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Visual search and decision making in bees: time, speed and accuracy
An insect searching a meadow for flowers may detect several flowers from different species per second, so the task of choosing the right flowers rapidly is not trivial. Here we apply concepts from the field of visual search in human experimental psychology to the task a bee faces in searching a meadow for familiar flowers, and avoiding ââdistractionââ by unknown or unrewarding flowers. Our approach highlights the importance of visual information processing for understanding the behavioral ecology of foraging. Intensity of illuminating light, target contrast with background (both chromatic and achromatic), and number of distractors are all shown to have a direct influence on decision times in behavioral choice experiments. To a considerable extent, the observed search behavior can be explained by the temporal and spatial properties of neuronal circuits underlying visual object detection. Our results also emphasize the importance of the time dimension in decision making. During visual search in humans, improved accuracy in solving discrimination tasks comes at a cost in response time, but the vast majority of studies on decision making in animals have focused on choice accuracy, not speed. We show that in behavioral choice experiments in bees, there is a tight link between the two. We demonstrate both between-individual and within- individual speed-accuracy tradeoffs, whereby bees exhibit considerable behavioral flexibility in solving visual search tasks. Motivation is an important factor in selection of behavioral strategies for a search task, and sensory discrimination capabilities may be underestimated by studies that quantify accuracy of behavioral choice but neglect the temporal dimension
Detect the unexpected: a science for surveillance
Purpose â The purpose of this paper is to outline a strategy for research development focused on addressing the neglected role of visual perception in real life tasks such as policing surveillance and command and control settings. Approach â The scale of surveillance task in modern control room is expanding as technology increases input capacity at an accelerating rate. The authors review recent literature highlighting the difficulties that apply to modern surveillance and give examples of how poor detection of the unexpected can be, and how surprising this deficit can be. Perceptual phenomena such as change blindness are linked to the perceptual processes undertaken by law-enforcement personnel. Findings â A scientific programme is outlined for how detection deficits can best be addressed in the context of a multidisciplinary collaborative agenda between researchers and practitioners. The development of a cognitive research field specifically examining the occurrence of perceptual âfailuresâ provides an opportunity for policing agencies to relate laboratory findings in psychology to their own fields of day-to-day enquiry. Originality/value â The paper shows, with examples, where interdisciplinary research may best be focussed on evaluating practical solutions and on generating useable guidelines on procedure and practice. It also argues that these processes should be investigated in real and simulated context-specific studies to confirm the validity of the findings in these new applied scenarios
Measuring Visual Consistency in 3D Rendering Systems
One of the major challenges facing a present day game development company is the removal of bugs from such complex virtual environments. This work presents an approach for measuring the correctness of synthetic scenes generated by a rendering system of a 3D application, such as a computer game. Our approach builds a database of labelled point clouds representing the spatiotemporal colour distribution for the objects present in a sequence of bug-free frames. This is done by converting the position that the pixels take over time into the 3D equivalent points with associated colours. Once the space of labelled points is built, each new image produced from the same game by any rendering system can be analysed by measuring its visual inconsistency in terms of distance from the database. Objects within the scene can be relocated (manually or by the application engine); yet the algorithm is able to perform the image analysis in terms of the 3D structure and colour distribution of samples on the surface of the object. We applied our framework to the publicly available game RacingGame developed for Microsoft(R) Xna(R). Preliminary results show how this approach can be used to detect a variety of visual artifacts generated by the rendering system in a professional quality game engine
Three-dimensional face recognition: An Eigensurface approach
We evaluate a new approach to face recognition using a variety of surface representations of three-dimensional facial structure. Applying principal component analysis (PCA), we show that high levels of recognition accuracy can be achieved on a large database of 3D face models, captured under conditions that present typical difficulties to more conventional two-dimensional approaches. Applying a ran-c of image processing, techniques we identify the most effective surface representation for use in such application areas as security surveillance, data compression and archive searching
Artefacts and Errors: Acknowledging Issues of Representation in the Digital: Imaging of Ancient Texts
It is assumed, in palaeography, papyrology and epigraphy, that a certain amount of
uncertainty is inherent in the reading of damaged and abraded texts. Yet we have
not really grappled with the fact that, nowadays, as many scholars tend to deal with
digital images of texts, rather than handling the texts themselves, the procedures for
creating digital images of texts can insert further uncertainty into the representation
of the text created. Technical distortions can lead to the unintentional introduction
of âartefactsâ into images, which can have an effect on the resulting representation. If
we cannot trust our digital surrogates of texts, can we trust the readings from them?
How do scholars acknowledge the quality of digitised images of texts? Furthermore,
this leads us to the type of discussions of representation that have been present in
Classical texts since Plato: digitisation can be considered as an alternative form of
representation, bringing to the modern debate of the use of digital technology in Classics
the familiar theories of mimesis (imitation) and ekphrasis (description): the conversion
of visual evidence into explicit descriptions of that information, stored in computer
files in distinct linguistic terms, with all the difficulties of conversion understood in the
ekphratic process. The community has not yet considered what becoming dependent
on digital texts means for the field, both in practical and theoretical terms. Issues of
quality, copying, representation, and substance should be part of our dialogue when
we consult digital surrogates of documentary material, yet we are just constructing
understandings of what it means to rely on virtual representations of artefacts. It is
necessary to relate our understandings of uncertainty in palaeography and epigraphy
to our understanding of the mechanics of visualization employed by digital imaging
techniques, if we are to fully understand the impact that these will have
Inductive learning spatial attention
This paper investigates the automatic induction of spatial attention
from the visual observation of objects manipulated
on a table top. In this work, space is represented in terms of
a novel observer-object relative reference system, named Local
Cardinal System, defined upon the local neighbourhood
of objects on the table. We present results of applying the
proposed methodology on five distinct scenarios involving
the construction of spatial patterns of coloured blocks
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