105,593 research outputs found
Do you see what I see? Co-actor posture modulates visual processing in joint tasks
Interacting with other people is a ubiquitous part of daily life. A complex set of processes enable our successful interactions with others. The present research was conducted to investigate how the processing of visual stimuli may be affected by the presence and the hand posture of a co-actor. Experiments conducted with participants acting alone have revealed that the distance from the stimulus to the hand of a participant can alter visual processing. In the main experiment of the present paper, we asked whether this posture-related source of visual bias persists when participants share the task with another person. The effect of personal and co-actor hand-proximity on visual processing was assessed through object-specific benefits to visual recognition in a task performed by two co-actors. Pairs of participants completed a joint visual recognition task and, across different blocks of trials, the position of their own hands and of their partner's hands varied relative to the stimuli. In contrast to control studies conducted with participants acting alone, an object-specific recognition benefit was found across all hand location conditions. These data suggest that visual processing is, in some cases, sensitive to the posture of a co-actor
Exploiting the user interaction context for automatic task detection
Detecting the task a user is performing on her computer desktop is important for providing her with contextualized and personalized support. Some recent approaches propose to perform automatic user task detection by means of classifiers using captured user context data. In this paper we improve on that by using an ontology-based user interaction context model that can be automatically populated by (i) capturing simple user interaction events on the computer desktop and (ii) applying rule-based and information extraction mechanisms. We present evaluation results from a large user study we have carried out in a knowledge-intensive business environment, showing that our ontology-based approach provides new contextual features yielding good task detection performance. We also argue that good results can be achieved by training task classifiers `online' on user context data gathered in laboratory settings. Finally, we isolate a combination of contextual features that present a significantly better discriminative power than classical ones
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149â164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
Cortical Synchronization and Perceptual Framing
How does the brain group together different parts of an object into a coherent visual object representation? Different parts of an object may be processed by the brain at different rates and may thus become desynchronized. Perceptual framing is a process that resynchronizes cortical activities corresponding to the same retinal object. A neural network model is presented that is able to rapidly resynchronize clesynchronized neural activities. The model provides a link between perceptual and brain data. Model properties quantitatively simulate perceptual framing data, including psychophysical data about temporal order judgments and the reduction of threshold contrast as a function of stimulus length. Such a model has earlier been used to explain data about illusory contour formation, texture segregation, shape-from-shading, 3-D vision, and cortical receptive fields. The model hereby shows how many data may be understood as manifestations of a cortical grouping process that can rapidly resynchronize image parts which belong together in visual object representations. The model exhibits better synchronization in the presence of noise than without noise, a type of stochastic resonance, and synchronizes robustly when cells that represent different stimulus orientations compete. These properties arise when fast long-range cooperation and slow short-range competition interact via nonlinear feedback interactions with cells that obey shunting equations.Office of Naval Research (N00014-92-J-1309, N00014-95-I-0409, N00014-95-I-0657, N00014-92-J-4015); Air Force Office of Scientific Research (F49620-92-J-0334, F49620-92-J-0225)
Occlusion resistant learning of intuitive physics from videos
To reach human performance on complex tasks, a key ability for artificial
systems is to understand physical interactions between objects, and predict
future outcomes of a situation. This ability, often referred to as intuitive
physics, has recently received attention and several methods were proposed to
learn these physical rules from video sequences. Yet, most of these methods are
restricted to the case where no, or only limited, occlusions occur. In this
work we propose a probabilistic formulation of learning intuitive physics in 3D
scenes with significant inter-object occlusions. In our formulation, object
positions are modeled as latent variables enabling the reconstruction of the
scene. We then propose a series of approximations that make this problem
tractable. Object proposals are linked across frames using a combination of a
recurrent interaction network, modeling the physics in object space, and a
compositional renderer, modeling the way in which objects project onto pixel
space. We demonstrate significant improvements over state-of-the-art in the
intuitive physics benchmark of IntPhys. We apply our method to a second dataset
with increasing levels of occlusions, showing it realistically predicts
segmentation masks up to 30 frames in the future. Finally, we also show results
on predicting motion of objects in real videos
The future of technology enhanced active learning â a roadmap
The notion of active learning refers to the active involvement of learner in the learning process,
capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap,
the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a
best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap
Architecture for Provenance Systems
This document covers the logical and process architectures of provenance systems. The logical architecture identifies key roles and their interactions, whereas the process architecture discusses distribution and security. A fundamental aspect of our presentation is its technology-independent nature, which makes it reusable: the principles that are exposed in this document may be applied to different technologies
Do (and say) as I say: Linguistic adaptation in human-computer dialogs
© Theodora Koulouri, Stanislao Lauria, and Robert D. Macredie. This article has been made available through the Brunel Open Access Publishing Fund.There is strong research evidence showing that people naturally align to each otherâs vocabulary, sentence structure, and acoustic features in dialog, yet little is known about how the alignment mechanism operates in the interaction between users and computer systems let alone how it may be exploited to improve the efficiency of the interaction. This article provides an account of lexical alignment in humanâcomputer dialogs, based on empirical data collected in a simulated humanâcomputer interaction scenario. The results indicate that alignment is present, resulting in the gradual reduction and stabilization of the vocabulary-in-use, and that it is also reciprocal. Further, the results suggest that when system and user errors occur, the development of alignment is temporarily disrupted and users tend to introduce novel words to the dialog. The results also indicate that alignment in humanâcomputer interaction may have a strong strategic component and is used as a resource to compensate for less optimal (visually impoverished) interaction conditions. Moreover, lower alignment is associated with less successful interaction, as measured by user perceptions. The article distills the results of the study into design recommendations for humanâcomputer dialog systems and uses them to outline a model of dialog management that supports and exploits alignment through mechanisms for in-use adaptation of the systemâs grammar and lexicon
- âŠ