3,482 research outputs found

    Reaching Into Response Selection: Stimulus and Response Similarity Influence Central Operations

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    To behave adaptively in complex and dynamic environments, one must link perception and action to satisfy internal states, a process known as response selection (RS). A largely unexplored topic in the study of RS is how interstimulus and interresponse similarity affect performance. To examine this issue, we manipulated stimulus similarity by using colors that were either similar or dissimilar and manipulated response similarity by having participants move a mouse cursor to locations that were either close together or far apart. Stimulus and response similarity produced an interaction such that the mouse trajectory showed the greatest curvature when both were similar, a result obtained under task conditions emphasizing speed and conditions emphasizing accuracy. These findings are inconsistent with symbolic look-up accounts of RS but are consistent with central codes incorporating metrical properties of both stimuli and responses

    Simultaneous localization and map-building using active vision

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    An active approach to sensing can provide the focused measurement capability over a wide field of view which allows correctly formulated Simultaneous Localization and Map-Building (SLAM) to be implemented with vision, permitting repeatable long-term localization using only naturally occurring, automatically-detected features. In this paper, we present the first example of a general system for autonomous localization using active vision, enabled here by a high-performance stereo head, addressing such issues as uncertainty-based measurement selection, automatic map-maintenance, and goal-directed steering. We present varied real-time experiments in a complex environment.Published versio

    Augmented reality and scene examination

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    The research presented in this thesis explores the impact of Augmented Reality on human performance, and compares this technology with Virtual Reality using a head-mounted video-feed for a variety of tasks that relate to scene examination. The motivation for the work was the question of whether Augmented Reality could provide a vehicle for training in crime scene investigation. The Augmented Reality application was developed using fiducial markers in the Windows Presentation Foundation, running on a wearable computer platform; Virtual Reality was developed using the Crytek game engine to present a photo-realistic 3D environment; and a video-feed was provided through head-mounted webcam. All media were presented through head-mounted displays of similar resolution to provide the sole source of visual information to participants in the experiments. The experiments were designed to increase the amount of mobility required to conduct the search task, i.e., from rotation in the horizontal or vertical plane through to movement around a room. In each experiment, participants were required to find objects and subsequently recall their location. It is concluded that human performance is affected not merely via the medium through which the world is perceived but moreover, the constraints governing how movement in the world is controlled
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