverse Asteroids: Searching for an Effective Tool to Combat Asteroid Belt Misconceptions

    NASA Astrophysics Data System (ADS)

    Summers, F.; Eisenhamer, B.

    2014-12-01

    The public 'knows' that asteroid belts are densely packed and dangerous for spaceships to cross. Visuals from "Star Wars" to, unfortunately, the recent "Cosmos" TV series have firmly established this astronomical misconception. However, even scientifically correct graphics, such as the Minor Planet Center's plot of the inner solar system, reinforces that view. Each pixel in the image is more than a million kilometers in width, making an accurate representation of the object density impossible.To address this widespread misconception, we are investigating an educational exercise built around a computer interactive that we call "Reverse Asteroids". In the arcade classic video game, the asteroids came to the player's spaceship. For our reverse implementation, we consider an inquiry-based activity in which the spaceship must go hunting for the asteroids, using a database of real objects in our solar system. Both 3D data visualization and basic statistical analysis play crucial roles in bringing out the true space density within the asteroid belt, and perhaps a reconciliation between imagination and reality. We also emphasize that a partnership of scientists and educators is fundamental to the success of such projects.

  10. The Relationship Between Mental Representations of Welfare Recipients and Attitudes Toward Welfare.

    PubMed

    Brown-Iannuzzi, Jazmin L; Dotsch, Ron; Cooley, Erin; Payne, B Keith

    2017-01-01

    Scholars have argued that opposition to welfare is, in part, driven by stereotypes of African Americans. This argument assumes that when individuals think about welfare, they spontaneously think about Black recipients. We investigated people's mental representations of welfare recipients. In Studies 1 and 2, we used a perceptual task to visually estimate participants' mental representations of welfare recipients. Compared with the average non-welfare-recipient image, the average welfare-recipient image was perceived (by a separate sample) as more African American and more representative of stereotypes associated with welfare recipients and African Americans. In Study 3, participants were asked to determine whether they supported giving welfare benefits to the people pictured in the average welfare-recipient and non-welfare-recipient images generated in Study 2. Participants were less supportive of giving welfare benefits to the person shown in the welfare-recipient image than to the person shown in the non-welfare-recipient image. The results suggest that mental images of welfare recipients may bias attitudes toward welfare policies.

  11. The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

    PubMed

    Shams, Tahireh A; Foussias, George; Zawadzki, John A; Marshe, Victoria S; Siddiqui, Ishraq; Müller, Daniel J; Wong, Albert H C

    2015-09-01

    Video games are now a ubiquitous form of entertainment that has occasionally attracted negative attention. Video games have also been used to test cognitive function, as therapeutic interventions for neuropsychiatric disorders, and to explore mechanisms of experience-dependent structural brain changes. Here, we review current research on video games published from January 2011 to April 2014 with a focus on studies relating to mental health, cognition, and brain imaging. Overall, there is evidence that specific types of video games can alter brain structure or improve certain aspects of cognitive functioning. Video games can also be useful as neuropsychological assessment tools. While research in this area is still at a very early stage, there are interesting results that encourage further work in this field, and hold promise for utilizing this technology as a powerful therapeutic and experimental tool.

  12. Brain Activity toward Gaming-Related Cues in Internet Gaming Disorder during an Addiction Stroop Task.

    PubMed

    Zhang, Yifen; Lin, Xiao; Zhou, Hongli; Xu, Jiaojing; Du, Xiaoxia; Dong, Guangheng

    2016-01-01

    Attentional bias for drug-related stimuli is a key characteristic for drug addiction. Characterizing the relationship between attentional bias and brain reactivity to Internet gaming-related stimuli may help in identifying the neural substrates that critical to Internet gaming disorder (IGD). 19 IGD and 21 healthy control (HC) subjects were scanned with functional magnetic resonance imaging while they were performing an addiction Stroop task. Compared with HC group, IGD subjects showed higher activations when facing Internet gaming-related stimuli in regions including the inferior parietal lobule, the middle occipital gyrus and the dorsolateral prefrontal cortex. These brain areas were thought to be involved in selective attention, visual processing, working memory and cognitive control. The results demonstrated that compared with HC group, IGD subjects show impairment in both visual and cognitive control ability while dealing with gaming-related words. This finding might be helpful in understanding the underlying neural basis of IGD.

  13. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study.

    PubMed

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2017-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won't significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  14. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    PubMed Central

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2018-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated. PMID:29375416

  15. SPHERE: SPherical Harmonic Elastic REgistration of HARDI Data

    PubMed Central

    Yap, Pew-Thian; Chen, Yasheng; An, Hongyu; Yang, Yang; Gilmore, John H.; Lin, Weili

    2010-01-01

    In contrast to the more common Diffusion Tensor Imaging (DTI), High Angular Resolution Diffusion Imaging (HARDI) allows superior delineation of angular microstructures of brain white matter, and makes possible multiple-fiber modeling of each voxel for better characterization of brain connectivity. However, the complex orientation information afforded by HARDI makes registration of HARDI images more complicated than scalar images. In particular, the question of how much orientation information is needed for satisfactory alignment has not been sufficiently addressed. Low order orientation representation is generally more robust than high order representation, although the latter provides more information for correct alignment of fiber pathways. However, high order representation, when naïvely utilized, might not necessarily be conducive to improving registration accuracy since similar structures with significant orientation differences prior to proper alignment might be mistakenly taken as non-matching structures. We present in this paper a HARDI registration algorithm, called SPherical Harmonic Elastic REgistration (SPHERE), which in a principled means hierarchically extracts orientation information from HARDI data for structural alignment. The image volumes are first registered using robust, relatively direction invariant features derived from the Orientation Distribution Function (ODF), and the alignment is then further refined using spherical harmonic (SH) representation with gradually increasing orders. This progression from non-directional, single-directional to multi-directional representation provides a systematic means of extracting directional information given by diffusion-weighted imaging. Coupled with a template-subject-consistent soft-correspondence-matching scheme, this approach allows robust and accurate alignment of HARDI data. Experimental results show marked increase in accuracy over a state-of-the-art DTI registration algorithm. PMID:21147231

  16. A spatiotemporal decomposition strategy for personal home video management

    NASA Astrophysics Data System (ADS)

    Yi, Haoran; Kozintsev, Igor; Polito, Marzia; Wu, Yi; Bouguet, Jean-Yves; Nefian, Ara; Dulong, Carole

    2007-01-01

    With the advent and proliferation of low cost and high performance digital video recorder devices, an increasing number of personal home video clips are recorded and stored by the consumers. Compared to image data, video data is lager in size and richer in multimedia content. Efficient access to video content is expected to be more challenging than image mining. Previously, we have developed a content-based image retrieval system and the benchmarking framework for personal images. In this paper, we extend our personal image retrieval system to include personal home video clips. A possible initial solution to video mining is to represent video clips by a set of key frames extracted from them thus converting the problem into an image search one. Here we report that a careful selection of key frames may improve the retrieval accuracy. However, because video also has temporal dimension, its key frame representation is inherently limited. The use of temporal information can give us better representation for video content at semantic object and concept levels than image-only based representation. In this paper we propose a bottom-up framework to combine interest point tracking, image segmentation and motion-shape factorization to decompose the video into spatiotemporal regions. We show an example application of activity concept detection using the trajectories extracted from the spatio-temporal regions. The proposed approach shows good potential for concise representation and indexing of objects and their motion in real-life consumer video.

  17. Cyber sexy: electronic game play and perceptions of attractiveness among college-aged men.

    PubMed

    Wack, Elizabeth R; Tantleff-Dunn, Stacey

    2008-12-01

    The current study was conducted to determine if electronic gaming among males is related to body image, formation of body ideals, and appraisals of female attractiveness. A sample of 219 college-aged men (age 18-32) completed a variety of measures that assessed their game play habits, their perceptions of their own attractiveness, and perceptions of women's attractiveness. Results indicated that participants' ratings of women's attractiveness varied across the genres of game most frequently played but was not related to age of commencement or frequency of electronic game play. Additionally, frequency of play and age of commencement of game play were not related to self-perceptions of physical attractiveness, the association of positive attributes with muscularity, or the drive to become more muscular. Men's appearance satisfaction and valuation of muscularity was related to the extent to which they compare their own appearance to that of the characters featured in their electronic games. The results indicate that, unlike other forms of media, electronic gaming may have a weaker relationship to decreased appearance satisfaction or the formation of unrealistic standards of attractiveness.

  18. One-dimensional collision carts computer model and its design ideas for productive experiential learning

    NASA Astrophysics Data System (ADS)

    Wee, Loo Kang

    2012-05-01

    We develop an Easy Java Simulation (EJS) model for students to experience the physics of idealized one-dimensional collision carts. The physics model is described and simulated by both continuous dynamics and discrete transition during collision. In designing the simulations, we discuss briefly three pedagogical considerations namely (1) a consistent simulation world view with a pen and paper representation, (2) a data table, scientific graphs and symbolic mathematical representations for ease of data collection and multiple representational visualizations and (3) a game for simple concept testing that can further support learning. We also suggest using a physical world setup augmented by simulation by highlighting three advantages of real collision carts equipment such as a tacit 3D experience, random errors in measurement and the conceptual significance of conservation of momentum applied to just before and after collision. General feedback from the students has been relatively positive, and we hope teachers will find the simulation useful in their own classes.

  19. Pattern matching through Chaos Game Representation: bridging numerical and discrete data structures for biological sequence analysis

    PubMed Central

    2012-01-01

    Background Chaos Game Representation (CGR) is an iterated function that bijectively maps discrete sequences into a continuous domain. As a result, discrete sequences can be object of statistical and topological analyses otherwise reserved to numerical systems. Characteristically, CGR coordinates of substrings sharing an L-long suffix will be located within 2-L distance of each other. In the two decades since its original proposal, CGR has been generalized beyond its original focus on genomic sequences and has been successfully applied to a wide range of problems in bioinformatics. This report explores the possibility that it can be further extended to approach algorithms that rely on discrete, graph-based representations. Results The exploratory analysis described here consisted of selecting foundational string problems and refactoring them using CGR-based algorithms. We found that CGR can take the role of suffix trees and emulate sophisticated string algorithms, efficiently solving exact and approximate string matching problems such as finding all palindromes and tandem repeats, and matching with mismatches. The common feature of these problems is that they use longest common extension (LCE) queries as subtasks of their procedures, which we show to have a constant time solution with CGR. Additionally, we show that CGR can be used as a rolling hash function within the Rabin-Karp algorithm. Conclusions The analysis of biological sequences relies on algorithmic foundations facing mounting challenges, both logistic (performance) and analytical (lack of unifying mathematical framework). CGR is found to provide the latter and to promise the former: graph-based data structures for sequence analysis operations are entailed by numerical-based data structures produced by CGR maps, providing a unifying analytical framework for a diversity of pattern matching problems. PMID:22551152

  20. Three-dimensional representations of complex carbohydrates and polysaccharides--SweetUnityMol: a video game-based computer graphic software.

    PubMed

    Pérez, Serge; Tubiana, Thibault; Imberty, Anne; Baaden, Marc

    2015-05-01

    A molecular visualization program tailored to deal with the range of 3D structures of complex carbohydrates and polysaccharides, either alone or in their interactions with other biomacromolecules, has been developed using advanced technologies elaborated by the video games industry. All the specific structural features displayed by the simplest to the most complex carbohydrate molecules have been considered and can be depicted. This concerns the monosaccharide identification and classification, conformations, location in single or multiple branched chains, depiction of secondary structural elements and the essential constituting elements in very complex structures. Particular attention was given to cope with the accepted nomenclature and pictorial representation used in glycoscience. This achievement provides a continuum between the most popular ways to depict the primary structures of complex carbohydrates to visualizing their 3D structures while giving the users many options to select the most appropriate modes of representations including new features such as those provided by the use of textures to depict some molecular properties. These developments are incorporated in a stand-alone viewer capable of displaying molecular structures, biomacromolecule surfaces and complex interactions of biomacromolecules, with powerful, artistic and illustrative rendering methods. They result in an open source software compatible with multiple platforms, i.e., Windows, MacOS and Linux operating systems, web pages, and producing publication-quality figures. The algorithms and visualization enhancements are demonstrated using a variety of carbohydrate molecules, from glycan determinants to glycoproteins and complex protein-carbohydrate interactions, as well as very complex mega-oligosaccharides and bacterial polysaccharides and multi-stranded polysaccharide architectures. © The Author 2014. Published by Oxford University Press. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  1. Motion Adaptation, its Role in Motion Detection Under Natural Image Conditions and Target Detection

    DTIC Science & Technology

    2005-06-02

    Ibbotson, M.R. & Goodman, L.J. (1990) “Response characteristics of four wide-field motion sensitive descending interneurons in Apis mellifera ,” J. Exp...libraries (in particular a module, PyGame, original designed as an API for computer games applications). Andrew’s contribution to this effort was a

  2. Mirror-Image Confusions: Implications for Representation and Processing of Object Orientation

    ERIC Educational Resources Information Center

    Gregory, Emma; McCloskey, Michael

    2010-01-01

    Perceiving the orientation of objects is important for interacting with the world, yet little is known about the mental representation or processing of object orientation information. The tendency of humans and other species to confuse mirror images provides a potential clue. However, the appropriate characterization of this phenomenon is not…

  3. Representational Momentum in Older Adults

    ERIC Educational Resources Information Center

    Piotrowski, Andrea S.; Jakobson, Lorna S.

    2011-01-01

    Humans have a tendency to perceive motion even in static images that simply "imply" movement. This tendency is so strong that our memory for actions depicted in static images is distorted in the direction of implied motion--a phenomenon known as representational momentum (RM). In the present study, we created an RM display depicting a pattern of…

  4. Priming Contour-Deleted Images: Evidence for Immediate Representations in Visual Object Recognition.

    ERIC Educational Resources Information Center

    Biederman, Irving; Cooper, Eric E.

    1991-01-01

    Speed and accuracy of identification of pictures of objects are facilitated by prior viewing. Contributions of image features, convex or concave components, and object models in a repetition priming task were explored in 2 studies involving 96 college students. Results provide evidence of intermediate representations in visual object recognition.…

  5. A Robust Concurrent Approach for Road Extraction and Urbanization Monitoring Based on Superpixels Acquired from Spectral Remote Sensing Images

    NASA Astrophysics Data System (ADS)

    Seppke, Benjamin; Dreschler-Fischer, Leonie; Wilms, Christian

    2016-08-01

    The extraction of road signatures from remote sensing images as a promising indicator for urbanization is a classical segmentation problem. However, some segmentation algorithms often lead to non-sufficient results. One way to overcome this problem is the usage of superpixels, that represent a locally coherent cluster of connected pixels. Superpixels allow flexible, highly adaptive segmentation approaches due to the possibility of merging as well as splitting and form new basic image entities. On the other hand, superpixels require an appropriate representation containing all relevant information about topology and geometry to maximize their advantages.In this work, we present a combined geometric and topological representation based on a special graph representation, the so-called RS-graph. Moreover, we present the use of the RS-graph by means of a case study: the extraction of partially occluded road networks in rural areas from open source (spectral) remote sensing images by tracking. In addition, multiprocessing and GPU-based parallelization is used to speed up the construction of the representation and the application.

  6. Change deafness, dual-task performance, and domain-specific expertise.

    PubMed

    Neuhoff, John G; Bochtler, Katharina S

    2018-05-01

    In a change deafness manipulation using radio broadcasts of sporting events, we show that change deafness to a switch in talker increases when listeners are asked to monitor both lexical and indexical information for change. We held semantic content constant and demonstrated a change deafness rate of 85% when participants listened to the home team broadcast of a hockey game that switched midway to the away team broadcast with a different announcer. In Study 2, participants were asked to monitor either the indexical characteristics ( listen for a change in announcer) or both the indexical and semantic components ( listen for a change in announcer or a goal scored). Monitoring both components led to significantly greater change deafness even though both groups were alerted to the possibility of a change in announcer. In Study 3, we changed both the indexical and the semantic components when the broadcast switched from a hockey game to a basketball game. We found a negative correlation between sports expertise and change deafness. The results are discussed in terms of the nature of perceptual representation and the influence of expertise and evolution on attention allocation.

  7. Is It Life or Is It Memorex? Video as a Representation of Reality

    ERIC Educational Resources Information Center

    Troseth, Georgene L.

    2010-01-01

    This paper offers an overview of research on infants' early behavior toward televised images, followed by an account of the development of "representational competence" with video. Several aspects of representation are involved in young children's understanding and use of video. From a very young age, children form mental representations of the…

  8. Designing for movement quality in exergames: lessons learned from observing senior citizens playing stepping games.

    PubMed

    Skjæret, Nina; Nawaz, Ather; Ystmark, Kristine; Dahl, Yngve; Helbostad, Jorunn L; Svanæs, Dag; Vereijken, Beatrix

    2015-01-01

    Exergames are increasingly used as an exercise intervention to reduce fall risk in elderly. However, few exergames have been designed specifically for elderly, and we lack knowledge about the characteristics of the movements elicited by exergames and thereby about their potential to train functions important for fall risk reduction. This study investigates game elements and older players' movement characteristics during stepping exergames in order to inform exergame design for movement quality in the context of fall preventive exercise. Fourteen senior citizens (mean age 73 years ± 5.7, range 65 - 85) played 3 stepping exergames in a laboratory. Each of the exergames was described with respect to 7 game elements (physical space, sensing hardware technology, game graphics and sound, model of user, avatar/mapping of movements, game mechanism and game narrative). Five movement characteristics (weight shift; variation in step length, speed, and movement direction; visual independency) were scored on a 5-point Likert scale based on video observations of each player and each game. Disagreement between raters was resolved by agreement. Differences in scores for the 3 exergames were analyzed with a multivariate one-way ANOVA. The Mole received the highest sum score and the best score on each of the 5 movement characteristics (all p values <0.0005). LightRace scored the lowest of the 3 exergames on weight shift and variation in movement direction (both p values <0.0005), while DanceDanceRevolution scored lowest on step length variation and visual independency (p < 0.03 and p < 0.0005, respectively), and lower than The Mole on speed variation (p < 0.05). The physical space players used when exergaming and the on-screen representation of the player, affected movement quality positively as indexed by multiple weight shifts and variation in stepping size, direction, and speed. Furthermore, players' movements improved when playing speed-affected game progression and when the game narrative was related to a natural context. Comparing differences in game elements with associated differences in game movement requirements provides valuable insights about how to design for movement quality in exergames. This provided important lessons for the design of exergames for fall-preventive exercise in senior citizens and illustrates the value of including analyses of movement characteristics when designing such exergames. © 2014 S. Karger AG, Basel.

  9. Multilayered nonuniform sampling for three-dimensional scene representation

    NASA Astrophysics Data System (ADS)

    Lin, Huei-Yung; Xiao, Yu-Hua; Chen, Bo-Ren

    2015-09-01

    The representation of a three-dimensional (3-D) scene is essential in multiview imaging technologies. We present a unified geometry and texture representation based on global resampling of the scene. A layered data map representation with a distance-dependent nonuniform sampling strategy is proposed. It is capable of increasing the details of the 3-D structure locally and is compact in size. The 3-D point cloud obtained from the multilayered data map is used for view rendering. For any given viewpoint, image synthesis with different levels of detail is carried out using the quadtree-based nonuniformly sampled 3-D data points. Experimental results are presented using the 3-D models of reconstructed real objects.

  10. Learning viewpoint invariant perceptual representations from cluttered images.

    PubMed

    Spratling, Michael W

    2005-05-01

    In order to perform object recognition, it is necessary to form perceptual representations that are sufficiently specific to distinguish between objects, but that are also sufficiently flexible to generalize across changes in location, rotation, and scale. A standard method for learning perceptual representations that are invariant to viewpoint is to form temporal associations across image sequences showing object transformations. However, this method requires that individual stimuli be presented in isolation and is therefore unlikely to succeed in real-world applications where multiple objects can co-occur in the visual input. This paper proposes a simple modification to the learning method that can overcome this limitation and results in more robust learning of invariant representations.

  11. Brain activation for response inhibition under gaming cue distraction in internet gaming disorder.

    PubMed

    Liu, Gin-Chung; Yen, Ju-Yu; Chen, Chiao-Yun; Yen, Cheng-Fang; Chen, Cheng-Sheng; Lin, Wei-Chen; Ko, Chih-Hung

    2014-01-01

    We evaluated neural substrates related to the loss of control in college students with internet gaming disorder (IGD). We hypothesized that deficit in response inhibition under gaming cue distraction was the possible mechanism for the loss of control internet use. Eleven cases of IGD and 11 controls performed Go/NoGo tasks with/without gaming distraction in the functional magnetic resonance imaging scanner. When the gaming picture was shown as background while individuals were performing Go/NoGo tasks, the IGD group committed more commission errors. The control group increased their brain activations more over the right dorsolateral prefrontal cortex (DLPFC) and superior parietal lobe under gaming cue distraction in comparison with the IGD group. Furthermore, brain activation of the right DLPFC and superior parietal lobe were negatively associated with performance of response inhibition among the IGD group. The results suggest that the function of response inhibition was impaired under gaming distraction among the IGD group, and individuals with IGD could not activate right DLPFC and superior parietal lobe to keep cognitive control and attention allocation for response inhibition under gaming cue distraction. This mechanism should be addressed in any intervention for IGD. Copyright © 2013. Published by Elsevier B.V.

  12. Two-dimensional shape recognition using oriented-polar representation

    NASA Astrophysics Data System (ADS)

    Hu, Neng-Chung; Yu, Kuo-Kan; Hsu, Yung-Li

    1997-10-01

    To deal with such a problem as object recognition of position, scale, and rotation invariance (PSRI), we utilize some PSRI properties of images obtained from objects, for example, the centroid of the image. The corresponding position of the centroid to the boundary of the image is invariant in spite of rotation, scale, and translation of the image. To obtain the information of the image, we use the technique similar to Radon transform, called the oriented-polar representation of a 2D image. In this representation, two specific points, the centroid and the weighted mean point, are selected to form an initial ray, then the image is sampled with N angularly equispaced rays departing from the initial rays. Each ray contains a number of intersections and the distance information obtained from the centroid to the intersections. The shape recognition algorithm is based on the least total error of these two items of information. Together with a simple noise removal and a typical backpropagation neural network, this algorithm is simple, but the PSRI is achieved with a high recognition rate.

  13. Infrared moving small target detection based on saliency extraction and image sparse representation

    NASA Astrophysics Data System (ADS)

    Zhang, Xiaomin; Ren, Kan; Gao, Jin; Li, Chaowei; Gu, Guohua; Wan, Minjie

    2016-10-01

    Moving small target detection in infrared image is a crucial technique of infrared search and tracking system. This paper present a novel small target detection technique based on frequency-domain saliency extraction and image sparse representation. First, we exploit the features of Fourier spectrum image and magnitude spectrum of Fourier transform to make a rough extract of saliency regions and use a threshold segmentation system to classify the regions which look salient from the background, which gives us a binary image as result. Second, a new patch-image model and over-complete dictionary were introduced to the detection system, then the infrared small target detection was converted into a problem solving and optimization process of patch-image information reconstruction based on sparse representation. More specifically, the test image and binary image can be decomposed into some image patches follow certain rules. We select the target potential area according to the binary patch-image which contains salient region information, then exploit the over-complete infrared small target dictionary to reconstruct the test image blocks which may contain targets. The coefficients of target image patch satisfy sparse features. Finally, for image sequence, Euclidean distance was used to reduce false alarm ratio and increase the detection accuracy of moving small targets in infrared images due to the target position correlation between frames.

  14. Neural dynamics of image representation in the primary visual cortex

    PubMed Central

    Yan, Xiaogang; Khambhati, Ankit; Liu, Lei; Lee, Tai Sing

    2013-01-01

    Horizontal connections in the primary visual cortex have been hypothesized to play a number of computational roles: association field for contour completion, surface interpolation, surround suppression, and saliency computation. Here, we argue that horizontal connections might also serve a critical role of computing the appropriate codes for image representation. That the early visual cortex or V1 explicitly represents the image we perceive has been a common assumption on computational theories of efficient coding (Olshausen and Field 1996), yet such a framework for understanding the circuitry in V1 has not been seriously entertained in the neurophysiological community. In fact, a number of recent fMRI and neurophysiological studies cast doubt on the neural validity of such an isomorphic representation (Cornelissen et al. 2006, von der Heydt et al. 2003). In this study, we investigated, neurophysiologically, how V1 neurons respond to uniform color surfaces and show that spiking activities of neurons can be decomposed into three components: a bottom-up feedforward input, an articulation of color tuning and a contextual modulation signal that is inversely proportional to the distance away from the bounding contrast border. We demonstrate through computational simulations that the behaviors of a model for image representation are consistent with many aspects of our neural observations. We conclude that the hypothesis of isomorphic representation of images in V1 remains viable and this hypothesis suggests an additional new interpretation of the functional roles of horizontal connections in the primary visual cortex. PMID:22944076

  15. [Functional connectivity of temporal parietal junction in online game addicts:a resting-state functional magnetic resonance imaging study].

    PubMed

    Yuan, Ji; Qian, Ruobing; Lin, Bin; Fu, Xianming; Wei, Xiangpin; Weng, Chuanbo; Niu, Chaoshi; Wang, Yehan

    2014-02-11

    To explore the functions of temporal parietal junction (TPJ) as parts of attention networks in the pathogenesis of online game addiction using resting-state functional magnetic resonance imaging (fMRI). A total of 17 online game addicts (OGA) were recruited as OGA group and 17 healthy controls during the same period were recruited as CON group. The neuropsychological tests were performed for all of them to compare the inter-group differences in the results of Internet Addiction Test (IAT) and attention functions. All fMRI data were preprocessed after resting-state fMRI scanning. Then left and right TPJ were selected as regions of interest (ROIs) to calculate the linear correlation between TPJ and entire brain to compare the inter-group differences. Obvious differences existed between OGA group (71 ± 5 scores) and CON group (19 ± 7 scores) in the IAT results and attention function (P < 0.05). Compared with the controls, right TPJ in online game addicts showed decreased functional connectivity with bilateral ventromedial prefrontal cortex (VMPFC), bilateral hippocampal gyrus and bilateral amygdaloid nucleus, but increased functional connectivity with right cuneus.However, left TPJ demonstrated decreased functional connectivity with bilateral superior frontal gyrus and bilateral middle frontal gyrus, but increased functional connectivity with bilateral cuneus (P < 0.05). Altered functional connectivity of TPJ reflected its dysfunction in online game addicts.It suggests that TPJ is an important component of attention networks participating in the generation of online game addiction.

  16. Microstructure Images Restoration of Metallic Materials Based upon KSVD and Smoothing Penalty Sparse Representation Approach

    PubMed Central

    Liang, Steven Y.

    2018-01-01

    Microstructure images of metallic materials play a significant role in industrial applications. To address image degradation problem of metallic materials, a novel image restoration technique based on K-means singular value decomposition (KSVD) and smoothing penalty sparse representation (SPSR) algorithm is proposed in this work, the microstructure images of aluminum alloy 7075 (AA7075) material are used as examples. To begin with, to reflect the detail structure characteristics of the damaged image, the KSVD dictionary is introduced to substitute the traditional sparse transform basis (TSTB) for sparse representation. Then, due to the image restoration, modeling belongs to a highly underdetermined equation, and traditional sparse reconstruction methods may cause instability and obvious artifacts in the reconstructed images, especially reconstructed image with many smooth regions and the noise level is strong, thus the SPSR (here, q = 0.5) algorithm is designed to reconstruct the damaged image. The results of simulation and two practical cases demonstrate that the proposed method has superior performance compared with some state-of-the-art methods in terms of restoration performance factors and visual quality. Meanwhile, the grain size parameters and grain boundaries of microstructure image are discussed before and after they are restored by proposed method. PMID:29677163

  17. Supervoxels for graph cuts-based deformable image registration using guided image filtering

    NASA Astrophysics Data System (ADS)

    Szmul, Adam; Papież, Bartłomiej W.; Hallack, Andre; Grau, Vicente; Schnabel, Julia A.

    2017-11-01

    We propose combining a supervoxel-based image representation with the concept of graph cuts as an efficient optimization technique for three-dimensional (3-D) deformable image registration. Due to the pixels/voxels-wise graph construction, the use of graph cuts in this context has been mainly limited to two-dimensional (2-D) applications. However, our work overcomes some of the previous limitations by posing the problem on a graph created by adjacent supervoxels, where the number of nodes in the graph is reduced from the number of voxels to the number of supervoxels. We demonstrate how a supervoxel image representation combined with graph cuts-based optimization can be applied to 3-D data. We further show that the application of a relaxed graph representation of the image, followed by guided image filtering over the estimated deformation field, allows us to model "sliding motion." Applying this method to lung image registration results in highly accurate image registration and anatomically plausible estimations of the deformations. Evaluation of our method on a publicly available computed tomography lung image dataset leads to the observation that our approach compares very favorably with state of the art methods in continuous and discrete image registration, achieving target registration error of 1.16 mm on average per landmark.

  18. Supervoxels for Graph Cuts-Based Deformable Image Registration Using Guided Image Filtering.

    PubMed

    Szmul, Adam; Papież, Bartłomiej W; Hallack, Andre; Grau, Vicente; Schnabel, Julia A

    2017-10-04

    In this work we propose to combine a supervoxel-based image representation with the concept of graph cuts as an efficient optimization technique for 3D deformable image registration. Due to the pixels/voxels-wise graph construction, the use of graph cuts in this context has been mainly limited to 2D applications. However, our work overcomes some of the previous limitations by posing the problem on a graph created by adjacent supervoxels, where the number of nodes in the graph is reduced from the number of voxels to the number of supervoxels. We demonstrate how a supervoxel image representation, combined with graph cuts-based optimization can be applied to 3D data. We further show that the application of a relaxed graph representation of the image, followed by guided image filtering over the estimated deformation field, allows us to model 'sliding motion'. Applying this method to lung image registration, results in highly accurate image registration and anatomically plausible estimations of the deformations. Evaluation of our method on a publicly available Computed Tomography lung image dataset (www.dir-lab.com) leads to the observation that our new approach compares very favorably with state-of-the-art in continuous and discrete image registration methods achieving Target Registration Error of 1.16mm on average per landmark.

  19. Supervoxels for Graph Cuts-Based Deformable Image Registration Using Guided Image Filtering

    PubMed Central

    Szmul, Adam; Papież, Bartłomiej W.; Hallack, Andre; Grau, Vicente; Schnabel, Julia A.

    2017-01-01

    In this work we propose to combine a supervoxel-based image representation with the concept of graph cuts as an efficient optimization technique for 3D deformable image registration. Due to the pixels/voxels-wise graph construction, the use of graph cuts in this context has been mainly limited to 2D applications. However, our work overcomes some of the previous limitations by posing the problem on a graph created by adjacent supervoxels, where the number of nodes in the graph is reduced from the number of voxels to the number of supervoxels. We demonstrate how a supervoxel image representation, combined with graph cuts-based optimization can be applied to 3D data. We further show that the application of a relaxed graph representation of the image, followed by guided image filtering over the estimated deformation field, allows us to model ‘sliding motion’. Applying this method to lung image registration, results in highly accurate image registration and anatomically plausible estimations of the deformations. Evaluation of our method on a publicly available Computed Tomography lung image dataset (www.dir-lab.com) leads to the observation that our new approach compares very favorably with state-of-the-art in continuous and discrete image registration methods achieving Target Registration Error of 1.16mm on average per landmark. PMID:29225433

  20. Educational tools in the Museum of Rocks and Minerals

    NASA Astrophysics Data System (ADS)

    de Brito Barreto, S.; Ribeiro Sales, E.; de Lima Correia, A. Maria; Lima, M. Abreu e.; Bretas Bittar, S. Maria

    2012-04-01

    The Museum of Rocks and Minerals is a small museum which belongs to the Department of Geology of the Federal University of Pernambuco, Brazil. It was founded in the 1950's and its main exhibits are samples of scarns and pegmatites from the Northeast of Brazil, especially from the Borborema Pegmatitic Region. This museum has been visited by a wide variety of people, but mainly students from private and state schools on scheduled visits. Over the years museum staff felt the necessity to develop some mediating tools to develop a relationship between exhibits and visitors. Due to a lack of technical staff and finance to create interactive exhibits as well as space limitations, the museum decided to produce some games such as memory games, puzzles and dominoes. These fifteen games deal with different subjects of geosciences, especially those more interesting for children. The subjects chosen were: minerals, industrial minerals, gems, dimension stones, rock cycle, fossils, dinosaur footprints (Ichnofossils), wood fossils, Mohs scale. The games were created by the authors, and undergraduate students were responsible for researching concepts and images. Each game presents a concept and images related to it. The interns are undergraduate students of geology and mining engineering and this experience gives them an opportunity to review and improve some concepts and discuss what is important such as pedagogical actions in museums and geology teaching. To give an example, the subject of the industry mineral was treated using two games - a memory game and a puzzle. The first one shows images of minerals related each one to an industrial product and in the second, children can see different parts of a house labeled with the minerals used in the production of that space. Another interesting example is the puzzle about dinosaur footprints that uses an image of a dinosaur footprint, part of the paleontological collection of the Departament, and a representative ichnofossil from the Rio do Peixe Basin in the state of Paraíba, Brazil, the most important record of dinosaur prints in Brazil. The games are part of a playful activity used at the end of the visit called "NiFe", in reference to the Earth's core. The idea is for this to be a moment of concentration and an opportunity to share the museum experience, an activity which is coordinated by the interns of the museum. The "NiFe" is an educational activity for children, which aims to transform the visual and sensory experience into a complete experience, something that changes us through our experience. The objective is to make the visit a dynamic and educative experience in contrast to the inanimate characteristic of the kingdom of minerals and rocks. The intention is that these games will be adopted by the education secretaries of state and municipal governments in order to contribute to the teaching of geoscience mainly at primary and secondary of education and undergraduate level.

  1. Spatiotemporal dynamics of similarity-based neural representations of facial identity

    PubMed Central

    Vida, Mark D.; Nestor, Adrian; Plaut, David C.; Behrmann, Marlene

    2017-01-01

    Humans’ remarkable ability to quickly and accurately discriminate among thousands of highly similar complex objects demands rapid and precise neural computations. To elucidate the process by which this is achieved, we used magnetoencephalography to measure spatiotemporal patterns of neural activity with high temporal resolution during visual discrimination among a large and carefully controlled set of faces. We also compared these neural data to lower level “image-based” and higher level “identity-based” model-based representations of our stimuli and to behavioral similarity judgments of our stimuli. Between ∼50 and 400 ms after stimulus onset, face-selective sources in right lateral occipital cortex and right fusiform gyrus and sources in a control region (left V1) yielded successful classification of facial identity. In all regions, early responses were more similar to the image-based representation than to the identity-based representation. In the face-selective regions only, responses were more similar to the identity-based representation at several time points after 200 ms. Behavioral responses were more similar to the identity-based representation than to the image-based representation, and their structure was predicted by responses in the face-selective regions. These results provide a temporally precise description of the transformation from low- to high-level representations of facial identity in human face-selective cortex and demonstrate that face-selective cortical regions represent multiple distinct types of information about face identity at different times over the first 500 ms after stimulus onset. These results have important implications for understanding the rapid emergence of fine-grained, high-level representations of object identity, a computation essential to human visual expertise. PMID:28028220

  2. Developing a Virtual Museum for the Ancient Wine Trade in Eastern Mediterranean

    NASA Astrophysics Data System (ADS)

    Kazanis, S.; Kontogianni, G.; Chliverou, R.; Georgopoulos, A.

    2017-08-01

    Digital technologies for representing cultural heritage assets of any size are already maturing. Technological progress has greatly enhanced the art of virtual representation and, as a consequence, it is all the more appealing to the general public and especially to younger generations. The game industry has played a significant role towards this end and has led to the development of edutainment applications. The digital workflow implemented for developing such an application is presented in this paper. A virtual museum has been designed and developed, with the intention to convey the history of trade in the Eastern Mediterranean area, focusing on the Aegean Sea and five productive cities-ports, during a period of more than 500 years. Image based modeling methodology was preferred to ensure accuracy and reliability. The setup in the museum environment, the difficulties encountered and the solutions adopted are discussed, while processing of the images and the production and finishing of the 3D models are described in detail. The virtual museum and edutainment application, MEDWINET, has been designed and developed with the intention to convey the essential information of the wine production and trade routes in the Eastern Mediterranean basin. The user is able to examine the 3D models of the amphorae, while learning about their production and use for trade during the centuries. The application has been evaluated and the results are also discussed.

  3. Spatiotemporal characteristics of motor actions by blind long jump athletes.

    PubMed

    Torralba, Miguel Angel; Padullés, José María; Losada, Jose Luis; López, Jose Luis

    2017-01-01

    Blind people depend on spatial and temporal representations to perform activities of daily living and compete in sport. The aim of this study is to determine the spatiotemporal characteristics of long jumps performed by blind athletes and compare findings with those reported for sighted athletes. We analysed a sample of 12 male athletes competing in the F11 Long Jump Finals at the Paralympic Games in London 2012. Performances were recorded using four high-speed cameras, and speeds were measured using a radar speed gun. The images were processed using validated image analysis software. The long jump run-up is shorter in blind athletes than in sighted athletes. We observed statistically significant differences for body centre of mass velocity and an increase in speed over the last three strides prior to take-off, contrasting with reports for sighted athletes and athletes with less severe visual impairment, who maintain or reduce their speed during the last stride. Stride length for the last three strides was the only spatial characteristic that was not significantly associated with effective jump distance. Blind long jumpers extend rather than shorten their last stride. Contact time with the take-off board is longer than that reported for sighted athletes. The actions of blind long jumpers, unlike those without disabilities, do not vary their leg actions during the final runway approach for optimal placement on the take-off board.

  4. Adaptive compressive ghost imaging based on wavelet trees and sparse representation.

    PubMed

    Yu, Wen-Kai; Li, Ming-Fei; Yao, Xu-Ri; Liu, Xue-Feng; Wu, Ling-An; Zhai, Guang-Jie

    2014-03-24

    Compressed sensing is a theory which can reconstruct an image almost perfectly with only a few measurements by finding its sparsest representation. However, the computation time consumed for large images may be a few hours or more. In this work, we both theoretically and experimentally demonstrate a method that combines the advantages of both adaptive computational ghost imaging and compressed sensing, which we call adaptive compressive ghost imaging, whereby both the reconstruction time and measurements required for any image size can be significantly reduced. The technique can be used to improve the performance of all computational ghost imaging protocols, especially when measuring ultra-weak or noisy signals, and can be extended to imaging applications at any wavelength.

  5. L1 and L2 Picture Naming in Mandarin-English Bilinguals: A Test of Bilingual Dual Coding Theory

    ERIC Educational Resources Information Center

    Jared, Debra; Poh, Rebecca Pei Yun; Paivio, Allan

    2013-01-01

    This study examined the nature of bilinguals' conceptual representations and the links from these representations to words in L1 and L2. Specifically, we tested an assumption of the Bilingual Dual Coding Theory that conceptual representations include image representations, and that learning two languages in separate contexts can result in…

  6. New instantaneous frequency estimation method based on the use of image processing techniques

    NASA Astrophysics Data System (ADS)

    Borda, Monica; Nafornita, Ioan; Isar, Alexandru

    2003-05-01

    The aim of this paper is to present a new method for the estimation of the instantaneous frequency of a frequency modulated signal, corrupted by additive noise. This method represents an example of fusion of two theories: the time-frequency representations and the mathematical morphology. Any time-frequency representation of a useful signal is concentrated around its instantaneous frequency law and realizes the diffusion of the noise that perturbs the useful signal in the time - frequency plane. In this paper a new time-frequency representation, useful for the estimation of the instantaneous frequency, is proposed. This time-frequency representation is the product of two others time-frequency representations: the Wigner - Ville time-frequency representation and a new one obtained by filtering with a hard thresholding filter the Gabor representation of the signal to be processed. Using the image of this new time-frequency representation the instantaneous frequency of the useful signal can be extracted with the aid of some mathematical morphology operators: the conversion in binary form, the dilation and the skeleton. The simulations of the proposed method have proved its qualities. It is better than other estimation methods, like those based on the use of adaptive notch filters.

  7. Neonatal Atlas Construction Using Sparse Representation

    PubMed Central

    Shi, Feng; Wang, Li; Wu, Guorong; Li, Gang; Gilmore, John H.; Lin, Weili; Shen, Dinggang

    2014-01-01

    Atlas construction generally includes first an image registration step to normalize all images into a common space and then an atlas building step to fuse the information from all the aligned images. Although numerous atlas construction studies have been performed to improve the accuracy of the image registration step, unweighted or simply weighted average is often used in the atlas building step. In this article, we propose a novel patch-based sparse representation method for atlas construction after all images have been registered into the common space. By taking advantage of local sparse representation, more anatomical details can be recovered in the built atlas. To make the anatomical structures spatially smooth in the atlas, the anatomical feature constraints on group structure of representations and also the overlapping of neighboring patches are imposed to ensure the anatomical consistency between neighboring patches. The proposed method has been applied to 73 neonatal MR images with poor spatial resolution and low tissue contrast, for constructing a neonatal brain atlas with sharp anatomical details. Experimental results demonstrate that the proposed method can significantly enhance the quality of the constructed atlas by discovering more anatomical details especially in the highly convoluted cortical regions. The resulting atlas demonstrates superior performance of our atlas when applied to spatially normalizing three different neonatal datasets, compared with other start-of-the-art neonatal brain atlases. PMID:24638883

  8. Perceived face size in healthy adults.

    PubMed

    D'Amour, Sarah; Harris, Laurence R

    2017-01-01

    Perceptual body size distortions have traditionally been studied using subjective, qualitative measures that assess only one type of body representation-the conscious body image. Previous research on perceived body size has typically focused on measuring distortions of the entire body and has tended to overlook the face. Here, we present a novel psychophysical method for determining perceived body size that taps into implicit body representation. Using a two-alternative forced choice (2AFC), participants were sequentially shown two life-size images of their own face, viewed upright, upside down, or tilted 90°. In one interval, the width or length dimension was varied, while the other interval contained an undistorted image. Participants reported which image most closely matched their own face. An adaptive staircase adjusted the distorted image to hone in on the image that was equally likely to be judged as matching their perceived face as the accurate image. When viewed upright or upside down, face width was overestimated and length underestimated, whereas perception was accurate for the on-side views. These results provide the first psychophysically robust measurements of how accurately healthy participants perceive the size of their face, revealing distortions of the implicit body representation independent of the conscious body image.

  9. Halftoning processing on a JPEG-compressed image

    NASA Astrophysics Data System (ADS)

    Sibade, Cedric; Barizien, Stephane; Akil, Mohamed; Perroton, Laurent

    2003-12-01

    Digital image processing algorithms are usually designed for the raw format, that is on an uncompressed representation of the image. Therefore prior to transforming or processing a compressed format, decompression is applied; then, the result of the processing application is finally re-compressed for further transfer or storage. The change of data representation is resource-consuming in terms of computation, time and memory usage. In the wide format printing industry, this problem becomes an important issue: e.g. a 1 m2 input color image, scanned at 600 dpi exceeds 1.6 GB in its raw representation. However, some image processing algorithms can be performed in the compressed-domain, by applying an equivalent operation on the compressed format. This paper is presenting an innovative application of the halftoning processing operation by screening, to be applied on JPEG-compressed image. This compressed-domain transform is performed by computing the threshold operation of the screening algorithm in the DCT domain. This algorithm is illustrated by examples for different halftone masks. A pre-sharpening operation, applied on a JPEG-compressed low quality image is also described; it allows to de-noise and to enhance the contours of this image.

  10. Developing Physics E-Scaffolding Teaching Media to Increase the Eleventh-Grade Students' Problem Solving Ability and Scientific Attitude

    ERIC Educational Resources Information Center

    Saputri, Affa Ardhi; Wilujeng, Insih

    2017-01-01

    This research aims at revealing (1) the suitability of physics e-scaffolding teaching media with mathematical and image/diagrammatic representation, as well as (2) the effectiveness of the e-scaffolding teaching media with mathematical and image/diagrammatic representation to improve students' problem solving ability and scientific attitude. It is…

  11. Deep feature representation with stacked sparse auto-encoder and convolutional neural network for hyperspectral imaging-based detection of cucumber defects

    USDA-ARS?s Scientific Manuscript database

    It is challenging to achieve rapid and accurate processing of large amounts of hyperspectral image data. This research was aimed to develop a novel classification method by employing deep feature representation with the stacked sparse auto-encoder (SSAE) and the SSAE combined with convolutional neur...

  12. The prefrontal cortex: categories, concepts and cognition.

    PubMed Central

    Miller, Earl K; Freedman, David J; Wallis, Jonathan D

    2002-01-01

    The ability to generalize behaviour-guiding principles and concepts from experience is key to intelligent, goal-directed behaviour. It allows us to deal efficiently with a complex world and to adapt readily to novel situations. We review evidence that the prefrontal cortex-the cortical area that reaches its greatest elaboration in primates-plays a central part in acquiring and representing this information. The prefrontal cortex receives highly processed information from all major forebrain systems, and neurophysiological studies suggest that it synthesizes this into representations of learned task contingencies, concepts and task rules. In short, the prefrontal cortex seems to underlie our internal representations of the 'rules of the game'. This may provide the necessary foundation for the complex behaviour of primates, in whom this structure is most elaborate. PMID:12217179

  13. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    PubMed

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  14. Understanding student use of mathematics in IPLS with the Math Epistemic Games Survey

    NASA Astrophysics Data System (ADS)

    Eichenlaub, Mark; Hemingway, Deborah; Redish, Edward F.

    2017-01-01

    We present the Math Epistemic Games Survey (MEGS), a new concept inventory on the use of mathematics in introductory physics for the life sciences. The survey asks questions that are often best-answered via techniques commonly-valued in physics instruction, including dimensional analysis, checking special or extreme cases, understanding scaling relationships, interpreting graphical representations, estimation, and mapping symbols onto physical meaning. MEGS questions are often rooted in quantitative biology. We present preliminary data on the validation and administration of the MEGS in a large, introductory physics for the life sciences course at the University of Maryland, as well as preliminary results on the clustering of questions and responses as a guide to student resource activation in problem solving. This material is based upon work supported by the US National Science Foundation under Award No. 15-04366.

  15. A Symbolic Dynamics Perspective of Conway’s Game of Life

    NASA Astrophysics Data System (ADS)

    Chen, Fangyue; Chen, Bo; Guan, Junbiao; Jin, Weifeng

    An interesting question is whether the intrinsic complexity of the gliders in D-dimensional cellular automata could be quantitatively analyzed in rigorously mathematical sense. In this paper, by introducing the D-dimensional symbolic space, some fundamental dynamical properties of D-dimensional shift map are explored in a subtle way. The purpose of this article is to present an accurate characterization of complex symbolic dynamics of gliders in Conway’s game of life. A series of dynamical properties of gliders on their concrete subsystems are investigated by means of the directed graph representation and transition matrix. More specifically, the gliders here are topologically mixing and possess the positive topological entropy on their subsystems. Finally, it is worth mentioning that the method presented in this paper is also applicable to other gliders in different D dimensions.

  16. Image of a line is not shrunk but neglected. Absence of crossover in unilateral spatial neglect.

    PubMed

    Ishiai, Sumio; Koyama, Yasumasa; Nakano, Naomi; Seki, Keiko; Nishida, Yoichiro; Hayashi, Kazuko

    2004-01-01

    Patients with left unilateral spatial neglect following right hemisphere lesions usually err rightward when bisecting a horizontal line. For very short lines (e.g. 25 mm), however, leftward errors or seemingly 'right' neglect is often observed. To explain this paradox of crossover in the direction of errors, rather complicated models have been introduced as to the distribution of attention. Neglect may be hypothesized to occur in representational process of a line or estimation of the midpoint on the formed image, or both. We devised a line image task using a computer display with a touch panel and approached the representational image of a line to be bisected. Three patients with typical left neglect were presented with a line and forced to see its whole extent with cueing to the left endpoint. After disappearance of the line, they pointed to the right endpoint, the left endpoint, or the subjective midpoint according to their representational image. The line image between the reproduced right and left endpoints was appropriately formed for the 200 mm lines. However, the images for the shorter 25 and 100 mm lines were longer than the physical lengths with overextension to the left side. These results proved the context effect that short lines may be perceived longer when they are presented in combination with longer lines. One of our patients had an extensive lesion that involved the frontal, temporal, and parietal lobes, and the other two had a lesion restricted to the posterior right hemisphere. The image for a fully perceived line may be represented far enough into left space even when left neglect occurs after a lesion that involves the right parietal lobe. The patients with neglect placed the subjective midpoint rightward from the centre of the stimulus line for the 100 and 200 mm lines and leftward for the 25 mm lines. This crossover of bisection errors disappeared when the displacement of the subjective midpoint was measured from the centre of the representational line image. Left neglect may occur consistently in estimation of the subjective midpoint on the representational image, which may be explained by a simple rightward bias of attentional distribution.

  17. Design with the World in Mind

    ERIC Educational Resources Information Center

    Kabbeko, Erica

    2008-01-01

    Good design brings the excitement of the Olympic Games into the visual realm of public media. Inspired by the design involved in the making of the Olympic Games, the author developed a lesson called Fashion Forward. Fashion Forward, which is taught to ninth and tenth graders, is based on the enduring idea that visual images are power communication…

  18. Internal representations for face detection: an application of noise-based image classification to BOLD responses.

    PubMed

    Nestor, Adrian; Vettel, Jean M; Tarr, Michael J

    2013-11-01

    What basic visual structures underlie human face detection and how can we extract such structures directly from the amplitude of neural responses elicited by face processing? Here, we address these issues by investigating an extension of noise-based image classification to BOLD responses recorded in high-level visual areas. First, we assess the applicability of this classification method to such data and, second, we explore its results in connection with the neural processing of faces. To this end, we construct luminance templates from white noise fields based on the response of face-selective areas in the human ventral cortex. Using behaviorally and neurally-derived classification images, our results reveal a family of simple but robust image structures subserving face representation and detection. Thus, we confirm the role played by classical face selective regions in face detection and we help clarify the representational basis of this perceptual function. From a theory standpoint, our findings support the idea of simple but highly diagnostic neurally-coded features for face detection. At the same time, from a methodological perspective, our work demonstrates the ability of noise-based image classification in conjunction with fMRI to help uncover the structure of high-level perceptual representations. Copyright © 2012 Wiley Periodicals, Inc.

  19. Detection of dual-band infrared small target based on joint dynamic sparse representation

    NASA Astrophysics Data System (ADS)

    Zhou, Jinwei; Li, Jicheng; Shi, Zhiguang; Lu, Xiaowei; Ren, Dongwei

    2015-10-01

    Infrared small target detection is a crucial and yet still is a difficult issue in aeronautic and astronautic applications. Sparse representation is an important mathematic tool and has been used extensively in image processing in recent years. Joint sparse representation is applied in dual-band infrared dim target detection in this paper. Firstly, according to the characters of dim targets in dual-band infrared images, 2-dimension Gaussian intensity model was used to construct target dictionary, then the dictionary was classified into different sub-classes according to different positions of Gaussian function's center point in image block; The fact that dual-band small targets detection can use the same dictionary and the sparsity doesn't lie in atom-level but in sub-class level was utilized, hence the detection of targets in dual-band infrared images was converted to be a joint dynamic sparse representation problem. And the dynamic active sets were used to describe the sparse constraint of coefficients. Two modified sparsity concentration index (SCI) criteria was proposed to evaluate whether targets exist in the images. In experiments, it shows that the proposed algorithm can achieve better detecting performance and dual-band detection is much more robust to noise compared with single-band detection. Moreover, the proposed method can be expanded to multi-spectrum small target detection.

  20. A Possible Approach to Inclusion of Space and Time in Frame Fields of Quantum Representations of Real and Complex Numbers

    DOE PAGES

    Benioff, Paul

    2009-01-01

    Tmore » his work is based on the field of reference frames based on quantum representations of real and complex numbers described in other work. Here frame domains are expanded to include space and time lattices. Strings of qukits are described as hybrid systems as they are both mathematical and physical systems. As mathematical systems they represent numbers. As physical systems in each frame the strings have a discrete Schrodinger dynamics on the lattices. he frame field has an iterative structure such that the contents of a stage j frame have images in a stage j - 1 (parent) frame. A discussion of parent frame images includes the proposal that points of stage j frame lattices have images as hybrid systems in parent frames. he resulting association of energy with images of lattice point locations, as hybrid systems states, is discussed. Representations and images of other physical systems in the different frames are also described.« less

  1. Classification of time-series images using deep convolutional neural networks

    NASA Astrophysics Data System (ADS)

    Hatami, Nima; Gavet, Yann; Debayle, Johan

    2018-04-01

    Convolutional Neural Networks (CNN) has achieved a great success in image recognition task by automatically learning a hierarchical feature representation from raw data. While the majority of Time-Series Classification (TSC) literature is focused on 1D signals, this paper uses Recurrence Plots (RP) to transform time-series into 2D texture images and then take advantage of the deep CNN classifier. Image representation of time-series introduces different feature types that are not available for 1D signals, and therefore TSC can be treated as texture image recognition task. CNN model also allows learning different levels of representations together with a classifier, jointly and automatically. Therefore, using RP and CNN in a unified framework is expected to boost the recognition rate of TSC. Experimental results on the UCR time-series classification archive demonstrate competitive accuracy of the proposed approach, compared not only to the existing deep architectures, but also to the state-of-the art TSC algorithms.

  2. MARTA GANs: Unsupervised Representation Learning for Remote Sensing Image Classification

    NASA Astrophysics Data System (ADS)

    Lin, Daoyu; Fu, Kun; Wang, Yang; Xu, Guangluan; Sun, Xian

    2017-11-01

    With the development of deep learning, supervised learning has frequently been adopted to classify remotely sensed images using convolutional networks (CNNs). However, due to the limited amount of labeled data available, supervised learning is often difficult to carry out. Therefore, we proposed an unsupervised model called multiple-layer feature-matching generative adversarial networks (MARTA GANs) to learn a representation using only unlabeled data. MARTA GANs consists of both a generative model $G$ and a discriminative model $D$. We treat $D$ as a feature extractor. To fit the complex properties of remote sensing data, we use a fusion layer to merge the mid-level and global features. $G$ can produce numerous images that are similar to the training data; therefore, $D$ can learn better representations of remotely sensed images using the training data provided by $G$. The classification results on two widely used remote sensing image databases show that the proposed method significantly improves the classification performance compared with other state-of-the-art methods.

  3. Scalable High Performance Image Registration Framework by Unsupervised Deep Feature Representations Learning

    PubMed Central

    Wu, Guorong; Kim, Minjeong; Wang, Qian; Munsell, Brent C.

    2015-01-01

    Feature selection is a critical step in deformable image registration. In particular, selecting the most discriminative features that accurately and concisely describe complex morphological patterns in image patches improves correspondence detection, which in turn improves image registration accuracy. Furthermore, since more and more imaging modalities are being invented to better identify morphological changes in medical imaging data,, the development of deformable image registration method that scales well to new image modalities or new image applications with little to no human intervention would have a significant impact on the medical image analysis community. To address these concerns, a learning-based image registration framework is proposed that uses deep learning to discover compact and highly discriminative features upon observed imaging data. Specifically, the proposed feature selection method uses a convolutional stacked auto-encoder to identify intrinsic deep feature representations in image patches. Since deep learning is an unsupervised learning method, no ground truth label knowledge is required. This makes the proposed feature selection method more flexible to new imaging modalities since feature representations can be directly learned from the observed imaging data in a very short amount of time. Using the LONI and ADNI imaging datasets, image registration performance was compared to two existing state-of-the-art deformable image registration methods that use handcrafted features. To demonstrate the scalability of the proposed image registration framework image registration experiments were conducted on 7.0-tesla brain MR images. In all experiments, the results showed the new image registration framework consistently demonstrated more accurate registration results when compared to state-of-the-art. PMID:26552069

  4. Scalable High-Performance Image Registration Framework by Unsupervised Deep Feature Representations Learning.

    PubMed

    Wu, Guorong; Kim, Minjeong; Wang, Qian; Munsell, Brent C; Shen, Dinggang

    2016-07-01

    Feature selection is a critical step in deformable image registration. In particular, selecting the most discriminative features that accurately and concisely describe complex morphological patterns in image patches improves correspondence detection, which in turn improves image registration accuracy. Furthermore, since more and more imaging modalities are being invented to better identify morphological changes in medical imaging data, the development of deformable image registration method that scales well to new image modalities or new image applications with little to no human intervention would have a significant impact on the medical image analysis community. To address these concerns, a learning-based image registration framework is proposed that uses deep learning to discover compact and highly discriminative features upon observed imaging data. Specifically, the proposed feature selection method uses a convolutional stacked autoencoder to identify intrinsic deep feature representations in image patches. Since deep learning is an unsupervised learning method, no ground truth label knowledge is required. This makes the proposed feature selection method more flexible to new imaging modalities since feature representations can be directly learned from the observed imaging data in a very short amount of time. Using the LONI and ADNI imaging datasets, image registration performance was compared to two existing state-of-the-art deformable image registration methods that use handcrafted features. To demonstrate the scalability of the proposed image registration framework, image registration experiments were conducted on 7.0-T brain MR images. In all experiments, the results showed that the new image registration framework consistently demonstrated more accurate registration results when compared to state of the art.

  5. ImgLib2--generic image processing in Java.

    PubMed

    Pietzsch, Tobias; Preibisch, Stephan; Tomancák, Pavel; Saalfeld, Stephan

    2012-11-15

    ImgLib2 is an open-source Java library for n-dimensional data representation and manipulation with focus on image processing. It aims at minimizing code duplication by cleanly separating pixel-algebra, data access and data representation in memory. Algorithms can be implemented for classes of pixel types and generic access patterns by which they become independent of the specific dimensionality, pixel type and data representation. ImgLib2 illustrates that an elegant high-level programming interface can be achieved without sacrificing performance. It provides efficient implementations of common data types, storage layouts and algorithms. It is the data model underlying ImageJ2, the KNIME Image Processing toolbox and an increasing number of Fiji-Plugins. ImgLib2 is licensed under BSD. Documentation and source code are available at http://imglib2.net and in a public repository at https://github.com/imagej/imglib. Supplementary data are available at Bioinformatics Online. saalfeld@mpi-cbg.de

  6. Accessing long-term memory representations during visual change detection.

    PubMed

    Beck, Melissa R; van Lamsweerde, Amanda E

    2011-04-01

    In visual change detection tasks, providing a cue to the change location concurrent with the test image (post-cue) can improve performance, suggesting that, without a cue, not all encoded representations are automatically accessed. Our studies examined the possibility that post-cues can encourage the retrieval of representations stored in long-term memory (LTM). Participants detected changes in images composed of familiar objects. Performance was better when the cue directed attention to the post-change object. Supporting the role of LTM in the cue effect, the effect was similar regardless of whether the cue was presented during the inter-stimulus interval, concurrent with the onset of the test image, or after the onset of the test image. Furthermore, the post-cue effect and LTM performance were similarly influenced by encoding time. These findings demonstrate that monitoring the visual world for changes does not automatically engage LTM retrieval.

  7. Sparse representation-based image restoration via nonlocal supervised coding

    NASA Astrophysics Data System (ADS)

    Li, Ao; Chen, Deyun; Sun, Guanglu; Lin, Kezheng

    2016-10-01

    Sparse representation (SR) and nonlocal technique (NLT) have shown great potential in low-level image processing. However, due to the degradation of the observed image, SR and NLT may not be accurate enough to obtain a faithful restoration results when they are used independently. To improve the performance, in this paper, a nonlocal supervised coding strategy-based NLT for image restoration is proposed. The novel method has three main contributions. First, to exploit the useful nonlocal patches, a nonnegative sparse representation is introduced, whose coefficients can be utilized as the supervised weights among patches. Second, a novel objective function is proposed, which integrated the supervised weights learning and the nonlocal sparse coding to guarantee a more promising solution. Finally, to make the minimization tractable and convergence, a numerical scheme based on iterative shrinkage thresholding is developed to solve the above underdetermined inverse problem. The extensive experiments validate the effectiveness of the proposed method.

  8. Imageability and semantic association in the representation and processing of event verbs.

    PubMed

    Xu, Xu; Kang, Chunyan; Guo, Taomei

    2016-05-01

    This study examined the relative salience of imageability (the degree to which a word evokes mental imagery) versus semantic association (the density of semantic network in which a word is embedded) in the representation and processing of four types of event verbs: sensory, cognitive, speech, and motor verbs. ERP responses were recorded, while 34 university students performed on a lexical decision task. Analysis focused primarily on amplitude differences across verb conditions within the N400 time window where activities are considered representing meaning activation. Variation in N400 amplitude across four types of verbs was found significantly associated with the level of imageability, but not the level of semantic association. The findings suggest imageability as a more salient factor relative to semantic association in the processing of these verbs. The role of semantic association and the representation of speech verbs are also discussed.

  9. Theoretical foundations of spatially-variant mathematical morphology part ii: gray-level images.

    PubMed

    Bouaynaya, Nidhal; Schonfeld, Dan

    2008-05-01

    In this paper, we develop a spatially-variant (SV) mathematical morphology theory for gray-level signals and images in the Euclidean space. The proposed theory preserves the geometrical concept of the structuring function, which provides the foundation of classical morphology and is essential in signal and image processing applications. We define the basic SV gray-level morphological operators (i.e., SV gray-level erosion, dilation, opening, and closing) and investigate their properties. We demonstrate the ubiquity of SV gray-level morphological systems by deriving a kernel representation for a large class of systems, called V-systems, in terms of the basic SV graylevel morphological operators. A V-system is defined to be a gray-level operator, which is invariant under gray-level (vertical) translations. Particular attention is focused on the class of SV flat gray-level operators. The kernel representation for increasing V-systems is a generalization of Maragos' kernel representation for increasing and translation-invariant function-processing systems. A representation of V-systems in terms of their kernel elements is established for increasing and upper-semi-continuous V-systems. This representation unifies a large class of spatially-variant linear and non-linear systems under the same mathematical framework. Finally, simulation results show the potential power of the general theory of gray-level spatially-variant mathematical morphology in several image analysis and computer vision applications.

  10. The Radon cumulative distribution transform and its application to image classification

    PubMed Central

    Kolouri, Soheil; Park, Se Rim; Rohde, Gustavo K.

    2016-01-01

    Invertible image representation methods (transforms) are routinely employed as low-level image processing operations based on which feature extraction and recognition algorithms are developed. Most transforms in current use (e.g. Fourier, Wavelet, etc.) are linear transforms, and, by themselves, are unable to substantially simplify the representation of image classes for classification. Here we describe a nonlinear, invertible, low-level image processing transform based on combining the well known Radon transform for image data, and the 1D Cumulative Distribution Transform proposed earlier. We describe a few of the properties of this new transform, and with both theoretical and experimental results show that it can often render certain problems linearly separable in transform space. PMID:26685245

  11. Visual Image Sensor Organ Replacement: Implementation

    NASA Technical Reports Server (NTRS)

    Maluf, A. David (Inventor)

    2011-01-01

    Method and system for enhancing or extending visual representation of a selected region of a visual image, where visual representation is interfered with or distorted, by supplementing a visual signal with at least one audio signal having one or more audio signal parameters that represent one or more visual image parameters, such as vertical and/or horizontal location of the region; region brightness; dominant wavelength range of the region; change in a parameter value that characterizes the visual image, with respect to a reference parameter value; and time rate of change in a parameter value that characterizes the visual image. Region dimensions can be changed to emphasize change with time of a visual image parameter.

  12. Multi-voxel patterns of visual category representation during episodic encoding are predictive of subsequent memory

    PubMed Central

    Kuhl, Brice A.; Rissman, Jesse; Wagner, Anthony D.

    2012-01-01

    Successful encoding of episodic memories is thought to depend on contributions from prefrontal and temporal lobe structures. Neural processes that contribute to successful encoding have been extensively explored through univariate analyses of neuroimaging data that compare mean activity levels elicited during the encoding of events that are subsequently remembered vs. those subsequently forgotten. Here, we applied pattern classification to fMRI data to assess the degree to which distributed patterns of activity within prefrontal and temporal lobe structures elicited during the encoding of word-image pairs were diagnostic of the visual category (Face or Scene) of the encoded image. We then assessed whether representation of category information was predictive of subsequent memory. Classification analyses indicated that temporal lobe structures contained information robustly diagnostic of visual category. Information in prefrontal cortex was less diagnostic of visual category, but was nonetheless associated with highly reliable classifier-based evidence for category representation. Critically, trials associated with greater classifier-based estimates of category representation in temporal and prefrontal regions were associated with a higher probability of subsequent remembering. Finally, consideration of trial-by-trial variance in classifier-based measures of category representation revealed positive correlations between prefrontal and temporal lobe representations, with the strength of these correlations varying as a function of the category of image being encoded. Together, these results indicate that multi-voxel representations of encoded information can provide unique insights into how visual experiences are transformed into episodic memories. PMID:21925190

  13. Spectral embedding based active contour (SEAC) for lesion segmentation on breast dynamic contrast enhanced magnetic resonance imaging.

    PubMed

    Agner, Shannon C; Xu, Jun; Madabhushi, Anant

    2013-03-01

    Segmentation of breast lesions on dynamic contrast enhanced (DCE) magnetic resonance imaging (MRI) is the first step in lesion diagnosis in a computer-aided diagnosis framework. Because manual segmentation of such lesions is both time consuming and highly susceptible to human error and issues of reproducibility, an automated lesion segmentation method is highly desirable. Traditional automated image segmentation methods such as boundary-based active contour (AC) models require a strong gradient at the lesion boundary. Even when region-based terms are introduced to an AC model, grayscale image intensities often do not allow for clear definition of foreground and background region statistics. Thus, there is a need to find alternative image representations that might provide (1) strong gradients at the margin of the object of interest (OOI); and (2) larger separation between intensity distributions and region statistics for the foreground and background, which are necessary to halt evolution of the AC model upon reaching the border of the OOI. In this paper, the authors introduce a spectral embedding (SE) based AC (SEAC) for lesion segmentation on breast DCE-MRI. SE, a nonlinear dimensionality reduction scheme, is applied to the DCE time series in a voxelwise fashion to reduce several time point images to a single parametric image where every voxel is characterized by the three dominant eigenvectors. This parametric eigenvector image (PrEIm) representation allows for better capture of image region statistics and stronger gradients for use with a hybrid AC model, which is driven by both boundary and region information. They compare SEAC to ACs that employ fuzzy c-means (FCM) and principal component analysis (PCA) as alternative image representations. Segmentation performance was evaluated by boundary and region metrics as well as comparing lesion classification using morphological features from SEAC, PCA+AC, and FCM+AC. On a cohort of 50 breast DCE-MRI studies, PrEIm yielded overall better region and boundary-based statistics compared to the original DCE-MR image, FCM, and PCA based image representations. Additionally, SEAC outperformed a hybrid AC applied to both PCA and FCM image representations. Mean dice similarity coefficient (DSC) for SEAC was significantly better (DSC = 0.74 ± 0.21) than FCM+AC (DSC = 0.50 ± 0.32) and similar to PCA+AC (DSC = 0.73 ± 0.22). Boundary-based metrics of mean absolute difference and Hausdorff distance followed the same trends. Of the automated segmentation methods, breast lesion classification based on morphologic features derived from SEAC segmentation using a support vector machine classifier also performed better (AUC = 0.67 ± 0.05; p < 0.05) than FCM+AC (AUC = 0.50 ± 0.07), and PCA+AC (AUC = 0.49 ± 0.07). In this work, we presented SEAC, an accurate, general purpose AC segmentation tool that could be applied to any imaging domain that employs time series data. SE allows for projection of time series data into a PrEIm representation so that every voxel is characterized by the dominant eigenvectors, capturing the global and local time-intensity curve similarities in the data. This PrEIm allows for the calculation of strong tensor gradients and better region statistics than the original image intensities or alternative image representations such as PCA and FCM. The PrEIm also allows for building a more accurate hybrid AC scheme.

  14. Vector-Based Ground Surface and Object Representation Using Cameras

    DTIC Science & Technology

    2009-12-01

    representations and it is a digital data structure used for the representation of a ground surface in geographical information systems ( GIS ). Figure...Vision API library, and the OpenCV library. Also, the Posix thread library was utilized to quickly capture the source images from cameras. Both

  15. Transqueer Representations and How We Educate

    ERIC Educational Resources Information Center

    Siebler, Kay

    2010-01-01

    This article examines the representations of transqueers (specifically female to male transsexuals) in popular media and how these representations shape attitudes of transqueers both with those outside the LGBT community and those within the community. The article discusses how these cultural images of FTM transqueers imply that being accepted…

  16. Changes in cue-induced, prefrontal cortex activity with video-game play.

    PubMed

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  17. Spline function approximation techniques for image geometric distortion representation. [for registration of multitemporal remote sensor imagery

    NASA Technical Reports Server (NTRS)

    Anuta, P. E.

    1975-01-01

    Least squares approximation techniques were developed for use in computer aided correction of spatial image distortions for registration of multitemporal remote sensor imagery. Polynomials were first used to define image distortion over the entire two dimensional image space. Spline functions were then investigated to determine if the combination of lower order polynomials could approximate a higher order distortion with less computational difficulty. Algorithms for generating approximating functions were developed and applied to the description of image distortion in aircraft multispectral scanner imagery. Other applications of the techniques were suggested for earth resources data processing areas other than geometric distortion representation.

  18. Magnetic resonance brain tissue segmentation based on sparse representations

    NASA Astrophysics Data System (ADS)

    Rueda, Andrea

    2015-12-01

    Segmentation or delineation of specific organs and structures in medical images is an important task in the clinical diagnosis and treatment, since it allows to characterize pathologies through imaging measures (biomarkers). In brain imaging, segmentation of main tissues or specific structures is challenging, due to the anatomic variability and complexity, and the presence of image artifacts (noise, intensity inhomogeneities, partial volume effect). In this paper, an automatic segmentation strategy is proposed, based on sparse representations and coupled dictionaries. Image intensity patterns are singly related to tissue labels at the level of small patches, gathering this information in coupled intensity/segmentation dictionaries. This dictionaries are used within a sparse representation framework to find the projection of a new intensity image onto the intensity dictionary, and the same projection can be used with the segmentation dictionary to estimate the corresponding segmentation. Preliminary results obtained with two publicly available datasets suggest that the proposal is capable of estimating adequate segmentations for gray matter (GM) and white matter (WM) tissues, with an average overlapping of 0:79 for GM and 0:71 for WM (with respect to original segmentations).

  19. Examining the feasibility of a Microsoft Kinect ™ based game intervention for individuals with anterior cruciate ligament injury risk.

    PubMed

    Zhiyu Huo; Griffin, Joseph; Babiuch, Ryan; Gray, Aaron; Willis, Bradley; Marjorie, Skubic; Shining Sun

    2015-01-01

    We describe a feasibility study in which the Microsoft Kinect is used for a game-based exercise to strengthen posterior chain muscles which are often weak in those at high risk of anterior cruciate ligament (ACL) injury. In the game, subjects perform a single posterior chain strengthening exercise. The game uses a side-scrolling video display driven by a hip abduction exercise while a player lies down on the floor. Leg lifts beyond a predetermined angle trigger the jumping action of an animated tiger. We describe the scene and game control, which uses depth images from the Kinect. Although Kinect-based skeletal data are used for many games, the skeletal model does not yield good estimates for positions on the floor. Our proposed system uses multiple leg angle estimators for different angle regions to recognize the player lying down and capture the angle between two legs. We conducted an experiment that validates our system with marker-based Vicon ground truth data. We also present results of an end-to-end test using the game, showing feasibility.

  20. Matching shapes with self-intersections: application to leaf classification.

    PubMed

    Mokhtarian, Farzin; Abbasi, Sadegh

    2004-05-01

    We address the problem of two-dimensional (2-D) shape representation and matching in presence of self-intersection for large image databases. This may occur when part of an object is hidden behind another part and results in a darker section in the gray level image of the object. The boundary contour of the object must include the boundary of this part which is entirely inside the outline of the object. The Curvature Scale Space (CSS) image of a shape is a multiscale organization of its inflection points as it is smoothed. The CSS-based shape representation method has been selected for MPEG-7 standardization. We study the effects of contour self-intersection on the Curvature Scale Space image. When there is no self-intersection, the CSS image contains several arch shape contours, each related to a concavity or a convexity of the shape. Self intersections create contours with minima as well as maxima in the CSS image. An efficient shape representation method has been introduced in this paper which describes a shape using the maxima as well as the minima of its CSS contours. This is a natural generalization of the conventional method which only includes the maxima of the CSS image contours. The conventional matching algorithm has also been modified to accommodate the new information about the minima. The method has been successfully used in a real world application to find, for an unknown leaf, similar classes from a database of classified leaf images representing different varieties of chrysanthemum. For many classes of leaves, self-intersection is inevitable during the scanning of the image. Therefore the original contributions of this paper is the generalization of the Curvature Scale Space representation to the class of 2-D contours with self-intersection, and its application to the classification of Chrysanthemum leaves.

  1. Use of active video games to increase physical activity in children: a (virtual) reality?

    PubMed

    Foley, Louise; Maddison, Ralph

    2010-02-01

    There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

  2. Learning semantic histopathological representation for basal cell carcinoma classification

    NASA Astrophysics Data System (ADS)

    Gutiérrez, Ricardo; Rueda, Andrea; Romero, Eduardo

    2013-03-01

    Diagnosis of a histopathology glass slide is a complex process that involves accurate recognition of several structures, their function in the tissue and their relation with other structures. The way in which the pathologist represents the image content and the relations between those objects yields a better and accurate diagnoses. Therefore, an appropriate semantic representation of the image content will be useful in several analysis tasks such as cancer classification, tissue retrieval and histopahological image analysis, among others. Nevertheless, to automatically recognize those structures and extract their inner semantic meaning are still very challenging tasks. In this paper we introduce a new semantic representation that allows to describe histopathological concepts suitable for classification. The approach herein identify local concepts using a dictionary learning approach, i.e., the algorithm learns the most representative atoms from a set of random sampled patches, and then models the spatial relations among them by counting the co-occurrence between atoms, while penalizing the spatial distance. The proposed approach was compared with a bag-of-features representation in a tissue classification task. For this purpose, 240 histological microscopical fields of view, 24 per tissue class, were collected. Those images fed a Support Vector Machine classifier per class, using 120 images as train set and the remaining ones for testing, maintaining the same proportion of each concept in the train and test sets. The obtained classification results, averaged from 100 random partitions of training and test sets, shows that our approach is more sensitive in average than the bag-of-features representation in almost 6%.

  3. [The brain and its representations in early modern Europe].

    PubMed

    Mandressi, Rafael

    2011-01-01

    The history of the representations of the brain is broadly the history of the brain itself, since observations and ideas which concern it are closely linked, and are even depending on each other. These representations are images, but are also materials produced by manipulating, cutting, fixing the brain; they are also the descriptions of these objects. The interpretations, structured by the representations, ultimately organize the knowledge.

  4. Statistical and perceptual updating: correlated impairments in right brain injury.

    PubMed

    Stöttinger, Elisabeth; Filipowicz, Alex; Marandi, Elahe; Quehl, Nadine; Danckert, James; Anderson, Britt

    2014-06-01

    It has been hypothesized that many of the cognitive impairments commonly seen after right brain damage (RBD) can be characterized as a failure to build or update mental models. We (Danckert et al. in Neglect as a disorder of representational updating. NOVA Open Access, New York, 2012a; Cereb Cortex 22:2745-2760, 2012b) were the first to directly assess the association between RBD and updating and found that RBD patients were unable to exploit a strongly biased play strategy in their opponent in the children's game rock, paper, scissors. Given that this game required many other cognitive capacities (i.e., working memory, sustained attention, reward processing), RBD patients could have failed this task for various reasons other than a failure to update. To assess the generality of updating deficits after RBD, we had RBD, left brain-damaged (LBD) patients and healthy controls (HCs) describe line drawings that evolved gradually from one figure (e.g., rabbit) to another (e.g., duck) in addition to the RPS updating task. RBD patients took significantly longer to alter their perceptual report from the initial object to the final object than did LBD patients and HCs. Although both patient groups performed poorly on the RPS task, only the RBD patients showed a significant correlation between the two, very different, updating tasks. We suggest these data indicate a general deficiency in the ability to update mental representations following RBD.

  5. Video gaming in school children: How much is enough?

    PubMed

    Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi

    2016-09-01

    Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.

  6. Variation in External Representations as Part of the Classroom Lecture: An Investigation of Virtual Cell Animations in Introductory Photosynthesis Instruction

    ERIC Educational Resources Information Center

    Goff, Eric E.; Reindl, Katie M.; Johnson, Christina; McClean, Phillip; Offerdahl, Erika G.; Schroeder, Noah L.; White, Alan R.

    2017-01-01

    The use of external representations (ERs) to introduce concepts in undergraduate biology has become increasingly common. Two of the most prevalent are static images and dynamic animations. While previous studies comparing static images and dynamic animations have resulted in somewhat conflicting findings in regards to learning outcomes, the…

  7. 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…

  8. One's own country and familiar places in the mind's eye: different topological representations for navigational and non-navigational contents.

    PubMed

    Boccia, M; Piccardi, L; Palermo, L; Nemmi, F; Sulpizio, V; Galati, G; Guariglia, C

    2014-09-05

    Visual mental imagery is a process that draws on different cognitive abilities and is affected by the contents of mental images. Several studies have demonstrated that different brain areas subtend the mental imagery of navigational and non-navigational contents. Here, we set out to determine whether there are distinct representations for navigational and geographical images. Specifically, we used a Spatial Compatibility Task (SCT) to assess the mental representation of a familiar navigational space (the campus), a familiar geographical space (the map of Italy) and familiar objects (the clock). Twenty-one participants judged whether the vertical or the horizontal arrangement of items was correct. We found that distinct representational strategies were preferred to solve different categories on the SCT, namely, the horizontal perspective for the campus and the vertical perspective for the clock and the map of Italy. Furthermore, we found significant effects due to individual differences in the vividness of mental images and in preferences for verbal versus visual strategies, which selectively affect the contents of mental images. Our results suggest that imagining a familiar navigational space is somewhat different from imagining a familiar geographical space. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  9. Representation of Sound Categories in Auditory Cortical Maps

    ERIC Educational Resources Information Center

    Guenther, Frank H.; Nieto-Castanon, Alfonso; Ghosh, Satrajit S.; Tourville, Jason A.

    2004-01-01

    Functional magnetic resonance imaging (fMRI) was used to investigate the representation of sound categories in human auditory cortex. Experiment 1 investigated the representation of prototypical (good) and nonprototypical (bad) examples of a vowel sound. Listening to prototypical examples of a vowel resulted in less auditory cortical activation…

  10. Think Spatial: The Representation in Mental Rotation Is Nonvisual

    ERIC Educational Resources Information Center

    Liesefeld, Heinrich R.; Zimmer, Hubert D.

    2013-01-01

    For mental rotation, introspection, theories, and interpretations of experimental results imply a certain type of mental representation, namely, visual mental images. Characteristics of the rotated representation can be examined by measuring the influence of stimulus characteristics on rotational speed. If the amount of a given type of information…

  11. Beyond Representation: Exploring Drawing as Part of Children's Meaning-Making

    ERIC Educational Resources Information Center

    Darling-McQuistan, Kirsten

    2017-01-01

    Drawing is an everyday feature of primary school classrooms. All too often however, its role within the classroom is limited to a "representational" one, used to demonstrate the accuracy of children's images and representations of the world. Furthermore, drawings, which most closely "match" objective, dominant perspectives are…

  12. All Numbers Are Not Equal: An Electrophysiological Investigation of Small and Large Number Representations

    ERIC Educational Resources Information Center

    Hyde, Daniel C.; Spelke, Elizabeth S.

    2009-01-01

    Behavioral and brain imaging research indicates that human infants, humans adults, and many nonhuman animals represent large nonsymbolic numbers approximately, discriminating between sets with a ratio limit on accuracy. Some behavioral evidence, especially with human infants, suggests that these representations differ from representations of small…

  13. Blind image deblurring based on trained dictionary and curvelet using sparse representation

    NASA Astrophysics Data System (ADS)

    Feng, Liang; Huang, Qian; Xu, Tingfa; Li, Shao

    2015-04-01

    Motion blur is one of the most significant and common artifacts causing poor image quality in digital photography, in which many factors resulted. In imaging process, if the objects are moving quickly in the scene or the camera moves in the exposure interval, the image of the scene would blur along the direction of relative motion between the camera and the scene, e.g. camera shake, atmospheric turbulence. Recently, sparse representation model has been widely used in signal and image processing, which is an effective method to describe the natural images. In this article, a new deblurring approach based on sparse representation is proposed. An overcomplete dictionary learned from the trained image samples via the KSVD algorithm is designed to represent the latent image. The motion-blur kernel can be treated as a piece-wise smooth function in image domain, whose support is approximately a thin smooth curve, so we employed curvelet to represent the blur kernel. Both of overcomplete dictionary and curvelet system have high sparsity, which improves the robustness to the noise and more satisfies the observer's visual demand. With the two priors, we constructed restoration model of blurred images and succeeded to solve the optimization problem with the help of alternating minimization technique. The experiment results prove the method can preserve the texture of original images and suppress the ring artifacts effectively.

  14. Semantic image segmentation with fused CNN features

    NASA Astrophysics Data System (ADS)

    Geng, Hui-qiang; Zhang, Hua; Xue, Yan-bing; Zhou, Mian; Xu, Guang-ping; Gao, Zan

    2017-09-01

    Semantic image segmentation is a task to predict a category label for every image pixel. The key challenge of it is to design a strong feature representation. In this paper, we fuse the hierarchical convolutional neural network (CNN) features and the region-based features as the feature representation. The hierarchical features contain more global information, while the region-based features contain more local information. The combination of these two kinds of features significantly enhances the feature representation. Then the fused features are used to train a softmax classifier to produce per-pixel label assignment probability. And a fully connected conditional random field (CRF) is used as a post-processing method to improve the labeling consistency. We conduct experiments on SIFT flow dataset. The pixel accuracy and class accuracy are 84.4% and 34.86%, respectively.

  15. Discretion vs. Valor: The Development and Evaluation of a Simulation Game about Being a Believer in the Soviet Union.

    ERIC Educational Resources Information Center

    Blackstone, Barbara

    A study was conducted to determine the effectiveness of "Discretion vs. Valor," a simulation game designed to give North American players a chance to: (1) identify with "believers" (Christians) in the Soviet Union in order to form new images of these persons; (2) gain empathy for Christians by understanding the dilemmas they…

  16. How Not to Strike it Rich: Semantics, Pragmatics, and Semiotics of a Massachusetts Lottery Game Card

    ERIC Educational Resources Information Center

    Butters, Ronald R.

    2004-01-01

    In 2001, the Massachusetts State Lottery Commission released for sale a new "instant lottery ticket" "scratch-and-play" game card named "Caesars [sic] Palace[R]" (played by scratching the surface of each card at designated spots to reveal hidden numbers or images). It offered ten grand prizes of $1,000,000 each and a…

  17. Baby's Gone A-Hunting: "The Hunger Games," "Bully," and Struggling to Grow Up

    ERIC Educational Resources Information Center

    Beck, Bernard

    2013-01-01

    Movies that treat the imagined future and that deal with issues of adolescence coming to adulthood are represented by "The Hunger Games." The role of movies that present a dystopic view of the future in our actual attempts to deal with contemporary adolescence is discussed in this article. The use of images of the future as…

  18. Teach Ourselves: Social Networks for CS Stem Education

    DTIC Science & Technology

    2014-12-01

    with peers. Teach Ourselves includes features that were inspired by recent research on the engaging properties of computer games , including the chance...15 i 1.0 SUMMARY In an online learning community (“ Teach Ourselves...content shared and viewed on the Internet, including text, images, videos and even home-authored games . The ease with which content can now be created

  19. White matter connectivity and Internet gaming disorder

    PubMed Central

    Jeong, Bum Seok; Han, Doug Hyun; Kim, Sun Mi; Lee, Sang Won; Renshaw, Perry F.

    2017-01-01

    Internet use and on-line game play stimulate corticostriatal-limbic circuitry in both healthy subjects and subjects with Internet gaming disorder (IGD). We hypothesized that increased fractional anisotropy (FA) with decreased radial diffusivity (RD) would be observed in IGD subjects, compared with healthy control subjects, and that these white matter indices would be associated with clinical variables including duration of illness and executive function. We screened 181 male patients in order to recruit a large number (n = 58) of IGD subjects without psychiatric co-morbidity as well as 26 male healthy comparison subjects. Multiple diffusion-weighted images were acquired using a 3.0 Tesla magnetic resonance imaging scanner. Tract-based spatial statistics was applied to compare group differences in diffusion tensor imaging (DTI) metrics between IGD and healthy comparison subjects. IGD subjects had increased FA values within forceps minor, right anterior thalamic radiation, right corticospinal tract, right inferior longitudinal fasciculus, right cingulum to hippocampus and right inferior fronto-occipital fasciculus (IFOF) as well as parallel decreases in RD value within forceps minor, right anterior thalamic radiation and IFOF relative to healthy control subjects. In addition, the duration of illness in IGD subjects was positively correlated with the FA values (integrity of white matter fibers) and negatively correlated with RD scores (diffusivity of axonal density) of whole brain white matter. In IGD subjects without psychiatric co-morbidity, our DTI results suggest that increased myelination (increased FA and decreased RD values) in right-sided frontal fiber tracts may be the result of extended game play. PMID:25899390

  20. Neural Basis of Video Gaming: A Systematic Review

    PubMed Central

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies. PMID:28588464

  1. Neural Basis of Video Gaming: A Systematic Review.

    PubMed

    Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  2. Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty

    NASA Astrophysics Data System (ADS)

    Brown, C.; Lall, U.; Siegfried, T.

    2005-12-01

    Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of decision-making a priori to hydrologic realizations and those made a posteriori on alternative allocation mechanisms. Outcomes are evaluated in terms of water productivity, net social benefit and equity. The performance of hydro-climate prediction modeling in each allocation mechanism will be assessed. Finally, year-to-year system performance and feedback pathways are explored. In this way, the system can be adaptively managed toward equitable and efficient water use.

  3. Data analysis and review of radiology services at Glasgow 2014 Commonwealth Games.

    PubMed

    Bethapudi, Sarath; Ritchie, David; Bongale, Santosh; Gordon, Jonny; MacLean, John; Mendl, Liz

    2015-10-01

    Medical services at the Glasgow 2014 Commonwealth Games (CWG) were provided though a purpose-built medical polyclinic, which had a fully equipped radiology department along with other services, set up within the main Games Village. Data analysis of radiology services offered at CWG has not been published before. Imaging services within the polyclinic, Athletes Village, Glasgow 2014 CWG. The aim of the paper is to analyse data on radiological investigations and assess the demand and distribution of workload on imaging services at CWG 2014. Data on radiology investigations at the CWG 2014 was retrieved from the Carestream picture archiving and communication system (PACS) and Pharmasys (CWG official centralised electronic database system) and analysed. Six hundred ninety-seven diagnostic and interventional procedures were performed. Of these 37.9% were magnetic resonance imaging (MRI) scans, 22% were diagnostic ultrasound (US) examinations, 33.1% were radiographs, 4.3% were computed tomography (CT) scans and 2.7% were imaging-guided interventional procedures. 88% of imaging was performed on athletes and the remainder were performed on team officials and workforce. Demand on radiology services gradually picked up through the pre-competition period and peaked half way through the CWG. Radiology played a vital role in the successful provision of medical services at the Glasgow 2014 CWG. High demand on imaging services can be expected at major international sporting events and therefore pre-event planning is vital. Having back-up facilities in case of technical failure should be given due importance when planning radiology services at future CWG events.

  4. Algorithm design for a gun simulator based on image processing

    NASA Astrophysics Data System (ADS)

    Liu, Yu; Wei, Ping; Ke, Jun

    2015-08-01

    In this paper, an algorithm is designed for shooting games under strong background light. Six LEDs are uniformly distributed on the edge of a game machine screen. They are located at the four corners and in the middle of the top and the bottom edges. Three LEDs are enlightened in the odd frames, and the other three are enlightened in the even frames. A simulator is furnished with one camera, which is used to obtain the image of the LEDs by applying inter-frame difference between the even and odd frames. In the resulting images, six LED are six bright spots. To obtain the LEDs' coordinates rapidly, we proposed a method based on the area of the bright spots. After calibrating the camera based on a pinhole model, four equations can be found using the relationship between the image coordinate system and the world coordinate system with perspective transformation. The center point of the image of LEDs is supposed to be at the virtual shooting point. The perspective transformation matrix is applied to the coordinate of the center point. Then we can obtain the virtual shooting point's coordinate in the world coordinate system. When a game player shoots a target about two meters away, using the method discussed in this paper, the calculated coordinate error is less than ten mm. We can obtain 65 coordinate results per second, which meets the requirement of a real-time system. It proves the algorithm is reliable and effective.

  5. 25 CFR 542.13 - What are the minimum internal control standards for gaming machines?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    .... (j) Player tracking system. (1) The following standards apply if a player tracking system is utilized... image on the computer screen; (B) Comparing the customer to image on customer's picture ID; or (C...

  6. 25 CFR 542.13 - What are the minimum internal control standards for gaming machines?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    .... (j) Player tracking system. (1) The following standards apply if a player tracking system is utilized... image on the computer screen; (B) Comparing the customer to image on customer's picture ID; or (C...

  7. 25 CFR 542.13 - What are the minimum internal control standards for gaming machines?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    .... (j) Player tracking system. (1) The following standards apply if a player tracking system is utilized... image on the computer screen; (B) Comparing the customer to image on customer's picture ID; or (C...

  8. 25 CFR 542.13 - What are the minimum internal control standards for gaming machines?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    .... (j) Player tracking system. (1) The following standards apply if a player tracking system is utilized... image on the computer screen; (B) Comparing the customer to image on customer's picture ID; or (C...

  9. 25 CFR 542.13 - What are the minimum internal control standards for gaming machines?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    .... (j) Player tracking system. (1) The following standards apply if a player tracking system is utilized... image on the computer screen; (B) Comparing the customer to image on customer's picture ID; or (C...

  10. High-order statistics of weber local descriptors for image representation.

    PubMed

    Han, Xian-Hua; Chen, Yen-Wei; Xu, Gang

    2015-06-01

    Highly discriminant visual features play a key role in different image classification applications. This study aims to realize a method for extracting highly-discriminant features from images by exploring a robust local descriptor inspired by Weber's law. The investigated local descriptor is based on the fact that human perception for distinguishing a pattern depends not only on the absolute intensity of the stimulus but also on the relative variance of the stimulus. Therefore, we firstly transform the original stimulus (the images in our study) into a differential excitation-domain according to Weber's law, and then explore a local patch, called micro-Texton, in the transformed domain as Weber local descriptor (WLD). Furthermore, we propose to employ a parametric probability process to model the Weber local descriptors, and extract the higher-order statistics to the model parameters for image representation. The proposed strategy can adaptively characterize the WLD space using generative probability model, and then learn the parameters for better fitting the training space, which would lead to more discriminant representation for images. In order to validate the efficiency of the proposed strategy, we apply three different image classification applications including texture, food images and HEp-2 cell pattern recognition, which validates that our proposed strategy has advantages over the state-of-the-art approaches.

  11. Image flows and one-liner graphical image representation.

    PubMed

    Makhervaks, Vadim; Barequet, Gill; Bruckstein, Alfred

    2002-10-01

    This paper introduces a novel graphical image representation consisting of a single curve-the one-liner. The first step of the algorithm involves the detection and ranking of image edges. A new edge exploration technique is used to perform both tasks simultaneously. This process is based on image flows. It uses a gradient vector field and a new operator to explore image edges. Estimation of the derivatives of the image is performed by using local Taylor expansions in conjunction with a weighted least-squares method. This process finds all the possible image edges without any pruning, and collects information that allows the edges found to be prioritized. This enables the most important edges to be selected to form a skeleton of the representation sought. The next step connects the selected edges into one continuous curve-the one-liner. It orders the selected edges and determines the curves connecting them. These two problems are solved separately. Since the abstract graph setting of the first problem is NP-complete, we reduce it to a variant of the traveling salesman problem and compute an approximate solution to it. We solve the second problem by using Dijkstra's shortest-path algorithm. The full software implementation for the entire one-liner determination process is available.

  12. Sparsity-promoting orthogonal dictionary updating for image reconstruction from highly undersampled magnetic resonance data.

    PubMed

    Huang, Jinhong; Guo, Li; Feng, Qianjin; Chen, Wufan; Feng, Yanqiu

    2015-07-21

    Image reconstruction from undersampled k-space data accelerates magnetic resonance imaging (MRI) by exploiting image sparseness in certain transform domains. Employing image patch representation over a learned dictionary has the advantage of being adaptive to local image structures and thus can better sparsify images than using fixed transforms (e.g. wavelets and total variations). Dictionary learning methods have recently been introduced to MRI reconstruction, and these methods demonstrate significantly reduced reconstruction errors compared to sparse MRI reconstruction using fixed transforms. However, the synthesis sparse coding problem in dictionary learning is NP-hard and computationally expensive. In this paper, we present a novel sparsity-promoting orthogonal dictionary updating method for efficient image reconstruction from highly undersampled MRI data. The orthogonality imposed on the learned dictionary enables the minimization problem in the reconstruction to be solved by an efficient optimization algorithm which alternately updates representation coefficients, orthogonal dictionary, and missing k-space data. Moreover, both sparsity level and sparse representation contribution using updated dictionaries gradually increase during iterations to recover more details, assuming the progressively improved quality of the dictionary. Simulation and real data experimental results both demonstrate that the proposed method is approximately 10 to 100 times faster than the K-SVD-based dictionary learning MRI method and simultaneously improves reconstruction accuracy.

  13. Hierarchical Representation Learning for Kinship Verification.

    PubMed

    Kohli, Naman; Vatsa, Mayank; Singh, Richa; Noore, Afzel; Majumdar, Angshul

    2017-01-01

    Kinship verification has a number of applications such as organizing large collections of images and recognizing resemblances among humans. In this paper, first, a human study is conducted to understand the capabilities of human mind and to identify the discriminatory areas of a face that facilitate kinship-cues. The visual stimuli presented to the participants determine their ability to recognize kin relationship using the whole face as well as specific facial regions. The effect of participant gender and age and kin-relation pair of the stimulus is analyzed using quantitative measures such as accuracy, discriminability index d' , and perceptual information entropy. Utilizing the information obtained from the human study, a hierarchical kinship verification via representation learning (KVRL) framework is utilized to learn the representation of different face regions in an unsupervised manner. We propose a novel approach for feature representation termed as filtered contractive deep belief networks (fcDBN). The proposed feature representation encodes relational information present in images using filters and contractive regularization penalty. A compact representation of facial images of kin is extracted as an output from the learned model and a multi-layer neural network is utilized to verify the kin accurately. A new WVU kinship database is created, which consists of multiple images per subject to facilitate kinship verification. The results show that the proposed deep learning framework (KVRL-fcDBN) yields the state-of-the-art kinship verification accuracy on the WVU kinship database and on four existing benchmark data sets. Furthermore, kinship information is used as a soft biometric modality to boost the performance of face verification via product of likelihood ratio and support vector machine based approaches. Using the proposed KVRL-fcDBN framework, an improvement of over 20% is observed in the performance of face verification.

  14. High resolution OCT image generation using super resolution via sparse representation

    NASA Astrophysics Data System (ADS)

    Asif, Muhammad; Akram, Muhammad Usman; Hassan, Taimur; Shaukat, Arslan; Waqar, Razi

    2017-02-01

    In this paper we propose a technique for obtaining a high resolution (HR) image from a single low resolution (LR) image -using joint learning dictionary - on the basis of image statistic research. It suggests that with an appropriate choice of an over-complete dictionary, image patches can be well represented as a sparse linear combination. Medical imaging for clinical analysis and medical intervention is being used for creating visual representations of the interior of a body, as well as visual representation of the function of some organs or tissues (physiology). A number of medical imaging techniques are in use like MRI, CT scan, X-rays and Optical Coherence Tomography (OCT). OCT is one of the new technologies in medical imaging and one of its uses is in ophthalmology where it is being used for analysis of the choroidal thickness in the eyes in healthy and disease states such as age-related macular degeneration, central serous chorioretinopathy, diabetic retinopathy and inherited retinal dystrophies. We have proposed a technique for enhancing the OCT images which can be used for clearly identifying and analyzing the particular diseases. Our method uses dictionary learning technique for generating a high resolution image from a single input LR image. We train two joint dictionaries, one with OCT images and the second with multiple different natural images, and compare the results with previous SR technique. Proposed method for both dictionaries produces HR images which are comparatively superior in quality with the other proposed method of SR. Proposed technique is very effective for noisy OCT images and produces up-sampled and enhanced OCT images.

  15. Representation Elements of Spatial Thinking

    NASA Astrophysics Data System (ADS)

    Fiantika, F. R.

    2017-04-01

    This paper aims to add a reference in revealing spatial thinking. There several definitions of spatial thinking but it is not easy to defining it. We can start to discuss the concept, its basic a forming representation. Initially, the five sense catch the natural phenomenon and forward it to memory for processing. Abstraction plays a role in processing information into a concept. There are two types of representation, namely internal representation and external representation. The internal representation is also known as mental representation; this representation is in the human mind. The external representation may include images, auditory and kinesthetic which can be used to describe, explain and communicate the structure, operation, the function of the object as well as relationships. There are two main elements, representations properties and object relationships. These elements play a role in forming a representation.

  16. Vector-based navigation using grid-like representations in artificial agents.

    PubMed

    Banino, Andrea; Barry, Caswell; Uria, Benigno; Blundell, Charles; Lillicrap, Timothy; Mirowski, Piotr; Pritzel, Alexander; Chadwick, Martin J; Degris, Thomas; Modayil, Joseph; Wayne, Greg; Soyer, Hubert; Viola, Fabio; Zhang, Brian; Goroshin, Ross; Rabinowitz, Neil; Pascanu, Razvan; Beattie, Charlie; Petersen, Stig; Sadik, Amir; Gaffney, Stephen; King, Helen; Kavukcuoglu, Koray; Hassabis, Demis; Hadsell, Raia; Kumaran, Dharshan

    2018-05-01

    Deep neural networks have achieved impressive successes in fields ranging from object recognition to complex games such as Go 1,2 . Navigation, however, remains a substantial challenge for artificial agents, with deep neural networks trained by reinforcement learning 3-5 failing to rival the proficiency of mammalian spatial behaviour, which is underpinned by grid cells in the entorhinal cortex 6 . Grid cells are thought to provide a multi-scale periodic representation that functions as a metric for coding space 7,8 and is critical for integrating self-motion (path integration) 6,7,9 and planning direct trajectories to goals (vector-based navigation) 7,10,11 . Here we set out to leverage the computational functions of grid cells to develop a deep reinforcement learning agent with mammal-like navigational abilities. We first trained a recurrent network to perform path integration, leading to the emergence of representations resembling grid cells, as well as other entorhinal cell types 12 . We then showed that this representation provided an effective basis for an agent to locate goals in challenging, unfamiliar, and changeable environments-optimizing the primary objective of navigation through deep reinforcement learning. The performance of agents endowed with grid-like representations surpassed that of an expert human and comparison agents, with the metric quantities necessary for vector-based navigation derived from grid-like units within the network. Furthermore, grid-like representations enabled agents to conduct shortcut behaviours reminiscent of those performed by mammals. Our findings show that emergent grid-like representations furnish agents with a Euclidean spatial metric and associated vector operations, providing a foundation for proficient navigation. As such, our results support neuroscientific theories that see grid cells as critical for vector-based navigation 7,10,11 , demonstrating that the latter can be combined with path-based strategies to support navigation in challenging environments.

  17. Diagrammatic Representational Constraints of Spatial Scale in Earth-Moon System Astronomy Instruction

    ERIC Educational Resources Information Center

    Taylor, Roger S.; Grundstrom, Erika D.

    2011-01-01

    Given that astronomy heavily relies on visual representations it is especially likely for individuals to assume that instructional materials, such as visual representations of the Earth-Moon system (EMS), would be relatively accurate. However, in our research, we found that images in middle-school textbooks and educational webpages were commonly…

  18. The Use of Digitized Images in Developing Software for Young Children.

    ERIC Educational Resources Information Center

    Wright, June L.

    1992-01-01

    Parents and children interacted with computer-based representations of a park, one with animated picture graphics and one with digitized full motion video. Children who interacted with the digitized representation replayed the program more and showed a stronger cognitive focus on the representation than did the other children. (LB)

  19. From heuristic optimization to dictionary learning: a review and comprehensive comparison of image denoising algorithms.

    PubMed

    Shao, Ling; Yan, Ruomei; Li, Xuelong; Liu, Yan

    2014-07-01

    Image denoising is a well explored topic in the field of image processing. In the past several decades, the progress made in image denoising has benefited from the improved modeling of natural images. In this paper, we introduce a new taxonomy based on image representations for a better understanding of state-of-the-art image denoising techniques. Within each category, several representative algorithms are selected for evaluation and comparison. The experimental results are discussed and analyzed to determine the overall advantages and disadvantages of each category. In general, the nonlocal methods within each category produce better denoising results than local ones. In addition, methods based on overcomplete representations using learned dictionaries perform better than others. The comprehensive study in this paper would serve as a good reference and stimulate new research ideas in image denoising.

  20. Example-Based Image Colorization Using Locality Consistent Sparse Representation.

    PubMed

    Bo Li; Fuchen Zhao; Zhuo Su; Xiangguo Liang; Yu-Kun Lai; Rosin, Paul L

    2017-11-01

    Image colorization aims to produce a natural looking color image from a given gray-scale image, which remains a challenging problem. In this paper, we propose a novel example-based image colorization method exploiting a new locality consistent sparse representation. Given a single reference color image, our method automatically colorizes the target gray-scale image by sparse pursuit. For efficiency and robustness, our method operates at the superpixel level. We extract low-level intensity features, mid-level texture features, and high-level semantic features for each superpixel, which are then concatenated to form its descriptor. The collection of feature vectors for all the superpixels from the reference image composes the dictionary. We formulate colorization of target superpixels as a dictionary-based sparse reconstruction problem. Inspired by the observation that superpixels with similar spatial location and/or feature representation are likely to match spatially close regions from the reference image, we further introduce a locality promoting regularization term into the energy formulation, which substantially improves the matching consistency and subsequent colorization results. Target superpixels are colorized based on the chrominance information from the dominant reference superpixels. Finally, to further improve coherence while preserving sharpness, we develop a new edge-preserving filter for chrominance channels with the guidance from the target gray-scale image. To the best of our knowledge, this is the first work on sparse pursuit image colorization from single reference images. Experimental results demonstrate that our colorization method outperforms the state-of-the-art methods, both visually and quantitatively using a user study.

  1. Accelerated dynamic EPR imaging using fast acquisition and compressive recovery

    NASA Astrophysics Data System (ADS)

    Ahmad, Rizwan; Samouilov, Alexandre; Zweier, Jay L.

    2016-12-01

    Electron paramagnetic resonance (EPR) allows quantitative imaging of tissue redox status, which provides important information about ischemic syndromes, cancer and other pathologies. For continuous wave EPR imaging, however, poor signal-to-noise ratio and low acquisition efficiency limit its ability to image dynamic processes in vivo including tissue redox, where conditions can change rapidly. Here, we present a data acquisition and processing framework that couples fast acquisition with compressive sensing-inspired image recovery to enable EPR-based redox imaging with high spatial and temporal resolutions. The fast acquisition (FA) allows collecting more, albeit noisier, projections in a given scan time. The composite regularization based processing method, called spatio-temporal adaptive recovery (STAR), not only exploits sparsity in multiple representations of the spatio-temporal image but also adaptively adjusts the regularization strength for each representation based on its inherent level of the sparsity. As a result, STAR adjusts to the disparity in the level of sparsity across multiple representations, without introducing any tuning parameter. Our simulation and phantom imaging studies indicate that a combination of fast acquisition and STAR (FASTAR) enables high-fidelity recovery of volumetric image series, with each volumetric image employing less than 10 s of scan. In addition to image fidelity, the time constants derived from FASTAR also match closely to the ground truth even when a small number of projections are used for recovery. This development will enhance the capability of EPR to study fast dynamic processes that cannot be investigated using existing EPR imaging techniques.

  2. Technology and informal education: what is taught, what is learned.

    PubMed

    Greenfield, Patricia M

    2009-01-02

    The informal learning environments of television, video games, and the Internet are producing learners with a new profile of cognitive skills. This profile features widespread and sophisticated development of visual-spatial skills, such as iconic representation and spatial visualization. A pressing social problem is the prevalence of violent video games, leading to desensitization, aggressive behavior, and gender inequity in opportunities to develop visual-spatial skills. Formal education must adapt to these changes, taking advantage of new strengths in visual-spatial intelligence and compensating for new weaknesses in higher-order cognitive processes: abstract vocabulary, mindfulness, reflection, inductive problem solving, critical thinking, and imagination. These develop through the use of an older technology, reading, which, along with audio media such as radio, also stimulates imagination. Informal education therefore requires a balanced media diet using each technology's specific strengths in order to develop a complete profile of cognitive skills.

  3. Using a commodity high-definition television for collaborative structural biology

    PubMed Central

    Yennamalli, Ragothaman; Arangarasan, Raj; Bryden, Aaron; Gleicher, Michael; Phillips, George N.

    2014-01-01

    Visualization of protein structures using stereoscopic systems is frequently needed by structural biologists working to understand a protein’s structure–function relationships. Often several scientists are working as a team and need simultaneous interaction with each other and the graphics representations. Most existing molecular visualization tools support single-user tasks, which are not suitable for a collaborative group. Expensive caves, domes or geowalls have been developed, but the availability and low cost of high-definition televisions (HDTVs) and game controllers in the commodity entertainment market provide an economically attractive option to achieve a collaborative environment. This paper describes a low-cost environment, using standard consumer game controllers and commercially available stereoscopic HDTV monitors with appropriate signal converters for structural biology collaborations employing existing binary distributions of commonly used software packages like Coot, PyMOL, Chimera, VMD, O, Olex2 and others. PMID:24904249

  4. Motivating students' participation in a computer networks course by means of magic, drama and games.

    PubMed

    Hilas, Constantinos S; Politis, Anastasios

    2014-01-01

    The recent economic crisis has forced many universities to cut down expenses by packing students into large lecture groups. The problem with large auditoria is that they discourage dialogue between students and faculty and they burden participation. Adding to this, students in computer science courses usually find the field to be full of theoretical and technical concepts. Lack of understanding leads them to lose interest and / or motivation. Classroom experience shows that the lecturer could employ alternative teaching methods, especially for early-year undergraduate students, in order to grasp their interest and introduce basic concepts. This paper describes some of the approaches that may be used to keep students interested and make them feel comfortable as they comprehend basic concepts in computer networks. The lecturing procedure was enriched with games, magic tricks and dramatic representations. This approach was used experimentally for two semesters and the results were more than encouraging.

  5. Sex equity in French newspaper photographs: A content analysis of 2012 Olympic Games by L'Equipe.

    PubMed

    Delorme, Nicolas; Testard, Nadège

    2015-01-01

    The aim of this article was to examine sex equity in the photographic coverage of the London 2012 Olympic Games by a French sports daily newspaper. A sample of 1073 photographs was collected and analysed. A content analysis was carried out focusing on the number of photographs, the space they cover, their location and position, the type and colour of shot and the sport they depict. A significant under-representation of female athletes' photographs was found. However, contrary to most of previous research in this field, the other quantitative and qualitative variables do not show any differences. Furthermore, a significant positive correlation between the number of photographs for each sport and the number of French medals was found (for women, for men and for the whole sample), suggesting that the photographic coverage of this event is mainly based on the success of French athletes independently of their sex.

  6. What you see is what you get: webcam placement influences perception and social coordination.

    PubMed

    Thomas, Laura E; Pemstein, Daniel

    2015-01-01

    Building on a well-established link between elevation and social power, we demonstrate that-when perceptual information is limited-subtle visual cues can shape people's representations of others and, in turn, alter strategic social behavior. A cue to elevation (unrelated to physical size) provided by the placement of web cameras in a video chat biased individuals' perceptions of a partner's height (Experiment 1) and shaped the extent to which they made decisions in their own self-interest: participants tended to coordinate their behavior in a manner that benefitted the preferences of a partner pictured from a low camera angle during a game of asymmetric coordination (Experiment 2). Our results suggest that people are vulnerable to the influence of a limited viewpoint when forming representations of others in a manner that shapes their strategic choices.

  7. Upper Limb Posture Estimation in Robotic and Virtual Reality-Based Rehabilitation

    PubMed Central

    Cortés, Camilo; Ardanza, Aitor; Molina-Rueda, F.; Cuesta-Gómez, A.; Ruiz, Oscar E.

    2014-01-01

    New motor rehabilitation therapies include virtual reality (VR) and robotic technologies. In limb rehabilitation, limb posture is required to (1) provide a limb realistic representation in VR games and (2) assess the patient improvement. When exoskeleton devices are used in the therapy, the measurements of their joint angles cannot be directly used to represent the posture of the patient limb, since the human and exoskeleton kinematic models differ. In response to this shortcoming, we propose a method to estimate the posture of the human limb attached to the exoskeleton. We use the exoskeleton joint angles measurements and the constraints of the exoskeleton on the limb to estimate the human limb joints angles. This paper presents (a) the mathematical formulation and solution to the problem, (b) the implementation of the proposed solution on a commercial exoskeleton system for the upper limb rehabilitation, (c) its integration into a rehabilitation VR game platform, and (d) the quantitative assessment of the method during elbow and wrist analytic training. Results show that this method properly estimates the limb posture to (i) animate avatars that represent the patient in VR games and (ii) obtain kinematic data for the patient assessment during elbow and wrist analytic rehabilitation. PMID:25110698

  8. Improving Low-dose Cardiac CT Images based on 3D Sparse Representation

    NASA Astrophysics Data System (ADS)

    Shi, Luyao; Hu, Yining; Chen, Yang; Yin, Xindao; Shu, Huazhong; Luo, Limin; Coatrieux, Jean-Louis

    2016-03-01

    Cardiac computed tomography (CCT) is a reliable and accurate tool for diagnosis of coronary artery diseases and is also frequently used in surgery guidance. Low-dose scans should be considered in order to alleviate the harm to patients caused by X-ray radiation. However, low dose CT (LDCT) images tend to be degraded by quantum noise and streak artifacts. In order to improve the cardiac LDCT image quality, a 3D sparse representation-based processing (3D SR) is proposed by exploiting the sparsity and regularity of 3D anatomical features in CCT. The proposed method was evaluated by a clinical study of 14 patients. The performance of the proposed method was compared to the 2D spares representation-based processing (2D SR) and the state-of-the-art noise reduction algorithm BM4D. The visual assessment, quantitative assessment and qualitative assessment results show that the proposed approach can lead to effective noise/artifact suppression and detail preservation. Compared to the other two tested methods, 3D SR method can obtain results with image quality most close to the reference standard dose CT (SDCT) images.

  9. A Representational Approach to Knowledge and Multiple Skill Levels for Broad Classes of Computer Generated Forces

    DTIC Science & Technology

    1997-12-01

    that I’ll turn my attention to that computer game we’ve talked so much about... Dave Van Veldhuizen and Scott Brown (soon-to-be Drs. Van Veldhuizen and...Industry Training Systems Conference. 1988. 37. Van Veldhuizen , D. A. and L. J Hutson. "A Design Methodology for Domain Inde- pendent Computer...proposed by Van Veld- huizen and Hutson (37), extends the general architecture to support both a domain- independent approach to implementing CGFs and

  10. The nucleolus is well-posed

    NASA Astrophysics Data System (ADS)

    Fragnelli, Vito; Patrone, Fioravante; Torre, Anna

    2006-02-01

    The lexicographic order is not representable by a real-valued function, contrary to many other orders or preorders. So, standard tools and results for well-posed minimum problems cannot be used. We prove that under suitable hypotheses it is however possible to guarantee the well-posedness of a lexicographic minimum over a compact or convex set. This result allows us to prove that some game theoretical solution concepts, based on lexicographic order are well-posed: in particular, this is true for the nucleolus.

  11. On a cost functional for H2/H(infinity) minimization

    NASA Technical Reports Server (NTRS)

    Macmartin, Douglas G.; Hall, Steven R.; Mustafa, Denis

    1990-01-01

    A cost functional is proposed and investigated which is motivated by minimizing the energy in a structure using only collocated feedback. Defined for an H(infinity)-norm bounded system, this cost functional also overbounds the H2 cost. Some properties of this cost functional are given, and preliminary results on the procedure for minimizing it are presented. The frequency domain cost functional is shown to have a time domain representation in terms of a Stackelberg non-zero sum differential game.

  12. Decomposition of the optical transfer function: wavefront coding imaging systems

    NASA Astrophysics Data System (ADS)

    Muyo, Gonzalo; Harvey, Andy R.

    2005-10-01

    We describe the mapping of the optical transfer function (OTF) of an incoherent imaging system into a geometrical representation. We show that for defocused traditional and wavefront-coded systems the OTF can be represented as a generalized Cornu spiral. This representation provides a physical insight into the way in which wavefront coding can increase the depth of field of an imaging system and permits analytical quantification of salient OTF parameters, such as the depth of focus, the location of nulls, and amplitude and phase modulation of the wavefront-coding OTF.

  13. Spectral compression algorithms for the analysis of very large multivariate images

    DOEpatents

    Keenan, Michael R.

    2007-10-16

    A method for spectrally compressing data sets enables the efficient analysis of very large multivariate images. The spectral compression algorithm uses a factored representation of the data that can be obtained from Principal Components Analysis or other factorization technique. Furthermore, a block algorithm can be used for performing common operations more efficiently. An image analysis can be performed on the factored representation of the data, using only the most significant factors. The spectral compression algorithm can be combined with a spatial compression algorithm to provide further computational efficiencies.

  14. Incremental Implicit Learning of Bundles of Statistical Patterns

    PubMed Central

    Qian, Ting; Jaeger, T. Florian; Aslin, Richard N.

    2016-01-01

    Forming an accurate representation of a task environment often takes place incrementally as the information relevant to learning the representation only unfolds over time. This incremental nature of learning poses an important problem: it is usually unclear whether a sequence of stimuli consists of only a single pattern, or multiple patterns that are spliced together. In the former case, the learner can directly use each observed stimulus to continuously revise its representation of the task environment. In the latter case, however, the learner must first parse the sequence of stimuli into different bundles, so as to not conflate the multiple patterns. We created a video-game statistical learning paradigm and investigated 1) whether learners without prior knowledge of the existence of multiple “stimulus bundles” — subsequences of stimuli that define locally coherent statistical patterns — could detect their presence in the input, and 2) whether learners are capable of constructing a rich representation that encodes the various statistical patterns associated with bundles. By comparing human learning behavior to the predictions of three computational models, we find evidence that learners can handle both tasks successfully. In addition, we discuss the underlying reasons for why the learning of stimulus bundles occurs even when such behavior may seem irrational. PMID:27639552

  15. Single image interpolation via adaptive nonlocal sparsity-based modeling.

    PubMed

    Romano, Yaniv; Protter, Matan; Elad, Michael

    2014-07-01

    Single image interpolation is a central and extensively studied problem in image processing. A common approach toward the treatment of this problem in recent years is to divide the given image into overlapping patches and process each of them based on a model for natural image patches. Adaptive sparse representation modeling is one such promising image prior, which has been shown to be powerful in filling-in missing pixels in an image. Another force that such algorithms may use is the self-similarity that exists within natural images. Processing groups of related patches together exploits their correspondence, leading often times to improved results. In this paper, we propose a novel image interpolation method, which combines these two forces-nonlocal self-similarities and sparse representation modeling. The proposed method is contrasted with competitive and related algorithms, and demonstrated to achieve state-of-the-art results.

  16. Determining biosonar images using sparse representations.

    PubMed

    Fontaine, Bertrand; Peremans, Herbert

    2009-05-01

    Echolocating bats are thought to be able to create an image of their environment by emitting pulses and analyzing the reflected echoes. In this paper, the theory of sparse representations and its more recent further development into compressed sensing are applied to this biosonar image formation task. Considering the target image representation as sparse allows formulation of this inverse problem as a convex optimization problem for which well defined and efficient solution methods have been established. The resulting technique, referred to as L1-minimization, is applied to simulated data to analyze its performance relative to delay accuracy and delay resolution experiments. This method performs comparably to the coherent receiver for the delay accuracy experiments, is quite robust to noise, and can reconstruct complex target impulse responses as generated by many closely spaced reflectors with different reflection strengths. This same technique, in addition to reconstructing biosonar target images, can be used to simultaneously localize these complex targets by interpreting location cues induced by the bat's head related transfer function. Finally, a tentative explanation is proposed for specific bat behavioral experiments in terms of the properties of target images as reconstructed by the L1-minimization method.

  17. A coarse-to-fine approach for medical hyperspectral image classification with sparse representation

    NASA Astrophysics Data System (ADS)

    Chang, Lan; Zhang, Mengmeng; Li, Wei

    2017-10-01

    A coarse-to-fine approach with sparse representation is proposed for medical hyperspectral image classification in this work. Segmentation technique with different scales is employed to exploit edges of the input image, where coarse super-pixel patches provide global classification information while fine ones further provide detail information. Different from common RGB image, hyperspectral image has multi bands to adjust the cluster center with more high precision. After segmentation, each super pixel is classified by recently-developed sparse representation-based classification (SRC), which assigns label for testing samples in one local patch by means of sparse linear combination of all the training samples. Furthermore, segmentation with multiple scales is employed because single scale is not suitable for complicate distribution of medical hyperspectral imagery. Finally, classification results for different sizes of super pixel are fused by some fusion strategy, offering at least two benefits: (1) the final result is obviously superior to that of segmentation with single scale, and (2) the fusion process significantly simplifies the choice of scales. Experimental results using real medical hyperspectral images demonstrate that the proposed method outperforms the state-of-the-art SRC.

  18. Adaptive structured dictionary learning for image fusion based on group-sparse-representation

    NASA Astrophysics Data System (ADS)

    Yang, Jiajie; Sun, Bin; Luo, Chengwei; Wu, Yuzhong; Xu, Limei

    2018-04-01

    Dictionary learning is the key process of sparse representation which is one of the most widely used image representation theories in image fusion. The existing dictionary learning method does not use the group structure information and the sparse coefficients well. In this paper, we propose a new adaptive structured dictionary learning algorithm and a l1-norm maximum fusion rule that innovatively utilizes grouped sparse coefficients to merge the images. In the dictionary learning algorithm, we do not need prior knowledge about any group structure of the dictionary. By using the characteristics of the dictionary in expressing the signal, our algorithm can automatically find the desired potential structure information that hidden in the dictionary. The fusion rule takes the physical meaning of the group structure dictionary, and makes activity-level judgement on the structure information when the images are being merged. Therefore, the fused image can retain more significant information. Comparisons have been made with several state-of-the-art dictionary learning methods and fusion rules. The experimental results demonstrate that, the dictionary learning algorithm and the fusion rule both outperform others in terms of several objective evaluation metrics.

  19. Classification of multispectral or hyperspectral satellite imagery using clustering of sparse approximations on sparse representations in learned dictionaries obtained using efficient convolutional sparse coding

    DOEpatents

    Moody, Daniela; Wohlberg, Brendt

    2018-01-02

    An approach for land cover classification, seasonal and yearly change detection and monitoring, and identification of changes in man-made features may use a clustering of sparse approximations (CoSA) on sparse representations in learned dictionaries. The learned dictionaries may be derived using efficient convolutional sparse coding to build multispectral or hyperspectral, multiresolution dictionaries that are adapted to regional satellite image data. Sparse image representations of images over the learned dictionaries may be used to perform unsupervised k-means clustering into land cover categories. The clustering process behaves as a classifier in detecting real variability. This approach may combine spectral and spatial textural characteristics to detect geologic, vegetative, hydrologic, and man-made features, as well as changes in these features over time.

  20. Medical Image Retrieval Using Multi-Texton Assignment.

    PubMed

    Tang, Qiling; Yang, Jirong; Xia, Xianfu

    2018-02-01

    In this paper, we present a multi-texton representation method for medical image retrieval, which utilizes the locality constraint to encode each filter bank response within its local-coordinate system consisting of the k nearest neighbors in texton dictionary and subsequently employs spatial pyramid matching technique to implement feature vector representation. Comparison with the traditional nearest neighbor assignment followed by texton histogram statistics method, our strategies reduce the quantization errors in mapping process and add information about the spatial layout of texton distributions and, thus, increase the descriptive power of the image representation. We investigate the effects of different parameters on system performance in order to choose the appropriate ones for our datasets and carry out experiments on the IRMA-2009 medical collection and the mammographic patch dataset. The extensive experimental results demonstrate that the proposed method has superior performance.

  1. The Anterior Insula Tracks Behavioral Entropy during an Interpersonal Competitive Game

    PubMed Central

    Matsumoto, Madoka; Matsumoto, Kenji; Omori, Takashi

    2015-01-01

    In competitive situations, individuals need to adjust their behavioral strategy dynamically in response to their opponent’s behavior. In the present study, we investigated the neural basis of how individuals adjust their strategy during a simple, competitive game of matching pennies. We used entropy as a behavioral index of randomness in decision-making, because maximizing randomness is thought to be an optimal strategy in the game, according to game theory. While undergoing functional magnetic resonance imaging (fMRI), subjects played matching pennies with either a human or computer opponent in each block, although in reality they played the game with the same computer algorithm under both conditions. The winning rate of each block was also manipulated. Both the opponent (human or computer), and the winning rate, independently affected subjects’ block-wise entropy during the game. The fMRI results revealed that activity in the bilateral anterior insula was positively correlated with subjects’ (not opponent’s) behavioral entropy during the game, which indicates that during an interpersonal competitive game, the anterior insula tracked how uncertain subjects’ behavior was, rather than how uncertain subjects felt their opponent's behavior was. Our results suggest that intuitive or automatic processes based on somatic markers may be a key to optimally adjusting behavioral strategies in competitive situations. PMID:26039634

  2. Emotions and cooperation in economic games.

    PubMed

    Haselhuhn, Michael P; Mellers, Barbara A

    2005-04-01

    In this paper, we examine decisions to cooperate in economic games. We investigate which payoffs give players the greatest pleasure and whether the pleasure they feel about payoffs predicts their decisions to cooperate. To do this, we modify the ultimatum and dictator games by asking players to consider a fixed set of offers and report their preferences over all offers. Players also report the pleasure they imagine feeling from each possible payoff. Results show that players differ in the extent to which they derive pleasure from fairness or greediness. They also differ in the extent to which their choices depend on what we call "strategic" and "non-strategic" pleasure. Strategic pleasure is the expected pleasure of offers, whereas non-strategic pleasure is the pleasure of accepted payoffs. Players whose pleasure primarily depends on larger payoffs tend to make fair offers in the ultimatum game and selfish offers in the dictator game. They maximize strategic pleasure in the ultimatum game and non-strategic pleasure in the dictator game. Players who derive greater pleasure from fairness tend to act fairly in both games. These players maximize non-strategic pleasure. Brain imaging studies should address the question of whether the observed differences in pleasure and preference are systematically linked to differences in neurological activation.

  3. Digital and optical shape representation and pattern recognition; Proceedings of the Meeting, Orlando, FL, Apr. 4-6, 1988

    NASA Technical Reports Server (NTRS)

    Juday, Richard D. (Editor)

    1988-01-01

    The present conference discusses topics in pattern-recognition correlator architectures, digital stereo systems, geometric image transformations and their applications, topics in pattern recognition, filter algorithms, object detection and classification, shape representation techniques, and model-based object recognition methods. Attention is given to edge-enhancement preprocessing using liquid crystal TVs, massively-parallel optical data base management, three-dimensional sensing with polar exponential sensor arrays, the optical processing of imaging spectrometer data, hybrid associative memories and metric data models, the representation of shape primitives in neural networks, and the Monte Carlo estimation of moment invariants for pattern recognition.

  4. Mental Imagery Scale: a new measurement tool to assess structural features of mental representations

    NASA Astrophysics Data System (ADS)

    D'Ercole, Martina; Castelli, Paolo; Giannini, Anna Maria; Sbrilli, Antonella

    2010-05-01

    Mental imagery is a quasi-perceptual experience which resembles perceptual experience, but occurring without (appropriate) external stimuli. It is a form of mental representation and is often considered centrally involved in visuo-spatial reasoning and inventive and creative thought. Although imagery ability is assumed to be functionally independent of verbal systems, it is still considered to interact with verbal representations, enabling objects to be named and names to evoke images. In literature, most measurement tools for evaluating imagery capacity are self-report instruments focusing on differences in individuals. In the present work, we applied a Mental Imagery Scale (MIS) to mental images derived from verbal descriptions in order to assess the structural features of such mental representations. This is a key theme for those disciplines which need to turn objects and representations into words and vice versa, such as art or architectural didactics. To this aim, an MIS questionnaire was administered to 262 participants. The questionnaire, originally consisting of a 33-item 5-step Likert scale, was reduced to 28 items covering six areas: (1) Image Formation Speed, (2) Permanence/Stability, (3) Dimensions, (4) Level of Detail/Grain, (5) Distance and (6) Depth of Field or Perspective. Factor analysis confirmed our six-factor hypothesis underlying the 28 items.

  5. Feasibility, design and conduct of a pragmatic randomized controlled trial to reduce overweight and obesity in children: The electronic games to aid motivation to exercise (eGAME) study

    PubMed Central

    Maddison, Ralph; Foley, Louise; Ni Mhurchu, Cliona; Jull, Andrew; Jiang, Yannan; Prapavessis, Harry; Rodgers, Anthony; Vander Hoorn, Stephen; Hohepa, Maea; Schaaf, David

    2009-01-01

    Background Childhood obesity has reached epidemic proportions in developed countries. Sedentary screen-based activities such as video gaming are thought to displace active behaviors and are independently associated with obesity. Active video games, where players physically interact with images onscreen, may have utility as a novel intervention to increase physical activity and improve body composition in children. The aim of the Electronic Games to Aid Motivation to Exercise (eGAME) study is to determine the effects of an active video game intervention over 6 months on: body mass index (BMI), percent body fat, waist circumference, cardio-respiratory fitness, and physical activity levels in overweight children. Methods/Design Three hundred and thirty participants aged 10–14 years will be randomized to receive either an active video game upgrade package or to a control group (no intervention). Discussion An overview of the eGAME study is presented, providing an example of a large, pragmatic randomized controlled trial in a community setting. Reflection is offered on key issues encountered during the course of the study. In particular, investigation into the feasibility of the proposed intervention, as well as robust testing of proposed study procedures is a critical step prior to implementation of a large-scale trial. Trial registration Australian New Zealand Clinical Trials Registry ACTRN12607000632493 PMID:19450288

  6. Cross-Modal Retrieval With CNN Visual Features: A New Baseline.

    PubMed

    Wei, Yunchao; Zhao, Yao; Lu, Canyi; Wei, Shikui; Liu, Luoqi; Zhu, Zhenfeng; Yan, Shuicheng

    2017-02-01

    Recently, convolutional neural network (CNN) visual features have demonstrated their powerful ability as a universal representation for various recognition tasks. In this paper, cross-modal retrieval with CNN visual features is implemented with several classic methods. Specifically, off-the-shelf CNN visual features are extracted from the CNN model, which is pretrained on ImageNet with more than one million images from 1000 object categories, as a generic image representation to tackle cross-modal retrieval. To further enhance the representational ability of CNN visual features, based on the pretrained CNN model on ImageNet, a fine-tuning step is performed by using the open source Caffe CNN library for each target data set. Besides, we propose a deep semantic matching method to address the cross-modal retrieval problem with respect to samples which are annotated with one or multiple labels. Extensive experiments on five popular publicly available data sets well demonstrate the superiority of CNN visual features for cross-modal retrieval.

  7. Face recognition using tridiagonal matrix enhanced multivariance products representation

    NASA Astrophysics Data System (ADS)

    Ã-zay, Evrim Korkmaz

    2017-01-01

    This study aims to retrieve face images from a database according to a target face image. For this purpose, Tridiagonal Matrix Enhanced Multivariance Products Representation (TMEMPR) is taken into consideration. TMEMPR is a recursive algorithm based on Enhanced Multivariance Products Representation (EMPR). TMEMPR decomposes a matrix into three components which are a matrix of left support terms, a tridiagonal matrix of weight parameters for each recursion, and a matrix of right support terms, respectively. In this sense, there is an analogy between Singular Value Decomposition (SVD) and TMEMPR. However TMEMPR is a more flexible algorithm since its initial support terms (or vectors) can be chosen as desired. Low computational complexity is another advantage of TMEMPR because the algorithm has been constructed with recursions of certain arithmetic operations without requiring any iteration. The algorithm has been trained and tested with ORL face image database with 400 different grayscale images of 40 different people. TMEMPR's performance has been compared with SVD's performance as a result.

  8. Neural contributions to flow experience during video game playing.

    PubMed

    Klasen, Martin; Weber, René; Kircher, Tilo T J; Mathiak, Krystyna A; Mathiak, Klaus

    2012-04-01

    Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.

  9. Neural contributions to flow experience during video game playing

    PubMed Central

    Weber, René; Kircher, Tilo T. J.; Mathiak, Krystyna A.; Mathiak, Klaus

    2012-01-01

    Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed—at least partially—by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment. PMID:21596764

  10. Subliminal access to abstract face representations does not rely on attention.

    PubMed

    Harry, Bronson; Davis, Chris; Kim, Jeesun

    2012-03-01

    The present study used masked repetition priming to examine whether face representations can be accessed without attention. Two experiments using a face recognition task (fame judgement) presented masked repetition and control primes in spatially unattended locations prior to target onset. Experiment 1 (n=20) used the same images as primes and as targets and Experiment 2 (n=17) used different images of the same individual as primes and targets. Repetition priming was observed across both experiments regardless of whether spatial attention was cued to the location of the prime. Priming occurred for both famous and non-famous targets in Experiment 1 but was only reliable for famous targets in Experiment 2, suggesting that priming in Experiment 1 indexed access to view-specific representations whereas priming in Experiment 2 indexed access to view-invariant, abstract representations. Overall, the results indicate that subliminal access to abstract face representations does not rely on attention. Copyright © 2011 Elsevier Inc. All rights reserved.

  11. Human inferior colliculus activity relates to individual differences in spoken language learning.

    PubMed

    Chandrasekaran, Bharath; Kraus, Nina; Wong, Patrick C M

    2012-03-01

    A challenge to learning words of a foreign language is encoding nonnative phonemes, a process typically attributed to cortical circuitry. Using multimodal imaging methods [functional magnetic resonance imaging-adaptation (fMRI-A) and auditory brain stem responses (ABR)], we examined the extent to which pretraining pitch encoding in the inferior colliculus (IC), a primary midbrain structure, related to individual variability in learning to successfully use nonnative pitch patterns to distinguish words in American English-speaking adults. fMRI-A indexed the efficiency of pitch representation localized to the IC, whereas ABR quantified midbrain pitch-related activity with millisecond precision. In line with neural "sharpening" models, we found that efficient IC pitch pattern representation (indexed by fMRI) related to superior neural representation of pitch patterns (indexed by ABR), and consequently more successful word learning following sound-to-meaning training. Our results establish a critical role for the IC in speech-sound representation, consistent with the established role for the IC in the representation of communication signals in other animal models.

  12. Games As Educational Tools in eARTh Science: MAREOPOLI and THE ENERGY CHALLENGE.

    NASA Astrophysics Data System (ADS)

    Garvani, Sara; Locritani, Marina; di Laura, Francesca; Stroobant, Mascha; Merlino, Silvia

    2017-04-01

    Research and researchers do have an important role in sustainable green and blue economy. It is also clear that outreach activities are fundamental to improve societal perception of Science past and present results and future insights or consequences and that is primary to change people's mentality. This is one of the main goals of the Scientific Dissemination Group (SDG) "La Spezia Gulf of Science", made up by Research Centres, Schools and Cultural associations located in La Spezia (Liguria, Italy). However, communicating scientific results means also improving educational methods: introducing tight relationship with artists (especially graphic designers), can produce unusual approaches and translate concepts in images which everyone can understand also under an emotional point of view. Images have a fundamental role for understanding and learning simple and less simple concepts, for example general public and high School students can be reached by interactive conferences with live speed painting (Locritani et al., 2016), and kids can be involved in interactive games. And games, especially, can reduce learning curves, since playing itself creates a natural forum for exchanging ideas and reflecting on natural phenomena and human impacts outside of class hours. Games, and the entertainment value of play, have the ability to teach and transform (Gobet et al., 2004). In this work we'll present two different games that raised from the collaboration between researchers and artists: MAREOPOLI and THE ENERGY CHALLENGE. MAREOPOLI (The City of Tides) is a simplified adaptation of the famous board game Monopoly, and consist of 36 spaces: 16 important historical and coastal cities having relevant tide phenomena, 8 Unexpected Events spaces (questions are asked on Modern Oceanography), 8 Curious Facts spaces (players receive information on historical records) and 4 corner squares: GO, (Blocked) in Limestone Grotto/Just Visiting, Free Beach Club, and Go to Limestone Grotto. Players move around the game-board attempting to take control of all 16 cities, with the goal of acquiring information about scientific facts related to tides, climate change and historical oceanographic records. A city is conquered by answering correctly to specific questions. THE ENERGY CHALLENGE (Bussei et al., 2002) is a role-playing game aimed to explain concepts related to energy and one of the deliverables of the FP6 project WESPA (2002-SCIENCEANDSOCIETY-2). It makes use of appealing playing cards that, through eye-catching images, exemplify the different forms and sources of energy and its transformation processes. The game has very simple rules and has been designed as an educational team game, to be used especially in schools, both primary and secondary. Players are organized in two teams, according to their assigned cards, and have to choose a game strategy that optimizes the available resources, their use and the general environmental sustainability. References Locritani, M., Stroobant, M., Talamoni R., Merlino, S., Guccinelli, G., Benvenuti, L., Zatta, C., Stricker, F., Zappa, F., and Sgherri, M. 2016. Re-evaluating Science and Technology through the lens of Arts and Graphic Design. A case study in La Spezia. (2006) In: Proceedings of European Geosciences Union General Assembly. Wien: EGU 2016, April 17-22. Vol. 18, EGU2016-4740-3. Bussei P., Bianucci M., Fieschi R., Gambarelli L., Mantovani C., Merlino S. (2007) "WESPA, a multilingual European Project for teaching Energy and Semiconductors concepts using interactive approaches", Journal of Materials Educations, 29 (3-4), 233 (2007). Gobet, F., Retschitzki, J., & de Voogt, A. (2004). Moves in mind: The psychology of board games. Psychology Press.

  13. Effects of video game playing on cerebral blood flow in young adults: a SPECT study.

    PubMed

    Chou, Yuan-Hwa; Yang, Bang-Hung; Hsu, Ju-Wei; Wang, Shyh-Jen; Lin, Chun-Lung; Huang, Kai-Lin; Chien Chang, Alice; Lee, Shin-Min

    2013-04-30

    To study the impact of video game playing on the human brain, the effects of two video games playing on cerebral blood flow (CBF) in young adults were determined. Thirty healthy subjects comprising 18 males and 12 females who were familiar with video game playing were recruited. Each subject underwent three sessions of single photon emission computed tomography (SPECT) with a bolus injection of 20 mCi (99m)Tc ECD IV to measure their CBF. The first measurement was performed as baseline, the second and third measurements were performed after playing two different video games for 30 min, respectively. Statistic parametric mapping (SPM2) with Matlab 6.5 implemented on a personal computer was used for image analysis. CBF was significantly decreased in the prefrontal cortex and significantly increased in the temporal and occipital cortices after both video games playing. Furthermore, decreased CBF in the anterior cingulate cortex (ACC) which was significantly correlated with the number of killed characters was found after the violent game playing. The major finding of hypo-perfusion in prefrontal regions after video game playing is consistent with a previous study showing reduced or abnormal prefrontal cortex functions after video game playing. The second finding of decreased CBF in the ACC after playing the violent video game provides support for a previous hypothesis that the ACC might play a role in regulating violent behavior. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  14. Representation, Modeling and Recognition of Outdoor Scenes

    DTIC Science & Technology

    1994-04-01

    B. C. Vemuri and R . Malladi . Deformable models: Canonical parameters for surface representation and multiple view integration. In Conference on...or a high disparity gradient. If both L- R and R -L disparity images are made available, then mirror images of this pattern may be sought in the two...et at., 1991, Terzopoulos and Vasilescu, 1991, Vemuri and Malladi , 1991], parameterized surfaces [Stokely and Wu, 1992, Lowe, 1991], local surfaces

  15. Learning object-to-class kernels for scene classification.

    PubMed

    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.

  16. [Medication advertisements in the illustrated press and the image of Brazilian nurses (1920-1925)].

    PubMed

    Porto, Fernando; Santos, Tânia Cristina Franco

    2010-09-01

    This is a historical and social study about the symbolic effect of medication advertisements presented by women using object representations used by nurses, featured on Fon-Fon Magazine, which describes the medication advertisements featured on Fon-Fon Magazine; analyzes the object representations of the nurse image present in the referred advertisements and discusses on the symbolic effect of those representations on the consumption of medication by the Brazilian society. The document sources were in print, iconographic and literature referring to the History of Brazil, the Press, Advertising and of Nursing. The medication advertisements, analyzed using an analysis matrix based on concepts of semiotics, were obtained from the Fon-Fon Magazine. The study showed that the analyzed advertisements invested in object representations used by nurses to gain reliability regarding the medication being announced.

  17. Interactive stereo games to improve vision in children with amblyopia using dichoptic stimulation

    NASA Astrophysics Data System (ADS)

    Herbison, Nicola; Ash, Isabel M.; MacKeith, Daisy; Vivian, Anthony; Purdy, Jonathan H.; Fakis, Apostolos; Cobb, Sue V.; Hepburn, Trish; Eastgate, Richard M.; Gregson, Richard M.; Foss, Alexander J. E.

    2015-03-01

    Amblyopia is a common condition affecting 2% of all children and traditional treatment consists of either wearing a patch or penalisation. We have developed a treatment using stereo technology, not to provide a 3D image but to allow dichoptic stimulation. This involves presenting an image with the same background to both eyes but with features of interest removed from the image presented to the normal eye with the aim to preferentially stimulated visual development in the amblyopic, or lazy, eye. Our system, called I-BiT can use either a game or a video (DVD) source as input. Pilot studies show that this treatment is effective with short treatment times and has proceeded to randomised controlled clinical trial. The early indications are that the treatment has a high degree of acceptability and corresponding good compliance.

  18. Coherent multiscale image processing using dual-tree quaternion wavelets.

    PubMed

    Chan, Wai Lam; Choi, Hyeokho; Baraniuk, Richard G

    2008-07-01

    The dual-tree quaternion wavelet transform (QWT) is a new multiscale analysis tool for geometric image features. The QWT is a near shift-invariant tight frame representation whose coefficients sport a magnitude and three phases: two phases encode local image shifts while the third contains image texture information. The QWT is based on an alternative theory for the 2-D Hilbert transform and can be computed using a dual-tree filter bank with linear computational complexity. To demonstrate the properties of the QWT's coherent magnitude/phase representation, we develop an efficient and accurate procedure for estimating the local geometrical structure of an image. We also develop a new multiscale algorithm for estimating the disparity between a pair of images that is promising for image registration and flow estimation applications. The algorithm features multiscale phase unwrapping, linear complexity, and sub-pixel estimation accuracy.

  19. Preliminary Work for Examining the Scalability of Reinforcement Learning

    NASA Technical Reports Server (NTRS)

    Clouse, Jeff

    1998-01-01

    Researchers began studying automated agents that learn to perform multiple-step tasks early in the history of artificial intelligence (Samuel, 1963; Samuel, 1967; Waterman, 1970; Fikes, Hart & Nilsonn, 1972). Multiple-step tasks are tasks that can only be solved via a sequence of decisions, such as control problems, robotics problems, classic problem-solving, and game-playing. The objective of agents attempting to learn such tasks is to use the resources they have available in order to become more proficient at the tasks. In particular, each agent attempts to develop a good policy, a mapping from states to actions, that allows it to select actions that optimize a measure of its performance on the task; for example, reducing the number of steps necessary to complete the task successfully. Our study focuses on reinforcement learning, a set of learning techniques where the learner performs trial-and-error experiments in the task and adapts its policy based on the outcome of those experiments. Much of the work in reinforcement learning has focused on a particular, simple representation, where every problem state is represented explicitly in a table, and associated with each state are the actions that can be chosen in that state. A major advantage of this table lookup representation is that one can prove that certain reinforcement learning techniques will develop an optimal policy for the current task. The drawback is that the representation limits the application of reinforcement learning to multiple-step tasks with relatively small state-spaces. There has been a little theoretical work that proves that convergence to optimal solutions can be obtained when using generalization structures, but the structures are quite simple. The theory says little about complex structures, such as multi-layer, feedforward artificial neural networks (Rumelhart & McClelland, 1986), but empirical results indicate that the use of reinforcement learning with such structures is promising. These empirical results make no theoretical claims, nor compare the policies produced to optimal policies. A goal of our work is to be able to make the comparison between an optimal policy and one stored in an artificial neural network. A difficulty of performing such a study is finding a multiple-step task that is small enough that one can find an optimal policy using table lookup, yet large enough that, for practical purposes, an artificial neural network is really required. We have identified a limited form of the game OTHELLO as satisfying these requirements. The work we report here is in the very preliminary stages of research, but this paper provides background for the problem being studied and a description of our initial approach to examining the problem. In the remainder of this paper, we first describe reinforcement learning in more detail. Next, we present the game OTHELLO. Finally we argue that a restricted form of the game meets the requirements of our study, and describe our preliminary approach to finding an optimal solution to the problem.

  20. The effect of viewing a virtual environment through a head-mounted display on balance.

    PubMed

    Robert, Maxime T; Ballaz, Laurent; Lemay, Martin

    2016-07-01

    In the next few years, several head-mounted displays (HMD) will be publicly released making virtual reality more accessible. HMD are expected to be widely popular at home for gaming but also in clinical settings, notably for training and rehabilitation. HMD can be used in both seated and standing positions; however, presently, the impact of HMD on balance remains largely unknown. It is therefore crucial to examine the impact of viewing a virtual environment through a HMD on standing balance. To compare static and dynamic balance in a virtual environment perceived through a HMD and the physical environment. The visual representation of the virtual environment was based on filmed image of the physical environment and was therefore highly similar. This is an observational study in healthy adults. No significant difference was observed between the two environments for static balance. However, dynamic balance was more perturbed in the virtual environment when compared to that of the physical environment. HMD should be used with caution because of its detrimental impact on dynamic balance. Sensorimotor conflict possibly explains the impact of HMD on balance. Copyright © 2016 Elsevier B.V. All rights reserved.

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