1,707 research outputs found

    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

    Learning as a Nonlinear Line of Attraction for Pattern Association, Classification and Recognition

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    Development of a mathematical model for learning a nonlinear line of attraction is presented in this dissertation, in contrast to the conventional recurrent neural network model in which the memory is stored in an attractive fixed point at discrete location in state space. A nonlinear line of attraction is the encapsulation of attractive fixed points scattered in state space as an attractive nonlinear line, describing patterns with similar characteristics as a family of patterns. It is usually of prime imperative to guarantee the convergence of the dynamics of the recurrent network for associative learning and recall. We propose to alter this picture. That is, if the brain remembers by converging to the state representing familiar patterns, it should also diverge from such states when presented by an unknown encoded representation of a visual image. The conception of the dynamics of the nonlinear line attractor network to operate between stable and unstable states is the second contribution in this dissertation research. These criteria can be used to circumvent the plasticity-stability dilemma by using the unstable state as an indicator to create a new line for an unfamiliar pattern. This novel learning strategy utilizes stability (convergence) and instability (divergence) criteria of the designed dynamics to induce self-organizing behavior. The self-organizing behavior of the nonlinear line attractor model can manifest complex dynamics in an unsupervised manner. The third contribution of this dissertation is the introduction of the concept of manifold of color perception. The fourth contribution of this dissertation is the development of a nonlinear dimensionality reduction technique by embedding a set of related observations into a low-dimensional space utilizing the result attained by the learned memory matrices of the nonlinear line attractor network. Development of a system for affective states computation is also presented in this dissertation. This system is capable of extracting the user\u27s mental state in real time using a low cost computer. It is successfully interfaced with an advanced learning environment for human-computer interaction

    Science of Facial Attractiveness

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    Varieties of Attractiveness and their Brain Responses

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    Advancing performability in playable media : a simulation-based interface as a dynamic score

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    When designing playable media with non-game orientation, alternative play scenarios to gameplay scenarios must be accompanied by alternative mechanics to game mechanics. Problems of designing playable media with non-game orientation are stated as the problems of designing a platform for creative explorations and creative expressions. For such design problems, two requirements are articulated: 1) play state transitions must be dynamic in non-trivial ways in order to achieve a significant level of engagement, and 2) pathways for players’ experience from exploration to expression must be provided. The transformative pathway from creative exploration to creative expression is analogous to pathways for game players’ skill acquisition in gameplay. The paper first describes a concept of simulation-based interface, and then binds that concept with the concept of dynamic score. The former partially accounts for the first requirement, the latter the second requirement. The paper describes the prototype and realization of the two concepts’ binding. “Score” is here defined as a representation of cue organization through a transmodal abstraction. A simulation based interface is presented with swarm mechanics and its function as a dynamic score is demonstrated with an interactive musical composition and performance

    Visuospatial coding as ubiquitous scaffolding for human cognition

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    For more than 100 years we have known that the visual field is mapped onto the surface of visual cortex, imposing an inherently spatial reference frame on visual information processing. Recent studies highlight visuospatial coding not only throughout visual cortex, but also brain areas not typically considered visual. Such widespread access to visuospatial coding raises important questions about its role in wider cognitive functioning. Here, we synthesise these recent developments and propose that visuospatial coding scaffolds human cognition by providing a reference frame through which neural computations interface with environmental statistics and task demands via perception–action loops

    PEANUT: A Human-AI Collaborative Tool for Annotating Audio-Visual Data

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    Audio-visual learning seeks to enhance the computer's multi-modal perception leveraging the correlation between the auditory and visual modalities. Despite their many useful downstream tasks, such as video retrieval, AR/VR, and accessibility, the performance and adoption of existing audio-visual models have been impeded by the availability of high-quality datasets. Annotating audio-visual datasets is laborious, expensive, and time-consuming. To address this challenge, we designed and developed an efficient audio-visual annotation tool called Peanut. Peanut's human-AI collaborative pipeline separates the multi-modal task into two single-modal tasks, and utilizes state-of-the-art object detection and sound-tagging models to reduce the annotators' effort to process each frame and the number of manually-annotated frames needed. A within-subject user study with 20 participants found that Peanut can significantly accelerate the audio-visual data annotation process while maintaining high annotation accuracy.Comment: 18 pages, published in UIST'2

    Perceptual Organization

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    Perceiving the world of real objects seems so easy that it is difficult to grasp just how complicated it is. Not only do we need to construct the objects quickly, the objects keep changing even though we think of them as having a consistent, independent existence (Feldman, 2003). Yet, we usually get it right, there are few failures. We can perceive a tree in a blinding snowstorm, a deer bounding across a tree line, dodge a snowball, catch a baseball, detect the crack of a branch breaking in a strong windstorm amidst the rustling of trees, predict the sounds of a dripping faucet, or track a street musician strolling down the road

    Presence studies as an evaluation method for user experiences in multimodal virtual environments

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