2,560 research outputs found

    Change blindness: eradication of gestalt strategies

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    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 43149–164]. 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

    Science of Facial Attractiveness

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    Varieties of Attractiveness and their Brain Responses

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    A survey of visual preprocessing and shape representation techniques

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    Many recent theories and methods proposed for visual preprocessing and shape representation are summarized. The survey brings together research from the fields of biology, psychology, computer science, electrical engineering, and most recently, neural networks. It was motivated by the need to preprocess images for a sparse distributed memory (SDM), but the techniques presented may also prove useful for applying other associative memories to visual pattern recognition. The material of this survey is divided into three sections: an overview of biological visual processing; methods of preprocessing (extracting parts of shape, texture, motion, and depth); and shape representation and recognition (form invariance, primitives and structural descriptions, and theories of attention)

    A Virtual Testbed for Fish-Tank Virtual Reality: Improving Calibration with a Virtual-in-Virtual Display

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    With the development of novel calibration techniques for multimedia projectors and curved projection surfaces, volumetric 3D displays are becoming easier and more affordable to build. The basic requirements include a display shape that defines the volume (e.g. a sphere, cylinder, or cuboid) and a tracking system to provide each user's location for the perspective corrected rendering. When coupled with modern graphics cards, these displays are capable of high resolution, low latency, high frame rate, and even stereoscopic rendering; however, like many previous studies have shown, every component must be precisely calibrated for a compelling 3D effect. While human perceptual requirements have been extensively studied for head-tracked displays, most studies featured seated users in front of a flat display. It remains unclear if results from these flat display studies are applicable to newer, walk-around displays with enclosed or curved shapes. To investigate these issues, we developed a virtual testbed for volumetric head-tracked displays that can measure calibration accuracy of the entire system in real-time. We used this testbed to investigate visual distortions of prototype curved displays, improve existing calibration techniques, study the importance of stereo to performance and perception, and validate perceptual calibration with novice users. Our experiments show that stereo is important for task performance, but requires more accurate calibration, and that novice users can make effective use of perceptual calibration tools. We also propose a novel, real-time calibration method that can be used to fine-tune an existing calibration using perceptual feedback. The findings from this work can be used to build better head-tracked volumetric displays with an unprecedented amount of 3D realism and intuitive calibration tools for novice users

    Beyond factual to formulated silhouettes

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    When sketching terrain, a view-dependent framework of silhouette-related cues is required. This framework is prominent in manual sketches and is especially important in small-scale depictions viewed obliquely from above. Occluding contours, namely the lines delineating depth discontinuities in the projected surface, are insufficient for forming this framework. The role which the occluding contour, or Factual Silhouette, plays in structuring the sketch becomes increasingly minimal as more of the terrain becomes visible, as the viewpoint is raised.The aim of this research is to extend the set of occluding contours to encompass situations that are perceived as causing an occlusion and would therefore be sketched in a similar manner. These locations, termed Formulated Silhouettes supplement the set of occluding contours and provide a successful structuring framework. The proposed method processes visible areas of terrain, which are turning away from view, to extract a classified, vector-based description for a given view of a Digital Elevation Model. Background approaches to silhouette rendering are reviewed and the specific contributions of this thesis are discussed.The method is tested using case studies composed of terrain of varying scale and character and two application studies demonstrate how silhouettes can be used to enhance existing terrain visualization techniques, both abstract and realistic. In addition, consultation with cartographic designers provides external verification of the research. The thesis concludes by noting how silhouette contours relate to perceived entities rather than actual occlusions

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Model-Based Environmental Visual Perception for Humanoid Robots

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    The visual perception of a robot should answer two fundamental questions: What? and Where? In order to properly and efficiently reply to these questions, it is essential to establish a bidirectional coupling between the external stimuli and the internal representations. This coupling links the physical world with the inner abstraction models by sensor transformation, recognition, matching and optimization algorithms. The objective of this PhD is to establish this sensor-model coupling
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