208 research outputs found

    Quick and energy-efficient Bayesian computing of binocular disparity using stochastic digital signals

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    Reconstruction of the tridimensional geometry of a visual scene using the binocular disparity information is an important issue in computer vision and mobile robotics, which can be formulated as a Bayesian inference problem. However, computation of the full disparity distribution with an advanced Bayesian model is usually an intractable problem, and proves computationally challenging even with a simple model. In this paper, we show how probabilistic hardware using distributed memory and alternate representation of data as stochastic bitstreams can solve that problem with high performance and energy efficiency. We put forward a way to express discrete probability distributions using stochastic data representations and perform Bayesian fusion using those representations, and show how that approach can be applied to diparity computation. We evaluate the system using a simulated stochastic implementation and discuss possible hardware implementations of such architectures and their potential for sensorimotor processing and robotics.Comment: Preprint of article submitted for publication in International Journal of Approximate Reasoning and accepted pending minor revision

    Self-motion and the perception of stationary objects

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    One of the ways we perceive shape is through seeing motion. Visual motion may be actively generated (for example, in locomotion), or passively observed. In the study of how we perceive 3D structure from motion (SfM), the non-moving, passive observer in an environment of moving rigid objects has been used as a substitute for an active observer moving in an environment of stationary objects; the 'rigidity hypothesis' has played a central role in computational and experimental studies of SfM. Here we demonstrate that this substitution is not fully adequate, because active observers perceive 3D structure differently from passive observers, despite experiencing the same visual stimulus: active observers' perception of 3D structure depends on extra-visual self-motion information. Moreover, the visual system, making use of the self-motion information treats objects that are stationary (in an allocentric, earth-fixed reference frame) differently from objects that are merely rigid. These results show that action plays a central role in depth perception, and argue for a revision of the rigidity hypothesis to incorporate the special case of stationary objects

    Robust sequence storage in bistable oscillators

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    International audienceNanoscale devices, like magnetic tunnel junction, have rich dynamics, including oscillatory ones. Such components may relieve us of the burden of integrating nonlinear equations. We propose a phenomenological model of bistable oscillators and we show that in a network, it achieves robust storage of sequences

    Keeping track of objects while exploring an informationally impoverished environment: Local deictic versus global spatial strategies

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    This study investigates a new experimental paradigm called the Modified Traveling Salesman Problem (Bullot & Droulez, submitted). This task requires subjects to visit once and only once n invisible targets in a 2D display, using a virtual vehicle controlled by the subject. Subjects can only see the directions of the targets from the current location of the vehicle, displayed by a set of oriented segments that can be viewed inside a circular window surrounding the vehicle. Two conditions were compared. In the “allocentric” condition, subjects see the vehicle move across the screen and change orientation under their command. The “egocentric” condition is similar except for how the information is provided: the position and orientation of the vehicle icon remains fixed at the center of the screen and only target directions, as indicated by the oriented segments, change as the subject “moves” the vehicle. The unexpected finding was that this task can be performed, in either condition, for up to 10 targets. We consider two possible strategies that might be used, a location-based strategy and a segment strategy. The location-based strategy relies on spatial memory and attempts to infer the locations of all the targets. The segment strategy is more local and focuses on the directional segments themselves, keeping track of the ones that represent already-visited targets. A number of observations suggest that the segment strategy was used, at least for larger numbers of targets. According to our hypothesis, keeping track of the segments requires one to use indexical reference for associating the segments with their status in the task - given by current status predicates Visited(x) or Not-visited(x) -, perhaps using visual indexes (Pylyshyn, 2001), deictic pointers (Ballard et al., 1997), or object files (Kahneman et al, 1992)

    L’homme, la bête et le zombi.

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    La définition du terme « animalité » apparaît d’emblée comme très problématique si l’on entend par là, non simplement une sorte de qualification morale servant à établir un repoussoir par rapport à l’« humanité », mais plutôt une caractérisation positive de ce qui constitue l’originalité et la spécificité de l’essence de la vie animale, à la fois par rapport à l’essence de la vie végétale et celle de la vie humaine. Il est intéressant de revenir aux implications de l’étymologie même des mots..

    Skyrmion Gas Manipulation for Probabilistic Computing

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    The topologically protected magnetic spin configurations known as skyrmions offer promising applications due to their stability, mobility and localization. In this work, we emphasize how to leverage the thermally driven dynamics of an ensemble of such particles to perform computing tasks. We propose a device employing a skyrmion gas to reshuffle a random signal into an uncorrelated copy of itself. This is demonstrated by modelling the ensemble dynamics in a collective coordinate approach where skyrmion-skyrmion and skyrmion-boundary interactions are accounted for phenomenologically. Our numerical results are used to develop a proof-of-concept for an energy efficient (μW\sim\mu\mathrm{W}) device with a low area imprint (μm2\sim\mu\mathrm{m}^2). Whereas its immediate application to stochastic computing circuit designs will be made apparent, we argue that its basic functionality, reminiscent of an integrate-and-fire neuron, qualifies it as a novel bio-inspired building block.Comment: 41 pages, 20 figure

    How the Learning Path and the Very Structure of a Multifloored Environment Influence Human Spatial Memory

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    International audienceFew studies have explored how humans memorize landmarks in complex multifloored buildings. They have observed that participants memorize an environment either by floors or by vertical columns, influenced by the learning path. However, the influence of the building's actual structure is not yet known. In order to investigate this influence, we conducted an experiment using an object-in-place protocol in a cylindrical building to contrast with previous experiments which used rectilinear environments. Two groups of 15 participants were taken on a tour with a first person perspective through a virtual cylindrical three-floored building. They followed either a route discovering floors one at a time, or a route discovering columns (by simulated lifts across floors). They then underwent a series of trials, in which they viewed a camera movement reproducing either a segment of the learning path (familiar trials), or performing a shortcut relative to the learning trajectory (novel trials). We observed that regardless of the learning path, participants better memorized the building by floors, and only participants who had discovered the building by columns also memorized it by columns. This expands on previous results obtained in a rectilinear building, where the learning path favoured the memory of its horizontal and vertical layout. Taken together, these results suggest that both learning mode and an environment's structure influence the spatial memory of complex multifloored buildings
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