441 research outputs found
Cross-modal face identity aftereffects and their relation to priming
We tested the magnitude of the face identity aftereffect following adaptation to different modes of adaptors in four experiments. The perceptual midpoint between two morphed famous faces was measured pre- and post-adaptation. Significant aftereffects were observed for visual (faces) and non-visual adaptors (voices and names) but not non-specific semantic information (e.g., occupations). Aftereffects were also observed following imagination and adaptation to an associated person. The strongest aftereffects were found adapting to facial caricatures. These results are discussed in terms of cross-modal adaptation occurring at various loci within the face-recognition system analogous to priming
Attractiveness is positively related to World Cup performance in male, but not female, biathletes
This is the author accepted manuscript. The final version is available from Oxford University Press via the DOI in this record.Whole-organism performance capacity is thought to play a key role in sexual selection,through its impacts on both intrasexual competition and intersexual mate choice. Based on data from elite sports, several studies have reported a positive association between facial attractiveness and athletic performance in humans, leading to claims that facial correlates of sporting prowess in men reveal heritable or non-heritable mate quality.
However, for most of the sports studied (soccer, ice hockey, American football and cycling) it is not possible to separate individual performance from team performance. Here, using photographs of athletes who compete annually in a multi-event World Cup,we examine the relationship between facial attractiveness and individual career-best performance metrics in the biathlon, a multidisciplinary sport that combines target shooting and cross-country skiing. Unlike all previous studies, which considered only male athletes, we report relationships for both sportsmen and sportswomen. As predicted by evolutionary arguments, we found that male biathletes were judged more attractive if (unknown to the raters) they had achieved a higher peak performance (World Cup points score) in their career, whereas there was no significant relationship for female biathletes. Our findings show that elite male athletes display visible, attractive cues that reliably reflect their athletic performance
Self priming in face recognition
Recently Burton, Bruce and Johnston (1990) have presented an interactive activation and competition model of face recognition. They have shown that this IAC model presents a parsimonious account of semantic and repetition priming effects with faces. In addition, a number of new predictions are evident from the model's structure. One such prediction is highlighted by Burton et al. themselves - that for short prime-target stimulus onset asynchronies (SOAs) a face should prime the recognition of a target name (or vice versa), 'self priming'. This thesis examined this prediction and found that it held for a design in which items were repeated across prime type conditions (same, associated, neutral and unrelated). Further, cross (face prime/name target) and within-domain (name prime/name target) designs were found to produce equivalent degrees of self and semantic priming (Experiments 1 and 2). Closer examination of the Burton et al. model suggested that the effect of domain equivalence for self priming should not hold for a design in which the stimulus items are not repeated across prime type conditions (i.e. subjects are presented with each item only once). This prediction was confirmed in Experiments 3, 4, 5 and 6.The time courses of self and semantic priming were investigated in two experiments where the interstimulus interval (ISI) between prime and target, and prime presentation times were varied. The results proved difficult to accommodate within the Burton et al. model, but it is argued that they did not provide a sufficient basis on which to reject the model. Finally, the self priming paradigm was applied to the study of distinctiveness effects. Faces judged to be distinctive in appearance were found to produce more facilitation than faces judged to be typical in appearance. Similarly, caricatured representation of faces were found to produce more facilitation than veridical or anticaricatured representations. The results of the distinctiveness studies are discussed in terms of the Valentine's (1991a; 1991b) exemplar-based coding model and Burton, Bruce and Johnston's (1990) IAC implementation. It is concluded that the results of these experiments lend support to the Burton et al. model
Perception and recognition of computer-enhanced facial attributes and abstracted prototypes
The influence of the human facial image was surveyed and the nature of its many interpretations were examined. The role of distinctiveness was considered particularly relevant as it accounted for many of the impressions of character and identity ascribed to individuals. The notion of structural differences with respect to some selective essence of normality is especially important as it allows a wide range of complex facial types to be considered and understood in an objective manner. A software tool was developed which permitted the manipulation of facial images. Quantitative distortions of digital images were examined using perceptual and recognition memory paradigms. Seven experiments investigated the role of distinctiveness in memory for faces using synthesised caricatures. The results showed that caricatures, both photographic and line-drawing, improved recognition speed and accuracy, indicating that both veridical and distinctiveness information are coded for familiar faces in long-term memory. The impact of feature metrics on perceptual estimates of facial age was examined using 'age-caricatured' images and were found to be in relative accordance with the 'intended' computed age. Further modifying the semantics permitted the differences between individual faces to be visualised in terms of facial structure and skin texture patterns. Transformations of identity between two, or more, faces established the necessary matrices which can offer an understanding of facial expression in a categorical manner and the inherent interactions. A procedural extension allowed generation of composite images in which all features are perfectly aligned. Prototypical facial types specified in this manner enabled high-level manipulations to be made of gender and attractiveness; two experiments corroborated previously speculative material and thus gave credence to the prototype model. In summary, psychological assessment of computer-manipulated facial images demonstrated the validity of the objective techniques and highlighted particular parameters which contribute to our perception and recognition of the individual and of underlying facial types
Sonic stuff : objects and objectiles
PhD ThesisThis thesis investigates the role of objects in creative practice as alluring and evocative
materials that disrupt compositional intentions and trajectories. This research does not
begin from music as a cultural text but rather from the deeper experiences of sound as
resistant materials that animate experiential space with their own styles of atmosphere,
ambience and inaudible-audible signatures. Working across and often at the peripheries
of the theoretical disciplines of object orientated ontology and process philosophy I
address the philosophical issue of how sounds and objects possess the potential to
unsettle, agitate and reconfigure networks of relation.
Practice has informed a hybridisation of concepts derived from various disciplines,
which are held together by threads of fictionalised prose that contribute alternative
insights into the field of studio-based composition. This research employs a
phenomenological method of reduction and at times an object orientated approach in
theorising the autonomous life of sounds and objects. Dense descriptions of
experiences, observations, thoughts and poetics form the basis for developing an
informed creative treatise. Deviating descriptions of sensuous experiences are
deployed throughout this research in order to find personal and meaningful ways of
articulating sonic encounter.
What are the multiple contours of Sonic Stuff? Is there an identity of sonic potential?
What tensions/relations occur between the composer, studio and sonic object? In what
form does Sonic Stuff reveal and characterise experiential time and space? What do the
concepts of the withdrawn and revealed afford an understanding of sonic objects and
sound in-itself
EigenFIT : a statistical learning approach to facial composites
EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Spatial auditory display for acoustics and music collections
PhDThis thesis explores how audio can be better incorporated into how people access
information and does so by developing approaches for creating three-dimensional audio
environments with low processing demands. This is done by investigating three research
questions.
Mobile applications have processor and memory requirements that restrict the
number of concurrent static or moving sound sources that can be rendered with binaural
audio. Is there a more e cient approach that is as perceptually accurate as the traditional
method? This thesis concludes that virtual Ambisonics is an ef cient and accurate means
to render a binaural auditory display consisting of noise signals placed on the horizontal
plane without head tracking. Virtual Ambisonics is then more e cient than convolution
of HRTFs if more than two sound sources are concurrently rendered or if movement of
the sources or head tracking is implemented.
Complex acoustics models require signi cant amounts of memory and processing. If
the memory and processor loads for a model are too large for a particular device, that
model cannot be interactive in real-time. What steps can be taken to allow a complex
room model to be interactive by using less memory and decreasing the computational
load? This thesis presents a new reverberation model based on hybrid reverberation
which uses a collection of B-format IRs. A new metric for determining the mixing
time of a room is developed and interpolation between early re
ections is investigated.
Though hybrid reverberation typically uses a recursive lter such as a FDN for the late
reverberation, an average late reverberation tail is instead synthesised for convolution
reverberation.
Commercial interfaces for music search and discovery use little aural information
even though the information being sought is audio. How can audio be used in
interfaces for music search and discovery? This thesis looks at 20 interfaces and
determines that several themes emerge from past interfaces. These include using a two
or three-dimensional space to explore a music collection, allowing concurrent playback of
multiple sources, and tools such as auras to control how much information is presented. A
new interface, the amblr, is developed because virtual two-dimensional spaces populated
by music have been a common approach, but not yet a perfected one. The amblr is also
interpreted as an art installation which was visited by approximately 1000 people over 5
days. The installation maps the virtual space created by the amblr to a physical space
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