58 research outputs found

    Limits on fine texture discrimination in humans and the role of friction

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    Science, Technology, Engineering and Mathematics (STEM) disciplines are challenging to blind and visually impaired (BVI) individuals. One of the possible reasons is the complexity in representing and understanding scientific content. Introducing tactile elements such as textures into existing Braille characters can potentially increase the information content of Braille and could likely simplify the complex notations. However, such a task requires a thorough understanding of the discrimination of textures through touch. The current dissertation focuses on: 1) Investigating the psychophysical factors involved in texture discrimination and, 2) Developing a testing system to assess friction induced skin damage from repetitive motion over textured surfaces. The tactile discrimination sensitivity for six fine textured non-patterned surfaces (fine-grit abrasive papers) was evaluated using a two-alternative forced choice technique. The surface roughness parameters and the coefficient of friction of the abrasive papers interacting with human skin were measured. Scanning electron microscopy images were used to observe the surface microstructure. The results suggest that differences in the mean spacing and the friction coefficients could be indicative of differentiability of fine textured samples. Three clearly differentiable textures identified from this study were used to investigate the effect of texture area on tactile discrimination sensitivity. A perception measurement experiment in combination with a friction measurement experiment was performed to understand the possible role of friction in touch-based texture discrimination. There was decrease in the discrimination ability with the decrease in the texture area. An elastomeric skin simulant with layered structure similar to that of human skin was constructed to replicate skin friction blisters. The relationship between applied normal load and number of cycles of reciprocating motion required for blistering was studied. Additionally, a crack-growth model was developed treating the skin simulant as an adhesive-bonded laminar composite. This study made it evident that complete profile of the tribological system is required to develop a skin simulant that can accurately predict skin friction damage. Based on the current literature, the role of surface topography and elastic properties of the human skin on friction was uncertain. Coefficient of friction of four probing surfaces, human index finger pad, silicone replicas of the finger with and without fingerprints, and a smooth silicone sphere, when sliding against fine grit abrasive papers were compared to identify these roles

    Sensory Communication

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    Contains table of contents for Section 2, an introduction and reports on fourteen research projects.National Institutes of Health Grant RO1 DC00117National Institutes of Health Grant RO1 DC02032National Institutes of Health/National Institute on Deafness and Other Communication Disorders Grant R01 DC00126National Institutes of Health Grant R01 DC00270National Institutes of Health Contract N01 DC52107U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-95-K-0014U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-96-K-0003U.S. Navy - Office of Naval Research Grant N00014-96-1-0379U.S. Air Force - Office of Scientific Research Grant F49620-95-1-0176U.S. Air Force - Office of Scientific Research Grant F49620-96-1-0202U.S. Navy - Office of Naval Research Subcontract 40167U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-96-K-0002National Institutes of Health Grant R01-NS33778U.S. Navy - Office of Naval Research Grant N00014-92-J-184

    Psychophysical investigations of visual density discrimination

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    Work in spatial vision is reviewed and a new effect of spatial averaging is reported. This shows that dot separation discriminations are improved if the cue is represented in the intervals within a collection of dots arranged in a lattice, compared to simple 2 dot separation discriminations. This phenomenon may be related to integrative processes that mediate texture density estimation. Four models for density discrimination are described. One involves measurements of spatial filter outputs. Computer simulations show that in principle, density cues can be encoded by a system of four DOG filters with peak sensitivities spanning a range of 3 octaves. Alternative models involve operations performed over representations in which spatial features are made explicit. One of these involves estimations of numerosity or coverage of the texture elements. Another involves averaging of the interval values between adjacent elements. A neural model for measuring the relevant intervals is described. It is argued that in principle the input to a density processor does not require the full sequence of operations in the MIRAGE transformation (eg. Watt and Morgan 1985). In particular, the regions of activity in the second derivative do not need to be interpreted in terms of edges, bars and blobs in order for density estimation to commence. This also implies that explicit coding of texture elements may be unnecessary. Data for density discrimination in regular and random dot patterns are reported. These do not support the coverage and counting models and observed performance shows significant departures from predictions based on an analysis of the statistics of the interval distribution in the stimuli. But this result can be understood in relation to other factors in the interval averaging process, and there is empirical support for the hypothesized method for measuring the intervals. Other experiments show that density is scaled according to stimulus size and possibly perceived depth. It is also shown that information from density analysis can be combined with size estimations to produce highly accurate discriminations of image expansion or object depth changes

    Change blindness: eradication of gestalt strategies

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    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

    Sensory Communication

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    Contains table of contents for Section 2, an introduction and reports on twelve research projects.National Institutes of Health Grant 5 R01 DC00117National Institutes of Health Contract 2 P01 DC00361National Institutes of Health Grant 5 R01 DC00126National Institutes of Health Grant R01-DC00270U.S. Air Force - Office of Scientific Research Contract AFOSR-90-0200National Institutes of Health Grant R29-DC00625U.S. Navy - Office of Naval Research Grant N00014-88-K-0604U.S. Navy - Office of Naval Research Grant N00014-91-J-1454U.S. Navy - Office of Naval Research Grant N00014-92-J-1814U.S. Navy - Naval Training Systems Center Contract N61339-93-M-1213U.S. Navy - Naval Training Systems Center Contract N61339-93-C-0055U.S. Navy - Naval Training Systems Center Contract N61339-93-C-0083U.S. Navy - Office of Naval Research Grant N00014-92-J-4005U.S. Navy - Office of Naval Research Grant N00014-93-1-119

    Sensory Communication

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    Contains table of contents for Section 2 and reports on five research projects.National Institutes of Health Contract 2 R01 DC00117National Institutes of Health Contract 1 R01 DC02032National Institutes of Health Contract 2 P01 DC00361National Institutes of Health Contract N01 DC22402National Institutes of Health Grant R01-DC001001National Institutes of Health Grant R01-DC00270National Institutes of Health Grant 5 R01 DC00126National Institutes of Health Grant R29-DC00625U.S. Navy - Office of Naval Research Grant N00014-88-K-0604U.S. Navy - Office of Naval Research Grant N00014-91-J-1454U.S. Navy - Office of Naval Research Grant N00014-92-J-1814U.S. Navy - Naval Air Warfare Center Training Systems Division Contract N61339-94-C-0087U.S. Navy - Naval Air Warfare Center Training System Division Contract N61339-93-C-0055U.S. Navy - Office of Naval Research Grant N00014-93-1-1198National Aeronautics and Space Administration/Ames Research Center Grant NCC 2-77

    Diffractive Liquid Crystal Optical Elements For Near-eye Displays

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    Liquid crystal planar optics (LCPO) with versatile functionalities is emerging as a promising candidate for overcoming various challenges in near-eye displays, like augmented reality (AR) and virtual reality (VR), while maintaining a small form factor. This type of novel optical element exhibits unique properties, such as high efficiency, large angular/spectral bandwidths, polarization selectivity, and dynamic modulation. The basic molecular configuration of these novel reflective LCPO is analyzed, based on the simulation of molecular dynamics. In contrast to previously assumed planar-twist structure, our analysis predicts a slanted helix structure, which agrees with the measured results. The optical simulation model is established by rigorous coupled-wave analysis (RCWA). With a higher precision and faster computation speed, the model comprehensively investigates the diffraction properties of various types of LCPOs. This fundamental study on LCPO paves the way for its further applications in AR/VR displays. Several approaches adopting LCPO to solve major challenges in AR/VR like insufficient resolution, limited field-of-view (FoV) and small exit pupil are presented. A foveated display system with doublet liquid crystal lenses is built to concentrate the resolution in the central FoV, corresponding to human eye\u27s highest visual acuity. The proposed foveated display can improve the effective resolution with a fixed total resolution and is expected to alleviate the screen-door effect in VR caused by inadequate resolution. In addition, a new display system named scanning waveguide display is proposed to break the FoV limit (80°) of current AR waveguide displays. The system adopts an ultra-low f-number liquid crystal lens array and reaches a FoV of 100°. Finally, a pupil steering approach is proposed to effectively enlarge the exit pupil of retinal-scanning displays. One in a set of liquid crystal lenses is selectively turned on at each time to match the viewer\u27s pupil location. In comparison with previous approaches, our pupil steering exhibits advantages like aberration-free, fast response time, and compact size

    Modelling the human perception of shape-from-shading

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    Shading conveys information on 3-D shape and the process of recovering this information is called shape-from-shading (SFS). This thesis divides the process of human SFS into two functional sub-units (luminance disambiguation and shape computation) and studies them individually. Based on results of a series of psychophysical experiments it is proposed that the interaction between first- and second-order channels plays an important role in disambiguating luminance. Based on this idea, two versions of a biologically plausible model are developed to explain the human performances observed here and elsewhere. An algorithm sharing the same idea is also developed as a solution to the problem of intrinsic image decomposition in the field of image processing. With regard to the shape computation unit, a link between luminance variations and estimated surface norms is identified by testing participants on simple gratings with several different luminance profiles. This methodology is unconventional but can be justified in the light of past studies of human SFS. Finally a computational algorithm for SFS containing two distinct operating modes is proposed. This algorithm is broadly consistent with the known psychophysics on human SFS

    Contours and contrast

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    Contrast in photographic and computer-generated imagery communicates colour and lightness differences that would be perceived when viewing the represented scene. Due to depiction constraints, the amount of displayable contrast is limited, reducing the image's ability to accurately represent the scene. A local contrast enhancement technique called unsharp masking can overcome these constraints by adding high-frequency contours to an image that increase its apparent contrast. In three novel algorithms inspired by unsharp masking, specialized local contrast enhancements are shown to overcome constraints of a limited dynamic range, overcome an achromatic palette, and to improve the rendering of 3D shapes and scenes. The Beyond Tone Mapping approach restores original HDR contrast to its tone mapped LDR counterpart by adding highfrequency colour contours to the LDR image while preserving its luminance. Apparent Greyscale is a multi-scale two-step technique that first converts colour images and video to greyscale according to their chromatic lightness, then restores diminished colour contrast with high-frequency luminance contours. Finally, 3D Unsharp Masking performs scene coherent enhancement by introducing 3D high-frequency luminance contours to emphasize the details, shapes, tonal range and spatial organization of a 3D scene within the rendering pipeline. As a perceptual justification, it is argued that a local contrast enhancement made with unsharp masking is related to the Cornsweet illusion, and that this may explain its effect on apparent contrast.Seit vielen Jahren ist die realistische Erzeugung von virtuellen Charakteren ein zentraler Teil der Computergraphikforschung. Dennoch blieben bisher einige Probleme ungelöst. Dazu zählt unter anderem die Erzeugung von Charakteranimationen, welche unter der Benutzung der traditionellen, skelettbasierten Ansätze immer noch zeitaufwändig sind. Eine weitere Herausforderung stellt auch die passive Erfassung von Schauspielern in alltäglicher Kleidung dar. Darüber hinaus existieren im Gegensatz zu den zahlreichen skelettbasierten Ansätzen nur wenige Methoden zur Verarbeitung und Veränderung von Netzanimationen. In dieser Arbeit präsentieren wir Algorithmen zur Lösung jeder dieser Aufgaben. Unser erster Ansatz besteht aus zwei Netz-basierten Verfahren zur Vereinfachung von Charakteranimationen. Obwohl das kinematische Skelett beiseite gelegt wird, können beide Verfahren direkt in die traditionelle Pipeline integriert werden, wobei die Erstellung von Animationen mit wirklichkeitsgetreuen Körperverformungen ermöglicht wird. Im Anschluss präsentieren wir drei passive Aufnahmemethoden für Körperbewegung und Schauspiel, die ein deformierbares 3D-Modell zur Repräsentation der Szene benutzen. Diese Methoden können zur gemeinsamen Rekonstruktion von zeit- und raummässig kohärenter Geometrie, Bewegung und Oberflächentexturen benutzt werden, die auch zeitlich veränderlich sein dürfen. Aufnahmen von lockerer und alltäglicher Kleidung sind dabei problemlos möglich. Darüber hinaus ermöglichen die qualitativ hochwertigen Rekonstruktionen die realistische Darstellung von 3D Video-Sequenzen. Schließlich werden zwei neuartige Algorithmen zur Verarbeitung von Netz-Animationen beschrieben. Während der erste Algorithmus die vollautomatische Umwandlung von Netz-Animationen in skelettbasierte Animationen ermöglicht, erlaubt der zweite die automatische Konvertierung von Netz-Animationen in so genannte Animations-Collagen, einem neuen Kunst-Stil zur Animationsdarstellung. Die in dieser Dissertation beschriebenen Methoden können als Lösungen spezieller Probleme, aber auch als wichtige Bausteine größerer Anwendungen betrachtet werden. Zusammengenommen bilden sie ein leistungsfähiges System zur akkuraten Erfassung, zur Manipulation und zum realistischen Rendern von künstlerischen Aufführungen, dessen Fähigkeiten über diejenigen vieler verwandter Capture-Techniken hinausgehen. Auf diese Weise können wir die Bewegung, die im Zeitverlauf variierenden Details und die Textur-Informationen eines Schauspielers erfassen und sie in eine mit vollständiger Information versehene Charakter-Animation umwandeln, die unmittelbar weiterverwendet werden kann, sich aber auch zur realistischen Darstellung des Schauspielers aus beliebigen Blickrichtungen eignet

    The perception of stereoscopic surfaces

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    Human stereoscopic vision depends upon the slightly different geometrical projections of the world to the two eyes. Horizontal disparities between the eyes produce the sensation of depth. But what is stereopsis for. One theory is that stereopsis extracts the spatial derivatives of horizontal disparity for the perception of shape and surface orientation. Discrimination tasks are devised here which compare sensitivity to the slant and curvature of stereoscopic surfaces with sensitivity to relative depth, both within and across tasks. Contrary to previous studies, where cues other than the second derivative were available, best Weber fractions for disparity curvature disrimination by these methods are no better than 15%. This compares with 6% for disparity gradient and 3.5 % for relative disparity. Discrimination of the orientation, size (or separation) and position of cyclopean corrugated surfaces reveals these stimulus attributes are discriminated as accurately as their counterparts in the luminance domain, provided the spatial scale is quite coarse. Other analogous results include the independence of spatial discriminations on relative disparity, the meridional anisotropy for cyclopean orientation discrimination and a range of relative disparity effects analogous to classical simultaneous contrast effects in luminance vision. It was also found, contrary to a previous study, that cyclopean textures could be segregated pre-attentively. These findings taken together imply that disparity is processed by spatial filters in a similar manner to luminance. This view of stereoscopic vision allows a fresh look at an old phenomenon: the stereoscopic slant anisotropy. An explanation is proposed on the basis of interactions between cyclopean spatial filters and a representation of disparity upon which they act. If sensitivity is a guide to function, stereopsis is for estimating the position, location, size and orientation of nearby objects, but probably not for estimating their shape
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