38,131 research outputs found

    Modelling Locomotor Control: the advantages of mobile gaze

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    In 1958, JJ Gibson put forward proposals on the visual control of locomotion. Research in the last 50 years has served to clarify the sources of visual and nonvisual information that contribute to successful steering, but has yet to determine how this information is optimally combined under conditions of uncertainty. Here, we test the conditions under which a locomotor robot with a mobile camera can steer effectively using simple visual and extra-retinal parameters to examine how such models cope with the noisy real-world visual and motor estimates that are available to humans. This applied modeling gives us an insight into both the advantages and limitations of using active gaze to sample information when steering

    How active perception and attractor dynamics shape perceptual categorization: A computational model

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    We propose a computational model of perceptual categorization that fuses elements of grounded and sensorimotor theories of cognition with dynamic models of decision-making. We assume that category information consists in anticipated patterns of agent–environment interactions that can be elicited through overt or covert (simulated) eye movements, object manipulation, etc. This information is firstly encoded when category information is acquired, and then re-enacted during perceptual categorization. The perceptual categorization consists in a dynamic competition between attractors that encode the sensorimotor patterns typical of each category; action prediction success counts as ‘‘evidence’’ for a given category and contributes to falling into the corresponding attractor. The evidence accumulation process is guided by an active perception loop, and the active exploration of objects (e.g., visual exploration) aims at eliciting expected sensorimotor patterns that count as evidence for the object category. We present a computational model incorporating these elements and describing action prediction, active perception, and attractor dynamics as key elements of perceptual categorizations. We test the model in three simulated perceptual categorization tasks, and we discuss its relevance for grounded and sensorimotor theories of cognition.Peer reviewe

    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

    Helicopter flights with night-vision goggles: Human factors aspects

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    Night-vision goggles (NVGs) and, in particular, the advanced, helmet-mounted Aviators Night-Vision-Imaging System (ANVIS) allows helicopter pilots to perform low-level flight at night. It consists of light intensifier tubes which amplify low-intensity ambient illumination (star and moon light) and an optical system which together produce a bright image of the scene. However, these NVGs do not turn night into day, and, while they may often provide significant advantages over unaided night flight, they may also result in visual fatigue, high workload, and safety hazards. These problems reflect both system limitations and human-factors issues. A brief description of the technical characteristics of NVGs and of human night-vision capabilities is followed by a description and analysis of specific perceptual problems which occur with the use of NVGs in flight. Some of the issues addressed include: limitations imposed by a restricted field of view; problems related to binocular rivalry; the consequences of inappropriate focusing of the eye; the effects of ambient illumination levels and of various types of terrain on image quality; difficulties in distance and slope estimation; effects of dazzling; and visual fatigue and superimposed symbology. These issues are described and analyzed in terms of their possible consequences on helicopter pilot performance. The additional influence of individual differences among pilots is emphasized. Thermal imaging systems (forward looking infrared (FLIR)) are described briefly and compared to light intensifier systems (NVGs). Many of the phenomena which are described are not readily understood. More research is required to better understand the human-factors problems created by the use of NVGs and other night-vision aids, to enhance system design, and to improve training methods and simulation techniques

    Space station proximity operations and window design

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    On-orbit proximity operations (PROX-OPS) consist of all extravehicular activity (EVA) within 1 km of the space station. Because of the potentially large variety of PROX-OPS, very careful planning for space station windows is called for and must consider a great many human factors. The following topics are discussed: (1) basic window design philosophy and assumptions; (2) the concept of the local horizontal - local vertical on-orbit; (3) window linear dimensions; (4) selected anthropomorphic considerations; (5) displays and controls relative to windows; and (6) full window assembly replacement

    A motion system for social and animated robots

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    This paper presents an innovative motion system that is used to control the motions and animations of a social robot. The social robot Probo is used to study Human-Robot Interactions (HRI), with a special focus on Robot Assisted Therapy (RAT). When used for therapy it is important that a social robot is able to create an "illusion of life" so as to become a believable character that can communicate with humans. The design of the motion system in this paper is based on insights from the animation industry. It combines operator-controlled animations with low-level autonomous reactions such as attention and emotional state. The motion system has a Combination Engine, which combines motion commands that are triggered by a human operator with motions that originate from different units of the cognitive control architecture of the robot. This results in an interactive robot that seems alive and has a certain degree of "likeability". The Godspeed Questionnaire Series is used to evaluate the animacy and likeability of the robot in China, Romania and Belgium
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