55,461 research outputs found

    Neural Dynamics of Motion Perception: Direction Fields, Apertures, and Resonant Grouping

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    A neural network model of global motion segmentation by visual cortex is described. Called the Motion Boundary Contour System (BCS), the model clarifies how ambiguous local movements on a complex moving shape are actively reorganized into a coherent global motion signal. Unlike many previous researchers, we analyse how a coherent motion signal is imparted to all regions of a moving figure, not only to regions at which unambiguous motion signals exist. The model hereby suggests a solution to the global aperture problem. The Motion BCS describes how preprocessing of motion signals by a Motion Oriented Contrast Filter (MOC Filter) is joined to long-range cooperative grouping mechanisms in a Motion Cooperative-Competitive Loop (MOCC Loop) to control phenomena such as motion capture. The Motion BCS is computed in parallel with the Static BCS of Grossberg and Mingolla (1985a, 1985b, 1987). Homologous properties of the Motion BCS and the Static BCS, specialized to process movement directions and static orientations, respectively, support a unified explanation of many data about static form perception and motion form perception that have heretofore been unexplained or treated separately. Predictions about microscopic computational differences of the parallel cortical streams V1 --> MT and V1 --> V2 --> MT are made, notably the magnocellular thick stripe and parvocellular interstripe streams. It is shown how the Motion BCS can compute motion directions that may be synthesized from multiple orientations with opposite directions-of-contrast. Interactions of model simple cells, complex cells, hypercomplex cells, and bipole cells are described, with special emphasis given to new functional roles in direction disambiguation for endstopping at multiple processing stages and to the dynamic interplay of spatially short-range and long-range interactions.Air Force Office of Scientific Research (90-0175); Defense Advanced Research Projects Agency (90-0083); Office of Naval Research (N00014-91-J-4100

    Filterscape: energy recycling in a creative ecosystem

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    This paper extends previous work in evolutionary ecosystemic approaches to generative art. Filterscape, adopts the implicit fitness specification that is fundamental to this approach and explores the use of resource recycling as a means of generating coherent sonic diversity in a generative sound work. Filterscape agents consume and deposit energy that is manifest in the simulation as sound. Resource recycling is shown to support cooperative as well as competitive survival strategies. In the context of our simulation, these strategies are recognised by their characteristic audible signatures. The model provides a novel means to generate sonic diversity through de-centralised agent interactions

    Energy-Efficient Resource Allocation in Wireless Networks: An Overview of Game-Theoretic Approaches

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    An overview of game-theoretic approaches to energy-efficient resource allocation in wireless networks is presented. Focusing on multiple-access networks, it is demonstrated that game theory can be used as an effective tool to study resource allocation in wireless networks with quality-of-service (QoS) constraints. A family of non-cooperative (distributed) games is presented in which each user seeks to choose a strategy that maximizes its own utility while satisfying its QoS requirements. The utility function considered here measures the number of reliable bits that are transmitted per joule of energy consumed and, hence, is particulary suitable for energy-constrained networks. The actions available to each user in trying to maximize its own utility are at least the choice of the transmit power and, depending on the situation, the user may also be able to choose its transmission rate, modulation, packet size, multiuser receiver, multi-antenna processing algorithm, or carrier allocation strategy. The best-response strategy and Nash equilibrium for each game is presented. Using this game-theoretic framework, the effects of power control, rate control, modulation, temporal and spatial signal processing, carrier allocation strategy and delay QoS constraints on energy efficiency and network capacity are quantified.Comment: To appear in the IEEE Signal Processing Magazine: Special Issue on Resource-Constrained Signal Processing, Communications and Networking, May 200

    A Neural Network Architecture for Figure-ground Separation of Connected Scenic Figures

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    A neural network model, called an FBF network, is proposed for automatic parallel separation of multiple image figures from each other and their backgrounds in noisy grayscale or multi-colored images. The figures can then be processed in parallel by an array of self-organizing Adaptive Resonance Theory (ART) neural networks for automatic target recognition. An FBF network can automatically separate the disconnected but interleaved spirals that Minsky and Papert introduced in their book Perceptrons. The network's design also clarifies why humans cannot rapidly separate interleaved spirals, yet can rapidly detect conjunctions of disparity and color, or of disparity and motion, that distinguish target figures from surrounding distractors. Figure-ground separation is accomplished by iterating operations of a Feature Contour System (FCS) and a Boundary Contour System (BCS) in the order FCS-BCS-FCS, hence the term FBF, that have been derived from an analysis of biological vision. The FCS operations include the use of nonlinear shunting networks to compensate for variable illumination and nonlinear diffusion networks to control filling-in. A key new feature of an FBF network is the use of filling-in for figure-ground separation. The BCS operations include oriented filters joined to competitive and cooperative interactions designed to detect, regularize, and complete boundaries in up to 50 percent noise, while suppressing the noise. A modified CORT-X filter is described which uses both on-cells and off-cells to generate a boundary segmentation from a noisy image.Air Force Office of Scientific Research (90-0175); Army Research Office (DAAL-03-88-K0088); Defense Advanced Research Projects Agency (90-0083); Hughes Research Laboratories (S1-804481-D, S1-903136); American Society for Engineering Educatio

    Cortical Dynamics of Visual Motion Perception: Short-Range and Long Range Apparent Motion

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    This article describes further evidence for a new neural network theory of biological motion perception that is called a Motion Boundary Contour System. This theory clarifies why parallel streams Vl-> V2 and Vl-> MT exist for static form and motion form processing among the areas Vl, V2, and MT of visual cortex. The Motion Boundary Contour System consists of several parallel copies, such that each copy is activated by a different range of receptive field sizes. Each copy is further subdivided into two hierarchically organized subsystems: a Motion Oriented Contrast Filter, or MOC Filter, for preprocessing moving images; and a Cooperative-Competitive Feedback Loop, or CC Loop, for generating emergent boundary segmentations of the filtered signals. The present article uses the MOC Filter to explain a variety of classical and recent data about short-range and long-range apparent motion percepts that have not yet been explained by alternative models. These data include split motion; reverse-contrast gamma motion; delta motion; visual inertia; group motion in response to a reverse-contrast Ternus display at short interstimulus intervals; speed-up of motion velocity as interfiash distance increases or flash duration decreases; dependence of the transition from element motion to group motion on stimulus duration and size; various classical dependencies between flash duration, spatial separation, interstimulus interval, and motion threshold known as Korte's Laws; and dependence of motion strength on stimulus orientation and spatial frequency. These results supplement earlier explanations by the model of apparent motion data that other models have not explained; a recent proposed solution of the global aperture problem, including explanations of motion capture and induced motion; an explanation of how parallel cortical systems for static form perception and motion form perception may develop, including a demonstration that these parallel systems are variations on a common cortical design; an explanation of why the geometries of static form and motion form differ, in particular why opposite orientations differ by 90°, whereas opposite directions differ by 180°, and why a cortical stream Vl -> V2 -> MT is needed; and a summary of how the main properties of other motion perception models can be assimilated into different parts of the Motion Boundary Contour System design.Air Force Office of Scientific Research (90-0175); Army Research Office (DAAL-03-88-K0088); Defense Advanced Research Projects Agency (AFOSR-90-0083); Hughes Aircraft Company (S1-903136

    The State-of-the-art of Coordinated Ramp Control with Mixed Traffic Conditions

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    Ramp metering, a traditional traffic control strategy for conventional vehicles, has been widely deployed around the world since the 1960s. On the other hand, the last decade has witnessed significant advances in connected and automated vehicle (CAV) technology and its great potential for improving safety, mobility and environmental sustainability. Therefore, a large amount of research has been conducted on cooperative ramp merging for CAVs only. However, it is expected that the phase of mixed traffic, namely the coexistence of both human-driven vehicles and CAVs, would last for a long time. Since there is little research on the system-wide ramp control with mixed traffic conditions, the paper aims to close this gap by proposing an innovative system architecture and reviewing the state-of-the-art studies on the key components of the proposed system. These components include traffic state estimation, ramp metering, driving behavior modeling, and coordination of CAVs. All reviewed literature plot an extensive landscape for the proposed system-wide coordinated ramp control with mixed traffic conditions.Comment: 8 pages, 1 figure, IEEE INTELLIGENT TRANSPORTATION SYSTEMS CONFERENCE - ITSC 201

    Vision-Based Lane-Changing Behavior Detection Using Deep Residual Neural Network

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    Accurate lane localization and lane change detection are crucial in advanced driver assistance systems and autonomous driving systems for safer and more efficient trajectory planning. Conventional localization devices such as Global Positioning System only provide road-level resolution for car navigation, which is incompetent to assist in lane-level decision making. The state of art technique for lane localization is to use Light Detection and Ranging sensors to correct the global localization error and achieve centimeter-level accuracy, but the real-time implementation and popularization for LiDAR is still limited by its computational burden and current cost. As a cost-effective alternative, vision-based lane change detection has been highly regarded for affordable autonomous vehicles to support lane-level localization. A deep learning-based computer vision system is developed to detect the lane change behavior using the images captured by a front-view camera mounted on the vehicle and data from the inertial measurement unit for highway driving. Testing results on real-world driving data have shown that the proposed method is robust with real-time working ability and could achieve around 87% lane change detection accuracy. Compared to the average human reaction to visual stimuli, the proposed computer vision system works 9 times faster, which makes it capable of helping make life-saving decisions in time

    Gunrock: A High-Performance Graph Processing Library on the GPU

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    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs have been two significant challenges for developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We evaluate Gunrock on five key graph primitives and show that Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives, and better performance than any other GPU high-level graph library.Comment: 14 pages, accepted by PPoPP'16 (removed the text repetition in the previous version v5
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