228,678 research outputs found

    Interactive visual exploration of a large spatio-temporal dataset: Reflections on a geovisualization mashup

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    Exploratory visual analysis is useful for the preliminary investigation of large structured, multifaceted spatio-temporal datasets. This process requires the selection and aggregation of records by time, space and attribute, the ability to transform data and the flexibility to apply appropriate visual encodings and interactions. We propose an approach inspired by geographical 'mashups' in which freely-available functionality and data are loosely but flexibly combined using de facto exchange standards. Our case study combines MySQL, PHP and the LandSerf GIS to allow Google Earth to be used for visual synthesis and interaction with encodings described in KML. This approach is applied to the exploration of a log of 1.42 million requests made of a mobile directory service. Novel combinations of interaction and visual encoding are developed including spatial 'tag clouds', 'tag maps', 'data dials' and multi-scale density surfaces. Four aspects of the approach are informally evaluated: the visual encodings employed, their success in the visual exploration of the clataset, the specific tools used and the 'rnashup' approach. Preliminary findings will be beneficial to others considering using mashups for visualization. The specific techniques developed may be more widely applied to offer insights into the structure of multifarious spatio-temporal data of the type explored here

    Visual perception for basketball shooting

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    Vision is one of the six sensory systems that we use to know and interact with our environment but has been singled out as the most important form of exteroception for motor control. The reason for this implicit upgrade is probably that many human actions are directed at objects or targets beyond our immediate physical contact. The only link between these objects and us is the pattern of light reflected from their surfaces, and yet we identify and act upon them with great ease. No doubt humans make significant strides in establishing appropriate relations between perceptions and actions at early stages of their development. When my nephew Rodrigo was three months old it took him considerable perseverance and a lot of jerky movements to finally grasp the toy my mother was patiently holding and rambling. But once the relations between perceptions and actions are better established, humans can be incredibly skilful at interacting with distant objects even when the constraints imposed on the interaction are severe and a high degree of precision is required. Like many other sportive tasks, basketball shooting is characterised by tight temporal constraints, limited spatial variation, and high accuracy demands. How basketball players manage to consistently throw a ball through the basket, even if severely challenged by their opponents, is a remarkable feat that has occupied scientists for years, and the present work is but another step in understanding the intricate relations between visual perception and action in such a context where few errors are allowed and few are made. The research reported in the present thesis was conducted to uncover the visual basis of basketball shooting. Basketball shooting consists of throwing a ball on a parabolic flight that passes through a metal rim twice the size of the ball at three metres height. Common shooting types are the free throw and the jump shot. Free throws are taken in less than 10 s from the 4.6 m line without opposition. Jump shots can be taken from anywhere in the field, usually in the presence of opponents, and imply that the ball is released while the player is airborne. Conventional knowledge stipulates that players must see the basket before they shoot. Straightforward as this statement may seem, it can be incorrect in two ways. First, it is not granted that vision is required before the shot, as opposed to during the shot. While vision gathered before the movement may be useful, it may also be insufficient or unnecessary for accurate shooting. This temporal aspect is relevant because it gives insight into the timely interaction between visual perception and action. Second, it is not certain that the player must actually see the basket, as opposed to merely looking at it. The location of the target may be perceived through various information sources, not necessarily retinal ones. This spatial aspect is relevant because it gives insight into the optical basis of goal-directed movement. In what follows we describe in more detail what these temporal and spatial aspects of visual perception andaction consist of, backed up with relevant literature. Next, we briefly review the available literature on the visual perception of basketball shooting and introduce six experiments in which the temporal and spatial aspects of basketball shooting are investigated

    Between Sense and Sensibility: Declarative narrativisation of mental models as a basis and benchmark for visuo-spatial cognition and computation focussed collaborative cognitive systems

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    What lies between `\emph{sensing}' and `\emph{sensibility}'? In other words, what kind of cognitive processes mediate sensing capability, and the formation of sensible impressions ---e.g., abstractions, analogies, hypotheses and theory formation, beliefs and their revision, argument formation--- in domain-specific problem solving, or in regular activities of everyday living, working and simply going around in the environment? How can knowledge and reasoning about such capabilities, as exhibited by humans in particular problem contexts, be used as a model and benchmark for the development of collaborative cognitive (interaction) systems concerned with human assistance, assurance, and empowerment? We pose these questions in the context of a range of assistive technologies concerned with \emph{visuo-spatial perception and cognition} tasks encompassing aspects such as commonsense, creativity, and the application of specialist domain knowledge and problem-solving thought processes. Assistive technologies being considered include: (a) human activity interpretation; (b) high-level cognitive rovotics; (c) people-centred creative design in domains such as architecture & digital media creation, and (d) qualitative analyses geographic information systems. Computational narratives not only provide a rich cognitive basis, but they also serve as a benchmark of functional performance in our development of computational cognitive assistance systems. We posit that computational narrativisation pertaining to space, actions, and change provides a useful model of \emph{visual} and \emph{spatio-temporal thinking} within a wide-range of problem-solving tasks and application areas where collaborative cognitive systems could serve an assistive and empowering function.Comment: 5 pages, research statement summarising recent publication

    Removal of monocular interactions equates rivalry behavior for monocular, binocular, and stimulus rivalries

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    When the two eyes are presented with conflicting stimuli, perception starts to fluctuate over time (i.e., binocular rivalry). A similar fluctuation occurs when two patterns are presented to a single eye (i.e., monocular rivalry), or when they are swapped rapidly and repeatedly between the eyes (i.e., stimulus rivalry). Although all these cases lead to rivalry, in quantitative terms these modes of rivalry are generally found to differ significantly. We studied these different modes of rivalry with identical intermittently shown stimuli while varying the temporal layout of stimulation. We show that the quantitative differences between the modes of rivalry are caused by the presence of monocular interactions between the rivaling patterns; the introduction of a blank period just before a stimulus swap changed the number of rivalry reports to the extent that monocular and stimulus rivalries were inducible over ranges of spatial frequency content and contrast values that were nearly identical to binocular rivalry. Moreover when monocular interactions did not occur the perceptual dynamics of monocular, binocular, and stimulus rivalries were statistically indistinguishable. This range of identical behavior exhibited a monocular (∼50 ms) and a binocular (∼350 ms) limit. We argue that a common binocular, or pattern-based, mechanism determines the temporal constraints for these modes of rivalry

    Combining simultaneous with temporal masking

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    Simultaneous and temporal masking are two frequently used techniques in psychology and vision science. Although there are many studies and theories related to each masking technique, there are no systematic investigations of their mutual relationship, even though both techniques are often applied together. Here, the authors show that temporal masking can both undo and enhance the deteriorating effects of simultaneous masking depending on the stimulus onset asynchrony between the simultaneous and temporal masks. For the task and stimuli used in this study, temporal masking was largely unaffected by the properties of the simultaneous mask. In contrast, simultaneous masking seems to depend strongly on spatial grouping and was strongly affected by the properties of the temporal mask. These findings help to identify the nature of both temporal and simultaneous masking and promote understanding of the role of spatial and temporal grouping in visual perception
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