5,411 research outputs found

    HoME: a Household Multimodal Environment

    Full text link
    We introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting.Comment: Presented at NIPS 2017's Visually-Grounded Interaction and Language Worksho

    Virtual reality as an educational tool in interior architecture

    Get PDF
    Ankara : The Department of Interior Architecture and Environmental Design and the Institute of Fine Arts of Bilkent Univ., 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation process. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.Aktaş, OrkunM.S

    A white paper: NASA virtual environment research, applications, and technology

    Get PDF
    Research support for Virtual Environment technology development has been a part of NASA's human factors research program since 1985. Under the auspices of the Office of Aeronautics and Space Technology (OAST), initial funding was provided to the Aerospace Human Factors Research Division, Ames Research Center, which resulted in the origination of this technology. Since 1985, other Centers have begun using and developing this technology. At each research and space flight center, NASA missions have been major drivers of the technology. This White Paper was the joint effort of all the Centers which have been involved in the development of technology and its applications to their unique missions. Appendix A is the list of those who have worked to prepare the document, directed by Dr. Cynthia H. Null, Ames Research Center, and Dr. James P. Jenkins, NASA Headquarters. This White Paper describes the technology and its applications in NASA Centers (Chapters 1, 2 and 3), the potential roles it can take in NASA (Chapters 4 and 5), and a roadmap of the next 5 years (FY 1994-1998). The audience for this White Paper consists of managers, engineers, scientists and the general public with an interest in Virtual Environment technology. Those who read the paper will determine whether this roadmap, or others, are to be followed

    Breaking the 64 spatialized sources barrier

    Get PDF
    International audienceSpatialized soundtracks and sound-effects are standard elements of today's video games. However, although 3D audio modeling and content creation tools (e.g., Creative Lab's EAGLE [4]) provide some help to game audio designers, the number of available 3D audio hardware channels remains limited, usually ranging from 16 to 64 in the best case. While one can wonder whether more hardware channels are actually required, it is clear that large numbers of spatialized sources might be needed to render a realistic environment. This problem becomes even more significant if extended sound sources are to be simulated: think of a train for instance, which is far too long to represented as a point source. Since current hardware and APIs implement only point-source models or limited extended source models [2,3,5], a large number of such sources would be required to achieve a realistic effect (view Example1). Finally, 3D-audio channels might also be used for restitution-independent representation of surround music tracks, leaving the generation of the final mix to the audio rendering API but requiring the programmer to assign some of the precious 3D channels to the soundtrack. Also, dynamic allocation schemes currently available in game APIs (e.g. Direct Sound 3D [2]) remain very basic. As a result, game audio designers and developers have to spend a lot of effort to best-map the potentially large number of sources to the limited number of channels. In this paper, we provide some answers to this problem by reviewing and introducing several automatic techniques to achieve efficient hardware mapping of complex dynamic audio scenes in the context of currently available hardware resources

    Summary statistics in auditory perception

    Get PDF
    Sensory signals are transduced at high resolution, but their structure must be stored in a more compact format. Here we provide evidence that the auditory system summarizes the temporal details of sounds using time-averaged statistics. We measured discrimination of 'sound textures' that were characterized by particular statistical properties, as normally result from the superposition of many acoustic features in auditory scenes. When listeners discriminated examples of different textures, performance improved with excerpt duration. In contrast, when listeners discriminated different examples of the same texture, performance declined with duration, a paradoxical result given that the information available for discrimination grows with duration. These results indicate that once these sounds are of moderate length, the brain's representation is limited to time-averaged statistics, which, for different examples of the same texture, converge to the same values with increasing duration. Such statistical representations produce good categorical discrimination, but limit the ability to discern temporal detail.Howard Hughes Medical Institut
    corecore