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Astigmatism and Pseudoaccommodation in Pseudophakic Eyes
noAdvanced IOLs with circumferential zones of different power provide pseudoaccommodation. We investigated the potential for power variation with meridian, namely astigmatism, to provide pseudo-accommodation. With appropriate power and axis orientations, acceptable pseudo-accommodation can be achieved
Engineering data compendium. Human perception and performance. User's guide
The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use
VNect: Real-time 3D Human Pose Estimation with a Single RGB Camera
We present the first real-time method to capture the full global 3D skeletal
pose of a human in a stable, temporally consistent manner using a single RGB
camera. Our method combines a new convolutional neural network (CNN) based pose
regressor with kinematic skeleton fitting. Our novel fully-convolutional pose
formulation regresses 2D and 3D joint positions jointly in real time and does
not require tightly cropped input frames. A real-time kinematic skeleton
fitting method uses the CNN output to yield temporally stable 3D global pose
reconstructions on the basis of a coherent kinematic skeleton. This makes our
approach the first monocular RGB method usable in real-time applications such
as 3D character control---thus far, the only monocular methods for such
applications employed specialized RGB-D cameras. Our method's accuracy is
quantitatively on par with the best offline 3D monocular RGB pose estimation
methods. Our results are qualitatively comparable to, and sometimes better
than, results from monocular RGB-D approaches, such as the Kinect. However, we
show that our approach is more broadly applicable than RGB-D solutions, i.e. it
works for outdoor scenes, community videos, and low quality commodity RGB
cameras.Comment: Accepted to SIGGRAPH 201
Learning to Personalize in Appearance-Based Gaze Tracking
Personal variations severely limit the performance of appearance-based gaze
tracking. Adapting to these variations using standard neural network model
adaptation methods is difficult. The problems range from overfitting, due to
small amounts of training data, to underfitting, due to restrictive model
architectures. We tackle these problems by introducing the SPatial Adaptive
GaZe Estimator (SPAZE). By modeling personal variations as a low-dimensional
latent parameter space, SPAZE provides just enough adaptability to capture the
range of personal variations without being prone to overfitting. Calibrating
SPAZE for a new person reduces to solving a small optimization problem. SPAZE
achieves an error of 2.70 degrees with 9 calibration samples on MPIIGaze,
improving on the state-of-the-art by 14 %. We contribute to gaze tracking
research by empirically showing that personal variations are well-modeled as a
3-dimensional latent parameter space for each eye. We show that this
low-dimensionality is expected by examining model-based approaches to gaze
tracking. We also show that accurate head pose-free gaze tracking is possible
Look at Me: Early Gaze Engagement Enhances Corticospinal Excitability During Action Observation
Direct gaze is a powerful social cue able to capture the onlooker's attention. Beside gaze, head and limb movements as well can provide relevant sources of information for social interaction. This study investigated the joint role of direct gaze and hand gestures on onlookers corticospinal excitability (CE). In two experiments we manipulated the temporal and spatial aspects of observed gaze and hand behavior to assess their role in affecting motor preparation. To do this, transcranial magnetic stimulation (TMS) on the primary motor cortex (M1) coupled with electromyography (EMG) recording was used in two experiments. In the crucial manipulation, we showed to participants four video clips of an actor who initially displayed eye contact while starting a social request gesture, and then completed the action while directing his gaze toward a salient object for the interaction. This way, the observed gaze potentially expressed the intention to interact. Eye tracking data confirmed that gaze manipulation was effective in drawing observers' attention to the actor's hand gesture. In the attempt to reveal possible time-locked modulations, we tracked CE at the onset and offset of the request gesture. Neurophysiological results showed an early CE modulation when the actor was about to start the request gesture looking straight to the participants, compared to when his gaze was averted from the gesture. This effect was time-locked to the kinematics of the actor's arm movement. Overall, data from the two experiments seem to indicate that the joint contribution of direct gaze and precocious kinematic information, gained while a request gesture is on the verge of beginning, increases the subjective experience of involvement and allows observers to prepare for an appropriate social interaction. On the contrary, the separation of gaze cues and body kinematics can have adverse effects on social motor preparation. CE is highly susceptible to biological cues, such as averted gaze, which is able to automatically capture and divert observer's attention. This point to the existence of heuristics based on early action and gaze cues that would allow observers to interact appropriately
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
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