2,550 research outputs found

    Early and Late Stage Mechanisms for Vocalization Processing in the Human Auditory System

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    The human auditory system is able to rapidly process incoming acoustic information, actively filtering, categorizing, or suppressing different elements of the incoming acoustic stream. Vocalizations produced by other humans (conspecifics) likely represent the most ethologically-relevant sounds encountered by hearing individuals. Subtle acoustic characteristics of these vocalizations aid in determining the identity, emotional state, health, intent, etc. of the producer. The ability to assess vocalizations is likely subserved by a specialized network of structures and functional connections that are optimized for this stimulus class. Early elements of this network would show sensitivity to the most basic acoustic features of these sounds; later elements may show categorically-selective response patterns that represent high-level semantic organization of different classes of vocalizations. A combination of functional magnetic resonance imaging and electrophysiological studies were performed to investigate and describe some of the earlier and later stage mechanisms of conspecific vocalization processing in human auditory cortices. Using fMRI, cortical representations of harmonic signal content were found along the middle superior temporal gyri between primary auditory cortices along Heschl\u27s gyri and the superior temporal sulci, higher-order auditory regions. Additionally, electrophysiological findings also demonstrated a parametric response profile to harmonic signal content. Utilizing a novel class of vocalizations, human-mimicked versions of animal vocalizations, we demonstrated the presence of a left-lateralized cortical vocalization processing hierarchy to conspecific vocalizations, contrary to previous findings describing similar bilateral networks. This hierarchy originated near primary auditory cortices and was further supported by auditory evoked potential data that suggests differential temporal processing dynamics of conspecific human vocalizations versus those produced by other species. Taken together, these results suggest that there are auditory cortical networks that are highly optimized for processing utterances produced by the human vocal tract. Understanding the function and structure of these networks will be critical for advancing the development of novel communicative therapies and the design of future assistive hearing devices

    Biometric Systems and Their Applications

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    Nowadays, we are talking more and more about insecurity in various sectors as well as the computer techniques to be implemented to counter this trend: access control to computers, e-commerce, banking, etc. There are two traditional ways of identifying an individual. The first method is a knowledge-based method. It is based on the knowledge of an individual’s information such as the PIN code to allow him/her to activate a mobile phone. The second method is based on the possession of token. It can be a piece of identification, a key, a badge, etc. These two methods of identification can be used in a complementary way to obtain increased security like in bank cards. However, they each have their weaknesses. In the first case, the password can be forgotten or guessed by a third party. In the second case, the badge (or ID or key) may be lost or stolen. Biometric features are an alternative solution to the two previous identification modes. The advantage of using the biometric features is that they are all universal, measurable, unique, and permanent. The interest of applications using biometrics can be summed up in two classes: to facilitate the way of life and to avoid fraud

    Temporal Coding of Periodicity Pitch in the Auditory System: An Overview

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    This paper outlines a taxonomy of neural pulse codes and reviews neurophysiological evidence for interspike interval-based representations for pitch and timbre in the auditory nerve and cochlear nucleus. Neural pulse codes can be divided into channel-based codes, temporal-pattern codes, and time-of-arrival codes. Timings of discharges in auditory nerve fibers reflect the time structure of acoustic waveforms, such that the interspike intervals that are produced precisely convey information concerning stimulus periodicities. Population-wide inter-spike interval distributions are constructed by summing together intervals from the observed responses of many single Type I auditory nerve fibers. Features in such distributions correspond closely with pitches that are heard by human listeners. The most common all-order interval present in the auditory nerve array almost invariably corresponds to the pitch frequency, whereas the relative fraction of pitchrelated intervals amongst all others qualitatively corresponds to the strength of the pitch. Consequently, many diverse aspects of pitch perception are explained in terms of such temporal representations. Similar stimulus-driven temporal discharge patterns are observed in major neuronal populations of the cochlear nucleus. Population-interval distributions constitute an alternative time-domain strategy for representing sensory information that complements spatially organized sensory maps. Similar autocorrelation-like representations are possible in other sensory systems, in which neural discharges are time-locked to stimulus waveforms

    An intelligent, free-flying robot

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    The ground based demonstration of the extensive extravehicular activity (EVA) Retriever, a voice-supervised, intelligent, free flying robot, is designed to evaluate the capability to retrieve objects (astronauts, equipment, and tools) which have accidentally separated from the Space Station. The major objective of the EVA Retriever Project is to design, develop, and evaluate an integrated robotic hardware and on-board software system which autonomously: (1) performs system activation and check-out; (2) searches for and acquires the target; (3) plans and executes a rendezvous while continuously tracking the target; (4) avoids stationary and moving obstacles; (5) reaches for and grapples the target; (6) returns to transfer the object; and (7) returns to base

    Reducing redundancy of real time computer graphics in mobile systems

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    The goal of this thesis is to propose novel and effective techniques to eliminate redundant computations that waste energy and are performed in real-time computer graphics applications, with special focus on mobile GPU micro-architecture. Improving the energy-efficiency of CPU/GPU systems is not only key to enlarge their battery life, but also allows to increase their performance because, to avoid overheating above thermal limits, SoCs tend to be throttled when the load is high for a large period of time. Prior studies pointed out that the CPU and especially the GPU are the principal energy consumers in the graphics subsystem, being the off-chip main memory accesses and the processors inside the GPU the primary energy consumers of the graphics subsystem. First, we focus on reducing redundant fragment processing computations by means of improving the culling of hidden surfaces. During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image. When the GPU realizes that an object or part of it is not going to be visible, all activity required to compute its color and store it has already been performed. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware to maximize the culling effectiveness of the GPU and minimize overshading, hence reducing execution time and energy consumption. VRO exploits the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence) to provide the feeling of smooth transition. VRO keeps visibility information of a frame, and uses it to reorder the objects of the following frame. VRO just requires adding a small hardware to capture the visibility information and use it later to guide the rendering of the following frame. Moreover, VRO works in parallel with the graphics pipeline, so negligible performance overheads are incurred. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average. Then, we focus on avoiding redundant computations related to CPU Collision Detection (CD). Graphics applications such as 3D games represent a large percentage of downloaded applications for mobile devices and the trend is towards more complex and realistic scenes with accurate 3D physics simulations. CD is one of the most important algorithms in any physics kernel since it identifies the contact points between the objects of a scene and determines when they collide. However, real-time accurate CD is very expensive in terms of energy consumption. We propose Render Based Collision Detection (RBCD), a novel energy-efficient high-fidelity CD scheme that leverages some intermediate results of the rendering pipeline to perform CD, so that redundant tasks are done just once. Comparing RBCD with a conventional CD completely executed in the CPU, we show that its execution time is reduced by almost three orders of magnitude (600x speedup), because most of the CD task of our model comes for free by reusing the image rendering intermediate results. Although not necessarily, such a dramatic time improvement may result in better frames per second if physics simulation stays in the critical path. However, the most important advantage of our technique is the enormous energy savings that result from eliminating a long and costly CPU computation and converting it into a few simple operations executed by a specialized hardware within the GPU. Our results show that the energy consumed by CD is reduced on average by a factor of 448x (i.e., by 99.8\%). These dramatic benefits are accompanied by a higher fidelity CD analysis (i.e., with finer granularity), which improves the quality and realism of the application.El objetivo de esta tesis es proponer técnicas efectivas y originales para eliminar computaciones inútiles que aparecen en aplicaciones gráficas, con especial énfasis en micro-arquitectura de GPUs. Mejorar la eficiencia energética de los sistemas CPU/GPU no es solo clave para alargar la vida de la batería, sino también incrementar su rendimiento. Estudios previos han apuntado que la CPU y especialmente la GPU son los principales consumidores de energía en el sub-sistema gráfico, siendo los accesos a memoria off-chip y los procesadores dentro de la GPU los principales consumidores de energía del sub-sistema gráfico. Primero, nos hemos centrado en reducir computaciones redundantes de la fase de fragment processing mediante la mejora en la eliminación de superficies ocultas. Durante el renderizado de gráficos en tiempo real, los objetos son procesados por la GPU en el orden en el que son enviados por la CPU, y las superficies ocultas son a menudo procesadas incluso si no no acaban formando parte de la imagen final. Cuando la GPU averigua que el objeto o parte de él no es visible, toda la actividad requerida para computar su color y guardarlo ha sido realizada. Proponemos una técnica arquitectónica original para GPUs móviles, Visibility Rendering Order (VRO), la cual reordena los objetos de delante hacia atrás por completo en hardware para maximizar la efectividad del culling de la GPU y así minimizar el overshading, y por lo tanto reducir el tiempo de ejecución y el consumo de energía. VRO explota el hecho de que los objetos de las aplicaciones gráficas animadas tienden a mantener su orden relativo en profundidad a través de frames consecutivos (coherencia temporal) para proveer animaciones con transiciones suaves. Dado que las relaciones de orden en profundidad entre objetos son testeadas en la GPU, VRO introduce costes mínimos en energía. Solo requiere añadir una pequeña unidad hardware para capturar la información de visibilidad. Además, VRO trabaja en paralelo con el pipeline gráfico, por lo que introduce costes insignificantes en tiempo. Ilustramos los beneficios de VRO usango varias aplicaciones 3D comerciales para las cuales VRO consigue un 27% de speed-up y un 14.8% de reducción de energía en media. En segundo lugar, evitamos computaciones redundantes relacionadas con la Detección de Colisiones (CD) en la CPU. Las aplicaciones gráficas animadas como los juegos 3D representan un alto porcentaje de las aplicaciones descargadas en dispositivos móviles y la tendencia es hacia escenas más complejas y realistas con simulaciones físicas 3D precisas. La CD es uno de los algoritmos más importantes entre los kernel de físicas dado que identifica los puntos de contacto entre los objetos de una escena. Sin embargo, una CD en tiempo real y precisa es muy costosa en términos de consumo energético. Proponemos Render Based Collision Detection (RBCD), una técnica energéticamente eficiente y preciso de CD que utiliza resultados intermedios del rendering pipeline para realizar la CD. Comparando RBCD con una CD convencional completamente ejecutada en la CPU, mostramos que el tiempo de ejecución es reducido casi tres órdenes de magnitud (600x speedup), porque la mayoría de la CD de nuestro modelo reusa resultados intermedios del renderizado de la imagen. Aunque no es así necesariamente, esta espectacular en tiempo puede resultar en mejores frames por segundo si la simulación de físicas está en el camino crítico. Sin embargo, la ventaja más importante de nuestra técnica es el enorme ahorro de energía que resulta de eliminar las largas y costosas computaciones en la CPU, sustituyéndolas por unas pocas operaciones ejecutadas en un hardware especializado dentro de la GPU. Nuestros resultados muestran que la energía consumida por la CD es reducidad en media por un factor de 448x. Estos dramáticos beneficios vienen acompañados de una mayor fidelidad en la CD (i.e. con granularidad más fina)Postprint (published version
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