753 research outputs found

    Giving eyes to ICT!, or How does a computer recognize a cow?

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    Het door Schouten en andere onderzoekers op het CWI ontwikkelde systeem berust op het beschrijven van beelden met behulp van fractale meetkunde. De menselijke waarneming blijkt mede daardoor zo efficiënt omdat zij sterk werkt met gelijkenissen. Het ligt dus voor de hand het te zoeken in wiskundige methoden die dat ook doen. Schouten heeft daarom beeldcodering met behulp van 'fractals' onderzocht. Fractals zijn zelfgelijkende meetkundige figuren, opgebouwd door herhaalde transformatie (iteratie) van een eenvoudig basispatroon, dat zich daardoor op steeds kleinere schalen vertakt. Op elk niveau van detaillering lijkt een fractal op zichzelf (Droste-effect). Met fractals kan men vrij eenvoudig bedrieglijk echte natuurvoorstellingen maken. Fractale beeldcodering gaat ervan uit dat het omgekeerde ook geldt: een beeld effectief opslaan in de vorm van de basispatronen van een klein aantal fractals, samen met het voorschrift hoe het oorspronkelijke beeld daaruit te reconstrueren. Het op het CWI in samenwerking met onderzoekers uit Leuven ontwikkelde systeem is mede gebaseerd op deze methode. ISBN 906196502

    Feature Extraction Using Fractal Codes

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    Fast and successful searching for an object in a multimedia database is a highly desirable functionality. Several approaches to content based retrieval for multimedia databases can be found in the literature [9,10,12,14,17]. The approach we consider is feature extraction. A feature can be seen as a way to present simple information like the texture, color and spatial information of an image, or the pitch, frequency of a sound etc. In this paper we present a method for feature extraction on texture and spatial similarity, using fractal coding techniques. Our method is based upon the observation that the coefficients describing the fractal code of an image, contain very useful information about the structural content of the image. We apply simple statistics on information produced by fractal image coding. The statistics reveal features and require a small amount of storage. Several invariances are a consequence of the used methods: size, global contrast, orientation

    Image databases, scale and fractal transforms

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    Fractal transforms and feature invariance

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    In this paper, fractal transforms are employed with the aim of image recognition. It is known that such transforms are highly sensitive to distortions like a small shift of an image. However, by using features based on statistics kept during the actual decomposition we can derive features from fractal transforms, which are invariant to perturbations like rotation, translation, folding or contrast scaling. Further, we introduce a feature invariance measure, which reveals the degree of invariance of a feature with respect to a database. The features and the way their invariance is measured, appear well suited for the application to images of textures

    Communicative Interactions Improve Visual Detection of Biological Motion

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    BACKGROUND: In the context of interacting activities requiring close-body contact such as fighting or dancing, the actions of one agent can be used to predict the actions of the second agent. In the present study, we investigated whether interpersonal predictive coding extends to interactive activities--such as communicative interactions--in which no physical contingency is implied between the movements of the interacting individuals. METHODOLOGY/PRINCIPAL FINDINGS: Participants observed point-light displays of two agents (A and B) performing separate actions. In the communicative condition, the action performed by agent B responded to a communicative gesture performed by agent A. In the individual condition, agent A's communicative action was substituted with a non-communicative action. Using a simultaneous masking detection task, we demonstrate that observing the communicative gesture performed by agent A enhanced visual discrimination of agent B. CONCLUSIONS/SIGNIFICANCE: Our finding complements and extends previous evidence for interpersonal predictive coding, suggesting that the communicative gestures of one agent can serve as a predictor for the expected actions of the respondent, even if no physical contact between agents is implied

    The Effect of Looming and Receding Sounds on the Perceived In-Depth Orientation of Depth-Ambiguous Biological Motion Figures

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    BACKGROUND: The focus in the research on biological motion perception traditionally has been restricted to the visual modality. Recent neurophysiological and behavioural evidence, however, supports the idea that actions are not represented merely visually but rather audiovisually. The goal of the present study was to test whether the perceived in-depth orientation of depth-ambiguous point-light walkers (plws) is affected by the presentation of looming or receding sounds synchronized with the footsteps. METHODOLOGY/PRINCIPAL FINDINGS: In Experiment 1 orthographic frontal/back projections of plws were presented either without sound or with sounds of which the intensity level was rising (looming), falling (receding) or stationary. Despite instructions to ignore the sounds and to only report the visually perceived in-depth orientation, plws accompanied with looming sounds were more often judged to be facing the viewer whereas plws paired with receding sounds were more often judged to be facing away from the viewer. To test whether the effects observed in Experiment 1 act at a perceptual level rather than at the decisional level, in Experiment 2 observers perceptually compared orthographic plws without sound or paired with either looming or receding sounds to plws without sound but with perspective cues making them objectively either facing towards or facing away from the viewer. Judging whether either an orthographic plw or a plw with looming (receding) perspective cues is visually most looming becomes harder (easier) when the orthographic plw is paired with looming sounds. CONCLUSIONS/SIGNIFICANCE: The present results suggest that looming and receding sounds alter the judgements of the in-depth orientation of depth-ambiguous point-light walkers. While looming sounds are demonstrated to act at a perceptual level and make plws look more looming, it remains a challenge for future research to clarify at what level in the processing hierarchy receding sounds affect how observers judge the in-depth perception of plws

    Image databases, scale and fractal transforms

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    In contemporary image databases one finds many images with the same image content but perturbed by zooming, scaling, rotation etc. For the purpose of image recognition in such databases we employ features based on statistics stemming from fractal transforms gray-scale images. We show how the features derived from these statistical aspects can be made invariant to zooming or rescaling. A feature invariance measure is defined and described. The method is especially suitable for images of textures. We produce numerical results which validate the approach

    Persuasive Gaming in Context

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    The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies

    Measured UV Exposures of Ironman, Sprint and Olympic-Distance Triathlon Competitors

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    Triathletes present an extreme case of modelled behaviour in outdoor sport that favours enhanced exposure to solar ultraviolet radiation. This research presents personal solar ultraviolet exposures, measured using all-weather polysulphone film dosimeters, to triathletes during the distinct swimming, cycling and running stages of competitive Sprint, Olympic and Ironman events conducted within Australia and New Zealand. Measurements of exposure are made for each triathlon stage using film dosimeters fixed at a single site to the headwear of competing triathletes. Exposures are expressed relative to the local ambient and as absolute calibrated erythemally effective values across a total of eight triathlon courses (two Ironman, one half Ironman, one Olympic-distance, and four Sprint events). Competitor exposure results during training are also presented. Exposures range from between 0.2 to 6.8 SED/h (SED: standard erythema dose) depending upon the time of year, the local time of each event and cloud conditions. Cycle stage exposures can exceed 20 SED and represent the highest exposure fraction of any triathlon (average = 32%). The next highest stage exposure occurred during the swim (average = 28%), followed by the run (average = 26%). During an Ironman, personal competitor exposures exceed 30 SED, making triathlon a sporting discipline with potentially the highest personal ultraviolet exposure risk
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