89,277 research outputs found
Improved GelSight Tactile Sensor for Measuring Geometry and Slip
A GelSight sensor uses an elastomeric slab covered with a reflective membrane
to measure tactile signals. It measures the 3D geometry and contact force
information with high spacial resolution, and successfully helped many
challenging robot tasks. A previous sensor, based on a semi-specular membrane,
produces high resolution but with limited geometry accuracy. In this paper, we
describe a new design of GelSight for robot gripper, using a Lambertian
membrane and new illumination system, which gives greatly improved geometric
accuracy while retaining the compact size. We demonstrate its use in measuring
surface normals and reconstructing height maps using photometric stereo. We
also use it for the task of slip detection, using a combination of information
about relative motions on the membrane surface and the shear distortions. Using
a robotic arm and a set of 37 everyday objects with varied properties, we find
that the sensor can detect translational and rotational slip in general cases,
and can be used to improve the stability of the grasp.Comment: IEEE/RSJ International Conference on Intelligent Robots and System
How to reinforce perception of depth in single two-dimensional pictures
The physical conditions of the display of single 2-D pictures, which produce images realistically, were studied by using the characteristics of the intake of the information for visual depth perception. Depth sensitivity, which is defined as the ratio of viewing distance to depth discrimination threshold, was introduced in order to evaluate the availability of various cues for depth perception: binocular parallax, motion parallax, accommodation, convergence, size, texture, brightness, and air-perspective contrast. The effects of binocular parallax in different conditions, the depth sensitivity of which is greatest at a distance of up to about 10 m, were studied with the new versatile stereoscopic display. From these results, four conditions to reinforce the perception of depth in single pictures were proposed, and these conditions are met by the old viewing devices and the new high-definition and wide television displays
Change blindness: eradication of gestalt strategies
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
Bodily awareness and novel multisensory features
According to the decomposition thesis, perceptual experiences resolve without remainder into their different modality-specific components. Contrary to this view, I argue that certain cases of multisensory integration give rise to experiences representing features of a novel type. Through the coordinated use of bodily awareness—understood here as encompassing both proprioception and kinaesthesis—and the exteroceptive sensory modalities, one becomes perceptually responsive to spatial features whose instances couldn’t be represented by any of the contributing modalities functioning in isolation. I develop an argument for this conclusion focusing on two cases: 3D shape perception in haptic touch and experiencing an object’s egocentric location in crossmodally accessible, environmental space
Interactive Vegetation Rendering with Slicing and Blending
Detailed and interactive 3D rendering of vegetation is one of the challenges of traditional polygon-oriented computer graphics, due to large geometric complexity even of simple plants. In this paper we introduce a simplified image-based rendering approach based solely on alpha-blended textured polygons. The simplification is based on the limitations of human perception of complex geometry. Our approach renders dozens of detailed trees in real-time with off-the-shelf hardware, while providing significantly improved image quality over existing real-time techniques. The method is based on using ordinary mesh-based rendering for the solid parts of a tree, its trunk and limbs. The sparse parts of a tree, its twigs and leaves, are instead represented with a set of slices, an image-based representation. A slice is a planar layer, represented with an ordinary alpha or color-keyed texture; a set of parallel slices is a slicing. Rendering from an arbitrary viewpoint in a 360 degree circle around the center of a tree is achieved by blending between the nearest two slicings. In our implementation, only 6 slicings with 5 slices each are sufficient to visualize a tree for a moving or stationary observer with the perceptually similar quality as the original model
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Theory of the perceived motion direction of equal-spatial-frequency plaid stimuli.
At an early stage, 3 different systems independently extract visual motion information from visual inputs. At later stages, these systems combine their outputs. Here, we consider a much studied (>650 publications) class of visual stimuli, plaids, which are combinations of 2 sine waves. Currently, there is no quantitative theory that can account for the perceived motion of plaids. We consider only perceived plaid direction, not speed, and obtain a large set of data exploring the various dimensions in which same-spatial-frequency plaids differ. We find that only 2 of the 3 motion systems are active in plaid processing, and that plaids with temporal frequencies 10 Hz or greater typically stimulate only the first-order motion system, which combines the plaid components by vector summation: Each plaid component is represented by a contrast-strength vector whose length is contrast-squared times a factor representing the relative effectiveness of that component's temporal frequency. The third-order system, which becomes primary at low temporal frequencies, also represents a plaid as 2 vectors that sum according to their contrast strength: a pure plaid in which both components have equal contrast and a residual sine wave. Second-order motion is irrelevant for these plaids. These principles enable a contrast-strength-vector summation theory for the responses of the first-order and third-order motion systems. With zero parameters estimated from the data, the theory captures the essence of the full range of the plaid data and supports the counterintuitive hypothesis that motion direction is processed independently of speed at early stages of visual processing. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
Spatial vision in insects is facilitated by shaping the dynamics of visual input through behavioral action
Egelhaaf M, Boeddeker N, Kern R, Kurtz R, Lindemann JP. Spatial vision in insects is facilitated by shaping the dynamics of visual input through behavioral action. Frontiers in Neural Circuits. 2012;6:108.Insects such as flies or bees, with their miniature brains, are able to control highly aerobatic flight maneuvres and to solve spatial vision tasks, such as avoiding collisions with obstacles, landing on objects, or even localizing a previously learnt inconspicuous goal on the basis of environmental cues. With regard to solving such spatial tasks, these insects still outperform man-made autonomous flying systems. To accomplish their extraordinary performance, flies and bees have been shown by their characteristic behavioral actions to actively shape the dynamics of the image flow on their eyes ("optic flow"). The neural processing of information about the spatial layout of the environment is greatly facilitated by segregating the rotational from the translational optic flow component through a saccadic flight and gaze strategy. This active vision strategy thus enables the nervous system to solve apparently complex spatial vision tasks in a particularly efficient and parsimonious way. The key idea of this review is that biological agents, such as flies or bees, acquire at least part of their strength as autonomous systems through active interactions with their environment and not by simply processing passively gained information about the world. These agent-environment interactions lead to adaptive behavior in surroundings of a wide range of complexity. Animals with even tiny brains, such as insects, are capable of performing extraordinarily well in their behavioral contexts by making optimal use of the closed action-perception loop. Model simulations and robotic implementations show that the smart biological mechanisms of motion computation and visually-guided flight control might be helpful to find technical solutions, for example, when designing micro air vehicles carrying a miniaturized, low-weight on-board processor
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