WorldWideScience

Sample records for objective perceptual video

  1. Perceptual video quality assessment in H.264 video coding standard using objective modeling.

    Science.gov (United States)

    Karthikeyan, Ramasamy; Sainarayanan, Gopalakrishnan; Deepa, Subramaniam Nachimuthu

    2014-01-01

    Since usage of digital video is wide spread nowadays, quality considerations have become essential, and industry demand for video quality measurement is rising. This proposal provides a method of perceptual quality assessment in H.264 standard encoder using objective modeling. For this purpose, quality impairments are calculated and a model is developed to compute the perceptual video quality metric based on no reference method. Because of the shuttle difference between the original video and the encoded video the quality of the encoded picture gets degraded, this quality difference is introduced by the encoding process like Intra and Inter prediction. The proposed model takes into account of the artifacts introduced by these spatial and temporal activities in the hybrid block based coding methods and an objective modeling of these artifacts into subjective quality estimation is proposed. The proposed model calculates the objective quality metric using subjective impairments; blockiness, blur and jerkiness compared to the existing bitrate only calculation defined in the ITU G 1070 model. The accuracy of the proposed perceptual video quality metrics is compared against popular full reference objective methods as defined by VQEG.

  2. Applicability of Existing Objective Metrics of Perceptual Quality for Adaptive Video Streaming

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Krasula, Lukás; Shahid, Muhammad

    2016-01-01

    Objective video quality metrics are designed to estimate the quality of experience of the end user. However, these objective metrics are usually validated with video streams degraded under common distortion types. In the presented work, we analyze the performance of published and known full......-reference and noreference quality metrics in estimating the perceived quality of adaptive bit-rate video streams knowingly out of scope. Experimental results indicate not surprisingly that state of the art objective quality metrics overlook the perceived degradations in the adaptive video streams and perform poorly...

  3. Video processing for human perceptual visual quality-oriented video coding.

    Science.gov (United States)

    Oh, Hyungsuk; Kim, Wonha

    2013-04-01

    We have developed a video processing method that achieves human perceptual visual quality-oriented video coding. The patterns of moving objects are modeled by considering the limited human capacity for spatial-temporal resolution and the visual sensory memory together, and an online moving pattern classifier is devised by using the Hedge algorithm. The moving pattern classifier is embedded in the existing visual saliency with the purpose of providing a human perceptual video quality saliency model. In order to apply the developed saliency model to video coding, the conventional foveation filtering method is extended. The proposed foveation filter can smooth and enhance the video signals locally, in conformance with the developed saliency model, without causing any artifacts. The performance evaluation results confirm that the proposed video processing method shows reliable improvements in the perceptual quality for various sequences and at various bandwidths, compared to existing saliency-based video coding methods.

  4. Frequent video game players resist perceptual interference.

    Directory of Open Access Journals (Sweden)

    Aaron V Berard

    Full Text Available Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT, a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.

  5. Frequent video game players resist perceptual interference.

    Science.gov (United States)

    Berard, Aaron V; Cain, Matthew S; Watanabe, Takeo; Sasaki, Yuka

    2015-01-01

    Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT), a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.

  6. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

    Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.

  7. Perceptual learning during action video game playing.

    Science.gov (United States)

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  8. Robust video object cosegmentation.

    Science.gov (United States)

    Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih

    2015-10-01

    With ever-increasing volumes of video data, automatic extraction of salient object regions became even more significant for visual analytic solutions. This surge has also opened up opportunities for taking advantage of collective cues encapsulated in multiple videos in a cooperative manner. However, it also brings up major challenges, such as handling of drastic appearance, motion pattern, and pose variations, of foreground objects as well as indiscriminate backgrounds. Here, we present a cosegmentation framework to discover and segment out common object regions across multiple frames and multiple videos in a joint fashion. We incorporate three types of cues, i.e., intraframe saliency, interframe consistency, and across-video similarity into an energy optimization framework that does not make restrictive assumptions on foreground appearance and motion model, and does not require objects to be visible in all frames. We also introduce a spatio-temporal scale-invariant feature transform (SIFT) flow descriptor to integrate across-video correspondence from the conventional SIFT-flow into interframe motion flow from optical flow. This novel spatio-temporal SIFT flow generates reliable estimations of common foregrounds over the entire video data set. Experimental results show that our method outperforms the state-of-the-art on a new extensive data set (ViCoSeg).

  9. Perceptual tools for quality-aware video networks

    Science.gov (United States)

    Bovik, A. C.

    2014-01-01

    Monitoring and controlling the quality of the viewing experience of videos transmitted over increasingly congested networks (especially wireless networks) is a pressing problem owing to rapid advances in video-centric mobile communication and display devices that are straining the capacity of the network infrastructure. New developments in automatic perceptual video quality models offer tools that have the potential to be used to perceptually optimize wireless video, leading to more efficient video data delivery and better received quality. In this talk I will review key perceptual principles that are, or could be used to create effective video quality prediction models, and leading quality prediction models that utilize these principles. The goal is to be able to monitor and perceptually optimize video networks by making them "quality-aware."

  10. Perceptual Plasticity for Auditory Object Recognition

    Science.gov (United States)

    Heald, Shannon L. M.; Van Hedger, Stephen C.; Nusbaum, Howard C.

    2017-01-01

    In our auditory environment, we rarely experience the exact acoustic waveform twice. This is especially true for communicative signals that have meaning for listeners. In speech and music, the acoustic signal changes as a function of the talker (or instrument), speaking (or playing) rate, and room acoustics, to name a few factors. Yet, despite this acoustic variability, we are able to recognize a sentence or melody as the same across various kinds of acoustic inputs and determine meaning based on listening goals, expectations, context, and experience. The recognition process relates acoustic signals to prior experience despite variability in signal-relevant and signal-irrelevant acoustic properties, some of which could be considered as “noise” in service of a recognition goal. However, some acoustic variability, if systematic, is lawful and can be exploited by listeners to aid in recognition. Perceivable changes in systematic variability can herald a need for listeners to reorganize perception and reorient their attention to more immediately signal-relevant cues. This view is not incorporated currently in many extant theories of auditory perception, which traditionally reduce psychological or neural representations of perceptual objects and the processes that act on them to static entities. While this reduction is likely done for the sake of empirical tractability, such a reduction may seriously distort the perceptual process to be modeled. We argue that perceptual representations, as well as the processes underlying perception, are dynamically determined by an interaction between the uncertainty of the auditory signal and constraints of context. This suggests that the process of auditory recognition is highly context-dependent in that the identity of a given auditory object may be intrinsically tied to its preceding context. To argue for the flexible neural and psychological updating of sound-to-meaning mappings across speech and music, we draw upon examples

  11. Video quality pooling adaptive to perceptual distortion severity.

    Science.gov (United States)

    Park, Jincheol; Seshadrinathan, Kalpana; Lee, Sanghoon; Bovik, Alan Conrad

    2013-02-01

    It is generally recognized that severe video distortions that are transient in space and/or time have a large effect on overall perceived video quality. In order to understand this phenomena, we study the distribution of spatio-temporally local quality scores obtained from several video quality assessment (VQA) algorithms on videos suffering from compression and lossy transmission over communication channels. We propose a content adaptive spatial and temporal pooling strategy based on the observed distribution. Our method adaptively emphasizes "worst" scores along both the spatial and temporal dimensions of a video sequence and also considers the perceptual effect of large-area cohesive motion flow such as egomotion. We demonstrate the efficacy of the method by testing it using three different VQA algorithms on the LIVE Video Quality database and the EPFL-PoliMI video quality database.

  12. Constraints on Perceptual Learning: Objects and Dimensions.

    Science.gov (United States)

    Bedford, Felice L.

    1995-01-01

    Addresses two questions that may be unique to perceptual learning: What are the circumstances that produce learning? and What is the content of learning? Suggests a critical principle for each question. Provides a discussion of perceptual learning theory, how learning occurs, and what gets learned. Includes a 121-item bibliography. (DR)

  13. Perceptual deficits of object identification: apperceptive agnosia.

    Science.gov (United States)

    Milner, A David; Cavina-Pratesi, Cristiana

    2018-01-01

    It is argued here that apperceptive object agnosia (generally now known as visual form agnosia) is in reality not a kind of agnosia, but rather a form of "imperception" (to use the term coined by Hughlings Jackson). We further argue that its proximate cause is a bilateral loss (or functional loss) of the visual form processing systems embodied in the human lateral occipital cortex (area LO). According to the dual-system model of cortical visual processing elaborated by Milner and Goodale (2006), area LO constitutes a crucial component of the ventral stream, and indeed is essential for providing the figural qualities inherent in our normal visual perception of the world. According to this account, the functional loss of area LO would leave only spared visual areas within the occipito-parietal dorsal stream - dedicated to the control of visually-guided actions - potentially able to provide some aspects of visual shape processing in patients with apperceptive agnosia. We review the relevant evidence from such individuals, concentrating particularly on the well-researched patient D.F. We conclude that studies of this kind can provide useful pointers to an understanding of the processing characteristics of parietal-lobe visual mechanisms and their interactions with occipitotemporal perceptual systems in the guidance of action. Copyright © 2018 Elsevier B.V. All rights reserved.

  14. The Role of Perceptual Load in Object Recognition

    Science.gov (United States)

    Lavie, Nilli; Lin, Zhicheng; Zokaei, Nahid; Thoma, Volker

    2009-01-01

    Predictions from perceptual load theory (Lavie, 1995, 2005) regarding object recognition across the same or different viewpoints were tested. Results showed that high perceptual load reduces distracter recognition levels despite always presenting distracter objects from the same view. They also showed that the levels of distracter recognition were…

  15. Five aspects of maximizing objectivity from perceptual evaluations of loudspeakers

    DEFF Research Database (Denmark)

    Volk, Christer Peter; Bech, Søren; Pedersen, Torben H.

    2015-01-01

    of data from the listening evaluations. This paper addresses the following subset of aspects for increasing the objectivity of data from listening tests: The choice of perceptual attributes, relevance of perceptual attributes, choice of loudness equalisation strategy, optimum listening room specifications......A literature study was conducted focusing on maximizing objectivity of results from listening evaluations aimed at establishing the relationship between physical and perceptual measurements of loudspeakers. The purpose of the study was to identify and examine factors influencing the objectivity......, as well as loudspeaker listening in-situ vs. listening to recordings of loudspeakers over headphones....

  16. Perceptual differentiation and category effects in normal object recognition

    DEFF Research Database (Denmark)

    Gerlach, Christian; Law, I; Gade, A

    1999-01-01

    The purpose of the present PET study was (i) to investigate the neural correlates of object recognition, i.e. the matching of visual forms to memory, and (ii) to test the hypothesis that this process is more difficult for natural objects than for artefacts. This was done by using object decision...... tasks where subjects decided whether pictures represented real objects or non-objects. The object decision tasks differed in their difficulty (the degree of perceptual differentiation needed to perform them) and in the category of the real objects used (natural objects versus artefacts). A clear effect...... be the neural correlate of matching visual forms to memory, and the amount of activation in these regions may correspond to the degree of perceptual differentiation required for recognition to occur. With respect to behaviour, it took significantly longer to make object decisions on natural objects than...

  17. Using game theory for perceptual tuned rate control algorithm in video coding

    Science.gov (United States)

    Luo, Jiancong; Ahmad, Ishfaq

    2005-03-01

    This paper proposes a game theoretical rate control technique for video compression. Using a cooperative gaming approach, which has been utilized in several branches of natural and social sciences because of its enormous potential for solving constrained optimization problems, we propose a dual-level scheme to optimize the perceptual quality while guaranteeing "fairness" in bit allocation among macroblocks. At the frame level, the algorithm allocates target bits to frames based on their coding complexity. At the macroblock level, the algorithm distributes bits to macroblocks by defining a bargaining game. Macroblocks play cooperatively to compete for shares of resources (bits) to optimize their quantization scales while considering the Human Visual System"s perceptual property. Since the whole frame is an entity perceived by viewers, macroblocks compete cooperatively under a global objective of achieving the best quality with the given bit constraint. The major advantage of the proposed approach is that the cooperative game leads to an optimal and fair bit allocation strategy based on the Nash Bargaining Solution. Another advantage is that it allows multi-objective optimization with multiple decision makers (macroblocks). The simulation results testify the algorithm"s ability to achieve accurate bit rate with good perceptual quality, and to maintain a stable buffer level.

  18. The perceptual effects of learning object categories that predict perceptual goals

    Science.gov (United States)

    Van Gulick, Ana E.; Gauthier, Isabel

    2014-01-01

    In classic category learning studies, subjects typically learn to assign items to one of two categories, with no further distinction between how items on each side of the category boundary should be treated. In real life, however, we often learn categories that dictate further processing goals, for instance with objects in only one category requiring further individuation. Using methods from category learning and perceptual expertise, we studied the perceptual consequences of experience with objects in tasks that rely on attention to different dimensions in different parts of the space. In two experiments, subjects first learned to categorize complex objects from a single morphspace into two categories based on one morph dimension, and then learned to perform a different task, either naming or a local feature judgment, for each of the two categories. A same-different discrimination test before and after each training measured sensitivity to feature dimensions of the space. After initial categorization, sensitivity increased along the category-diagnostic dimension. After task association, sensitivity increased more for the category that was named, especially along the non-diagnostic dimension. The results demonstrate that local attentional weights, associated with individual exemplars as a function of task requirements, can have lasting effects on perceptual representations. PMID:24820671

  19. Object tracking using multiple camera video streams

    Science.gov (United States)

    Mehrubeoglu, Mehrube; Rojas, Diego; McLauchlan, Lifford

    2010-05-01

    Two synchronized cameras are utilized to obtain independent video streams to detect moving objects from two different viewing angles. The video frames are directly correlated in time. Moving objects in image frames from the two cameras are identified and tagged for tracking. One advantage of such a system involves overcoming effects of occlusions that could result in an object in partial or full view in one camera, when the same object is fully visible in another camera. Object registration is achieved by determining the location of common features in the moving object across simultaneous frames. Perspective differences are adjusted. Combining information from images from multiple cameras increases robustness of the tracking process. Motion tracking is achieved by determining anomalies caused by the objects' movement across frames in time in each and the combined video information. The path of each object is determined heuristically. Accuracy of detection is dependent on the speed of the object as well as variations in direction of motion. Fast cameras increase accuracy but limit the speed and complexity of the algorithm. Such an imaging system has applications in traffic analysis, surveillance and security, as well as object modeling from multi-view images. The system can easily be expanded by increasing the number of cameras such that there is an overlap between the scenes from at least two cameras in proximity. An object can then be tracked long distances or across multiple cameras continuously, applicable, for example, in wireless sensor networks for surveillance or navigation.

  20. Action video game play facilitates the development of better perceptual templates

    Science.gov (United States)

    Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-01-01

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590

  1. Action video game play facilitates the development of better perceptual templates.

    Science.gov (United States)

    Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-11-25

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.

  2. Automatic video segmentation employing object/camera modeling techniques

    NARCIS (Netherlands)

    Farin, D.S.

    2005-01-01

    Practically established video compression and storage techniques still process video sequences as rectangular images without further semantic structure. However, humans watching a video sequence immediately recognize acting objects as semantic units. This semantic object separation is currently not

  3. Coding Transparency in Object-Based Video

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Forchhammer, Søren

    2006-01-01

    A novel algorithm for coding gray level alpha planes in object-based video is presented. The scheme is based on segmentation in multiple layers. Different coders are specifically designed for each layer. In order to reduce the bit rate, cross-layer redundancies as well as temporal correlation are...

  4. Objective video quality assessment method for freeze distortion based on freeze aggregation

    Science.gov (United States)

    Watanabe, Keishiro; Okamoto, Jun; Kurita, Takaaki

    2006-01-01

    With the development of the broadband network, video communications such as videophone, video distribution, and IPTV services are beginning to become common. In order to provide these services appropriately, we must manage them based on subjective video quality, in addition to designing a network system based on it. Currently, subjective quality assessment is the main method used to quantify video quality. However, it is time-consuming and expensive. Therefore, we need an objective quality assessment technology that can estimate video quality from video characteristics effectively. Video degradation can be categorized into two types: spatial and temporal. Objective quality assessment methods for spatial degradation have been studied extensively, but methods for temporal degradation have hardly been examined even though it occurs frequently due to network degradation and has a large impact on subjective quality. In this paper, we propose an objective quality assessment method for temporal degradation. Our approach is to aggregate multiple freeze distortions into an equivalent freeze distortion and then derive the objective video quality from the equivalent freeze distortion. Specifically, our method considers the total length of all freeze distortions in a video sequence as the length of the equivalent single freeze distortion. In addition, we propose a method using the perceptual characteristics of short freeze distortions. We verified that our method can estimate the objective video quality well within the deviation of subjective video quality.

  5. On the relationship between perceptual impact of source and channel distortions in video sequences

    DEFF Research Database (Denmark)

    Korhonen, Jari; Reiter, Ulrich; You, Junyong

    2010-01-01

    It is known that peak signal-to-noise ratio (PSNR) can be used for assessing the relative qualities of distorted video sequences meaningfully only if the compared sequences contain similar types of distortions. In this paper, we propose a model for rough assessment of the bias in PSNR results, when...... video sequences with both channel and source distortion are compared against video sequences with source distortion only. The proposed method can be used to compare the relative perceptual quality levels of video sequences with different distortion types more reliably than using plain PSNR....

  6. Video gaming enhances psychomotor skills but not visuospatial and perceptual abilities in surgical trainees.

    Science.gov (United States)

    Kennedy, A M; Boyle, E M; Traynor, O; Walsh, T; Hill, A D K

    2011-01-01

    There is considerable interest in the identification and assessment of underlying aptitudes or innate abilities that could potentially predict excellence in the technical aspects of operating. However, before the assessment of innate abilities is introduced for high-stakes assessment (such as competitive selection into surgical training programs), it is essential to determine that these abilities are stable and unchanging and are not influenced by other factors, such as the use of video games. The aim of this study was to investigate whether experience playing video games will predict psychomotor performance on a laparoscopic simulator or scores on tests of visuospatial and perceptual abilities, and to examine the correlation, if any, between these innate abilities. Institutional ethical approval was obtained. Thirty-eight undergraduate medical students with no previous surgical experience were recruited. All participants completed a self-reported questionnaire that asked them to detail their video game experience. They then underwent assessment of their psychomotor, visuospatial, and perceptual abilities using previously validated tests. The results were analyzed using independent samples t tests to compare means and linear regression curves for subsequent analysis. Students who played video games for at least 7 hours per week demonstrated significantly better psychomotor skills than students who did not play video games regularly. However, there was no difference on measures of visuospatial and perceptual abilities. There was no correlation between psychomotor tests and visuospatial or perceptual tests. Regular video gaming correlates positively with psychomotor ability, but it does not seem to influence visuospatial or perceptual ability. This study suggests that video game experience might be beneficial to a future career in surgery. It also suggests that relevant surgical skills may be gained usefully outside the operating room in activities that are not

  7. Action video games do not improve the speed of information processing in simple perceptual tasks.

    Science.gov (United States)

    van Ravenzwaaij, Don; Boekel, Wouter; Forstmann, Birte U; Ratcliff, Roger; Wagenmakers, Eric-Jan

    2014-10-01

    Previous research suggests that playing action video games improves performance on sensory, perceptual, and attentional tasks. For instance, Green, Pouget, and Bavelier (2010) used the diffusion model to decompose data from a motion detection task and estimate the contribution of several underlying psychological processes. Their analysis indicated that playing action video games leads to faster information processing, reduced response caution, and no difference in motor responding. Because perceptual learning is generally thought to be highly context-specific, this transfer from gaming is surprising and warrants corroborative evidence from a large-scale training study. We conducted 2 experiments in which participants practiced either an action video game or a cognitive game in 5 separate, supervised sessions. Prior to each session and following the last session, participants performed a perceptual discrimination task. In the second experiment, we included a third condition in which no video games were played at all. Behavioral data and diffusion model parameters showed similar practice effects for the action gamers, the cognitive gamers, and the nongamers and suggest that, in contrast to earlier reports, playing action video games does not improve the speed of information processing in simple perceptual tasks.

  8. Cognitive, perceptual and action-oriented representations of falling objects.

    Science.gov (United States)

    Zago, Myrka; Lacquaniti, Francesco

    2005-01-01

    We interact daily with moving objects. How accurate are our predictions about objects' motions? What sources of information do we use? These questions have received wide attention from a variety of different viewpoints. On one end of the spectrum are the ecological approaches assuming that all the information about the visual environment is present in the optic array, with no need to postulate conscious or unconscious representations. On the other end of the spectrum are the constructivist approaches assuming that a more or less accurate representation of the external world is built in the brain using explicit or implicit knowledge or memory besides sensory inputs. Representations can be related to naive physics or to context cue-heuristics or to the construction of internal copies of environmental invariants. We address the issue of prediction of objects' fall at different levels. Cognitive understanding and perceptual judgment of simple Newtonian dynamics can be surprisingly inaccurate. By contrast, motor interactions with falling objects are often very accurate. We argue that the pragmatic action-oriented behaviour and the perception-oriented behaviour may use different modes of operation and different levels of representation.

  9. Broad-based visual benefits from training with an integrated perceptual-learning video game.

    Science.gov (United States)

    Deveau, Jenni; Lovcik, Gary; Seitz, Aaron R

    2014-06-01

    Perception is the window through which we understand all information about our environment, and therefore deficits in perception due to disease, injury, stroke or aging can have significant negative impacts on individuals' lives. Research in the field of perceptual learning has demonstrated that vision can be improved in both normally seeing and visually impaired individuals, however, a limitation of most perceptual learning approaches is their emphasis on isolating particular mechanisms. In the current study, we adopted an integrative approach where the goal is not to achieve highly specific learning but instead to achieve general improvements to vision. We combined multiple perceptual learning approaches that have individually contributed to increasing the speed, magnitude and generality of learning into a perceptual-learning based video-game. Our results demonstrate broad-based benefits of vision in a healthy adult population. Transfer from the game includes; improvements in acuity (measured with self-paced standard eye-charts), improvement along the full contrast sensitivity function, and improvements in peripheral acuity and contrast thresholds. The use of this type of this custom video game framework built up from psychophysical approaches takes advantage of the benefits found from video game training while maintaining a tight link to psychophysical designs that enable understanding of mechanisms of perceptual learning and has great potential both as a scientific tool and as therapy to help improve vision. Copyright © 2014 Elsevier B.V. All rights reserved.

  10. Action video games do not improve the speed of information processing in simple perceptual tasks

    NARCIS (Netherlands)

    van Ravenzwaaij, D.; Boekel, W.; Forstmann, B.U.; Ratcliff, R.; Wagenmakers, E.-J.

    2014-01-01

    Previous research suggests that playing action video games improves performance on sensory, perceptual, and attentional tasks. For instance, Green, Pouget, and Bavelier (2010) used the diffusion model to decompose data from a motion detection task and estimate the contribution of several underlying

  11. Learning perceptual aspects of diagnosis in medicine via eye movement modeling examples on patient video cases

    NARCIS (Netherlands)

    Jarodzka, Halszka; Balslev, Thomas; Holmqvist, Kenneth; Nyström, Marcus; Scheiter, Katharina; Gerjets, Peter; Eika, Berit

    2010-01-01

    Jarodzka, H., Balslev, T., Holmqvist, K., Nyström, M., Scheiter, K., Gerjets, P., & Eika, B. (2010). Learning perceptual aspects of diagnosis in medicine via eye movement modeling examples on patient video cases. In S. Ohlsson & R. Catrambone (Eds.), Proceedings of the 32nd Annual Conference of the

  12. Learning perceptual aspects of diagnosis in medicine via eye movement modeling examples on patient video cases

    NARCIS (Netherlands)

    Jarodzka, Halszka; Balslev, Thomas; Holmqvist, Kenneth; Nyström, Marcus; Scheiter, Katharina; Gerjets, Peter; Eika, Berit

    2010-01-01

    Jarodzka, H., Balslev, T., Holmqvist, K., Nyström, M., Scheiter, K., Gerjets, P., & Eika, B. (2010, August). Learning perceptual aspects of diagnosis in medicine via eye movement modeling examples on patient video cases. Poster presented at the 32nd Annual Conference of the Cognitive Science

  13. Exploring "fringe" consciousness: the subjective experience of perceptual fluency and its objective bases.

    Science.gov (United States)

    Reber, Rolf; Wurtz, Pascal; Zimmermann, Thomas D

    2004-03-01

    Perceptual fluency is the subjective experience of ease with which an incoming stimulus is processed. Although perceptual fluency is assessed by speed of processing, it remains unclear how objective speed is related to subjective experiences of fluency. We present evidence that speed at different stages of the perceptual process contributes to perceptual fluency. In an experiment, figure-ground contrast influenced detection of briefly presented words, but not their identification at longer exposure durations. Conversely, font in which the word was written influenced identification, but not detection. Both contrast and font influenced subjective fluency. These findings suggest that speed of processing at different stages condensed into a unified subjective experience of perceptual fluency.

  14. Face and object encoding under perceptual load: ERP evidence.

    Science.gov (United States)

    Neumann, Markus F; Mohamed, Tarik N; Schweinberger, Stefan R

    2011-02-14

    According to the perceptual load theory, processing of a task-irrelevant distractor is abolished when attentional resources are fully consumed by task-relevant material. As an exception, however, famous faces have been shown to elicit repetition modulations in event-related potentials - an N250r - despite high load at initial presentation, suggesting preserved face-encoding. Here, we recorded N250r repetition modulations by unfamiliar faces, hands, and houses, and tested face specificity of preserved encoding under high load. In an immediate (S1-S2) repetition priming paradigm, participants performed a letter identification task on S1 by indicating whether an "X" vs. "N" was among 6 different (high load condition) or 6 identical (low load condition) letters. Letter strings were superimposed on distractor faces, hands, or houses. Subsequent S2 probes were either identical repetitions of S1 distractors, non-repeated exemplars from the same category, or infrequent butterflies, to which participants responded. Independent of attentional load at S1, an occipito-temporal N250r was found for unfamiliar faces. In contrast, no repetition-related neural modulation emerged for houses or hands. This strongly suggests that a putative face-selective attention module supports encoding under high load, and that similar mechanisms are unavailable for other natural or artificial objects. Copyright © 2010 Elsevier Inc. All rights reserved.

  15. Mid-level perceptual features distinguish objects of different real-world sizes.

    Science.gov (United States)

    Long, Bria; Konkle, Talia; Cohen, Michael A; Alvarez, George A

    2016-01-01

    Understanding how perceptual and conceptual representations are connected is a fundamental goal of cognitive science. Here, we focus on a broad conceptual distinction that constrains how we interact with objects--real-world size. Although there appear to be clear perceptual correlates for basic-level categories (apples look like other apples, oranges look like other oranges), the perceptual correlates of broader categorical distinctions are largely unexplored, i.e., do small objects look like other small objects? Because there are many kinds of small objects (e.g., cups, keys), there may be no reliable perceptual features that distinguish them from big objects (e.g., cars, tables). Contrary to this intuition, we demonstrated that big and small objects have reliable perceptual differences that can be extracted by early stages of visual processing. In a series of visual search studies, participants found target objects faster when the distractor objects differed in real-world size. These results held when we broadly sampled big and small objects, when we controlled for low-level features and image statistics, and when we reduced objects to texforms--unrecognizable textures that loosely preserve an object's form. However, this effect was absent when we used more basic textures. These results demonstrate that big and small objects have reliably different mid-level perceptual features, and suggest that early perceptual information about broad-category membership may influence downstream object perception, recognition, and categorization processes. (c) 2015 APA, all rights reserved).

  16. Development of a perceptually calibrated objective metric of noise

    Science.gov (United States)

    Keelan, Brian W.; Jin, Elaine W.; Prokushkin, Sergey

    2011-01-01

    A system simulation model was used to create scene-dependent noise masks that reflect current performance of mobile phone cameras. Stimuli with different overall magnitudes of noise and with varying mixtures of red, green, blue, and luminance noises were included in the study. Eleven treatments in each of ten pictorial scenes were evaluated by twenty observers using the softcopy ruler method. In addition to determining the quality loss function in just noticeable differences (JNDs) for the average observer and scene, transformations for different combinations of observer sensitivity and scene susceptibility were derived. The psychophysical results were used to optimize an objective metric of isotropic noise based on system noise power spectra (NPS), which were integrated over a visual frequency weighting function to yield perceptually relevant variances and covariances in CIE L*a*b* space. Because the frequency weighting function is expressed in terms of cycles per degree at the retina, it accounts for display pixel size and viewing distance effects, so application-specific predictions can be made. Excellent results were obtained using only L* and a* variances and L*a* covariance, with relative weights of 100, 5, and 12, respectively. The positive a* weight suggests that the luminance (photopic) weighting is slightly narrow on the long wavelength side for predicting perceived noisiness. The L*a* covariance term, which is normally negative, reflects masking between L* and a* noise, as confirmed in informal evaluations. Test targets in linear sRGB and rendered L*a*b* spaces for each treatment are available at http://www.aptina.com/ImArch/ to enable other researchers to test metrics of their own design and calibrate them to JNDs of quality loss without performing additional observer experiments. Such JND-calibrated noise metrics are particularly valuable for comparing the impact of noise and other attributes, and for computing overall image quality.

  17. Learning-Based Just-Noticeable-Quantization- Distortion Modeling for Perceptual Video Coding.

    Science.gov (United States)

    Ki, Sehwan; Bae, Sung-Ho; Kim, Munchurl; Ko, Hyunsuk

    2018-07-01

    Conventional predictive video coding-based approaches are reaching the limit of their potential coding efficiency improvements, because of severely increasing computation complexity. As an alternative approach, perceptual video coding (PVC) has attempted to achieve high coding efficiency by eliminating perceptual redundancy, using just-noticeable-distortion (JND) directed PVC. The previous JNDs were modeled by adding white Gaussian noise or specific signal patterns into the original images, which were not appropriate in finding JND thresholds due to distortion with energy reduction. In this paper, we present a novel discrete cosine transform-based energy-reduced JND model, called ERJND, that is more suitable for JND-based PVC schemes. Then, the proposed ERJND model is extended to two learning-based just-noticeable-quantization-distortion (JNQD) models as preprocessing that can be applied for perceptual video coding. The two JNQD models can automatically adjust JND levels based on given quantization step sizes. One of the two JNQD models, called LR-JNQD, is based on linear regression and determines the model parameter for JNQD based on extracted handcraft features. The other JNQD model is based on a convolution neural network (CNN), called CNN-JNQD. To our best knowledge, our paper is the first approach to automatically adjust JND levels according to quantization step sizes for preprocessing the input to video encoders. In experiments, both the LR-JNQD and CNN-JNQD models were applied to high efficiency video coding (HEVC) and yielded maximum (average) bitrate reductions of 38.51% (10.38%) and 67.88% (24.91%), respectively, with little subjective video quality degradation, compared with the input without preprocessing applied.

  18. Perceptual coding of stereo endoscopy video for minimally invasive surgery

    Science.gov (United States)

    Bartoli, Guido; Menegaz, Gloria; Yang, Guang Zhong

    2007-03-01

    In this paper, we propose a compression scheme that is tailored for stereo-laparoscope sequences. The inter-frame correlation is modeled by the deformation field obtained by elastic registration between two subsequent frames and exploited for prediction of the left sequence. The right sequence is lossy encoded by prediction from the corresponding left images. Wavelet-based coding is applied to both the deformation vector fields and residual images. The resulting system supports spatio temporal scalability, while providing lossless performance. The implementation of the wavelet transform by integer lifting ensures a low computational complexity, thus reducing the required run-time memory allocation and on line implementation. Extensive psychovisual tests were performed for system validation and characterization with respect to the MPEG4 standard for video coding. Results are very encouraging: the PSVC system features the functionalities making it suitable for PACS while providing a good trade-off between usability and performance in lossy mode.

  19. Exploring social interaction with everyday object based on perceptual crossing

    NARCIS (Netherlands)

    Anas, S.A.B.; Qiu, S.; Rauterberg, G.W.M.; Hu, J.

    2016-01-01

    Eye gaze plays an essential role in social interaction which influences our perception of others. It is most likely that we can perceive the existence of another intentional subject through the act of cathing one another's eyes. Based on the notion of perceptual crossing, we aim to establish a

  20. Objective assessment of IP video calls with Asterisk

    OpenAIRE

    Kapičák, Lukáš; Nevlud, Pavel; Mikulec, Martin; Zdrálek, Jaroslav

    2012-01-01

    The paper deals with an objective assessment of IP video calls transmission over GSM and UMTS networks. Video transmission is affected by many factors in mobile network. Among these factors belong packet loss, latency and transmission rate of the mobile network. Network properties were simulated by Simena network simulator. Our team have developed a unique technique for finding defects in video appearing in video calls. This technique is built on modified Asterisk SW PBX with enabled video re...

  1. Segmentation of object-based video of gaze communication

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Stegmann, Mikkel Bille; Forchhammer, Søren

    2005-01-01

    Aspects of video communication based on gaze interaction are considered. The overall idea is to use gaze interaction to control video, e.g. for video conferencing. Towards this goal, animation of a facial mask is demonstrated. The animation is based on images using Active Appearance Models (AAM......). Good quality reproduction of (low-resolution) coded video of an animated facial mask as low as 10-20 kbit/s using MPEG-4 object based video is demonstated....

  2. Perceptual evaluation of visual alerts in surveillance videos

    Science.gov (United States)

    Rogowitz, Bernice E.; Topkara, Mercan; Pfeiffer, William; Hampapur, Arun

    2015-03-01

    Visual alerts are commonly used in video monitoring and surveillance systems to mark events, presumably making them more salient to human observers. Surprisingly, the effectiveness of computer-generated alerts in improving human performance has not been widely studied. To address this gap, we have developed a tool for simulating different alert parameters in a realistic visual monitoring situation, and have measured human detection performance under conditions that emulated different set-points in a surveillance algorithm. In the High-Sensitivity condition, the simulated alerts identified 100% of the events with many false alarms. In the Lower-Sensitivity condition, the simulated alerts correctly identified 70% of the targets, with fewer false alarms. In the control condition, no simulated alerts were provided. To explore the effects of learning, subjects performed these tasks in three sessions, on separate days, in a counterbalanced, within subject design. We explore these results within the context of cognitive models of human attention and learning. We found that human observers were more likely to respond to events when marked by a visual alert. Learning played a major role in the two alert conditions. In the first session, observers generated almost twice as many False Alarms as in the No-Alert condition, as the observers responded pre-attentively to the computer-generated false alarms. However, this rate dropped equally dramatically in later sessions, as observers learned to discount the false cues. Highest observer Precision, Hits/(Hits + False Alarms), was achieved in the High Sensitivity condition, but only after training. The successful evaluation of surveillance systems depends on understanding human attention and performance.

  3. Creating Objects and Object Categories for Studying Perception and Perceptual Learning

    Science.gov (United States)

    Hauffen, Karin; Bart, Eugene; Brady, Mark; Kersten, Daniel; Hegdé, Jay

    2012-01-01

    In order to quantitatively study object perception, be it perception by biological systems or by machines, one needs to create objects and object categories with precisely definable, preferably naturalistic, properties1. Furthermore, for studies on perceptual learning, it is useful to create novel objects and object categories (or object classes) with such properties2. Many innovative and useful methods currently exist for creating novel objects and object categories3-6 (also see refs. 7,8). However, generally speaking, the existing methods have three broad types of shortcomings. First, shape variations are generally imposed by the experimenter5,9,10, and may therefore be different from the variability in natural categories, and optimized for a particular recognition algorithm. It would be desirable to have the variations arise independently of the externally imposed constraints. Second, the existing methods have difficulty capturing the shape complexity of natural objects11-13. If the goal is to study natural object perception, it is desirable for objects and object categories to be naturalistic, so as to avoid possible confounds and special cases. Third, it is generally hard to quantitatively measure the available information in the stimuli created by conventional methods. It would be desirable to create objects and object categories where the available information can be precisely measured and, where necessary, systematically manipulated (or 'tuned'). This allows one to formulate the underlying object recognition tasks in quantitative terms. Here we describe a set of algorithms, or methods, that meet all three of the above criteria. Virtual morphogenesis (VM) creates novel, naturalistic virtual 3-D objects called 'digital embryos' by simulating the biological process of embryogenesis14. Virtual phylogenesis (VP) creates novel, naturalistic object categories by simulating the evolutionary process of natural selection9,12,13. Objects and object categories created

  4. Performance evaluation software moving object detection and tracking in videos

    CERN Document Server

    Karasulu, Bahadir

    2013-01-01

    Performance Evaluation Software: Moving Object Detection and Tracking in Videos introduces a software approach for the real-time evaluation and performance comparison of the methods specializing in moving object detection and/or tracking (D&T) in video processing. Digital video content analysis is an important item for multimedia content-based indexing (MCBI), content-based video retrieval (CBVR) and visual surveillance systems. There are some frequently-used generic algorithms for video object D&T in the literature, such as Background Subtraction (BS), Continuously Adaptive Mean-shift (CMS),

  5. Object similarity affects the perceptual strategy underlying invariant visual object recognition in rats

    Directory of Open Access Journals (Sweden)

    Federica Bianca Rosselli

    2015-03-01

    Full Text Available In recent years, a number of studies have explored the possible use of rats as models of high-level visual functions. One central question at the root of such an investigation is to understand whether rat object vision relies on the processing of visual shape features or, rather, on lower-order image properties (e.g., overall brightness. In a recent study, we have shown that rats are capable of extracting multiple features of an object that are diagnostic of its identity, at least when those features are, structure-wise, distinct enough to be parsed by the rat visual system. In the present study, we have assessed the impact of object structure on rat perceptual strategy. We trained rats to discriminate between two structurally similar objects, and compared their recognition strategies with those reported in our previous study. We found that, under conditions of lower stimulus discriminability, rat visual discrimination strategy becomes more view-dependent and subject-dependent. Rats were still able to recognize the target objects, in a way that was largely tolerant (i.e., invariant to object transformation; however, the larger structural and pixel-wise similarity affected the way objects were processed. Compared to the findings of our previous study, the patterns of diagnostic features were: i smaller and more scattered; ii only partially preserved across object views; and iii only partially reproducible across rats. On the other hand, rats were still found to adopt a multi-featural processing strategy and to make use of part of the optimal discriminatory information afforded by the two objects. Our findings suggest that, as in humans, rat invariant recognition can flexibly rely on either view-invariant representations of distinctive object features or view-specific object representations, acquired through learning.

  6. Theory and practice of perceptual video processing in broadcast encoders for cable, IPTV, satellite, and internet distribution

    Science.gov (United States)

    McCarthy, S.

    2014-02-01

    This paper describes the theory and application of a perceptually-inspired video processing technology that was recently incorporated into professional video encoders now being used by major cable, IPTV, satellite, and internet video service providers. We will present data that show that this perceptual video processing (PVP) technology can improve video compression efficiency by up to 50% for MPEG-2, H.264, and High Efficiency Video Coding (HEVC). The PVP technology described in this paper works by forming predicted eye-tracking attractor maps that indicate how likely it might be that a free viewing person would look at particular area of an image or video. We will introduce in this paper the novel model and supporting theory used to calculate the eye-tracking attractor maps. We will show how the underlying perceptual model was inspired by electrophysiological studies of the vertebrate retina, and will explain how the model incorporates statistical expectations about natural scenes as well as a novel method for predicting error in signal estimation tasks. Finally, we will describe how the eye-tracking attractor maps are created in real time and used to modify video prior to encoding so that it is more compressible but not noticeably different than the original unmodified video.

  7. Real-Time Strategy Video Game Experience and Visual Perceptual Learning.

    Science.gov (United States)

    Kim, Yong-Hwan; Kang, Dong-Wha; Kim, Dongho; Kim, Hye-Jin; Sasaki, Yuka; Watanabe, Takeo

    2015-07-22

    Visual perceptual learning (VPL) is defined as long-term improvement in performance on a visual-perception task after visual experiences or training. Early studies have found that VPL is highly specific for the trained feature and location, suggesting that VPL is associated with changes in the early visual cortex. However, the generality of visual skills enhancement attributable to action video-game experience suggests that VPL can result from improvement in higher cognitive skills. If so, experience in real-time strategy (RTS) video-game play, which may heavily involve cognitive skills, may also facilitate VPL. To test this hypothesis, we compared VPL between RTS video-game players (VGPs) and non-VGPs (NVGPs) and elucidated underlying structural and functional neural mechanisms. Healthy young human subjects underwent six training sessions on a texture discrimination task. Diffusion-tensor and functional magnetic resonance imaging were performed before and after training. VGPs performed better than NVGPs in the early phase of training. White-matter connectivity between the right external capsule and visual cortex and neuronal activity in the right inferior frontal gyrus (IFG) and anterior cingulate cortex (ACC) were greater in VGPs than NVGPs and were significantly correlated with RTS video-game experience. In both VGPs and NVGPs, there was task-related neuronal activity in the right IFG, ACC, and striatum, which was strengthened after training. These results indicate that RTS video-game experience, associated with changes in higher-order cognitive functions and connectivity between visual and cognitive areas, facilitates VPL in early phases of training. The results support the hypothesis that VPL can occur without involvement of only visual areas. Significance statement: Although early studies found that visual perceptual learning (VPL) is associated with involvement of the visual cortex, generality of visual skills enhancement by action video-game experience

  8. Methods and Algorithms for Detecting Objects in Video Files

    Directory of Open Access Journals (Sweden)

    Nguyen The Cuong

    2018-01-01

    Full Text Available Video files are files that store motion pictures and sounds like in real life. In today's world, the need for automated processing of information in video files is increasing. Automated processing of information has a wide range of application including office/home surveillance cameras, traffic control, sports applications, remote object detection, and others. In particular, detection and tracking of object movement in video file plays an important role. This article describes the methods of detecting objects in video files. Today, this problem in the field of computer vision is being studied worldwide.

  9. Attention and perceptual implicit memory: effects of selective versus divided attention and number of visual objects.

    Science.gov (United States)

    Mulligan, Neil W

    2002-08-01

    Extant research presents conflicting results on whether manipulations of attention during encoding affect perceptual priming. Two suggested mediating factors are type of manipulation (selective vs divided) and whether attention is manipulated across multiple objects or within a single object. Words printed in different colors (Experiment 1) or flanked by colored blocks (Experiment 2) were presented at encoding. In the full-attention condition, participants always read the word, in the unattended condition they always identified the color, and in the divided-attention conditions, participants attended to both word identity and color. Perceptual priming was assessed with perceptual identification and explicit memory with recognition. Relative to the full-attention condition, attending to color always reduced priming. Dividing attention between word identity and color, however, only disrupted priming when these attributes were presented as multiple objects (Experiment 2) but not when they were dimensions of a common object (Experiment 1). On the explicit test, manipulations of attention always affected recognition accuracy.

  10. The objects of visuospatial short-term memory: Perceptual organization and change detection.

    Science.gov (United States)

    Nikolova, Atanaska; Macken, Bill

    2016-01-01

    We used a colour change-detection paradigm where participants were required to remember colours of six equally spaced circles. Items were superimposed on a background so as to perceptually group them within (a) an intact ring-shaped object, (b) a physically segmented but perceptually completed ring-shaped object, or (c) a corresponding background segmented into three arc-shaped objects. A nonpredictive cue at the location of one of the circles was followed by the memory items, which in turn were followed by a test display containing a probe indicating the circle to be judged same/different. Reaction times for correct responses revealed a same-object advantage; correct responses were faster to probes on the same object as the cue than to equidistant probes on a segmented object. This same-object advantage was identical for physically and perceptually completed objects, but was only evident in reaction times, and not in accuracy measures. Not only, therefore, is it important to consider object-level perceptual organization of stimulus elements when assessing the influence of a range of factors (e.g., number and complexity of elements) in visuospatial short-term memory, but a more detailed picture of the structure of information in memory may be revealed by measuring speed as well as accuracy.

  11. Real-Time Video Stylization Using Object Flows.

    Science.gov (United States)

    Lu, Cewu; Xiao, Yao; Tang, Chi-Keung

    2017-05-05

    We present a real-time video stylization system and demonstrate a variety of painterly styles rendered on real video inputs. The key technical contribution lies on the object flow, which is robust to inaccurate optical flow, unknown object transformation and partial occlusion as well. Since object flows relate regions of the same object across frames, shower-door effect can be effectively reduced where painterly strokes and textures are rendered on video objects. The construction of object flows is performed in real time and automatically after applying metric learning. To reduce temporal flickering, we extend the bilateral filtering into motion bilateral filtering. We propose quantitative metrics to measure the temporal coherence on structures and textures of our stylized videos, and perform extensive experiments to compare our stylized results with baseline systems and prior works specializing in watercolor and abstraction.

  12. Learning of perceptual grouping for object segmentation on RGB-D data.

    Science.gov (United States)

    Richtsfeld, Andreas; Mörwald, Thomas; Prankl, Johann; Zillich, Michael; Vincze, Markus

    2014-01-01

    Object segmentation of unknown objects with arbitrary shape in cluttered scenes is an ambitious goal in computer vision and became a great impulse with the introduction of cheap and powerful RGB-D sensors. We introduce a framework for segmenting RGB-D images where data is processed in a hierarchical fashion. After pre-clustering on pixel level parametric surface patches are estimated. Different relations between patch-pairs are calculated, which we derive from perceptual grouping principles, and support vector machine classification is employed to learn Perceptual Grouping. Finally, we show that object hypotheses generation with Graph-Cut finds a globally optimal solution and prevents wrong grouping. Our framework is able to segment objects, even if they are stacked or jumbled in cluttered scenes. We also tackle the problem of segmenting objects when they are partially occluded. The work is evaluated on publicly available object segmentation databases and also compared with state-of-the-art work of object segmentation.

  13. Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2015-01-01

    Despite increasing evidence that shows action video game play improves perceptual and cognitive skills, the mechanisms of transfer are not well-understood. In line with previous work, we suggest that transfer is dependent upon common demands between the game and transfer task. In the current study, participants played one of four action games with varying speed, visual, and attentional demands for 20 h. We examined whether training enhanced performance for attentional blink, selective attention, attending to multiple items, visual search and auditory detection. Non-gamers who played the game (Modern Combat) with the highest demands showed transfer to tasks of attentional blink and attending to multiple items. The game (MGS Touch) with fewer attentional demands also decreased attentional blink, but to a lesser degree. Other games failed to show transfer, despite having many action game characteristics but at a reduced intensity. The results support the common demands hypothesis. PMID:25713551

  14. Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks.

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2015-01-01

    Despite increasing evidence that shows action video game play improves perceptual and cognitive skills, the mechanisms of transfer are not well-understood. In line with previous work, we suggest that transfer is dependent upon common demands between the game and transfer task. In the current study, participants played one of four action games with varying speed, visual, and attentional demands for 20 h. We examined whether training enhanced performance for attentional blink, selective attention, attending to multiple items, visual search and auditory detection. Non-gamers who played the game (Modern Combat) with the highest demands showed transfer to tasks of attentional blink and attending to multiple items. The game (MGS Touch) with fewer attentional demands also decreased attentional blink, but to a lesser degree. Other games failed to show transfer, despite having many action game characteristics but at a reduced intensity. The results support the common demands hypothesis.

  15. Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    2015-02-01

    Full Text Available Despite increasing evidence that shows action video game play improves perceptual and cognitive skills, the mechanisms of transfer are not well understood. In line with previous work, we suggest that transfer is dependent upon common demands between the game and transfer task. In the current study, participants played one of four action games with varying speed, visual, and attentional demands for twenty hours. We examined whether training enhanced performance for attentional blink, selective attention, attending to multiple items, visual search and auditory detection. Non-gamers who played the game (Modern Combat with the highest demands showed transfer to tasks of attentional blink and attending to multiple items. The game (MGS Touch with fewer attentional demands also decreased attentional blink, but to a lesser degree. Other games failed to show transfer, despite having many action game characteristics but at a reduced intensity. The results support the common demands hypothesis

  16. The interplay between perceptual organization and object recognition: Temporal dynamics and neuropsychology

    OpenAIRE

    Torfs, Katrien

    2012-01-01

    The ease and efficiency with which we perceive objects in daily life masks the complexity of the processes involved. The main goal of my doctoral research was to enhance our understanding of the complex interplay between perceptual organization and object recognition. To this end, we investigated the dynamic interplay between different component processes of object recognition, and their temporal dynamics. In the first part of this thesis, I present three behavioral studies focusing on the ro...

  17. Remembering perceptual features unequally bound in object and episodic tokens: Neural mechanisms and their electrophysiological correlates.

    Science.gov (United States)

    Zimmer, Hubert D; Ecker, Ullrich K H

    2010-06-01

    We present a neurocognitive model of long-term object memory. We propose that perceptual priming and episodic recognition are phenomena based on three distinct kinds of representations. We label these representations types and tokens. Types are prototypical representations needed for object identification. The network of non-arbitrary features necessary for object categorization is sharpened in the course of repeated identification, an effect that we call type trace and which causes perceptual priming. Tokens, on the other hand, support episodic recognition. Perirhinal structures are proposed to bind intrinsic within-object features into an object token that can be thought of as a consolidated perceptual object file. Hippocampal structures integrate object- with contextual information in an episodic token. The reinstatement of an object token is assumed to generate a feeling of familiarity, whereas recollection occurs when the reinstatement of an episodic token occurs. Retrieval mode and retrieval orientation dynamically modulate access to these representations. In this review, we apply the model to recent empirical research (behavioral, fMRI, and ERP data) including a series of studies from our own lab. We put specific emphasis on the effects that sensory features and their study-test match have on familiarity. The type-token approach fits the data and additionally provides a framework for the analysis of concepts like unitization and associative reinstatement. Copyright (c) 2010. Published by Elsevier Ltd.

  18. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing.

    Science.gov (United States)

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  19. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing

    Directory of Open Access Journals (Sweden)

    Yu-Xuan Zhang

    2017-06-01

    Full Text Available Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  20. Joint Perception of a Shared Object: a Minimalist Perceptual Crossing Experiment

    Directory of Open Access Journals (Sweden)

    Loïc Deschamps

    2016-07-01

    Full Text Available The minimalist perceptual crossing paradigm has emphasized the essential role of interpersonal dynamics on social understanding. Within the particular case of minimalist interaction, it has been argued that interpersonal processes can constitute social cognition, at least partially, which calls for a paradigm shift in social cognition studies. In this paper, we review several perceptual crossing experiments and their theoretical implications, and propose an original experiment to go beyond strictly dyadic interactions. Whereas past experiments have used objects as distractors of dyadic interaction, our experiment aims at integrating objects themselves as the goal of interpersonal coordination. We asked 24 subjects to participate in a minimalist perceptual crossing experiment where they had to decide, based on their on-line interaction in a one-dimensional digital space, which of the objects they perceived was also perceptible by their partner. The main results suggest that the mutual awareness of a shared object arises from the quality of sensorimotor coordination between the partners. Indeed, the presence of a shared object acts as a simultaneous affordance that attracts and structures individual perceptive activities, giving both partners the opportunity to co-construct a shared world where their respective actions make sense. We discuss our results by way of an enactive account of social cognition, taking the joint perception of a shared object as a first step to account for joint attention.

  1. VIDEO GAMES ARE AN INTERESTING OBJECT TO THE COGNITION STUDIES

    Directory of Open Access Journals (Sweden)

    Cleci Maraschin

    2013-12-01

    Full Text Available Video games create a virtual space that can be inhabited in various ways by the players. Despite the controversies in which they are constantly included, electronic games bear witness to the modus operandi in our contemporary cognition permeated by technical objects. By focusing the know-how instead of a declarative experience the games open questions in the field of new literacies and problematize the use of technology in teaching practices. From the development of a locative game at the Botanical Garden of Porto Alegre, this article discussed some, methodological, political and theoretical implications arising from the research with video games in the field of cognitive studies. We discuss, finally, three theoretical / methodological implications the practice with video games forces us to think: research the video game through the process of its operation, questioning cognitive policies that organize our everyday and map the complex web of practices that supports the use of technical objects.

  2. Objective video quality measure for application to tele-echocardiography.

    Science.gov (United States)

    Moore, Peter Thomas; O'Hare, Neil; Walsh, Kevin P; Ward, Neil; Conlon, Niamh

    2008-08-01

    Real-time tele-echocardiography is widely used to remotely diagnose or exclude congenital heart defects. Cost effective technical implementation is realised using low-bandwidth transmission systems and lossy compression (videoconferencing) schemes. In our study, DICOM video sequences were converted to common multimedia formats, which were then, compressed using three lossy compression algorithms. We then applied a digital (multimedia) video quality metric (VQM) to determine objectively a value for degradation due to compression. Three levels of compression were simulated by varying system bandwidth and compared to a subjective assessment of video clip quality by three paediatric cardiologists with more than 5 years of experience.

  3. A Secure and Robust Object-Based Video Authentication System

    Directory of Open Access Journals (Sweden)

    He Dajun

    2004-01-01

    Full Text Available An object-based video authentication system, which combines watermarking, error correction coding (ECC, and digital signature techniques, is presented for protecting the authenticity between video objects and their associated backgrounds. In this system, a set of angular radial transformation (ART coefficients is selected as the feature to represent the video object and the background, respectively. ECC and cryptographic hashing are applied to those selected coefficients to generate the robust authentication watermark. This content-based, semifragile watermark is then embedded into the objects frame by frame before MPEG4 coding. In watermark embedding and extraction, groups of discrete Fourier transform (DFT coefficients are randomly selected, and their energy relationships are employed to hide and extract the watermark. The experimental results demonstrate that our system is robust to MPEG4 compression, object segmentation errors, and some common object-based video processing such as object translation, rotation, and scaling while securely preventing malicious object modifications. The proposed solution can be further incorporated into public key infrastructure (PKI.

  4. Joint Perception of a Shared Object: A Minimalist Perceptual Crossing Experiment.

    Science.gov (United States)

    Deschamps, Loïc; Lenay, Charles; Rovira, Katia; Le Bihan, Gabrielle; Aubert, Dominique

    2016-01-01

    The minimalist perceptual crossing paradigm has emphasized the essential role of interpersonal dynamics on social understanding. Within the particular case of minimalist interaction, it has been argued that interpersonal processes can constitute social cognition, at least partially, which calls for a paradigm shift in social cognition studies. In this paper, we review several perceptual crossing experiments and their theoretical implications, and propose an original experiment to go beyond strictly dyadic interactions. Whereas past experiments have used objects as distracters of dyadic interaction, our experiment aims at integrating objects themselves as the goal of interpersonal coordination. We asked 24 subjects to participate in a minimalist perceptual crossing experiment where they had to decide, based on their on-line interaction in a one-dimensional digital space, which of the objects they perceived was also perceptible by their partner. The main results suggest that the mutual awareness of a shared object (SO) arises from the quality of sensorimotor coordination between the partners. Indeed, the presence of a SO acts as a simultaneous affordance that attracts and structures individual perceptive activities, giving both partners the opportunity to co-construct a shared world where their respective actions make sense. We discuss our results by way of an enactive account of social cognition, taking the joint perception of a SO as a first step to account for joint attention.

  5. Fast Appearance Modeling for Automatic Primary Video Object Segmentation.

    Science.gov (United States)

    Yang, Jiong; Price, Brian; Shen, Xiaohui; Lin, Zhe; Yuan, Junsong

    2016-02-01

    Automatic segmentation of the primary object in a video clip is a challenging problem as there is no prior knowledge of the primary object. Most existing techniques thus adapt an iterative approach for foreground and background appearance modeling, i.e., fix the appearance model while optimizing the segmentation and fix the segmentation while optimizing the appearance model. However, these approaches may rely on good initialization and can be easily trapped in local optimal. In addition, they are usually time consuming for analyzing videos. To address these limitations, we propose a novel and efficient appearance modeling technique for automatic primary video object segmentation in the Markov random field (MRF) framework. It embeds the appearance constraint as auxiliary nodes and edges in the MRF structure, and can optimize both the segmentation and appearance model parameters simultaneously in one graph cut. The extensive experimental evaluations validate the superiority of the proposed approach over the state-of-the-art methods, in both efficiency and effectiveness.

  6. Context based Coding of Quantized Alpha Planes for Video Objects

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Forchhammer, Søren

    2002-01-01

    In object based video, each frame is a composition of objects that are coded separately. The composition is performed through the alpha plane that represents the transparency of the object. We present an alternative to MPEG-4 for coding of alpha planes that considers their specific properties....... Comparisons in terms of rate and distortion are provided, showing that the proposed coding scheme for still alpha planes is better than the algorithms for I-frames used in MPEG-4....

  7. Using standardized video cases for assessment of medical communication skills: reliability of an objective structured video examination by computer

    NARCIS (Netherlands)

    Hulsman, R. L.; Mollema, E. D.; Oort, F. J.; Hoos, A. M.; de Haes, J. C. J. M.

    2006-01-01

    OBJECTIVE: Using standardized video cases in a computerized objective structured video examination (OSVE) aims to measure cognitive scripts underlying overt communication behavior by questions on knowledge, understanding and performance. In this study the reliability of the OSVE assessment is

  8. Is Seeing Believing? Identifying Aspects of Informative Videos that Indicate Objectivity

    NARCIS (Netherlands)

    H.M. Boots-Blankers (Helen)

    2017-01-01

    textabstractInformation in online videos can be misleading and unreliable. Video users tend to select videos with misleading information (Butler, 2013). To facilitate video users in their selection of videos they need an objectivity measure (Palumbo, 2012). We propose thirteen aspects of video that

  9. Effect of tDCS on task relevant and irrelevant perceptual learning of complex objects.

    Science.gov (United States)

    Van Meel, Chayenne; Daniels, Nicky; de Beeck, Hans Op; Baeck, Annelies

    2016-01-01

    During perceptual learning the visual representations in the brain are altered, but these changes' causal role has not yet been fully characterized. We used transcranial direct current stimulation (tDCS) to investigate the role of higher visual regions in lateral occipital cortex (LO) in perceptual learning with complex objects. We also investigated whether object learning is dependent on the relevance of the objects for the learning task. Participants were trained in two tasks: object recognition using a backward masking paradigm and an orientation judgment task. During both tasks, an object with a red line on top of it were presented in each trial. The crucial difference between both tasks was the relevance of the object: the object was relevant for the object recognition task, but not for the orientation judgment task. During training, half of the participants received anodal tDCS stimulation targeted at the lateral occipital cortex (LO). Afterwards, participants were tested on how well they recognized the trained objects, the irrelevant objects presented during the orientation judgment task and a set of completely new objects. Participants stimulated with tDCS during training showed larger improvements of performance compared to participants in the sham condition. No learning effect was found for the objects presented during the orientation judgment task. To conclude, this study suggests a causal role of LO in relevant object learning, but given the rather low spatial resolution of tDCS, more research on the specificity of this effect is needed. Further, mere exposure is not sufficient to train object recognition in our paradigm.

  10. Impact of Constant Rate Factor on Objective Video Quality Assessment

    Directory of Open Access Journals (Sweden)

    Juraj Bienik

    2017-01-01

    Full Text Available This paper deals with the impact of constant rate factor value on the objective video quality assessment using PSNR and SSIM metrics. Compression efficiency of H.264 and H.265 codecs defined by different Constant rate factor (CRF values was tested. The assessment was done for eight types of video sequences depending on content for High Definition (HD, Full HD (FHD and Ultra HD (UHD resolution. Finally, performance of both mentioned codecs with emphasis on compression ratio and efficiency of coding was compared.

  11. Effects of dividing attention during encoding on perceptual priming of unfamiliar visual objects

    Science.gov (United States)

    Soldan, Anja; Mangels, Jennifer A.; Cooper, Lynn A.

    2008-01-01

    According to the distractor-selection hypothesis (Mulligan, 2003), dividing attention during encoding reduces perceptual priming when responses to non-critical (i.e., distractor) stimuli are selected frequently and simultaneously with critical stimulus encoding. Because direct support for this hypothesis comes exclusively from studies using familiar word stimuli, the present study tested whether the predictions of the distractor-selection hypothesis extend to perceptual priming of unfamiliar visual objects using the possible/impossible object-decision test. Consistent with the distractor-selection hypothesis, Experiments 1 and 2 found no reduction in priming when the non-critical stimuli were presented infrequently and non-synchronously with the critical target stimuli, even though explicit recognition memory was reduced. In Experiment 3, non-critical stimuli were presented frequently and simultaneously during encoding of critical stimuli; however, no decrement in priming was detected, even when encoding time was reduced. These results suggest that priming in the possible/impossible object-decision test is relatively immune to reductions in central attention and that not all aspects of the distractor-selection hypothesis generalize to priming of unfamiliar visual objects. Implications for theoretical models of object-decision priming are discussed. PMID:18821167

  12. Object-based implicit learning in visual search: perceptual segmentation constrains contextual cueing.

    Science.gov (United States)

    Conci, Markus; Müller, Hermann J; von Mühlenen, Adrian

    2013-07-09

    In visual search, detection of a target is faster when it is presented within a spatial layout of repeatedly encountered nontarget items, indicating that contextual invariances can guide selective attention (contextual cueing; Chun & Jiang, 1998). However, perceptual regularities may interfere with contextual learning; for instance, no contextual facilitation occurs when four nontargets form a square-shaped grouping, even though the square location predicts the target location (Conci & von Mühlenen, 2009). Here, we further investigated potential causes for this interference-effect: We show that contextual cueing can reliably occur for targets located within the region of a segmented object, but not for targets presented outside of the object's boundaries. Four experiments demonstrate an object-based facilitation in contextual cueing, with a modulation of context-based learning by relatively subtle grouping cues including closure, symmetry, and spatial regularity. Moreover, the lack of contextual cueing for targets located outside the segmented region was due to an absence of (latent) learning of contextual layouts, rather than due to an attentional bias towards the grouped region. Taken together, these results indicate that perceptual segmentation provides a basic structure within which contextual scene regularities are acquired. This in turn argues that contextual learning is constrained by object-based selection.

  13. Neurophysiological indices of perceptual object priming in the absence of explicit recognition memory.

    Science.gov (United States)

    Harris, Jill D; Cutmore, Tim R H; O'Gorman, John; Finnigan, Simon; Shum, David

    2009-02-01

    The aim of this study was to identify ERP correlates of perceptual object priming that are insensitive to factors affecting explicit, episodic memory. EEG was recorded from 21 participants while they performed a visual object recognition test on a combination of unstudied items and old items that were previously encountered during either a 'deep' or 'shallow' levels-of-processing (LOP) study task. The results demonstrated a midline P150 old/new effect which was sensitive only to objects' old/new status and not to the accuracy of recognition responses to old items, or to the LOP manipulation. Similar outcomes were observed for the subsequent P200 and N400 effects, the former of which had a parietal scalp maximum and the latter, a broadly distributed topography. In addition an LPC old/new effect typical of those reported in past ERP recognition studies was observed. These outcomes support the proposal that the P150 effect is reflective of perceptual object priming and moreover, provide novel evidence that this and the P200 effect are independent of explicit recognition memory process(es).

  14. Occlusion Handling in Videos Object Tracking: A Survey

    International Nuclear Information System (INIS)

    Lee, B Y; Liew, L H; Cheah, W S; Wang, Y C

    2014-01-01

    Object tracking in video has been an active research since for decades. This interest is motivated by numerous applications, such as surveillance, human-computer interaction, and sports event monitoring. Many challenges related to tracking objects still remain, this can arise due to abrupt object motion, changing appearance patterns of objects and the scene, non-rigid object structures and most significant are occlusion of tracked object be it object-to-object or object-to-scene occlusions. Generally, occlusion in object tracking occur under three situations: self-occlusion, inter-object occlusion by background scene structure. Self-occlusion occurs most frequently while tracking articulated objects when one part of the object occludes another. Inter-object occlusion occurs when two objects being tracked occlude each other whereas occlusion by the background occurs when a structure in the background occludes the tracked objects. Typically, tracking methods handle occlusion by modelling the object motion using linear and non-linear dynamic models. The derived models will be used to continuously predicting the object location when a tracked object is occluded until the object reappears. Example of these method are Kalman filtering and Particle filtering trackers. Researchers have also utilised other features to resolved occlusion, for example, silhouette projections, colour histogram and optical flow. We will present some result from a previously conducted experiment when tracking single object using Kalman filter, Particle filter and Mean Shift trackers under various occlusion situation in this paper. We will also review various other occlusion handling methods that involved using multiple cameras. In a nutshell, the goal of this paper is to discuss in detail the problem of occlusion in object tracking and review the state of the art occlusion handling methods, classify them into different categories, and identify new trends. Moreover, we discuss the important

  15. Occlusion Handling in Videos Object Tracking: A Survey

    Science.gov (United States)

    Lee, B. Y.; Liew, L. H.; Cheah, W. S.; Wang, Y. C.

    2014-02-01

    Object tracking in video has been an active research since for decades. This interest is motivated by numerous applications, such as surveillance, human-computer interaction, and sports event monitoring. Many challenges related to tracking objects still remain, this can arise due to abrupt object motion, changing appearance patterns of objects and the scene, non-rigid object structures and most significant are occlusion of tracked object be it object-to-object or object-to-scene occlusions. Generally, occlusion in object tracking occur under three situations: self-occlusion, inter-object occlusion by background scene structure. Self-occlusion occurs most frequently while tracking articulated objects when one part of the object occludes another. Inter-object occlusion occurs when two objects being tracked occlude each other whereas occlusion by the background occurs when a structure in the background occludes the tracked objects. Typically, tracking methods handle occlusion by modelling the object motion using linear and non-linear dynamic models. The derived models will be used to continuously predicting the object location when a tracked object is occluded until the object reappears. Example of these method are Kalman filtering and Particle filtering trackers. Researchers have also utilised other features to resolved occlusion, for example, silhouette projections, colour histogram and optical flow. We will present some result from a previously conducted experiment when tracking single object using Kalman filter, Particle filter and Mean Shift trackers under various occlusion situation in this paper. We will also review various other occlusion handling methods that involved using multiple cameras. In a nutshell, the goal of this paper is to discuss in detail the problem of occlusion in object tracking and review the state of the art occlusion handling methods, classify them into different categories, and identify new trends. Moreover, we discuss the important

  16. Efficient Coding of Shape and Transparency for Video Objects

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Forchhammer, Søren

    2007-01-01

    A novel scheme for coding gray-level alpha planes in object-based video is presented. Gray-level alpha planes convey the shape and the transparency information, which are required for smooth composition of video objects. The algorithm proposed is based on the segmentation of the alpha plane...... in three layers: binary shape layer, opaque layer, and intermediate layer. Thus, the latter two layers replace the single transparency layer of MPEG-4 Part 2. Different encoding schemes are specifically designed for each layer, utilizing cross-layer correlations to reduce the bit rate. First, the binary...... demonstrating that the proposed techniques provide substantial bit rate savings coding shape and transparency when compared to the tools adopted in MPEG-4 Part 2....

  17. Scalable Content Authentication in H.264/SVC Videos Using Perceptual Hashing based on Dempster-Shafer theory

    Directory of Open Access Journals (Sweden)

    Ye Dengpan

    2012-09-01

    Full Text Available The content authenticity of the multimedia delivery is important issue with rapid development and widely used of multimedia technology. Till now many authentication solutions had been proposed, such as cryptology and watermarking based methods. However, in latest heterogeneous network the video stream transmission has been coded in scalable way such as H.264/SVC, there is still no good authentication solution. In this paper, we firstly summarized related works and proposed a scalable content authentication scheme using a ratio of different energy (RDE based perceptual hashing in Q/S dimension, which is used Dempster-Shafer theory and combined with the latest scalable video coding (H.264/SVC construction. The idea of aldquo;sign once and verify in scalable wayardquo; can be realized. Comparing with previous methods, the proposed scheme based on perceptual hashing outperforms previous works in uncertainty (robustness and efficiencies in the H.264/SVC video streams. At last, the experiment results verified the performance of our scheme.

  18. Emergent features and perceptual objects: re-examining fundamental principles in analogical display design.

    Science.gov (United States)

    Holt, Jerred; Bennett, Kevin B; Flach, John M

    2015-01-01

    Two sets of design principles for analogical visual displays, based on the concepts of emergent features and perceptual objects, are described. An interpretation of previous empirical findings for three displays (bar graph, polar graphic, alphanumeric) is provided from both perspectives. A fourth display (configural coordinate) was designed using principles of ecological interface design (i.e. direct perception). An experiment was conducted to evaluate performance (accuracy and latency of state identification) with these four displays. Numerous significant effects were obtained and a clear rank ordering of performance emerged (from best to worst): configural coordinate, bar graph, alphanumeric and polar graphic. These findings are consistent with principles of design based on emergent features; they are inconsistent with principles based on perceptual objects. Some limitations of the configural coordinate display are discussed and a redesign is provided. Practitioner Summary: Principles of ecological interface design, which emphasise the quality of very specific mappings between domain, display and observer constraints, are described; these principles are applicable to the design of all analogical graphical displays.

  19. Multiple-object permanence tracking: limitation in maintenance and transformation of perceptual objects.

    Science.gov (United States)

    Saiki, Jun

    2002-01-01

    Research on change blindness and transsaccadic memory revealed that a limited amount of information is retained across visual disruptions in visual working memory. It has been proposed that visual working memory can hold four to five coherent object representations. To investigate their maintenance and transformation in dynamic situations, I devised an experimental paradigm called multiple-object permanence tracking (MOPT) that measures memory for multiple feature-location bindings in dynamic situations. Observers were asked to detect any color switch in the middle of a regular rotation of a pattern with multiple colored disks behind an occluder. The color-switch detection performance dramatically declined as the pattern rotation velocity increased, and this effect of object motion was independent of the number of targets. The MOPT task with various shapes and colors showed that color-shape conjunctions are not available in the MOPT task. These results suggest that even completely predictable motion severely reduces our capacity of object representations, from four to only one or two.

  20. Improving human object recognition performance using video enhancement techniques

    Science.gov (United States)

    Whitman, Lucy S.; Lewis, Colin; Oakley, John P.

    2004-12-01

    Atmospheric scattering causes significant degradation in the quality of video images, particularly when imaging over long distances. The principle problem is the reduction in contrast due to scattered light. It is known that when the scattering particles are not too large compared with the imaging wavelength (i.e. Mie scattering) then high spatial resolution information may be contained within a low-contrast image. Unfortunately this information is not easily perceived by a human observer, particularly when using a standard video monitor. A secondary problem is the difficulty of achieving a sharp focus since automatic focus techniques tend to fail in such conditions. Recently several commercial colour video processing systems have become available. These systems use various techniques to improve image quality in low contrast conditions whilst retaining colour content. These systems produce improvements in subjective image quality in some situations, particularly in conditions of haze and light fog. There is also some evidence that video enhancement leads to improved ATR performance when used as a pre-processing stage. Psychological literature indicates that low contrast levels generally lead to a reduction in the performance of human observers in carrying out simple visual tasks. The aim of this paper is to present the results of an empirical study on object recognition in adverse viewing conditions. The chosen visual task was vehicle number plate recognition at long ranges (500 m and beyond). Two different commercial video enhancement systems are evaluated using the same protocol. The results show an increase in effective range with some differences between the different enhancement systems.

  1. Interaction between High-Level and Low-Level Image Analysis for Semantic Video Object Extraction

    Directory of Open Access Journals (Sweden)

    Andrea Cavallaro

    2004-06-01

    Full Text Available The task of extracting a semantic video object is split into two subproblems, namely, object segmentation and region segmentation. Object segmentation relies on a priori assumptions, whereas region segmentation is data-driven and can be solved in an automatic manner. These two subproblems are not mutually independent, and they can benefit from interactions with each other. In this paper, a framework for such interaction is formulated. This representation scheme based on region segmentation and semantic segmentation is compatible with the view that image analysis and scene understanding problems can be decomposed into low-level and high-level tasks. Low-level tasks pertain to region-oriented processing, whereas the high-level tasks are closely related to object-level processing. This approach emulates the human visual system: what one “sees” in a scene depends on the scene itself (region segmentation as well as on the cognitive task (semantic segmentation at hand. The higher-level segmentation results in a partition corresponding to semantic video objects. Semantic video objects do not usually have invariant physical properties and the definition depends on the application. Hence, the definition incorporates complex domain-specific knowledge and is not easy to generalize. For the specific implementation used in this paper, motion is used as a clue to semantic information. In this framework, an automatic algorithm is presented for computing the semantic partition based on color change detection. The change detection strategy is designed to be immune to the sensor noise and local illumination variations. The lower-level segmentation identifies the partition corresponding to perceptually uniform regions. These regions are derived by clustering in an N-dimensional feature space, composed of static as well as dynamic image attributes. We propose an interaction mechanism between the semantic and the region partitions which allows to

  2. Video based object representation and classification using multiple covariance matrices.

    Science.gov (United States)

    Zhang, Yurong; Liu, Quan

    2017-01-01

    Video based object recognition and classification has been widely studied in computer vision and image processing area. One main issue of this task is to develop an effective representation for video. This problem can generally be formulated as image set representation. In this paper, we present a new method called Multiple Covariance Discriminative Learning (MCDL) for image set representation and classification problem. The core idea of MCDL is to represent an image set using multiple covariance matrices with each covariance matrix representing one cluster of images. Firstly, we use the Nonnegative Matrix Factorization (NMF) method to do image clustering within each image set, and then adopt Covariance Discriminative Learning on each cluster (subset) of images. At last, we adopt KLDA and nearest neighborhood classification method for image set classification. Promising experimental results on several datasets show the effectiveness of our MCDL method.

  3. Combining 3D structure of real video and synthetic objects

    Science.gov (United States)

    Kim, Man-Bae; Song, Mun-Sup; Kim, Do-Kyoon

    1998-04-01

    This paper presents a new approach of combining real video and synthetic objects. The purpose of this work is to use the proposed technology in the fields of advanced animation, virtual reality, games, and so forth. Computer graphics has been used in the fields previously mentioned. Recently, some applications have added real video to graphic scenes for the purpose of augmenting the realism that the computer graphics lacks in. This approach called augmented or mixed reality can produce more realistic environment that the entire use of computer graphics. Our approach differs from the virtual reality and augmented reality in the manner that computer- generated graphic objects are combined to 3D structure extracted from monocular image sequences. The extraction of the 3D structure requires the estimation of 3D depth followed by the construction of a height map. Graphic objects are then combined to the height map. The realization of our proposed approach is carried out in the following steps: (1) We derive 3D structure from test image sequences. The extraction of the 3D structure requires the estimation of depth and the construction of a height map. Due to the contents of the test sequence, the height map represents the 3D structure. (2) The height map is modeled by Delaunay triangulation or Bezier surface and each planar surface is texture-mapped. (3) Finally, graphic objects are combined to the height map. Because 3D structure of the height map is already known, Step (3) is easily manipulated. Following this procedure, we produced an animation video demonstrating the combination of the 3D structure and graphic models. Users can navigate the realistic 3D world whose associated image is rendered on the display monitor.

  4. Perceptual grouping and attention in visual search for features and for objects.

    Science.gov (United States)

    Treisman, A

    1982-04-01

    This article explores the effects of perceptual grouping on search for targets defined by separate features or by conjunction of features. Treisman and Gelade proposed a feature-integration theory of attention, which claims that in the absence of prior knowledge, the separable features of objects are correctly combined only when focused attention is directed to each item in turn. If items are preattentively grouped, however, attention may be directed to groups rather than to single items whenever no recombination of features within a group could generate an illusory target. This prediction is confirmed: In search for conjunctions, subjects appear to scan serially between groups rather than items. The scanning rate shows little effect of the spatial density of distractors, suggesting that it reflects serial fixations of attention rather than eye movements. Search for features, on the other hand, appears to independent of perceptual grouping, suggesting that features are detected preattentively. A conjunction target can be camouflaged at the preattentive level by placing it at the boundary between two adjacent groups, each of which shares one of its features. This suggests that preattentive grouping creates separate feature maps within each separable dimension rather than one global configuration.

  5. Self-Occlusions and Disocclusions in Causal Video Object Segmentation

    KAUST Repository

    Yang, Yanchao

    2016-02-19

    We propose a method to detect disocclusion in video sequences of three-dimensional scenes and to partition the disoccluded regions into objects, defined by coherent deformation corresponding to surfaces in the scene. Our method infers deformation fields that are piecewise smooth by construction without the need for an explicit regularizer and the associated choice of weight. It then partitions the disoccluded region and groups its components with objects by leveraging on the complementarity of motion and appearance cues: Where appearance changes within an object, motion can usually be reliably inferred and used for grouping. Where appearance is close to constant, it can be used for grouping directly. We integrate both cues in an energy minimization framework, incorporate prior assumptions explicitly into the energy, and propose a numerical scheme. © 2015 IEEE.

  6. Perceptual quality estimation of H.264/AVC videos using reduced-reference and no-reference models

    Science.gov (United States)

    Shahid, Muhammad; Pandremmenou, Katerina; Kondi, Lisimachos P.; Rossholm, Andreas; Lövström, Benny

    2016-09-01

    Reduced-reference (RR) and no-reference (NR) models for video quality estimation, using features that account for the impact of coding artifacts, spatio-temporal complexity, and packet losses, are proposed. The purpose of this study is to analyze a number of potentially quality-relevant features in order to select the most suitable set of features for building the desired models. The proposed sets of features have not been used in the literature and some of the features are used for the first time in this study. The features are employed by the least absolute shrinkage and selection operator (LASSO), which selects only the most influential of them toward perceptual quality. For comparison, we apply feature selection in the complete feature sets and ridge regression on the reduced sets. The models are validated using a database of H.264/AVC encoded videos that were subjectively assessed for quality in an ITU-T compliant laboratory. We infer that just two features selected by RR LASSO and two bitstream-based features selected by NR LASSO are able to estimate perceptual quality with high accuracy, higher than that of ridge, which uses more features. The comparisons with competing works and two full-reference metrics also verify the superiority of our models.

  7. The Diabeates Project: Perceptual, Affective and Psychophysiological Effects of Music and Music-Video in a Clinical Exercise Setting.

    Science.gov (United States)

    Hutchinson, Jasmin C; Karageorghis, Costas I; Black, Jessica D

    2017-02-01

    The purpose of this study was to examine the effects of music and music-video on perceptual (attentional focus, rated perceived exertion), affective (affective valence and enjoyment) and psychophysiological (blood glucose, heart rate) variables in outpatients attending a diabetes exercise clinic. Participants were 24 females (age = 66.0 ± 8.5 years) enrolled in a supervised exercise program for people with diabetes. They engaged in mixed-modality exercise sessions that included a standardized combination of flexibility, aerobic and resistance activities under conditions of music, music-video and control. Analyses revealed a main effect of condition on attentional focus and affect during aerobic exercise only. The music-video condition elicited the highest level of attentional dissociation, while affective valence was more positive in the 2 experimental conditions when compared to control. Rated perceived exertion and heart rate did not differ across conditions. Measures of exercise enjoyment indicated a main effect of condition wherein scores were higher with the music-video condition when compared to control. There was an acute glucose-lowering effect of exercise in all conditions. Results lend support to the notion that auditory and visual stimuli can enhance affective responses to exercise in a clinical setting. This may have meaningful implications for adherence, given the link between affective judgements and future behaviour in an exercise context. Copyright © 2016 Canadian Diabetes Association. Published by Elsevier Inc. All rights reserved.

  8. AUTOMATIC FAST VIDEO OBJECT DETECTION AND TRACKING ON VIDEO SURVEILLANCE SYSTEM

    Directory of Open Access Journals (Sweden)

    V. Arunachalam

    2012-08-01

    Full Text Available This paper describes the advance techniques for object detection and tracking in video. Most visual surveillance systems start with motion detection. Motion detection methods attempt to locate connected regions of pixels that represent the moving objects within the scene; different approaches include frame-to-frame difference, background subtraction and motion analysis. The motion detection can be achieved by Principle Component Analysis (PCA and then separate an objects from background using background subtraction. The detected object can be segmented. Segmentation consists of two schemes: one for spatial segmentation and the other for temporal segmentation. Tracking approach can be done in each frame of detected Object. Pixel label problem can be alleviated by the MAP (Maximum a Posteriori technique.

  9. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills

    OpenAIRE

    Bediou, Benoît; Adams, Deanne M.; Mayer, Richard E.; Tipton, Elizabeth; Green, C. Shawn; Bavelier, Daphné

    2017-01-01

    The ubiquity of video games in today’s society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community—action video games, and cover the period 2000–2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that inform ...

  10. The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports

    OpenAIRE

    Mulligan, Desmond

    2005-01-01

    Emerging evidence concerning the nature of expertise in sport shows that, regardless of innate talent, genetic limitations, and hereditary predispositions, elite skill levels cannot be attained without many years of focused, dedicated, and deliberate practice (Ericsson, Krampe, & Tesh-Romer, 1993; Starkes, 2000; Starkes, Helson, & Jack, 2001). Through this ‘immersive’ environment players acquire the appropriate perceptual, cognitive, and social skills needed to optimise anticipation a...

  11. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.

    Science.gov (United States)

    Bediou, Benoit; Adams, Deanne M; Mayer, Richard E; Tipton, Elizabeth; Green, C Shawn; Bavelier, Daphne

    2018-01-01

    The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000-2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that inform us about the cognitive profile of habitual action video game players, and document a positive average effect of about half a standard deviation (g = 0.55). We then turn to long-term intervention studies that inform us about the possibility of causally inducing changes in cognition via playing action video games, and show a smaller average effect of a third of a standard deviation (g = 0.34). Because only intervention studies using other commercially available video game genres as controls were included, this latter result highlights the fact that not all games equally impact cognition. Moderator analyses indicated that action video game play robustly enhances the domains of top-down attention and spatial cognition, with encouraging signs for perception. Publication bias remains, however, a threat with average effects in the published literature estimated to be 30% larger than in the full literature. As a result, we encourage the field to conduct larger cohort studies and more intervention studies, especially those with more than 30 hours of training. (PsycINFO Database Record (c) 2018 APA, all rights reserved).

  12. Multiscale Architectures and Parallel Algorithms for Video Object Tracking

    Science.gov (United States)

    2011-10-01

    larger number of cores using the IBM QS22 Blade for handling higher video processing workloads (but at higher cost per core), low power consumption and...Cell/B.E. Blade processors which have a lot more main memory but also higher power consumption . More detailed performance figures for HD and SD video...Parallelism in Algorithms and Architectures, pages 289–298, 2007. [3] S. Ali and M. Shah. COCOA - Tracking in aerial imagery. In Daniel J. Henry

  13. A Standard-Compliant Virtual Meeting System with Active Video Object Tracking

    Science.gov (United States)

    Lin, Chia-Wen; Chang, Yao-Jen; Wang, Chih-Ming; Chen, Yung-Chang; Sun, Ming-Ting

    2002-12-01

    This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU) for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network) and the H.324 WAN (wide-area network) users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.

  14. A Standard-Compliant Virtual Meeting System with Active Video Object Tracking

    Directory of Open Access Journals (Sweden)

    Chang Yao-Jen

    2002-01-01

    Full Text Available This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network and the H.324 WAN (wide-area network users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.

  15. Brain dynamics of upstream perceptual processes leading to visual object recognition: a high density ERP topographic mapping study.

    Science.gov (United States)

    Schettino, Antonio; Loeys, Tom; Delplanque, Sylvain; Pourtois, Gilles

    2011-04-01

    Recent studies suggest that visual object recognition is a proactive process through which perceptual evidence accumulates over time before a decision can be made about the object. However, the exact electrophysiological correlates and time-course of this complex process remain unclear. In addition, the potential influence of emotion on this process has not been investigated yet. We recorded high density EEG in healthy adult participants performing a novel perceptual recognition task. For each trial, an initial blurred visual scene was first shown, before the actual content of the stimulus was gradually revealed by progressively adding diagnostic high spatial frequency information. Participants were asked to stop this stimulus sequence as soon as they could correctly perform an animacy judgment task. Behavioral results showed that participants reliably gathered perceptual evidence before recognition. Furthermore, prolonged exploration times were observed for pleasant, relative to either neutral or unpleasant scenes. ERP results showed distinct effects starting at 280 ms post-stimulus onset in distant brain regions during stimulus processing, mainly characterized by: (i) a monotonic accumulation of evidence, involving regions of the posterior cingulate cortex/parahippocampal gyrus, and (ii) true categorical recognition effects in medial frontal regions, including the dorsal anterior cingulate cortex. These findings provide evidence for the early involvement, following stimulus onset, of non-overlapping brain networks during proactive processes eventually leading to visual object recognition. Copyright © 2011 Elsevier Inc. All rights reserved.

  16. Consumer-based technology for distribution of surgical videos for objective evaluation.

    Science.gov (United States)

    Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K

    2012-08-01

    The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.

  17. Subjective Analysis and Objective Characterization of Adaptive Bitrate Videos

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Tavakoli, Samira; Brunnström, Kjell

    2016-01-01

    The HTTP Adaptive Streaming (HAS) technology allows video service providers to improve the network utilization and thereby increasing the end-users’ Quality of Experience (QoE).This has made HAS a widely used approach for audiovisual delivery. There are several previous studies aiming to identify...... the factors influencing on subjective QoE of adaptation events.However, adapting the video quality typically lasts in a time scale much longer than what current standardized subjective testing methods are designed for, thus making the full matrix design of the experiment on an event level hard to achieve....... In this study, we investigated the overall subjective QoE of 6 minutes long video sequences containing different sequential adaptation events. This was compared to a data set from our previous work performed to evaluate the individual adaptation events. We could then derive a relationship between the overall...

  18. Video Cases in Teacher Education: A review study on intended and achieved learning objectives by video cases

    NARCIS (Netherlands)

    Geerts, Walter; Van der Werff, Anne; Hummel, Hans; Van Geert, Paul

    2014-01-01

    This literature review focuses on the use of video cases in the education of preservice teachers as a means of achieving higher order learning objectives that are necessary for gaining situated knowledge. An overview of both intended and achieved learning objectives in relevant studies involving

  19. Moving object detection in video satellite image based on deep learning

    Science.gov (United States)

    Zhang, Xueyang; Xiang, Junhua

    2017-11-01

    Moving object detection in video satellite image is studied. A detection algorithm based on deep learning is proposed. The small scale characteristics of remote sensing video objects are analyzed. Firstly, background subtraction algorithm of adaptive Gauss mixture model is used to generate region proposals. Then the objects in region proposals are classified via the deep convolutional neural network. Thus moving objects of interest are detected combined with prior information of sub-satellite point. The deep convolution neural network employs a 21-layer residual convolutional neural network, and trains the network parameters by transfer learning. Experimental results about video from Tiantuo-2 satellite demonstrate the effectiveness of the algorithm.

  20. Tactile object familiarity in the blind brain reveals the supramodal perceptual-mnemonic nature of the perirhinal cortex

    Directory of Open Access Journals (Sweden)

    Laura eCacciamani

    2016-04-01

    Full Text Available This study is the first to investigate the neural underpinnings of tactile object familiarity in the blind during both perception and memory. In the sighted, the perirhinal cortex (PRC has been implicated in the assessment of visual object familiarity—a crucial everyday task—as evidenced by reduced activation when an object becomes familiar. Here, to examine the PRC’s role in tactile object familiarity in the absence of vision, we trained blind subjects on a unique memory-guided drawing technique and measured brain activity while they perceptually explored raised-line drawings, drew them from tactile memory, and scribbled (control. FMRI before and after a week of training revealed a significant decrease in PRC activation from pre- to post-training (i.e., from unfamiliar to familiar during perceptual exploration as well as memory-guided drawing, but not scribbling. This familiarity-based reduction is the first evidence that the PRC represents tactile object familiarity in the blind. Furthermore, the finding of this effect during both tactile perception and tactile memory provides the critical link in establishing the PRC as a structure whose representations are supramodal for both perception and memory.

  1. Objective analysis of image quality of video image capture systems

    Science.gov (United States)

    Rowberg, Alan H.

    1990-07-01

    As Picture Archiving and Communication System (PACS) technology has matured, video image capture has become a common way of capturing digital images from many modalities. While digital interfaces, such as those which use the ACR/NEMA standard, will become more common in the future, and are preferred because of the accuracy of image transfer, video image capture will be the dominant method in the short term, and may continue to be used for some time because of the low cost and high speed often associated with such devices. Currently, virtually all installed systems use methods of digitizing the video signal that is produced for display on the scanner viewing console itself. A series of digital test images have been developed for display on either a GE CT9800 or a GE Signa MRI scanner. These images have been captured with each of five commercially available image capture systems, and the resultant images digitally transferred on floppy disk to a PC1286 computer containing Optimast' image analysis software. Here the images can be displayed in a comparative manner for visual evaluation, in addition to being analyzed statistically. Each of the images have been designed to support certain tests, including noise, accuracy, linearity, gray scale range, stability, slew rate, and pixel alignment. These image capture systems vary widely in these characteristics, in addition to the presence or absence of other artifacts, such as shading and moire pattern. Other accessories such as video distribution amplifiers and noise filters can also add or modify artifacts seen in the captured images, often giving unusual results. Each image is described, together with the tests which were performed using them. One image contains alternating black and white lines, each one pixel wide, after equilibration strips ten pixels wide. While some systems have a slew rate fast enough to track this correctly, others blur it to an average shade of gray, and do not resolve the lines, or give

  2. Self Occlusion and Disocclusion in Causal Video Object Segmentation

    Science.gov (United States)

    2015-12-18

    22, 37, 13, 17], since an explicit 3D reconstruction of the scene produces as a side effect a partition of the video into regions. However, it...83.4 79.3 82.8 84.4 34.7 Soldier 84.0 81.1 83.8 66.6 66.5 Monkey 85.1 86.0 84.8 79.0 61.9 Bird of Paradise 96.1 93.0 94.0 92.2 86.8 BMXPerson 92.8 88.9

  3. Shadow Detection Based on Regions of Light Sources for Object Extraction in Nighttime Video

    Directory of Open Access Journals (Sweden)

    Gil-beom Lee

    2017-03-01

    Full Text Available Intelligent video surveillance systems detect pre-configured surveillance events through background modeling, foreground and object extraction, object tracking, and event detection. Shadow regions inside video frames sometimes appear as foreground objects, interfere with ensuing processes, and finally degrade the event detection performance of the systems. Conventional studies have mostly used intensity, color, texture, and geometric information to perform shadow detection in daytime video, but these methods lack the capability of removing shadows in nighttime video. In this paper, a novel shadow detection algorithm for nighttime video is proposed; this algorithm partitions each foreground object based on the object’s vertical histogram and screens out shadow objects by validating their orientations heading toward regions of light sources. From the experimental results, it can be seen that the proposed algorithm shows more than 93.8% shadow removal and 89.9% object extraction rates for nighttime video sequences, and the algorithm outperforms conventional shadow removal algorithms designed for daytime videos.

  4. Video Object Segmentation through Spatially Accurate and Temporally Dense Extraction of Primary Object Regions (Open Access)

    Science.gov (United States)

    2013-10-03

    fol- low the setup in the literature ([13, 14]), and use 5 (birdfall, cheetah , girl, monkeydog and parachute) of the videos for evaluation (since the...segmentation labeling results of the method, GT is the ground-truth labeling of the video, and F is the (a) Birdfall (b) Cheetah (c) Girl (d) Monkeydog...Video Ours [14] [13] [20] [6] birdfall 155 189 288 252 454 cheetah 633 806 905 1142 1217 girl 1488 1698 1785 1304 1755 monkeydog 365 472 521 563 683

  5. Efficient Use of Video for 3d Modelling of Cultural Heritage Objects

    Science.gov (United States)

    Alsadik, B.; Gerke, M.; Vosselman, G.

    2015-03-01

    Currently, there is a rapid development in the techniques of the automated image based modelling (IBM), especially in advanced structure-from-motion (SFM) and dense image matching methods, and camera technology. One possibility is to use video imaging to create 3D reality based models of cultural heritage architectures and monuments. Practically, video imaging is much easier to apply when compared to still image shooting in IBM techniques because the latter needs a thorough planning and proficiency. However, one is faced with mainly three problems when video image sequences are used for highly detailed modelling and dimensional survey of cultural heritage objects. These problems are: the low resolution of video images, the need to process a large number of short baseline video images and blur effects due to camera shake on a significant number of images. In this research, the feasibility of using video images for efficient 3D modelling is investigated. A method is developed to find the minimal significant number of video images in terms of object coverage and blur effect. This reduction in video images is convenient to decrease the processing time and to create a reliable textured 3D model compared with models produced by still imaging. Two experiments for modelling a building and a monument are tested using a video image resolution of 1920×1080 pixels. Internal and external validations of the produced models are applied to find out the final predicted accuracy and the model level of details. Related to the object complexity and video imaging resolution, the tests show an achievable average accuracy between 1 - 5 cm when using video imaging, which is suitable for visualization, virtual museums and low detailed documentation.

  6. EFFICIENT USE OF VIDEO FOR 3D MODELLING OF CULTURAL HERITAGE OBJECTS

    Directory of Open Access Journals (Sweden)

    B. Alsadik

    2015-03-01

    Full Text Available Currently, there is a rapid development in the techniques of the automated image based modelling (IBM, especially in advanced structure-from-motion (SFM and dense image matching methods, and camera technology. One possibility is to use video imaging to create 3D reality based models of cultural heritage architectures and monuments. Practically, video imaging is much easier to apply when compared to still image shooting in IBM techniques because the latter needs a thorough planning and proficiency. However, one is faced with mainly three problems when video image sequences are used for highly detailed modelling and dimensional survey of cultural heritage objects. These problems are: the low resolution of video images, the need to process a large number of short baseline video images and blur effects due to camera shake on a significant number of images. In this research, the feasibility of using video images for efficient 3D modelling is investigated. A method is developed to find the minimal significant number of video images in terms of object coverage and blur effect. This reduction in video images is convenient to decrease the processing time and to create a reliable textured 3D model compared with models produced by still imaging. Two experiments for modelling a building and a monument are tested using a video image resolution of 1920×1080 pixels. Internal and external validations of the produced models are applied to find out the final predicted accuracy and the model level of details. Related to the object complexity and video imaging resolution, the tests show an achievable average accuracy between 1 – 5 cm when using video imaging, which is suitable for visualization, virtual museums and low detailed documentation.

  7. An Innovative SIFT-Based Method for Rigid Video Object Recognition

    Directory of Open Access Journals (Sweden)

    Jie Yu

    2014-01-01

    Full Text Available This paper presents an innovative SIFT-based method for rigid video object recognition (hereafter called RVO-SIFT. Just like what happens in the vision system of human being, this method makes the object recognition and feature updating process organically unify together, using both trajectory and feature matching, and thereby it can learn new features not only in the training stage but also in the recognition stage, which can improve greatly the completeness of the video object’s features automatically and, in turn, increases the ratio of correct recognition drastically. The experimental results on real video sequences demonstrate its surprising robustness and efficiency.

  8. A System based on Adaptive Background Subtraction Approach for Moving Object Detection and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Bahadır KARASULU

    2013-04-01

    Full Text Available Video surveillance systems are based on video and image processing research areas in the scope of computer science. Video processing covers various methods which are used to browse the changes in existing scene for specific video. Nowadays, video processing is one of the important areas of computer science. Two-dimensional videos are used to apply various segmentation and object detection and tracking processes which exists in multimedia content-based indexing, information retrieval, visual and distributed cross-camera surveillance systems, people tracking, traffic tracking and similar applications. Background subtraction (BS approach is a frequently used method for moving object detection and tracking. In the literature, there exist similar methods for this issue. In this research study, it is proposed to provide a more efficient method which is an addition to existing methods. According to model which is produced by using adaptive background subtraction (ABS, an object detection and tracking system’s software is implemented in computer environment. The performance of developed system is tested via experimental works with related video datasets. The experimental results and discussion are given in the study

  9. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Lerouge Sam

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4 .

  10. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Rik Van de Walle

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4%.

  11. Subjective rating and objective evaluation of the acoustic and indoor climate conditions in video conferencing rooms

    DEFF Research Database (Denmark)

    Hauervig-Jørgensen, Charlotte; Jeong, Cheol-Ho; Toftum, Jørn

    2017-01-01

    Today, face-to-face meetings are frequently replaced by video conferences in order to reduce costs and carbon footprint related to travels and to increase the company efficiency. Yet, complaints about the difficulty of understanding the speech of the participants in both rooms of the video...... conference occur. The aim of this study is to find out the main causes of difficulties in speech communication. Correlation studies between subjective perceptions were conducted through questionnaires and objective acoustic and indoor climate parameters related to video conferencing. Based on four single...

  12. Perceptual organization of shape, color, shade, and lighting in visual and pictorial objects.

    Science.gov (United States)

    Pinna, Baingio

    2012-01-01

    THE MAIN QUESTIONS WE ASKED IN THIS WORK ARE THE FOLLOWING: Where are representations of shape, color, depth, and lighting mostly located? Does their formation take time to develop? How do they contribute to determining and defining a visual object, and how do they differ? How do visual artists use them to create objects and scenes? Is the way artists use them related to the way we perceive them? To answer these questions, we studied the microgenetic development of the object perception and formation. Our hypothesis is that the main object properties are extracted in sequential order and in the same order that these roles are also used by artists and children of different age to paint objects. The results supported the microgenesis of object formation according to the following sequence: contours, color, shading, and lighting.

  13. Perceptual Organization of Shape, Color, Shade, and Lighting in Visual and Pictorial Objects

    Directory of Open Access Journals (Sweden)

    Baingio Pinna

    2012-06-01

    Full Text Available The main questions we asked in this work are the following: Where are representations of shape, color, depth, and lighting mostly located? Does their formation take time to develop? How do they contribute to determining and defining a visual object, and how do they differ? How do visual artists use them to create objects and scenes? Is the way artists use them related to the way we perceive them? To answer these questions, we studied the microgenetic development of the object perception and formation. Our hypothesis is that the main object properties are extracted in sequential order and in the same order that these roles are also used by artists and children of different age to paint objects. The results supported the microgenesis of object formation according to the following sequence: contours, color, shading, and lighting.

  14. Normative perceptual estimates for 91 healthy subjects age 60-75: Impact of age, education, employment, physical exercise, alcohol and video gaming

    Directory of Open Access Journals (Sweden)

    Inge Linda Wilms

    2014-10-01

    Full Text Available Visual perception serves as the basis for much of the higher level cognitive processing as well as human activity in general. Here we present normative estimates for the following components of visual perception: the visual perceptual threshold, the visual short-term memory capacity and the visual perceptual encoding/decoding speed (processing speed of Visual Short-Term Memory (VSTM based on an assessment of 91 healthy subjects aged 60-75. The estimates were modelled from input from a whole-report assessment based on A Theory of Visual Attention (TVA. In addition to the estimates themselves, we present correlational data, and multiple regression analyses between the estimates and self-reported demographic data and lifestyle variables. The regression statistics suggest that education level, video gaming activity and employment status may significantly impact the encoding/decoding speed of VTSM but not the capacity of VSTM nor the visual perceptual threshold. The estimates will be useful for future studies into the effects of various types of intervention and training on cognition in general and visual attention in particular.

  15. Topical video object discovery from key frames by modeling word co-occurrence prior.

    Science.gov (United States)

    Zhao, Gangqiang; Yuan, Junsong; Hua, Gang; Yang, Jiong

    2015-12-01

    A topical video object refers to an object, that is, frequently highlighted in a video. It could be, e.g., the product logo and the leading actor/actress in a TV commercial. We propose a topic model that incorporates a word co-occurrence prior for efficient discovery of topical video objects from a set of key frames. Previous work using topic models, such as latent Dirichelet allocation (LDA), for video object discovery often takes a bag-of-visual-words representation, which ignored important co-occurrence information among the local features. We show that such data driven co-occurrence information from bottom-up can conveniently be incorporated in LDA with a Gaussian Markov prior, which combines top-down probabilistic topic modeling with bottom-up priors in a unified model. Our experiments on challenging videos demonstrate that the proposed approach can discover different types of topical objects despite variations in scale, view-point, color and lighting changes, or even partial occlusions. The efficacy of the co-occurrence prior is clearly demonstrated when compared with topic models without such priors.

  16. The effects of scene characteristics, resolution, and compression on the ability to recognize objects in video

    Science.gov (United States)

    Dumke, Joel; Ford, Carolyn G.; Stange, Irena W.

    2011-03-01

    Public safety practitioners increasingly use video for object recognition tasks. These end users need guidance regarding how to identify the level of video quality necessary for their application. The quality of video used in public safety applications must be evaluated in terms of its usability for specific tasks performed by the end user. The Public Safety Communication Research (PSCR) project performed a subjective test as one of the first in a series to explore visual intelligibility in video-a user's ability to recognize an object in a video stream given various conditions. The test sought to measure the effects on visual intelligibility of three scene parameters (target size, scene motion, scene lighting), several compression rates, and two resolutions (VGA (640x480) and CIF (352x288)). Seven similarly sized objects were used as targets in nine sets of near-identical source scenes, where each set was created using a different combination of the parameters under study. Viewers were asked to identify the objects via multiple choice questions. Objective measurements were performed on each of the scenes, and the ability of the measurement to predict visual intelligibility was studied.

  17. A Flexible Object-of-Interest Annotation Framework for Online Video Portals

    Directory of Open Access Journals (Sweden)

    Robert Sorschag

    2012-02-01

    Full Text Available In this work, we address the use of object recognition techniques to annotate what is shown where in online video collections. These annotations are suitable to retrieve specific video scenes for object related text queries which is not possible with the manually generated metadata that is used by current portals. We are not the first to present object annotations that are generated with content-based analysis methods. However, the proposed framework possesses some outstanding features that offer good prospects for its application in real video portals. Firstly, it can be easily used as background module in any video environment. Secondly, it is not based on a fixed analysis chain but on an extensive recognition infrastructure that can be used with all kinds of visual features, matching and machine learning techniques. New recognition approaches can be integrated into this infrastructure with low development costs and a configuration of the used recognition approaches can be performed even on a running system. Thus, this framework might also benefit from future advances in computer vision. Thirdly, we present an automatic selection approach to support the use of different recognition strategies for different objects. Last but not least, visual analysis can be performed efficiently on distributed, multi-processor environments and a database schema is presented to store the resulting video annotations as well as the off-line generated low-level features in a compact form. We achieve promising results in an annotation case study and the instance search task of the TRECVID 2011 challenge.

  18. Deep Learning for Detection of Object-Based Forgery in Advanced Video

    Directory of Open Access Journals (Sweden)

    Ye Yao

    2017-12-01

    Full Text Available Passive video forensics has drawn much attention in recent years. However, research on detection of object-based forgery, especially for forged video encoded with advanced codec frameworks, is still a great challenge. In this paper, we propose a deep learning-based approach to detect object-based forgery in the advanced video. The presented deep learning approach utilizes a convolutional neural network (CNN to automatically extract high-dimension features from the input image patches. Different from the traditional CNN models used in computer vision domain, we let video frames go through three preprocessing layers before being fed into our CNN model. They include a frame absolute difference layer to cut down temporal redundancy between video frames, a max pooling layer to reduce computational complexity of image convolution, and a high-pass filter layer to enhance the residual signal left by video forgery. In addition, an asymmetric data augmentation strategy has been established to get a similar number of positive and negative image patches before the training. The experiments have demonstrated that the proposed CNN-based model with the preprocessing layers has achieved excellent results.

  19. Perirhinal Cortex Resolves Feature Ambiguity in Configural Object Recognition and Perceptual Oddity Tasks

    Science.gov (United States)

    Bartko, Susan J.; Winters, Boyer D.; Cowell, Rosemary A.; Saksida, Lisa M.; Bussey, Timothy J.

    2007-01-01

    The perirhinal cortex (PRh) has a well-established role in object recognition memory. More recent studies suggest that PRh is also important for two-choice visual discrimination tasks. Specifically, it has been suggested that PRh contains conjunctive representations that help resolve feature ambiguity, which occurs when a task cannot easily be…

  20. High-resolution imaging of expertise reveals reliable object selectivity in the fusiform face area related to perceptual performance.

    Science.gov (United States)

    McGugin, Rankin Williams; Gatenby, J Christopher; Gore, John C; Gauthier, Isabel

    2012-10-16

    The fusiform face area (FFA) is a region of human cortex that responds selectively to faces, but whether it supports a more general function relevant for perceptual expertise is debated. Although both faces and objects of expertise engage many brain areas, the FFA remains the focus of the strongest modular claims and the clearest predictions about expertise. Functional MRI studies at standard-resolution (SR-fMRI) have found responses in the FFA for nonface objects of expertise, but high-resolution fMRI (HR-fMRI) in the FFA [Grill-Spector K, et al. (2006) Nat Neurosci 9:1177-1185] and neurophysiology in face patches in the monkey brain [Tsao DY, et al. (2006) Science 311:670-674] reveal no reliable selectivity for objects. It is thus possible that FFA responses to objects with SR-fMRI are a result of spatial blurring of responses from nonface-selective areas, potentially driven by attention to objects of expertise. Using HR-fMRI in two experiments, we provide evidence of reliable responses to cars in the FFA that correlate with behavioral car expertise. Effects of expertise in the FFA for nonface objects cannot be attributed to spatial blurring beyond the scale at which modular claims have been made, and within the lateral fusiform gyrus, they are restricted to a small area (200 mm(2) on the right and 50 mm(2) on the left) centered on the peak of face selectivity. Experience with a category may be sufficient to explain the spatially clustered face selectivity observed in this region.

  1. Perceptual Discrimination of Basic Object Features Is Not Facilitated When Priming Stimuli Are Prevented From Reaching Awareness by Means of Visual Masking

    Science.gov (United States)

    Peel, Hayden J.; Sperandio, Irene; Laycock, Robin; Chouinard, Philippe A.

    2018-01-01

    Our understanding of how form, orientation and size are processed within and outside of awareness is limited and requires further investigation. Therefore, we investigated whether or not the visual discrimination of basic object features can be influenced by subliminal processing of stimuli presented beforehand. Visual masking was used to render stimuli perceptually invisible. Three experiments examined if visible and invisible primes could facilitate the subsequent feature discrimination of visible targets. The experiments differed in the kind of perceptual discrimination that participants had to make. Namely, participants were asked to discriminate visual stimuli on the basis of their form, orientation, or size. In all three experiments, we demonstrated reliable priming effects when the primes were visible but not when the primes were made invisible. Our findings underscore the importance of conscious awareness in facilitating the perceptual discrimination of basic object features. PMID:29725292

  2. Perceptual Discrimination of Basic Object Features Is Not Facilitated When Priming Stimuli Are Prevented From Reaching Awareness by Means of Visual Masking.

    Science.gov (United States)

    Peel, Hayden J; Sperandio, Irene; Laycock, Robin; Chouinard, Philippe A

    2018-01-01

    Our understanding of how form, orientation and size are processed within and outside of awareness is limited and requires further investigation. Therefore, we investigated whether or not the visual discrimination of basic object features can be influenced by subliminal processing of stimuli presented beforehand. Visual masking was used to render stimuli perceptually invisible. Three experiments examined if visible and invisible primes could facilitate the subsequent feature discrimination of visible targets. The experiments differed in the kind of perceptual discrimination that participants had to make. Namely, participants were asked to discriminate visual stimuli on the basis of their form, orientation, or size. In all three experiments, we demonstrated reliable priming effects when the primes were visible but not when the primes were made invisible. Our findings underscore the importance of conscious awareness in facilitating the perceptual discrimination of basic object features.

  3. A survey on the automatic object tracking technology using video signals

    International Nuclear Information System (INIS)

    Lee, Jae Cheol; Jun, Hyeong Seop; Choi, Yu Rak; Kim, Jae Hee

    2003-01-01

    Recently, automatic identification and tracking of the object are actively studied according to the rapid development of signal processing and vision technology using improved hardware and software. The object tracking technology can be applied to various fields such as road watching of the vehicles, weather satellite, traffic observation, intelligent remote video-conferences and autonomous mobile robots. Object tracking system receives subsequent pictures from the camera and detects motions of the objects in these pictures. In this report, we investigate various object tracking techniques such as brightness change using histogram characteristic, differential image analysis, contour and feature extraction, and try to find proper methods that can be used to mobile robots actually

  4. Object Occlusion Detection Using Automatic Camera Calibration for a Wide-Area Video Surveillance System

    Directory of Open Access Journals (Sweden)

    Jaehoon Jung

    2016-06-01

    Full Text Available This paper presents an object occlusion detection algorithm using object depth information that is estimated by automatic camera calibration. The object occlusion problem is a major factor to degrade the performance of object tracking and recognition. To detect an object occlusion, the proposed algorithm consists of three steps: (i automatic camera calibration using both moving objects and a background structure; (ii object depth estimation; and (iii detection of occluded regions. The proposed algorithm estimates the depth of the object without extra sensors but with a generic red, green and blue (RGB camera. As a result, the proposed algorithm can be applied to improve the performance of object tracking and object recognition algorithms for video surveillance systems.

  5. Training-Induced Recovery of Low-Level Vision Followed by Mid-Level Perceptual Improvements in Developmental Object and Face Agnosia

    Science.gov (United States)

    Lev, Maria; Gilaie-Dotan, Sharon; Gotthilf-Nezri, Dana; Yehezkel, Oren; Brooks, Joseph L.; Perry, Anat; Bentin, Shlomo; Bonneh, Yoram; Polat, Uri

    2015-01-01

    Long-term deprivation of normal visual inputs can cause perceptual impairments at various levels of visual function, from basic visual acuity deficits, through mid-level deficits such as contour integration and motion coherence, to high-level face and object agnosia. Yet it is unclear whether training during adulthood, at a post-developmental…

  6. Object recognition with video-theodolites and without targeting the object

    International Nuclear Information System (INIS)

    Kahmen, H.; Seixas, A. de

    1999-01-01

    At the Department of Applied Geodesy and Engineering Geodesy (TU Vienna) an new kind of theodolite measurement system is under development, enabling measurements with an accuracy of 1:30.000 with and without targeting the object. The main goal is, to develop an intelligent multi-sensor system. Thus an operator is only needed to supervise the system. Results are gained on-sine and can be stored in a CAD system. If no artificial targets are used identification of points has to be performed by the Master-Theodolite. The method, used in our project, is based on interest operators. The Slave-Theodolite has to track the master by searching for homologous regions. The before described method can only be used, if there is some texture on the surface of the object. If that is not fulfilled, a 'grid-line-method' can be used, to get informations about the surface of the object. In the case of a cartesian co-ordinate system, for instance, the grid-lines can be chosen by the operator before the measurement process is started. The theodolite-measurement system is then able to detect the grid-lines and to find the positions where the grid-lines intersect the surface of the object. This system could be used for positioning the different components of a particle accelerator. (author)

  7. Object recognition with video-theodolites and without targeting the object

    Energy Technology Data Exchange (ETDEWEB)

    Kahmen, H.; Seixas, A. de [University of Technology Vienna, Institute of Geodesy and Geophysics, Vienna (Austria)

    1999-07-01

    At the Department of Applied Geodesy and Engineering Geodesy (TU Vienna) an new kind of theodolite measurement system is under development, enabling measurements with an accuracy of 1:30.000 with and without targeting the object. The main goal is, to develop an intelligent multi-sensor system. Thus an operator is only needed to supervise the system. Results are gained on-sine and can be stored in a CAD system. If no artificial targets are used identification of points has to be performed by the Master-Theodolite. The method, used in our project, is based on interest operators. The Slave-Theodolite has to track the master by searching for homologous regions. The before described method can only be used, if there is some texture on the surface of the object. If that is not fulfilled, a 'grid-line-method' can be used, to get informations about the surface of the object. In the case of a cartesian co-ordinate system, for instance, the grid-lines can be chosen by the operator before the measurement process is started. The theodolite-measurement system is then able to detect the grid-lines and to find the positions where the grid-lines intersect the surface of the object. This system could be used for positioning the different components of a particle accelerator. (author)

  8. A novel no-reference objective stereoscopic video quality assessment method based on visual saliency analysis

    Science.gov (United States)

    Yang, Xinyan; Zhao, Wei; Ye, Long; Zhang, Qin

    2017-07-01

    This paper proposes a no-reference objective stereoscopic video quality assessment method with the motivation that making the effect of objective experiments close to that of subjective way. We believe that the image regions with different visual salient degree should not have the same weights when designing an assessment metric. Therefore, we firstly use GBVS algorithm to each frame pairs and separate both the left and right viewing images into the regions with strong, general and week saliency. Besides, local feature information like blockiness, zero-crossing and depth are extracted and combined with a mathematical model to calculate a quality assessment score. Regions with different salient degree are assigned with different weights in the mathematical model. Experiment results demonstrate the superiority of our method compared with the existed state-of-the-art no-reference objective Stereoscopic video quality assessment methods.

  9. T-CNN: Tubelets with Convolutional Neural Networks for Object Detection from Videos

    OpenAIRE

    Kang, Kai; Li, Hongsheng; Yan, Junjie; Zeng, Xingyu; Yang, Bin; Xiao, Tong; Zhang, Cong; Wang, Zhe; Wang, Ruohui; Wang, Xiaogang; Ouyang, Wanli

    2016-01-01

    The state-of-the-art performance for object detection has been significantly improved over the past two years. Besides the introduction of powerful deep neural networks such as GoogleNet and VGG, novel object detection frameworks such as R-CNN and its successors, Fast R-CNN and Faster R-CNN, play an essential role in improving the state-of-the-art. Despite their effectiveness on still images, those frameworks are not specifically designed for object detection from videos. Temporal and context...

  10. Moving object detection in top-view aerial videos improved by image stacking

    Science.gov (United States)

    Teutsch, Michael; Krüger, Wolfgang; Beyerer, Jürgen

    2017-08-01

    Image stacking is a well-known method that is used to improve the quality of images in video data. A set of consecutive images is aligned by applying image registration and warping. In the resulting image stack, each pixel has redundant information about its intensity value. This redundant information can be used to suppress image noise, resharpen blurry images, or even enhance the spatial image resolution as done in super-resolution. Small moving objects in the videos usually get blurred or distorted by image stacking and thus need to be handled explicitly. We use image stacking in an innovative way: image registration is applied to small moving objects only, and image warping blurs the stationary background that surrounds the moving objects. Our video data are coming from a small fixed-wing unmanned aerial vehicle (UAV) that acquires top-view gray-value images of urban scenes. Moving objects are mainly cars but also other vehicles such as motorcycles. The resulting images, after applying our proposed image stacking approach, are used to improve baseline algorithms for vehicle detection and segmentation. We improve precision and recall by up to 0.011, which corresponds to a reduction of the number of false positive and false negative detections by more than 3 per second. Furthermore, we show how our proposed image stacking approach can be implemented efficiently.

  11. Perceptual inference.

    Science.gov (United States)

    Aggelopoulos, Nikolaos C

    2015-08-01

    Perceptual inference refers to the ability to infer sensory stimuli from predictions that result from internal neural representations built through prior experience. Methods of Bayesian statistical inference and decision theory model cognition adequately by using error sensing either in guiding action or in "generative" models that predict the sensory information. In this framework, perception can be seen as a process qualitatively distinct from sensation, a process of information evaluation using previously acquired and stored representations (memories) that is guided by sensory feedback. The stored representations can be utilised as internal models of sensory stimuli enabling long term associations, for example in operant conditioning. Evidence for perceptual inference is contributed by such phenomena as the cortical co-localisation of object perception with object memory, the response invariance in the responses of some neurons to variations in the stimulus, as well as from situations in which perception can be dissociated from sensation. In the context of perceptual inference, sensory areas of the cerebral cortex that have been facilitated by a priming signal may be regarded as comparators in a closed feedback loop, similar to the better known motor reflexes in the sensorimotor system. The adult cerebral cortex can be regarded as similar to a servomechanism, in using sensory feedback to correct internal models, producing predictions of the outside world on the basis of past experience. Copyright © 2015 Elsevier Ltd. All rights reserved.

  12. Nurse-surgeon object transfer: video analysis of communication and situation awareness in the operating theatre.

    Science.gov (United States)

    Korkiakangas, Terhi; Weldon, Sharon-Marie; Bezemer, Jeff; Kneebone, Roger

    2014-09-01

    One of the most central collaborative tasks during surgical operations is the passing of objects, including instruments. Little is known about how nurses and surgeons achieve this. The aim of the present study was to explore what factors affect this routine-like task, resulting in fast or slow transfer of objects. A qualitative video study, informed by an observational ethnographic approach, was conducted in a major teaching hospital in the UK. A total of 20 general surgical operations were observed. In total, approximately 68 h of video data have been reviewed. A subsample of 225 min has been analysed in detail using interactional video-analysis developed within the social sciences. Two factors affecting object transfer were observed: (1) relative instrument trolley position and (2) alignment. The scrub nurse's instrument trolley position (close to vs. further back from the surgeon) and alignment (gaze direction) impacts on the communication with the surgeon, and consequently, on the speed of object transfer. When the scrub nurse was standing close to the surgeon, and "converged" to follow the surgeon's movements, the transfer occurred more seamlessly and faster (1.0 s). The smoothness of object transfer can be improved by adjusting the scrub nurse's instrument trolley position, enabling a better monitoring of surgeon's bodily conduct and affording early orientation (awareness) to an upcoming request (changing situation). Object transfer is facilitated by the surgeon's embodied practices, which can elicit the nurse's attention to the request and, as a response, maximise a faster object transfer. A simple intervention to highlight the significance of these factors could improve communication in the operating theatre. Copyright © 2014 Elsevier Ltd. All rights reserved.

  13. Statistical motion vector analysis for object tracking in compressed video streams

    Science.gov (United States)

    Leny, Marc; Prêteux, Françoise; Nicholson, Didier

    2008-02-01

    Compressed video is the digital raw material provided by video-surveillance systems and used for archiving and indexing purposes. Multimedia standards have therefore a direct impact on such systems. If MPEG-2 used to be the coding standard, MPEG-4 (part 2) has now replaced it in most installations, and MPEG-4 AVC/H.264 solutions are now being released. Finely analysing the complex and rich MPEG-4 streams is a challenging issue addressed in that paper. The system we designed is based on five modules: low-resolution decoder, motion estimation generator, object motion filtering, low-resolution object segmentation, and cooperative decision. Our contributions refer to as the statistical analysis of the spatial distribution of the motion vectors, the computation of DCT-based confidence maps, the automatic motion activity detection in the compressed file and a rough indexation by dedicated descriptors. The robustness and accuracy of the system are evaluated on a large corpus (hundreds of hours of in-and outdoor videos with pedestrians and vehicles). The objective benchmarking of the performances is achieved with respect to five metrics allowing to estimate the error part due to each module and for different implementations. This evaluation establishes that our system analyses up to 200 frames (720x288) per second (2.66 GHz CPU).

  14. Deep Spatial-Temporal Joint Feature Representation for Video Object Detection

    Directory of Open Access Journals (Sweden)

    Baojun Zhao

    2018-03-01

    Full Text Available With the development of deep neural networks, many object detection frameworks have shown great success in the fields of smart surveillance, self-driving cars, and facial recognition. However, the data sources are usually videos, and the object detection frameworks are mostly established on still images and only use the spatial information, which means that the feature consistency cannot be ensured because the training procedure loses temporal information. To address these problems, we propose a single, fully-convolutional neural network-based object detection framework that involves temporal information by using Siamese networks. In the training procedure, first, the prediction network combines the multiscale feature map to handle objects of various sizes. Second, we introduce a correlation loss by using the Siamese network, which provides neighboring frame features. This correlation loss represents object co-occurrences across time to aid the consistent feature generation. Since the correlation loss should use the information of the track ID and detection label, our video object detection network has been evaluated on the large-scale ImageNet VID dataset where it achieves a 69.5% mean average precision (mAP.

  15. Deep Spatial-Temporal Joint Feature Representation for Video Object Detection.

    Science.gov (United States)

    Zhao, Baojun; Zhao, Boya; Tang, Linbo; Han, Yuqi; Wang, Wenzheng

    2018-03-04

    With the development of deep neural networks, many object detection frameworks have shown great success in the fields of smart surveillance, self-driving cars, and facial recognition. However, the data sources are usually videos, and the object detection frameworks are mostly established on still images and only use the spatial information, which means that the feature consistency cannot be ensured because the training procedure loses temporal information. To address these problems, we propose a single, fully-convolutional neural network-based object detection framework that involves temporal information by using Siamese networks. In the training procedure, first, the prediction network combines the multiscale feature map to handle objects of various sizes. Second, we introduce a correlation loss by using the Siamese network, which provides neighboring frame features. This correlation loss represents object co-occurrences across time to aid the consistent feature generation. Since the correlation loss should use the information of the track ID and detection label, our video object detection network has been evaluated on the large-scale ImageNet VID dataset where it achieves a 69.5% mean average precision (mAP).

  16. Collaborative real-time scheduling of multiple PTZ cameras for multiple object tracking in video surveillance

    Science.gov (United States)

    Liu, Yu-Che; Huang, Chung-Lin

    2013-03-01

    This paper proposes a multi-PTZ-camera control mechanism to acquire close-up imagery of human objects in a surveillance system. The control algorithm is based on the output of multi-camera, multi-target tracking. Three main concerns of the algorithm are (1) the imagery of human object's face for biometric purposes, (2) the optimal video quality of the human objects, and (3) minimum hand-off time. Here, we define an objective function based on the expected capture conditions such as the camera-subject distance, pan tile angles of capture, face visibility and others. Such objective function serves to effectively balance the number of captures per subject and quality of captures. In the experiments, we demonstrate the performance of the system which operates in real-time under real world conditions on three PTZ cameras.

  17. Shifting Weights: Adapting Object Detectors from Image to Video (Author’s Manuscript)

    Science.gov (United States)

    2012-12-08

    Skateboard Sewing Machine Sandwich Figure 1: Images of the “ Skateboard ”, “Sewing machine”, and “Sandwich” classes taken from (top row) ImageNet [7...InitialBL VideoPosBL Our method(nt) Our method(full) Gopalan et al. [18] (PLS) Gopalan et al. [18] (SVM) Skateboard 4.29% 2.89% 10.44% 10.44% 0.04% 0.94...belongs to no event class. We select 6 object classes to learn object detectors for because they are commonly present in selected events: “ Skateboard

  18. Video-based training to improve perceptual-cognitive decision-making performance of Australian football umpires.

    Science.gov (United States)

    Larkin, Paul; Mesagno, Christopher; Berry, Jason; Spittle, Michael; Harvey, Jack

    2018-02-01

    Decision-making is a central component of the in-game performance of Australian football umpires; however, current umpire training focuses largely on physiological development with decision-making skills development conducted via explicit lecture-style meetings with limited practice devoted to making actual decisions. Therefore, this study investigated the efficacy of a video-based training programme, aimed to provide a greater amount of contextualised visual experiences without explicit instruction, to improve decision-making skills of umpires. Australian football umpires (n = 52) were recruited from metropolitan and regional Division 1 competitions. Participants were randomly assigned to an intervention or control group and classified according to previous umpire game experience (i.e., experienced; less experienced). The intervention group completed a 12-week video-based decision-making training programme, with decision-making performance assessed at pre-training, and 1-week retention and 3-week retention periods. The control group did not complete any video-based training. Results indicated a significant Group (intervention; Control) × Test interaction (F(1, 100) = 3.98; P = 0.02, partial ῆ 2  = 0.074), with follow-up pairwise comparisons indicating significant within-group differences over time for the intervention group. In addition, decision-making performance of the less experienced umpires in the intervention group significantly improved (F(2, 40) = 5.03, P = 0.01, partial ῆ 2  = 0.201). Thus, video-based training programmes may be a viable adjunct to current training programmes to hasten decision-making development, especially for less experienced umpires.

  19. Multiple Moving Object Detection for Fast Video Content Description in Compressed Domain

    Directory of Open Access Journals (Sweden)

    Boris Mansencal

    2007-11-01

    Full Text Available Indexing deals with the automatic extraction of information with the objective of automatically describing and organizing the content. Thinking of a video stream, different types of information can be considered semantically important. Since we can assume that the most relevant one is linked to the presence of moving foreground objects, their number, their shape, and their appearance can constitute a good mean for content description. For this reason, we propose to combine both motion information and region-based color segmentation to extract moving objects from an MPEG2 compressed video stream starting only considering low-resolution data. This approach, which we refer to as “rough indexing,” consists in processing P-frame motion information first, and then in performing I-frame color segmentation. Next, since many details can be lost due to the low-resolution data, to improve the object detection results, a novel spatiotemporal filtering has been developed which is constituted by a quadric surface modeling the object trace along time. This method enables to effectively correct possible former detection errors without heavily increasing the computational effort.

  20. The Perceptual Root of Object-Based Storage: An Interactive Model of Perception and Visual Working Memory

    Science.gov (United States)

    Gao, Tao; Gao, Zaifeng; Li, Jie; Sun, Zhongqiang; Shen, Mowei

    2011-01-01

    Mainstream theories of visual perception assume that visual working memory (VWM) is critical for integrating online perceptual information and constructing coherent visual experiences in changing environments. Given the dynamic interaction between online perception and VWM, we propose that how visual information is processed during visual…

  1. INTEGRATION OF VIDEO IMAGES AND CAD WIREFRAMES FOR 3D OBJECT LOCALIZATION

    Directory of Open Access Journals (Sweden)

    R. A. Persad

    2012-07-01

    Full Text Available The tracking of moving objects from single images has received widespread attention in photogrammetric computer vision and considered to be at a state of maturity. This paper presents a model-driven solution for localizing moving objects detected from monocular, rotating and zooming video images in a 3D reference frame. To realize such a system, the recovery of 2D to 3D projection parameters is essential. Automatic estimation of these parameters is critical, particularly for pan-tilt-zoom (PTZ surveillance cameras where parameters change spontaneously upon camera motion. In this work, an algorithm for automated parameter retrieval is proposed. This is achieved by matching linear features between incoming images from video sequences and simple geometric 3D CAD wireframe models of man-made structures. The feature matching schema uses a hypothesis-verify optimization framework referred to as LR-RANSAC. This novel method improves the computational efficiency of the matching process in comparison to the standard RANSAC robust estimator. To demonstrate the applicability and performance of the method, experiments have been performed on indoor and outdoor image sequences under varying conditions with lighting changes and occlusions. Reliability of the matching algorithm has been analyzed by comparing the automatically determined camera parameters with ground truth (GT. Dependability of the retrieved parameters for 3D localization has also been assessed by comparing the difference between 3D positions of moving image objects estimated using the LR-RANSAC-derived parameters and those computed using GT parameters.

  2. Perceptual Load Affects Eyewitness Accuracy & Susceptibility to Leading Questions

    Directory of Open Access Journals (Sweden)

    Gillian Murphy

    2016-08-01

    Full Text Available Load Theory (Lavie, 1995; 2005 states that the level of perceptual load in a task (i.e. the amount of information involved in processing task-relevant stimuli determines the efficiency of selective attention. There is evidence that perceptual load affects distractor processing, with increased inattentional blindness under high load. Given that high load can result in individuals failing to report seeing obvious objects, it is conceivable that load may also impair memory for the scene. The current study is the first to assess the effect of perceptual load on eyewitness memory. Across three experiments (two video-based and one in a driving simulator, the effect of perceptual load on eyewitness memory was assessed. The results showed that eyewitnesses were less accurate under high load, in particular for peripheral details. For example, memory for the central character in the video was not affected by load but memory for a witness who passed by the window at the edge of the scene was significantly worse under high load. High load memories were also more open to suggestion, showing increased susceptibility to leading questions. High visual perceptual load also affected recall for auditory information, illustrating a possible cross-modal perceptual load effect on memory accuracy. These results have implications for eyewitness memory researchers and forensic professionals.

  3. Perceptual Load Affects Eyewitness Accuracy and Susceptibility to Leading Questions.

    Science.gov (United States)

    Murphy, Gillian; Greene, Ciara M

    2016-01-01

    Load Theory (Lavie, 1995, 2005) states that the level of perceptual load in a task (i.e., the amount of information involved in processing task-relevant stimuli) determines the efficiency of selective attention. There is evidence that perceptual load affects distractor processing, with increased inattentional blindness under high load. Given that high load can result in individuals failing to report seeing obvious objects, it is conceivable that load may also impair memory for the scene. The current study is the first to assess the effect of perceptual load on eyewitness memory. Across three experiments (two video-based and one in a driving simulator), the effect of perceptual load on eyewitness memory was assessed. The results showed that eyewitnesses were less accurate under high load, in particular for peripheral details. For example, memory for the central character in the video was not affected by load but memory for a witness who passed by the window at the edge of the scene was significantly worse under high load. High load memories were also more open to suggestion, showing increased susceptibility to leading questions. High visual perceptual load also affected recall for auditory information, illustrating a possible cross-modal perceptual load effect on memory accuracy. These results have implications for eyewitness memory researchers and forensic professionals.

  4. Multi-Model Estimation Based Moving Object Detection for Aerial Video

    Directory of Open Access Journals (Sweden)

    Yanning Zhang

    2015-04-01

    Full Text Available With the wide development of UAV (Unmanned Aerial Vehicle technology, moving target detection for aerial video has become a popular research topic in the computer field. Most of the existing methods are under the registration-detection framework and can only deal with simple background scenes. They tend to go wrong in the complex multi background scenarios, such as viaducts, buildings and trees. In this paper, we break through the single background constraint and perceive the complex scene accurately by automatic estimation of multiple background models. First, we segment the scene into several color blocks and estimate the dense optical flow. Then, we calculate an affine transformation model for each block with large area and merge the consistent models. Finally, we calculate subordinate degree to multi-background models pixel to pixel for all small area blocks. Moving objects are segmented by means of energy optimization method solved via Graph Cuts. The extensive experimental results on public aerial videos show that, due to multi background models estimation, analyzing each pixel’s subordinate relationship to multi models by energy minimization, our method can effectively remove buildings, trees and other false alarms and detect moving objects correctly.

  5. A Fisher Kernel Approach for Multiple Instance Based Object Retrieval in Video Surveillance

    Directory of Open Access Journals (Sweden)

    MIRONICA, I.

    2015-11-01

    Full Text Available This paper presents an automated surveillance system that exploits the Fisher Kernel representation in the context of multiple-instance object retrieval task. The proposed algorithm has the main purpose of tracking a list of persons in several video sources, using only few training examples. In the first step, the Fisher Kernel representation describes a set of features as the derivative with respect to the log-likelihood of the generative probability distribution that models the feature distribution. Then, we learn the generative probability distribution over all features extracted from a reduced set of relevant frames. The proposed approach shows significant improvements and we demonstrate that Fisher kernels are well suited for this task. We demonstrate the generality of our approach in terms of features by conducting an extensive evaluation with a broad range of keypoints features. Also, we evaluate our method on two standard video surveillance datasets attaining superior results comparing to state-of-the-art object recognition algorithms.

  6. Spatio-Temporal Video Object Segmentation via Scale-Adaptive 3D Structure Tensor

    Directory of Open Access Journals (Sweden)

    Hai-Yun Wang

    2004-06-01

    Full Text Available To address multiple motions and deformable objects' motions encountered in existing region-based approaches, an automatic video object (VO segmentation methodology is proposed in this paper by exploiting the duality of image segmentation and motion estimation such that spatial and temporal information could assist each other to jointly yield much improved segmentation results. The key novelties of our method are (1 scale-adaptive tensor computation, (2 spatial-constrained motion mask generation without invoking dense motion-field computation, (3 rigidity analysis, (4 motion mask generation and selection, and (5 motion-constrained spatial region merging. Experimental results demonstrate that these novelties jointly contribute much more accurate VO segmentation both in spatial and temporal domains.

  7. Modeling 3D Unknown object by Range Finder and Video Camera ...

    African Journals Online (AJOL)

    real world); proprioceptive and exteroceptive sensors allowing the recreating of the 3D geometric database of an environment (virtual world). The virtual world is projected onto a video display terminal (VDT). Computer-generated and video ...

  8. Incremental Structured Dictionary Learning for Video Sensor-Based Object Tracking

    Science.gov (United States)

    Xue, Ming; Yang, Hua; Zheng, Shibao; Zhou, Yi; Yu, Zhenghua

    2014-01-01

    To tackle robust object tracking for video sensor-based applications, an online discriminative algorithm based on incremental discriminative structured dictionary learning (IDSDL-VT) is presented. In our framework, a discriminative dictionary combining both positive, negative and trivial patches is designed to sparsely represent the overlapped target patches. Then, a local update (LU) strategy is proposed for sparse coefficient learning. To formulate the training and classification process, a multiple linear classifier group based on a K-combined voting (KCV) function is proposed. As the dictionary evolves, the models are also trained to timely adapt the target appearance variation. Qualitative and quantitative evaluations on challenging image sequences compared with state-of-the-art algorithms demonstrate that the proposed tracking algorithm achieves a more favorable performance. We also illustrate its relay application in visual sensor networks. PMID:24549252

  9. Incremental Structured Dictionary Learning for Video Sensor-Based Object Tracking

    Directory of Open Access Journals (Sweden)

    Ming Xue

    2014-02-01

    Full Text Available To tackle robust object tracking for video sensor-based applications, an online discriminative algorithm based on incremental discriminative structured dictionary learning (IDSDL-VT is presented. In our framework, a discriminative dictionary combining both positive, negative and trivial patches is designed to sparsely represent the overlapped target patches. Then, a local update (LU strategy is proposed for sparse coefficient learning. To formulate the training and classification process, a multiple linear classifier group based on a K-combined voting (KCV function is proposed. As the dictionary evolves, the models are also trained to timely adapt the target appearance variation. Qualitative and quantitative evaluations on challenging image sequences compared with state-of-the-art algorithms demonstrate that the proposed tracking algorithm achieves a more favorable performance. We also illustrate its relay application in visual sensor networks.

  10. A 3-Step Algorithm Using Region-Based Active Contours for Video Objects Detection

    Directory of Open Access Journals (Sweden)

    Stéphanie Jehan-Besson

    2002-06-01

    Full Text Available We propose a 3-step algorithm for the automatic detection of moving objects in video sequences using region-based active contours. First, we introduce a very full general framework for region-based active contours with a new Eulerian method to compute the evolution equation of the active contour from a criterion including both region-based and boundary-based terms. This framework can be easily adapted to various applications, thanks to the introduction of functions named descriptors of the different regions. With this new Eulerian method based on shape optimization principles, we can easily take into account the case of descriptors depending upon features globally attached to the regions. Second, we propose a 3-step algorithm for detection of moving objects, with a static or a mobile camera, using region-based active contours. The basic idea is to hierarchically associate temporal and spatial information. The active contour evolves with successively three sets of descriptors: a temporal one, and then two spatial ones. The third spatial descriptor takes advantage of the segmentation of the image in intensity homogeneous regions. User interaction is reduced to the choice of a few parameters at the beginning of the process. Some experimental results are supplied.

  11. Perceptual learning.

    Science.gov (United States)

    Seitz, Aaron R

    2017-07-10

    Perceptual learning refers to how experience can change the way we perceive sights, sounds, smells, tastes, and touch. Examples abound: music training improves our ability to discern tones; experience with food and wines can refine our pallet (and unfortunately more quickly empty our wallet), and with years of training radiologists learn to save lives by discerning subtle details of images that escape the notice of untrained viewers. We often take perceptual learning for granted, but it has a profound impact on how we perceive the world. In this Primer, I will explain how perceptual learning is transformative in guiding our perceptual processes, how research into perceptual learning provides insight into fundamental mechanisms of learning and brain processes, and how knowledge of perceptual learning can be used to develop more effective training approaches for those requiring expert perceptual skills or those in need of perceptual rehabilitation (such as individuals with poor vision). I will make a case that perceptual learning is ubiquitous, scientifically interesting, and has substantial practical utility to us all. Copyright © 2017. Published by Elsevier Ltd.

  12. A new user-assisted segmentation and tracking technique for an object-based video editing system

    Science.gov (United States)

    Yu, Hong Y.; Hong, Sung-Hoon; Lee, Mike M.; Choi, Jae-Gark

    2004-03-01

    This paper presents a semi-automatic segmentation method which can be used to generate video object plane (VOP) for object based coding scheme and multimedia authoring environment. Semi-automatic segmentation can be considered as a user-assisted segmentation technique. A user can initially mark objects of interest around the object boundaries and then the user-guided and selected objects are continuously separated from the unselected areas through time evolution in the image sequences. The proposed segmentation method consists of two processing steps: partially manual intra-frame segmentation and fully automatic inter-frame segmentation. The intra-frame segmentation incorporates user-assistance to define the meaningful complete visual object of interest to be segmentation and decides precise object boundary. The inter-frame segmentation involves boundary and region tracking to obtain temporal coherence of moving object based on the object boundary information of previous frame. The proposed method shows stable efficient results that could be suitable for many digital video applications such as multimedia contents authoring, content based coding and indexing. Based on these results, we have developed objects based video editing system with several convenient editing functions.

  13. Video stimuli reduce object-directed imitation accuracy: a novel two-person motion-tracking approach.

    Science.gov (United States)

    Reader, Arran T; Holmes, Nicholas P

    2015-01-01

    Imitation is an important form of social behavior, and research has aimed to discover and explain the neural and kinematic aspects of imitation. However, much of this research has featured single participants imitating in response to pre-recorded video stimuli. This is in spite of findings that show reduced neural activation to video vs. real life movement stimuli, particularly in the motor cortex. We investigated the degree to which video stimuli may affect the imitation process using a novel motion tracking paradigm with high spatial and temporal resolution. We recorded 14 positions on the hands, arms, and heads of two individuals in an imitation experiment. One individual freely moved within given parameters (moving balls across a series of pegs) and a second participant imitated. This task was performed with either simple (one ball) or complex (three balls) movement difficulty, and either face-to-face or via a live video projection. After an exploratory analysis, three dependent variables were chosen for examination: 3D grip position, joint angles in the arm, and grip aperture. A cross-correlation and multivariate analysis revealed that object-directed imitation task accuracy (as represented by grip position) was reduced in video compared to face-to-face feedback, and in complex compared to simple difficulty. This was most prevalent in the left-right and forward-back motions, relevant to the imitator sitting face-to-face with the actor or with a live projected video of the same actor. The results suggest that for tasks which require object-directed imitation, video stimuli may not be an ecologically valid way to present task materials. However, no similar effects were found in the joint angle and grip aperture variables, suggesting that there are limits to the influence of video stimuli on imitation. The implications of these results are discussed with regards to previous findings, and with suggestions for future experimentation.

  14. Perceptually-Inspired Computing

    Directory of Open Access Journals (Sweden)

    Ming Lin

    2015-08-01

    Full Text Available Human sensory systems allow individuals to see, hear, touch, and interact with the surrounding physical environment. Understanding human perception and its limit enables us to better exploit the psychophysics of human perceptual systems to design more efficient, adaptive algorithms and develop perceptually-inspired computational models. In this talk, I will survey some of recent efforts on perceptually-inspired computing with applications to crowd simulation and multimodal interaction. In particular, I will present data-driven personality modeling based on the results of user studies, example-guided physics-based sound synthesis using auditory perception, as well as perceptually-inspired simplification for multimodal interaction. These perceptually guided principles can be used to accelerating multi-modal interaction and visual computing, thereby creating more natural human-computer interaction and providing more immersive experiences. I will also present their use in interactive applications for entertainment, such as video games, computer animation, and shared social experience. I will conclude by discussing possible future research directions.

  15. Training-induced recovery of low-level vision followed by mid-level perceptual improvements in developmental object and face agnosia.

    Science.gov (United States)

    Lev, Maria; Gilaie-Dotan, Sharon; Gotthilf-Nezri, Dana; Yehezkel, Oren; Brooks, Joseph L; Perry, Anat; Bentin, Shlomo; Bonneh, Yoram; Polat, Uri

    2015-01-01

    Long-term deprivation of normal visual inputs can cause perceptual impairments at various levels of visual function, from basic visual acuity deficits, through mid-level deficits such as contour integration and motion coherence, to high-level face and object agnosia. Yet it is unclear whether training during adulthood, at a post-developmental stage of the adult visual system, can overcome such developmental impairments. Here, we visually trained LG, a developmental object and face agnosic individual. Prior to training, at the age of 20, LG's basic and mid-level visual functions such as visual acuity, crowding effects, and contour integration were underdeveloped relative to normal adult vision, corresponding to or poorer than those of 5-6 year olds (Gilaie-Dotan, Perry, Bonneh, Malach & Bentin, 2009). Intensive visual training, based on lateral interactions, was applied for a period of 9 months. LG's directly trained but also untrained visual functions such as visual acuity, crowding, binocular stereopsis and also mid-level contour integration improved significantly and reached near-age-level performance, with long-term (over 4 years) persistence. Moreover, mid-level functions that were tested post-training were found to be normal in LG. Some possible subtle improvement was observed in LG's higher-order visual functions such as object recognition and part integration, while LG's face perception skills have not improved thus far. These results suggest that corrective training at a post-developmental stage, even in the adult visual system, can prove effective, and its enduring effects are the basis for a revival of a developmental cascade that can lead to reduced perceptual impairments. © 2014 The Authors. Developmental Science Published by John Wiley & Sons Ltd.

  16. Perceptual salience affects the contents of working memory during free-recollection of objects from natural scenes

    Directory of Open Access Journals (Sweden)

    Tiziana ePedale

    2015-02-01

    Full Text Available One of the most important issues in the study of cognition is to understand which are the factors determining internal representation of the external world. Previous literature has started to highlight the impact of low-level sensory features (indexed by saliency-maps in driving attention selection, hence increasing the probability for objects presented in complex and natural scenes to be successfully encoded into working memory(WM and then correctly remembered. Here we asked whether the probability of retrieving high-saliency objects modulates the overall contents of WM, by decreasing the probability of retrieving other, lower-saliency objects. We presented pictures of natural scenes for 4 secs. After a retention period of 8 secs, we asked participants to verbally report as many objects/details as possible of the previous scenes. We then computed how many times the objects located at either the peak of maximal or minimal saliency in the scene (as indexed by a saliency-map; Itti et al., 1998 were recollected by participants. Results showed that maximal-saliency objects were recollected more often and earlier in the stream of successfully reported items than minimal-saliency objects. This indicates that bottom-up sensory salience increases the recollection probability and facilitates the access to memory representation at retrieval, respectively. Moreover, recollection of the maximal- (but not the minimal- saliency objects predicted the overall amount of successfully recollected objects: The higher the probability of having successfully reported the most-salient object in the scene, the lower the amount of recollected objects. These findings highlight that bottom-up sensory saliency modulates the current contents of WM during recollection of objects from natural scenes, most likely by reducing available resources to encode and then retrieve other (lower saliency objects.

  17. Real-Time FPGA-Based Object Tracker with Automatic Pan-Tilt Features for Smart Video Surveillance Systems

    Directory of Open Access Journals (Sweden)

    Sanjay Singh

    2017-05-01

    Full Text Available The design of smart video surveillance systems is an active research field among the computer vision community because of their ability to perform automatic scene analysis by selecting and tracking the objects of interest. In this paper, we present the design and implementation of an FPGA-based standalone working prototype system for real-time tracking of an object of interest in live video streams for such systems. In addition to real-time tracking of the object of interest, the implemented system is also capable of providing purposive automatic camera movement (pan-tilt in the direction determined by movement of the tracked object. The complete system, including camera interface, DDR2 external memory interface controller, designed object tracking VLSI architecture, camera movement controller and display interface, has been implemented on the Xilinx ML510 (Virtex-5 FX130T FPGA Board. Our proposed, designed and implemented system robustly tracks the target object present in the scene in real time for standard PAL (720 × 576 resolution color video and automatically controls camera movement in the direction determined by the movement of the tracked object.

  18. Using cloud computing technologies in IP-video surveillance systems with the function of 3d-object modelling

    Directory of Open Access Journals (Sweden)

    Zhigalov Kirill

    2018-01-01

    Full Text Available This article is devoted to the integration of cloud technology functions into 3D IP video surveil-lance systems in order to conduct further video Analytics, incoming real-time data, as well as stored video materials on the server in the «cloud». The main attention is devoted to «cloud technologies» usage optimizing the process of recognition of the desired object by increasing the criteria of flexibility and scalability of the system. Transferring image load from the client to the cloud server, to the virtual part of the system. The development of the issues considered in the article in terms of data analysis, which will significantly improve the effectiveness of the implementation of special tasks facing special units.

  19. EXTRACTION OF BENTHIC COVER INFORMATION FROM VIDEO TOWS AND PHOTOGRAPHS USING OBJECT-BASED IMAGE ANALYSIS

    Directory of Open Access Journals (Sweden)

    M. T. L. Estomata

    2012-07-01

    Full Text Available Mapping benthic cover in deep waters comprises a very small proportion of studies in the field of research. Majority of benthic cover mapping makes use of satellite images and usually, classification is carried out only for shallow waters. To map the seafloor in optically deep waters, underwater videos and photos are needed. Some researchers have applied this method on underwater photos, but made use of different classification methods such as: Neural Networks, and rapid classification via down sampling. In this study, accurate bathymetric data obtained using a multi-beam echo sounder (MBES was attempted to be used as complementary data with the underwater photographs. Due to the absence of a motion reference unit (MRU, which applies correction to the data gathered by the MBES, accuracy of the said depth data was compromised. Nevertheless, even with the absence of accurate bathymetric data, object-based image analysis (OBIA, which used rule sets based on information such as shape, size, area, relative distance, and spectral information, was still applied. Compared to pixel-based classifications, OBIA was able to classify more specific benthic cover types other than coral and sand, such as rubble and fish. Through the use of rule sets on area, less than or equal to 700 pixels for fish and between 700 to 10,000 pixels for rubble, as well as standard deviation values to distinguish texture, fish and rubble were identified. OBIA produced benthic cover maps that had higher overall accuracy, 93.78±0.85%, as compared to pixel-based methods that had an average accuracy of only 87.30±6.11% (p-value = 0.0001, α = 0.05.

  20. Perceptual integration without conscious access

    NARCIS (Netherlands)

    Fahrenfort, Johannes J.; Van Leeuwen, Jonathan; Olivers, Christian N.L.; Hogendoorn, Hinze

    2017-01-01

    The visual system has the remarkable ability to integrate fragmentary visual input into a perceptually organized collection of surfaces and objects, a process we refer to as perceptual integration. Despite a long tradition of perception research, it is not known whether access to consciousness is

  1. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    OpenAIRE

    Edwards, Jacqueline; Jeffrey, Sarah; May, Tamara; Rinehart, Nicole J.; Barnett, Lisa M.

    2017-01-01

    Background: Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison with their typically developing (TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control (OC) skills of 11 children with ASD aged 6–1...

  2. Enumeration versus Multiple Object Tracking: The Case of Action Video Game Players

    Science.gov (United States)

    Green, C. S.; Bavelier, D.

    2006-01-01

    Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop…

  3. Perceptual organization and visual attention.

    Science.gov (United States)

    Kimchi, Ruth

    2009-01-01

    Perceptual organization--the processes structuring visual information into coherent units--and visual attention--the processes by which some visual information in a scene is selected--are crucial for the perception of our visual environment and to visuomotor behavior. Recent research points to important relations between attentional and organizational processes. Several studies demonstrated that perceptual organization constrains attentional selectivity, and other studies suggest that attention can also constrain perceptual organization. In this chapter I focus on two aspects of the relationship between perceptual organization and attention. The first addresses the question of whether or not perceptual organization can take place without attention. I present findings demonstrating that some forms of grouping and figure-ground segmentation can occur without attention, whereas others require controlled attentional processing, depending on the processes involved and the conditions prevailing for each process. These findings challenge the traditional view, which assumes that perceptual organization is a unitary entity that operates preattentively. The second issue addresses the question of whether perceptual organization can affect the automatic deployment of attention. I present findings showing that the mere organization of some elements in the visual field by Gestalt factors into a coherent perceptual unit (an "object"), with no abrupt onset or any other unique transient, can capture attention automatically in a stimulus-driven manner. Taken together, the findings discussed in this chapter demonstrate the multifaceted, interactive relations between perceptual organization and visual attention.

  4. Perceptual dimensions differentiate emotions.

    Science.gov (United States)

    Cavanaugh, Lisa A; MacInnis, Deborah J; Weiss, Allen M

    2015-08-26

    Individuals often describe objects in their world in terms of perceptual dimensions that span a variety of modalities; the visual (e.g., brightness: dark-bright), the auditory (e.g., loudness: quiet-loud), the gustatory (e.g., taste: sour-sweet), the tactile (e.g., hardness: soft vs. hard) and the kinaesthetic (e.g., speed: slow-fast). We ask whether individuals use perceptual dimensions to differentiate emotions from one another. Participants in two studies (one where respondents reported on abstract emotion concepts and a second where they reported on specific emotion episodes) rated the extent to which features anchoring 29 perceptual dimensions (e.g., temperature, texture and taste) are associated with 8 emotions (anger, fear, sadness, guilt, contentment, gratitude, pride and excitement). Results revealed that in both studies perceptual dimensions differentiate positive from negative emotions and high arousal from low arousal emotions. They also differentiate among emotions that are similar in arousal and valence (e.g., high arousal negative emotions such as anger and fear). Specific features that anchor particular perceptual dimensions (e.g., hot vs. cold) are also differentially associated with emotions.

  5. Toward automating Hammersmith pulled-to-sit examination of infants using feature point based video object tracking.

    Science.gov (United States)

    Dogra, Debi P; Majumdar, Arun K; Sural, Shamik; Mukherjee, Jayanta; Mukherjee, Suchandra; Singh, Arun

    2012-01-01

    Hammersmith Infant Neurological Examination (HINE) is a set of tests used for grading neurological development of infants on a scale of 0 to 3. These tests help in assessing neurophysiological development of babies, especially preterm infants who are born before (the fetus reaches) the gestational age of 36 weeks. Such tests are often conducted in the follow-up clinics of hospitals for grading infants with suspected disabilities. Assessment based on HINE depends on the expertise of the physicians involved in conducting the examinations. It has been noted that some of these tests, especially pulled-to-sit and lateral tilting, are difficult to assess solely based on visual observation. For example, during the pulled-to-sit examination, the examiner needs to observe the relative movement of the head with respect to torso while pulling the infant by holding wrists. The examiner may find it difficult to follow the head movement from the coronal view. Video object tracking based automatic or semi-automatic analysis can be helpful in this case. In this paper, we present a video based method to automate the analysis of pulled-to-sit examination. In this context, a dynamic programming and node pruning based efficient video object tracking algorithm has been proposed. Pulled-to-sit event detection is handled by the proposed tracking algorithm that uses a 2-D geometric model of the scene. The algorithm has been tested with normal as well as marker based videos of the examination recorded at the neuro-development clinic of the SSKM Hospital, Kolkata, India. It is found that the proposed algorithm is capable of estimating the pulled-to-sit score with sensitivity (80%-92%) and specificity (89%-96%).

  6. Objectively Determining the Educational Potential of Computer and Video-Based Courseware; or, Producing Reliable Evaluations Despite the Dog and Pony Show.

    Science.gov (United States)

    Barrett, Andrew J.; And Others

    The Center for Interactive Technology, Applications, and Research at the College of Engineering of the University of South Florida (Tampa) has developed objective and descriptive evaluation models to assist in determining the educational potential of computer and video courseware. The computer-based courseware evaluation model and the video-based…

  7. Utilization of DICOM multi-frame objects for integrating kinetic and kinematic data with raw videos in movement analysis of wheel-chair users to minimize shoulder pain

    Science.gov (United States)

    Deshpande, Ruchi R.; Li, Han; Requejo, Philip; McNitt-Gray, Sarah; Ruparel, Puja; Liu, Brent J.

    2012-02-01

    Wheelchair users are at an increased risk of developing shoulder pain. The key to formulating correct wheelchair operating practices is to analyze the movement patterns of a sample set of subjects. Data collected for movement analysis includes videos and force/ motion readings. Our goal is to combine the kinetic/ kinematic data with the trial video by overlaying force vector graphics on the raw video. Furthermore, conversion of the video to a DICOM multiframe object annotated with the force vector could provide a standardized way of encoding and analyzing data across multiple studies and provide a useful tool for data mining.

  8. Apocalypse postponed. Discourses on video games from noxious objects to redemptive devices

    Directory of Open Access Journals (Sweden)

    Marco Benoit Carbone

    2012-05-01

    Full Text Available Over the last decade, a new narrative has emerged in favour of the medium of the video game. Games are now being described as a series of practices which improve our mental and physical skills (see Johnson, 2005, or the marketing and reception of Nintendo’s 2007 game Wii Fit; they are targeted to a mature audience, and are no more associated with antisocial teenagers (see Prensky, 2006; they are capable of unprecedented aesthetic achievements (see the reception of games like Rockstar Games’ 2011 L.A. Noire; and their consumption allegedly reveals a seemingly never-ending user growth, making them a globalized, pivotal media for the solution of social and political issues on the scale of the whole planet (McGonigal, 2011.

  9. Fast generation of video holograms of three-dimensional moving objects using a motion compensation-based novel look-up table.

    Science.gov (United States)

    Kim, Seung-Cheol; Dong, Xiao-Bin; Kwon, Min-Woo; Kim, Eun-Soo

    2013-05-06

    A novel approach for fast generation of video holograms of three-dimensional (3-D) moving objects using a motion compensation-based novel-look-up-table (MC-N-LUT) method is proposed. Motion compensation has been widely employed in compression of conventional 2-D video data because of its ability to exploit high temporal correlation between successive video frames. Here, this concept of motion-compensation is firstly applied to the N-LUT based on its inherent property of shift-invariance. That is, motion vectors of 3-D moving objects are extracted between the two consecutive video frames, and with them motions of the 3-D objects at each frame are compensated. Then, through this process, 3-D object data to be calculated for its video holograms are massively reduced, which results in a dramatic increase of the computational speed of the proposed method. Experimental results with three kinds of 3-D video scenarios reveal that the average number of calculated object points and the average calculation time for one object point of the proposed method, have found to be reduced down to 86.95%, 86.53% and 34.99%, 32.30%, respectively compared to those of the conventional N-LUT and temporal redundancy-based N-LUT (TR-N-LUT) methods.

  10. A study on software-based sensing technology for multiple object control in AR video.

    Science.gov (United States)

    Jung, Sungmo; Song, Jae-Gu; Hwang, Dae-Joon; Ahn, Jae Young; Kim, Seoksoo

    2010-01-01

    Researches on Augmented Reality (AR) have recently received attention. With these, the Machine-to-Machine (M2M) market has started to be active and there are numerous efforts to apply this to real life in all sectors of society. To date, the M2M market has applied the existing marker-based AR technology in entertainment, business and other industries. With the existing marker-based AR technology, a designated object can only be loaded on the screen from one marker and a marker has to be added to load on the screen the same object again. This situation creates a problem where the relevant marker'should be extracted and printed in screen so that loading of the multiple objects is enabled. However, since the distance between markers will not be measured in the process of detecting and copying markers, the markers can be overlapped and thus the objects would not be augmented. To solve this problem, a circle having the longest radius needs to be created from a focal point of a marker to be copied, so that no object is copied within the confines of the circle. In this paper, software-based sensing technology for multiple object detection and loading using PPHT has been developed and overlapping marker control according to multiple object control has been studied using the Bresenham and Mean Shift algorithms.

  11. A Study on Software-based Sensing Technology for Multiple Object Control in AR Video

    Directory of Open Access Journals (Sweden)

    Seoksoo Kim

    2010-11-01

    Full Text Available Researches on Augmented Reality (AR have recently received attention. With these, the Machine-to-Machine (M2M market has started to be active and there are numerous efforts to apply this to real life in all sectors of society. To date, the M2M market has applied the existing marker-based AR technology in entertainment, business and other industries. With the existing marker-based AR technology, a designated object can only be loaded on the screen from one marker and a marker has to be added to load on the screen the same object again. This situation creates a problem where the relevant marker should be extracted and printed in screen so that loading of the multiple objects is enabled. However, since the distance between markers will not be measured in the process of detecting and copying markers, the markers can be overlapped and thus the objects would not be augmented. To solve this problem, a circle having the longest radius needs to be created from a focal point of a marker to be copied, so that no object is copied within the confines of the circle. In this paper, software-based sensing technology for multiple object detection and loading using PPHT has been developed and overlapping marker control according to multiple object control has been studied using the Bresenham and Mean Shift algorithms.

  12. When complex is easy on the mind: internal repetition of visual information in complex objects is a source of perceptual fluency

    NARCIS (Netherlands)

    Linda Steg; Roos Pals; Ayça Berfu Ünal; Yannick Joye

    2015-01-01

    Across 3 studies, we investigated whether visual complexity deriving from internally repeating visual information over many scale levels is a source of perceptual fluency. Such continuous repetition of visual information is formalized in fractal geometry and is a key-property of natural structures.

  13. Objective assessment of the impact of frame rate on video quality

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Korhonen, Jari; Forchhammer, Søren

    2012-01-01

    In this paper, we present a novel objective quality metric that takes the impact of frame rate into account. The proposed metric uses PSNR, frame rate and a content dependent parameter that can easily be obtained from spatial and temporal activity indices. The results have been validated on data ...

  14. Perceptual integration without conscious access.

    Science.gov (United States)

    Fahrenfort, Johannes J; van Leeuwen, Jonathan; Olivers, Christian N L; Hogendoorn, Hinze

    2017-04-04

    The visual system has the remarkable ability to integrate fragmentary visual input into a perceptually organized collection of surfaces and objects, a process we refer to as perceptual integration. Despite a long tradition of perception research, it is not known whether access to consciousness is required to complete perceptual integration. To investigate this question, we manipulated access to consciousness using the attentional blink. We show that, behaviorally, the attentional blink impairs conscious decisions about the presence of integrated surface structure from fragmented input. However, despite conscious access being impaired, the ability to decode the presence of integrated percepts remains intact, as shown through multivariate classification analyses of electroencephalogram (EEG) data. In contrast, when disrupting perception through masking, decisions about integrated percepts and decoding of integrated percepts are impaired in tandem, while leaving feedforward representations intact. Together, these data show that access consciousness and perceptual integration can be dissociated.

  15. Is Content Really King? An Objective Analysis of the Public's Response to Medical Videos on YouTube

    Science.gov (United States)

    Desai, Tejas; Shariff, Afreen; Dhingra, Vibhu; Minhas, Deeba; Eure, Megan; Kats, Mark

    2013-01-01

    Medical educators and patients are turning to YouTube to teach and learn about medical conditions. These videos are from authors whose credibility cannot be verified & are not peer reviewed. As a result, studies that have analyzed the educational content of YouTube have reported dismal results. These studies have been unable to exclude videos created by questionable sources and for non-educational purposes. We hypothesize that medical education YouTube videos, authored by credible sources, are of high educational value and appropriately suited to educate the public. Credible videos about cardiovascular diseases were identified using the Mayo Clinic's Center for Social Media Health network. Content in each video was assessed by the presence/absence of 7 factors. Each video was also evaluated for understandability using the Suitability Assessment of Materials (SAM). User engagement measurements were obtained for each video. A total of 607 videos (35 hours) were analyzed. Half of all videos contained 3 educational factors: treatment, screening, or prevention. There was no difference between the number of educational factors present & any user engagement measurement (p NS). SAM scores were higher in videos whose content discussed more educational factors (pYouTube. PMID:24367517

  16. Quantitative Analysis of the Usage of a Pedagogical Tool Combining Questions Listed as Learning Objectives and Answers Provided as Online Videos

    Directory of Open Access Journals (Sweden)

    Odette Laneuville

    2015-05-01

    Full Text Available To improve the learning of basic concepts in molecular biology of an undergraduate science class, a pedagogical tool was developed, consisting of learning objectives listed at the end of each lecture and answers to those objectives made available as videos online. The aim of this study was to determine if the pedagogical tool was used by students as instructed, and to explore students’ perception of its usefulness. A combination of quantitative survey data and measures of online viewing was used to evaluate the usage of the pedagogical practice. A total of 77 short videos linked to 11 lectures were made available to 71 students, and 64 completed the survey. Using online tracking tools, a total of 7046 views were recorded. Survey data indicated that most students (73.4% accessed all videos, and the majority (98.4% found the videos to be useful in assisting their learning. Interestingly, approximately half of the students (53.1% always or most of the time used the pedagogical tool as recommended, and consistently answered the learning objectives before watching the videos. While the proposed pedagogical tool was used by the majority of students outside the classroom, only half used it as recommended limiting the impact on students’ involvement in the learning of the material presented in class.

  17. Objective and subjective quality assessment of geometry compression of reconstructed 3D Humans in a 3D virtual room

    NARCIS (Netherlands)

    R.N. Mekuria (Rufael); P.S. Cesar Garcia (Pablo Santiago); A. Frisiello (Antonella); I. Doumanis (Ioannis)

    2015-01-01

    htmlabstractCompression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced

  18. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    Science.gov (United States)

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  19. Animacy, perceptual load, and inattentional blindness.

    Science.gov (United States)

    Calvillo, Dustin P; Jackson, Russell E

    2014-06-01

    Inattentional blindness is the failure to notice unexpected objects in a visual scene while engaging in an attention-demanding task. We examined the effects of animacy and perceptual load on inattentional blindness. Participants searched for a category exemplar under low or high perceptual load. On the last trial, the participants were exposed to an unexpected object that was either animate or inanimate. Unexpected objects were detected more frequently when they were animate rather than inanimate, and more frequently with low than with high perceptual loads. We also measured working memory capacity and found that it predicted the detection of unexpected objects, but only with high perceptual loads. The results are consistent with the animate-monitoring hypothesis, which suggests that animate objects capture attention because of the importance of the detection of animate objects in ancestral hunter-gatherer environments.

  20. Objectivity

    CERN Document Server

    Daston, Lorraine

    2010-01-01

    Objectivity has a history, and it is full of surprises. In Objectivity, Lorraine Daston and Peter Galison chart the emergence of objectivity in the mid-nineteenth-century sciences--and show how the concept differs from its alternatives, truth-to-nature and trained judgment. This is a story of lofty epistemic ideals fused with workaday practices in the making of scientific images. From the eighteenth through the early twenty-first centuries, the images that reveal the deepest commitments of the empirical sciences--from anatomy to crystallography--are those featured in scientific atlases, the compendia that teach practitioners what is worth looking at and how to look at it. Galison and Daston use atlas images to uncover a hidden history of scientific objectivity and its rivals. Whether an atlas maker idealizes an image to capture the essentials in the name of truth-to-nature or refuses to erase even the most incidental detail in the name of objectivity or highlights patterns in the name of trained judgment is a...

  1. Three-directional motion compensation-based novel-look-up-table for video hologram generation of three-dimensional objects freely maneuvering in space.

    Science.gov (United States)

    Dong, Xiao-Bin; Kim, Seung-Cheol; Kim, Eun-Soo

    2014-07-14

    A new three-directional motion compensation-based novel-look-up-table (3DMC-NLUT) based on its shift-invariance and thin-lens properties, is proposed for video hologram generation of three-dimensional (3-D) objects moving with large depth variations in space. The input 3-D video frames are grouped into a set of eight in sequence, where the first and remaining seven frames in each set become the reference frame (RF) and general frames (GFs), respectively. Hence, each 3-D video frame is segmented into a set of depth-sliced object images (DOIs). Then x, y, and z-directional motion vectors are estimated from blocks and DOIs between the RF and each of the GFs, respectively. With these motion vectors, object motions in space are compensated. Then, only the difference images between the 3-directionally motion-compensated RF and each of the GFs are applied to the NLUT for hologram calculation. Experimental results reveal that the average number of calculated object points and the average calculation time of the proposed method have been reduced compared to those of the conventional NLUT, TR-NLUT and MPEG-NLUT by 38.14%, 69.48%, and 67.41% and 35.30%, 66.39%, and 64.46%, respectively.

  2. Where's Waldo? How perceptual, cognitive, and emotional brain processes cooperate during learning to categorize and find desired objects in a cluttered scene

    Directory of Open Access Journals (Sweden)

    Stephen eGrossberg

    2014-06-01

    Full Text Available The Where’s Waldo problem concerns how individuals can rapidly learn to search a scene to detect, attend, recognize, and look at a valued target object in it. This article develops the ARTSCAN Search neural model to clarify how brain mechanisms across the What and Where cortical streams are coordinated to solve the Where's Waldo problem. The What stream learns positionally-invariant object representations, whereas the Where stream controls positionally-selective spatial and action representations. The model overcomes deficiencies of these computationally complementary properties through What and Where stream interactions. Where stream processes of spatial attention and predictive eye movement control modulate What stream processes whereby multiple view- and positionally-specific object categories are learned and associatively linked to view- and positionally-invariant object categories through bottom-up and attentive top-down interactions. Gain fields control the coordinate transformations that enable spatial attention and predictive eye movements to carry out this role. What stream cognitive-emotional learning processes enable the focusing of motivated attention upon the invariant object categories of desired objects. What stream cognitive names or motivational drives can prime a view- and positionally-invariant object category of a desired target object. A volitional signal can convert these primes into top-down activations that can, in turn, prime What stream view- and positionally-specific categories. When it also receives bottom-up activation from a target, such a positionally-specific category can cause an attentional shift in the Where stream to the positional representation of the target, and an eye movement can then be elicited to foveate it. These processes describe interactions among brain regions that include visual cortex, parietal cortex inferotemporal cortex, prefrontal cortex, amygdala, basal ganglia, and superior colliculus.

  3. Perceptual organization reconsidered in the light of the watercolor illusion: The problem of perception of holes and the object-hole effect.

    Science.gov (United States)

    Pinna, Baingio; Tanca, Maria

    2008-05-23

    The watercolor illusion is a long-range color assimilation (coloration effect) imparting a figure-ground segregation (figural effect) across large enclosed areas (B. Pinna, 1987; B. Pinna, G. Brelstaff, & L. Spillmann, 2001; B. Pinna, L. Spillmann, & J. S. Werner, 2003; B. Pinna, J. S. Werner, & L. Spillmann, 2003). The watercolored figure has a very poorly reversible or univocal figure-ground segregation and strongly enhances the unilateral belongingness of the boundaries (E. Rubin, 1915), a principle stating that the boundaries belong only to the figure and not to the background. The figural effect determines grouping and figure-ground segregation more strongly than the well-known Gestalt principles. Under watercolor conditions both the figure and the background assume new properties becoming respectively bulging object and hole both with a 3-D volumetric appearance (object-hole effect). Our purposes were: (i) to demonstrate that the hole induced by the watercolor illusion has unique figural properties comparable to those of the object and not present in the background induced by the known figure-ground principles; (ii) to demonstrate a dissociation of the object-hole effect from the coloration one; (iii) to demonstrate that the object-hole effect depends on a new principle. This was psychophysically tested by weakening (ungrouping) the whole figural organization of the watercolor illusion, i.e. by imparting motion to only some components of a stimulus, while other components remain stationary. The results showed that (i) subjects perceived moving holes more strongly than moving figures or objects enlarging and shrinking. (ii) Paradoxically, moving holes appear more as figures than the bulging surfaces. (iii) When motion was imparted to components that while stationary were perceived as objects, their figurality is further enhanced (summation effect). (iv) When object-hole and coloration effects were dissociated no significant difference compared to illusory

  4. Visible digital watermarking system using perceptual models

    Science.gov (United States)

    Cheng, Qiang; Huang, Thomas S.

    2001-03-01

    This paper presents a visible watermarking system using perceptual models. %how and why A watermark image is overlaid translucently onto a primary image, for the purposes of immediate claim of copyright, instantaneous recognition of owner or creator, or deterrence to piracy of digital images or video. %perceptual The watermark is modulated by exploiting combined DCT-domain and DWT-domain perceptual models. % so that the watermark is visually uniform. The resulting watermarked image is visually pleasing and unobtrusive. The location, size and strength of the watermark vary randomly with the underlying image. The randomization makes the automatic removal of the watermark difficult even though the algorithm is known publicly but the key to the random sequence generator. The experiments demonstrate that the watermarked images have pleasant visual effect and strong robustness. The watermarking system can be used in copyright notification and protection.

  5. Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.

    Science.gov (United States)

    Kühn, Simone; Berna, Fabrice; Lüdtke, Thies; Gallinat, Jürgen; Moritz, Steffen

    2018-01-01

    Cognitive deficits are common in depression and may persist following the resolution of affective symptoms. However, therapeutic strategies that successfully target cognitive impairments are lacking. Recent work has demonstrated that playing action video games leads to improvements in cognition, in particular executive function, in healthy individuals. We therefore set out to test whether playing video games can reduce symptoms associated with depression. We focussed on depressive symptoms and on rumination, since rumination is a good predictor of depression and may contribute to triggering depression. We recruited 68 clinically depressed individuals (mean age: 46 years, 47 females) that were randomized into the training group playing a fast paced action video game for 6 weeks or a waitlist control group. Before and after training participants completed online questionnaires and a neuropsychological test battery. Only participants who actually played the game were included in the analysis. The final sample consisted of n = 21 training group and n = 29 waitlist control group. The training group showed significantly higher subjective cognitive ability, as well as lower self-reported rumination at posttest in contrast to the control group (although these findings do not survive Bonferroni correction). On a subsample with cognitive performance data ( n = 19) we detected an improvement in executive function (Trail Making Task A and B) in the training compared with the control group. The results show that the fast paced action video game employed in the present study improved Trail Making performance and may reduce rumination and enhance subjective cognitive ability. Future research may focus on the investigation of the precise cognitive profile of effects.

  6. Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients

    Directory of Open Access Journals (Sweden)

    Simone Kühn

    2018-02-01

    Full Text Available Cognitive deficits are common in depression and may persist following the resolution of affective symptoms. However, therapeutic strategies that successfully target cognitive impairments are lacking. Recent work has demonstrated that playing action video games leads to improvements in cognition, in particular executive function, in healthy individuals. We therefore set out to test whether playing video games can reduce symptoms associated with depression. We focussed on depressive symptoms and on rumination, since rumination is a good predictor of depression and may contribute to triggering depression. We recruited 68 clinically depressed individuals (mean age: 46 years, 47 females that were randomized into the training group playing a fast paced action video game for 6 weeks or a waitlist control group. Before and after training participants completed online questionnaires and a neuropsychological test battery. Only participants who actually played the game were included in the analysis. The final sample consisted of n = 21 training group and n = 29 waitlist control group. The training group showed significantly higher subjective cognitive ability, as well as lower self-reported rumination at posttest in contrast to the control group (although these findings do not survive Bonferroni correction. On a subsample with cognitive performance data (n = 19 we detected an improvement in executive function (Trail Making Task A and B in the training compared with the control group. The results show that the fast paced action video game employed in the present study improved Trail Making performance and may reduce rumination and enhance subjective cognitive ability. Future research may focus on the investigation of the precise cognitive profile of effects.

  7. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th

  8. Effects of the Distance from a Diffusive Surface on the Objective and Perceptual Evaluation of the Sound Field in a Small Simulated Variable-Acoustics Hall

    Directory of Open Access Journals (Sweden)

    Louena Shtrepi

    2017-02-01

    Full Text Available Simulations of the acoustic effects that diffusive surfaces have on the objective acoustic parameters and on sound perception have not yet been fully understood. To this end, acoustic simulations have been performed in Odeon in the model of a variable-acoustic concert hall. This paper is presented as a follow-up study to a previous paper that dealt with in-field measurements only. As in measurements, a diffusive and a reflective condition of one of the lateral walls have been considered in the room models. Two modeling alternatives of the diffusive condition, that is, (a a flat surface with high scattering coefficient applied; and (b a triangular relief modeled including edge diffraction, have been investigated. Objective acoustic parameters, such as early decay time (EDT, reverberation time (T30, clarity (C80, definition (D50, and interaural cross correlation (IACC, have been compared between the two conditions. Moreover, an auditory experiment has been performed to determine the maximum distance from a diffusive surface at which the simulated acoustic scattering effects are still audible. Although the simulated objective results showed a good match with measured values, the subjective results showed that the differences between the diffuse and reflective conditions become significant when model (b is used.

  9. Perceptual digital imaging methods and applications

    CERN Document Server

    Lukac, Rastislav

    2012-01-01

    Visual perception is a complex process requiring interaction between the receptors in the eye that sense the stimulus and the neural system and the brain that are responsible for communicating and interpreting the sensed visual information. This process involves several physical, neural, and cognitive phenomena whose understanding is essential to design effective and computationally efficient imaging solutions. Building on advances in computer vision, image and video processing, neuroscience, and information engineering, perceptual digital imaging greatly enhances the capabilities of tradition

  10. Perceptual distortion analysis of color image VQ-based coding

    Science.gov (United States)

    Charrier, Christophe; Knoblauch, Kenneth; Cherifi, Hocine

    1997-04-01

    It is generally accepted that a RGB color image can be easily encoded by using a gray-scale compression technique on each of the three color planes. Such an approach, however, fails to take into account correlations existing between color planes and perceptual factors. We evaluated several linear and non-linear color spaces, some introduced by the CIE, compressed with the vector quantization technique for minimum perceptual distortion. To study these distortions, we measured contrast and luminance of the video framebuffer, to precisely control color. We then obtained psychophysical judgements to measure how well these methods work to minimize perceptual distortion in a variety of color space.

  11. Perceptual Robust Design

    DEFF Research Database (Denmark)

    Pedersen, Søren Nygaard

    The research presented in this PhD thesis has focused on a perceptual approach to robust design. The results of the research and the original contribution to knowledge is a preliminary framework for understanding, positioning, and applying perceptual robust design. Product quality is a topic...... been presented. Therefore, this study set out to contribute to the understanding and application of perceptual robust design. To achieve this, a state-of-the-art and current practice review was performed. From the review two main research problems were identified. Firstly, a lack of tools...... for perceptual robustness was found to overlap with the optimum for functional robustness and at most approximately 2.2% out of the 14.74% could be ascribed solely to the perceptual robustness optimisation. In conclusion, the thesis have offered a new perspective on robust design by merging robust design...

  12. Studying Real-World Perceptual Expertise

    Directory of Open Access Journals (Sweden)

    Jianhong eShen

    2014-08-01

    Full Text Available Significant insights into visual cognition have come from studying real-world perceptual expertise. Many have previously reviewed empirical findings and theoretical developments from this work. Here we instead provide a brief perspective on approaches, considerations, and challenges to studying real-world perceptual expertise. We discuss factors like choosing to use real-world versus artificial object domains of expertise, selecting a target domain of real-world perceptual expertise, recruiting experts, evaluating their level of expertise, and experimentally testing experts in the lab and online. Throughout our perspective, we highlight expert birding (also called birdwatching as an example, as it has been used as a target domain for over two decades in the perceptual expertise literature.

  13. Object tracking mask-based NLUT on GPUs for real-time generation of holographic videos of three-dimensional scenes.

    Science.gov (United States)

    Kwon, M-W; Kim, S-C; Yoon, S-E; Ho, Y-S; Kim, E-S

    2015-02-09

    A new object tracking mask-based novel-look-up-table (OTM-NLUT) method is proposed and implemented on graphics-processing-units (GPUs) for real-time generation of holographic videos of three-dimensional (3-D) scenes. Since the proposed method is designed to be matched with software and memory structures of the GPU, the number of compute-unified-device-architecture (CUDA) kernel function calls and the computer-generated hologram (CGH) buffer size of the proposed method have been significantly reduced. It therefore results in a great increase of the computational speed of the proposed method and enables real-time generation of CGH patterns of 3-D scenes. Experimental results show that the proposed method can generate 31.1 frames of Fresnel CGH patterns with 1,920 × 1,080 pixels per second, on average, for three test 3-D video scenarios with 12,666 object points on three GPU boards of NVIDIA GTX TITAN, and confirm the feasibility of the proposed method in the practical application of electro-holographic 3-D displays.

  14. Is action video gaming related to sustained attention of adolescents?

    Science.gov (United States)

    Trisolini, Daniela Carmen; Petilli, Marco Alessandro; Daini, Roberta

    2018-05-01

    Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visuo-spatial cognition (e.g., visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically stimulating and perceptually appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense. This study investigated whether a relationship existed between action video gaming and sustained attention performance in a sample of 45 Italian teenagers. After completing a questionnaire about their video game habits, participants were divided into Action Video Game Player (AVGP) and Non-Action Video Game Player (NAVGP) groups and underwent cognitive tests. The results confirm previous findings of studies of AVGPs as they had significantly enhanced performance for instantly enumerating a set of items. Nevertheless, we found that the drop in performance over time, typical of a sustained attention task, was significantly greater in the AVGP compared with the NAVGP group. This result is consistent with our hypothesis and demonstrates a negative effect of playing action video games.

  15. Referenceless Prediction of Perceptual Fog Density and Perceptual Image Defogging.

    Science.gov (United States)

    Choi, Lark Kwon; You, Jaehee; Bovik, Alan Conrad

    2015-11-01

    We propose a referenceless perceptual fog density prediction model based on natural scene statistics (NSS) and fog aware statistical features. The proposed model, called Fog Aware Density Evaluator (FADE), predicts the visibility of a foggy scene from a single image without reference to a corresponding fog-free image, without dependence on salient objects in a scene, without side geographical camera information, without estimating a depth-dependent transmission map, and without training on human-rated judgments. FADE only makes use of measurable deviations from statistical regularities observed in natural foggy and fog-free images. Fog aware statistical features that define the perceptual fog density index derive from a space domain NSS model and the observed characteristics of foggy images. FADE not only predicts perceptual fog density for the entire image, but also provides a local fog density index for each patch. The predicted fog density using FADE correlates well with human judgments of fog density taken in a subjective study on a large foggy image database. As applications, FADE not only accurately assesses the performance of defogging algorithms designed to enhance the visibility of foggy images, but also is well suited for image defogging. A new FADE-based referenceless perceptual image defogging, dubbed DEnsity of Fog Assessment-based DEfogger (DEFADE) achieves better results for darker, denser foggy images as well as on standard foggy images than the state of the art defogging methods. A software release of FADE and DEFADE is available online for public use: http://live.ece.utexas.edu/research/fog/index.html.

  16. Content-Aware Video Adaptation under Low-Bitrate Constraint

    Directory of Open Access Journals (Sweden)

    Hsiao Ming-Ho

    2007-01-01

    Full Text Available With the development of wireless network and the improvement of mobile device capability, video streaming is more and more widespread in such an environment. Under the condition of limited resource and inherent constraints, appropriate video adaptations have become one of the most important and challenging issues in wireless multimedia applications. In this paper, we propose a novel content-aware video adaptation in order to effectively utilize resource and improve visual perceptual quality. First, the attention model is derived from analyzing the characteristics of brightness, location, motion vector, and energy features in compressed domain to reduce computation complexity. Then, through the integration of attention model, capability of client device and correlational statistic model, attractive regions of video scenes are derived. The information object- (IOB- weighted rate distortion model is used for adjusting the bit allocation. Finally, the video adaptation scheme dynamically adjusts video bitstream in frame level and object level. Experimental results validate that the proposed scheme achieves better visual quality effectively and efficiently.

  17. Mechanism of Perceptual Attention

    National Research Council Canada - National Science Library

    Lu, Zhong-Lin

    2000-01-01

    .... Attention may affect the perceived clarity of visual displays and improve performance. In this project, a powerful external noise method was developed to identify and characterize the effect of attention on perceptual performance in visual tasks...

  18. Mechanisms of Perceptual Attention

    National Research Council Canada - National Science Library

    Dosher, Barbara

    2000-01-01

    .... Attention may affect the perceived clarity of visual displays and improve performance. In this project, a powerful external noise method was developed to identify and characterize the effect of attention on perceptual performance in visual tasks...

  19. Weighted-MSE based on saliency map for assessing video quality of H.264 video streams

    Science.gov (United States)

    Boujut, H.; Benois-Pineau, J.; Hadar, O.; Ahmed, T.; Bonnet, P.

    2011-01-01

    Human vision system is very complex and has been studied for many years specifically for purposes of efficient encoding of visual, e.g. video content from digital TV. There have been physiological and psychological evidences which indicate that viewers do not pay equal attention to all exposed visual information, but only focus on certain areas known as focus of attention (FOA) or saliency regions. In this work, we propose a novel based objective quality assessment metric, for assessing the perceptual quality of decoded video sequences affected by transmission errors and packed loses. The proposed method weights the Mean Square Error (MSE), Weighted-MSE (WMSE), according to the calculated saliency map at each pixel. Our method was validated trough subjective quality experiments.

  20. A randomized comparison of video demonstration versus hands-on training of medical students for vacuum delivery using Objective Structured Assessment of Technical Skills (OSATS).

    Science.gov (United States)

    Hilal, Ziad; Kumpernatz, Anne K; Rezniczek, Günther A; Cetin, Cem; Tempfer-Bentz, Eva-Katrin; Tempfer, Clemens B

    2017-03-01

    To compare medical students' skills for vaginal operative delivery by vacuum extraction (VE) after hands-on training versus video demonstration. We randomized medical students to an expert demonstration (group 1) or a hands-on (group 2) training using a standardized VE algorithm on a pelvic training model. Students were tested with a 40-item Objective Structured Assessment of Technical Skills (OSATS) scoring system after training and 4 days later. OSATS scores were the primary outcome. Performance time, self-assessment, confidence, and global rating scale were secondary outcomes. We assessed the constructive validity of OSATS in this VE model comparing metric scores of experts and students. In all, 137 students were randomized. OSATS scores were higher in group 2 (n = 63) compared with group 1 (n = 74) (32.89 ± 6.39 vs 27.51 ± 10.27, respectively; P training is superior to video demonstration for teaching VE on a pelvic model.

  1. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

    Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi

  2. Interdisciplinary Adventures in Perceptual Ecology

    Science.gov (United States)

    Bocast, Christopher S.

    A portfolio dissertation that began as acoustic ecology and matured into perceptual ecology, centered on ecomusicology, bioacoustics, and translational audio-based media works with environmental perspectives. The place of music in Western eco-cosmology through time provides a basis for structuring an environmental history of human sound perception. That history suggests that music may stabilize human mental activity, and that an increased musical practice may be essential for the human project. An overview of recent antecedents preceding the emergence of acoustic ecology reveals structural foundations from 20th century culture that underpin modern sound studies. The contextual role that Aldo Leopold, Jacob von Uexkull, John Cage, Marshall McLuhan, and others played in anticipating the development of acoustic ecology as an interdiscipline is detailed. This interdisciplinary aspect of acoustic ecology is defined and defended, while new developments like soundscape ecology are addressed, though ultimately sound studies will need to embrace a broader concept of full-spectrum "sensory" or "perceptual" ecology. The bioacoustic fieldwork done on spawning sturgeon emphasized this necessity. That study yielded scientific recordings and spectrographic analyses of spawning sounds produced by lake sturgeon, Acipenser fulvescens, during reproduction in natural habitats in the Lake Winnebago watershed in Wisconsin. Recordings were made on the Wolf and Embarrass River during the 2011-2013 spawning seasons. Several specimens were dissected to investigate possible sound production mechanisms; no sonic musculature was found. Drumming sounds, ranging from 5 to 7 Hz fundamental frequency, verified the infrasonic nature of previously undocumented "sturgeon thunder". Other characteristic noises of sturgeon spawning including low-frequency rumbles and hydrodynamic sounds were identified. Intriguingly, high-frequency signals resembling electric organ discharges were discovered. These

  3. Visual hashing of digital video : applications and techniques

    NARCIS (Netherlands)

    Oostveen, J.; Kalker, A.A.C.M.; Haitsma, J.A.; Tescher, A.G.

    2001-01-01

    his paper present the concept of robust video hashing as a tool for video identification. We present considerations and a technique for (i) extracting essential perceptual features from a moving image sequences and (ii) for identifying any sufficiently long unknown video segment by efficiently

  4. Perceptual training effects on anticipation of direct and deceptive 7-m throws in handball.

    Science.gov (United States)

    Alsharji, Khaled E; Wade, Michael G

    2016-01-01

    We examined the effectiveness of perceptual training on the performance of handball goalkeepers when anticipating the direction of both direct and deceptive 7-m throws. Skilled goalkeepers were assigned equally to three matched-ability groups based on their pre-test performance: a perceptual training group (n = 14) received video-based perceptual training, a placebo training group (n = 14) received video-based regular training and a control group received no training. Participants in the perceptual training group significantly improved their performance compared to both placebo and control groups; however, anticipation of deceptive throws improved less than for direct throws. The results confirm that although anticipating deception in handball is a challenging task for goalkeepers, task-specific perceptual training can minimise its effect and improve performance.

  5. Visual Perceptual Learning and Models.

    Science.gov (United States)

    Dosher, Barbara; Lu, Zhong-Lin

    2017-09-15

    Visual perceptual learning through practice or training can significantly improve performance on visual tasks. Originally seen as a manifestation of plasticity in the primary visual cortex, perceptual learning is more readily understood as improvements in the function of brain networks that integrate processes, including sensory representations, decision, attention, and reward, and balance plasticity with system stability. This review considers the primary phenomena of perceptual learning, theories of perceptual learning, and perceptual learning's effect on signal and noise in visual processing and decision. Models, especially computational models, play a key role in behavioral and physiological investigations of the mechanisms of perceptual learning and for understanding, predicting, and optimizing human perceptual processes, learning, and performance. Performance improvements resulting from reweighting or readout of sensory inputs to decision provide a strong theoretical framework for interpreting perceptual learning and transfer that may prove useful in optimizing learning in real-world applications.

  6. Adaptation and perceptual norms

    Science.gov (United States)

    Webster, Michael A.; Yasuda, Maiko; Haber, Sara; Leonard, Deanne; Ballardini, Nicole

    2007-02-01

    We used adaptation to examine the relationship between perceptual norms--the stimuli observers describe as psychologically neutral, and response norms--the stimulus levels that leave visual sensitivity in a neutral or balanced state. Adapting to stimuli on opposite sides of a neutral point (e.g. redder or greener than white) biases appearance in opposite ways. Thus the adapting stimulus can be titrated to find the unique adapting level that does not bias appearance. We compared these response norms to subjectively defined neutral points both within the same observer (at different retinal eccentricities) and between observers. These comparisons were made for visual judgments of color, image focus, and human faces, stimuli that are very different and may depend on very different levels of processing, yet which share the property that for each there is a well defined and perceptually salient norm. In each case the adaptation aftereffects were consistent with an underlying sensitivity basis for the perceptual norm. Specifically, response norms were similar to and thus covaried with the perceptual norm, and under common adaptation differences between subjectively defined norms were reduced. These results are consistent with models of norm-based codes and suggest that these codes underlie an important link between visual coding and visual experience.

  7. Acetylcholine and Olfactory Perceptual Learning

    Science.gov (United States)

    Wilson, Donald A.; Fletcher, Max L.; Sullivan, Regina M.

    2004-01-01

    Olfactory perceptual learning is a relatively long-term, learned increase in perceptual acuity, and has been described in both humans and animals. Data from recent electrophysiological studies have indicated that olfactory perceptual learning may be correlated with changes in odorant receptive fields of neurons in the olfactory bulb and piriform…

  8. Perceptual Processing Affects Conceptual Processing

    Science.gov (United States)

    van Dantzig, Saskia; Pecher, Diane; Zeelenberg, Rene; Barsalou, Lawrence W.

    2008-01-01

    According to the Perceptual Symbols Theory of cognition (Barsalou, 1999), modality-specific simulations underlie the representation of concepts. A strong prediction of this view is that perceptual processing affects conceptual processing. In this study, participants performed a perceptual detection task and a conceptual property-verification task…

  9. Collapse models and perceptual processes

    International Nuclear Information System (INIS)

    Ghirardi, Gian Carlo; Romano, Raffaele

    2014-01-01

    Theories including a collapse mechanism have been presented various years ago. They are based on a modification of standard quantum mechanics in which nonlinear and stochastic terms are added to the evolution equation. Their principal merits derive from the fact that they are mathematically precise schemes accounting, on the basis of a unique universal dynamical principle, both for the quantum behavior of microscopic systems as well as for the reduction associated to measurement processes and for the classical behavior of macroscopic objects. Since such theories qualify themselves not as new interpretations but as modifications of the standard theory they can be, in principle, tested against quantum mechanics. Recently, various investigations identifying possible crucial test have been discussed. In spite of the extreme difficulty to perform such tests it seems that recent technological developments allow at least to put precise limits on the parameters characterizing the modifications of the evolution equation. Here we will simply mention some of the recent investigations in this direction, while we will mainly concentrate our attention to the way in which collapse theories account for definite perceptual process. The differences between the case of reductions induced by perceptions and those related to measurement procedures by means of standard macroscopic devices will be discussed. On this basis, we suggest a precise experimental test of collapse theories involving conscious observers. We make plausible, by discussing in detail a toy model, that the modified dynamics can give rise to quite small but systematic errors in the visual perceptual process.

  10. SEARCHING FOR SUB-KILOMETER TRANS-NEPTUNIAN OBJECTS USING PAN-STARRS VIDEO MODE LIGHT CURVES: PRELIMINARY STUDY AND EVALUATION USING ENGINEERING DATA

    International Nuclear Information System (INIS)

    Wang, J.-H.; Protopapas, P.; Alcock, C. R.; Chen, W.-P.; Burgett, W. S.; Morgan, J. S.; Price, P. A.; Tonry, J. L.; Dombeck, T.; Grav, T.

    2010-01-01

    We present a pre-survey study of using the Panoramic Survey Telescope and Rapid Response System (Pan-STARRS) high sampling rate video mode guide star images to search for trans-Neptunian objects (TNOs). Guide stars are primarily used by Pan-STARRS to compensate for image motion and hence improve the point-spread function. With suitable selection of the guide stars within the Pan-STARRS 7 deg 2 field of view, the light curves of these guide stars can also be used to search for occultations by TNOs. The best target stars for this purpose are stars with high signal-to-noise ratio (S/N) and small angular size. In order to do this, we compiled a catalog using the S/N calculated from stars with m V 0 ), we are able to set an upper limit of N(>0.5 km) ∼ 2.47 x 10 10 deg -2 at 95% confidence limit.

  11. Augmented video viewing: transforming video consumption into an active experience

    OpenAIRE

    WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim

    2014-01-01

    Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...

  12. Perceptual learning and human expertise.

    Science.gov (United States)

    Kellman, Philip J; Garrigan, Patrick

    2009-06-01

    We consider perceptual learning: experience-induced changes in the way perceivers extract information. Often neglected in scientific accounts of learning and in instruction, perceptual learning is a fundamental contributor to human expertise and is crucial in domains where humans show remarkable levels of attainment, such as language, chess, music, and mathematics. In Section 2, we give a brief history and discuss the relation of perceptual learning to other forms of learning. We consider in Section 3 several specific phenomena, illustrating the scope and characteristics of perceptual learning, including both discovery and fluency effects. We describe abstract perceptual learning, in which structural relationships are discovered and recognized in novel instances that do not share constituent elements or basic features. In Section 4, we consider primary concepts that have been used to explain and model perceptual learning, including receptive field change, selection, and relational recoding. In Section 5, we consider the scope of perceptual learning, contrasting recent research, focused on simple sensory discriminations, with earlier work that emphasized extraction of invariance from varied instances in more complex tasks. Contrary to some recent views, we argue that perceptual learning should not be confined to changes in early sensory analyzers. Phenomena at various levels, we suggest, can be unified by models that emphasize discovery and selection of relevant information. In a final section, we consider the potential role of perceptual learning in educational settings. Most instruction emphasizes facts and procedures that can be verbalized, whereas expertise depends heavily on implicit pattern recognition and selective extraction skills acquired through perceptual learning. We consider reasons why perceptual learning has not been systematically addressed in traditional instruction, and we describe recent successful efforts to create a technology of perceptual

  13. Perceptual learning and human expertise

    Science.gov (United States)

    Kellman, Philip J.; Garrigan, Patrick

    2009-06-01

    We consider perceptual learning: experience-induced changes in the way perceivers extract information. Often neglected in scientific accounts of learning and in instruction, perceptual learning is a fundamental contributor to human expertise and is crucial in domains where humans show remarkable levels of attainment, such as language, chess, music, and mathematics. In Section 2, we give a brief history and discuss the relation of perceptual learning to other forms of learning. We consider in Section 3 several specific phenomena, illustrating the scope and characteristics of perceptual learning, including both discovery and fluency effects. We describe abstract perceptual learning, in which structural relationships are discovered and recognized in novel instances that do not share constituent elements or basic features. In Section 4, we consider primary concepts that have been used to explain and model perceptual learning, including receptive field change, selection, and relational recoding. In Section 5, we consider the scope of perceptual learning, contrasting recent research, focused on simple sensory discriminations, with earlier work that emphasized extraction of invariance from varied instances in more complex tasks. Contrary to some recent views, we argue that perceptual learning should not be confined to changes in early sensory analyzers. Phenomena at various levels, we suggest, can be unified by models that emphasize discovery and selection of relevant information. In a final section, we consider the potential role of perceptual learning in educational settings. Most instruction emphasizes facts and procedures that can be verbalized, whereas expertise depends heavily on implicit pattern recognition and selective extraction skills acquired through perceptual learning. We consider reasons why perceptual learning has not been systematically addressed in traditional instruction, and we describe recent successful efforts to create a technology of perceptual

  14. Blind prediction of natural video quality.

    Science.gov (United States)

    Saad, Michele A; Bovik, Alan C; Charrier, Christophe

    2014-03-01

    We propose a blind (no reference or NR) video quality evaluation model that is nondistortion specific. The approach relies on a spatio-temporal model of video scenes in the discrete cosine transform domain, and on a model that characterizes the type of motion occurring in the scenes, to predict video quality. We use the models to define video statistics and perceptual features that are the basis of a video quality assessment (VQA) algorithm that does not require the presence of a pristine video to compare against in order to predict a perceptual quality score. The contributions of this paper are threefold. 1) We propose a spatio-temporal natural scene statistics (NSS) model for videos. 2) We propose a motion model that quantifies motion coherency in video scenes. 3) We show that the proposed NSS and motion coherency models are appropriate for quality assessment of videos, and we utilize them to design a blind VQA algorithm that correlates highly with human judgments of quality. The proposed algorithm, called video BLIINDS, is tested on the LIVE VQA database and on the EPFL-PoliMi video database and shown to perform close to the level of top performing reduced and full reference VQA algorithms.

  15. Varieties of perceptual learning.

    Science.gov (United States)

    Mackintosh, N J

    2009-05-01

    Although most studies of perceptual learning in human participants have concentrated on the changes in perception assumed to be occurring, studies of nonhuman animals necessarily measure discrimination learning and generalization and remain agnostic on the question of whether changes in behavior reflect changes in perception. On the other hand, animal studies do make it easier to draw a distinction between supervised and unsupervised learning. Differential reinforcement will surely teach animals to attend to some features of a stimulus array rather than to others. But it is an open question as to whether such changes in attention underlie the enhanced discrimination seen after unreinforced exposure to such an array. I argue that most instances of unsupervised perceptual learning observed in animals (and at least some in human animals) are better explained by appeal to well-established principles and phenomena of associative learning theory: excitatory and inhibitory associations between stimulus elements, latent inhibition, and habituation.

  16. Video library for video imaging detection at intersection stop lines.

    Science.gov (United States)

    2010-04-01

    The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...

  17. Empirical Support for Perceptual Conceptualism

    Directory of Open Access Journals (Sweden)

    Nicolás Alejandro Serrano

    2018-03-01

    Full Text Available The main objective of this paper is to show that perceptual conceptualism can be understood as an empirically meaningful position and, furthermore, that there is some degree of empirical support for its main theses. In order to do this, I will start by offering an empirical reading of the conceptualist position, and making three predictions from it. Then, I will consider recent experimental results from cognitive sciences that seem to point towards those predictions. I will conclude that, while the evidence offered by those experiments is far from decisive, it is enough not only to show that conceptualism is an empirically meaningful position but also that there is empirical support for it.

  18. Understanding perceptual boundaries in laparoscopic surgery.

    Science.gov (United States)

    Lamata, Pablo; Gomez, Enrique J; Hernández, Félix Lamata; Oltra Pastor, Alfonso; Sanchez-Margallo, Francisco Miquel; Del Pozo Guerrero, Francisco

    2008-03-01

    Human perceptual capabilities related to the laparoscopic interaction paradigm are not well known. Its study is important for the design of virtual reality simulators, and for the specification of augmented reality applications that overcome current limitations and provide a supersensing to the surgeon. As part of this work, this article addresses the study of laparoscopic pulling forces. Two definitions are proposed to focalize the problem: the perceptual fidelity boundary, limit of human perceptual capabilities, and the Utile fidelity boundary, that encapsulates the perceived aspects actually used by surgeons to guide an operation. The study is then aimed to define the perceptual fidelity boundary of laparoscopic pulling forces. This is approached with an experimental design in which surgeons assess the resistance against pulling of four different tissues, which are characterized with both in vivo interaction forces and ex vivo tissue biomechanical properties. A logarithmic law of tissue consistency perception is found comparing subjective valorizations with objective parameters. A model of this perception is developed identifying what the main parameters are: the grade of fixation of the organ, the tissue stiffness, the amount of tissue bitten, and the organ mass being pulled. These results are a clear requirement analysis for the force feedback algorithm of a virtual reality laparoscopic simulator. Finally, some discussion is raised about the suitability of augmented reality applications around this surgical gesture.

  19. Disruptive colouration and perceptual grouping.

    Science.gov (United States)

    Espinosa, Irene; Cuthill, Innes C

    2014-01-01

    Camouflage is the primary defence of many animals and includes multiple strategies that interfere with figure-ground segmentation and object recognition. While matching background colours and textures is widespread and conceptually straightforward, less well explored are the optical 'tricks', collectively called disruptive colouration, that exploit perceptual grouping mechanisms. Adjacent high contrast colours create false edges, but this is not sufficient for an object's shape to be broken up; some colours must blend with the background. We test the novel hypothesis that this will be particularly effective when the colour patches on the animal appear to belong to, not merely different background colours, but different background objects. We used computer-based experiments where human participants had to find cryptic targets on artificial backgrounds. Creating what appeared to be bi-coloured foreground objects on bi-coloured backgrounds, we generated colour boundaries that had identical local contrast but either lay within or between (illusory) objects. As predicted, error rates for targets matching what appeared to be different background objects were higher than for targets which had otherwise identical local contrast to the background but appeared to belong to single background objects. This provides evidence for disruptive colouration interfering with higher-level feature integration in addition to previously demonstrated low-level effects involving contour detection. In addition, detection was impeded in treatments where targets were on or in close proximity to multiple background colour or tone boundaries. This is consistent with other studies which show a deleterious influence of visual 'clutter' or background complexity on search.

  20. Disruptive colouration and perceptual grouping.

    Directory of Open Access Journals (Sweden)

    Irene Espinosa

    Full Text Available Camouflage is the primary defence of many animals and includes multiple strategies that interfere with figure-ground segmentation and object recognition. While matching background colours and textures is widespread and conceptually straightforward, less well explored are the optical 'tricks', collectively called disruptive colouration, that exploit perceptual grouping mechanisms. Adjacent high contrast colours create false edges, but this is not sufficient for an object's shape to be broken up; some colours must blend with the background. We test the novel hypothesis that this will be particularly effective when the colour patches on the animal appear to belong to, not merely different background colours, but different background objects. We used computer-based experiments where human participants had to find cryptic targets on artificial backgrounds. Creating what appeared to be bi-coloured foreground objects on bi-coloured backgrounds, we generated colour boundaries that had identical local contrast but either lay within or between (illusory objects. As predicted, error rates for targets matching what appeared to be different background objects were higher than for targets which had otherwise identical local contrast to the background but appeared to belong to single background objects. This provides evidence for disruptive colouration interfering with higher-level feature integration in addition to previously demonstrated low-level effects involving contour detection. In addition, detection was impeded in treatments where targets were on or in close proximity to multiple background colour or tone boundaries. This is consistent with other studies which show a deleterious influence of visual 'clutter' or background complexity on search.

  1. Perceptual Audio Hashing Functions

    Directory of Open Access Journals (Sweden)

    Emin Anarım

    2005-07-01

    Full Text Available Perceptual hash functions provide a tool for fast and reliable identification of content. We present new audio hash functions based on summarization of the time-frequency spectral characteristics of an audio document. The proposed hash functions are based on the periodicity series of the fundamental frequency and on singular-value description of the cepstral frequencies. They are found, on one hand, to perform very satisfactorily in identification and verification tests, and on the other hand, to be very resilient to a large variety of attacks. Moreover, we address the issue of security of hashes and propose a keying technique, and thereby a key-dependent hash function.

  2. Explaining seeing? Disentangling qualia from perceptual organization.

    Science.gov (United States)

    Ibáñez, Agustin; Bekinschtein, Tristan

    2010-09-01

    Abstract Visual perception and integration seem to play an essential role in our conscious phenomenology. Relatively local neural processing of reentrant nature may explain several visual integration processes (feature binding or figure-ground segregation, object recognition, inference, competition), even without attention or cognitive control. Based on the above statements, should the neural signatures of visual integration (via reentrant process) be non-reportable phenomenological qualia? We argue that qualia are not required to understand this perceptual organization.

  3. Perceptual Load Affects Eyewitness Accuracy and Susceptibility to Leading Questions

    OpenAIRE

    Murphy, Gillian; Greene, Ciara M.

    2016-01-01

    Load Theory (Lavie, 1995, 2005) states that the level of perceptual load in a task (i.e., the amount of information involved in processing task-relevant stimuli) determines the efficiency of selective attention. There is evidence that perceptual load affects distractor processing, with increased inattentional blindness under high load. Given that high load can result in individuals failing to report seeing obvious objects, it is conceivable that load may also impair memory for the scene. The ...

  4. Perceptual Load Affects Eyewitness Accuracy & Susceptibility to Leading Questions

    OpenAIRE

    Gillian Murphy; Ciara Mary Greene

    2016-01-01

    Load Theory (Lavie, 1995; 2005) states that the level of perceptual load in a task (i.e. the amount of information involved in processing task-relevant stimuli) determines the efficiency of selective attention. There is evidence that perceptual load affects distractor processing, with increased inattentional blindness under high load. Given that high load can result in individuals failing to report seeing obvious objects, it is conceivable that load may also impair memory for the scene. The c...

  5. Perceptual load interacts with stimulus processing across sensory modalities.

    Science.gov (United States)

    Klemen, J; Büchel, C; Rose, M

    2009-06-01

    According to perceptual load theory, processing of task-irrelevant stimuli is limited by the perceptual load of a parallel attended task if both the task and the irrelevant stimuli are presented to the same sensory modality. However, it remains a matter of debate whether the same principles apply to cross-sensory perceptual load and, more generally, what form cross-sensory attentional modulation in early perceptual areas takes in humans. Here we addressed these questions using functional magnetic resonance imaging. Participants undertook an auditory one-back working memory task of low or high perceptual load, while concurrently viewing task-irrelevant images at one of three object visibility levels. The processing of the visual and auditory stimuli was measured in the lateral occipital cortex (LOC) and auditory cortex (AC), respectively. Cross-sensory interference with sensory processing was observed in both the LOC and AC, in accordance with previous results of unisensory perceptual load studies. The present neuroimaging results therefore warrant the extension of perceptual load theory from a unisensory to a cross-sensory context: a validation of this cross-sensory interference effect through behavioural measures would consolidate the findings.

  6. Reactive agents and perceptual ambiguity

    NARCIS (Netherlands)

    Dartel, M. van; Sprinkhuizen-Kuyper, I.G.; Postma, E.O.; Herik, H.J. van den

    2005-01-01

    Reactive agents are generally believed to be incapable of coping with perceptual ambiguity (i.e., identical sensory states that require different responses). However, a recent finding suggests that reactive agents can cope with perceptual ambiguity in a simple model (Nolfi, 2002). This paper

  7. Integrated approaches to perceptual learning.

    Science.gov (United States)

    Jacobs, Robert A

    2010-04-01

    New technologies and new ways of thinking have recently led to rapid expansions in the study of perceptual learning. We describe three themes shared by many of the nine articles included in this topic on Integrated Approaches to Perceptual Learning. First, perceptual learning cannot be studied on its own because it is closely linked to other aspects of cognition, such as attention, working memory, decision making, and conceptual knowledge. Second, perceptual learning is sensitive to both the stimulus properties of the environment in which an observer exists and to the properties of the tasks that the observer needs to perform. Moreover, the environmental and task properties can be characterized through their statistical regularities. Finally, the study of perceptual learning has important implications for society, including implications for science education and medical rehabilitation. Contributed articles relevant to each theme are summarized. Copyright © 2010 Cognitive Science Society, Inc.

  8. Action video game training for cognitive enhancement

    OpenAIRE

    Green, C. Shawn; Bavelier, Daphné

    2015-01-01

    Here we review the literature examining the perceptual, attentional, and cognitive benefits of playing one sub-type of video games known as ‘action video games,’ as well as the mechanistic underpinnings of these behavioral effects. We then outline evidence indicating the potential usefulness of these commercial off-the-shelf games for practical, real-world applications such as rehabilitation or the training of job-related skills. Finally, we discuss potential core characteristics of action vi...

  9. Dashboard Videos

    Science.gov (United States)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  10. Space and time in perceptual causality

    Directory of Open Access Journals (Sweden)

    Benjamin Straube

    2010-04-01

    Full Text Available Inferring causality is a fundamental feature of human cognition that allows us to theorize about and predict future states of the world. Michotte suggested that humans automatically perceive causality based on certain perceptual features of events. However, individual differences in judgments of perceptual causality cast doubt on Michotte’s view. To gain insights in the neural basis of individual difference in the perception of causality, our participants judged causal relationships in animations of a blue ball colliding with a red ball (a launching event while fMRI-data were acquired. Spatial continuity and temporal contiguity were varied parametrically in these stimuli. We did not find consistent brain activation differences between trials judged as caused and those judged as non-caused, making it unlikely that humans have universal instantiation of perceptual causality in the brain. However, participants were slower to respond to and showed greater neural activity for violations of causality, suggesting that humans are biased to expect causal relationships when moving objects appear to interact. Our participants demonstrated considerable individual differences in their sensitivity to spatial and temporal characteristics in perceiving causality. These qualitative differences in sensitivity to time or space in perceiving causality were instantiated in individual differences in activation of the left basal ganglia or right parietal lobe, respectively. Thus, the perception that the movement of one object causes the movement of another is triggered by elemental spatial and temporal sensitivities, which themselves are instantiated in specific distinct neural networks.

  11. A perceptual metric for photo retouching.

    Science.gov (United States)

    Kee, Eric; Farid, Hany

    2011-12-13

    In recent years, advertisers and magazine editors have been widely criticized for taking digital photo retouching to an extreme. Impossibly thin, tall, and wrinkle- and blemish-free models are routinely splashed onto billboards, advertisements, and magazine covers. The ubiquity of these unrealistic and highly idealized images has been linked to eating disorders and body image dissatisfaction in men, women, and children. In response, several countries have considered legislating the labeling of retouched photos. We describe a quantitative and perceptually meaningful metric of photo retouching. Photographs are rated on the degree to which they have been digitally altered by explicitly modeling and estimating geometric and photometric changes. This metric correlates well with perceptual judgments of photo retouching and can be used to objectively judge by how much a retouched photo has strayed from reality.

  12. Crossmodal Perceptual Learning and Sensory Substitution

    Directory of Open Access Journals (Sweden)

    Michael J Proulx

    2011-10-01

    Full Text Available A sensory substitution device for blind persons aims to provide the missing visual input by converting images into a form that another modality can perceive, such as sound. Here I will discuss the perceptual learning and attentional mechanisms necessary for interpreting sounds produced by a device (The vOICe in a visuospatial manner. Although some aspects of the conversion, such as relating vertical location to pitch, rely on natural crossmodal mappings, the extensive training required suggests that synthetic mappings are required to generalize perceptual learning to new objects and environments, and ultimately to experience visual qualia. Here I will discuss the effects of the conversion and training on perception and attention that demonstrate the synthetic nature of learning the crossmodal mapping. Sensorimotor experience may be required to facilitate learning, develop expertise, and to develop a form of synthetic synaesthesia.

  13. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....

  14. Out of mind, out of sight: perceptual consequences of memory suppression.

    Science.gov (United States)

    Kim, Kyungmi; Yi, Do-Joon

    2013-04-01

    In the present study, the effect of memory suppression on subsequent perceptual processing of visual objects was examined within a modified think/no-think paradigm. Suppressing memories of visual objects significantly impaired subsequent perceptual identification of those objects when they were briefly encountered (Experiment 1) and when they were presented in noise (Experiment 2), relative to performance on baseline items for which participants did not undergo suppression training. However, in Experiment 3, when perceptual identification was performed on mirror-reversed images of to-be-suppressed objects, no impairment was observed. These findings, analogous to those showing forgetting of suppressed words in long-term memory, suggest that suppressing memories of visual objects might be mediated by direct inhibition of perceptual representations, which, in turn, impairs later perception of them. This study provides strong support for the role of inhibitory mechanisms in memory control and suggests a tight link between higher-order cognitive operations and perceptual processing.

  15. Crowdsourcing based subjective quality assessment of adaptive video streaming

    DEFF Research Database (Denmark)

    Shahid, M.; Søgaard, Jacob; Pokhrel, J.

    2014-01-01

    In order to cater for user’s quality of experience (QoE) re- quirements, HTTP adaptive streaming (HAS) based solutions of video services have become popular recently. User QoE feedback can be instrumental in improving the capabilities of such services. Perceptual quality experiments that involve...... humans are considered to be the most valid method of the as- sessment of QoE. Besides lab-based subjective experiments, crowdsourcing based subjective assessment of video quality is gaining popularity as an alternative method. This paper presents insights into a study that investigates perceptual pref......- erences of various adaptive video streaming scenarios through crowdsourcing based subjective quality assessment....

  16. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  17. Video-Based Big Data Analytics in Cyberlearning

    Science.gov (United States)

    Wang, Shuangbao; Kelly, William

    2017-01-01

    In this paper, we present a novel system, inVideo, for video data analytics, and its use in transforming linear videos into interactive learning objects. InVideo is able to analyze video content automatically without the need for initial viewing by a human. Using a highly efficient video indexing engine we developed, the system is able to analyze…

  18. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  19. Gaze-contingent training enhances perceptual skill acquisition.

    Science.gov (United States)

    Ryu, Donghyun; Mann, David L; Abernethy, Bruce; Poolton, Jamie M

    2016-01-01

    The purpose of this study was to determine whether decision-making skill in perceptual-cognitive tasks could be enhanced using a training technique that impaired selective areas of the visual field. Recreational basketball players performed perceptual training over 3 days while viewing with a gaze-contingent manipulation that displayed either (a) a moving window (clear central and blurred peripheral vision), (b) a moving mask (blurred central and clear peripheral vision), or (c) full (unrestricted) vision. During the training, participants watched video clips of basketball play and at the conclusion of each clip made a decision about to which teammate the player in possession of the ball should pass. A further control group watched unrelated videos with full vision. The effects of training were assessed using separate tests of decision-making skill conducted in a pretest, posttest, and 2-week retention test. The accuracy of decision making was greater in the posttest than in the pretest for all three intervention groups when compared with the control group. Remarkably, training with blurred peripheral vision resulted in a further improvement in performance from posttest to retention test that was not apparent for the other groups. The type of training had no measurable impact on the visual search strategies of the participants, and so the training improvements appear to be grounded in changes in information pickup. The findings show that learning with impaired peripheral vision offers a promising form of training to support improvements in perceptual skill.

  20. Methodical bases of perceptual mapping of printing industry companies

    Directory of Open Access Journals (Sweden)

    Kalinin Pavel

    2017-01-01

    Full Text Available This is to study the methodological foundations of perceptual mapping in printing industry enterprises. This research has a practice focus which affects the choice of its methodological framework. The authors use such scientific research as analysis of cause-effect relationships, synthesis, problem analysis, expert evaluation and image visualization methods. In this paper, the authors present their assessment of the competitive environment of major printing industry companies in Kirov oblast; their assessment employs perceptual mapping enables by Minitab 14. This technique can be used by experts in the field of marketing and branding to assess the competitive environment in any market. The object of research is printing industry in Kirov oblast. The most important conclusion of this study is that in perceptual mapping, all the parameters are integrated in a single system and provide a more objective view of the company’s market situation.

  1. Moving the Weber fraction: the perceptual precision for moment of inertia increases with exploration force

    NARCIS (Netherlands)

    Debats, N.B.; Kingma, I.; Beek, P.J.; Smeets, J.B.J.

    2012-01-01

    How does the magnitude of the exploration force influence the precision of haptic perceptual estimates? To address this question, we examined the perceptual precision for moment of inertia (i.e., an object's "angular mass") under different force conditions, using the Weber fraction to quantify

  2. Perceptual and conceptual similarities facilitate the generalization of instructed fear.

    Science.gov (United States)

    Bennett, Marc; Vervoort, Ellen; Boddez, Yannick; Hermans, Dirk; Baeyens, Frank

    2015-09-01

    Learned fear can generalize to neutral events due their perceptual and conceptual similarity with threat relevant stimuli. This study simultaneously examined these forms of generalization to model the expansion of fear in anxiety disorders. First, artificial categories involving sounds, nonsense words and animal-like objects were established. Next, the words from one category were paired with threatening information while the words from the other category were paired with safety information. Lastly, we examined if fear generalized to (i) the conceptually related animal-like objects and (ii) other animal like-objects that were perceptually similar. This was measured using behavioral avoidance, US expectancy ratings and self-reported stimulus valence. Animal-like objects conceptually connected to the aversive words evoked heightened fear. Perceptual variants of these animal-like objects also elicit fear. Future research would benefit from the use of online-US expectancy ratings and physiological measures of fear. Investigating the role of both perceptual and conceptual fear generalization is important to better understand the etiology of anxiety disorders symptoms. Copyright © 2015 Elsevier Ltd. All rights reserved.

  3. Perceptual learning: top to bottom.

    Science.gov (United States)

    Amitay, Sygal; Zhang, Yu-Xuan; Jones, Pete R; Moore, David R

    2014-06-01

    Perceptual learning has traditionally been portrayed as a bottom-up phenomenon that improves encoding or decoding of the trained stimulus. Cognitive skills such as attention and memory are thought to drive, guide and modulate learning but are, with notable exceptions, not generally considered to undergo changes themselves as a result of training with simple perceptual tasks. Moreover, shifts in threshold are interpreted as shifts in perceptual sensitivity, with no consideration for non-sensory factors (such as response bias) that may contribute to these changes. Accumulating evidence from our own research and others shows that perceptual learning is a conglomeration of effects, with training-induced changes ranging from the lowest (noise reduction in the phase locking of auditory signals) to the highest (working memory capacity) level of processing, and includes contributions from non-sensory factors that affect decision making even on a "simple" auditory task such as frequency discrimination. We discuss our emerging view of learning as a process that increases the signal-to-noise ratio associated with perceptual tasks by tackling noise sources and inefficiencies that cause performance bottlenecks, and present some implications for training populations other than young, smart, attentive and highly-motivated college students. Crown Copyright © 2013. Published by Elsevier Ltd. All rights reserved.

  4. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

    Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.

  5. Subjective video quality comparison of HDTV monitors

    Science.gov (United States)

    Seo, G.; Lim, C.; Lee, S.; Lee, C.

    2009-01-01

    HDTV broadcasting services have become widely available. Furthermore, in the upcoming IPTV services, HDTV services are important and quality monitoring becomes an issue, particularly in IPTV services. Consequently, there have been great efforts to develop video quality measurement methods for HDTV. On the other hand, most HDTV programs will be watched on digital TV monitors which include LCD and PDP TV monitors. In general, the LCD and PDP TV monitors have different color characteristics and response times. Furthermore, most commercial TV monitors include post-processing to improve video quality. In this paper, we compare subjective video quality of some commercial HD TV monitors to investigate the impact of monitor type on perceptual video quality. We used the ACR method as a subjective testing method. Experimental results show that the correlation coefficients among the HDTV monitors are reasonable high. However, for some video sequences and impairments, some differences in subjective scores were observed.

  6. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  7. Auditory perceptual load: A review.

    Science.gov (United States)

    Murphy, Sandra; Spence, Charles; Dalton, Polly

    2017-09-01

    Selective attention is a crucial mechanism in everyday life, allowing us to focus on a portion of incoming sensory information at the expense of other less relevant stimuli. The circumstances under which irrelevant stimuli are successfully ignored have been a topic of scientific interest for several decades now. Over the last 20 years, the perceptual load theory (e.g. Lavie, 1995) has provided one robust framework for understanding these effects within the visual modality. The suggestion is that successful selection depends on the perceptual demands imposed by the task-relevant information. However, less research has addressed the question of whether the same principles hold in audition and, to date, the existing literature provides a mixed picture. Here, we review the evidence for and against the applicability of perceptual load theory in hearing, concluding that this question still awaits resolution. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  8. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  9. Perceptual Computing Aiding People in Making Subjective Judgments

    CERN Document Server

    Mendel, Jerry

    2010-01-01

    Explains for the first time how "computing with words" can aid in making subjective judgments. Lotfi Zadeh, the father of fuzzy logic, coined the phrase "computing with words" (CWW) to describe a methodology in which the objects of computation are words and propositions drawn from a natural language. Perceptual Computing explains how to implement CWW to aid in the important area of making subjective judgments, using a methodology that leads to an interactive device—a "Perceptual Computer"—that propagates random and linguistic uncertainties into the subjective judg

  10. Perceptual incongruence influences bistability and cortical activation

    NARCIS (Netherlands)

    Brouwer, G.J.; Tong, F.; Hagoort, P.; van Ee, R.

    2009-01-01

    We employed a parametric psychophysical design in combination with functional imaging to examine the influence of metric changes in perceptual incongruence on perceptual alternation rates and cortical responses. Subjects viewed a bistable stimulus defined by incongruent depth cues; bistability

  11. Iterative perceptual learning for social behavior synthesis

    NARCIS (Netherlands)

    de Kok, I.A.; Poppe, Ronald Walter; Heylen, Dirk K.J.

    We introduce Iterative Perceptual Learning (IPL), a novel approach to learn computational models for social behavior synthesis from corpora of human–human interactions. IPL combines perceptual evaluation with iterative model refinement. Human observers rate the appropriateness of synthesized

  12. Iterative Perceptual Learning for Social Behavior Synthesis

    NARCIS (Netherlands)

    de Kok, I.A.; Poppe, Ronald Walter; Heylen, Dirk K.J.

    We introduce Iterative Perceptual Learning (IPL), a novel approach for learning computational models for social behavior synthesis from corpora of human-human interactions. The IPL approach combines perceptual evaluation with iterative model refinement. Human observers rate the appropriateness of

  13. Perceptual learning modifies untrained pursuit eye movements

    OpenAIRE

    Szpiro, Sarit F. A.; Spering, Miriam; Carrasco, Marisa

    2014-01-01

    Perceptual learning improves detection and discrimination of relevant visual information in mature humans, revealing sensory plasticity. Whether visual perceptual learning affects motor responses is unknown. Here we implemented a protocol that enabled us to address this question. We tested a perceptual response (motion direction estimation, in which observers overestimate motion direction away from a reference) and a motor response (voluntary smooth pursuit eye movements). Perceptual training...

  14. Visual-perceptual mismatch in robotic surgery.

    Science.gov (United States)

    Abiri, Ahmad; Tao, Anna; LaRocca, Meg; Guan, Xingmin; Askari, Syed J; Bisley, James W; Dutson, Erik P; Grundfest, Warren S

    2017-08-01

    The principal objective of the experiment was to analyze the effects of the clutch operation of robotic surgical systems on the performance of the operator. The relative coordinate system introduced by the clutch operation can introduce a visual-perceptual mismatch which can potentially have negative impact on a surgeon's performance. We also assess the impact of the introduction of additional tactile sensory information on reducing the impact of visual-perceptual mismatch on the performance of the operator. We asked 45 novice subjects to complete peg transfers using the da Vinci IS 1200 system with grasper-mounted, normal force sensors. The task involves picking up a peg with one of the robotic arms, passing it to the other arm, and then placing it on the opposite side of the view. Subjects were divided into three groups: aligned group (no mismatch), the misaligned group (10 cm z axis mismatch), and the haptics-misaligned group (haptic feedback and z axis mismatch). Each subject performed the task five times, during which the grip force, time of completion, and number of faults were recorded. Compared to the subjects that performed the tasks using a properly aligned controller/arm configuration, subjects with a single-axis misalignment showed significantly more peg drops (p = 0.011) and longer time to completion (p sensors showed no difference between the different groups. The visual-perceptual mismatch created by the misalignment of the robotic controls relative to the robotic arms has a negative impact on the operator of a robotic surgical system. Introduction of other sensory information and haptic feedback systems can help in potentially reducing this effect.

  15. Perceptually optimal color reproduction

    NARCIS (Netherlands)

    Yendrikhovskij, S.N.; Blommaert, F.J.J.; Ridder, de H.; Rogowitz, B.E.; Pappas, T.N.

    1998-01-01

    What requirements do people place on optimal color reproduction of real-life scenes? We suggest that when people look at images containing familiar categories of objects, two primary factors shape their subjective impression of how optimal colors are reproduced: perceived naturalness and perceived

  16. Perceptual transparency from image deformation.

    Science.gov (United States)

    Kawabe, Takahiro; Maruya, Kazushi; Nishida, Shin'ya

    2015-08-18

    Human vision has a remarkable ability to perceive two layers at the same retinal locations, a transparent layer in front of a background surface. Critical image cues to perceptual transparency, studied extensively in the past, are changes in luminance or color that could be caused by light absorptions and reflections by the front layer, but such image changes may not be clearly visible when the front layer consists of a pure transparent material such as water. Our daily experiences with transparent materials of this kind suggest that an alternative potential cue of visual transparency is image deformations of a background pattern caused by light refraction. Although previous studies have indicated that these image deformations, at least static ones, play little role in perceptual transparency, here we show that dynamic image deformations of the background pattern, which could be produced by light refraction on a moving liquid's surface, can produce a vivid impression of a transparent liquid layer without the aid of any other visual cues as to the presence of a transparent layer. Furthermore, a transparent liquid layer perceptually emerges even from a randomly generated dynamic image deformation as long as it is similar to real liquid deformations in its spatiotemporal frequency profile. Our findings indicate that the brain can perceptually infer the presence of "invisible" transparent liquids by analyzing the spatiotemporal structure of dynamic image deformation, for which it uses a relatively simple computation that does not require high-level knowledge about the detailed physics of liquid deformation.

  17. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet ...

  18. Decoupling Object Detection and Categorization

    Science.gov (United States)

    Mack, Michael L.; Palmeri, Thomas J.

    2010-01-01

    We investigated whether there exists a behavioral dependency between object detection and categorization. Previous work (Grill-Spector & Kanwisher, 2005) suggests that object detection and basic-level categorization may be the very same perceptual mechanism: As objects are parsed from the background they are categorized at the basic level. In…

  19. Fast Watermarking of MPEG-1/2 Streams Using Compressed-Domain Perceptual Embedding and a Generalized Correlator Detector

    Directory of Open Access Journals (Sweden)

    Briassouli Alexia

    2004-01-01

    Full Text Available A novel technique is proposed for watermarking of MPEG-1 and MPEG-2 compressed video streams. The proposed scheme is applied directly in the domain of MPEG-1 system streams and MPEG-2 program streams (multiplexed streams. Perceptual models are used during the embedding process in order to avoid degradation of the video quality. The watermark is detected without the use of the original video sequence. A modified correlation-based detector is introduced that applies nonlinear preprocessing before correlation. Experimental evaluation demonstrates that the proposed scheme is able to withstand several common attacks. The resulting watermarking system is very fast and therefore suitable for copyright protection of compressed video.

  20. Toy Trucks in Video Analysis

    DEFF Research Database (Denmark)

    Buur, Jacob; Nakamura, Nanami; Larsen, Rainer Rye

    2015-01-01

    discovered that using scale-models like toy trucks has a strongly encouraging effect on developers/designers to collaboratively make sense of field videos. In our analysis of such scale-model sessions, we found some quite fundamental patterns of how participants utilise objects; the participants build shared......Video fieldstudies of people who could be potential users is widespread in design projects. How to analyse such video is, however, often challenging, as it is time consuming and requires a trained eye to unlock experiential knowledge in people’s practices. In our work with industrialists, we have...... narratives by moving the objects around, they name them to handle the complexity, they experience what happens in the video through their hands, and they use the video together with objects to create alternative narratives, and thus alternative solutions to the problems they observe. In this paper we claim...

  1. Perceptually Aware Image Retargeting for Mobile Devices.

    Science.gov (United States)

    Zhou, Yinzuo; Zhang, Luming; Zhang, Chao; Li, Ping; Li, Xuelong

    2018-05-01

    Retargeting aims at adapting an original high-resolution photograph/video to a low-resolution screen with an arbitrary aspect ratio. Conventional approaches are generally based on desktop PCs, since the computation might be intolerable for mobile platforms (especially when retargeting videos). Typically, only low-level visual features are exploited, and human visual perception is not well encoded. In this paper, we propose a novel retargeting framework that rapidly shrinks a photograph/video by leveraging human gaze behavior. Specifically, we first derive a geometry-preserving graph ranking algorithm, which efficiently selects a few salient object patches to mimic the human gaze shifting path (GSP) when viewing a scene. Afterward, an aggregation-based CNN is developed to hierarchically learn the deep representation for each GSP. Based on this, a probabilistic model is developed to learn the priors of the training photographs that are marked as aesthetically pleasing by professional photographers. We utilize the learned priors to efficiently shrink the corresponding GSP of a retargeted photograph/video to maximize its similarity to those from the training photographs. Extensive experiments have demonstrated that: 1) our method requires less than 35 ms to retarget a photograph (or a video frame) on popular iOS/Android devices, which is orders of magnitude faster than the conventional retargeting algorithms; 2) the retargeted photographs/videos produced by our method significantly outperform those of its competitors based on a paired-comparison-based user study; and 3) the learned GSPs are highly indicative of human visual attention according to the human eye tracking experiments.

  2. Perceptual learning modifies untrained pursuit eye movements.

    Science.gov (United States)

    Szpiro, Sarit F A; Spering, Miriam; Carrasco, Marisa

    2014-07-07

    Perceptual learning improves detection and discrimination of relevant visual information in mature humans, revealing sensory plasticity. Whether visual perceptual learning affects motor responses is unknown. Here we implemented a protocol that enabled us to address this question. We tested a perceptual response (motion direction estimation, in which observers overestimate motion direction away from a reference) and a motor response (voluntary smooth pursuit eye movements). Perceptual training led to greater overestimation and, remarkably, it modified untrained smooth pursuit. In contrast, pursuit training did not affect overestimation in either pursuit or perception, even though observers in both training groups were exposed to the same stimuli for the same time period. A second experiment revealed that estimation training also improved discrimination, indicating that overestimation may optimize perceptual sensitivity. Hence, active perceptual training is necessary to alter perceptual responses, and an acquired change in perception suffices to modify pursuit, a motor response. © 2014 ARVO.

  3. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  4. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  5. Does expert perceptual anticipation transfer to a dissimilar domain?

    Science.gov (United States)

    Müller, Sean; McLaren, Michelle; Appleby, Brendyn; Rosalie, Simon M

    2015-06-01

    The purpose of this experiment was to extend theoretical understanding of transfer of learning by investigating whether expert perceptual anticipation skill transfers to a dissimilar domain. The capability of expert and near-expert rugby players as well as novices to anticipate skill type within rugby (learning sport) was first examined using a temporal occlusion paradigm. Participants watched video footage of an opponent performing rugby skill types that were temporally occluded at different points in the opponent's action and then made a written prediction. Thereafter, the capability of participants to transfer their anticipation skill to predict pitch type in baseball (transfer sport) was examined. Participants watched video footage of a pitcher throwing different pitch types that were temporally occluded and made a written prediction. Results indicated that expert and near-expert rugby players anticipated significantly better than novices across all occlusion conditions. However, none of the skill groups were able to transfer anticipation skill to predict pitch type in baseball. The findings of this paper, along with existing literature, support the theoretical prediction that transfer of perceptual anticipation is expertise dependent and restricted to similar domains. (c) 2015 APA, all rights reserved).

  6. Minimum Delay Moving Object Detection

    KAUST Repository

    Lao, Dong; Sundaramoorthi, Ganesh

    2017-01-01

    We present a general framework and method for detection of an object in a video based on apparent motion. The object moves relative to background motion at some unknown time in the video, and the goal is to detect and segment the object as soon

  7. Perceptual consciousness overflows cognitive access.

    Science.gov (United States)

    Block, Ned

    2011-12-01

    One of the most important issues concerning the foundations of conscious perception centers on the question of whether perceptual consciousness is rich or sparse. The overflow argument uses a form of 'iconic memory' to argue that perceptual consciousness is richer (i.e., has a higher capacity) than cognitive access: when observing a complex scene we are conscious of more than we can report or think about. Recently, the overflow argument has been challenged both empirically and conceptually. This paper reviews the controversy, arguing that proponents of sparse perception are committed to the postulation of (i) a peculiar kind of generic conscious representation that has no independent rationale and (ii) an unmotivated form of unconscious representation that in some cases conflicts with what we know about unconscious representation. Copyright © 2011 Elsevier Ltd. All rights reserved.

  8. Perceptual Color Characterization of Cameras

    Directory of Open Access Journals (Sweden)

    Javier Vazquez-Corral

    2014-12-01

    Full Text Available Color camera characterization, mapping outputs from the camera sensors to an independent color space, such as \\(XYZ\\, is an important step in the camera processing pipeline. Until now, this procedure has been primarily solved by using a \\(3 \\times 3\\ matrix obtained via a least-squares optimization. In this paper, we propose to use the spherical sampling method, recently published by Finlayson al., to perform a perceptual color characterization. In particular, we search for the \\(3 \\times 3\\ matrix that minimizes three different perceptual errors, one pixel based and two spatially based. For the pixel-based case, we minimize the CIE \\(\\Delta E\\ error, while for the spatial-based case, we minimize both the S-CIELAB error and the CID error measure. Our results demonstrate an improvement of approximately 3for the \\(\\Delta E\\ error, 7& for the S-CIELAB error and 13% for the CID error measures.

  9. Minimalist approach to perceptual interactions.

    Science.gov (United States)

    Lenay, Charles; Stewart, John

    2012-01-01

    WORK AIMED AT STUDYING SOCIAL COGNITION IN AN INTERACTIONIST PERSPECTIVE OFTEN ENCOUNTERS SUBSTANTIAL THEORETICAL AND METHODOLOGICAL DIFFICULTIES: identifying the significant behavioral variables; recording them without disturbing the interaction; and distinguishing between: (a) the necessary and sufficient contributions of each individual partner for a collective dynamics to emerge; (b) features which derive from this collective dynamics and escape from the control of the individual partners; and (c) the phenomena arising from this collective dynamics which are subsequently appropriated and used by the partners. We propose a minimalist experimental paradigm as a basis for this conceptual discussion: by reducing the sensory inputs to a strict minimum, we force a spatial and temporal deployment of the perceptual activities, which makes it possible to obtain a complete recording and control of the dynamics of interaction. After presenting the principles of this minimalist approach to perception, we describe a series of experiments on two major questions in social cognition: recognizing the presence of another intentional subject; and phenomena of imitation. In both cases, we propose explanatory schema which render an interactionist approach to social cognition clear and explicit. Starting from our earlier work on perceptual crossing we present a new experiment on the mechanisms of reciprocal recognition of the perceptual intentionality of the other subject: the emergent collective dynamics of the perceptual crossing can be appropriated by each subject. We then present an experimental study of opaque imitation (when the subjects cannot see what they themselves are doing). This study makes it possible to characterize what a properly interactionist approach to imitation might be. In conclusion, we draw on these results, to show how an interactionist approach can contribute to a fully social approach to social cognition.

  10. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

  11. Improved Side Information Generation for Distributed Video Coding by Exploiting Spatial and Temporal Correlations

    Directory of Open Access Journals (Sweden)

    Ye Shuiming

    2009-01-01

    Full Text Available Distributed video coding (DVC is a video coding paradigm allowing low complexity encoding for emerging applications such as wireless video surveillance. Side information (SI generation is a key function in the DVC decoder, and plays a key-role in determining the performance of the codec. This paper proposes an improved SI generation for DVC, which exploits both spatial and temporal correlations in the sequences. Partially decoded Wyner-Ziv (WZ frames, based on initial SI by motion compensated temporal interpolation, are exploited to improve the performance of the whole SI generation. More specifically, an enhanced temporal frame interpolation is proposed, including motion vector refinement and smoothing, optimal compensation mode selection, and a new matching criterion for motion estimation. The improved SI technique is also applied to a new hybrid spatial and temporal error concealment scheme to conceal errors in WZ frames. Simulation results show that the proposed scheme can achieve up to 1.0 dB improvement in rate distortion performance in WZ frames for video with high motion, when compared to state-of-the-art DVC. In addition, both the objective and perceptual qualities of the corrupted sequences are significantly improved by the proposed hybrid error concealment scheme, outperforming both spatial and temporal concealments alone.

  12. The roles of perceptual and conceptual information in face recognition.

    Science.gov (United States)

    Schwartz, Linoy; Yovel, Galit

    2016-11-01

    The representation of familiar objects is comprised of perceptual information about their visual properties as well as the conceptual knowledge that we have about them. What is the relative contribution of perceptual and conceptual information to object recognition? Here, we examined this question by designing a face familiarization protocol during which participants were either exposed to rich perceptual information (viewing each face in different angles and illuminations) or with conceptual information (associating each face with a different name). Both conditions were compared with single-view faces presented with no labels. Recognition was tested on new images of the same identities to assess whether learning generated a view-invariant representation. Results showed better recognition of novel images of the learned identities following association of a face with a name label, but no enhancement following exposure to multiple face views. Whereas these findings may be consistent with the role of category learning in object recognition, face recognition was better for labeled faces only when faces were associated with person-related labels (name, occupation), but not with person-unrelated labels (object names or symbols). These findings suggest that association of meaningful conceptual information with an image shifts its representation from an image-based percept to a view-invariant concept. They further indicate that the role of conceptual information should be considered to account for the superior recognition that we have for familiar faces and objects. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  13. Perceptual basis of evolving Western musical styles.

    Science.gov (United States)

    Rodriguez Zivic, Pablo H; Shifres, Favio; Cecchi, Guillermo A

    2013-06-11

    The brain processes temporal statistics to predict future events and to categorize perceptual objects. These statistics, called expectancies, are found in music perception, and they span a variety of different features and time scales. Specifically, there is evidence that music perception involves strong expectancies regarding the distribution of a melodic interval, namely, the distance between two consecutive notes within the context of another. The recent availability of a large Western music dataset, consisting of the historical record condensed as melodic interval counts, has opened new possibilities for data-driven analysis of musical perception. In this context, we present an analytical approach that, based on cognitive theories of music expectation and machine learning techniques, recovers a set of factors that accurately identifies historical trends and stylistic transitions between the Baroque, Classical, Romantic, and Post-Romantic periods. We also offer a plausible musicological and cognitive interpretation of these factors, allowing us to propose them as data-driven principles of melodic expectation.

  14. Designing online audiovisual heritage services: an empirical study of two comparable online video services

    NARCIS (Netherlands)

    Ongena, G.; van de Wijngaert, Lidwien; Huizer, E.

    2013-01-01

    The purpose of this study is to seek input for a new online audiovisual heritage service. In doing so, we assess comparable online video services to gain insights into the motivations and perceptual innovation characteristics of the video services. The research is based on data from a Dutch survey

  15. Objective and Perceptual Evaluation of a Virtual Sound Environment System

    DEFF Research Database (Denmark)

    Cubick, Jens; Dau, Torsten

    Hearing aid (HA) users often have difficulties following a conversation in challenging listening situations involving multiple talkers, background noise, and reverberation. To improve their listening performance, the algorithms in modern HAs have become increasingly complex. Yet, most HA testing...

  16. The effect of a movement-to-music video program on the objectively measured sedentary time and physical activity of preschool-aged children and their mothers: A randomized controlled trial.

    Science.gov (United States)

    Tuominen, Pipsa P A; Husu, Pauliina; Raitanen, Jani; Kujala, Urho M; Luoto, Riitta M

    2017-01-01

    Regular physical activity (PA) and the avoidance of prolonged sitting are essential for children's healthy growth, and for the physical and mental wellbeing of both children and adults. In the context of exercise, music may promote behavioral change through increased exercise adherence and participation. The purpose of this study was to determine whether a movement-to-music video program could reduce sedentary behavior (SB) and increase PA in mother-child pairs in the home environment. A randomized controlled trial was conducted in the Pirkanmaa region, Finland, in 2014-2016. The participants consisted of 228 mother-child pairs (child age 5-7 years). The primary outcomes of interest were tri-axial accelerometer-derived SB and PA, which were measured in weeks one (baseline), two, and eight in both the intervention and control groups. Further, the mothers and children in the intervention group used a movement-to-music video program from the beginning of week two to the end of week eight. Secondary outcomes included self-reported screen time. The statistical methods employed comprised an intention-to-treat and linear mixed effects model design. No statistically significant differences between groups were found in primary or secondary outcomes. Among the children in the control group, light PA decreased significantly over time and screen time increased from 89 (standard deviation, SD 37) to 99 (SD 41) min/d. Among mothers and children in the intervention group, no statistical differences were found. In supplementary analysis, the children who stayed at home instead of attending daycare/preschool had on average 25 (95% confidence interval, CI 19-30) min/d more sedentary time and 11 (95% CI 8-14) min/d less moderate-to-vigorous PA than those who were at daycare/preschool. The higher body mass index of mothers was related with 5 (95% CI 2-7) min/d more sedentary time and 1 (95% CI 0-2) min/d less moderate-to-vigorous PA. The movement-to-music video program did not change

  17. Human intracranial recordings link suppressed transients rather than 'filling-in' to perceptual continuity across blinks.

    Science.gov (United States)

    Golan, Tal; Davidesco, Ido; Meshulam, Meir; Groppe, David M; Mégevand, Pierre; Yeagle, Erin M; Goldfinger, Matthew S; Harel, Michal; Melloni, Lucia; Schroeder, Charles E; Deouell, Leon Y; Mehta, Ashesh D; Malach, Rafael

    2016-09-29

    We hardly notice our eye blinks, yet an externally generated retinal interruption of a similar duration is perceptually salient. We examined the neural correlates of this perceptual distinction using intracranially measured ECoG signals from the human visual cortex in 14 patients. In early visual areas (V1 and V2), the disappearance of the stimulus due to either invisible blinks or salient blank video frames ('gaps') led to a similar drop in activity level, followed by a positive overshoot beyond baseline, triggered by stimulus reappearance. Ascending the visual hierarchy, the reappearance-related overshoot gradually subsided for blinks but not for gaps. By contrast, the disappearance-related drop did not follow the perceptual distinction - it was actually slightly more pronounced for blinks than for gaps. These findings suggest that blinks' limited visibility compared with gaps is correlated with suppression of blink-related visual activity transients, rather than with "filling-in" of the occluded content during blinks.

  18. Interactive floating windows: a new technique for stereoscopic video games

    Science.gov (United States)

    Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

  19. Metacognitive Confidence Increases with, but Does Not Determine, Visual Perceptual Learning.

    Science.gov (United States)

    Zizlsperger, Leopold; Kümmel, Florian; Haarmeier, Thomas

    2016-01-01

    While perceptual learning increases objective sensitivity, the effects on the constant interaction of the process of perception and its metacognitive evaluation have been rarely investigated. Visual perception has been described as a process of probabilistic inference featuring metacognitive evaluations of choice certainty. For visual motion perception in healthy, naive human subjects here we show that perceptual sensitivity and confidence in it increased with training. The metacognitive sensitivity-estimated from certainty ratings by a bias-free signal detection theoretic approach-in contrast, did not. Concomitant 3Hz transcranial alternating current stimulation (tACS) was applied in compliance with previous findings on effective high-low cross-frequency coupling subserving signal detection. While perceptual accuracy and confidence in it improved with training, there were no statistically significant tACS effects. Neither metacognitive sensitivity in distinguishing between their own correct and incorrect stimulus classifications, nor decision confidence itself determined the subjects' visual perceptual learning. Improvements of objective performance and the metacognitive confidence in it were rather determined by the perceptual sensitivity at the outset of the experiment. Post-decision certainty in visual perceptual learning was neither independent of objective performance, nor requisite for changes in sensitivity, but rather covaried with objective performance. The exact functional role of metacognitive confidence in human visual perception has yet to be determined.

  20. No-Reference Video Quality Assessment using Codec Analysis

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Forchhammer, Søren; Korhonen, Jari

    2015-01-01

    types of videos, estimating the level of quantization used in the I-frames, and exploiting this information to assess the video quality. In order to do this for H.264/AVC, the distribution of the DCT-coefficients after intra-prediction and deblocking are modeled. To obtain VQA features for H.264/AVC, we......A no-reference video quality assessment (VQA) method is presented for videos distorted by H.264/AVC and MPEG-2. The assessment is performed without access to the bit-stream. Instead we analyze and estimate coefficients based on decoded pixels. The approach involves distinguishing between the two...... propose a novel estimation method of the quantization in H.264/AVC videos without bitstream access, which can also be used for Peak Signalto-Noise Ratio (PSNR) estimation. The results from the MPEG-2 and H.264/AVC analysis are mapped to a perceptual measure of video quality by Support Vector Regression...

  1. Video Golf

    Science.gov (United States)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  2. Cerebellar tDCS dissociates the timing of perceptual decisions from perceptual change in speech

    NARCIS (Netherlands)

    Lametti, D.R.; Oostwoud Wijdenes, L.; Bonaiuto, J.; Bestmann, S.; Rothwell, J.C.

    2016-01-01

    Neuroimaging studies suggest that the cerebellum might play a role in both speech perception and speech perceptual learning. However, it remains unclear what this role is: does the cerebellum directly contribute to the perceptual decision? Or does it contribute to the timing of perceptual decisions?

  3. Video Quality Prediction Models Based on Video Content Dynamics for H.264 Video over UMTS Networks

    Directory of Open Access Journals (Sweden)

    Asiya Khan

    2010-01-01

    Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.

  4. Neuroanatomical and cognitive mediators of age-related differences in perceptual priming and learning

    OpenAIRE

    Kennedy, Kristen M.; Rodrigue, Karen M.; Head, Denise; Gunning-Dixon, Faith; Raz, Naftali

    2009-01-01

    Our objectives were to assess age differences in perceptual repetition priming and perceptual skill learning, and to determine whether they are mediated by cognitive resources and regional cerebral volume differences. Fragmented picture identification paradigm allows the study of both priming and learning within the same task. We presented this task to 169 adults (ages 18–80), assessed working memory and fluid intelligence, and measured brain volumes of regions that were deemed relevant to th...

  5. The role of convexity in perceptual completion: beyond good continuation.

    Science.gov (United States)

    Liu, Z; Jacobs, D W; Basri, R

    1999-01-01

    Since the seminal work of the Gestalt psychologists, there has been great interest in understanding what factors determine the perceptual organization of images. While the Gestaltists demonstrated the significance of grouping cues such as similarity, proximity and good continuation, it has not been well understood whether their catalog of grouping cues is complete--in part due to the paucity of effective methodologies for examining the significance of various grouping cues. We describe a novel, objective method to study perceptual grouping of planar regions separated by an occluder. We demonstrate that the stronger the grouping between two such regions, the harder it will be to resolve their relative stereoscopic depth. We use this new method to call into question many existing theories of perceptual completion (Ullman, S. (1976). Biological Cybernetics, 25, 1-6; Shashua, A., & Ullman, S. (1988). 2nd International Conference on Computer Vision (pp. 321-327); Parent, P., & Zucker, S. (1989). IEEE Transactions on Pattern Analysis and Machine Intelligence, 11, 823-839; Kellman, P. J., & Shipley, T. F. (1991). Cognitive psychology, Liveright, New York; Heitger, R., & von der Heydt, R. (1993). A computational model of neural contour processing, figure-ground segregation and illusory contours. In Internal Conference Computer Vision (pp. 32-40); Mumford, D. (1994). Algebraic geometry and its applications, Springer, New York; Williams, L. R., & Jacobs, D. W. (1997). Neural Computation, 9, 837-858) that are based on Gestalt grouping cues by demonstrating that convexity plays a strong role in perceptual completion. In some cases convexity dominates the effects of the well known Gestalt cue of good continuation. While convexity has been known to play a role in figure/ground segmentation (Rubin, 1927; Kanizsa & Gerbino, 1976), this is the first demonstration of its importance in perceptual completion.

  6. OAS :: Videos

    Science.gov (United States)

    subscriptions Videos Photos Live Webcast Social Media Facebook @oasofficial Facebook Twitter @oas_official Audios Photos Social Media Facebook Twitter Newsletters Press and Communications Department Contact us at Rights Actions against Corruption C Children Civil Registry Civil Society Contact Us Culture Cyber

  7. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  8. Video segmentation using keywords

    Science.gov (United States)

    Ton-That, Vinh; Vong, Chi-Tai; Nguyen-Dao, Xuan-Truong; Tran, Minh-Triet

    2018-04-01

    At DAVIS-2016 Challenge, many state-of-art video segmentation methods achieve potential results, but they still much depend on annotated frames to distinguish between background and foreground. It takes a lot of time and efforts to create these frames exactly. In this paper, we introduce a method to segment objects from video based on keywords given by user. First, we use a real-time object detection system - YOLOv2 to identify regions containing objects that have labels match with the given keywords in the first frame. Then, for each region identified from the previous step, we use Pyramid Scene Parsing Network to assign each pixel as foreground or background. These frames can be used as input frames for Object Flow algorithm to perform segmentation on entire video. We conduct experiments on a subset of DAVIS-2016 dataset in half the size of its original size, which shows that our method can handle many popular classes in PASCAL VOC 2012 dataset with acceptable accuracy, about 75.03%. We suggest widely testing by combining other methods to improve this result in the future.

  9. Dynamics of individual perceptual decisions

    Science.gov (United States)

    Clark, Torin K.; Lu, Yue M.; Karmali, Faisal

    2015-01-01

    Perceptual decision making is fundamental to a broad range of fields including neurophysiology, economics, medicine, advertising, law, etc. Although recent findings have yielded major advances in our understanding of perceptual decision making, decision making as a function of time and frequency (i.e., decision-making dynamics) is not well understood. To limit the review length, we focus most of this review on human findings. Animal findings, which are extensively reviewed elsewhere, are included when beneficial or necessary. We attempt to put these various findings and data sets, which can appear to be unrelated in the absence of a formal dynamic analysis, into context using published models. Specifically, by adding appropriate dynamic mechanisms (e.g., high-pass filters) to existing models, it appears that a number of otherwise seemingly disparate findings from the literature might be explained. One hypothesis that arises through this dynamic analysis is that decision making includes phasic (high pass) neural mechanisms, an evidence accumulator and/or some sort of midtrial decision-making mechanism (e.g., peak detector and/or decision boundary). PMID:26467513

  10. Building online brand perceptual map.

    Science.gov (United States)

    Chiang, I-Ping; Lin, Chih-Ying; Wang, Kaisheng M

    2008-10-01

    Many companies have launched their products or services online as a new business focus, but only a few of them have survived the competition and made profits. The most important key to an online business's success is to create "brand value" for the customers. Although the concept of online brand has been discussed in previous studies, there is no empirical study on the measurement of online branding. As Web 2.0 emerges to be critical to online branding, the purpose of this study was to measure Taiwan's major Web sites with a number of personality traits to build a perceptual map for online brands. A pretest identified 10 most representative online brand perceptions. The results of the correspondence analysis showed five groups in the perceptual map. This study provided a practical view of the associations and similarities among online brands for potential alliance or branding strategies. The findings also suggested that brand perceptions can be used with identified consumer needs and behaviors to better position online services. The brand perception map in the study also contributed to a better understanding of the online brands in Taiwan.

  11. Statistical analysis of subjective preferences for video enhancement

    Science.gov (United States)

    Woods, Russell L.; Satgunam, PremNandhini; Bronstad, P. Matthew; Peli, Eli

    2010-02-01

    Measuring preferences for moving video quality is harder than for static images due to the fleeting and variable nature of moving video. Subjective preferences for image quality can be tested by observers indicating their preference for one image over another. Such pairwise comparisons can be analyzed using Thurstone scaling (Farrell, 1999). Thurstone (1927) scaling is widely used in applied psychology, marketing, food tasting and advertising research. Thurstone analysis constructs an arbitrary perceptual scale for the items that are compared (e.g. enhancement levels). However, Thurstone scaling does not determine the statistical significance of the differences between items on that perceptual scale. Recent papers have provided inferential statistical methods that produce an outcome similar to Thurstone scaling (Lipovetsky and Conklin, 2004). Here, we demonstrate that binary logistic regression can analyze preferences for enhanced video.

  12. Perceptual Fusion in Humans and Machines

    NARCIS (Netherlands)

    A.A. Salah (Albert Ali); O. Tanrı dağ

    2008-01-01

    htmlabstractHumans perceive the world through different perceptual modalities, which are processed in the brain by modality-specific areas and structures. However, there also exist multimodal neurons and areas, specialized in integrating perceptual information to enhance or suppress brain response.

  13. Modelling the Perceptual Components of Loudspeaker Distortion

    DEFF Research Database (Denmark)

    Olsen, Sune L.; Agerkvist, Finn T.; MacDonald, Ewen

    2016-01-01

    While non-linear distortion in loudspeakers decreases audio quality, the perceptual consequences can vary substantially. This paper investigates the metric Rnonlin [1] which was developed to predict subjective measurements of sound quality in nonlinear systems. The generalisability of the metric...... the perceptual consequences of non-linear distortion....

  14. Semantic Representations in 3D Perceptual Space

    Directory of Open Access Journals (Sweden)

    Suncica Zdravkovic

    2011-05-01

    Full Text Available Barsalou's (1999 perceptual theory of knowledge echoes the pre-20th century tradition of conceptualizing all knowledge as inherently perceptual. Hence conceptual space has an infinite number of dimensions and heavily relies on perceptual experience. Osgood's (1952 semantic differential technique was developed as a bridge between perception and semantics. We updated Osgood's methodology in order to investigate current issues in visual cognition by: (1 using a 2D rather than a 1D space to place the concepts, (2 having dimensions that were perceptual while the targets were conceptual, (3 coupling visual experience with another two perceptual domains (audition and touch, (4 analyzing the data using MDS (not factor analysis. In three experiments, subjects (N = 57 judged five concrete and five abstract words on seven bipolar scales in three perceptual modalities. The 2D space led to different patterns of response compared to the classic 1D space. MDS revealed that perceptual modalities are not equally informative for mapping word-meaning distances (Mantel min = −.23; Mantel max = .88. There was no reliable differences due to test administration modality (paper vs. computer, nor scale orientation. The present findings are consistent with multidimensionality of conceptual space, a perceptual basis for knowledge, and dynamic characteristics of concepts discussed in contemporary theories.

  15. Perceptual processing during trauma, priming and the development of intrusive memories

    Science.gov (United States)

    Sündermann, Oliver; Hauschildt, Marit; Ehlers, Anke

    2013-01-01

    Background Intrusive reexperiencing in posttraumatic stress disorder (PTSD) is commonly triggered by stimuli with perceptual similarity to those present during the trauma. Information processing theories suggest that perceptual processing during the trauma and enhanced perceptual priming contribute to the easy triggering of intrusive memories by these cues. Methods Healthy volunteers (N = 51) watched neutral and trauma picture stories on a computer screen. Neutral objects that were unrelated to the content of the stories briefly appeared in the interval between the pictures. Dissociation and data-driven processing (as indicators of perceptual processing) and state anxiety during the stories were assessed with self-report questionnaires. After filler tasks, participants completed a blurred object identification task to assess priming and a recognition memory task. Intrusive memories were assessed with telephone interviews 2 weeks and 3 months later. Results Neutral objects were more strongly primed if they occurred in the context of trauma stories than if they occurred during neutral stories, although the effect size was only moderate (ηp2=.08) and only significant when trauma stories were presented first. Regardless of story order, enhanced perceptual priming predicted intrusive memories at 2-week follow-up (N = 51), but not at 3 months (n = 40). Data-driven processing, dissociation and anxiety increases during the trauma stories also predicted intrusive memories. Enhanced perceptual priming and data-driven processing were associated with lower verbal intelligence. Limitations It is unclear to what extent these findings generalize to real-life traumatic events and whether they are specific to negative emotional events. Conclusions The results provide some support for the role of perceptual processing and perceptual priming in reexperiencing symptoms. PMID:23207970

  16. Confidence Leak in Perceptual Decision Making.

    Science.gov (United States)

    Rahnev, Dobromir; Koizumi, Ai; McCurdy, Li Yan; D'Esposito, Mark; Lau, Hakwan

    2015-11-01

    People live in a continuous environment in which the visual scene changes on a slow timescale. It has been shown that to exploit such environmental stability, the brain creates a continuity field in which objects seen seconds ago influence the perception of current objects. What is unknown is whether a similar mechanism exists at the level of metacognitive representations. In three experiments, we demonstrated a robust intertask confidence leak-that is, confidence in one's response on a given task or trial influencing confidence on the following task or trial. This confidence leak could not be explained by response priming or attentional fluctuations. Better ability to modulate confidence leak predicted higher capacity for metacognition as well as greater gray matter volume in the prefrontal cortex. A model based on normative principles from Bayesian inference explained the results by postulating that observers subjectively estimate the perceptual signal strength in a stable environment. These results point to the existence of a novel metacognitive mechanism mediated by regions in the prefrontal cortex. © The Author(s) 2015.

  17. Video camera use at nuclear power plants

    International Nuclear Information System (INIS)

    Estabrook, M.L.; Langan, M.O.; Owen, D.E.

    1990-08-01

    A survey of US nuclear power plants was conducted to evaluate video camera use in plant operations, and determine equipment used and the benefits realized. Basic closed circuit television camera (CCTV) systems are described and video camera operation principles are reviewed. Plant approaches for implementing video camera use are discussed, as are equipment selection issues such as setting task objectives, radiation effects on cameras, and the use of disposal cameras. Specific plant applications are presented and the video equipment used is described. The benefits of video camera use --- mainly reduced radiation exposure and increased productivity --- are discussed and quantified. 15 refs., 6 figs

  18. Simulation of Anti-occlusion Arithmetic in Real-time Tracking of Video Objects%抗遮挡视频图像目标实时跟踪的仿真研究

    Institute of Scientific and Technical Information of China (English)

    赵林; 冯燕; 吕维

    2011-01-01

    In the tracking of moving targets in video, occlusion can make the appearance clues of the tracked targets such as the size and the colour lose reliability, and this can cause the wrong recognition and the inaccurate tracking. To overcome the problem, this paper presents an anti-occlusion tracking arithmetic which is based on the prediction of the target state and the scaning of local optical flow. Whether the target is in occlusion is predicted by employing the Kalman filtering and the colour feature. ff the object is in occlusion, the object information is updated by optimal positioning information of the local optical flow scaning. Experimental results produced by the Directshow software show that the algorithm can accurately track the moving object occluded by background or by other objects under the premise of the real-time requirement.%在视频运动目标跟踪中,遮挡的出现会使所跟踪目标的尺寸和色彩等外观线索失去可靠性,容易造成误识别,进而导致对于目标的错误跟踪.为了克服这一问题,提出了一种基于目标状态预测和局部光流扫描的抗遮挡跟踪算法.算法根据卡尔曼滤波和目标颜色特征信息,预测各目标是否处于遮挡状态,在目标处于遮挡的情况下,通过由局部光流扫描得到的最佳定位信息更新目标信息.在Directshow软件下的仿真结果表明,所提出算法能够在保证实时性的前提下,在运动目标被背景遮挡或被其它目标遮挡时均能实现较准确跟踪.

  19. Advanced real-time manipulation of video streams

    CERN Document Server

    Herling, Jan

    2014-01-01

    Diminished Reality is a new fascinating technology that removes real-world content from live video streams. This sensational live video manipulation actually removes real objects and generates a coherent video stream in real-time. Viewers cannot detect modified content. Existing approaches are restricted to moving objects and static or almost static cameras and do not allow real-time manipulation of video content. Jan Herling presents a new and innovative approach for real-time object removal with arbitrary camera movements.

  20. The Relationship Between Perceptual Motor Skills and Attention

    Directory of Open Access Journals (Sweden)

    Vanessa de Sousa

    Full Text Available Abstract: Although the relationship between perceptual motor skills and attention is reported in the literature, few studies have empirically explored this association. Thus, the objective of this study was to investigate the relationship between these constructs, using the Bender-Gestalt Test: Gradual Scoring System (B-SPG and the Psychological Battery for Attention Assessment (BPA. The participants were 320 children from four public schools in a city located in the South of the state of Minas Gerais, with ages ranging from seven to 10 years (M = 8.39, SD = 1.10 and 196 (55.9 % female. The results showed negative, moderate and significant correlations between the total scores of the instruments, indicating the relationship between the constructs. Although the data has confirmed the existence of a relationship between perceptual motor skills and attention, further studies with samples from other regions are necessary.

  1. Perceptual fluency and judgments of vocal aesthetics and stereotypicality.

    Science.gov (United States)

    Babel, Molly; McGuire, Grant

    2015-05-01

    Research has shown that processing dynamics on the perceiver's end determine aesthetic pleasure. Specifically, typical objects, which are processed more fluently, are perceived as more attractive. We extend this notion of perceptual fluency to judgments of vocal aesthetics. Vocal attractiveness has traditionally been examined with respect to sexual dimorphism and the apparent size of a talker, as reconstructed from the acoustic signal, despite evidence that gender-specific speech patterns are learned social behaviors. In this study, we report on a series of three experiments using 60 voices (30 females) to compare the relationship between judgments of vocal attractiveness, stereotypicality, and gender categorization fluency. Our results indicate that attractiveness and stereotypicality are highly correlated for female and male voices. Stereotypicality and categorization fluency were also correlated for male voices, but not female voices. Crucially, stereotypicality and categorization fluency interacted to predict attractiveness, suggesting the role of perceptual fluency is present, but nuanced, in judgments of human voices. © 2014 Cognitive Science Society, Inc.

  2. Video Inpainting of Complex Scenes

    OpenAIRE

    Newson, Alasdair; Almansa, Andrés; Fradet, Matthieu; Gousseau, Yann; Pérez, Patrick

    2015-01-01

    We propose an automatic video inpainting algorithm which relies on the optimisation of a global, patch-based functional. Our algorithm is able to deal with a variety of challenging situations which naturally arise in video inpainting, such as the correct reconstruction of dynamic textures, multiple moving objects and moving background. Furthermore, we achieve this in an order of magnitude less execution time with respect to the state-of-the-art. We are also able to achieve good quality result...

  3. Coupled auralization and virtual video for immersive multimedia displays

    Science.gov (United States)

    Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian

    2003-04-01

    The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.

  4. Attentional capture under high perceptual load.

    Science.gov (United States)

    Cosman, Joshua D; Vecera, Shaun P

    2010-12-01

    Attentional capture by abrupt onsets can be modulated by several factors, including the complexity, or perceptual load, of a scene. We have recently demonstrated that observers are less likely to be captured by abruptly appearing, task-irrelevant stimuli when they perform a search that is high, as opposed to low, in perceptual load (Cosman & Vecera, 2009), consistent with perceptual load theory. However, recent results indicate that onset frequency can influence stimulus-driven capture, with infrequent onsets capturing attention more often than did frequent onsets. Importantly, in our previous task, an abrupt onset was present on every trial, and consequently, attentional capture might have been affected by both onset frequency and perceptual load. In the present experiment, we examined whether onset frequency influences attentional capture under conditions of high perceptual load. When onsets were presented frequently, we replicated our earlier results; attentional capture by onsets was modulated under conditions of high perceptual load. Importantly, however, when onsets were presented infrequently, we observed robust capture effects. These results conflict with a strong form of load theory and, instead, suggest that exposure to the elements of a task (e.g., abrupt onsets) combines with high perceptual load to modulate attentional capture by task-irrelevant information.

  5. The emerging High Efficiency Video Coding standard (HEVC)

    International Nuclear Information System (INIS)

    Raja, Gulistan; Khan, Awais

    2013-01-01

    High definition video (HDV) is becoming popular day by day. This paper describes the performance analysis of latest upcoming video standard known as High Efficiency Video Coding (HEVC). HEVC is designed to fulfil all the requirements for future high definition videos. In this paper, three configurations (intra only, low delay and random access) of HEVC are analyzed using various 480p, 720p and 1080p high definition test video sequences. Simulation results show the superior objective and subjective quality of HEVC

  6. The Birth of Words: Ten-Month-Olds Learn Words through Perceptual Salience

    Science.gov (United States)

    Pruden, Shannon M.; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick; Hennon, Elizabeth A.

    2006-01-01

    A core task in language acquisition is mapping words onto objects, actions, and events. Two studies investigated how children learn to map novel labels onto novel objects. Study 1 investigated whether 10-month-olds use both perceptual and social cues to learn a word. Study 2, a control study, tested whether infants paired the label with a…

  7. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

    The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.

  8. Athletic footwear: unsafe due to perceptual illusions.

    Science.gov (United States)

    Robbins, S E; Gouw, G J

    1991-02-01

    Modern athletic footwear provides remarkable plantar comfort when walking, running, or jumping. However, when injurious plantar loads elicit negligible perceived plantar discomfort, a perceptual illusion is created whereby perceived impact is lower than actual impact, which results in inadequate impact-moderating behavior and consequent injury. The objective of this study was to examine how plantar tactile (mechanical) events affect perceived plantar discomfort. Also, we evaluated the feasibility of a footwear safety standard we propose, which requires elimination of the above illusion. Twenty subjects gave numerical estimates of plantar discomfort produced by simulated locomotion (concurrent vertical (0.1-0.7 kg.cm-2) and horizontal (0.1-0.9 kg.cm-2) plantar loads), with the foot supported by either a smooth rigid surface or a rigid surface with 2 mm high rigid irregularities. Vertical or horizontal load alone evoked no discomfort (P greater than 0.05), whereas together, discomfort emanated from loads as low as 0.4 kg.cm-2. Irregularities heightened discomfort by a factor of 1.89. This suggests that the proposed safety standard is feasible, since compliance could be achieved simply by adding surface irregularities to insoles and by other changes that heighten localized plantar loads. However, until this standard is adhered to, it might be more appropriate to classify athletic footwear as "safety hazards" rather than "protective devices".

  9. Perceptual Training Strongly Improves Visual Motion Perception in Schizophrenia

    Science.gov (United States)

    Norton, Daniel J.; McBain, Ryan K.; Ongur, Dost; Chen, Yue

    2011-01-01

    Schizophrenia patients exhibit perceptual and cognitive deficits, including in visual motion processing. Given that cognitive systems depend upon perceptual inputs, improving patients' perceptual abilities may be an effective means of cognitive intervention. In healthy people, motion perception can be enhanced through perceptual learning, but it…

  10. Eye tracking measures of uncertainty during perceptual decision making.

    Science.gov (United States)

    Brunyé, Tad T; Gardony, Aaron L

    2017-10-01

    Perceptual decision making involves gathering and interpreting sensory information to effectively categorize the world and inform behavior. For instance, a radiologist distinguishing the presence versus absence of a tumor, or a luggage screener categorizing objects as threatening or non-threatening. In many cases, sensory information is not sufficient to reliably disambiguate the nature of a stimulus, and resulting decisions are done under conditions of uncertainty. The present study asked whether several oculomotor metrics might prove sensitive to transient states of uncertainty during perceptual decision making. Participants viewed images with varying visual clarity and were asked to categorize them as faces or houses, and rate the certainty of their decisions, while we used eye tracking to monitor fixations, saccades, blinks, and pupil diameter. Results demonstrated that decision certainty influenced several oculomotor variables, including fixation frequency and duration, the frequency, peak velocity, and amplitude of saccades, and phasic pupil diameter. Whereas most measures tended to change linearly along with decision certainty, pupil diameter revealed more nuanced and dynamic information about the time course of perceptual decision making. Together, results demonstrate robust alterations in eye movement behavior as a function of decision certainty and attention demands, and suggest that monitoring oculomotor variables during applied task performance may prove valuable for identifying and remediating transient states of uncertainty. Published by Elsevier B.V.

  11. Golden perception: Simulating perceptual habits of the past.

    Science.gov (United States)

    Carbon, Claus-Christian; Deininger, Pia

    2013-01-01

    Medieval times were neither dark nor grey; natural light illuminated colourful scenes depicted in paintings through coloured windows and via artificial beeswax candlelight. When we enter, for example, a church to inspect its historic treasures ranging from mosaics to depictions of saints, we do this under quite unfavourable conditions; particularly as we mainly depend on artificial halogen, LED or fluorescent light for illuminating the desired object. As these light spectrums are different from the natural light conditions under which the old masterpieces were previously developed and perceived, the perceptual effects may dramatically differ, leading to significantly altered affective and cognitive processing. Different qualities of processing might particularly be triggered when perceiving artworks which deal with specific material prone to strong interaction with idiosyncratic light conditions, for instance gold-leafed surfaces that literally start to glow when lit by candles. We tested the perceptual experiences of a figurative piece of art which we created in 3 (foreground) by 3 (background) versions, illuminated under three different light conditions (daylight, coloured light and beeswax candlelight). Results demonstrated very different perceptual experiences with stunning effects for the interaction of the specific painting depicted on a gold-leafed background lit by candlelight.

  12. Golden Perception: Simulating Perceptual Habits of the Past

    Directory of Open Access Journals (Sweden)

    Claus-Christian Carbon

    2013-09-01

    Full Text Available Medieval times were neither dark nor grey; natural light illuminated colourful scenes depicted in paintings through coloured windows and via artificial beeswax candlelight. When we enter, for example, a church to inspect its historic treasures ranging from mosaics to depictions of saints, we do this under quite unfavourable conditions; particularly as we mainly depend on artificial halogen, LED or fluorescent light for illuminating the desired object. As these light spectrums are different from the natural light conditions under which the old masterpieces were previously developed and perceived, the perceptual effects may dramatically differ, leading to significantly altered affective and cognitive processing. Different qualities of processing might particularly be triggered when perceiving artworks which deal with specific material prone to strong interaction with idiosyncratic light conditions, for instance gold-leafed surfaces that literally start to glow when lit by candles. We tested the perceptual experiences of a figurative piece of art which we created in 3 (foreground by 3 (background versions, illuminated under three different light conditions (daylight, coloured light and beeswax candlelight. Results demonstrated very different perceptual experiences with stunning effects for the interaction of the specific painting depicted on a gold-leafed background lit by candlelight.

  13. Adaptive and perceptual learning technologies in medical education and training.

    Science.gov (United States)

    Kellman, Philip J

    2013-10-01

    Recent advances in the learning sciences offer remarkable potential to improve medical education and maximize the benefits of emerging medical technologies. This article describes 2 major innovation areas in the learning sciences that apply to simulation and other aspects of medical learning: Perceptual learning (PL) and adaptive learning technologies. PL technology offers, for the first time, systematic, computer-based methods for teaching pattern recognition, structural intuition, transfer, and fluency. Synergistic with PL are new adaptive learning technologies that optimize learning for each individual, embed objective assessment, and implement mastery criteria. The author describes the Adaptive Response-Time-based Sequencing (ARTS) system, which uses each learner's accuracy and speed in interactive learning to guide spacing, sequencing, and mastery. In recent efforts, these new technologies have been applied in medical learning contexts, including adaptive learning modules for initial medical diagnosis and perceptual/adaptive learning modules (PALMs) in dermatology, histology, and radiology. Results of all these efforts indicate the remarkable potential of perceptual and adaptive learning technologies, individually and in combination, to improve learning in a variety of medical domains. Reprint & Copyright © 2013 Association of Military Surgeons of the U.S.

  14. Video Tutorial of Continental Food

    Science.gov (United States)

    Nurani, A. S.; Juwaedah, A.; Mahmudatussa'adah, A.

    2018-02-01

    This research is motivated by the belief in the importance of media in a learning process. Media as an intermediary serves to focus on the attention of learners. Selection of appropriate learning media is very influential on the success of the delivery of information itself both in terms of cognitive, affective and skills. Continental food is a course that studies food that comes from Europe and is very complex. To reduce verbalism and provide more real learning, then the tutorial media is needed. Media tutorials that are audio visual can provide a more concrete learning experience. The purpose of this research is to develop tutorial media in the form of video. The method used is the development method with the stages of analyzing the learning objectives, creating a story board, validating the story board, revising the story board and making video tutorial media. The results show that the making of storyboards should be very thorough, and detailed in accordance with the learning objectives to reduce errors in video capture so as to save time, cost and effort. In video capturing, lighting, shooting angles, and soundproofing make an excellent contribution to the quality of tutorial video produced. In shooting should focus more on tools, materials, and processing. Video tutorials should be interactive and two-way.

  15. A video event trigger for high frame rate, high resolution video technology

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  16. Greater perceptual sensitivity to happy facial expression.

    Science.gov (United States)

    Maher, Stephen; Ekstrom, Tor; Chen, Yue

    2014-01-01

    Perception of subtle facial expressions is essential for social functioning; yet it is unclear if human perceptual sensitivities differ in detecting varying types of facial emotions. Evidence diverges as to whether salient negative versus positive emotions (such as sadness versus happiness) are preferentially processed. Here, we measured perceptual thresholds for the detection of four types of emotion in faces--happiness, fear, anger, and sadness--using psychophysical methods. We also evaluated the association of the perceptual performances with facial morphological changes between neutral and respective emotion types. Human observers were highly sensitive to happiness compared with the other emotional expressions. Further, this heightened perceptual sensitivity to happy expressions can be attributed largely to the emotion-induced morphological change of a particular facial feature (end-lip raise).

  17. Perceptual incongruence influences bistability and cortical activation.

    Directory of Open Access Journals (Sweden)

    Gijs Joost Brouwer

    Full Text Available We employed a parametric psychophysical design in combination with functional imaging to examine the influence of metric changes in perceptual incongruence on perceptual alternation rates and cortical responses. Subjects viewed a bistable stimulus defined by incongruent depth cues; bistability resulted from incongruence between binocular disparity and monocular perspective cues that specify different slants (slant rivalry. Psychophysical results revealed that perceptual alternation rates were positively correlated with the degree of perceived incongruence. Functional imaging revealed systematic increases in activity that paralleled the psychophysical results within anterior intraparietal sulcus, prior to the onset of perceptual alternations. We suggest that this cortical activity predicts the frequency of subsequent alternations, implying a putative causal role for these areas in initiating bistable perception. In contrast, areas implicated in form and depth processing (LOC and V3A were sensitive to the degree of slant, but failed to show increases in activity when these cues were in conflict.

  18. Perceptual learning and adult cortical plasticity.

    Science.gov (United States)

    Gilbert, Charles D; Li, Wu; Piech, Valentin

    2009-06-15

    The visual cortex retains the capacity for experience-dependent changes, or plasticity, of cortical function and cortical circuitry, throughout life. These changes constitute the mechanism of perceptual learning in normal visual experience and in recovery of function after CNS damage. Such plasticity can be seen at multiple stages in the visual pathway, including primary visual cortex. The manifestation of the functional changes associated with perceptual learning involve both long term modification of cortical circuits during the course of learning, and short term dynamics in the functional properties of cortical neurons. These dynamics are subject to top-down influences of attention, expectation and perceptual task. As a consequence, each cortical area is an adaptive processor, altering its function in accordance to immediate perceptual demands.

  19. Acoustic and Perceptual Analyses of Adductor Spasmodic Dysphonia in Mandarin-speaking Chinese.

    Science.gov (United States)

    Chen, Zhipeng; Li, Jingyuan; Ren, Qingyi; Ge, Pingjiang

    2018-02-12

    The objective of this study was to examine the perceptual structure and acoustic characteristics of speech of patients with adductor spasmodic dysphonia (ADSD) in Mandarin. Case-Control Study MATERIALS AND METHODS: For the estimation of dysphonia level, perceptual and acoustic analysis were used for patients with ADSD (N = 20) and the control group (N = 20) that are Mandarin-Chinese speakers. For both subgroups, a sustained vowel and connected speech samples were obtained. The difference of perceptual and acoustic parameters between the two subgroups was assessed and analyzed. For acoustic assessment, the percentage of phonatory breaks (PBs) of connected reading and the percentage of aperiodic segments and frequency shifts (FS) of vowel and reading in patients with ADSD were significantly worse than controls, the mean harmonics-to-noise ratio and the fundamental frequency standard deviation of vowel as well. For perceptual evaluation, the rating of speech and vowel in patients with ADSD are significantly higher than controls. The percentage of aberrant acoustic events (PB, frequency shift, and aperiodic segment) and the fundamental frequency standard deviation and mean harmonics-to-noise ratio were significantly correlated with the perceptual rating in the vowel and reading productions. The perceptual and acoustic parameters of connected vowel and reading in patients with ADSD are worse than those in normal controls, and could validly and reliably estimate dysphonia of ADSD in Mandarin-speaking Chinese. Copyright © 2017 The Voice Foundation. Published by Elsevier Inc. All rights reserved.

  20. Task-relevant perceptual features can define categories in visual memory too.

    Science.gov (United States)

    Antonelli, Karla B; Williams, Carrick C

    2017-11-01

    Although Konkle, Brady, Alvarez, and Oliva (2010, Journal of Experimental Psychology: General, 139(3), 558) claim that visual long-term memory (VLTM) is organized on underlying conceptual, not perceptual, information, visual memory results from visual search tasks are not well explained by this theory. We hypothesized that when viewing an object, any task-relevant visual information is critical to the organizational structure of VLTM. In two experiments, we examined the organization of VLTM by measuring the amount of retroactive interference created by objects possessing different combinations of task-relevant features. Based on task instructions, only the conceptual category was task relevant or both the conceptual category and a perceptual object feature were task relevant. Findings indicated that when made task relevant, perceptual object feature information, along with conceptual category information, could affect memory organization for objects in VLTM. However, when perceptual object feature information was task irrelevant, it did not contribute to memory organization; instead, memory defaulted to being organized around conceptual category information. These findings support the theory that a task-defined organizational structure is created in VLTM based on the relevance of particular object features and information.

  1. Can Attention be Divided Between Perceptual Groups?

    Science.gov (United States)

    McCann, Robert S.; Foyle, David C.; Johnston, James C.; Hart, Sandra G. (Technical Monitor)

    1994-01-01

    Previous work using Head-Up Displays (HUDs) suggests that the visual system parses the HUD and the outside world into distinct perceptual groups, with attention deployed sequentially to first one group and then the other. New experiments show that both groups can be processed in parallel in a divided attention search task, even though subjects have just processed a stimulus in one perceptual group or the other. Implications for models of visual attention will be discussed.

  2. Effect of practice on perceptual load

    OpenAIRE

    Mejia-Ramirez, Manuel

    2013-01-01

    Within attention studies, Lavie's load theory (Lavie & Tsal, 1994; Lavie, Hirst, de Fockert, & Viding, 2004) presented an account that could settle the question whether attention selects stimuli to be processed at an early or late stage of cognitive processing. This theory relied on the concepts of "perceptual load" and "attentional capacity", proposing that attentional resources are automatically allocated to stimuli, but when the perceptual load of the stimuli exceeds person's capacity, tas...

  3. A perceptual study of Scottish dialects

    OpenAIRE

    Tichenor, Sydney

    2012-01-01

    Perceptual dialectology is dedicated to the formal study of folk linguistic perceptions. Through an amalgamation of social psychology, ethnography, dialectology, sociolinguistics, cultural geography and myriad other fields, perceptual dialectology provides a methodology to gain insight to overt folk language attitudes, knowledge of regional distribution, and the importance of language variation and change (Preston 1989, 1999a). This study conducts the first investigation of folk percept...

  4. SIRSALE: integrated video database management tools

    Science.gov (United States)

    Brunie, Lionel; Favory, Loic; Gelas, J. P.; Lefevre, Laurent; Mostefaoui, Ahmed; Nait-Abdesselam, F.

    2002-07-01

    Video databases became an active field of research during the last decade. The main objective in such systems is to provide users with capabilities to friendly search, access and playback distributed stored video data in the same way as they do for traditional distributed databases. Hence, such systems need to deal with hard issues : (a) video documents generate huge volumes of data and are time sensitive (streams must be delivered at a specific bitrate), (b) contents of video data are very hard to be automatically extracted and need to be humanly annotated. To cope with these issues, many approaches have been proposed in the literature including data models, query languages, video indexing etc. In this paper, we present SIRSALE : a set of video databases management tools that allow users to manipulate video documents and streams stored in large distributed repositories. All the proposed tools are based on generic models that can be customized for specific applications using ad-hoc adaptation modules. More precisely, SIRSALE allows users to : (a) browse video documents by structures (sequences, scenes, shots) and (b) query the video database content by using a graphical tool, adapted to the nature of the target video documents. This paper also presents an annotating interface which allows archivists to describe the content of video documents. All these tools are coupled to a video player integrating remote VCR functionalities and are based on active network technology. So, we present how dedicated active services allow an optimized video transport for video streams (with Tamanoir active nodes). We then describe experiments of using SIRSALE on an archive of news video and soccer matches. The system has been demonstrated to professionals with a positive feedback. Finally, we discuss open issues and present some perspectives.

  5. Evaluative pressure overcomes perceptual load effects.

    Science.gov (United States)

    Normand, Alice; Autin, Frédérique; Croizet, Jean-Claude

    2015-06-01

    Perceptual load has been found to be a powerful bottom-up determinant of distractibility, with high perceptual load preventing distraction by any irrelevant information. However, when under evaluative pressure, individuals exert top-down attentional control by giving greater weight to task-relevant features, making them more distractible from task-relevant distractors. One study tested whether the top-down modulation of attention under evaluative pressure overcomes the beneficial bottom-up effect of high perceptual load on distraction. Using a response-competition task, we replicated previous findings that high levels of perceptual load suppress task-relevant distractor response interference, but only for participants in a control condition. Participants under evaluative pressure (i.e., who believed their intelligence was assessed) showed interference from task-relevant distractor at all levels of perceptual load. This research challenges the assumptions of the perceptual load theory and sheds light on a neglected determinant of distractibility: the self-relevance of the performance situation in which attentional control is solicited.

  6. Multi-Dimensional Auction Mechanisms for Crowdsourced Mobile Video Streaming

    OpenAIRE

    Tang, Ming; Pang, Haitian; Wang, Shou; Gao, Lin; Huang, Jianwei; Sun, Lifeng

    2017-01-01

    Crowdsourced mobile video streaming enables nearby mobile video users to aggregate network resources to improve their video streaming performances. However, users are often selfish and may not be willing to cooperate without proper incentives. Designing an incentive mechanism for such a scenario is challenging due to the users' asynchronous downloading behaviors and their private valuations for multi-bitrate coded videos. In this work, we propose both single-object and multi-object multi-dime...

  7. Movement and Perceptual Strategies to Intercept Virtual Sound Sources.

    Directory of Open Access Journals (Sweden)

    Naeem eKomeilipoor

    2015-05-01

    Full Text Available To intercept a moving object, one needs to be in the right place at the right time. In order to do this, it is necessary to pick up and use perceptual information that specifies the time to arrival of an object at an interception point. In the present study, we examined the ability to intercept a laterally moving virtual sound object by controlling the displacement of a sliding handle and tested whether and how the interaural time difference (ITD could be the main source of perceptual information for successfully intercepting the virtual object. The results revealed that in order to accomplish the task, one might need to vary the duration of the movement, control the hand velocity and time to reach the peak velocity (speed coupling, while the adjustment of movement initiation did not facilitate performance. Furthermore, the overall performance was more successful when subjects employed a time-to-contact (tau coupling strategy. This result shows that prospective information is available in sound for guiding goal-directed actions.

  8. Video surveillance using distance maps

    Science.gov (United States)

    Schouten, Theo E.; Kuppens, Harco C.; van den Broek, Egon L.

    2006-02-01

    Human vigilance is limited; hence, automatic motion and distance detection is one of the central issues in video surveillance. Hereby, many aspects are of importance, this paper specially addresses: efficiency, achieving real-time performance, accuracy, and robustness against various noise factors. To obtain fully controlled test environments, an artificial development center for robot navigation is introduced in which several parameters can be set (e.g., number of objects, trajectories and type and amount of noise). In the videos, for each following frame, movement of stationary objects is detected and pixels of moving objects are located from which moving objects are identified in a robust way. An Exact Euclidean Distance Map (E2DM) is utilized to determine accurately the distances between moving and stationary objects. Together with the determined distances between moving objects and the detected movement of stationary objects, this provides the input for detecting unwanted situations in the scene. Further, each intelligent object (e.g., a robot), is provided with its E2DM, allowing the object to plan its course of action. Timing results are specified for each program block of the processing chain for 20 different setups. So, the current paper presents extensive, experimentally controlled research on real-time, accurate, and robust motion detection for video surveillance, using E2DMs, which makes it a unique approach.

  9. Influence of semantic consistency and perceptual features on visual attention during scene viewing in toddlers.

    Science.gov (United States)

    Helo, Andrea; van Ommen, Sandrien; Pannasch, Sebastian; Danteny-Dordoigne, Lucile; Rämä, Pia

    2017-11-01

    Conceptual representations of everyday scenes are built in interaction with visual environment and these representations guide our visual attention. Perceptual features and object-scene semantic consistency have been found to attract our attention during scene exploration. The present study examined how visual attention in 24-month-old toddlers is attracted by semantic violations and how perceptual features (i. e. saliency, centre distance, clutter and object size) and linguistic properties (i. e. object label frequency and label length) affect gaze distribution. We compared eye movements of 24-month-old toddlers and adults while exploring everyday scenes which either contained an inconsistent (e.g., soap on a breakfast table) or consistent (e.g., soap in a bathroom) object. Perceptual features such as saliency, centre distance and clutter of the scene affected looking times in the toddler group during the whole viewing time whereas looking times in adults were affected only by centre distance during the early viewing time. Adults looked longer to inconsistent than consistent objects either if the objects had a high or a low saliency. In contrast, toddlers presented semantic consistency effect only when objects were highly salient. Additionally, toddlers with lower vocabulary skills looked longer to inconsistent objects while toddlers with higher vocabulary skills look equally long to both consistent and inconsistent objects. Our results indicate that 24-month-old children use scene context to guide visual attention when exploring the visual environment. However, perceptual features have a stronger influence in eye movement guidance in toddlers than in adults. Our results also indicate that language skills influence cognitive but not perceptual guidance of eye movements during scene perception in toddlers. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

    The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...

  11. Perceptual Image Compression in Telemedicine

    Science.gov (United States)

    Watson, Andrew B.; Ahumada, Albert J., Jr.; Eckstein, Miguel; Null, Cynthia H. (Technical Monitor)

    1996-01-01

    The next era of space exploration, especially the "Mission to Planet Earth" will generate immense quantities of image data. For example, the Earth Observing System (EOS) is expected to generate in excess of one terabyte/day. NASA confronts a major technical challenge in managing this great flow of imagery: in collection, pre-processing, transmission to earth, archiving, and distribution to scientists at remote locations. Expected requirements in most of these areas clearly exceed current technology. Part of the solution to this problem lies in efficient image compression techniques. For much of this imagery, the ultimate consumer is the human eye. In this case image compression should be designed to match the visual capacities of the human observer. We have developed three techniques for optimizing image compression for the human viewer. The first consists of a formula, developed jointly with IBM and based on psychophysical measurements, that computes a DCT quantization matrix for any specified combination of viewing distance, display resolution, and display brightness. This DCT quantization matrix is used in most recent standards for digital image compression (JPEG, MPEG, CCITT H.261). The second technique optimizes the DCT quantization matrix for each individual image, based on the contents of the image. This is accomplished by means of a model of visual sensitivity to compression artifacts. The third technique extends the first two techniques to the realm of wavelet compression. Together these two techniques will allow systematic perceptual optimization of image compression in NASA imaging systems. Many of the image management challenges faced by NASA are mirrored in the field of telemedicine. Here too there are severe demands for transmission and archiving of large image databases, and the imagery is ultimately used primarily by human observers, such as radiologists. In this presentation I will describe some of our preliminary explorations of the applications

  12. Intelligent keyframe extraction for video printing

    Science.gov (United States)

    Zhang, Tong

    2004-10-01

    Nowadays most digital cameras have the functionality of taking short video clips, with the length of video ranging from several seconds to a couple of minutes. The purpose of this research is to develop an algorithm which extracts an optimal set of keyframes from each short video clip so that the user could obtain proper video frames to print out. In current video printing systems, keyframes are normally obtained by evenly sampling the video clip over time. Such an approach, however, may not reflect highlights or regions of interest in the video. Keyframes derived in this way may also be improper for video printing in terms of either content or image quality. In this paper, we present an intelligent keyframe extraction approach to derive an improved keyframe set by performing semantic analysis of the video content. For a video clip, a number of video and audio features are analyzed to first generate a candidate keyframe set. These features include accumulative color histogram and color layout differences, camera motion estimation, moving object tracking, face detection and audio event detection. Then, the candidate keyframes are clustered and evaluated to obtain a final keyframe set. The objective is to automatically generate a limited number of keyframes to show different views of the scene; to show different people and their actions in the scene; and to tell the story in the video shot. Moreover, frame extraction for video printing, which is a rather subjective problem, is considered in this work for the first time, and a semi-automatic approach is proposed.

  13. Generation and Perceptual Implicit Memory: Different Generation Tasks Produce Different Effects on Perceptual Priming

    Science.gov (United States)

    Mulligan, Neil W.; Dew, Ilana T. Z.

    2009-01-01

    The generation manipulation has been critical in delineating differences between implicit and explicit memory. In contrast to past research, the present experiments indicate that generating from a rhyme cue produces as much perceptual priming as does reading. This is demonstrated for 3 visual priming tasks: perceptual identification, word-fragment…

  14. Designing online audiovisual heritage services: an empirical study of two comparable online video services

    Science.gov (United States)

    Ongena, G.; van de Wijngaert, L. A. L.; Huizer, E.

    2013-03-01

    The purpose of this study is to seek input for a new online audiovisual heritage service. In doing so, we assess comparable online video services to gain insights into the motivations and perceptual innovation characteristics of the video services. The research is based on data from a Dutch survey held among 1,939 online video service users. The results show that online video service held overlapping antecedents but does show differences in motivations and in perceived innovation characteristics. Hence, in general, one can state that in comparison, online video services comply with different needs and have differences in perceived innovation characteristics. This implies that one can design online video services for different needs. In addition to scientific implications, the outcomes also provide guidance for practitioners in implementing new online video services.

  15. Pupil size tracks perceptual content and surprise.

    Science.gov (United States)

    Kloosterman, Niels A; Meindertsma, Thomas; van Loon, Anouk M; Lamme, Victor A F; Bonneh, Yoram S; Donner, Tobias H

    2015-04-01

    Changes in pupil size at constant light levels reflect the activity of neuromodulatory brainstem centers that control global brain state. These endogenously driven pupil dynamics can be synchronized with cognitive acts. For example, the pupil dilates during the spontaneous switches of perception of a constant sensory input in bistable perceptual illusions. It is unknown whether this pupil dilation only indicates the occurrence of perceptual switches, or also their content. Here, we measured pupil diameter in human subjects reporting the subjective disappearance and re-appearance of a physically constant visual target surrounded by a moving pattern ('motion-induced blindness' illusion). We show that the pupil dilates during the perceptual switches in the illusion and a stimulus-evoked 'replay' of that illusion. Critically, the switch-related pupil dilation encodes perceptual content, with larger amplitude for disappearance than re-appearance. This difference in pupil response amplitude enables prediction of the type of report (disappearance vs. re-appearance) on individual switches (receiver-operating characteristic: 61%). The amplitude difference is independent of the relative durations of target-visible and target-invisible intervals and subjects' overt behavioral report of the perceptual switches. Further, we show that pupil dilation during the replay also scales with the level of surprise about the timing of switches, but there is no evidence for an interaction between the effects of surprise and perceptual content on the pupil response. Taken together, our results suggest that pupil-linked brain systems track both the content of, and surprise about, perceptual events. © 2015 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  16. Learning from Narrated Instruction Videos.

    Science.gov (United States)

    Alayrac, Jean-Baptiste; Bojanowski, Piotr; Agrawal, Nishant; Sivic, Josef; Laptev, Ivan; Lacoste-Julien, Simon

    2017-09-05

    Automatic assistants could guide a person or a robot in performing new tasks, such as changing a car tire or repotting a plant. Creating such assistants, however, is non-trivial and requires understanding of visual and verbal content of a video. Towards this goal, we here address the problem of automatically learning the main steps of a task from a set of narrated instruction videos. We develop a new unsupervised learning approach that takes advantage of the complementary nature of the input video and the associated narration. The method sequentially clusters textual and visual representations of a task, where the two clustering problems are linked by joint constraints to obtain a single coherent sequence of steps in both modalities. To evaluate our method, we collect and annotate a new challenging dataset of real-world instruction videos from the Internet. The dataset contains videos for five different tasks with complex interactions between people and objects, captured in a variety of indoor and outdoor settings. We experimentally demonstrate that the proposed method can automatically discover, learn and localize the main steps of a task input videos.

  17. Effects of Acute Cortisol Administration on Perceptual Priming of Trauma-Related Material

    Science.gov (United States)

    Streb, Markus; Pfaltz, Monique; Michael, Tanja

    2014-01-01

    Intrusive memories are a hallmark symptom of posttraumatic stress disorder (PTSD). They reflect excessive and uncontrolled retrieval of the traumatic memory. Acute elevations of cortisol are known to impair the retrieval of already stored memory information. Thus, continuous cortisol administration might help in reducing intrusive memories in PTSD. Strong perceptual priming for neutral stimuli associated with a “traumatic” context has been shown to be one important learning mechanism that leads to intrusive memories. However, the memory modulating effects of cortisol have only been shown for explicit declarative memory processes. Thus, in our double blind, placebo controlled study we aimed to investigate whether cortisol influences perceptual priming of neutral stimuli that appeared in a “traumatic” context. Two groups of healthy volunteers (N = 160) watched either neutral or “traumatic” picture stories on a computer screen. Neutral objects were presented in between the pictures. Memory for these neutral objects was tested after 24 hours with a perceptual priming task and an explicit memory task. Prior to memory testing half of the participants in each group received 25 mg of cortisol, the other half received placebo. In the placebo group participants in the “traumatic” stories condition showed more perceptual priming for the neutral objects than participants in the neutral stories condition, indicating a strong perceptual priming effect for neutral stimuli presented in a “traumatic” context. In the cortisol group this effect was not present: Participants in the neutral stories and participants in the “traumatic” stories condition in the cortisol group showed comparable priming effects for the neutral objects. Our findings show that cortisol inhibits perceptual priming for neutral stimuli that appeared in a “traumatic” context. These findings indicate that cortisol influences PTSD-relevant memory processes and thus further support

  18. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  19. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...

  20. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  1. Efficient Hybrid Watermarking Scheme for Security and Transmission Bit Rate Enhancement of 3D Color-Plus-Depth Video Communication

    Science.gov (United States)

    El-Shafai, W.; El-Rabaie, S.; El-Halawany, M.; Abd El-Samie, F. E.

    2018-03-01

    Three-Dimensional Video-plus-Depth (3DV + D) comprises diverse video streams captured by different cameras around an object. Therefore, there is a great need to fulfill efficient compression to transmit and store the 3DV + D content in compressed form to attain future resource bounds whilst preserving a decisive reception quality. Also, the security of the transmitted 3DV + D is a critical issue for protecting its copyright content. This paper proposes an efficient hybrid watermarking scheme for securing the 3DV + D transmission, which is the homomorphic transform based Singular Value Decomposition (SVD) in Discrete Wavelet Transform (DWT) domain. The objective of the proposed watermarking scheme is to increase the immunity of the watermarked 3DV + D to attacks and achieve adequate perceptual quality. Moreover, the proposed watermarking scheme reduces the transmission-bandwidth requirements for transmitting the color-plus-depth 3DV over limited-bandwidth wireless networks through embedding the depth frames into the color frames of the transmitted 3DV + D. Thus, it saves the transmission bit rate and subsequently it enhances the channel bandwidth-efficiency. The performance of the proposed watermarking scheme is compared with those of the state-of-the-art hybrid watermarking schemes. The comparisons depend on both the subjective visual results and the objective results; the Peak Signal-to-Noise Ratio (PSNR) of the watermarked frames and the Normalized Correlation (NC) of the extracted watermark frames. Extensive simulation results on standard 3DV + D sequences have been conducted in the presence of attacks. The obtained results confirm that the proposed hybrid watermarking scheme is robust in the presence of attacks. It achieves not only very good perceptual quality with appreciated PSNR values and saving in the transmission bit rate, but also high correlation coefficient values in the presence of attacks compared to the existing hybrid watermarking schemes.

  2. The relative importance of different perceptual-cognitive skills during anticipation.

    Science.gov (United States)

    North, Jamie S; Hope, Ed; Williams, A Mark

    2016-10-01

    We examined whether anticipation is underpinned by perceiving structured patterns or postural cues and whether the relative importance of these processes varied as a function of task constraints. Skilled and less-skilled soccer players completed anticipation paradigms in video-film and point light display (PLD) format. Skilled players anticipated more accurately regardless of display condition, indicating that both perception of structured patterns between players and postural cues contribute to anticipation. However, the Skill×Display interaction showed skilled players' advantage was enhanced in the video-film condition, suggesting that they make better use of postural cues when available during anticipation. We also examined anticipation as a function of proximity to the ball. When participants were near the ball, anticipation was more accurate for video-film than PLD clips, whereas when the ball was far away there was no difference between viewing conditions. Perceiving advance postural cues appears more important than structured patterns when the ball is closer to the observer, whereas the reverse is true when the ball is far away. Various perceptual-cognitive skills contribute to anticipation with the relative importance of perceiving structured patterns and advance postural cues being determined by task constraints and the availability of perceptual information. Copyright © 2016 Elsevier B.V. All rights reserved.

  3. Video games: play that can do serious good

    OpenAIRE

    Eichenbaum, Adam; Bavelier, Daphné; Green, C. Shawn

    2014-01-01

    The authors review recent research that reveals how today’s video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been proven to enhance basic perceptual and cognitive skills. These effects are significant enough that educators use these games for such practical, real-worl...

  4. ViA: a perceptual visualization assistant

    Science.gov (United States)

    Healey, Chris G.; St. Amant, Robert; Elhaddad, Mahmoud S.

    2000-05-01

    This paper describes an automated visualized assistant called ViA. ViA is designed to help users construct perceptually optical visualizations to represent, explore, and analyze large, complex, multidimensional datasets. We have approached this problem by studying what is known about the control of human visual attention. By harnessing the low-level human visual system, we can support our dual goals of rapid and accurate visualization. Perceptual guidelines that we have built using psychophysical experiments form the basis for ViA. ViA uses modified mixed-initiative planning algorithms from artificial intelligence to search of perceptually optical data attribute to visual feature mappings. Our perceptual guidelines are integrated into evaluation engines that provide evaluation weights for a given data-feature mapping, and hints on how that mapping might be improved. ViA begins by asking users a set of simple questions about their dataset and the analysis tasks they want to perform. Answers to these questions are used in combination with the evaluation engines to identify and intelligently pursue promising data-feature mappings. The result is an automatically-generated set of mappings that are perceptually salient, but that also respect the context of the dataset and users' preferences about how they want to visualize their data.

  5. Comparing perceptual and preferential decision making.

    Science.gov (United States)

    Dutilh, Gilles; Rieskamp, Jörg

    2016-06-01

    Perceptual and preferential decision making have been studied largely in isolation. Perceptual decisions are considered to be at a non-deliberative cognitive level and have an outside criterion that defines the quality of decisions. Preferential decisions are considered to be at a higher cognitive level and the quality of decisions depend on the decision maker's subjective goals. Besides these crucial differences, both types of decisions also have in common that uncertain information about the choice situation has to be processed before a decision can be made. The present work aims to acknowledge the commonalities of both types of decision making to lay bare the crucial differences. For this aim we examine perceptual and preferential decisions with a novel choice paradigm that uses the identical stimulus material for both types of decisions. This paradigm allows us to model the decisions and response times of both types of decisions with the same sequential sampling model, the drift diffusion model. The results illustrate that the different incentive structure in both types of tasks changes people's behavior so that they process information more efficiently and respond more cautiously in the perceptual as compared to the preferential task. These findings set out a perspective for further integration of perceptual and preferential decision making in a single ramework.

  6. The Reviewing of Object Files: Object-Specific Integration of Information.

    Science.gov (United States)

    Kahneman, Daniel; And Others

    1992-01-01

    Seven experiments involving a total of 203 college students explored a form of object-specific priming and established a robust object-specific benefit that indicates that a new stimulus will be named faster if it physically matches a previous stimulus seen as part of the same perceptual object. (SLD)

  7. Audiomotor Perceptual Training Enhances Speech Intelligibility in Background Noise.

    Science.gov (United States)

    Whitton, Jonathon P; Hancock, Kenneth E; Shannon, Jeffrey M; Polley, Daniel B

    2017-11-06

    Sensory and motor skills can be improved with training, but learning is often restricted to practice stimuli. As an exception, training on closed-loop (CL) sensorimotor interfaces, such as action video games and musical instruments, can impart a broad spectrum of perceptual benefits. Here we ask whether computerized CL auditory training can enhance speech understanding in levels of background noise that approximate a crowded restaurant. Elderly hearing-impaired subjects trained for 8 weeks on a CL game that, like a musical instrument, challenged them to monitor subtle deviations between predicted and actual auditory feedback as they moved their fingertip through a virtual soundscape. We performed our study as a randomized, double-blind, placebo-controlled trial by training other subjects in an auditory working-memory (WM) task. Subjects in both groups improved at their respective auditory tasks and reported comparable expectations for improved speech processing, thereby controlling for placebo effects. Whereas speech intelligibility was unchanged after WM training, subjects in the CL training group could correctly identify 25% more words in spoken sentences or digit sequences presented in high levels of background noise. Numerically, CL audiomotor training provided more than three times the benefit of our subjects' hearing aids for speech processing in noisy listening conditions. Gains in speech intelligibility could be predicted from gameplay accuracy and baseline inhibitory control. However, benefits did not persist in the absence of continuing practice. These studies employ stringent clinical standards to demonstrate that perceptual learning on a computerized audio game can transfer to "real-world" communication challenges. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. Perceptual impairment and psychomotor control in virtual laparoscopic surgery.

    Science.gov (United States)

    Wilson, Mark R; McGrath, John S; Vine, Samuel J; Brewer, James; Defriend, David; Masters, Richard S W

    2011-07-01

    It is recognised that one of the major difficulties in performing laparoscopic surgery is the translation of two-dimensional video image information to a three-dimensional working area. However, research has tended to ignore the gaze and eye-hand coordination strategies employed by laparoscopic surgeons as they attempt to overcome these perceptual constraints. This study sought to examine if measures related to tool movements, gaze strategy, and eye-hand coordination (the quiet eye) differentiate between experienced and novice operators performing a two-handed manoeuvres task on a virtual reality laparoscopic surgical simulator (LAP Mentor™). Twenty-five right-handed surgeons were categorised as being either experienced (having led more than 60 laparoscopic procedures) or novice (having performed fewer than 10 procedures) operators. The 10 experienced and 15 novice surgeons completed the "two-hand manoeuvres" task from the LAP Mentor basic skills learning environment while wearing a gaze registration system. Performance, movement, gaze, and eye-hand coordination parameters were recorded and compared between groups. The experienced surgeons completed the task significantly more quickly than the novices, used significantly fewer movements, and displayed shorter tool paths. Gaze analyses revealed that experienced surgeons spent significantly more time fixating the target locations than novices, who split their time between focusing on the targets and tracking the tools. A more detailed analysis of a difficult subcomponent of the task revealed that experienced operators used a significantly longer aiming fixation (the quiet eye period) to guide precision grasping movements and hence needed fewer grasp attempts. The findings of the study provide further support for the utility of examining strategic gaze behaviour and eye-hand coordination measures to help further our understanding of how experienced surgeons attempt to overcome the perceptual difficulties inherent in

  9. PSQM-based RR and NR video quality metrics

    Science.gov (United States)

    Lu, Zhongkang; Lin, Weisi; Ong, Eeping; Yang, Xiaokang; Yao, Susu

    2003-06-01

    This paper presents a new and general concept, PQSM (Perceptual Quality Significance Map), to be used in measuring the visual distortion. It makes use of the selectivity characteristic of HVS (Human Visual System) that it pays more attention to certain area/regions of visual signal due to one or more of the following factors: salient features in image/video, cues from domain knowledge, and association of other media (e.g., speech or audio). PQSM is an array whose elements represent the relative perceptual-quality significance levels for the corresponding area/regions for images or video. Due to its generality, PQSM can be incorporated into any visual distortion metrics: to improve effectiveness or/and efficiency of perceptual metrics; or even to enhance a PSNR-based metric. A three-stage PQSM estimation method is also proposed in this paper, with an implementation of motion, texture, luminance, skin-color and face mapping. Experimental results show the scheme can improve the performance of current image/video distortion metrics.

  10. Object-Based Attention and Cognitive Tunneling

    Science.gov (United States)

    Jarmasz, Jerzy; Herdman, Chris M.; Johannsdottir, Kamilla Run

    2005-01-01

    Simulator-based research has shown that pilots cognitively tunnel their attention on head-up displays (HUDs). Cognitive tunneling has been linked to object-based visual attention on the assumption that HUD symbology is perceptually grouped into an object that is perceived and attended separately from the external scene. The present research…

  11. Perceptual Grouping via Untangling Gestalt Principles

    DEFF Research Database (Denmark)

    Qi, Yonggang; Guo, Jun; Li, Yi

    2013-01-01

    the importance of Gestalt rules by solving a learning to rank problem, and formulate a multi-label graph-cuts algo- rithm to group image primitives while taking into account the learned Gestalt confliction. Our experiment results confirm the existence of Gestalt confliction in perceptual grouping and demonstrate...... confliction, i.e., the relative importance of each rule compared with another, remains unsolved. In this paper, we investigate the problem of perceptual grouping by quantifying the confliction among three commonly used rules: similarity, continuity and proximity. More specifically, we propose to quantify...... an improved performance when such a conflic- tion is accounted for via the proposed grouping algorithm. Finally, a novel cross domain image classification method is proposed by exploiting perceptual grouping as representation....

  12. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

  13. Reproducibility of somatosensory spatial perceptual maps.

    Science.gov (United States)

    Steenbergen, Peter; Buitenweg, Jan R; Trojan, Jörg; Veltink, Peter H

    2013-02-01

    Various studies have shown subjects to mislocalize cutaneous stimuli in an idiosyncratic manner. Spatial properties of individual localization behavior can be represented in the form of perceptual maps. Individual differences in these maps may reflect properties of internal body representations, and perceptual maps may therefore be a useful method for studying these representations. For this to be the case, individual perceptual maps need to be reproducible, which has not yet been demonstrated. We assessed the reproducibility of localizations measured twice on subsequent days. Ten subjects participated in the experiments. Non-painful electrocutaneous stimuli were applied at seven sites on the lower arm. Subjects localized the stimuli on a photograph of their own arm, which was presented on a tablet screen overlaying the real arm. Reproducibility was assessed by calculating intraclass correlation coefficients (ICC) for the mean localizations of each electrode site and the slope and offset of regression models of the localizations, which represent scaling and displacement of perceptual maps relative to the stimulated sites. The ICCs of the mean localizations ranged from 0.68 to 0.93; the ICCs of the regression parameters were 0.88 for the intercept and 0.92 for the slope. These results indicate a high degree of reproducibility. We conclude that localization patterns of non-painful electrocutaneous stimuli on the arm are reproducible on subsequent days. Reproducibility is a necessary property of perceptual maps for these to reflect properties of a subject's internal body representations. Perceptual maps are therefore a promising method for studying body representations.

  14. Topographic generalization of tactile perceptual learning.

    Science.gov (United States)

    Harrar, Vanessa; Spence, Charles; Makin, Tamar R

    2014-02-01

    Perceptual learning can improve our sensory abilities. Understanding its underlying mechanisms, in particular, when perceptual learning generalizes, has become a focus of research and controversy. Specifically, there is little consensus regarding the extent to which tactile perceptual learning generalizes across fingers. We measured tactile orientation discrimination abilities on 4 fingers (index and middle fingers of both hands), using psychophysical measures, before and after 4 training sessions on 1 finger. Given the somatotopic organization of the hand representation in the somatosensory cortex, the topography of the cortical areas underlying tactile perceptual learning can be inferred from the pattern of generalization across fingers; only fingers sharing cortical representation with the trained finger ought to improve with it. Following training, performance improved not only for the trained finger but also for its adjacent and homologous fingers. Although these fingers were not exposed to training, they nevertheless demonstrated similar levels of learning as the trained finger. Conversely, the performance of the finger that was neither adjacent nor homologous to the trained finger was unaffected by training, despite the fact that our procedure was designed to enhance generalization, as described in recent visual perceptual learning research. This pattern of improved performance is compatible with previous reports of neuronal receptive fields (RFs) in the primary somatosensory cortex (SI) spanning adjacent and homologous digits. We conclude that perceptual learning rooted in low-level cortex can still generalize, and suggest potential applications for the neurorehabilitation of syndromes associated with maladaptive plasticity in SI. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  15. Computer-Aided Video Differential Planimetry

    Science.gov (United States)

    Tobin, Michael; Djoleto, Ben D.

    1984-08-01

    THE VIDEO DIFFERENTIAL PLANIMETER (VDP)1 is a re-mote sensing instrument that can measure minute changes in the area of any object seen by an optical scanning system. The composite video waveforms obtained by scanning the object against a contrasting back-ground are amplified and shaped to yield a sequence of constant amplitude pulses whose polarity distinguishes the studied area from its background and whose varying widths reflect the dynamics of the viewed object. These pulses are passed through a relatively long time-constant capacitor-resistor circuit and are then fed into an integrator. The net integration voltage resulting from the most recent sequence of object-background time pulses is recorded and the integrator is returned to zero at the end of each video frame. If the object's area remains constant throughout the following frame, the integrator's summation will also remain constant. However, if the object's area varies, the positive and negative time pulses entering the integrator will change, and the integrator's summation will vary proportionately. The addition of a computer interface and a video recorder enhances the versatility and the resolving power of the VDP by permitting the repeated study and analysis of selected portions of the recorded data, thereby uncovering the major sources of the object's dynamics. Among the medical and biological procedures for which COMPUTER-AIDED VIDEO DIFFERENTIAL PLANIMETRY is suitable are Ophthalmoscopy, Endoscopy, Microscopy, Plethysmography, etc. A recent research study in Ophthalmoscopy2 will be cited to suggest a useful application of Video Differential Planimetry.

  16. Problem Video Game Use and Dimensions of Psychopathology

    Science.gov (United States)

    Starcevic, Vladan; Berle, David; Porter, Guy; Fenech, Pauline

    2011-01-01

    The objective of this study was to examine associations between problem video game use and psychopathology. The Video Game Use Questionnaire (VGUQ) and the Symptom Checklist 90 (SCL-90) were administered in an international anonymous online survey. The VGUQ was used to identify problem video game users and SCL-90 assessed dimensions of…

  17. A PROPOSED TAXONOMY OF THE PERCEPTUAL DOMAIN AND SOME SUGGESTED APPLICATIONS.

    Science.gov (United States)

    MOORE, MAXINE R.

    THIS PROPOSAL FOR A PRELIMINARY TAXONOMY OF THE PERCEPTUAL DOMAIN, ORGANIZED ON THE PRINCIPLE OF INTEGRATION, DREW ON GUILFORD'S THEORETICAL AND FACTOR-ANALYTICAL WORK, ON WITKIN'S FIGURE-GROUND STUDIES, AND ON THE "TAXONOMY OF EDUCATIONAL OBJECTIVES" MODELS. THE TAXONOMY CATEGORIES ARE SENSATION, FIGURE PERCEPTION, SYMBOL PERCEPTION, PERCEPTION…

  18. Perceptual Evaluation of Photo-Realism in Real-Time 3D Augmented Reality

    DEFF Research Database (Denmark)

    Borg, Mathias; Paprocki, Martin Marko; Madsen, Claus B.

    2014-01-01

    We present a framework for creating photo-realism of three-dimensional augmented objects, as well as a perceptual evaluating of the scenes. A setup utilizing different lighting conditions is created. Different parameters affecting the realism are evaluated. These are camera artefacts, shadows, nu...

  19. Viewing Artworks: Contributions of Cognitive Control and Perceptual Facilitation to Aesthetic Experience

    Science.gov (United States)

    Cupchik, Gerald C.; Vartanian, Oshin; Crawley, Adrian; Mikulis, David J.

    2009-01-01

    When we view visual images in everyday life, our perception is oriented toward object identification. In contrast, when viewing visual images "as artworks", we also tend to experience subjective reactions to their stylistic and structural properties. This experiment sought to determine how cognitive control and perceptual facilitation contribute…

  20. Does pizza prime coin? Perceptual priming in lexical decision and pronunciation.

    NARCIS (Netherlands)

    Pecher, D.; Zeelenberg, R.; Raaijmakers, J.G.W.

    1998-01-01

    In 6 experiments the authors investigated priming for perceptually related word pairs (i.e., words that refer to objects with the same shape such as pizza-coin), trying to replicate earlier findings by R. Schreuder et al (see record 1985-06198-001) while avoiding some of the methodological problems

  1. Structured Activities in Perceptual Training to Aid Retention of Visual and Auditory Images.

    Science.gov (United States)

    Graves, James W.; And Others

    The experimental program in structured activities in perceptual training was said to have two main objectives: to train children in retention of visual and auditory images and to increase the children's motivation to learn. Eight boys and girls participated in the program for two hours daily for a 10-week period. The age range was 7.0 to 12.10…

  2. Effects of Consensus Training on the Reliability of Auditory Perceptual Ratings of Voice Quality

    DEFF Research Database (Denmark)

    Iwarsson, Jenny; Petersen, Niels Reinholt

    2012-01-01

    Objectives/Hypothesis: This study investigates the effect of consensus training of listeners on intrarater and interrater reliability and agreement of perceptual voice analysis. The use of such training, including a reference voice sample, could be assumed to make the internal standards held in m...

  3. Perceptual Representation as a Mechanism of Lexical Ambiguity Resolution: An Investigation of Span and Processing Time

    Science.gov (United States)

    Madden, Carol J.; Zwaan, Rolf A.

    2006-01-01

    In 2 experiments, the authors investigated the ability of high- and low-span comprehenders to construe subtle shades of meaning through perceptual representation. High- and low-span comprehenders responded to pictures that either matched or mismatched a target object's shape as implied by the preceding sentence context. At 750 ms after hearing the…

  4. Perceptual Experience and Seeing-as

    Directory of Open Access Journals (Sweden)

    Daniel Enrique Kalpokas

    2015-07-01

    Full Text Available According to Rorty, Davidson and Brandom, to have an experience is to be caused by our senses to hold a perceptual belief. This article argues that the phenomenon of seeing-as cannot be explained by such a conception of perceptual experience. First, the notion of experience defended by the aforementioned authors is reconstructed. Second, the main features of what Wittgenstein called “seeing aspects” are briefly presented. Finally, several arguments are developed in order to support the main thesis of the article: seeing-as cannot be explained by the conception of experience defended by Rorty, Davidson and Brandom.

  5. Perceptual and Cognitive Impairments and Driving

    Science.gov (United States)

    Korner-Bitensky, Nicol; Coopersmith, Henry; Mayo, Nancy; Leblanc, Ginette; Kaizer, Franceen

    1990-01-01

    Perceptual and cognitive disorders that frequently accompany stroke and head injury influence an individual's ability to drive a motor vehicle. Canadian physicians are legally responsible for identifying patients who are potentially unsafe to drive and, if they fail to do so, may be held liable in a civil action suit. The authors review the guidelines for physicians evaluating a patient's fitness to drive after brain injury. They also examine the actions a physician should take when a patient with perceptual and cognitive problems wants to drive. Ultimately, by taking these actions, physicians will help to prevent driving accidents. PMID:21234047

  6. The Timing of Visual Object Categorization

    Science.gov (United States)

    Mack, Michael L.; Palmeri, Thomas J.

    2011-01-01

    An object can be categorized at different levels of abstraction: as natural or man-made, animal or plant, bird or dog, or as a Northern Cardinal or Pyrrhuloxia. There has been growing interest in understanding how quickly categorizations at different levels are made and how the timing of those perceptual decisions changes with experience. We specifically contrast two perspectives on the timing of object categorization at different levels of abstraction. By one account, the relative timing implies a relative timing of stages of visual processing that are tied to particular levels of object categorization: Fast categorizations are fast because they precede other categorizations within the visual processing hierarchy. By another account, the relative timing reflects when perceptual features are available over time and the quality of perceptual evidence used to drive a perceptual decision process: Fast simply means fast, it does not mean first. Understanding the short-term and long-term temporal dynamics of object categorizations is key to developing computational models of visual object recognition. We briefly review a number of models of object categorization and outline how they explain the timing of visual object categorization at different levels of abstraction. PMID:21811480

  7. Differentiation of perceptual and semantic subsequent memory effects using an orthographic paradigm.

    Science.gov (United States)

    Kuo, Michael C C; Liu, Karen P Y; Ting, Kin Hung; Chan, Chetwyn C H

    2012-11-27

    This study aimed to differentiate perceptual and semantic encoding processes using subsequent memory effects (SMEs) elicited by the recognition of orthographs of single Chinese characters. Participants studied a series of Chinese characters perceptually (by inspecting orthographic components) or semantically (by determining the object making sounds), and then made studied or unstudied judgments during the recognition phase. Recognition performance in terms of d-prime measure in the semantic condition was higher, though not significant, than that of the perceptual condition. The between perceptual-semantic condition differences in SMEs at P550 and late positive component latencies (700-1000ms) were not significant in the frontal area. An additional analysis identified larger SME in the semantic condition during 600-1000ms in the frontal pole regions. These results indicate that coordination and incorporation of orthographic information into mental representation is essential to both task conditions. The differentiation was also revealed in earlier SMEs (perceptual>semantic) at N3 (240-360ms) latency, which is a novel finding. The left-distributed N3 was interpreted as more efficient processing of meaning with semantically learned characters. Frontal pole SMEs indicated strategic processing by executive functions, which would further enhance memory. Copyright © 2012 Elsevier B.V. All rights reserved.

  8. Elucidating the neural correlates of related false memories using a systematic measure of perceptual relatedness.

    Science.gov (United States)

    Turney, Indira C; Dennis, Nancy A

    2017-02-01

    Previous memory research has exploited the perceptual similarities between lures and targets in order to evoke false memories. Nevertheless, while some studies have attempted to use lures that are objectively more similar than others, no study has systematically controlled for perceptual overlap between target and lure items and its role in accounting for false alarm rates or the neural processes underlying such perceptual false memories. The current study looked to fill this gap in the literature by using a face-morphing program to systematically control for the amount of perceptual overlap between lures and targets. Our results converge with previous studies in finding a pattern of differences between true and false memories. Most importantly, expanding upon this work, parametric analyses showed false memory activity increases with respect to the similarity between lures and targets within bilateral middle temporal gyri and right medial prefrontal cortex (mPFC). Moreover, this pattern of activation was unique to false memories and could not be accounted for by relatedness alone. Connectivity analyses further find that activity in the mPFC and left middle temporal gyrus co-vary, suggestive of gist-based monitoring within the context of false memories. Interestingly, neither the MTL nor the fusiform face area exhibited modulation as a function of target-lure relatedness. Overall, these results provide insight into the processes underlying false memories and further enhance our understanding of the role perceptual similarity plays in supporting false memories. Copyright © 2016 Elsevier Inc. All rights reserved.

  9. Semantic-based surveillance video retrieval.

    Science.gov (United States)

    Hu, Weiming; Xie, Dan; Fu, Zhouyu; Zeng, Wenrong; Maybank, Steve

    2007-04-01

    Visual surveillance produces large amounts of video data. Effective indexing and retrieval from surveillance video databases are very important. Although there are many ways to represent the content of video clips in current video retrieval algorithms, there still exists a semantic gap between users and retrieval systems. Visual surveillance systems supply a platform for investigating semantic-based video retrieval. In this paper, a semantic-based video retrieval framework for visual surveillance is proposed. A cluster-based tracking algorithm is developed to acquire motion trajectories. The trajectories are then clustered hierarchically using the spatial and temporal information, to learn activity models. A hierarchical structure of semantic indexing and retrieval of object activities, where each individual activity automatically inherits all the semantic descriptions of the activity model to which it belongs, is proposed for accessing video clips and individual objects at the semantic level. The proposed retrieval framework supports various queries including queries by keywords, multiple object queries, and queries by sketch. For multiple object queries, succession and simultaneity restrictions, together with depth and breadth first orders, are considered. For sketch-based queries, a method for matching trajectories drawn by users to spatial trajectories is proposed. The effectiveness and efficiency of our framework are tested in a crowded traffic scene.

  10. About subjective evaluation of adaptive video streaming

    Science.gov (United States)

    Tavakoli, Samira; Brunnström, Kjell; Garcia, Narciso

    2015-03-01

    The usage of HTTP Adaptive Streaming (HAS) technology by content providers is increasing rapidly. Having available the video content in multiple qualities, using HAS allows to adapt the quality of downloaded video to the current network conditions providing smooth video-playback. However, the time-varying video quality by itself introduces a new type of impairment. The quality adaptation can be done in different ways. In order to find the best adaptation strategy maximizing users perceptual quality it is necessary to investigate about the subjective perception of adaptation-related impairments. However, the novelties of these impairments and their comparably long time duration make most of the standardized assessment methodologies fall less suited for studying HAS degradation. Furthermore, in traditional testing methodologies, the quality of the video in audiovisual services is often evaluated separated and not in the presence of audio. Nevertheless, the requirement of jointly evaluating the audio and the video within a subjective test is a relatively under-explored research field. In this work, we address the research question of determining the appropriate assessment methodology to evaluate the sequences with time-varying quality due to the adaptation. This was done by studying the influence of different adaptation related parameters through two different subjective experiments using a methodology developed to evaluate long test sequences. In order to study the impact of audio presence on quality assessment by the test subjects, one of the experiments was done in the presence of audio stimuli. The experimental results were subsequently compared with another experiment using the standardized single stimulus Absolute Category Rating (ACR) methodology.

  11. Dynamic Video Streaming in Caching-enabled Wireless Mobile Networks

    OpenAIRE

    Liang, C.; Hu, S.

    2017-01-01

    Recent advances in software-defined mobile networks (SDMNs), in-network caching, and mobile edge computing (MEC) can have great effects on video services in next generation mobile networks. In this paper, we jointly consider SDMNs, in-network caching, and MEC to enhance the video service in next generation mobile networks. With the objective of maximizing the mean measurement of video quality, an optimization problem is formulated. Due to the coupling of video data rate, computing resource, a...

  12. Perceptual embodiment of prosthetic limbs by transcutaneous electrical nerve stimulation.

    Science.gov (United States)

    Mulvey, Matthew R; Fawkner, Helen J; Radford, Helen E; Johnson, Mark I

    2012-01-01

      In able-bodied participants, it is possible to induce a sense of perceptual embodiment in an artificial hand using a visual-tactile illusion. In amputee patients, electrical stimulation of sensory afferents using transcutaneous electrical nerve stimulation (TENS) has been shown to generate somatic sensations in an amputee's phantom limb(s). However, the effects of TENS on the perceptual embodiment of an artificial limb are not known. Our objective was to investigate the effects of TENS on the perceptual embodiment of an artificial limb in fully intact able-bodied participants.   We used a modified version of the rubber hand illusion presented to 30 able-bodied participants (16 women, 14 men) to convey TENS paresthesia to an artificial hand. TENS electrodes were located over superficial radial nerve on the lateral aspect of the right forearm (1 cm proximal to the wrist), which was hidden from view. TENS intensity was increased to a strong non-painful TENS sensation (electrical paresthesia) was felt beneath the electrodes and projecting into the fingers of the hand. The electrical characteristics of TENS were asymmetric biphasic electrical pulsed waves, continuous pulse pattern, 120 Hz pulse frequency (rate), and 80 µs pulse duration (width).   Participants reported significantly higher intensities of the rubber hand illusion during the two TENS conditions (mean = 5.8, standard deviation = 1.9) compared with the two non-TENS conditions (mean = 4.9, standard deviation = 1.7), p embodiment of an artificial hand. Further exploratory studies involving an amputee population are warranted. © 2011 International Neuromodulation Society.

  13. Brain activity related to integrative processes in visual object recognition

    DEFF Research Database (Denmark)

    Gerlach, Christian; Aaside, C T; Humphreys, G W

    2002-01-01

    We report evidence from a PET activation study that the inferior occipital gyri (likely to include area V2) and the posterior parts of the fusiform and inferior temporal gyri are involved in the integration of visual elements into perceptual wholes (single objects). Of these areas, the fusiform a......) that perceptual and memorial processes can be dissociated on both functional and anatomical grounds. No evidence was obtained for the involvement of the parietal lobes in the integration of single objects....

  14. Cinematic innervation: the intuitive form of perception in the distracted perceptual field

    Directory of Open Access Journals (Sweden)

    Sungyong Ahn

    2013-09-01

    Full Text Available In “The Work of Art in the Age of Its Technological Reproducibility,” Walter Benjamin alluded that the human perceptual field in his time would become more distracted by the intervention of technologies, and so masses’ tactility activated by distraction would be more important in the mechanized perception. Regarding this historical situation, Benjamin anticipated that the new mode of mass perception would be organized through people's collective “innervation” to technologies. This article aims to contextualize this physiological term's cultural, technical, and political implications within various discourses about perception from the late 19th century physiologies to early 20th century film theories. Benjamin considers the tactility of people's potential to reconstruct the optical scheme of perception from the “flatness of screen” in which distances between viewers and perceived objects collapse. In a similar vein, the late 19th century's physiology reconceptualized perception in its relation not so much to the transcendental division of subject/object as to the sensual condition of a retina as “a single immanent plane.” From this perspective, perception is phenomena entailed by a body's contact to a sensual environment, so how sense inputs circulate in a neural network is a determinant for explaining perceptual processes. With regard to this paradigm change, the invention of cinema in the late 19th century was significant because it radically changed the composition of the perceptual field in two directions. Cinema introduced the virtualized perceptual fields on which sense circulations were completely controlled by the operation of camera. At the same time, the mediation of projectors in theaters reorganized viewers’ neural paths for perceptual innervation. As Hugo Münsterberg and Sergei Eisenstein's theories reflect, cinematic media's intervention in the perceptual field made it possible for masses’ collective

  15. Resistance to Interference of Olfactory Perceptual Learning

    Science.gov (United States)

    Stevenson, Richard J.; Case, Trevor I.; Tomiczek, Caroline

    2007-01-01

    Olfactory memory is especially persistent. The current study explored whether this applies to a form of perceptual learning, in which experience of an odor mixture results in greater judged similarity between its elements. Experiment 1A contrasted 2 forms of interference procedure, "compound" (mixture AW, followed by presentation of new mixtures…

  16. Infant Memory for Primitive Perceptual Features.

    Science.gov (United States)

    Adler, Scott A.

    Textons are elongated blobs of specific color, angular orientation, ends of lines, and crossings of line segments that are proposed to be the perceptual building blocks of the visual system. A study was conducted to explore the relative memorability of different types and arrangements of textons, exploring the time course for the discrimination…

  17. Perceptual processing of a complex auditory context

    DEFF Research Database (Denmark)

    Quiroga Martinez, David Ricardo; Hansen, Niels Christian; Højlund, Andreas

    The mismatch negativity (MMN) is a brain response elicited by deviants in a series of repetitive sounds. It reflects the perception of change in low-level sound features and reliably measures perceptual auditory memory. However, most MMN studies use simple tone patterns as stimuli, failing...

  18. Well-Founded Belief and Perceptual Justification

    DEFF Research Database (Denmark)

    Broncano-Berrocal, Fernando

    2016-01-01

    According to Alan Millar, justified beliefs are well-founded beliefs. Millar cashes out the notion of well-foundedness in terms of having an adequate reason to believe something and believing it for that reason. To make his account of justified belief compatible with perceptual justification he...

  19. Prior expectations facilitate metacognition for perceptual decision.

    Science.gov (United States)

    Sherman, M T; Seth, A K; Barrett, A B; Kanai, R

    2015-09-01

    The influential framework of 'predictive processing' suggests that prior probabilistic expectations influence, or even constitute, perceptual contents. This notion is evidenced by the facilitation of low-level perceptual processing by expectations. However, whether expectations can facilitate high-level components of perception remains unclear. We addressed this question by considering the influence of expectations on perceptual metacognition. To isolate the effects of expectation from those of attention we used a novel factorial design: expectation was manipulated by changing the probability that a Gabor target would be presented; attention was manipulated by instructing participants to perform or ignore a concurrent visual search task. We found that, independently of attention, metacognition improved when yes/no responses were congruent with expectations of target presence/absence. Results were modeled under a novel Bayesian signal detection theoretic framework which integrates bottom-up signal propagation with top-down influences, to provide a unified description of the mechanisms underlying perceptual decision and metacognition. Copyright © 2015 Elsevier Inc. All rights reserved.

  20. Fusion of perceptions for perceptual robotics

    NARCIS (Netherlands)

    Ciftcioglu, O.; Bittermann, M.S.; Sariyildiz, I.S.

    2006-01-01

    Fusion of perception information for perceptual robotics is described. The visual perception is mathematically modelled as a probabilistic process obtaining and interpreting visual data from an environment. The visual data is processed in a multiresolutional form via wavelet transform and optimally

  1. Lexically guided perceptual learning in Mandarin Chinese

    NARCIS (Netherlands)

    Burchfield, L.A.; Luk, S.H.K.; Antoniou, M.; Cutler, A.

    2017-01-01

    Lexically guided perceptual learni ng refers to the use of lexical knowledge to retune sp eech categories and thereby adapt to a novel talker's pronunciation. This adaptation has been extensively documented, but primarily for segmental-based learning in English and Dutch. In languages with lexical

  2. Perceptual Load Influences Selective Attention across Development

    Science.gov (United States)

    Couperus, Jane W.

    2011-01-01

    Research suggests that visual selective attention develops across childhood. However, there is relatively little understanding of the neurological changes that accompany this development, particularly in the context of adult theories of selective attention, such as N. Lavie's (1995) perceptual load theory of attention. This study examined visual…

  3. Comparison and Contrast in Perceptual Categorization

    Science.gov (United States)

    Hampton, James A.; Estes, Zachary; Simmons, Claire L.

    2005-01-01

    People categorized pairs of perceptual stimuli that varied in both category membership and pairwise similarity. Experiments 1 and 2 showed categorization of 1 color of a pair to be reliably contrasted from that of the other. This similarity-based contrast effect occurred only when the context stimulus was relevant for the categorization of the…

  4. Perceptual Articulation in Three Middle Eastern Culture

    Science.gov (United States)

    Amir, Yehuda

    1975-01-01

    Noting that one would expect that members of cultural groups whose modes of child rearing foster individual autonomy would achieve more articulated perceptual functioning rather than persons reared in societies where conformity and emotional dependence are stressed, this article discusses a study which compared two Israeli sub-groups and two…

  5. Reliability in perceptual analysis of voice quality.

    Science.gov (United States)

    Bele, Irene Velsvik

    2005-12-01

    This study focuses on speaking voice quality in male teachers (n = 35) and male actors (n = 36), who represent untrained and trained voice users, because we wanted to investigate normal and supranormal voices. In this study, both substantial and methodologic aspects were considered. It includes a method for perceptual voice evaluation, and a basic issue was rater reliability. A listening group of 10 listeners, 7 experienced speech-language therapists, and 3 speech-language therapist students evaluated the voices by 15 vocal characteristics using VA scales. Two sets of voice signals were investigated: text reading (2 loudness levels) and sustained vowel (3 levels). The results indicated a high interrater reliability for most perceptual characteristics. Connected speech was evaluated more reliably, especially at the normal level, but both types of voice signals were evaluated reliably, although the reliability for connected speech was somewhat higher than for vowels. Experienced listeners tended to be more consistent in their ratings than did the student raters. Some vocal characteristics achieved acceptable reliability even with a smaller panel of listeners. The perceptual characteristics grouped in 4 factors reflected perceptual dimensions.

  6. Perceptual evaluation of different image fusion schemes

    NARCIS (Netherlands)

    Toet, A.; IJspeert, J.K.

    2001-01-01

    Human perceptual performance was tested with images of nighttime outdoor scenes. The scenes were registered both with a dual band (visual and near infrared) image intensified low-light CCD camera (DII) and with a thermal middle wavelength band (3-5 μm) infrared (IR) camera. Fused imagery was

  7. Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?

    OpenAIRE

    Collins, Emily; Freeman, Jonathan

    2014-01-01

    Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other t...

  8. Grey scale, the 'crispening effect', and perceptual linearization

    NARCIS (Netherlands)

    Belaïd, N.; Martens, J.B.

    1998-01-01

    One way of optimizing a display is to maximize the number of distinguishable grey levels, which in turn is equivalent to perceptually linearizing the display. Perceptual linearization implies that equal steps in grey value evoke equal steps in brightness sensation. The key to perceptual

  9. Associative (prosop)agnosia without (apparent) perceptual deficits: a case-study.

    Science.gov (United States)

    Anaki, David; Kaufman, Yakir; Freedman, Morris; Moscovitch, Morris

    2007-04-09

    In associative agnosia early perceptual processing of faces or objects are considered to be intact, while the ability to access stored semantic information about the individual face or object is impaired. Recent claims, however, have asserted that associative agnosia is also characterized by deficits at the perceptual level, which are too subtle to be detected by current neuropsychological tests. Thus, the impaired identification of famous faces or common objects in associative agnosia stems from difficulties in extracting the minute perceptual details required to identify a face or an object. In the present study, we report the case of a patient DBO with a left occipital infarct, who shows impaired object and famous face recognition. Despite his disability, he exhibits a face inversion effect, and is able to select a famous face from among non-famous distractors. In addition, his performance is normal in an immediate and delayed recognition memory for faces, whose external features were deleted. His deficits in face recognition are apparent only when he is required to name a famous face, or select two faces from among a triad of famous figures based on their semantic relationships (a task which does not require access to names). The nature of his deficits in object perception and recognition are similar to his impairments in the face domain. This pattern of behavior supports the notion that apperceptive and associative agnosia reflect distinct and dissociated deficits, which result from damage to different stages of the face and object recognition process.

  10. Perceptual attraction in tool use: evidence for a reliability-based weighting mechanism.

    Science.gov (United States)

    Debats, Nienke B; Ernst, Marc O; Heuer, Herbert

    2017-04-01

    Humans are well able to operate tools whereby their hand movement is linked, via a kinematic transformation, to a spatially distant object moving in a separate plane of motion. An everyday example is controlling a cursor on a computer monitor. Despite these separate reference frames, the perceived positions of the hand and the object were found to be biased toward each other. We propose that this perceptual attraction is based on the principles by which the brain integrates redundant sensory information of single objects or events, known as optimal multisensory integration. That is, 1 ) sensory information about the hand and the tool are weighted according to their relative reliability (i.e., inverse variances), and 2 ) the unisensory reliabilities sum up in the integrated estimate. We assessed whether perceptual attraction is consistent with optimal multisensory integration model predictions. We used a cursor-control tool-use task in which we manipulated the relative reliability of the unisensory hand and cursor position estimates. The perceptual biases shifted according to these relative reliabilities, with an additional bias due to contextual factors that were present in experiment 1 but not in experiment 2 The biased position judgments' variances were, however, systematically larger than the predicted optimal variances. Our findings suggest that the perceptual attraction in tool use results from a reliability-based weighting mechanism similar to optimal multisensory integration, but that certain boundary conditions for optimality might not be satisfied. NEW & NOTEWORTHY Kinematic tool use is associated with a perceptual attraction between the spatially separated hand and the effective part of the tool. We provide a formal account for this phenomenon, thereby showing that the process behind it is similar to optimal integration of sensory information relating to single objects. Copyright © 2017 the American Physiological Society.

  11. Beauty in abstract paintings: Perceptual contrast and statistical properties

    Directory of Open Access Journals (Sweden)

    Birgit eMallon

    2014-03-01

    Full Text Available In this study, we combined the behavioral and objective approach in the field of empirical aesthetics. First, we studied the perception of beauty by investigating shifts in evaluation on perceived beauty of abstract artworks (Experiment 1. Because the participants showed heterogeneous individual preferences for the paintings, we divided them into seven clusters for the test. The experiment revealed a clear pattern of perceptual contrast. The perceived beauty of abstract paintings increased after exposure to paintings that were rated as less beautiful, and it decreased after exposure to paintings that were rated as more beautiful. Next, we searched for correlations of beauty ratings and perceptual contrast with statistical properties of abstract artworks (Experiment 2. The participants showed significant preferences for certain image properties. These preferences differed between the clusters of participants. Strikingly, next to color measures like hue, saturation, value and lightness, the recently described PHOG self-similarity value seems to be a predictor for aesthetic appreciation of abstract artworks. We speculate that the shift in evaluation in Experiment 1 was, at least in part, based on low-level adaptation to some of the statistical image properties analyzed in Experiment 2. In conclusion, our findings demonstrate that the perception of beauty in abstract artworks is altered after exposure to beautiful or non-beautiful images and correlates with particular image properties, especially color measures and self-similarity.

  12. Beauty in abstract paintings: perceptual contrast and statistical properties

    Science.gov (United States)

    Mallon, Birgit; Redies, Christoph; Hayn-Leichsenring, Gregor U.

    2014-01-01

    In this study, we combined the behavioral and objective approach in the field of empirical aesthetics. First, we studied the perception of beauty by investigating shifts in evaluation on perceived beauty of abstract artworks (Experiment 1). Because the participants showed heterogeneous individual preferences for the paintings, we divided them into seven clusters for the test. The experiment revealed a clear pattern of perceptual contrast. The perceived beauty of abstract paintings increased after exposure to paintings that were rated as less beautiful, and it decreased after exposure to paintings that were rated as more beautiful. Next, we searched for correlations of beauty ratings and perceptual contrast with statistical properties of abstract artworks (Experiment 2). The participants showed significant preferences for particular image properties. These preferences differed between the clusters of participants. Strikingly, next to color measures like hue, saturation, value and lightness, the recently described Pyramid of Histograms of Orientation Gradients (PHOG) self-similarity value seems to be a predictor for aesthetic appreciation of abstract artworks. We speculate that the shift in evaluation in Experiment 1 was, at least in part, based on low-level adaptation to some of the statistical image properties analyzed in Experiment 2. In conclusion, our findings demonstrate that the perception of beauty in abstract artworks is altered after exposure to beautiful or non-beautiful images and correlates with particular image properties, especially color measures and self-similarity. PMID:24711791

  13. The role of connectedness in haptic object perception

    NARCIS (Netherlands)

    Plaisier, M.A.; van Polanen, V.; Kappers, Astrid M.L.

    2017-01-01

    We can efficiently detect whether there is a rough object among a set of smooth objects using our sense of touch. We can also quickly determine the number of rough objects in our hand. In this study, we investigated whether the perceptual processing of rough and smooth objects is influenced if these

  14. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  15. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  16. The mere exposure effect is sensitive to color information: evidence for color effects in a perceptual implicit memory test.

    Science.gov (United States)

    Hupbach, Almut; Melzer, André; Hardt, Oliver

    2006-01-01

    Priming effects in perceptual tests of implicit memory are assumed to be perceptually specific. Surprisingly, changing object colors from study to test did not diminish priming in most previous studies. However, these studies used implicit tests that are based on object identification, which mainly depends on the analysis of the object shape and therefore operates color-independently. The present study shows that color effects can be found in perceptual implicit tests when the test task requires the processing of color information. In Experiment 1, reliable color priming was found in a mere exposure design (preference test). In Experiment 2, the preference test was contrasted with a conceptually driven color-choice test. Altering the shape of object from study to test resulted in significant priming in the color-choice test but eliminated priming in the preference test. Preference judgments thus largely depend on perceptual processes. In Experiment 3, the preference and the color-choice test were studied under explicit test instructions. Differences in reaction times between the implicit and the explicit test suggest that the implicit test results were not an artifact of explicit retrieval attempts. In contrast with previous assumptions, it is therefore concluded that color is part of the representation that mediates perceptual priming.

  17. Minimum Delay Moving Object Detection

    KAUST Repository

    Lao, Dong

    2017-11-09

    We present a general framework and method for detection of an object in a video based on apparent motion. The object moves relative to background motion at some unknown time in the video, and the goal is to detect and segment the object as soon it moves in an online manner. Due to unreliability of motion between frames, more than two frames are needed to reliably detect the object. Our method is designed to detect the object(s) with minimum delay, i.e., frames after the object moves, constraining the false alarms. Experiments on a new extensive dataset for moving object detection show that our method achieves less delay for all false alarm constraints than existing state-of-the-art.

  18. Minimum Delay Moving Object Detection

    KAUST Repository

    Lao, Dong

    2017-01-08

    We present a general framework and method for detection of an object in a video based on apparent motion. The object moves relative to background motion at some unknown time in the video, and the goal is to detect and segment the object as soon it moves in an online manner. Due to unreliability of motion between frames, more than two frames are needed to reliably detect the object. Our method is designed to detect the object(s) with minimum delay, i.e., frames after the object moves, constraining the false alarms. Experiments on a new extensive dataset for moving object detection show that our method achieves less delay for all false alarm constraints than existing state-of-the-art.

  19. Minimum Delay Moving Object Detection

    KAUST Repository

    Lao, Dong; Sundaramoorthi, Ganesh

    2017-01-01

    We present a general framework and method for detection of an object in a video based on apparent motion. The object moves relative to background motion at some unknown time in the video, and the goal is to detect and segment the object as soon it moves in an online manner. Due to unreliability of motion between frames, more than two frames are needed to reliably detect the object. Our method is designed to detect the object(s) with minimum delay, i.e., frames after the object moves, constraining the false alarms. Experiments on a new extensive dataset for moving object detection show that our method achieves less delay for all false alarm constraints than existing state-of-the-art.

  20. Virtual Video Prototyping of Pervasive Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Madsen, Kim Halskov

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  1. Virtual Video Prototyping for Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Lykke-Olesen, Andreas

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  2. Object and Objective Lost?

    DEFF Research Database (Denmark)

    Lopdrup-Hjorth, Thomas

    2015-01-01

    This paper explores the erosion and problematization of ‘the organization’ as a demarcated entity. Utilizing Foucault's reflections on ‘state-phobia’ as a source of inspiration, I show how an organization-phobia has gained a hold within Organization Theory (OT). By attending to the history...... of this organization-phobia, the paper argues that OT has become increasingly incapable of speaking about its core object. I show how organizations went from being conceptualized as entities of major importance to becoming theoretically deconstructed and associated with all kinds of ills. Through this history......, organizations as distinct entities have been rendered so problematic that they have gradually come to be removed from the center of OT. The costs of this have been rather significant. Besides undermining the grounds that gave OT intellectual credibility and legitimacy to begin with, the organization-phobia...

  3. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  4. Unsupervised deep learning for real-time assessment of video streaming services

    NARCIS (Netherlands)

    Torres Vega, M.; Mocanu, D.C.; Liotta, A.

    2017-01-01

    Evaluating quality of experience in video streaming services requires a quality metric that works in real time and for a broad range of video types and network conditions. This means that, subjective video quality assessment studies, or complex objective video quality assessment metrics, which would

  5. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

    This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…

  6. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…

  7. The fate of task-irrelevant visual motion: perceptual load versus feature-based attention.

    Science.gov (United States)

    Taya, Shuichiro; Adams, Wendy J; Graf, Erich W; Lavie, Nilli

    2009-11-18

    We tested contrasting predictions derived from perceptual load theory and from recent feature-based selection accounts. Observers viewed moving, colored stimuli and performed low or high load tasks associated with one stimulus feature, either color or motion. The resultant motion aftereffect (MAE) was used to evaluate attentional allocation. We found that task-irrelevant visual features received less attention than co-localized task-relevant features of the same objects. Moreover, when color and motion features were co-localized yet perceived to belong to two distinct surfaces, feature-based selection was further increased at the expense of object-based co-selection. Load theory predicts that the MAE for task-irrelevant motion would be reduced with a higher load color task. However, this was not seen for co-localized features; perceptual load only modulated the MAE for task-irrelevant motion when this was spatially separated from the attended color location. Our results suggest that perceptual load effects are mediated by spatial selection and do not generalize to the feature domain. Feature-based selection operates to suppress processing of task-irrelevant, co-localized features, irrespective of perceptual load.

  8. Using Japanese Onomatopoeias to Explore Perceptual Dimensions in Visual Material Perception.

    Science.gov (United States)

    Hanada, Mitsuhiko

    2016-01-28

    This study examined the perceptual dimensions of visual material properties. Photographs of 50 objects were presented to the participants, and they reported a suitable onomatopoeia (mimetic word) for describing the material of the object in each photograph, based on visual appearance. The participants' responses were collated into a contingency table of photographs × onomatopoeias. After removing some items from the table, correspondence analysis was applied to the contingency table, and a six-dimensional biplot was obtained. By rotating the axes to maximize sparseness of the coordinates for the items in the biplot, three meaningful perceptual dimensions were derived: wetness/stickiness, fluffiness/softness, and smoothness-roughness/gloss-dullness. Two additional possible dimensions were obtained: crumbliness and coldness. These dimensions, except gloss-dullness, were paid little attention to in vision science, though they were suggested as perceptual dimensions of tactile texture. This suggests that the perceptual dimensions that are considered to be primarily related to haptics are also important in visual material perception. © The Author(s) 2016.

  9. Reinforcement of perceptual inference: reward and punishment alter conscious visual perception during binocular rivalry

    Directory of Open Access Journals (Sweden)

    Gregor eWilbertz

    2014-12-01

    Full Text Available Perception is an inferential process, which becomes immediately evident when sensory information is conflicting or ambiguous and thus allows for more than one perceptual interpretation. Thinking the idea of perception as inference through to the end results in a blurring of boundaries between perception and action selection, as perceptual inference implies the construction of a percept as an active process. Here we therefore wondered whether perception shares a key characteristic of action selection, namely that it is shaped by reinforcement learning. In two behavioral experiments, we used binocular rivalry to examine whether perceptual inference can be influenced by the association of perceptual outcomes with reward or punishment, respectively, in analogy to instrumental conditioning. Binocular rivalry was evoked by two orthogonal grating stimuli presented to the two eyes, resulting in perceptual alternations between the two gratings. Perception was tracked indirectly and objectively through a target detection task, which allowed us to preclude potential reporting biases. Monetary rewards or punishments were given repeatedly during perception of only one of the two rivalling stimuli. We found an increase in dominance durations for the percept associated with reward, relative to the non-rewarded percept. In contrast, punishment led to an increase of the non-punished compared to a relative decrease of the punished percept. Our results show that perception shares key characteristics with action selection, in that it is influenced by reward and punishment in opposite directions, thus narrowing the gap between the conceptually separated domains of perception and action selection. We conclude that perceptual inference is an adaptive process that is shaped by its consequences.

  10. Multi-view video segmentation and tracking for video surveillance

    Science.gov (United States)

    Mohammadi, Gelareh; Dufaux, Frederic; Minh, Thien Ha; Ebrahimi, Touradj

    2009-05-01

    Tracking moving objects is a critical step for smart video surveillance systems. Despite the complexity increase, multiple camera systems exhibit the undoubted advantages of covering wide areas and handling the occurrence of occlusions by exploiting the different viewpoints. The technical problems in multiple camera systems are several: installation, calibration, objects matching, switching, data fusion, and occlusion handling. In this paper, we address the issue of tracking moving objects in an environment covered by multiple un-calibrated cameras with overlapping fields of view, typical of most surveillance setups. Our main objective is to create a framework that can be used to integrate objecttracking information from multiple video sources. Basically, the proposed technique consists of the following steps. We first perform a single-view tracking algorithm on each camera view, and then apply a consistent object labeling algorithm on all views. In the next step, we verify objects in each view separately for inconsistencies. Correspondent objects are extracted through a Homography transform from one view to the other and vice versa. Having found the correspondent objects of different views, we partition each object into homogeneous regions. In the last step, we apply the Homography transform to find the region map of first view in the second view and vice versa. For each region (in the main frame and mapped frame) a set of descriptors are extracted to find the best match between two views based on region descriptors similarity. This method is able to deal with multiple objects. Track management issues such as occlusion, appearance and disappearance of objects are resolved using information from all views. This method is capable of tracking rigid and deformable objects and this versatility lets it to be suitable for different application scenarios.

  11. Neurophysiological Studies May Provide a Misleading Picture of How Perceptual-Motor Interactions are Coordinated

    Directory of Open Access Journals (Sweden)

    David Mann

    2013-02-01

    Full Text Available Neurophysiological measurement techniques like fMRI and TMS are increasingly being used to examine the perceptual-motor processes underpinning the ability to anticipate the actions of others. Crucially, these techniques invariably restrict the experimental task that can be used and consequently limit the degree to which the findings can be generalised. These limitations are discussed based on a recent paper by Tomeo et al. (2012 who sought to examine responses to fooling actions by using TMS on participants who passively observed spliced video clips where bodily information was, and was not, linked to the action outcome. We outline two particular concerns with this approach. First, spliced video clips that show physically impossible actions are unlikely to simulate a “fooling” action. Second, it is difficult to make meaningful inferences about perceptual-motor expertise from experiments where participants cannot move. Taken together, we argue that wider generalisations based on these findings may provide a misunderstanding of the phenomenon such a study is designed to explore.

  12. Neurophysiological studies may provide a misleading picture of how perceptual-motor interactions are coordinated.

    Science.gov (United States)

    Mann, David; Dicks, Matt; Cañal-Bruland, Rouwen; van der Kamp, John

    2013-01-01

    Neurophysiological measurement techniques like fMRI and TMS are increasingly being used to examine the perceptual-motor processes underpinning the ability to anticipate the actions of others. Crucially, these techniques invariably restrict the experimental task that can be used and consequently limit the degree to which the findings can be generalised. These limitations are discussed based on a recent paper by Tomeo et al. (2012) who sought to examine responses to fooling actions by using TMS on participants who passively observed spliced video clips where bodily information was, and was not, linked to the action outcome. We outline two particular concerns with this approach. First, spliced video clips that show physically impossible actions are unlikely to simulate a "fooling" action. Second, it is difficult to make meaningful inferences about perceptual-motor expertise from experiments where participants cannot move. Taken together, we argue that wider generalisations based on these findings may provide a misunderstanding of the phenomenon such a study is designed to explore.

  13. Minimum Delay Moving Object Detection

    KAUST Repository

    Lao, Dong

    2017-01-01

    This thesis presents a general framework and method for detection of an object in a video based on apparent motion. The object moves, at some unknown time, differently than the “background” motion, which can be induced from camera motion. The goal

  14. Objective and subjective quality assessment of geometry compression of reconstructed 3D humans in a 3D virtual room

    Science.gov (United States)

    Mekuria, Rufael; Cesar, Pablo; Doumanis, Ioannis; Frisiello, Antonella

    2015-09-01

    Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.

  15. Monocular depth effects on perceptual fading.

    Science.gov (United States)

    Hsu, Li-Chuan; Kramer, Peter; Yeh, Su-Ling

    2010-08-06

    After prolonged viewing, a static target among moving non-targets is perceived to repeatedly disappear and reappear. An uncrossed stereoscopic disparity of the target facilitates this Motion-Induced Blindness (MIB). Here we test whether monocular depth cues can affect MIB too, and whether they can also affect perceptual fading in static displays. Experiment 1 reveals an effect of interposition: more MIB when the target appears partially covered by, than when it appears to cover, its surroundings. Experiment 2 shows that the effect is indeed due to interposition and not to the target's contours. Experiment 3 induces depth with the watercolor illusion and replicates Experiment 1. Experiments 4 and 5 replicate Experiments 1 and 3 without the use of motion. Since almost any stimulus contains a monocular depth cue, we conclude that perceived depth affects perceptual fading in almost any stimulus, whether dynamic or static. Copyright 2010 Elsevier Ltd. All rights reserved.

  16. From Perceptual Categories to Concepts: What Develops?

    Science.gov (United States)

    Sloutsky, Vladimir M.

    2010-01-01

    People are remarkably smart: they use language, possess complex motor skills, make non-trivial inferences, develop and use scientific theories, make laws, and adapt to complex dynamic environments. Much of this knowledge requires concepts and this paper focuses on how people acquire concepts. It is argued that conceptual development progresses from simple perceptual grouping to highly abstract scientific concepts. This proposal of conceptual development has four parts. First, it is argued that categories in the world have different structure. Second, there might be different learning systems (sub-served by different brain mechanisms) that evolved to learn categories of differing structures. Third, these systems exhibit differential maturational course, which affects how categories of different structures are learned in the course of development. And finally, an interaction of these components may result in the developmental transition from perceptual groupings to more abstract concepts. This paper reviews a large body of empirical evidence supporting this proposal. PMID:21116483

  17. Perceptual stimulus-A Bayesian-based integration of multi-visual-cue approach and its application

    Institute of Scientific and Technical Information of China (English)

    XUE JianRu; ZHENG NanNing; ZHONG XiaoPin; PING LinJiang

    2008-01-01

    With the view that visual cue could be taken as a kind of stimulus, the study of the mechanism in the visual perception process by using visual cues in their probabilistic representation eventually leads to a class of statistical integration of multiple visual cues (IMVC) methods which have been applied widely in perceptual grouping, video analysis, and other basic problems in computer vision. In this paper, a survey on the basic ideas and recent advances of IMVC methods is presented, and much focus is on the models and algorithms of IMVC for video analysis within the framework of Bayesian estimation. Furthermore, two typical problems in video analysis, robust visual tracking and "switching problem" in multi-target tracking (MTT) are taken as test beds to verify a series of Bayesian-based IMVC methods proposed by the authors. Furthermore, the relations between the statistical IMVC and the visual per-ception process, as well as potential future research work for IMVC, are discussed.

  18. Implicit Recognition Based on Lateralized Perceptual Fluency

    OpenAIRE

    Vargas, Iliana M.; Voss, Joel L.; Paller, Ken A.

    2012-01-01

    In some circumstances, accurate recognition of repeated images in an explicit memory test is driven by implicit memory. We propose that this “implicit recognition” results from perceptual fluency that influences responding without awareness of memory retrieval. Here we examined whether recognition would vary if images appeared in the same or different visual hemifield during learning and testing. Kaleidoscope images were briefly presented left or right of fixation during divided-attention enc...

  19. Can perceptual learning be used to treat amblyopia beyond the critical period of visual development?

    Science.gov (United States)

    Astle, Andrew T; Webb, Ben S; McGraw, Paul V

    2011-11-01

    Amblyopia presents early in childhood and affects approximately 3% of western populations. The monocular visual acuity loss is conventionally treated during the 'critical periods' of visual development by occluding or penalising the fellow eye to encourage use of the amblyopic eye. Despite the measurable success of this approach in many children, substantial numbers of people still suffer with amblyopia later in life because either they were never diagnosed in childhood, did not respond to the original treatment, the amblyopia was only partially remediated, or their acuity loss returned after cessation of treatment. In this review, we consider whether the visual deficits of this largely overlooked amblyopic group are amenable to conventional and innovative therapeutic interventions later in life, well beyond the age at which treatment is thought to be effective. There is a considerable body of evidence that residual plasticity is present in the adult visual brain and this can be harnessed to improve function in adults with amblyopia. Perceptual training protocols have been developed to optimise visual gains in this clinical population. Results thus far are extremely encouraging; marked visual improvements have been demonstrated, the perceptual benefits transfer to new visual tasks and appear to be relatively enduring. The essential ingredients of perceptual training protocols are being incorporated into video game formats, facilitating home-based interventions. Many studies support perceptual training as a tool for improving vision in amblyopes beyond the critical period. Should this novel form of treatment stand up to the scrutiny of a randomised controlled trial, clinicians may need to re-evaluate their therapeutic approach to adults with amblyopia. Ophthalmic & Physiological Optics © 2011 The College of Optometrists.

  20. Can perceptual learning be used to treat amblyopia beyond the critical period of visual development?

    Science.gov (United States)

    Astle, Andrew T.; Webb, Ben S.; McGraw, Paul V.

    2012-01-01

    Background Amblyopia presents early in childhood and affects approximately 3% of western populations. The monocular visual acuity loss is conventionally treated during the “critical periods” of visual development by occluding or penalising the fellow eye to encourage use of the amblyopic eye. Despite the measurable success of this approach in many children, substantial numbers of people still suffer with amblyopia later in life because either they were never diagnosed in childhood, did not respond to the original treatment, the amblyopia was only partially remediated, or their acuity loss returned after cessation of treatment. Purpose In this review, we consider whether the visual deficits of this largely overlooked amblyopic group are amenable to conventional and innovative therapeutic interventions later in life, well beyond the age at which treatment is thought to be effective. Recent findings There is a considerable body of evidence that residual plasticity is present in the adult visual brain and this can be harnessed to improve function in adults with amblyopia. Perceptual training protocols have been developed to optimise visual gains in this clinical population. Results thus far are extremely encouraging: marked visual improvements have been demonstrated, the perceptual benefits transfer to new visual tasks and appear to be relatively enduring. The essential ingredients of perceptual training protocols are being incorporated into video game formats, facilitating home-based interventions. Summary Many studies support perceptual training as a tool for improving vision in amblyopes beyond the critical period. Should this novel form of treatment stand up to the scrutiny of a randomised controlled trial, clinicians may need to re-evaluate their therapeutic approach to adults with amblyopia. PMID:21981034

  1. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

    There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.

  2. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

    This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV

  3. Selection in spatial working memory is independent of perceptual selective attention, but they interact in a shared spatial priority map.

    Science.gov (United States)

    Hedge, Craig; Oberauer, Klaus; Leonards, Ute

    2015-11-01

    We examined the relationship between the attentional selection of perceptual information and of information in working memory (WM) through four experiments, using a spatial WM-updating task. Participants remembered the locations of two objects in a matrix and worked through a sequence of updating operations, each mentally shifting one dot to a new location according to an arrow cue. Repeatedly updating the same object in two successive steps is typically faster than switching to the other object; this object switch cost reflects the shifting of attention in WM. In Experiment 1, the arrows were presented in random peripheral locations, drawing perceptual attention away from the selected object in WM. This manipulation did not eliminate the object switch cost, indicating that the mechanisms of perceptual selection do not underlie selection in WM. Experiments 2a and 2b corroborated the independence of selection observed in Experiment 1, but showed a benefit to reaction times when the placement of the arrow cue was aligned with the locations of relevant objects in WM. Experiment 2c showed that the same benefit also occurs when participants are not able to mark an updating location through eye fixations. Together, these data can be accounted for by a framework in which perceptual selection and selection in WM are separate mechanisms that interact through a shared spatial priority map.

  4. Interacting with target tracking algorithms in a gaze-enhanced motion video analysis system

    Science.gov (United States)

    Hild, Jutta; Krüger, Wolfgang; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen

    2016-05-01

    Motion video analysis is a challenging task, particularly if real-time analysis is required. It is therefore an important issue how to provide suitable assistance for the human operator. Given that the use of customized video analysis systems is more and more established, one supporting measure is to provide system functions which perform subtasks of the analysis. Recent progress in the development of automated image exploitation algorithms allow, e.g., real-time moving target tracking. Another supporting measure is to provide a user interface which strives to reduce the perceptual, cognitive and motor load of the human operator for example by incorporating the operator's visual focus of attention. A gaze-enhanced user interface is able to help here. This work extends prior work on automated target recognition, segmentation, and tracking algorithms as well as about the benefits of a gaze-enhanced user interface for interaction with moving targets. We also propose a prototypical system design aiming to combine both the qualities of the human observer's perception and the automated algorithms in order to improve the overall performance of a real-time video analysis system. In this contribution, we address two novel issues analyzing gaze-based interaction with target tracking algorithms. The first issue extends the gaze-based triggering of a target tracking process, e.g., investigating how to best relaunch in the case of track loss. The second issue addresses the initialization of tracking algorithms without motion segmentation where the operator has to provide the system with the object's image region in order to start the tracking algorithm.

  5. Baby Arithmetic: One Object Plus One Tone

    Science.gov (United States)

    Kobayashi, Tessei; Hiraki, Kazuo; Mugitani, Ryoko; Hasegawa, Toshikazu

    2004-01-01

    Recent studies using a violation-of-expectation task suggest that preverbal infants are capable of recognizing basic arithmetical operations involving visual objects. There is still debate, however, over whether their performance is based on any expectation of the arithmetical operations, or on a general perceptual tendency to prefer visually…

  6. The Kinetics Human Action Video Dataset

    OpenAIRE

    Kay, Will; Carreira, Joao; Simonyan, Karen; Zhang, Brian; Hillier, Chloe; Vijayanarasimhan, Sudheendra; Viola, Fabio; Green, Tim; Back, Trevor; Natsev, Paul; Suleyman, Mustafa; Zisserman, Andrew

    2017-01-01

    We describe the DeepMind Kinetics human action video dataset. The dataset contains 400 human action classes, with at least 400 video clips for each action. Each clip lasts around 10s and is taken from a different YouTube video. The actions are human focussed and cover a broad range of classes including human-object interactions such as playing instruments, as well as human-human interactions such as shaking hands. We describe the statistics of the dataset, how it was collected, and give some ...

  7. Can student-produced video transform university teaching?

    DEFF Research Database (Denmark)

    2011-01-01

    as preparation for the two week intensive field course. The overall objective of the redesign was to modernize and improve the quality of the students learning experience, by exploring the potentials of video and online tools to create flexible, student-centered and student-activating education. The student...... produced three types of videos during the course: Video 1 was independently produced by the students, guided by online tasks and instructions. These videos were student produced learning material, showing cases from all over Europe. The videos was collected and presented in a "visual database" in Google...

  8. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi

  9. Seeing mathematics: perceptual experience and brain activity in acquired synesthesia.

    Science.gov (United States)

    Brogaard, Berit; Vanni, Simo; Silvanto, Juha

    2013-01-01

    We studied the patient JP who has exceptional abilities to draw complex geometrical images by hand and a form of acquired synesthesia for mathematical formulas and objects, which he perceives as geometrical figures. JP sees all smooth curvatures as discrete lines, similarly regardless of scale. We carried out two preliminary investigations to establish the perceptual nature of synesthetic experience and to investigate the neural basis of this phenomenon. In a functional magnetic resonance imaging (fMRI) study, image-inducing formulas produced larger fMRI responses than non-image inducing formulas in the left temporal, parietal and frontal lobes. Thus our main finding is that the activation associated with his experience of complex geometrical images emerging from mathematical formulas is restricted to the left hemisphere.

  10. Chromatic Perceptual Learning but No Category Effects without Linguistic Input.

    Science.gov (United States)

    Grandison, Alexandra; Sowden, Paul T; Drivonikou, Vicky G; Notman, Leslie A; Alexander, Iona; Davies, Ian R L

    2016-01-01

    Perceptual learning involves an improvement in perceptual judgment with practice, which is often specific to stimulus or task factors. Perceptual learning has been shown on a range of visual tasks but very little research has explored chromatic perceptual learning. Here, we use two low level perceptual threshold tasks and a supra-threshold target detection task to assess chromatic perceptual learning and category effects. Experiment 1 investigates whether chromatic thresholds reduce as a result of training and at what level of analysis learning effects occur. Experiment 2 explores the effect of category training on chromatic thresholds, whether training of this nature is category specific and whether it can induce categorical responding. Experiment 3 investigates the effect of category training on a higher level, lateralized target detection task, previously found to be sensitive to category effects. The findings indicate that performance on a perceptual threshold task improves following training but improvements do not transfer across retinal location or hue. Therefore, chromatic perceptual learning is category specific and can occur at relatively early stages of visual analysis. Additionally, category training does not induce category effects on a low level perceptual threshold task, as indicated by comparable discrimination thresholds at the newly learned hue boundary and adjacent test points. However, category training does induce emerging category effects on a supra-threshold target detection task. Whilst chromatic perceptual learning is possible, learnt category effects appear to be a product of left hemisphere processing, and may require the input of higher level linguistic coding processes in order to manifest.

  11. Audiovisual speech perception development at varying levels of perceptual processing.

    Science.gov (United States)

    Lalonde, Kaylah; Holt, Rachael Frush

    2016-04-01

    This study used the auditory evaluation framework [Erber (1982). Auditory Training (Alexander Graham Bell Association, Washington, DC)] to characterize the influence of visual speech on audiovisual (AV) speech perception in adults and children at multiple levels of perceptual processing. Six- to eight-year-old children and adults completed auditory and AV speech perception tasks at three levels of perceptual processing (detection, discrimination, and recognition). The tasks differed in the level of perceptual processing required to complete them. Adults and children demonstrated visual speech influence at all levels of perceptual processing. Whereas children demonstrated the same visual speech influence at each level of perceptual processing, adults demonstrated greater visual speech influence on tasks requiring higher levels of perceptual processing. These results support previous research demonstrating multiple mechanisms of AV speech processing (general perceptual and speech-specific mechanisms) with independent maturational time courses. The results suggest that adults rely on both general perceptual mechanisms that apply to all levels of perceptual processing and speech-specific mechanisms that apply when making phonetic decisions and/or accessing the lexicon. Six- to eight-year-old children seem to rely only on general perceptual mechanisms across levels. As expected, developmental differences in AV benefit on this and other recognition tasks likely reflect immature speech-specific mechanisms and phonetic processing in children.

  12. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series.

    Science.gov (United States)

    Cler, Gabriel J; Mittelman, Talia; Braden, Maia N; Woodnorth, Geralyn Harvey; Stepp, Cara E

    2017-06-22

    Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. https://doi.org/10.23641/asha.5116828.

  13. Camera Control and Geo-Registration for Video Sensor Networks

    Science.gov (United States)

    Davis, James W.

    With the use of large video networks, there is a need to coordinate and interpret the video imagery for decision support systems with the goal of reducing the cognitive and perceptual overload of human operators. We present computer vision strategies that enable efficient control and management of cameras to effectively monitor wide-coverage areas, and examine the framework within an actual multi-camera outdoor urban video surveillance network. First, we construct a robust and precise camera control model for commercial pan-tilt-zoom (PTZ) video cameras. In addition to providing a complete functional control mapping for PTZ repositioning, the model can be used to generate wide-view spherical panoramic viewspaces for the cameras. Using the individual camera control models, we next individually map the spherical panoramic viewspace of each camera to a large aerial orthophotograph of the scene. The result provides a unified geo-referenced map representation to permit automatic (and manual) video control and exploitation of cameras in a coordinated manner. The combined framework provides new capabilities for video sensor networks that are of significance and benefit to the broad surveillance/security community.

  14. Effects of action video game training on visual working memory.

    Science.gov (United States)

    Blacker, Kara J; Curby, Kim M; Klobusicky, Elizabeth; Chein, Jason M

    2014-10-01

    The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work suggest that action video game play may influence VWM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity, as measured by a change detection task, is increased after action video game training, as compared with training on a control game, and that some improvement to VWM precision occurs with action game training as well. However, these findings do not appear to extend to a complex span measure of VWM, which is often thought to tap into higher-order executive skills. The VWM improvements seen in individuals trained on an action video game cannot be accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared with the control group used. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VWM system might be enhanced.

  15. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series

    Science.gov (United States)

    Mittelman, Talia; Braden, Maia N.; Woodnorth, Geralyn Harvey; Stepp, Cara E.

    2017-01-01

    Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828 PMID:28655049

  16. Age effects on visual-perceptual processing and confrontation naming.

    Science.gov (United States)

    Gutherie, Audrey H; Seely, Peter W; Beacham, Lauren A; Schuchard, Ronald A; De l'Aune, William A; Moore, Anna Bacon

    2010-03-01

    The impact of age-related changes in visual-perceptual processing on naming ability has not been reported. The present study investigated the effects of 6 levels of spatial frequency and 6 levels of contrast on accuracy and latency to name objects in 14 young and 13 older neurologically normal adults with intact lexical-semantic functioning. Spatial frequency and contrast manipulations were made independently. Consistent with the hypotheses, variations in these two visual parameters impact naming ability in young and older subjects differently. The results from the spatial frequency-manipulations revealed that, in general, young vs. older subjects are faster and more accurate to name. However, this age-related difference is dependent on the spatial frequency on the image; differences were only seen for images presented at low (e.g., 0.25-1 c/deg) or high (e.g., 8-16 c/deg) spatial frequencies. Contrary to predictions, the results from the contrast manipulations revealed that overall older vs. young adults are more accurate to name. Again, however, differences were only seen for images presented at the lower levels of contrast (i.e., 1.25%). Both age groups had shorter latencies on the second exposure of the contrast-manipulated images, but this possible advantage of exposure was not seen for spatial frequency. Category analyses conducted on the data from this study indicate that older vs. young adults exhibit a stronger nonliving-object advantage for naming spatial frequency-manipulated images. Moreover, the findings suggest that bottom-up visual-perceptual variables integrate with top-down category information in different ways. Potential implications on the aging and naming (and recognition) literature are discussed.

  17. Competition explains limited attention and perceptual resources: implications for perceptual load and dilution theories

    Directory of Open Access Journals (Sweden)

    Paige E. Scalf

    2013-05-01

    Full Text Available Both perceptual load theory and dilution theory purport to explain when and why task-irrelevant information, or so-called distractors are processed. Central to both explanations is the notion of limited resources, although the theories differ in the precise way in which those limitations affect distractor processing. We have recently proposed a neurally plausible explanation of limited resources in which neural competition among stimuli hinders their representation in the brain. This view of limited capacity can also explain distractor processing, whereby the competitive interactions and bias imposed to resolve the competition determine the extent to which a distractor is processed. This idea is compatible with aspects of both perceptual load and dilution models of distractor processing, but also serves to highlight their differences. Here we review the evidence in favor of a biased competition view of limited resources and relate these ideas to both classic perceptual load theory and dilution theory.

  18. Competition explains limited attention and perceptual resources: implications for perceptual load and dilution theories.

    Science.gov (United States)

    Scalf, Paige E; Torralbo, Ana; Tapia, Evelina; Beck, Diane M

    2013-01-01

    Both perceptual load theory and dilution theory purport to explain when and why task-irrelevant information, or so-called distractors are processed. Central to both explanations is the notion of limited resources, although the theories differ in the precise way in which those limitations affect distractor processing. We have recently proposed a neurally plausible explanation of limited resources in which neural competition among stimuli hinders their representation in the brain. This view of limited capacity can also explain distractor processing, whereby the competitive interactions and bias imposed to resolve the competition determine the extent to which a distractor is processed. This idea is compatible with aspects of both perceptual load and dilution models of distractor processing, but also serves to highlight their differences. Here we review the evidence in favor of a biased competition view of limited resources and relate these ideas to both classic perceptual load theory and dilution theory.

  19. Perceptual load in sport and the heuristic value of the perceptual load paradigm in examining expertise-related perceptual-cognitive adaptations.

    Science.gov (United States)

    Furley, Philip; Memmert, Daniel; Schmid, Simone

    2013-03-01

    In two experiments, we transferred perceptual load theory to the dynamic field of team sports and tested the predictions derived from the theory using a novel task and stimuli. We tested a group of college students (N = 33) and a group of expert team sport players (N = 32) on a general perceptual load task and a complex, soccer-specific perceptual load task in order to extend the understanding of the applicability of perceptual load theory and further investigate whether distractor interference may differ between the groups, as the sport-specific processing task may not exhaust the processing capacity of the expert participants. In both, the general and the specific task, the pattern of results supported perceptual load theory and demonstrates that the predictions of the theory also transfer to more complex, unstructured situations. Further, perceptual load was the only determinant of distractor processing, as we neither found expertise effects in the general perceptual load task nor the sport-specific task. We discuss the heuristic utility of using response-competition paradigms for studying both general and domain-specific perceptual-cognitive adaptations.

  20. Moving the Weber Fraction: The Perceptual Precision for Moment of Inertia Increases with Exploration Force

    Science.gov (United States)

    Debats, Nienke B.; Kingma, Idsart; Beek, Peter J.; Smeets, Jeroen B. J.

    2012-01-01

    How does the magnitude of the exploration force influence the precision of haptic perceptual estimates? To address this question, we examined the perceptual precision for moment of inertia (i.e., an object's “angular mass”) under different force conditions, using the Weber fraction to quantify perceptual precision. Participants rotated a rod around a fixed axis and judged its moment of inertia in a two-alternative forced-choice task. We instructed different levels of exploration force, thereby manipulating the magnitude of both the exploration force and the angular acceleration. These are the two signals that are needed by the nervous system to estimate moment of inertia. Importantly, one can assume that the absolute noise on both signals increases with an increase in the signals' magnitudes, while the relative noise (i.e., noise/signal) decreases with an increase in signal magnitude. We examined how the perceptual precision for moment of inertia was affected by this neural noise. In a first experiment we found that a low exploration force caused a higher Weber fraction (22%) than a high exploration force (13%), which suggested that the perceptual precision was constrained by the relative noise. This hypothesis was supported by the result of a second experiment, in which we found that the relationship between exploration force and Weber fraction had a similar shape as the theoretical relationship between signal magnitude and relative noise. The present study thus demonstrated that the amount of force used to explore an object can profoundly influence the precision by which its properties are perceived. PMID:23028437

  1. Orienting attention to objects in visual short-term memory

    NARCIS (Netherlands)

    Dell'Acqua, Roberto; Sessa, Paola; Toffanin, Paolo; Luria, Roy; Joliccoeur, Pierre

    We measured electroencephalographic activity during visual search of a target object among objects available to perception or among objects held in visual short-term memory (VSTM). For perceptual search, a single shape was shown first (pre-cue) followed by a search-array and the task was to decide

  2. Age-related effects on perceptual and semantic encoding in memory.

    Science.gov (United States)

    Kuo, M C C; Liu, K P Y; Ting, K H; Chan, C C H

    2014-03-07

    This study examined the age-related subsequent memory effect (SME) in perceptual and semantic encoding using event-related potentials (ERPs). Seventeen younger adults and 17 older adults studied a series of Chinese characters either perceptually (by inspecting orthographic components) or semantically (by determining whether the depicted object makes sounds). The two tasks had similar levels of difficulty. The participants made studied or unstudied judgments during the recognition phase. Younger adults performed better in both conditions, with significant SMEs detected in the time windows of P2, N3, P550, and late positive component (LPC). In the older group, SMEs were observed in the P2 and N3 latencies in both conditions but were only detected in the P550 in the semantic condition. Between-group analyses showed larger frontal and central SMEs in the younger sample in the LPC latency regardless of encoding type. Aging effect appears to be stronger on influencing perceptual than semantic encoding processes. The effects seem to be associated with a decline in updating and maintaining representations during perceptual encoding. The age-related decline in the encoding function may be due in part to changes in frontal lobe function. Copyright © 2013 IBRO. Published by Elsevier Ltd. All rights reserved.

  3. Memory's aging echo: age-related decline in neural reactivation of perceptual details during recollection.

    Science.gov (United States)

    McDonough, Ian M; Cervantes, Sasha N; Gray, Stephen J; Gallo, David A

    2014-09-01

    Episodic memory decline is a hallmark of normal cognitive aging. Here, we report the first event-related fMRI study to directly investigate age differences in the neural reactivation of qualitatively rich perceptual details during recollection. Younger and older adults studied pictures of complex scenes at different presentation durations along with descriptive verbal labels, and these labels subsequently were used during fMRI scanning to cue picture recollections of varying perceptual detail. As expected from prior behavioral work, the two age groups subjectively rated their recollections as containing similar amounts of perceptual detail, despite objectively measured recollection impairment in older adults. In both age groups, comparisons of retrieval trials that varied in recollected detail revealed robust activity in brain regions previously linked to recollection, including hippocampus and both medial and lateral regions of the prefrontal and posterior parietal cortex. Critically, this analysis also revealed recollection-related activity in visual processing regions that were active in an independent picture-perception task, and these regions showed age-related reductions in activity during recollection that cannot be attributed to age differences in response criteria. These fMRI findings provide new evidence that aging reduces the absolute quantity of perceptual details that are reactivated from memory, and they help to explain why aging reduces the reliability of subjective memory judgments. Copyright © 2014 Elsevier Inc. All rights reserved.

  4. Age Differences in Face Processing: The Role of Perceptual Degradation and Holistic Processing.

    Science.gov (United States)

    Boutet, Isabelle; Meinhardt-Injac, Bozana

    2018-01-24

    We simultaneously investigated the role of three hypotheses regarding age-related differences in face processing: perceptual degradation, impaired holistic processing, and an interaction between the two. Young adults (YA) aged 20-33-year olds, middle-age adults (MA) aged 50-64-year olds, and older adults (OA) aged 65-82-year olds were tested on the context congruency paradigm, which allows measurement of face-specific holistic processing across the life span (Meinhardt-Injac, Persike & Meinhardt, 2014. Acta Psychologica, 151, 155-163). Perceptual degradation was examined by measuring performance with faces that were not filtered (FSF), with faces filtered to preserve low spatial frequencies (LSF), and with faces filtered to preserve high spatial frequencies (HSF). We found that reducing perceptual signal strength had a greater impact on MA and OA for HSF faces, but not LSF faces. Context congruency effects were significant and of comparable magnitude across ages for FSF, LSF, and HSF faces. By using watches as control objects, we show that these holistic effects reflect face-specific mechanisms in all age groups. Our results support the perceptual degradation hypothesis for faces containing only HSF and suggest that holistic processing is preserved in aging even under conditions of reduced signal strength. © The Author(s) 2018. Published by Oxford University Press on behalf of The Gerontological Society of America. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  5. Beta oscillations define discrete perceptual cycles in the somatosensory domain.

    Science.gov (United States)

    Baumgarten, Thomas J; Schnitzler, Alfons; Lange, Joachim

    2015-09-29

    Whether seeing a movie, listening to a song, or feeling a breeze on the skin, we coherently experience these stimuli as continuous, seamless percepts. However, there are rare perceptual phenomena that argue against continuous perception but, instead, suggest discrete processing of sensory input. Empirical evidence supporting such a discrete mechanism, however, remains scarce and comes entirely from the visual domain. Here, we demonstrate compelling evidence for discrete perceptual sampling in the somatosensory domain. Using magnetoencephalography (MEG) and a tactile temporal discrimination task in humans, we find that oscillatory alpha- and low beta-band (8-20 Hz) cycles in primary somatosensory cortex represent neurophysiological correlates of discrete perceptual cycles. Our results agree with several theoretical concepts of discrete perceptual sampling and empirical evidence of perceptual cycles in the visual domain. Critically, these results show that discrete perceptual cycles are not domain-specific, and thus restricted to the visual domain, but extend to the somatosensory domain.

  6. The Nature of Experience Determines Object Representations in the Visual System

    Science.gov (United States)

    Wong, Yetta K.; Folstein, Jonathan R.; Gauthier, Isabel

    2012-01-01

    Visual perceptual learning (PL) and perceptual expertise (PE) traditionally lead to different training effects and recruit different brain areas, but reasons for these differences are largely unknown. Here, we tested how the learning history influences visual object representations. Two groups were trained with tasks typically used in PL or PE…

  7. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

    Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.

    2004-08-10

    A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.

  8. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...

  9. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

    Full Text Available As academics we study, research and teach audiovisual media, yet rarely disseminate and mediate through it. Today, developments in production technologies have enabled academic researchers to create videos and mediate audiovisually. In academia it is taken for granted that everyone can write a text. Is it now time to assume that everyone can make a video essay? Using the online journal of academic videos Audiovisual Thinking and the videos published in it as a case study, this article seeks to reflect on the emergence and legacy of academic audiovisual dissemination. Anchoring academic video and audiovisual dissemination of knowledge in two critical traditions, documentary theory and semiotics, we will argue that academic video is in fact already present in a variety of academic disciplines, and that academic audiovisual essays are bringing trends and developments that have long been part of academic discourse to their logical conclusion.

  10. Functional dissociation between action and perception of object shape in developmental visual object agnosia.

    Science.gov (United States)

    Freud, Erez; Ganel, Tzvi; Avidan, Galia; Gilaie-Dotan, Sharon

    2016-03-01

    According to the two visual systems model, the cortical visual system is segregated into a ventral pathway mediating object recognition, and a dorsal pathway mediating visuomotor control. In the present study we examined whether the visual control of action could develop normally even when visual perceptual abilities are compromised from early childhood onward. Using his fingers, LG, an individual with a rare developmental visual object agnosia, manually estimated (perceptual condition) the width of blocks that varied in width and length (but not in overall size), or simply picked them up across their width (grasping condition). LG's perceptual sensitivity to target width was profoundly impaired in the manual estimation task compared to matched controls. In contrast, the sensitivity to object shape during grasping, as measured by maximum grip aperture (MGA), the time to reach the MGA, the reaction time and the total movement time were all normal in LG. Further analysis, however, revealed that LG's sensitivity to object shape during grasping emerged at a later time stage during the movement compared to controls. Taken together, these results demonstrate a dissociation between action and perception of object shape, and also point to a distinction between different stages of the grasping movement, namely planning versus online control. Moreover, the present study implies that visuomotor abilities can develop normally even when perceptual abilities developed in a profoundly impaired fashion. Copyright © 2016 Elsevier Ltd. All rights reserved.

  11. Conceptual and methodological concerns in the theory of perceptual load.

    Science.gov (United States)

    Benoni, Hanna; Tsal, Yehoshua

    2013-01-01

    The present paper provides a short critical review of the theory of perceptual load. It closely examines the basic tenets and assumptions of the theory and identifies major conceptual and methodological problems that have been largely ignored in the literature. The discussion focuses on problems in the definition of the concept of perceptual load, on the circularity in the characterization and manipulation of perceptual load and the confusion between the concept of perceptual load and its operationalization. The paper also selectively reviews evidence supporting the theory as well as inconsistent evidence which proposed alternative dominant factors influencing the efficacy of attentional selection.

  12. Perceptual load corresponds with factors known to influence visual search.

    Science.gov (United States)

    Roper, Zachary J J; Cosman, Joshua D; Vecera, Shaun P

    2013-10-01

    One account of the early versus late selection debate in attention proposes that perceptual load determines the locus of selection. Attention selects stimuli at a late processing level under low-load conditions but selects stimuli at an early level under high-load conditions. Despite the successes of perceptual load theory, a noncircular definition of perceptual load remains elusive. We investigated the factors that influence perceptual load by using manipulations that have been studied extensively in visual search, namely target-distractor similarity and distractor-distractor similarity. Consistent with previous work, search was most efficient when targets and distractors were dissimilar and the displays contained homogeneous distractors; search became less efficient when target-distractor similarity increased irrespective of display heterogeneity. Importantly, we used these same stimuli in a typical perceptual load task that measured attentional spillover to a task-irrelevant flanker. We found a strong correspondence between search efficiency and perceptual load; stimuli that generated efficient searches produced flanker interference effects, suggesting that such displays involved low perceptual load. Flanker interference effects were reduced in displays that produced less efficient searches. Furthermore, our results demonstrate that search difficulty, as measured by search intercept, has little bearing on perceptual load. We conclude that rather than be arbitrarily defined, perceptual load might be defined by well-characterized, continuous factors that influence visual search. PsycINFO Database Record (c) 2013 APA, all rights reserved.

  13. Shared mechanisms of perceptual learning and decision making.

    Science.gov (United States)

    Law, Chi-Tat; Gold, Joshua I

    2010-04-01

    Perceptual decisions require the brain to weigh noisy evidence from sensory neurons to form categorical judgments that guide behavior. Here we review behavioral and neurophysiological findings suggesting that at least some forms of perceptual learning do not appear to affect the response properties of neurons that represent the sensory evidence. Instead, improved perceptual performance results from changes in how the sensory evidence is selected and weighed to form the decision. We discuss the implications of this idea for possible sites and mechanisms of training-induced improvements in perceptual processing in the brain. Copyright © 2009 Cognitive Science Society, Inc.

  14. Conceptual and Methodological Concerns in the Theory of Perceptual Load

    Directory of Open Access Journals (Sweden)

    Hanna eBenoni

    2013-08-01

    Full Text Available The present paper provides a short critical review of the theory of perceptual load. It closely examines the basic tenets and assumptions of the theory and identifies major conceptual and methodological problems that have been largely ignored in the literature. The discussion focuses on problems in the definition of the concept of perceptual load, on the circularity in the characterization and manipulation of perceptual load and the confusion between the concept of perceptual load and its operationalization. The paper also selectively reviews evidence supporting the theory as well as inconsistent evidence which proposed alternative dominant factors influencing the efficacy of attentional selection.

  15. A video for teaching english tenses

    Directory of Open Access Journals (Sweden)

    Frida Unsiah

    2017-04-01

    Students of English Language Education Program in Faculty of Cultural Studies Universitas Brawijaya ideally master Grammar before taking the degree of Sarjana Pendidikan. However, the fact shows that they are still weak in Grammar especially tenses. Therefore, the researchers initiate to develop a video as a media to teach tenses. Objectively, by using video, students get better understanding on tenses so that they can communicate using English accurately and contextually. To develop the video, the researchers used ADDIE model (Analysis, Design, Development, Implementation, Evaluation. First, the researchers analyzed the students’ learning need to determine the product that would be developed, in this case was a movie about English tenses. Then, the researchers developed a video as the product. The product then was validated by media expert who validated attractiveness, typography, audio, image, and usefulness and content expert and validated by a content expert who validated the language aspects and tenses of English used by the actors in the video dealing with the grammar content, pronunciation, and fluency performed by the actors. The result of validation shows that the video developed was considered good. Theoretically, it is appropriate to be used English Grammar classes. However, the media expert suggests that it still needs some improvement for the next development especially dealing with the synchronization between lips movement and sound on the scenes while the content expert suggests that the Grammar content of the video should focus on one tense only to provide more detailed concept of the tense.

  16. VLSI-based video event triggering for image data compression

    Science.gov (United States)

    Williams, Glenn L.

    1994-02-01

    Long-duration, on-orbit microgravity experiments require a combination of high resolution and high frame rate video data acquisition. The digitized high-rate video stream presents a difficult data storage problem. Data produced at rates of several hundred million bytes per second may require a total mission video data storage requirement exceeding one terabyte. A NASA-designed, VLSI-based, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term (DC-like) or short term (AC-like) changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pre-trigger and post-trigger storage techniques are then adaptable to archiving only the significant video images.

  17. Perceptual dimensions of style in paintings

    Directory of Open Access Journals (Sweden)

    Marković Slobodan

    2007-01-01

    Full Text Available The main purpose of this study is to specify the basic perceptual dimensions underlying the judgments of the physical features which define the style in paintings (e.g. salient form, colorful surface, oval contours etc.. The other aim of the study is to correlate these dimensions with the subjective (affective dimensions of the experience of paintings. In the preliminary study a set of 25 pairs of elementary perceptual descriptors were empirically specified, and a set of 25 bipolar scales were made (e.g. uncolored-multicolored. In the experiment 30 subjects judged 24 paintings (paintings were taken from the study of Radonjić and Marković, 2004 on 25 scales. Factor analysis revealed the four factors: form (scales: precise, neat, salient form etc., color (color contrast, lightness contrast, vivid colors, space (voluminosity, depth and oval contours and complexity (multicolored, ornate, detailed. Obtained factors reflected the nature of the phenomenological and neural segregation of form, color, depth processing, and partially of complexity processing (e.g. spatial frequency processing within both the form and color subsystem. The aim of the next step of analysis was to specify the correlations between two groups of judgments: (a mean judgments of 24 paintings on perceptual factors and (b mean judgments of the same set of 24 paintings on subjective (affective experience factors, i.e. regularity, attraction, arousal and relaxation (judgments taken from Radonjić and Marković, 2005. The following significant correlations were obtained: regularity-form, regularity-space, attraction-form and arousal-complexity (negative correlation. The reasons for the unexpected negative correlation between arousal and complexity should be specified in further studies.

  18. Perceptual consequences of disrupted auditory nerve activity.

    Science.gov (United States)

    Zeng, Fan-Gang; Kong, Ying-Yee; Michalewski, Henry J; Starr, Arnold

    2005-06-01

    Perceptual consequences of disrupted auditory nerve activity were systematically studied in 21 subjects who had been clinically diagnosed with auditory neuropathy (AN), a recently defined disorder characterized by normal outer hair cell function but disrupted auditory nerve function. Neurological and electrophysical evidence suggests that disrupted auditory nerve activity is due to desynchronized or reduced neural activity or both. Psychophysical measures showed that the disrupted neural activity has minimal effects on intensity-related perception, such as loudness discrimination, pitch discrimination at high frequencies, and sound localization using interaural level differences. In contrast, the disrupted neural activity significantly impairs timing related perception, such as pitch discrimination at low frequencies, temporal integration, gap detection, temporal modulation detection, backward and forward masking, signal detection in noise, binaural beats, and sound localization using interaural time differences. These perceptual consequences are the opposite of what is typically observed in cochlear-impaired subjects who have impaired intensity perception but relatively normal temporal processing after taking their impaired intensity perception into account. These differences in perceptual consequences between auditory neuropathy and cochlear damage suggest the use of different neural codes in auditory perception: a suboptimal spike count code for intensity processing, a synchronized spike code for temporal processing, and a duplex code for frequency processing. We also proposed two underlying physiological models based on desynchronized and reduced discharge in the auditory nerve to successfully account for the observed neurological and behavioral data. These methods and measures cannot differentiate between these two AN models, but future studies using electric stimulation of the auditory nerve via a cochlear implant might. These results not only show the unique

  19. Nicotine facilitates memory consolidation in perceptual learning.

    Science.gov (United States)

    Beer, Anton L; Vartak, Devavrat; Greenlee, Mark W

    2013-01-01

    Perceptual learning is a special type of non-declarative learning that involves experience-dependent plasticity in sensory cortices. The cholinergic system is known to modulate declarative learning. In particular, reduced levels or efficacy of the neurotransmitter acetylcholine were found to facilitate declarative memory consolidation. However, little is known about the role of the cholinergic system in memory consolidation of non-declarative learning. Here we compared two groups of non-smoking men who learned a visual texture discrimination task (TDT). One group received chewing tobacco containing nicotine for 1 h directly following the TDT training. The other group received a similar tasting control substance without nicotine. Electroencephalographic recordings during substance consumption showed reduced alpha activity and P300 latencies in the nicotine group compared to the control group. When re-tested on the TDT the following day, both groups responded more accurately and more rapidly than during training. These improvements were specific to the retinal location and orientation of the texture elements of the TDT suggesting that learning involved early visual cortex. A group comparison showed that learning effects were more pronounced in the nicotine group than in the control group. These findings suggest that oral consumption of nicotine enhances the efficacy of nicotinic acetylcholine receptors. Our findings further suggest that enhanced efficacy of the cholinergic system facilitates memory consolidation in perceptual learning (and possibly other types of non-declarative learning). In that regard acetylcholine seems to affect consolidation processes in perceptual learning in a different manner than in declarative learning. Alternatively, our findings might reflect dose-dependent cholinergic modulation of memory consolidation. This article is part of a Special Issue entitled 'Cognitive Enhancers'. Copyright © 2012 Elsevier Ltd. All rights reserved.

  20. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

  1. Eliciting Perceptual Ground Truth for Image Segmentation

    OpenAIRE

    Hodge, Victoria Jane; Eakins, John; Austin, Jim

    2006-01-01

    In this paper, we investigate human visual perception and establish a body of ground truth data elicited from human visual studies. We aim to build on the formative work of Ren, Eakins and Briggs who produced an initial ground truth database. Human subjects were asked to draw and rank their perceptions of the parts of a series of figurative images. These rankings were then used to score the perceptions, identify the preferred human breakdowns and thus allow us to induce perceptual rules for h...

  2. Approach Motivation as Incentive Salience: Perceptual Sources of Evidence in Relation to Positive Word Primes

    OpenAIRE

    Ode, Scott; Winters, Patricia L.; Robinson, Michael D.

    2011-01-01

    Four experiments (total N = 391) examined predictions derived from a biologically-based incentive salience theory of approach motivation. In all experiments, judgments indicative of enhanced perceptual salience were exaggerated in the context of positive, relative to neutral or negative, stimuli. In Experiments 1 and 2, positive words were judged to be of a larger size (Experiment 1) and led individuals to judge subsequently presented neutral objects as larger in size (Experiment 2). In Exper...

  3. False Memories Lack Perceptual Detail: Evidence from Implicit Word-Stem Completion and Perceptual Identification Tests

    Science.gov (United States)

    Hicks, J.L.; Starns, J.J.

    2005-01-01

    We used implicit measures of memory to ascertain whether false memories for critical nonpresented items in the DRM paradigm (Deese, 1959; Roediger & McDermott, 1995) contain structural and perceptual detail. In Experiment 1, we manipulated presentation modality in a visual word-stem-completion task. Critical item priming was significant and…

  4. Perceptual Fluency, Auditory Generation, and Metamemory: Analyzing the Perceptual Fluency Hypothesis in the Auditory Modality

    Science.gov (United States)

    Besken, Miri; Mulligan, Neil W.

    2014-01-01

    Judgments of learning (JOLs) are sometimes influenced by factors that do not impact actual memory performance. One recent proposal is that perceptual fluency during encoding affects metamemory and is a basis of metacognitive illusions. In the present experiments, participants identified aurally presented words that contained inter-spliced silences…

  5. Leveraging Cognitive Context for Object Recognition

    Science.gov (United States)

    2014-06-01

    established, links have an associated strength value which affects how much activation is passed along the link from chunk j to chunk i. Link strengths ... strength is updated iteratively whenever the model thinks about chunks i context suggests that an apple is most likely to be seen next (since it primes...1998. 1, 4 [3] M. E. Auckland , K. R. Cave, and N. Donnelly. Non- target objects can influence perceptual processes dur- ing object recognition

  6. Objects of consciousness

    Directory of Open Access Journals (Sweden)

    Donald David Hoffman

    2014-06-01

    Full Text Available Current models of visual perception typically assume that human vision estimates true properties of physical objects, properties that exist even if unperceived. However, recent studies of perceptual evolution, using evolutionary games and genetic algorithms, reveal that natural selection often drives true perceptions to extinction when they compete with perceptions tuned to fitness rather than truth: Perception guides adaptive behavior; it does not estimate a preexisting physical truth. Moreover, shifting from evolutionary biology to quantum physics, there is reason to disbelieve in preexist-ing physical truths: Certain interpretations of quantum theory deny that dynamical properties of physical objects have defi-nite values when unobserved. In some of these interpretations the observer is fundamental, and wave functions are com-pendia of subjective probabilities, not preexisting elements of physical reality. These two considerations, from evolutionary biology and quantum physics, suggest that current models of object perception require fundamental reformulation. Here we begin such a reformulation, starting with a formal model of consciousness that we call a conscious agent. We develop the dynamics of interacting conscious agents, and study how the perception of objects and space-time can emerge from such dynamics. We show that one particular object, the quantum free particle, has a wave function that is identical in form to the harmonic functions that characterize the asymptotic dynamics of conscious agents; particles are vibrations not of strings but of interacting conscious agents. This allows us to reinterpret physical properties such as position, momentum, and energy as properties of interacting conscious agents, rather than as preexisting physical truths. We sketch how this approach might extend to the perception of relativistic quantum objects, and to classical objects of macroscopic scale.

  7. Introducing RISC: A New Video Inventory for Testing Social Perception.

    Directory of Open Access Journals (Sweden)

    Kathrin Rothermich

    Full Text Available Indirect forms of speech, such as sarcasm, jocularity (joking, and 'white lies' told to spare another's feelings, occur frequently in daily life and are a problem for many clinical populations. During social interactions, information about the literal or nonliteral meaning of a speaker unfolds simultaneously in several communication channels (e.g., linguistic, facial, vocal, and body cues; however, to date many studies have employed uni-modal stimuli, for example focusing only on the visual modality, limiting the generalizability of these results to everyday communication. Much of this research also neglects key factors for interpreting speaker intentions, such as verbal context and the relationship of social partners. Relational Inference in Social Communication (RISC is a newly developed (English-language database composed of short video vignettes depicting sincere, jocular, sarcastic, and white lie social exchanges between two people. Stimuli carefully manipulated the social relationship between communication partners (e.g., boss/employee, couple and the availability of contextual cues (e.g. preceding conversations, physical objects while controlling for major differences in the linguistic content of matched items. Here, we present initial perceptual validation data (N = 31 on a corpus of 920 items. Overall accuracy for identifying speaker intentions was above 80% correct and our results show that both relationship type and verbal context influence the categorization of literal and nonliteral interactions, underscoring the importance of these factors in research on speaker intentions. We believe that RISC will prove highly constructive as a tool in future research on social cognition, inter-personal communication, and the interpretation of speaker intentions in both healthy adults and clinical populations.

  8. Introducing RISC: A New Video Inventory for Testing Social Perception.

    Science.gov (United States)

    Rothermich, Kathrin; Pell, Marc D

    2015-01-01

    Indirect forms of speech, such as sarcasm, jocularity (joking), and 'white lies' told to spare another's feelings, occur frequently in daily life and are a problem for many clinical populations. During social interactions, information about the literal or nonliteral meaning of a speaker unfolds simultaneously in several communication channels (e.g., linguistic, facial, vocal, and body cues); however, to date many studies have employed uni-modal stimuli, for example focusing only on the visual modality, limiting the generalizability of these results to everyday communication. Much of this research also neglects key factors for interpreting speaker intentions, such as verbal context and the relationship of social partners. Relational Inference in Social Communication (RISC) is a newly developed (English-language) database composed of short video vignettes depicting sincere, jocular, sarcastic, and white lie social exchanges between two people. Stimuli carefully manipulated the social relationship between communication partners (e.g., boss/employee, couple) and the availability of contextual cues (e.g. preceding conversations, physical objects) while controlling for major differences in the linguistic content of matched items. Here, we present initial perceptual validation data (N = 31) on a corpus of 920 items. Overall accuracy for identifying speaker intentions was above 80% correct and our results show that both relationship type and verbal context influence the categorization of literal and nonliteral interactions, underscoring the importance of these factors in research on speaker intentions. We believe that RISC will prove highly constructive as a tool in future research on social cognition, inter-personal communication, and the interpretation of speaker intentions in both healthy adults and clinical populations.

  9. Optimization of object tracking based on enhanced imperialist ...

    African Journals Online (AJOL)

    . Tracking moving object(s) in video/image frame sequences in cluttered scenes usually results in complications and hence performance degradation. This is attributable to complexity in partial and full object occlusions and scene illumination ...

  10. Basic perceptual changes that alter meaning and neural correlates of recognition memory.

    Science.gov (United States)

    Gao, Chuanji; Hermiller, Molly S; Voss, Joel L; Guo, Chunyan

    2015-01-01

    It is difficult to pinpoint the border between perceptual and conceptual processing, despite their treatment as distinct entities in many studies of recognition memory. For instance, alteration of simple perceptual characteristics of a stimulus can radically change meaning, such as the color of bread changing from white to green. We sought to better understand the role of perceptual and conceptual processing in memory by identifying the effects of changing a basic perceptual feature (color) on behavioral and neural correlates of memory in circumstances when this change would be expected to either change the meaning of a stimulus or to have no effect on meaning (i.e., to influence conceptual processing or not). Abstract visual shapes ("squiggles") were colorized during study and presented during test in either the same color or a different color. Those squiggles that subjects found to resemble meaningful objects supported behavioral measures of conceptual priming, whereas meaningless squiggles did not. Further, changing color from study to test had a selective effect on behavioral correlates of priming for meaningful squiggles, indicating that color change altered conceptual processing. During a recognition memory test, color change altered event-related brain potential (ERP) correlates of memory for meaningful squiggles but not for meaningless squiggles. Specifically, color change reduced the amplitude of frontally distributed N400 potentials (FN400), implying that these potentials indicated conceptual processing during recognition memory that was sensitive to color change. In contrast, color change had no effect on FN400 correlates of recognition for meaningless squiggles, which were overall smaller in amplitude than for meaningful squiggles (further indicating that these potentials signal conceptual processing during recognition). Thus, merely changing the color of abstract visual shapes can alter their meaning, changing behavioral and neural correlates of memory

  11. Object-based warping: an illusory distortion of space within objects.

    Science.gov (United States)

    Vickery, Timothy J; Chun, Marvin M

    2010-12-01

    Visual objects are high-level primitives that are fundamental to numerous perceptual functions, such as guidance of attention. We report that objects warp visual perception of space in such a way that spatial distances within objects appear to be larger than spatial distances in ground regions. When two dots were placed inside a rectangular object, they appeared farther apart from one another than two dots with identical spacing outside of the object. To investigate whether this effect was object based, we measured the distortion while manipulating the structure surrounding the dots. Object displays were constructed with a single object, multiple objects, a partially occluded object, and an illusory object. Nonobject displays were constructed to be comparable to object displays in low-level visual attributes. In all cases, the object displays resulted in a more powerful distortion of spatial perception than comparable non-object-based displays. These results suggest that perception of space within objects is warped.

  12. Photogrammetric Applications of Immersive Video Cameras

    Science.gov (United States)

    Kwiatek, K.; Tokarczyk, R.

    2014-05-01

    The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to overcome it and applying immersive cameras in photogrammetry provides a new potential. The paper presents two applications of immersive video in photogrammetry. At first, the creation of a low-cost mobile mapping system based on Ladybug®3 and GPS device is discussed. The amount of panoramas is much too high for photogrammetric purposes as the base line between spherical panoramas is around 1 metre. More than 92 000 panoramas were recorded in one Polish region of Czarny Dunajec and the measurements from panoramas enable the user to measure the area of outdoors (adverting structures) and billboards. A new law is being created in order to limit the number of illegal advertising structures in the Polish landscape and immersive video recorded in a short period of time is a candidate for economical and flexible measurements off-site. The second approach is a generation of 3d video-based reconstructions of heritage sites based on immersive video (structure from immersive video). A mobile camera mounted on a tripod dolly was used to record the interior scene and immersive video, separated into thousands of still panoramas, was converted from video into 3d objects using Agisoft Photoscan Professional. The findings from these experiments demonstrated that immersive photogrammetry seems to be a flexible and prompt method of 3d modelling and provides promising features for mobile mapping systems.

  13. Multisensory training can promote or impede visual perceptual learning of speech stimuli: visual-tactile vs. visual-auditory training.

    Science.gov (United States)

    Eberhardt, Silvio P; Auer, Edward T; Bernstein, Lynne E

    2014-01-01

    In a series of studies we have been investigating how multisensory training affects unisensory perceptual learning with speech stimuli. Previously, we reported that audiovisual (AV) training with speech stimuli can promote auditory-only (AO) perceptual learning in normal-hearing adults but can impede learning in congenitally deaf adults with late-acquired cochlear implants. Here, impeder and promoter effects were sought in normal-hearing adults who participated in lipreading training. In Experiment 1, visual-only (VO) training on paired associations between CVCVC nonsense word videos and nonsense pictures demonstrated that VO words could be learned to a high level of accuracy even by poor lipreaders. In Experiment 2, visual-auditory (VA) training in the same paradigm but with the addition of synchronous vocoded acoustic speech impeded VO learning of the stimuli in the paired-associates paradigm. In Experiment 3, the vocoded AO stimuli were shown to be less informative than the VO speech. Experiment 4 combined vibrotactile speech stimuli with the visual stimuli during training. Vibrotactile stimuli were shown to promote visual perceptual learning. In Experiment 5, no-training controls were used to show that training with visual speech carried over to consonant identification of untrained CVCVC stimuli but not to lipreading words in sentences. Across this and previous studies, multisensory training effects depended on the functional relationship between pathways engaged during training. Two principles are proposed to account for stimulus effects: (1) Stimuli presented to the trainee's primary perceptual pathway will impede learning by a lower-rank pathway. (2) Stimuli presented to the trainee's lower rank perceptual pathway will promote learning by a higher-rank pathway. The mechanisms supporting these principles are discussed in light of multisensory reverse hierarchy theory (RHT).

  14. A predictive processing theory of sensorimotor contingencies: Explaining the puzzle of perceptual presence and its absence in synesthesia.

    Science.gov (United States)

    Seth, Anil K

    2014-01-01

    Normal perception involves experiencing objects within perceptual scenes as real, as existing in the world. This property of "perceptual presence" has motivated "sensorimotor theories" which understand perception to involve the mastery of sensorimotor contingencies. However, the mechanistic basis of sensorimotor contingencies and their mastery has remained unclear. Sensorimotor theory also struggles to explain instances of perception, such as synesthesia, that appear to lack perceptual presence and for which relevant sensorimotor contingencies are difficult to identify. On alternative "predictive processing" theories, perceptual content emerges from probabilistic inference on the external causes of sensory signals, however, this view has addressed neither the problem of perceptual presence nor synesthesia. Here, I describe a theory of predictive perception of sensorimotor contingencies which (1) accounts for perceptual presence in normal perception, as well as its absence in synesthesia, and (2) operationalizes the notion of sensorimotor contingencies and their mastery. The core idea is that generative models underlying perception incorporate explicitly counterfactual elements related to how sensory inputs would change on the basis of a broad repertoire of possible actions, even if those actions are not performed. These "counterfactually-rich" generative models encode sensorimotor contingencies related to repertoires of sensorimotor dependencies, with counterfactual richness determining the degree of perceptual presence associated with a stimulus. While the generative models underlying normal perception are typically counterfactually rich (reflecting a large repertoire of possible sensorimotor dependencies), those underlying synesthetic concurrents are hypothesized to be counterfactually poor. In addition to accounting for the phenomenology of synesthesia, the theory naturally accommodates phenomenological differences between a range of experiential states

  15. Perceptual organization at attended and unattended locations

    Institute of Scientific and Technical Information of China (English)

    HAN Shihui; Glyn W. Humphreys

    2005-01-01

    This study examined the effects of attention on forming perceptual units by proximity grouping and by uniform connectedness (UC). In Experiment 1 a row of three global letters defined by either proximity or UC was presented at the center of the visual field. Participants were asked to identify the letter in the middle of stimulus arrays while ignoring the flankers. The stimulus onset asynchrony (SOA) between stimulus arrays and masks varied between 180 and 500 ms. We found that responses to targets defined by proximity grouping were slower than to those defined by UC at median SOAs but there were no differences at short or long SOAs. Incongruent flankers slowed responses to targets and this flanker compatibility effect was larger for UC than for proximity-defined flankers. Experiment 2 examined the effects of spatial precueing on discrimination responses to proximity- and UC-defined targets. The advantage for targets defined by UC over targets defined by proximity grouping was greater at uncued relative to cued locations. The results suggest that the advantage for UC over proximity grouping in forming perceptual units is contingent on the stimuli not being fully attended, and that paying attention to the stimuli differentially benefits proximity grouping.

  16. Implicit Recognition Based on Lateralized Perceptual Fluency

    Directory of Open Access Journals (Sweden)

    Iliana M. Vargas

    2012-02-01

    Full Text Available In some circumstances, accurate recognition of repeated images in an explicit memory test is driven by implicit memory. We propose that this “implicit recognition” results from perceptual fluency that influences responding without awareness of memory retrieval. Here we examined whether recognition would vary if images appeared in the same or different visual hemifield during learning and testing. Kaleidoscope images were briefly presented left or right of fixation during divided-attention encoding. Presentation in the same visual hemifield at test produced higher recognition accuracy than presentation in the opposite visual hemifield, but only for guess responses. These correct guesses likely reflect a contribution from implicit recognition, given that when the stimulated visual hemifield was the same at study and test, recognition accuracy was higher for guess responses than for responses with any level of confidence. The dramatic difference in guessing accuracy as a function of lateralized perceptual overlap between study and test suggests that implicit recognition arises from memory storage in visual cortical networks that mediate repetition-induced fluency increments.

  17. Implicit recognition based on lateralized perceptual fluency.

    Science.gov (United States)

    Vargas, Iliana M; Voss, Joel L; Paller, Ken A

    2012-02-06

    In some circumstances, accurate recognition of repeated images in an explicit memory test is driven by implicit memory. We propose that this "implicit recognition" results from perceptual fluency that influences responding without awareness of memory retrieval. Here we examined whether recognition would vary if images appeared in the same or different visual hemifield during learning and testing. Kaleidoscope images were briefly presented left or right of fixation during divided-attention encoding. Presentation in the same visual hemifield at test produced higher recognition accuracy than presentation in the opposite visual hemifield, but only for guess responses. These correct guesses likely reflect a contribution from implicit recognition, given that when the stimulated visual hemifield was the same at study and test, recognition accuracy was higher for guess responses than for responses with any level of confidence. The dramatic difference in guessing accuracy as a function of lateralized perceptual overlap between study and test suggests that implicit recognition arises from memory storage in visual cortical networks that mediate repetition-induced fluency increments.

  18. Revisiting the empirical case against perceptual modularity

    Science.gov (United States)

    Masrour, Farid; Nirshberg, Gregory; Schon, Michael; Leardi, Jason; Barrett, Emily

    2015-01-01

    Some theorists hold that the human perceptual system has a component that receives input only from units lower in the perceptual hierarchy. This thesis, that we shall here refer to as the encapsulation thesis, has been at the center of a continuing debate for the past few decades. Those who deny the encapsulation thesis often rely on the large body of psychological findings that allegedly suggest that perception is influenced by factors such as the beliefs, desires, goals, and the expectations of the perceiver. Proponents of the encapsulation thesis, however, often argue that, when correctly interpreted, these psychological findings are compatible with the thesis. In our view, the debate over the significance and the correct interpretation of these psychological findings has reached an impasse. We hold that this impasse is due to the methodological limitations over psychophysical experiments, and it is very unlikely that such experiments, on their own, could yield results that would settle the debate. After defending this claim, we argue that integrating data from cognitive neuroscience resolves the debate in favor of those who deny the encapsulation thesis. PMID:26583001

  19. Motivation and intelligence drive auditory perceptual learning.

    Science.gov (United States)

    Amitay, Sygal; Halliday, Lorna; Taylor, Jenny; Sohoglu, Ediz; Moore, David R

    2010-03-23

    Although feedback on performance is generally thought to promote perceptual learning, the role and necessity of feedback remain unclear. We investigated the effect of providing varying amounts of positive feedback while listeners attempted to discriminate between three identical tones on learning frequency discrimination. Using this novel procedure, the feedback was meaningless and random in relation to the listeners' responses, but the amount of feedback provided (or lack thereof) affected learning. We found that a group of listeners who received positive feedback on 10% of the trials improved their performance on the task (learned), while other groups provided either with excess (90%) or with no feedback did not learn. Superimposed on these group data, however, individual listeners showed other systematic changes of performance. In particular, those with lower non-verbal IQ who trained in the no feedback condition performed more poorly after training. This pattern of results cannot be accounted for by learning models that ascribe an external teacher role to feedback. We suggest, instead, that feedback is used to monitor performance on the task in relation to its perceived difficulty, and that listeners who learn without the benefit of feedback are adept at self-monitoring of performance, a trait that also supports better performance on non-verbal IQ tests. These results show that 'perceptual' learning is strongly influenced by top-down processes of motivation and intelligence.

  20. Perceptual learning: toward a comprehensive theory.

    Science.gov (United States)

    Watanabe, Takeo; Sasaki, Yuka

    2015-01-03

    Visual perceptual learning (VPL) is long-term performance increase resulting from visual perceptual experience. Task-relevant VPL of a feature results from training of a task on the feature relevant to the task. Task-irrelevant VPL arises as a result of exposure to the feature irrelevant to the trained task. At least two serious problems exist. First, there is the controversy over which stage of information processing is changed in association with task-relevant VPL. Second, no model has ever explained both task-relevant and task-irrelevant VPL. Here we propose a dual plasticity model in which feature-based plasticity is a change in a representation of the learned feature, and task-based plasticity is a change in processing of the trained task. Although the two types of plasticity underlie task-relevant VPL, only feature-based plasticity underlies task-irrelevant VPL. This model provides a new comprehensive framework in which apparently contradictory results could be explained.

  1. Perceptual categories enable pattern generalization in songbirds.

    Science.gov (United States)

    Comins, Jordan A; Gentner, Timothy Q

    2013-08-01

    Since Chomsky's pioneering work on syntactic structures, comparative psychologists interested in the study of language evolution have targeted pattern complexity, using formal mathematical grammars, as the key to organizing language-relevant cognitive processes across species. This focus on formal syntactic complexity, however, often disregards the close interaction in real-world signals between the structure of a pattern and its constituent elements. Whether such features of natural auditory signals shape pattern generalization is unknown. In the present paper, we train birds to recognize differently patterned strings of natural signals (song motifs). Instead of focusing on the complexity of the overtly reinforced patterns, we ask how the perceptual groupings of pattern elements influence the generalization pattern knowledge. We find that learning and perception of training patterns is agnostic to the perceptual features of underlying elements. Surprisingly, however, these same features constrain the generalization of pattern knowledge, and thus its broader use. Our results demonstrate that the restricted focus of comparative language research on formal models of syntactic complexity is, at best, insufficient to understand pattern use. Copyright © 2013 Elsevier B.V. All rights reserved.

  2. New definitions of 6 clinical signs of perceptual disorder in children with cerebral palsy: an observational study through reliability measures.

    Science.gov (United States)

    Ferrari, A; Sghedoni, A; Alboresi, S; Pedroni, E; Lombardi, F

    2014-12-01

    Recently authors have begun to emphasize the non-motor aspects of Cerebral Palsy and their influence on motor control and recovery prognosis. Much has been written about single clinical signs (i.e., startle reaction) but so far no definitions of the six perceptual signs presented in this study have appeared in literature. This study defines 6 signs (startle reaction, upper limbs in startle position, frequent eye blinking, posture freezing, averted eye gaze, grimacing) suggestive of perceptual disorders in children with cerebral palsy and measures agreement on sign recognition among independent observers and consistency of opinions over time. Observational study with both cross-sectional and prospective components. Fifty-six videos presented to observers in random order. Videos were taken from 19 children with a bilateral form of cerebral palsy referred to the Children Rehabilitation Unit in Reggio Emilia. Thirty-five rehabilitation professionals from all over Italy: 9 doctors and 26 physiotherapists. Measure of agreement among 35 independent observers was compiled from a sample of 56 videos. Interobserver reliability was determined using the K index of Fleiss and reliability intra-observer was calculated by the Spearman correlation index between ranks (rho - ρ). Percentage of agreement between observers and Gold Standard was used as criterion validity. Interobserver reliability was moderate for startle reaction, upper limb in startle position, adverted eye gaze and eye-blinking and fair for posture freezing and grimacing. Intraobserver reliability remained consistent over time. Criterion validity revealed very high agreement between independent observer evaluation and gold standard. Semiotics of perceptual disorders can be used as a specific and sensitive instrument in order to identify a new class of patients within existing heterogeneous clinical types of bilateral cerebral palsy forms and could help clinicians in identifying functional prognosis. To provide

  3. Geographic Video 3d Data Model And Retrieval

    Science.gov (United States)

    Han, Z.; Cui, C.; Kong, Y.; Wu, H.

    2014-04-01

    Geographic video includes both spatial and temporal geographic features acquired through ground-based or non-ground-based cameras. With the popularity of video capture devices such as smartphones, the volume of user-generated geographic video clips has grown significantly and the trend of this growth is quickly accelerating. Such a massive and increasing volume poses a major challenge to efficient video management and query. Most of the today's video management and query techniques are based on signal level content extraction. They are not able to fully utilize the geographic information of the videos. This paper aimed to introduce a geographic video 3D data model based on spatial information. The main idea of the model is to utilize the location, trajectory and azimuth information acquired by sensors such as GPS receivers and 3D electronic compasses in conjunction with video contents. The raw spatial information is synthesized to point, line, polygon and solid according to the camcorder parameters such as focal length and angle of view. With the video segment and video frame, we defined the three categories geometry object using the geometry model of OGC Simple Features Specification for SQL. We can query video through computing the spatial relation between query objects and three categories geometry object such as VFLocation, VSTrajectory, VSFOView and VFFovCone etc. We designed the query methods using the structured query language (SQL) in detail. The experiment indicate that the model is a multiple objective, integration, loosely coupled, flexible and extensible data model for the management of geographic stereo video.

  4. Selecting salient frames for spatiotemporal video modeling and segmentation.

    Science.gov (United States)

    Song, Xiaomu; Fan, Guoliang

    2007-12-01

    We propose a new statistical generative model for spatiotemporal video segmentation. The objective is to partition a video sequence into homogeneous segments that can be used as "building blocks" for semantic video segmentation. The baseline framework is a Gaussian mixture model (GMM)-based video modeling approach that involves a six-dimensional spatiotemporal feature space. Specifically, we introduce the concept of frame saliency to quantify the relevancy of a video frame to the GMM-based spatiotemporal video modeling. This helps us use a small set of salient frames to facilitate the model training by reducing data redundancy and irrelevance. A modified expectation maximization algorithm is developed for simultaneous GMM training and frame saliency estimation, and the frames with the highest saliency values are extracted to refine the GMM estimation for video segmentation. Moreover, it is interesting to find that frame saliency can imply some object behaviors. This makes the proposed method also applicable to other frame-related video analysis tasks, such as key-frame extraction, video skimming, etc. Experiments on real videos demonstrate the effectiveness and efficiency of the proposed method.

  5. Using video playbacks to study visual communication in a marine fish, Salaria pavo.

    Science.gov (United States)

    Gonçalves; Oliveira; Körner; Poschadel; Schlupp

    2000-09-01

    Video playbacks have been successfully applied to the study of visual communication in several groups of animals. However, this technique is controversial as video monitors are designed with the human visual system in mind. Differences between the visual capabilities of humans and other animals will lead to perceptually different interpretations of video images. We simultaneously presented males and females of the peacock blenny, Salaria pavo, with a live conspecific male and an online video image of the same individual. Video images failed to elicit appropriate responses. Males were aggressive towards the live male but not towards video images of the same male. Similarly, females courted only the live male and spent more time near this stimulus. In contrast, females of the gynogenetic poecilid Poecilia formosa showed an equal preference for a live and video image of a P. mexicana male, suggesting a response to live animals as strong as to video images. We discuss differences between the species that may explain their opposite reaction to video images. Copyright 2000 The Association for the Study of Animal Behaviour.

  6. How Perceived Distractor Distance Influences Reference Production : Effects of Perceptual Grouping in 2D and 3D Scenes

    NARCIS (Netherlands)

    Koolen, R.M.F.; Houben, E.; Huntjens, J.; Krahmer, E.J.; Bello, Paul; Guarini, Marcello; McShane, Marjorie; Scassellati, Brian

    2014-01-01

    This study explored two factors that might have an impact on how participants perceive distance between objects in a visual scene: perceptual grouping and presentation mode (2D versus 3D). More specifically, we examined how these factors affect language production, asking if they cause speakers to

  7. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

    Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)

  8. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

    Full Text Available The article focuses on the origins of the song videos as TV and Internet-genre. In addition, it considers problems of screen images creation depending on the musical form and the text of a songs in connection with relevant principles of accent and phraseological video editing and filming techniques as well as with additional frames and sound elements.

  9. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

    This study investigates the effectiveness of a video tutorial for software training whose construction was based on a combination of insights from multimedia learning and Demonstration-Based Training. In the videos, a model of task performance was enhanced with instructional features that were

  10. Videos - The National Guard

    Science.gov (United States)

    Legislative Liaison Small Business Programs Social Media State Websites Videos Featured Videos On Every Front 2:17 Always Ready, Always There National Guard Bureau Diversity and Inclusion Play Button 1:04 National Guard Bureau Diversity and Inclusion The ChalleNGe Ep.5 [Graduation] Play Button 3:51 The

  11. Compression evaluation of surgery video recordings retaining diagnostic credibility (compression evaluation of surgery video)

    Science.gov (United States)

    Duplaga, M.; Leszczuk, M. I.; Papir, Z.; Przelaskowski, A.

    2008-12-01

    Wider dissemination of medical digital video libraries is affected by two correlated factors, resource effective content compression that directly influences its diagnostic credibility. It has been proved that it is possible to meet these contradictory requirements halfway for long-lasting and low motion surgery recordings at compression ratios close to 100 (bronchoscopic procedures were a case study investigated). As the main supporting assumption, it has been accepted that the content can be compressed as far as clinicians are not able to sense a loss of video diagnostic fidelity (a visually lossless compression). Different market codecs were inspected by means of the combined subjective and objective tests toward their usability in medical video libraries. Subjective tests involved a panel of clinicians who had to classify compressed bronchoscopic video content according to its quality under the bubble sort algorithm. For objective tests, two metrics (hybrid vector measure and hosaka Plots) were calculated frame by frame and averaged over a whole sequence.

  12. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing Chronic Pain and Depression ...

  13. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ... *PDF files require the free Adobe® Reader® software for viewing. This website is maintained by the ...

  15. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... questions Clinical Studies Publications Catalog Photos and Images Spanish Language Information Grants and Funding Extramural Research Division ... Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video ...

  16. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

    This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...

  17. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  18. End User Perceptual Distorted Scenes Enhancement Algorithm Using Partition-Based Local Color Values for QoE-Guaranteed IPTV

    Science.gov (United States)

    Kim, Jinsul

    In this letter, we propose distorted scenes enhancement algorithm in order to provide end user perceptual QoE-guaranteed IPTV service. The block edge detection with weight factor and partition-based local color values method can be applied for the degraded video frames which are affected by network transmission errors such as out of order, jitter, and packet loss to improve QoE efficiently. Based on the result of quality metric after using the distorted scenes enhancement algorithm, the distorted scenes have been restored better than others.

  19. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    OpenAIRE

    Héctor Alejandro Galvis Guerrero

    2011-01-01

    This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the poss...

  20. Perceptual Specificity Effects in Rereading: Evidence from Eye Movements

    Science.gov (United States)

    Sheridan, Heather; Reingold, Eyal M.

    2012-01-01

    The present experiments examined perceptual specificity effects using a rereading paradigm. Eye movements were monitored while participants read the same target word twice, in two different low-constraint sentence frames. The congruency of perceptual processing was manipulated by either presenting the target word in the same distortion typography…