16,266 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

    Computational intelligence approaches to robotics, automation, and control [Volume guest editors]

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    Perception-driven approaches to real-time remote immersive visualization

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    In remote immersive visualization systems, real-time 3D perception through RGB-D cameras, combined with modern Virtual Reality (VR) interfaces, enhances the user’s sense of presence in a remote scene through 3D reconstruction rendered in a remote immersive visualization system. Particularly, in situations when there is a need to visualize, explore and perform tasks in inaccessible environments, too hazardous or distant. However, a remote visualization system requires the entire pipeline from 3D data acquisition to VR rendering satisfies the speed, throughput, and high visual realism. Mainly when using point-cloud, there is a fundamental quality difference between the acquired data of the physical world and the displayed data because of network latency and throughput limitations that negatively impact the sense of presence and provoke cybersickness. This thesis presents state-of-the-art research to address these problems by taking the human visual system as inspiration, from sensor data acquisition to VR rendering. The human visual system does not have a uniform vision across the field of view; It has the sharpest visual acuity at the center of the field of view. The acuity falls off towards the periphery. The peripheral vision provides lower resolution to guide the eye movements so that the central vision visits all the interesting crucial parts. As a first contribution, the thesis developed remote visualization strategies that utilize the acuity fall-off to facilitate the processing, transmission, buffering, and rendering in VR of 3D reconstructed scenes while simultaneously reducing throughput requirements and latency. As a second contribution, the thesis looked into attentional mechanisms to select and draw user engagement to specific information from the dynamic spatio-temporal environment. It proposed a strategy to analyze the remote scene concerning the 3D structure of the scene, its layout, and the spatial, functional, and semantic relationships between objects in the scene. The strategy primarily focuses on analyzing the scene with models the human visual perception uses. It sets a more significant proportion of computational resources on objects of interest and creates a more realistic visualization. As a supplementary contribution, A new volumetric point-cloud density-based Peak Signal-to-Noise Ratio (PSNR) metric is proposed to evaluate the introduced techniques. An in-depth evaluation of the presented systems, comparative examination of the proposed point cloud metric, user studies, and experiments demonstrated that the methods introduced in this thesis are visually superior while significantly reducing latency and throughput

    Attentive monitoring of multiple video streams driven by a Bayesian foraging strategy

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    In this paper we shall consider the problem of deploying attention to subsets of the video streams for collating the most relevant data and information of interest related to a given task. We formalize this monitoring problem as a foraging problem. We propose a probabilistic framework to model observer's attentive behavior as the behavior of a forager. The forager, moment to moment, focuses its attention on the most informative stream/camera, detects interesting objects or activities, or switches to a more profitable stream. The approach proposed here is suitable to be exploited for multi-stream video summarization. Meanwhile, it can serve as a preliminary step for more sophisticated video surveillance, e.g. activity and behavior analysis. Experimental results achieved on the UCR Videoweb Activities Dataset, a publicly available dataset, are presented to illustrate the utility of the proposed technique.Comment: Accepted to IEEE Transactions on Image Processin

    I can see it in your eyes: what the Xenopus laevis eye can teach us about motion perception

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    A mixed reality telepresence system for collaborative space operation

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    This paper presents a Mixed Reality system that results from the integration of a telepresence system and an application to improve collaborative space exploration. The system combines free viewpoint video with immersive projection technology to support non-verbal communication, including eye gaze, inter-personal distance and facial expression. Importantly, these can be interpreted together as people move around the simulation, maintaining natural social distance. The application is a simulation of Mars, within which the collaborators must come to agreement over, for example, where the Rover should land and go. The first contribution is the creation of a Mixed Reality system supporting contextualization of non-verbal communication. Tw technological contributions are prototyping a technique to subtract a person from a background that may contain physical objects and/or moving images, and a light weight texturing method for multi-view rendering which provides balance in terms of visual and temporal quality. A practical contribution is the demonstration of pragmatic approaches to sharing space between display systems of distinct levels of immersion. A research tool contribution is a system that allows comparison of conventional authored and video based reconstructed avatars, within an environment that encourages exploration and social interaction. Aspects of system quality, including the communication of facial expression and end-to-end latency are reported
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