54,830 research outputs found

    A Neural Model of Visually Guided Steering, Obstacle Avoidance, and Route Selection

    Full text link
    A neural model is developed to explain how humans can approach a goal object on foot while steering around obstacles to avoid collisions in a cluttered environment. The model uses optic flow from a 3D virtual reality environment to determine the position of objects based on motion discotinuities, and computes heading direction, or the direction of self-motion, from global optic flow. The cortical representation of heading interacts with the representations of a goal and obstacles such that the goal acts as an attractor of heading, while obstacles act as repellers. In addition the model maintains fixation on the goal object by generating smooth pursuit eye movements. Eye rotations can distort the optic flow field, complicating heading perception, and the model uses extraretinal signals to correct for this distortion and accurately represent heading. The model explains how motion processing mechanisms in cortical areas MT, MST, and VIP can be used to guide steering. The model quantitatively simulates human psychophysical data about visually-guided steering, obstacle avoidance, and route selection.Air Force Office of Scientific Research (F4960-01-1-0397); National Geospatial-Intelligence Agency (NMA201-01-1-2016); National Science Foundation (NSF SBE-0354378); Office of Naval Research (N00014-01-1-0624

    A Neural Model of Visually Guided Steering, Obstacle Avoidance, and Route Selection

    Full text link
    A neural model is developed to explain how humans can approach a goal object on foot while steering around obstacles to avoid collisions in a cluttered environment. The model uses optic flow from a 3D virtual reality environment to determine the position of objects based on motion discontinuities, and computes heading direction, or the direction of self-motion, from global optic flow. The cortical representation of heading interacts with the representations of a goal and obstacles such that the goal acts as an attractor of heading, while obstacles act as repellers. In addition the model maintains fixation on the goal object by generating smooth pursuit eye movements. Eye rotations can distort the optic flow field, complicating heading perception, and the model uses extraretinal signals to correct for this distortion and accurately represent heading. The model explains how motion processing mechanisms in cortical areas MT, MST, and posterior parietal cortex can be used to guide steering. The model quantitatively simulates human psychophysical data about visually-guided steering, obstacle avoidance, and route selection.Air Force Office of Scientific Research (F4960-01-1-0397); National Geospatial-Intelligence Agency (NMA201-01-1-2016); National Science Foundation (SBE-0354378); Office of Naval Research (N00014-01-1-0624

    Neural Representations for Sensory-Motor Control, II: Learning a Head-Centered Visuomotor Representation of 3-D Target Position

    Full text link
    A neural network model is described for how an invariant head-centered representation of 3-D target position can be autonomously learned by the brain in real time. Once learned, such a target representation may be used to control both eye and limb movements. The target representation is derived from the positions of both eyes in the head, and the locations which the target activates on the retinas of both eyes. A Vector Associative Map, or YAM, learns the many-to-one transformation from multiple combinations of eye-and-retinal position to invariant 3-D target position. Eye position is derived from outflow movement signals to the eye muscles. Two successive stages of opponent processing convert these corollary discharges into a. head-centered representation that closely approximates the azimuth, elevation, and vergence of the eyes' gaze position with respect to a cyclopean origin located between the eyes. YAM learning combines this cyclopean representation of present gaze position with binocular retinal information about target position into an invariant representation of 3-D target position with respect to the head. YAM learning can use a teaching vector that is externally derived from the positions of the eyes when they foveate the target. A YAM can also autonomously discover and learn the invariant representation, without an explicit teacher, by generating internal error signals from environmental fluctuations in which these invariant properties are implicit. YAM error signals are computed by Difference Vectors, or DVs, that are zeroed by the YAM learning process. YAMs may be organized into YAM Cascades for learning and performing both sensory-to-spatial maps and spatial-to-motor maps. These multiple uses clarify why DV-type properties are computed by cells in the parietal, frontal, and motor cortices of many mammals. YAMs are modulated by gating signals that express different aspects of the will-to-act. These signals transform a single invariant representation into movements of different speed (GO signal) and size (GRO signal), and thereby enable YAM controllers to match a planned action sequence to variable environmental conditions.National Science Foundation (IRI-87-16960, IRI-90-24877); Office of Naval Research (N00014-92-J-1309

    Neural Representations for Sensory-Motor Control, III: Learning a Body-Centered Representation of 3-D Target Position

    Full text link
    A neural model is described of how the brain may autonomously learn a body-centered representation of 3-D target position by combining information about retinal target position, eye position, and head position in real time. Such a body-centered spatial representation enables accurate movement commands to the limbs to be generated despite changes in the spatial relationships between the eyes, head, body, and limbs through time. The model learns a vector representation--otherwise known as a parcellated distributed representation--of target vergence with respect to the two eyes, and of the horizontal and vertical spherical angles of the target with respect to a cyclopean egocenter. Such a vergence-spherical representation has been reported in the caudal midbrain and medulla of the frog, as well as in psychophysical movement studies in humans. A head-centered vergence-spherical representation of foveated target position can be generated by two stages of opponent processing that combine corollary discharges of outflow movement signals to the two eyes. Sums and differences of opponent signals define angular and vergence coordinates, respectively. The head-centered representation interacts with a binocular visual representation of non-foveated target position to learn a visuomotor representation of both foveated and non-foveated target position that is capable of commanding yoked eye movementes. This head-centered vector representation also interacts with representations of neck movement commands to learn a body-centered estimate of target position that is capable of commanding coordinated arm movements. Learning occurs during head movements made while gaze remains fixed on a foveated target. An initial estimate is stored and a VOR-mediated gating signal prevents the stored estimate from being reset during a gaze-maintaining head movement. As the head moves, new estimates arc compared with the stored estimate to compute difference vectors which act as error signals that drive the learning process, as well as control the on-line merging of multimodal information.Air Force Office of Scientific Research (F49620-92-J-0499); National Science Foundation (IRI -87-16960, IRI-90-24877); Office of Naval Research (N00014-92-J-l309

    Development of the Vertebral Joints (C3 through T2) in Man

    Get PDF

    EgoFace: Egocentric Face Performance Capture and Videorealistic Reenactment

    No full text
    Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time

    Neural Representations for Sensory-Motor Control I: Head-Centered 3-D Target Positions from Opponent Eye Commands

    Full text link
    This article describes how corollary discharges from outflow eye movement commands can be transformed by two stages of opponent neural processing into a head-centered representation of 3-D target position. This representation implicitly defines a cyclopean coordinate system whose variables approximate the binocular vergence and spherical horizontal and vertical angles with respect to the observer's head. Various psychophysical data concerning binocular distance perception and reaching behavior are clarified by this representation. The representation provides a foundation for learning head-centered and body-centered invariant representations of both foveated and non-foveated 3-D target positions. It also enables a solution to be developed of the classical motor equivalence problem, whereby many different joint configurations of a redundant manipulator can all be used to realize a desired trajectory in 3-D space.Air Force Office of Scientific Research (URI 90-0175); Defense Advanced Research Projects Agency (AFOSR-90-0083); National Science Foundation (IRI-87-16960, IRI-90-24877
    • …
    corecore