66,920 research outputs found

    Bayesian model of the dynamics of motion integration in smooth pursuit and plaid perception

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    In this thesis, a model of motion integration is described which is based on a recursive Bayesian estimation process. The model displays a dynamic behaviour qualitatively similar to the dynamics of the motion integration process observed experimentally in smooth eye pursuit and plaid perception. The computer simulations of the model applied to smooth pursuit eye movements confirm the psychophysical data both in humans and monkeys, and the physiological data in monkeys. The temporal dynamics of motion integration is demonstrated together with its dependence on contrast, size of the stimulus and added noise. A new theoretical approach to explaining plaid perception has been developed, based on both the application of the model and a novel geometrical analysis of the plaid’s pattern. It is shown that the results from simulating the model are consistent with the psychophysical data about the plaid motion. Furthermore, by formulating the model as an approximate version of a Kalman filter algorithm, it is shown that the model can be put into a neurally plausible, distributed recurrent form which coarsely corresponds to the recurrent circuitry of visual cortical areas V1 and MT. The model thus provides further support for the notion that the motion integration process is based on a form of Bayesian estimation, as has been suggested by many psychophysical studies, and moreover suggests that the observed dynamic properties of this process are the result of the recursive nature of the motion estimation

    The Mechanics of Embodiment: A Dialogue on Embodiment and Computational Modeling

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    Embodied theories are increasingly challenging traditional views of cognition by arguing that conceptual representations that constitute our knowledge are grounded in sensory and motor experiences, and processed at this sensorimotor level, rather than being represented and processed abstractly in an amodal conceptual system. Given the established empirical foundation, and the relatively underspecified theories to date, many researchers are extremely interested in embodied cognition but are clamouring for more mechanistic implementations. What is needed at this stage is a push toward explicit computational models that implement sensory-motor grounding as intrinsic to cognitive processes. In this article, six authors from varying backgrounds and approaches address issues concerning the construction of embodied computational models, and illustrate what they view as the critical current and next steps toward mechanistic theories of embodiment. The first part has the form of a dialogue between two fictional characters: Ernest, the �experimenter�, and Mary, the �computational modeller�. The dialogue consists of an interactive sequence of questions, requests for clarification, challenges, and (tentative) answers, and touches the most important aspects of grounded theories that should inform computational modeling and, conversely, the impact that computational modeling could have on embodied theories. The second part of the article discusses the most important open challenges for embodied computational modelling

    The CHREST architecture of cognition : the role of perception in general intelligence

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    Original paper can be found at: http://www.atlantis-press.com/publications/aisr/AGI-10/ Copyright Atlantis Press. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits non-commercial use, distribution and reproduction in any medium, provided the original work is properly cited.This paper argues that the CHREST architecture of cognition can shed important light on developing artificial general intelligence. The key theme is that "cognition is perception." The description of the main components and mechanisms of the architecture is followed by a discussion of several domains where CHREST has already been successfully applied, such as the psychology of expert behaviour, the acquisition of language by children, and the learning of multiple representations in physics. The characteristics of CHREST that enable it to account for empirical data include: self-organisation, an emphasis on cognitive limitations, the presence of a perception-learning cycle, and the use of naturalistic data as input for learning. We argue that some of these characteristics can help shed light on the hard questions facing theorists developing artificial general intelligence, such as intuition, the acquisition and use of concepts and the role of embodiment

    Evaluating methods for controlling depth perception in stereoscopic cinematography.

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    Existing stereoscopic imaging algorithms can create static stereoscopic images with perceived depth control function to ensure a compelling 3D viewing experience without visual discomfort. However, current algorithms do not normally support standard Cinematic Storytelling techniques. These techniques, such as object movement, camera motion, and zooming, can result in dynamic scene depth change within and between a series of frames (shots) in stereoscopic cinematography. In this study, we empirically evaluate the following three types of stereoscopic imaging approaches that aim to address this problem. (1) Real-Eye Configuration: set camera separation equal to the nominal human eye interpupillary distance. The perceived depth on the display is identical to the scene depth without any distortion. (2) Mapping Algorithm: map the scene depth to a predefined range on the display to avoid excessive perceived depth. A new method that dynamically adjusts the depth mapping from scene space to display space is presented in addition to an existing fixed depth mapping method. (3) Depth of Field Simulation: apply Depth of Field (DOF) blur effect to stereoscopic images. Only objects that are inside the DOF are viewed in full sharpness. Objects that are far away from the focus plane are blurred. We performed a human-based trial using the ITU-R BT.500-11 Recommendation to compare the depth quality of stereoscopic video sequences generated by the above-mentioned imaging methods. Our results indicate that viewers' practical 3D viewing volumes are different for individual stereoscopic displays and viewers can cope with much larger perceived depth range in viewing stereoscopic cinematography in comparison to static stereoscopic images. Our new dynamic depth mapping method does have an advantage over the fixed depth mapping method in controlling stereo depth perception. The DOF blur effect does not provide the expected improvement for perceived depth quality control in 3D cinematography. We anticipate the results will be of particular interest to 3D filmmaking and real time computer games

    Engineering simulations for cancer systems biology

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    Computer simulation can be used to inform in vivo and in vitro experimentation, enabling rapid, low-cost hypothesis generation and directing experimental design in order to test those hypotheses. In this way, in silico models become a scientific instrument for investigation, and so should be developed to high standards, be carefully calibrated and their findings presented in such that they may be reproduced. Here, we outline a framework that supports developing simulations as scientific instruments, and we select cancer systems biology as an exemplar domain, with a particular focus on cellular signalling models. We consider the challenges of lack of data, incomplete knowledge and modelling in the context of a rapidly changing knowledge base. Our framework comprises a process to clearly separate scientific and engineering concerns in model and simulation development, and an argumentation approach to documenting models for rigorous way of recording assumptions and knowledge gaps. We propose interactive, dynamic visualisation tools to enable the biological community to interact with cellular signalling models directly for experimental design. There is a mismatch in scale between these cellular models and tissue structures that are affected by tumours, and bridging this gap requires substantial computational resource. We present concurrent programming as a technology to link scales without losing important details through model simplification. We discuss the value of combining this technology, interactive visualisation, argumentation and model separation to support development of multi-scale models that represent biologically plausible cells arranged in biologically plausible structures that model cell behaviour, interactions and response to therapeutic interventions

    Applications of computer-graphics animation for motion-perception research

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    The advantages and limitations of using computer animated stimuli in studying motion perception are presented and discussed. Most current programs of motion perception research could not be pursued without the use of computer graphics animation. Computer generated displays afford latitudes of freedom and control that are almost impossible to attain through conventional methods. There are, however, limitations to this presentational medium. At present, computer generated displays present simplified approximations of the dynamics in natural events. Very little is known about how the differences between natural events and computer simulations influence perceptual processing. In practice, the differences are assumed to be irrelevant to the questions under study, and that findings with computer generated stimuli will generalize to natural events

    Binary interaction algorithms for the simulation of flocking and swarming dynamics

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    Microscopic models of flocking and swarming takes in account large numbers of interacting individ- uals. Numerical resolution of large flocks implies huge computational costs. Typically for NN interacting individuals we have a cost of O(N2)O(N^2). We tackle the problem numerically by considering approximated binary interaction dynamics described by kinetic equations and simulating such equations by suitable stochastic methods. This approach permits to compute approximate solutions as functions of a small scaling parameter ε\varepsilon at a reduced complexity of O(N) operations. Several numerical results show the efficiency of the algorithms proposed

    Biologically Inspired Dynamic Textures for Probing Motion Perception

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    Perception is often described as a predictive process based on an optimal inference with respect to a generative model. We study here the principled construction of a generative model specifically crafted to probe motion perception. In that context, we first provide an axiomatic, biologically-driven derivation of the model. This model synthesizes random dynamic textures which are defined by stationary Gaussian distributions obtained by the random aggregation of warped patterns. Importantly, we show that this model can equivalently be described as a stochastic partial differential equation. Using this characterization of motion in images, it allows us to recast motion-energy models into a principled Bayesian inference framework. Finally, we apply these textures in order to psychophysically probe speed perception in humans. In this framework, while the likelihood is derived from the generative model, the prior is estimated from the observed results and accounts for the perceptual bias in a principled fashion.Comment: Twenty-ninth Annual Conference on Neural Information Processing Systems (NIPS), Dec 2015, Montreal, Canad

    Speaker Normalization Using Cortical Strip Maps: A Neural Model for Steady State vowel Categorization

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    Auditory signals of speech are speaker-dependent, but representations of language meaning are speaker-independent. The transformation from speaker-dependent to speaker-independent language representations enables speech to be learned and understood from different speakers. A neural model is presented that performs speaker normalization to generate a pitch-independent representation of speech sounds, while also preserving information about speaker identity. This speaker-invariant representation is categorized into unitized speech items, which input to sequential working memories whose distributed patterns can be categorized, or chunked, into syllable and word representations. The proposed model fits into an emerging model of auditory streaming and speech categorization. The auditory streaming and speaker normalization parts of the model both use multiple strip representations and asymmetric competitive circuits, thereby suggesting that these two circuits arose from similar neural designs. The normalized speech items are rapidly categorized and stably remembered by Adaptive Resonance Theory circuits. Simulations use synthesized steady-state vowels from the Peterson and Barney [J. Acoust. Soc. Am. 24, 175-184 (1952)] vowel database and achieve accuracy rates similar to those achieved by human listeners. These results are compared to behavioral data and other speaker normalization models.National Science Foundation (SBE-0354378); Office of Naval Research (N00014-01-1-0624
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