18,662 research outputs found

    How is Gaze Influenced by Image Transformations? Dataset and Model

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    Data size is the bottleneck for developing deep saliency models, because collecting eye-movement data is very time consuming and expensive. Most of current studies on human attention and saliency modeling have used high quality stereotype stimuli. In real world, however, captured images undergo various types of transformations. Can we use these transformations to augment existing saliency datasets? Here, we first create a novel saliency dataset including fixations of 10 observers over 1900 images degraded by 19 types of transformations. Second, by analyzing eye movements, we find that observers look at different locations over transformed versus original images. Third, we utilize the new data over transformed images, called data augmentation transformation (DAT), to train deep saliency models. We find that label preserving DATs with negligible impact on human gaze boost saliency prediction, whereas some other DATs that severely impact human gaze degrade the performance. These label preserving valid augmentation transformations provide a solution to enlarge existing saliency datasets. Finally, we introduce a novel saliency model based on generative adversarial network (dubbed GazeGAN). A modified UNet is proposed as the generator of the GazeGAN, which combines classic skip connections with a novel center-surround connection (CSC), in order to leverage multi level features. We also propose a histogram loss based on Alternative Chi Square Distance (ACS HistLoss) to refine the saliency map in terms of luminance distribution. Extensive experiments and comparisons over 3 datasets indicate that GazeGAN achieves the best performance in terms of popular saliency evaluation metrics, and is more robust to various perturbations. Our code and data are available at: https://github.com/CZHQuality/Sal-CFS-GAN

    A Neural Model of Surface Perception: Lightness, Anchoring, and Filling-in

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    This article develops a neural model of how the visual system processes natural images under variable illumination conditions to generate surface lightness percepts. Previous models have clarified how the brain can compute the relative contrast of images from variably illuminate scenes. How the brain determines an absolute lightness scale that "anchors" percepts of surface lightness to us the full dynamic range of neurons remains an unsolved problem. Lightness anchoring properties include articulation, insulation, configuration, and are effects. The model quantatively simulates these and other lightness data such as discounting the illuminant, the double brilliant illusion, lightness constancy and contrast, Mondrian contrast constancy, and the Craik-O'Brien-Cornsweet illusion. The model also clarifies the functional significance for lightness perception of anatomical and neurophysiological data, including gain control at retinal photoreceptors, and spatioal contrast adaptation at the negative feedback circuit between the inner segment of photoreceptors and interacting horizontal cells. The model retina can hereby adjust its sensitivity to input intensities ranging from dim moonlight to dazzling sunlight. A later model cortical processing stages, boundary representations gate the filling-in of surface lightness via long-range horizontal connections. Variants of this filling-in mechanism run 100-1000 times faster than diffusion mechanisms of previous biological filling-in models, and shows how filling-in can occur at realistic speeds. A new anchoring mechanism called the Blurred-Highest-Luminance-As-White (BHLAW) rule helps simulate how surface lightness becomes sensitive to the spatial scale of objects in a scene. The model is also able to process natural images under variable lighting conditions.Air Force Office of Scientific Research (F49620-01-1-0397); Defense Advanced Research Projects Agency and the Office of Naval Research (N00014-95-1-0409); Office of Naval Research (N00014-01-1-0624

    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

    Human factors considerations for the use of color in display systems

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    Identified and assessed are those human factor considerations impacting an operator's ability to perform when information is displayed in color as contrasted to monochrome (black and white only). The findings provide valuable guidelines for the assessment of the advantages (and disadvantages) of using a color display system. The use of color provides an additional sensory channel (color perception) which is not available with black and white. The degree to which one can exploit the use of this channel is highly dependent on available display technology, mission information display requirements, and acceptable operational modes

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    Low-Light Enhancement in the Frequency Domain

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    Decreased visibility, intensive noise, and biased color are the common problems existing in low-light images. These visual disturbances further reduce the performance of high-level vision tasks, such as object detection, and tracking. To address this issue, some image enhancement methods have been proposed to increase the image contrast. However, most of them are implemented only in the spatial domain, which can be severely influenced by noise signals while enhancing. Hence, in this work, we propose a novel residual recurrent multi-wavelet convolutional neural network R2-MWCNN learned in the frequency domain that can simultaneously increase the image contrast and reduce noise signals well. This end-to-end trainable network utilizes a multi-level discrete wavelet transform to divide input feature maps into distinct frequencies, resulting in a better denoise impact. A channel-wise loss function is proposed to correct the color distortion for more realistic results. Extensive experiments demonstrate that our proposed R2-MWCNN outperforms the state-of-the-art methods quantitively and qualitatively.Comment: 8 page

    Real-time Sound Source Separation For Music Applications

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    Sound source separation refers to the task of extracting individual sound sources from some number of mixtures of those sound sources. In this thesis, a novel sound source separation algorithm for musical applications is presented. It leverages the fact that the vast majority of commercially recorded music since the 1950s has been mixed down for two channel reproduction, more commonly known as stereo. The algorithm presented in Chapter 3 in this thesis requires no prior knowledge or learning and performs the task of separation based purely on azimuth discrimination within the stereo field. The algorithm exploits the use of the pan pot as a means to achieve image localisation within stereophonic recordings. As such, only an interaural intensity difference exists between left and right channels for a single source. We use gain scaling and phase cancellation techniques to expose frequency dependent nulls across the azimuth domain, from which source separation and resynthesis is carried out. The algorithm is demonstrated to be state of the art in the field of sound source separation but also to be a useful pre-process to other tasks such as music segmentation and surround sound upmixing
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