415 research outputs found

    Natural stimuli for mice: environment statistics and behavioral responses

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    Using Priors to Improve Head-Mounted Eye Trackers in Sports

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    Keep Your Eyes above the Ball: Investigation of Virtual Reality (VR) Assistive Gaming for Age-Related Macular Degeneration (AMD) Visual Training

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    Humans are beyond all visual beings since most of the outside information is gathered through the visual system. When the aging process starts, visual functional damages become more and more common and the risk of developing visual impairment is higher. Age-related macular degeneration (AMD) is one of the main afflictions that leads to severe damage to the optical system due to the aging process. The ones affected lose the ability to use the central part of vision, essential for accurate visual information processing. Even if less accurate, peripheral vision remains unaffected, hence medical experts have developed training procedures to train patients to use peripheral vision instead to navigate their environment and continue their daily lives. This type of training is called eccentric viewing. However, there are several shortcomings in current approaches, such as not being engaging or individualizable enough nor cost and time-effective. The main scope of this dissertation was to find out if more engaging and individualizable methods can be used for peripheral training of AMD patients. The current work used virtual reality (VR) gaming to deliver AMD training; the first time such an approach was used for eccentric viewing training. In combination with eye-tracking, real-time individualized assistance was also achieved. Thanks to an integrated eye-tracker in the headset, concentric gaze-contingent stimuli were used to redirect the eyes toward an eccentric location. The concentric feature allowed participants to choose freely and individually their peripheral focus point. One study investigated the feasibility a VR system for individualized visual training of ophthalmic patients, two studies investigated two types of peripheral stimuli (three spatial cues and two optical distortions) and the last study was a case study looking into the feasibility of such an approach for a patient with late AMD. Changes in gaze directionality were observed in all the last three studies for one specific spatial cue, a concentric ring. In accordance with the literature, the gaze was directed spontaneously toward the most effective peripheral position. The last study additionally proved gaming feasible for future testing of the elderly AMD population. The current work opened the road to more individualized and engaging interventions for eccentric viewing training for late AMD

    Wide-Angle Foveation for All-Purpose Use

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    This paper proposes a model of a wide-angle space-variant image that provides a guide for designing a fovea sensor. First, an advanced wide-angle foveated (AdWAF) model is formulated, taking all-purpose use into account. This proposed model uses both Cartesian (linear) coordinates and logarithmic coordinates in both planar projection and spherical projection. Thus, this model divides its wide-angle field of view into four areas, such that it can represent an image by various types of lenses, flexibly. The first simulation compares with other lens models, in terms of image height and resolution. The result shows that the AdWAF model can reduce image data by 13.5%, compared to a log-polar lens model, both having the same resolution in the central field of view. The AdWAF image is remapped from an actual input image by the prototype fovea lens, a wide-angle foveated (WAF) lens, using the proposed model. The second simulation compares with other foveation models used for the existing log-polar chip and vision system. The third simulation estimates a scale-invariant property by comparing with the existing fovea lens and the log-polar lens. The AdWAF model gives its planar logarithmic part a complete scale-invariant property, while the fovea lens has 7.6% error at most in its spherical logarithmic part. The fourth simulation computes optical flow in order to examine the unidirectional property when the fovea sensor by the AdWAF model moves, compared to the pinhole camera. The result obtained by using a concept of a virtual cylindrical screen indicates that the proposed model has advantages in terms of computation and application of the optical flow when the fovea sensor moves forward

    Novel haptic interface For viewing 3D images

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    In recent years there has been an explosion of devices and systems capable of displaying stereoscopic 3D images. While these systems provide an improved experience over traditional bidimensional displays they often fall short on user immersion. Usually these systems only improve depth perception by relying on the stereopsis phenomenon. We propose a system that improves the user experience and immersion by having a position dependent rendering of the scene and the ability to touch the scene. This system uses depth maps to represent the geometry of the scene. Depth maps can be easily obtained on the rendering process or can be derived from the binocular-stereo images by calculating their horizontal disparity. This geometry is then used as an input to be rendered in a 3D display, do the haptic rendering calculations and have a position depending render of the scene. The author presents two main contributions. First, since the haptic devices have a finite work space and limited resolution, we used what we call detail mapping algorithms. These algorithms compress geometry information contained in a depth map, by reducing the contrast among pixels, in such a way that it can be rendered into a limited resolution display medium without losing any detail. Second, the unique combination of a depth camera as a motion capturing system, a 3D display and haptic device to enhance user experience. While developing this system we put special attention on the cost and availability of the hardware. We decided to use only off-the-shelf, mass consumer oriented hardware so our experiments can be easily implemented and replicated. As an additional benefit the total cost of the hardware did not exceed the one thousand dollars mark making it affordable for many individuals and institutions
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