212,504 research outputs found
Acoustic cues for the korean stop contrast-dialectal variation
In this study, cross-dialectal variation in the use of the acoustic cues of VOT and F0 to mark the laryngeal contrast in Korean stops is examined with Chonnam Korean and Seoul Korean. Prior experimental results (Han & Weitzman, 1970; Hardcastle, 1973; Jun, 1993 &1998; Kim, C., 1965) show that pitch values in the vowel onset following the target stop consonants play a supplementary role to VOT in designating the three contrastive laryngeal categories. F0 contours are determined in part by the intonational system of a language, which raises the question of how the intonational system interacts with phonological contrasts. Intonational difference might be linked to dissimilar patterns in using the complementary acoustic cues of VOT and F0. This hypothesis is tested with 6 Korean speakers, three Seoul Korean and three Chonnam Korean speakers. The results show that Chonnam Korean involves more 3-way VOT and a 2-way distinction in F0 distribution in comparison to Seoul Korean that shows more 3-way F0 distribution and a 2-way VOT distinction. The two acoustic cues are complementary in that one cue is rather faithful in marking 3-way contrast, while the other cue marks the contrast less distinctively. It also seems that these variations are not completely arbitrary, but linked to the phonological characteristics in dialects. Chonnam Korean, in which the initial tonal realization in the accentual phrase is expected to be more salient, tends to minimize the F0 perturbation effect from the preceding consonants by taking more overlaps in F0 distribution. And a 3-way distribution of VOT in Chonnam Korean, as compensation, can be also understood as a durational sensitivity. Without these characteristics, Seoul Korean shows relatively more overlapping distribution in VOT and more 3-way separation in F0 distribution
Visual Tracking Using an Insect Vision Embedded Particle Filter
Particle filtering (PF) based object tracking algorithms have drawn great attention from lots of scholars. The core of PF is to predict the possible location of the target via the state transition model. One commonly adopted approach is resorting to prior motion cues under the smooth motion assumption, which performs well when the target moves with a relatively stable velocity. However, it would possibly fail if the target is undergoing abrupt motion. To address this problem, inspired by insect vision, we propose a simple yet effective visual tracking framework based on PF. Utilizing the neuronal computational model of the insect vision, we estimate the motion of the target in a novel way so as to refine the position state of propagated particles using more accurate transition mode. Furthermore, we design a novel sample optimization framework where local and global search strategies are jointly used. In addition, we propose a new method to monitor long duration severe occlusion and we could recover the target. Experiments on publicly available benchmark video sequences demonstrate that the proposed tracking algorithm outperforms the state-of-the art methods in challenging scenarios, especially for tracking target which is undergoing abrupt motion or fast movement.</jats:p
Listeners normalize speech for contextual speech rate even without an explicit recognition task
Speech can be produced at different rates. Listeners take this rate variation into account by normalizing vowel duration for contextual speech rate: An ambiguous Dutch word /m?t/ is perceived as short /mAt/ when embedded in a slow context, but long /ma:t/ in a fast context. Whilst some have argued that this rate normalization involves low-level automatic perceptual processing, there is also evidence that it arises at higher-level cognitive processing stages, such as decision making. Prior research on rate-dependent speech perception has only used explicit recognition tasks to investigate the phenomenon, involving both perceptual processing and decision making. This study tested whether speech rate normalization can be observed without explicit decision making, using a cross-modal repetition priming paradigm. Results show that a fast precursor sentence makes an embedded ambiguous prime (/m?t/) sound (implicitly) more /a:/-like, facilitating lexical access to the long target word "maat" in a (explicit) lexical decision task. This result suggests that rate normalization is automatic, taking place even in the absence of an explicit recognition task. Thus, rate normalization is placed within the realm of everyday spoken conversation, where explicit categorization of ambiguous sounds is rare
Cue-target contingencies modulate voluntary orienting of spatial attention: dissociable effects for speed and accuracy
Voluntary orienting of spatial attention is typically investigated by visually presented directional cues, which are called predictive when they indicate where the target is more likely to appear. In this study we investigated the nature of the potential link between cue predictivity (the proportion of valid trials) and the strength of the resulting, covert, orienting of attention. Participants judged the orientation of a unilateral Gabor grating preceded by a centrally-presented, non-directional, colour cue, arbitrarily prompting a leftwards or rightwards shift of attention. Unknown to them, cue predictivity was manipulated across blocks, whereby the cue was only predictive for either the first or the second half of the experiment. Our results show that the cueing effects were strongly influenced by the change in predictivity. This influence differently emerged in response speed and accuracy. The speed difference between valid and invalid trials was significantly larger when cues were predictive, and the amplitude of this effect was modulated at the single trial level by the recent trial history. Complementary to these findings, accuracy revealed a robust effect of block history and also a different time-course compared to speed, as if it mainly mirrored voluntary processes. These findings, obtained with a new manipulation and by using arbitrary non-directional cueing, demonstrate that cue-target contingencies strongly modulate the way attention deploys in space
Animated virtual agents to cue user attention: comparison of static and dynamic deictic cues on gaze and touch responses
This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participant’s eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging users’ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the users’ eye movements and touch responses
SOVEREIGN: A Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goal-Oriented Navigation System
Both animals and mobile robots, or animats, need adaptive control systems to guide their movements through a novel environment. Such control systems need reactive mechanisms for exploration, and learned plans to efficiently reach goal objects once the environment is familiar. How reactive and planned behaviors interact together in real time, and arc released at the appropriate times, during autonomous navigation remains a major unsolved problern. This work presents an end-to-end model to address this problem, named SOVEREIGN: A Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goal-oriented Navigation system. The model comprises several interacting subsystems, governed by systems of nonlinear differential equations. As the animat explores the environment, a vision module processes visual inputs using networks that arc sensitive to visual form and motion. Targets processed within the visual form system arc categorized by real-time incremental learning. Simultaneously, visual target position is computed with respect to the animat's body. Estimates of target position activate a motor system to initiate approach movements toward the target. Motion cues from animat locomotion can elicit orienting head or camera movements to bring a never target into view. Approach and orienting movements arc alternately performed during animat navigation. Cumulative estimates of each movement, based on both visual and proprioceptive cues, arc stored within a motor working memory. Sensory cues are stored in a parallel sensory working memory. These working memories trigger learning of sensory and motor sequence chunks, which together control planned movements. Effective chunk combinations arc selectively enhanced via reinforcement learning when the animat is rewarded. The planning chunks effect a gradual transition from reactive to planned behavior. The model can read-out different motor sequences under different motivational states and learns more efficient paths to rewarded goals as exploration proceeds. Several volitional signals automatically gate the interactions between model subsystems at appropriate times. A 3-D visual simulation environment reproduces the animat's sensory experiences as it moves through a simplified spatial environment. The SOVEREIGN model exhibits robust goal-oriented learning of sequential motor behaviors. Its biomimctic structure explicates a number of brain processes which are involved in spatial navigation.Advanced Research Projects Agency (N00014-92-J-4015); Air Force Office of Scientific Research (F49620-92-J-0225, F49620-01-1-0397); National Science Foundation (IRI 90-24877, SBE-0354378); Office of Naval Research (N00014-91-J-4100, N00014-92-J-1309, N00014-95-1-0657, N00014-01-1-0624); Pacific Sierra Research (PSR 91-6075-2
Rapid learning of an abstract language-specific category: Polish children's acquisition of the instrumental construction
Rapid acquisition of linguistic categories or constructions is sometimes regarded as evidence of innate knowledge. In this paper, we examine Polish children's early understanding of an idiosyncratic, language-specific construction involving the instrumental case – which could not be due to innate knowledge. Thirty Polish-speaking children aged 2 ; 6 and 3 ; 2 participated in a elicited production experiment with novel verbs that were demonstrated as taking nouns in the instrumental case as patients. Children heard the verbs in sentences with either masculine or feminine nouns (which take different endings in the instrumental case), and were tested with new nouns of the same and of the opposite gender. In both age groups, a substantial majority of children succeeded in generalizing from one gendered form of the instrumental case to the other (especially to the masculine), thus indicating that they have some kind of abstract understanding of the instrumental case in this construction. This relatively early abstract knowledge of an idiosyncratic construction casts doubt on the view that early acquisition requires innate linguistic knowledge
Touching the invisible: Localizing ultrasonic haptic cues
While mid-air gestures offer new possibilities to interact with or around devices, some situations, such as interacting with applications, playing games or navigating, may require visual attention to be focused on a main task. Ultrasonic haptic feedback can provide 3D spatial haptic cues that do not demand visual attention for these contexts. In this paper, we present an initial study of active exploration of ultrasonic haptic virtual points that investigates the spatial localization with and without the use of the visual modality. Our results show that, when providing haptic feedback giving the location of a widget, users perform 50% more accurately compared to providing visual feedback alone. When provided with a haptic location of a widget alone, users are more than 30% more accurate than when given a visual location. When aware of the location of the haptic feedback, active exploration decreased the minimum recommended widget size from 2cm2 to 1cm2 when compared to passive exploration from previous studies. Our results will allow designers to create better mid-air interactions using this new form of haptic feedback
Review: Do the Different Sensory Areas within the Cat Anterior Ectosylvian Sulcal Cortex Collectively Represent a Network Multisensory Hub?
Current theory supports that the numerous functional areas of the cerebral cortex are organized and function as a network. Using connectional databases and computational approaches, the cerebral network has been demonstrated to exhibit a hierarchical structure composed of areas, clusters and, ultimately, hubs. Hubs are highly connected, higher-order regions that also facilitate communication between different sensory modalities. One region computationally identified network hub is the visual area of the Anterior Ectosylvian Sulcal cortex (AESc) of the cat. The Anterior Ectosylvian Visual area (AEV) is but one component of the AESc that also includes the auditory (Field of the Anterior Ectosylvian Sulcus - FAES) and somatosensory (Fourth somatosensory representation - SIV). To better understand the nature of cortical network hubs, the present report reviews the biological features of the AESc. Within the AESc, each area has extensive external cortical connections as well as among one another. Each of these core representations is separated by a transition zone characterized by bimodal neurons that share sensory properties of both adjoining core areas. Finally, core and transition zones are underlain by a continuous sheet of layer 5 neurons that project to common output structures. Altogether, these shared properties suggest that the collective AESc region represents a multiple sensory/multisensory cortical network hub. Ultimately, such an interconnected, composite structure adds complexity and biological detail to the understanding of cortical network hubs and their function in cortical processing
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