2,135 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

    Eye Tracking Algorithm Based on Multi Model Kalman Filter

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    One of the most important pieces of Human Machine Interface (HMI) equipment is an eye tracking system that is used for many different applications. This paper aims to present an algorithm in order to improve the efficiency of eye tracking in the image by means of a multi-model Kalman filter. In the classical Kalman filter, one model is used for estimation of the object, but in the multi-model Kalman filter, several models are used for estimating the object. The important features of the multiple-model Kalman filter are improving the efficiency and reducing its estimating errors relative to the classical Kalman filter. The proposed algorithm consists of two parts. The first step is recognizing the initial position of the eye, and Support Vector Machine (SVM) has been used in this part. In the second part, the position of the eye is predicted in the next frame by using a multi-model Kalman filter, which applies constant speed and acceleration models based on the normal human eye. Doi: 10.28991/HIJ-2022-03-01-02 Full Text: PD

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    Efficient image-based rendering

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    Recent advancements in real-time ray tracing and deep learning have significantly enhanced the realism of computer-generated images. However, conventional 3D computer graphics (CG) can still be time-consuming and resource-intensive, particularly when creating photo-realistic simulations of complex or animated scenes. Image-based rendering (IBR) has emerged as an alternative approach that utilizes pre-captured images from the real world to generate realistic images in real-time, eliminating the need for extensive modeling. Although IBR has its advantages, it faces challenges in providing the same level of control over scene attributes as traditional CG pipelines and accurately reproducing complex scenes and objects with different materials, such as transparent objects. This thesis endeavors to address these issues by harnessing the power of deep learning and incorporating the fundamental principles of graphics and physical-based rendering. It offers an efficient solution that enables interactive manipulation of real-world dynamic scenes captured from sparse views, lighting positions, and times, as well as a physically-based approach that facilitates accurate reproduction of the view dependency effect resulting from the interaction between transparent objects and their surrounding environment. Additionally, this thesis develops a visibility metric that can identify artifacts in the reconstructed IBR images without observing the reference image, thereby contributing to the design of an effective IBR acquisition pipeline. Lastly, a perception-driven rendering technique is developed to provide high-fidelity visual content in virtual reality displays while retaining computational efficiency.Jüngste Fortschritte im Bereich Echtzeit-Raytracing und Deep Learning haben den Realismus computergenerierter Bilder erheblich verbessert. Konventionelle 3DComputergrafik (CG) kann jedoch nach wie vor zeit- und ressourcenintensiv sein, insbesondere bei der Erstellung fotorealistischer Simulationen von komplexen oder animierten Szenen. Das bildbasierte Rendering (IBR) hat sich als alternativer Ansatz herauskristallisiert, bei dem vorab aufgenommene Bilder aus der realen Welt verwendet werden, um realistische Bilder in Echtzeit zu erzeugen, so dass keine umfangreiche Modellierung erforderlich ist. Obwohl IBR seine Vorteile hat, ist es eine Herausforderung, das gleiche Maß an Kontrolle über Szenenattribute zu bieten wie traditionelle CG-Pipelines und komplexe Szenen und Objekte mit unterschiedlichen Materialien, wie z.B. transparente Objekte, akkurat wiederzugeben. In dieser Arbeit wird versucht, diese Probleme zu lösen, indem die Möglichkeiten des Deep Learning genutzt und die grundlegenden Prinzipien der Grafik und des physikalisch basierten Renderings einbezogen werden. Sie bietet eine effiziente Lösung, die eine interaktive Manipulation von dynamischen Szenen aus der realen Welt ermöglicht, die aus spärlichen Ansichten, Beleuchtungspositionen und Zeiten erfasst wurden, sowie einen physikalisch basierten Ansatz, der eine genaue Reproduktion des Effekts der Sichtabhängigkeit ermöglicht, der sich aus der Interaktion zwischen transparenten Objekten und ihrer Umgebung ergibt. Darüber hinaus wird in dieser Arbeit eine Sichtbarkeitsmetrik entwickelt, mit der Artefakte in den rekonstruierten IBR-Bildern identifiziert werden können, ohne das Referenzbild zu betrachten, und die somit zur Entwicklung einer effektiven IBR-Erfassungspipeline beiträgt. Schließlich wird ein wahrnehmungsgesteuertes Rendering-Verfahren entwickelt, um visuelle Inhalte in Virtual-Reality-Displays mit hoherWiedergabetreue zu liefern und gleichzeitig die Rechenleistung zu erhalten

    Real-time synthetic primate vision

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    Estimasi Arah Tatapan Mata Menggunakan Ensemble Convolutional Neural Network

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    Studi arah tatapan mata adalah salah satu masalah dalam bidang computer vision. Pengetahuan akan arah tatapan mata dapat memberikan informasi berharga yang dapat dimanfaatkan untuk berbagai macam keperluan dalam bidang lainnya, khususnya dalam bidang interaksi manusia dengan komputer. Dalam paper ini nantinya akan meneliti arah tatapan mata menggunakan Ensemble Convolutional Neural Network dengan menggunakan dataset CAVE (Columbia Gaze Dataset). Convolutional Neural Netwok (CNN) merupakan sebuah bidang keilmuan dalam bidang machine learning yang berkembang cukup pesat khususnya untuk mengklasifikasi citra. Nantinya, paper ini akan menganalisa dan membandingkan hasil F1 score dan weighted kappa (w-kappa) score serta error dari klasifikasi dengan menggunakan 3, 9, dan 21 kelas. Dengan sama-sama menggunakan kanal RGB sebagai gambar input, maka dapat dibandingkan dan disimpulkan bahwa dengan menggunakan metode Ensemble Convolutional Neural Network dengan koefisien 1 untuk mata kiri, 1 untuk mata kanan, dan 3 untuk kedua mata untuk klasifikasi dengan 3 dan 9 kelas, serta dengan koefisien 1 untuk mata kiri, 1 untuk mata kanan, dan 5 untuk kedua mata untuk klasifikasi dengan 21 kelas dapat menghasilkan hasil F1 score dan w-kappa yang lebih baik, serta tingkat error yang lebih rendah daripada menggunakan koefisien dengan nilai lainnya
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