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. 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.

  3. 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."

  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. 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...

  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. 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

  9. 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.

  10. 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.

  11. 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.

  12. 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

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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…

  18. 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.

  19. 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).

  20. 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.

  1. 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

  2. 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....

  3. 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....

  4. 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

  5. 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).

  6. 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...

  7. 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

  8. 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.

  9. 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.

  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, 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

  12. 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.

  13. 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

  14. 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

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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

  20. 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.

  1. 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.

  2. 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.

  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. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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),

  9. 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....

  10. 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...

  11. 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.

  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. 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.

  14. 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.

  15. 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...

  16. 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.

  17. 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.

  18. 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).

  19. 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.

  20. 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

  1. 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.

  2. 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

  3. 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.

  4. 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.

  5. 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...

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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 .

  20. 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%.

  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. 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.

  3. 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.

  4. 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.

  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. 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.

  8. 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.

  9. 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.

  10. 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....

  11. 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.

  12. 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

  13. 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

  14. 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.

  15. 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.

  16. 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).

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. 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....

  2. 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.

  3. 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

  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. 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

  6. 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.

  7. 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

  8. 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.

  9. 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

  10. 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.

  11. 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.

  12. 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

  13. 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

  14. 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

  15. 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....

  16. 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.

  17. 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).

  18. 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.

  19. 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.

  20. Effects of Action Video Game on Attention Distribution: A Cognitive Study

    Science.gov (United States)

    Zhang, Xuemin; Yan, Bin; Shu, Hua

    Based on the previous researches, Flanker compatibility effect paradigm was applied to explore the degree where people process the visual information presented on to-be-ignored locations. In present study, this paradigm was used to investigate attention distribution of Video Game Players (VGPs) and Non Video Game Players (NVGPs). The results suggested, under low perceptual load, VGPs tried to focus their attention on the task at-hand whereas the NVGPs tried to explore the adjacent locations with the left-over resources from the research task; however, under high perceptual load, the players would process the visual information at the adjacent locations of the target with the left-over resources, because they had comparatively greater attention capability, whereas the non-players focused their attention on the target locations to finish the search task. To conclude, the present study suggested that action video game play could not only enhance the attention capacity but also cause a different way of attention distribution in different perceptual load situations.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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

  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…

  16. 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.

  17. 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

  18. 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.

  19. 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.

  20. 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

  1. 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.

  2. 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.

  3. 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.

  4. 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...

  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. 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.

  7. 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.

  8. 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.

  9. 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...

  10. 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

  11. 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

  12. 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.

  13. 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.

  14. 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.

  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. 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

  17. 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...

  18. 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.

  19. 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.

  20. 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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Enhanced change detection performance reveals improved strategy use in avid action video game players.

    Science.gov (United States)

    Clark, Kait; Fleck, Mathias S; Mitroff, Stephen R

    2011-01-01

    Recent research has shown that avid action video game players (VGPs) outperform non-video game players (NVGPs) on a variety of attentional and perceptual tasks. However, it remains unknown exactly why and how such differences arise; while some prior research has demonstrated that VGPs' improvements stem from enhanced basic perceptual processes, other work indicates that they can stem from enhanced attentional control. The current experiment used a change-detection task to explore whether top-down strategies can contribute to VGPs' improved abilities. Participants viewed alternating presentations of an image and a modified version of the image and were tasked with detecting and localizing the changed element. Consistent with prior claims of enhanced perceptual abilities, VGPs were able to detect the changes while requiring less exposure to the change than NVGPs. Further analyses revealed this improved change detection performance may result from altered strategy use; VGPs employed broader search patterns when scanning scenes for potential changes. These results complement prior demonstrations of VGPs' enhanced bottom-up perceptual benefits by providing new evidence of VGPs' potentially enhanced top-down strategic benefits. Copyright © 2010 Elsevier B.V. All rights reserved.

  6. 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...

  7. 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).

  8. 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.

  9. 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.

  10. 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.

  11. 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

  12. 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.

  13. 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 ...

  14. 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.

  15. 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

  16. 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.

  17. 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.

  18. 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.

  19. 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

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. Video games as a means to reduce age-related cognitive decline: attitudes, compliance, and effectiveness.

    Science.gov (United States)

    Boot, Walter R; Champion, Michael; Blakely, Daniel P; Wright, Timothy; Souders, Dustin J; Charness, Neil

    2013-01-01

    Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a "brain fitness" game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.

  5. Video Games as a Means to Reduce Age-related Cognitive Decline: Attitudes, Compliance, and Effectiveness

    Directory of Open Access Journals (Sweden)

    Walter R. Boot

    2013-02-01

    Full Text Available Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a brain fitness game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game induced the lowest intervention compliance. We explain this low compliance by participants’ ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.

  6. 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.

  7. 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.

  8. 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...

  9. 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...

  10. 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

  11. 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.

  12. 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

  13. 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.

  14. 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)

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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...

  20. 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…

  1. 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.

  2. 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

  3. 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%).

  4. 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.

  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. 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).

  7. 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.

  8. 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.

  9. 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.

  10. 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

  11. 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

  12. 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

  13. 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...

  14. 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...

  15. 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.

  16. 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 ...

  17. 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.

  18. 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

  19. Violent video game players and non-players differ on facial emotion recognition.

    Science.gov (United States)

    Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M

    2016-01-01

    Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. © 2015 Wiley Periodicals, Inc.

  20. 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...

  1. 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.

  2. Learning a Continuous-Time Streaming Video QoE Model.

    Science.gov (United States)

    Ghadiyaram, Deepti; Pan, Janice; Bovik, Alan C

    2018-05-01

    Over-the-top adaptive video streaming services are frequently impacted by fluctuating network conditions that can lead to rebuffering events (stalling events) and sudden bitrate changes. These events visually impact video consumers' quality of experience (QoE) and can lead to consumer churn. The development of models that can accurately predict viewers' instantaneous subjective QoE under such volatile network conditions could potentially enable the more efficient design of quality-control protocols for media-driven services, such as YouTube, Amazon, Netflix, and so on. However, most existing models only predict a single overall QoE score on a given video and are based on simple global video features, without accounting for relevant aspects of human perception and behavior. We have created a QoE evaluator, called the time-varying QoE Indexer, that accounts for interactions between stalling events, analyzes the spatial and temporal content of a video, predicts the perceptual video quality, models the state of the client-side data buffer, and consequently predicts continuous-time quality scores that agree quite well with human opinion scores. The new QoE predictor also embeds the impact of relevant human cognitive factors, such as memory and recency, and their complex interactions with the video content being viewed. We evaluated the proposed model on three different video databases and attained standout QoE prediction performance.

  3. 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.

  4. 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.

  5. 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.

  6. A blind video watermarking scheme resistant to rotation and collusion attacks

    Directory of Open Access Journals (Sweden)

    Amlan Karmakar

    2016-04-01

    Full Text Available In this paper, Discrete Cosine Transform (DCT based blind video watermarking algorithm is proposed, which is perceptually invisible and robust against rotation and collusion attacks. To make the scheme resistant against rotation, watermark is embedded within the square blocks, placed on the middle position of every luminance channel. Then Zernike moments of those square blocks are calculated. The rotation invariance property of the Complex Zernike moments is exploited to predict the rotation angle of the video at the time of extraction of watermark bits. To make the scheme robust against collusion, design of the scheme is done in such a way that the embedding blocks will vary for the successive frames of the video. A Pseudo Random Number (PRN generator and a permutation vector are used to achieve the goal. The experimental results show that the scheme is robust against conventional video attacks, rotation attack and collusion attacks.

  7. 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

  8. 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?

  9. 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.

  10. 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.

  11. 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.

  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. 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

  14. 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.

  15. Action and puzzle video games prime different speed/accuracy tradeoffs.

    Science.gov (United States)

    Nelson, Rolf A; Strachan, Ian

    2009-01-01

    To understand the way in which video-game play affects subsequent perception and cognitive strategy, two experiments were performed in which participants played either a fast-action game or a puzzle-solving game. Before and after video-game play, participants performed a task in which both speed and accuracy were emphasized. In experiment 1 participants engaged in a location task in which they clicked a mouse on the spot where a target had appeared, and in experiment 2 they were asked to judge which of four shapes was most similar to a target shape. In both experiments, participants were much faster but less accurate after playing the action game, while they were slower but more accurate after playing the puzzle game. Results are discussed in terms of a taxonomy of video games by their cognitive and perceptual demands.

  16. Improved probabilistic inference as a general learning mechanism with action video games.

    Science.gov (United States)

    Green, C Shawn; Pouget, Alexandre; Bavelier, Daphne

    2010-09-14

    Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. Copyright © 2010 Elsevier Ltd. All rights reserved.

  17. 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 ...

  18. 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...

  19. 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...

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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…

  6. 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…

  7. 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.

  8. Perceptual Real-Time 2D-to-3D Conversion Using Cue Fusion.

    Science.gov (United States)

    Leimkuhler, Thomas; Kellnhofer, Petr; Ritschel, Tobias; Myszkowski, Karol; Seidel, Hans-Peter

    2018-06-01

    We propose a system to infer binocular disparity from a monocular video stream in real-time. Different from classic reconstruction of physical depth in computer vision, we compute perceptually plausible disparity, that is numerically inaccurate, but results in a very similar overall depth impression with plausible overall layout, sharp edges, fine details and agreement between luminance and disparity. We use several simple monocular cues to estimate disparity maps and confidence maps of low spatial and temporal resolution in real-time. These are complemented by spatially-varying, appearance-dependent and class-specific disparity prior maps, learned from example stereo images. Scene classification selects this prior at runtime. Fusion of prior and cues is done by means of robust MAP inference on a dense spatio-temporal conditional random field with high spatial and temporal resolution. Using normal distributions allows this in constant-time, parallel per-pixel work. We compare our approach to previous 2D-to-3D conversion systems in terms of different metrics, as well as a user study and validate our notion of perceptually plausible disparity.

  9. 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.

  10. 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…

  11. 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…

  12. 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...

  13. 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

  14. 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.

  15. Evaluating the relationship between white matter integrity, cognition, and varieties of video game learning.

    Science.gov (United States)

    Ray, Nicholas R; O'Connell, Margaret A; Nashiro, Kaoru; Smith, Evan T; Qin, Shuo; Basak, Chandramallika

    2017-01-01

    Many studies are currently researching the effects of video games, particularly in the domain of cognitive training. Great variability exists among video games however, and few studies have attempted to compare different types of video games. Little is known, for instance, about the cognitive processes or brain structures that underlie learning of different genres of video games. To examine the cognitive and neural underpinnings of two different types of game learning in order to evaluate their common and separate correlates, with the hopes of informing future intervention research. Participants (31 younger adults and 31 older adults) completed an extensive cognitive battery and played two different genres of video games, one action game and one strategy game, for 1.5 hours each. DTI scans were acquired for each participant, and regional fractional anisotropy (FA) values were extracted using the JHU atlas. Behavioral results indicated that better performance on tasks of working memory and perceptual discrimination was related to enhanced learning in both games, even after controlling for age, whereas better performance on a perceptual speed task was uniquely related with enhanced learning of the strategy game. DTI results indicated that white matter FA in the right fornix/stria terminalis was correlated with action game learning, whereas white matter FA in the left cingulum/hippocampus was correlated with strategy game learning, even after controlling for age. Although cognition, to a large extent, was a common predictor of both types of game learning, regional white matter FA could separately predict action and strategy game learning. Given the neural and cognitive correlates of strategy game learning, strategy games may provide a more beneficial training tool for adults suffering from memory-related disorders or declines in processing speed, particularly older adults.

  16. 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.

  17. 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.

  18. 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.

  19. Perceptual-motor regulation in locomotor pointing while approaching a curb.

    Science.gov (United States)

    Andel, Steven van; Cole, Michael H; Pepping, Gert-Jan

    2018-02-01

    Locomotor pointing is a task that has been the focus of research in the context of sport (e.g. long jumping and cricket) as well as normal walking. Collectively, these studies have produced a broad understanding of locomotor pointing, but generalizability has been limited to laboratory type tasks and/or tasks with high spatial demands. The current study aimed to generalize previous findings in locomotor pointing to the common daily task of approaching and stepping on to a curb. Sixteen people completed 33 repetitions of a task that required them to walk up to and step onto a curb. Information about their foot placement was collected using a combination of measures derived from a pressure-sensitive walkway and video data. Variables related to perceptual-motor regulation were analyzed on an inter-trial, intra-step and inter-step level. Similar to previous studies, analysis of the foot placements showed that, variability in foot placement decreased as the participants drew closer to the curb. Regulation seemed to be initiated earlier in this study compared to previous studies, as shown by a decreasing variability in foot placement as early as eight steps before reaching the curb. Furthermore, it was shown that when walking up to the curb, most people regulated their walk in a way so as to achieve minimal variability in the foot placement on top of the curb, rather than a placement in front of the curb. Combined, these results showed a strong perceptual-motor coupling in the task of approaching and stepping up a curb, rendering this task a suitable test for perceptual-motor regulation in walking. Copyright © 2017 Elsevier B.V. All rights reserved.

  20. 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

  1. 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

  2. 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.

  3. Electrophysiological evidence for effects of color knowledge in object recognition.

    Science.gov (United States)

    Lu, Aitao; Xu, Guiping; Jin, Hua; Mo, Lei; Zhang, Jijia; Zhang, John X

    2010-01-29

    Knowledge about the typical colors associated with familiar everyday objects (i.e., strawberries are red) is well-known to be represented in the conceptual semantic system. Evidence that such knowledge may also play a role in early perceptual processes for object recognition is scant. In the present ERP study, participants viewed a list of object pictures and detected infrequent stimulus repetitions. Results show that shortly after stimulus onset, ERP components indexing early perceptual processes, including N1, P2, and N2, differentiated between objects in their appropriate or congruent color from these objects in an inappropriate or incongruent color. Such congruence effect also occurred in N3 associated with semantic processing of pictures but not in N4 for domain-general semantic processing. Our results demonstrate a clear effect of color knowledge in early object recognition stages and support the following proposal-color as a surface property is stored in a multiple-memory system where pre-semantic perceptual and semantic conceptual representations interact during object recognition. (c) 2009 Elsevier Ireland Ltd. All rights reserved.

  4. Exploiting object constancy: effects of active exploration and shape morphing on similarity judgments of novel objects.

    Science.gov (United States)

    Lee, Haemy; Wallraven, Christian

    2013-03-01

    Humans are experts at shape processing. This expertise has been learned and fine tuned by actively manipulating and perceiving thousands of objects during development. Therefore, shape processing possesses an active component and a perceptual component. Here, we investigate both components in six experiments in which participants view and/or interact with novel, parametrically defined 3D objects using a touch-screen interface. For probing shape processing, we use a similarity rating task. In Experiments 1-3, we show that active manipulation leads to a better perceptual reconstruction of the physical parameter space than judging rotating objects, or passively viewing someone else's exploration pattern. In Experiment 4, we exploit object constancy-the fact that the visual system assumes that objects do not change their identity during manipulation. We show that slow morphing of an object during active manipulation systematically biases similarity ratings-despite the participants being unaware of the morphing. Experiments 5 and 6 investigate the time course of integrating shape information by restricting the morphing to the first and second half of the trial only. Interestingly, the results indicate that participants do not seem to integrate shape information beyond 5 s of exploration time. Finally, Experiment 7 uses a secondary task that suggests that the previous results are not simply due to lack of attention during the later parts of the trial. In summary, our results demonstrate the advantage of active manipulation for shape processing and indicate a continued, perceptual integration of complex shape information within a time window of a few seconds during object interactions.

  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. Conceptual distinctiveness supports detailed visual long-term memory for real-world objects.

    Science.gov (United States)

    Konkle, Talia; Brady, Timothy F; Alvarez, George A; Oliva, Aude

    2010-08-01

    Humans have a massive capacity to store detailed information in visual long-term memory. The present studies explored the fidelity of these visual long-term memory representations and examined how conceptual and perceptual features of object categories support this capacity. Observers viewed 2,800 object images with a different number of exemplars presented from each category. At test, observers indicated which of 2 exemplars they had previously studied. Memory performance was high and remained quite high (82% accuracy) with 16 exemplars from a category in memory, demonstrating a large memory capacity for object exemplars. However, memory performance decreased as more exemplars were held in memory, implying systematic categorical interference. Object categories with conceptually distinctive exemplars showed less interference in memory as the number of exemplars increased. Interference in memory was not predicted by the perceptual distinctiveness of exemplars from an object category, though these perceptual measures predicted visual search rates for an object target among exemplars. These data provide evidence that observers' capacity to remember visual information in long-term memory depends more on conceptual structure than perceptual distinctiveness. 2010 APA, all rights reserved

  7. 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

  8. 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…

  9. 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.

  10. 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.

  11. 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.

  12. A dichoptic custom-made action video game as a treatment for adult amblyopia.

    Science.gov (United States)

    Vedamurthy, Indu; Nahum, Mor; Huang, Samuel J; Zheng, Frank; Bayliss, Jessica; Bavelier, Daphne; Levi, Dennis M

    2015-09-01

    Previous studies have employed different experimental approaches to enhance visual function in adults with amblyopia including perceptual learning, videogame play, and dichoptic training. Here, we evaluated the efficacy of a novel dichoptic action videogame combining all three approaches. This experimental intervention was compared to a conventional, yet unstudied method of supervised occlusion while watching movies. Adults with unilateral amblyopia were assigned to either play the dichoptic action game (n=23; 'game' group), or to watch movies monocularly while the fellow eye was patched (n=15; 'movies' group) for a total of 40hours. Following training, visual acuity (VA) improved on average by ≈0.14logMAR (≈28%) in the game group, with improvements noted in both anisometropic and strabismic patients. This improvement is similar to that obtained following perceptual learning, video game play or dichoptic training. Surprisingly, patients with anisometropic amblyopia in the movies group showed similar improvement, revealing a greater impact of supervised occlusion in adults than typically thought. Stereoacuity, reading speed, and contrast sensitivity improved more for game group participants compared with movies group participants. Most improvements were largely retained following a 2-month no-contact period. This novel video game, which combines action gaming, perceptual learning and dichoptic presentation, results in VA improvements equivalent to those previously documented with each of these techniques alone. Our game intervention led to greater improvement than control training in a variety of visual functions, thus suggesting that this approach has promise for the treatment of adult amblyopia. Copyright © 2015 Elsevier Ltd. All rights reserved.

  13. A dichoptic custom-made action video game as a treatment for adult amblyopia

    Science.gov (United States)

    Vedamurthy, Indu; Nahum, Mor; Huang, Samuel J.; Zheng, Frank; Bayliss, Jessica; Bavelier, Daphne; Levi, Dennis M.

    2015-01-01

    Previous studies have employed different experimental approaches to enhance visual function in adults with amblyopia including perceptual learning, videogame play, and dichoptic training. Here, we evaluated the efficacy of a novel dichoptic action videogame combining all three approaches. This experimental intervention was compared to a conventional, yet unstudied method of supervised occlusion while watching movies. Adults with unilateral amblyopia were assigned to either playing the dichoptic action game (n = 23; ‘game’ group), or to watching movies monocularly while the fellow eye was patched (n = 15; ‘movies’ group) for a total of 40 h. Following training, visual acuity (VA) improved on average by ≈0.14 logMAR (≈27%) in the game group, with improvements noted in both anisometropic and strabismic patients. This improvement is similar to that described after perceptual learning, video game play or dichoptic training. Surprisingly, patients with anisometropic amblyopia in the movies group showed similar improvement, revealing a greater impact of supervised occlusion in adults than typically thought. Stereoacuity, reading speed, and contrast sensitivity improved more for game group participants compared with movies group participants. Most improvements were largely retained following a 2-month no-contact period. This novel video game, which combines action gaming, perceptual learning and dichoptic presentation, results in VA improvements equivalent to those previously documented with each of these techniques alone. Interestingly, however, our game intervention led to greater improvement than control training in a variety of visual functions, thus suggesting that this approach has promise for the treatment of adult amblyopia. PMID:25917239

  14. 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.

  15. 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.

  16. 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.

  17. 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...

  18. 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.

  19. Video astronomy on the go using video cameras with small telescopes

    CERN Document Server

    Ashley, Joseph

    2017-01-01

    Author Joseph Ashley explains video astronomy's many benefits in this comprehensive reference guide for amateurs. Video astronomy offers a wonderful way to see objects in far greater detail than is possible through an eyepiece, and the ability to use the modern, entry-level video camera to image deep space objects is a wonderful development for urban astronomers in particular, as it helps sidestep the issue of light pollution. The author addresses both the positive attributes of these cameras for deep space imaging as well as the limitations, such as amp glow. The equipment needed for imaging as well as how it is configured is identified with hook-up diagrams and photographs. Imaging techniques are discussed together with image processing (stacking and image enhancement). Video astronomy has evolved to offer great results and great ease of use, and both novices and more experienced amateurs can use this book to find the set-up that works best for them. Flexible and portable, they open up a whole new way...

  20. 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…

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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...

  7. 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.

  8. 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…

  9. 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.

  10. 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

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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

  16. 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

  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 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.

  19. 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...

  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. 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.

  2. 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.

  3. 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...

  4. Conflict between object structural and functional affordances in peripersonal space.

    Science.gov (United States)

    Kalénine, Solène; Wamain, Yannick; Decroix, Jérémy; Coello, Yann

    2016-10-01

    Recent studies indicate that competition between conflicting action representations slows down planning of object-directed actions. The present study aims to assess whether similar conflict effects exist during manipulable object perception. Twenty-six young adults performed reach-to-grasp and semantic judgements on conflictual objects (with competing structural and functional gestures) and non-conflictual objects (with similar structural and functional gestures) presented at difference distances in a 3D virtual environment. Results highlight a space-dependent conflict between structural and functional affordances. Perceptual judgments on conflictual objects were slower that perceptual judgments on non-conflictual objects, but only when objects were presented within reach. Findings demonstrate that competition between structural and functional affordances during object perception induces a processing cost, and further show that object position in space can bias affordance competition. Copyright © 2016 Elsevier B.V. All rights reserved.

  5. 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.

  6. 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.

  7. 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.

  8. 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....

  9. 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.

  10. Gaming to see: action video gaming is associated with enhanced processing of masked stimuli.

    Science.gov (United States)

    Pohl, Carsten; Kunde, Wilfried; Ganz, Thomas; Conzelmann, Annette; Pauli, Paul; Kiesel, Andrea

    2014-01-01

    Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants' responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli.

  11. Gaming to see: Action Video Gaming is associated with enhanced processing of masked stimuli

    Directory of Open Access Journals (Sweden)

    Carsten ePohl

    2014-02-01

    Full Text Available Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behaviour. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants’ responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli.

  12. 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…

  13. 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.

  14. 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...

  15. 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…

  16. 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.

  17. Recurrent and Dynamic Models for Predicting Streaming Video Quality of Experience.

    Science.gov (United States)

    Bampis, Christos G; Li, Zhi; Katsavounidis, Ioannis; Bovik, Alan C

    2018-07-01

    Streaming video services represent a very large fraction of global bandwidth consumption. Due to the exploding demands of mobile video streaming services, coupled with limited bandwidth availability, video streams are often transmitted through unreliable, low-bandwidth networks. This unavoidably leads to two types of major streaming-related impairments: compression artifacts and/or rebuffering events. In streaming video applications, the end-user is a human observer; hence being able to predict the subjective Quality of Experience (QoE) associated with streamed videos could lead to the creation of perceptually optimized resource allocation strategies driving higher quality video streaming services. We propose a variety of recurrent dynamic neural networks that conduct continuous-time subjective QoE prediction. By formulating the problem as one of time-series forecasting, we train a variety of recurrent neural networks and non-linear autoregressive models to predict QoE using several recently developed subjective QoE databases. These models combine multiple, diverse neural network inputs, such as predicted video quality scores, rebuffering measurements, and data related to memory and its effects on human behavioral responses, using them to predict QoE on video streams impaired by both compression artifacts and rebuffering events. Instead of finding a single time-series prediction model, we propose and evaluate ways of aggregating different models into a forecasting ensemble that delivers improved results with reduced forecasting variance. We also deploy appropriate new evaluation metrics for comparing time-series predictions in streaming applications. Our experimental results demonstrate improved prediction performance that approaches human performance. An implementation of this work can be found at https://github.com/christosbampis/NARX_QoE_release.

  18. 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.

  19. 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.

  20. 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

  1. 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.

  2. An unsupervised method for summarizing egocentric sport videos

    Science.gov (United States)

    Habibi Aghdam, Hamed; Jahani Heravi, Elnaz; Puig, Domenec

    2015-12-01

    People are getting more interested to record their sport activities using head-worn or hand-held cameras. This type of videos which is called egocentric sport videos has different motion and appearance patterns compared with life-logging videos. While a life-logging video can be defined in terms of well-defined human-object interactions, notwithstanding, it is not trivial to describe egocentric sport videos using well-defined activities. For this reason, summarizing egocentric sport videos based on human-object interaction might fail to produce meaningful results. In this paper, we propose an unsupervised method for summarizing egocentric videos by identifying the key-frames of the video. Our method utilizes both appearance and motion information and it automatically finds the number of the key-frames. Our blind user study on the new dataset collected from YouTube shows that in 93:5% cases, the users choose the proposed method as their first video summary choice. In addition, our method is within the top 2 choices of the users in 99% of studies.

  3. A Neural Signature Encoding Decisions under Perceptual Ambiguity.

    Science.gov (United States)

    Sun, Sai; Yu, Rongjun; Wang, Shuo

    2017-01-01

    People often make perceptual decisions with ambiguous information, but it remains unclear whether the brain has a common neural substrate that encodes various forms of perceptual ambiguity. Here, we used three types of perceptually ambiguous stimuli as well as task instructions to examine the neural basis for both stimulus-driven and task-driven perceptual ambiguity. We identified a neural signature, the late positive potential (LPP), that encoded a general form of stimulus-driven perceptual ambiguity. In addition to stimulus-driven ambiguity, the LPP was also modulated by ambiguity in task instructions. To further specify the functional role of the LPP and elucidate the relationship between stimulus ambiguity, behavioral response, and the LPP, we employed regression models and found that the LPP was specifically associated with response latency and confidence rating, suggesting that the LPP encoded decisions under perceptual ambiguity. Finally, direct behavioral ratings of stimulus and task ambiguity confirmed our neurophysiological findings, which could not be attributed to differences in eye movements either. Together, our findings argue for a common neural signature that encodes decisions under perceptual ambiguity but is subject to the modulation of task ambiguity. Our results represent an essential first step toward a complete neural understanding of human perceptual decision making.

  4. Is sequence awareness mandatory for perceptual sequence learning: An assessment using a pure perceptual sequence learning design.

    Science.gov (United States)

    Deroost, Natacha; Coomans, Daphné

    2018-02-01

    We examined the role of sequence awareness in a pure perceptual sequence learning design. Participants had to react to the target's colour that changed according to a perceptual sequence. By varying the mapping of the target's colour onto the response keys, motor responses changed randomly. The effect of sequence awareness on perceptual sequence learning was determined by manipulating the learning instructions (explicit versus implicit) and assessing the amount of sequence awareness after the experiment. In the explicit instruction condition (n = 15), participants were instructed to intentionally search for the colour sequence, whereas in the implicit instruction condition (n = 15), they were left uninformed about the sequenced nature of the task. Sequence awareness after the sequence learning task was tested by means of a questionnaire and the process-dissociation-procedure. The results showed that the instruction manipulation had no effect on the amount of perceptual sequence learning. Based on their report to have actively applied their sequence knowledge during the experiment, participants were subsequently regrouped in a sequence strategy group (n = 14, of which 4 participants from the implicit instruction condition and 10 participants from the explicit instruction condition) and a no-sequence strategy group (n = 16, of which 11 participants from the implicit instruction condition and 5 participants from the explicit instruction condition). Only participants of the sequence strategy group showed reliable perceptual sequence learning and sequence awareness. These results indicate that perceptual sequence learning depends upon the continuous employment of strategic cognitive control processes on sequence knowledge. Sequence awareness is suggested to be a necessary but not sufficient condition for perceptual learning to take place. Copyright © 2018 Elsevier B.V. All rights reserved.

  5. Probing perceptual antinomies with the watercolor illusion and explaining how the brain resolves them.

    Science.gov (United States)

    Tanca, Maria; Grossberg, Stephen; Pinna, Baingio

    2010-01-01

    The purpose of this work is to study how the brain solves perceptual antinomies, induced by the watercolor illusion in the color and in the figure-ground segregation domain, when they are present in different parts of the same object. The watercolor illusion shows two main effects: a long-range coloration and an object-hole effect across large enclosed areas (Pinna, 1987, 2005, 2008a, b; Pinna and Grossberg, 2005; Pinna et al., 2001). This illusion strongly enhances the unilateral belongingness of the boundaries (Rubin, 1915) determining grouping and figure-ground segregation more strongly than the well-known Gestalt principles. Due to the watercolor illusion, both the figure and the background assume new properties becoming, respectively, a bulging object and a hole both with a 3-D volumetric appearance (object-hole effect). When the coloration and the object-hole effects induced by the watercolor illusion are opposite (antinomic) within different portions of the same shape, some questions emerge: Do the antinomies split the shape in two parts (a half shape appears as an object and the other half as a hole) or are they solved through a new emergent perceptual result beyond the single effects? Is there a predominance of one component over the other that is less visible or totally invisible? What is perceptible and what is invisible? Is there a wholeness process under conditions where perceptual antinomies coexist? By imparting motion to a watercolored object that gradually should become a hole while overlapping another object placed behind, is the wholeness of the watercolor object weakened or reorganized in a new way? The results of phenomenological experiments suggested that the antinomies tend to be solved through two complement processes of phenomenal wholeness and partialness. These processes are explained in the light of the FACADE neural model of 3-D vision and figure-ground separation (Grossberg, 1994, 2003), notably of how complementary cortical boundary

  6. 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).

  7. Open-source telemedicine platform for wireless medical video communication.

    Science.gov (United States)

    Panayides, A; Eleftheriou, I; Pantziaris, M

    2013-01-01

    An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.

  8. Open-Source Telemedicine Platform for Wireless Medical Video Communication

    Science.gov (United States)

    Panayides, A.; Eleftheriou, I.; Pantziaris, M.

    2013-01-01

    An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings. PMID:23573082

  9. Open-Source Telemedicine Platform for Wireless Medical Video Communication

    Directory of Open Access Journals (Sweden)

    A. Panayides

    2013-01-01

    Full Text Available An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN and 3.5G high-speed packet access (HSPA wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.

  10. Prediction of kindergarteners' behavior on Metropolitan Readiness Tests from preschool perceptual and perceptual-motor performances: a validation study.

    Science.gov (United States)

    Belka, D E

    1981-06-01

    Multiple regression equations were generated to predict cognitive achievement for 40 children (ages 57 to 68 mo.) 1 yr. after administration of a battery of 6 perceptual and perceptual-motor tests to determine if previous results from Toledo could be replicated. Regression equations generated from maximum R2 improvement techniques indicated that performance at prekindergarten is useful for prediction of cognitive performance (total score and total score without the copying subtest on the Metropolitan Readiness Tests) 1 yr. later at the end of kindergarten. The optimal battery included scores on auditory perception, fine perceptual-motor, and gross perceptual-motor tasks. The moderate predictive power of the equations obtained was compared with high predictive power generated in the Toledo study.

  11. 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

  12. 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.

  13. 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

  14. 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…

  15. 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.

  16. A Novel Perceptual Hash Algorithm for Multispectral Image Authentication

    Directory of Open Access Journals (Sweden)

    Kaimeng Ding

    2018-01-01

    Full Text Available The perceptual hash algorithm is a technique to authenticate the integrity of images. While a few scholars have worked on mono-spectral image perceptual hashing, there is limited research on multispectral image perceptual hashing. In this paper, we propose a perceptual hash algorithm for the content authentication of a multispectral remote sensing image based on the synthetic characteristics of each band: firstly, the multispectral remote sensing image is preprocessed with band clustering and grid partition; secondly, the edge feature of the band subsets is extracted by band fusion-based edge feature extraction; thirdly, the perceptual feature of the same region of the band subsets is compressed and normalized to generate the perceptual hash value. The authentication procedure is achieved via the normalized Hamming distance between the perceptual hash value of the recomputed perceptual hash value and the original hash value. The experiments indicated that our proposed algorithm is robust compared to content-preserved operations and it efficiently authenticates the integrity of multispectral remote sensing images.

  17. 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.

  18. 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.

  19. 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.

  20. 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…

  1. 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

  2. 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.

  3. Natural texture retrieval based on perceptual similarity measurement

    Science.gov (United States)

    Gao, Ying; Dong, Junyu; Lou, Jianwen; Qi, Lin; Liu, Jun

    2018-04-01

    A typical texture retrieval system performs feature comparison and might not be able to make human-like judgments of image similarity. Meanwhile, it is commonly known that perceptual texture similarity is difficult to be described by traditional image features. In this paper, we propose a new texture retrieval scheme based on texture perceptual similarity. The key of the proposed scheme is that prediction of perceptual similarity is performed by learning a non-linear mapping from image features space to perceptual texture space by using Random Forest. We test the method on natural texture dataset and apply it on a new wallpapers dataset. Experimental results demonstrate that the proposed texture retrieval scheme with perceptual similarity improves the retrieval performance over traditional image features.

  4. Are gamers better crossers? An examination of action video game experience and dual task effects in a simulated street crossing task.

    Science.gov (United States)

    Gaspar, John G; Neider, Mark B; Crowell, James A; Lutz, Aubrey; Kaczmarski, Henry; Kramer, Arthur F

    2014-05-01

    A high-fidelity street crossing simulator was used to test the hypothesis that experienced action video game players are less vulnerable than non-gamers to dual task costs in complex tasks. Previous research has shown that action video game players outperform nonplayers on many single task measures of perception and attention. It is unclear, however, whether action video game players outperform nonplayers in complex, divided attention tasks. Experienced action video game players and nongamers completed a street crossing task in a high-fidelity simulator. Participants walked on a manual treadmill to cross the street. During some crossings, a cognitively demanding working memory task was added. Dividing attention resulted in more collisions and increased decision making time. Of importance, these dual task costs were equivalent for the action video game players and the nongamers. These results suggest that action video game players are equally susceptible to the costs of dividing attention in a complex task. Perceptual and attentional benefits associated with action video game experience may not translate to performance benefits in complex, real-world tasks.

  5. Perceptually specific and perceptually non-specific influences on rereading benefits for spatially transformed text: evidence from eye movements.

    Science.gov (United States)

    Sheridan, Heather; Reingold, Eyal M

    2012-12-01

    The present study used eye tracking methodology to examine rereading benefits for spatially transformed text. 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 applying the same type of transformation to the word during the first and second presentations (i.e., the congruent condition), or employing two different types of transformations across the two presentations of the word (i.e., the incongruent condition). Perceptual specificity effects were demonstrated such that fixation times for the second presentation of the target word were shorter for the congruent condition compared to the incongruent condition. Moreover, we demonstrated an additional perceptually non-specific effect such that second reading fixation times were shorter for the incongruent condition relative to a baseline condition that employed a normal typography (i.e., non-transformed) during the first presentation and a transformation during the second presentation. Both of these effects (i.e., perceptually specific and perceptually non-specific) were similar in magnitude for high and low frequency words, and both effects persisted across a 1 week lag between the first and second readings. We discuss the present findings in the context of the distinction between conscious and unconscious memory, and the distinction between perceptually versus conceptually driven processing. Copyright © 2012 Elsevier Inc. All rights reserved.

  6. 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.

  7. 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.

  8. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents

    NARCIS (Netherlands)

    Simons, M.; Brug, J.; Chinapaw, M.J.M.; Boer, de M.; Seidell, J.; Vet, de E.

    2015-01-01

    Objective - The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of

  9. Replacing non-active video gaming by active video gaming to prevent excessive weight gain in adolescents

    NARCIS (Netherlands)

    Simons, M.; Brug, J.; Chinapaw, M.J.M.; Boer, M. de; Seidell, J.; Vet, E. de

    2015-01-01

    Objective: The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of

  10. 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.

  11. 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.

  12. Motion video analysis using planar parallax

    Science.gov (United States)

    Sawhney, Harpreet S.

    1994-04-01

    Motion and structure analysis in video sequences can lead to efficient descriptions of objects and their motions. Interesting events in videos can be detected using such an analysis--for instance independent object motion when the camera itself is moving, figure-ground segregation based on the saliency of a structure compared to its surroundings. In this paper we present a method for 3D motion and structure analysis that uses a planar surface in the environment as a reference coordinate system to describe a video sequence. The motion in the video sequence is described as the motion of the reference plane, and the parallax motion of all the non-planar components of the scene. It is shown how this method simplifies the otherwise hard general 3D motion analysis problem. In addition, a natural coordinate system in the environment is used to describe the scene which can simplify motion based segmentation. This work is a part of an ongoing effort in our group towards video annotation and analysis for indexing and retrieval. Results from a demonstration system being developed are presented.

  13. 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.

  14. 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.

  15. Teasing Apart Complex Motions using VideoPoint

    Science.gov (United States)

    Fischer, Mark

    2002-10-01

    Using video analysis software such as VideoPoint, it is possible to explore the physics of any phenomenon that can be captured on videotape. The good news is that complex motions can be filmed and analyzed. The bad news is that the motions can become very complex very quickly. An example of such a complicated motion, the 2-dimensional motion of an object as filmed by a camera that is moving and rotating in the same plane will be discussed. Methods for extracting the desired object motion will be given as well as suggestions for shooting more easily analyzable video clips.

  16. 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.

  17. 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).

  18. 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...

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. Object formation in visual working memory: Evidence from object-based attention.

    Science.gov (United States)

    Zhou, Jifan; Zhang, Haihang; Ding, Xiaowei; Shui, Rende; Shen, Mowei

    2016-09-01

    We report on how visual working memory (VWM) forms intact perceptual representations of visual objects using sub-object elements. Specifically, when objects were divided into fragments and sequentially encoded into VWM, the fragments were involuntarily integrated into objects in VWM, as evidenced by the occurrence of both positive and negative object-based attention effects: In Experiment 1, when subjects' attention was cued to a location occupied by the VWM object, the target presented at the location of that object was perceived as occurring earlier than that presented at the location of a different object. In Experiment 2, responses to a target were significantly slower when a distractor was presented at the same location as the cued object (Experiment 2). These results suggest that object fragments can be integrated into objects within VWM in a manner similar to that of visual perception. Copyright © 2016 Elsevier B.V. All rights reserved.

  4. 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

  5. Low level perceptual, not attentional, processes modulate distractor interference in high perceptual load displays: evidence from neglect/extinction.

    Science.gov (United States)

    Mevorach, Carmel; Tsal, Yehoshua; Humphreys, Glyn W

    2014-01-10

    According to perceptual load theory (Lavie, 2005) distractor interference is determined by the availability of attentional resources. If target processing does not exhaust resources (with low perceptual load) distractor processing will take place resulting in interference with a primary task; however, when target processing uses-up attentional capacity (with high perceptual load) interference can be avoided. An alternative account (Tsal and Benoni, 2010a) suggests that perceptual load effects can be based on distractor dilution by the mere presence of additional neutral items in high-load displays so that the effect is not driven by the amount of attention resources required for target processing. Here we tested whether patients with unilateral neglect or extinction would show dilution effects from neutral items in their contralesional (neglected/extinguished) field, even though these items do not impose increased perceptual load on the target and at the same time attract reduced attentional resources compared to stimuli in the ipsilesional field. Thus, such items do not affect the amount of attention resources available for distractor processing. We found that contralesional neutral elements can eliminate distractor interference as strongly as centrally presented ones in neglect/extinction patients, despite contralesional items being less well attended. The data are consistent with an account in terms of perceptual dilution of distracters rather than available resources for distractor processing. We conclude that distractor dilution can underlie the elimination of distractor interference in visual displays.

  6. Low level perceptual, not attentional, processes modulate distractor interference in high perceptual Load displays: evidence from neglect/extinction

    Directory of Open Access Journals (Sweden)

    Carmel eMevorach

    2014-01-01

    Full Text Available According to perceptual load theory (Lavie, 2005 distractor interference is determined by the availability of attentional resources. If target processing does not exhaust resources (with low perceptual load distractor processing will take place resulting in interference with a primary task; however when target processing uses-up attentional capacity (with high perceptual load interference can be avoided. An alternative account (Tsal & Benoni, 2010 suggests that perceptual load effects can be based on distractor dilution by the mere presence of additional neutral items in high load displays so that the effect is not driven by the amount of attention resources required for target processing. Here we tested whether patients with unilateral neglect or extinction would show dilution effects from neutral items in their contralesional (neglected/extinguished field, even though these items do not impose increased perceptual load on the target and at the same time attract reduced attentional resources compared to stimuli in the ipsilesional field. Thus, such items do not affect the amount of attention resources available for distractor processing. We found that contralesional neutral elements can eliminate distractor interference as strongly as centrally presented ones in neglect/extinction patients, despite contralesional items being less well attended. The data are consistent with an account in terms of perceptual dilution of distracters rather than available resources for distractor processing. We conclude that distractor dilution can underlie the elimination of distractor interference in visual displays.

  7. Neural plasticity underlying visual perceptual learning in aging.

    Science.gov (United States)

    Mishra, Jyoti; Rolle, Camarin; Gazzaley, Adam

    2015-07-01

    Healthy aging is associated with a decline in basic perceptual abilities, as well as higher-level cognitive functions such as working memory. In a recent perceptual training study using moving sweeps of Gabor stimuli, Berry et al. (2010) observed that older adults significantly improved discrimination abilities on the most challenging perceptual tasks that presented paired sweeps at rapid rates of 5 and 10 Hz. Berry et al. further showed that this perceptual training engendered transfer-of-benefit to an untrained working memory task. Here, we investigated the neural underpinnings of the improvements in these perceptual tasks, as assessed by event-related potential (ERP) recordings. Early visual ERP components time-locked to stimulus onset were compared pre- and post-training, as well as relative to a no-contact control group. The visual N1 and N2 components were significantly enhanced after training, and the N1 change correlated with improvements in perceptual discrimination on the task. Further, the change observed for the N1 and N2 was associated with the rapidity of the perceptual challenge; the visual N1 (120-150 ms) was enhanced post-training for 10 Hz sweep pairs, while the N2 (240-280 ms) was enhanced for the 5 Hz sweep pairs. We speculate that these observed post-training neural enhancements reflect improvements by older adults in the allocation of attention that is required to accurately dissociate perceptually overlapping stimuli when presented in rapid sequence. This article is part of a Special Issue entitled SI: Memory Å. Copyright © 2014 Elsevier B.V. All rights reserved.

  8. 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.

  9. 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.

  10. Object-based attention in chimpanzees (Pan troglodytes).

    Science.gov (United States)

    Ushitani, Tomokazu; Imura, Tomoko; Tomonaga, Masaki

    2010-03-17

    We conducted three experiments to investigate how object-based components contribute to the attentional processes of chimpanzees and to examine how such processes operate with regard to perceptually structured objects. In Experiment 1, chimpanzees responded to a spatial cueing task that required them to touch a target appearing at either end of two parallel rectangles. We compared the time involved in shifting attention (cost of attentional shift) when the locations of targets were cued and non cued. Results showed that the cost of the attentional shift within one rectangle was smaller than that beyond the object's boundary, demonstrating object-based attention in chimpanzees. The results of Experiment 2, conducted with different stimulus configurations, replicated the results of Experiment 1, supporting that object-based attention operates in chimpanzees. In Experiment 3, the cost of attentional shift within a cued but partly occluded rectangle was shorter than that within a rectangle that was cued but divided in the middle. The results suggest that the attention of chimpanzees is activated not only by an explicit object but also by fragmented patches represented as an object at a higher-order perceptual level. Chimpanzees' object-based attention may be similar to that of humans. Copyright 2010 Elsevier Ltd. All rights reserved.

  11. Children's use of comparison and function in novel object categorization.

    Science.gov (United States)

    Kimura, Katherine; Hunley, Samuel B; Namy, Laura L

    2018-06-01

    Although young children often rely on salient perceptual cues, such as shape, when categorizing novel objects, children eventually shift towards deeper relational reasoning about category membership. This study investigates what information young children use to classify novel instances of familiar categories. Specifically, we investigated two sources of information that have the potential to facilitate the classification of novel exemplars: (1) comparison of familiar category instances, and (2) attention to function information that might direct children's attention to functionally relevant perceptual features. Across two experiments, we found that comparing two perceptually similar category members-particularly when function information was also highlighted-led children to discover non-obvious relational features that supported their categorization of novel category instances. Together, these findings demonstrate that comparison may aid in novel object categorization by heightening the salience of less obvious, yet functionally relevant, relational structures that support conceptual reasoning. Copyright © 2018. Published by Elsevier Inc.

  12. 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

  13. Task switching in video game players: Benefits of selective attention but not resistance to proactive interference.

    Science.gov (United States)

    Karle, James W; Watter, Scott; Shedden, Judith M

    2010-05-01

    Research into the perceptual and cognitive effects of playing video games is an area of increasing interest for many investigators. Over the past decade, expert video game players (VGPs) have been shown to display superior performance compared to non-video game players (nVGPs) on a range of visuospatial and attentional tasks. A benefit of video game expertise has recently been shown for task switching, suggesting that VGPs also have superior cognitive control abilities compared to nVGPs. In two experiments, we examined which aspects of task switching performance this VGP benefit may be localized to. With minimal trial-to-trial interference from minimally overlapping task set rules, VGPs demonstrated a task switching benefit compared to nVGPs. However, this benefit disappeared when proactive interference between tasks was increased, with substantial stimulus and response overlap in task set rules. We suggest that VGPs have no generalized benefit in task switching-related cognitive control processes compared to nVGPs, with switch cost reductions due instead to a specific benefit in controlling selective attention. Copyright 2009 Elsevier B.V. All rights reserved.

  14. 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.

  15. Mining Contextual Information for Ephemeral Digital Video Preservation

    Directory of Open Access Journals (Sweden)

    Chirag Shah

    2009-06-01

    Full Text Available Normal 0 For centuries the archival community has understood and practiced the art of adding contextual information while preserving an artifact. The question now is how these practices can be transferred to the digital domain. With the growing expansion of production and consumption of digital objects (documents, audio, video, etc. it has become essential to identify and study issues related to their representation. A cura­tor in the digital realm may be said to have the same responsibilities as one in a traditional archival domain. However, with the mass production and spread of digital objects, it may be difficult to do all the work manually. In the present article this problem is considered in the area of digital video preservation. We show how this problem can be formulated and propose a framework for capturing contextual infor­mation for ephemeral digital video preservation. This proposal is realized in a system called ContextMiner, which allows us to cater to a digital curator's needs with its four components: digital video curation, collection visualization, browsing interfaces, and video harvesting and monitoring. While the issues and systems described here are geared toward digital videos, they can easily be applied to other kinds of digital objects.

  16. 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.

  17. Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers

    OpenAIRE

    Cosic Prica, Srdjan

    2017-01-01

    Context: This is a study about investigating if playing video games can improve any skills and characteristics in a software engineer. Due to lack of resources and time, this study will focus on designing a study that others may use to measure the results and if video games actually can improve software engineers. Objectives: The main objectives are finding the benefits of playing video games and how those benefits are discovered. Meaning what types of games and for how long someone needs to ...

  18. 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.

  19. 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.

  20. Non-attended representations are perceptual rather than unconscious in nature.

    Science.gov (United States)

    Vandenbroucke, Annelinde R E; Sligte, Ilja G; Fahrenfort, Johannes J; Ambroziak, Klaudia B; Lamme, Victor A F

    2012-01-01

    Introspectively we experience a phenomenally rich world. In stark contrast, many studies show that we can only report on the few items that we happen to attend to. So what happens to the unattended objects? Are these consciously processed as our first person perspective would have us believe, or are they - in fact - entirely unconscious? Here, we attempt to resolve this question by investigating the perceptual characteristics of visual sensory memory. Sensory memory is a fleeting, high-capacity form of memory that precedes attentional selection and working memory. We found that memory capacity benefits from figural information induced by the Kanizsa illusion. Importantly, this benefit was larger for sensory memory than for working memory and depended critically on the illusion, not on the stimulus configuration. This shows that pre-attentive sensory memory contains representations that have a genuinely perceptual nature, suggesting that non-attended representations are phenomenally experienced rather than unconscious.

  1. 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

  2. Effectiveness of the teaching of perceptual-motor practices and rhythmic movement on motor development in children with intellectual disability

    Directory of Open Access Journals (Sweden)

    Behrouz Ghorban Zadeh

    2015-10-01

    Full Text Available Objective: Fundamental motor skills are the foundation of special skills. The purpose of this study was to study the effectiveness of the teaching of perceptual-motor practices and rhythmic movement on motor development in children with intellectual disability. Materials & Methods: In this quasi-excremental study, 30 children aged 7 to 10 years old were selected through random cluster sampling method from elementary schools in Tabriz city. They were homogenized in two experimental groups (perceptual-motor practices and rhythmic movement and one control group based on their age and IQ. Programs were held in 9 weeks, two sessions per week, and each session was 45 minutes. Before beginning the training and at the end of the last session, pre-test and post-test were conducted. In order to assess motor development TGMD-2 test was used, and to analyze data covariance and bonferroni postdoc test were used. Results: The results showed that both perceptual-motor practices and rhythmic movement groups performed better in locomotors and object control skills than the control group (P&le 0.05 and there was no significant difference between these two groups  (P&ge0.05Perceptual-motor skills training group had a greater impact on the development of control object skills than rhythmic movement group. Program rhythmic movement group had a greater impact on the development of object control skills than the control group. Conclusion: According to the results, educational programs which are used can be as an appropriate experiencing motion for children. These programs can be used at schools to to provide suitable program and the opportunity for training and developing motor skills.

  3. 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.

  4. The effects of attention on perceptual implicit memory.

    Science.gov (United States)

    Rajaram, S; Srinivas, K; Travers, S

    2001-10-01

    Reports on the effects of dividing attention at study on subsequent perceptual priming suggest that perceptual priming is generally unaffected by attentional manipulations as long as word identity is processed. We tested this hypothesis in three experiments by using the implicit word fragment completion and word stem completion tasks. Division of attention was instantiated with the Stroop task in order to ensure the processing of word identity even when the participant's attention was directed to a stimulus attribute other than the word itself. Under these conditions, we found that even though perceptual priming was significant, it was significantly reduced in magnitude. A stem cued recall test in Experiment 2 confirmed a more deleterious effect of divided attention on explicit memory. Taken together, our findings delineate the relative contributions of perceptual analysis and attentional processes in mediating perceptual priming on two ubiquitously used tasks of word fragment completion and word stem completion.

  5. 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

  6. 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.

  7. Unaffected perceptual thresholds for biological and non-biological form-from-motion perception in autism spectrum conditions.

    Directory of Open Access Journals (Sweden)

    Ayse Pinar Saygin

    2010-10-01

    Full Text Available Perception of biological motion is linked to the action perception system in the human brain, abnormalities within which have been suggested to underlie impairments in social domains observed in autism spectrum conditions (ASC. However, the literature on biological motion perception in ASC is heterogeneous and it is unclear whether deficits are specific to biological motion, or might generalize to form-from-motion perception.We compared psychophysical thresholds for both biological and non-biological form-from-motion perception in adults with ASC and controls. Participants viewed point-light displays depicting a walking person (Biological Motion, a translating rectangle (Structured Object or a translating unfamiliar shape (Unstructured Object. The figures were embedded in noise dots that moved similarly and the task was to determine direction of movement. The number of noise dots varied on each trial and perceptual thresholds were estimated adaptively. We found no evidence for an impairment in biological or non-biological object motion perception in individuals with ASC. Perceptual thresholds in the three conditions were almost identical between the ASC and control groups.Impairments in biological motion and non-biological form-from-motion perception are not across the board in ASC, and are only found for some stimuli and tasks. We discuss our results in relation to other findings in the literature, the heterogeneity of which likely relates to the different tasks performed. It appears that individuals with ASC are unaffected in perceptual processing of form-from-motion, but may exhibit impairments in higher order judgments such as emotion processing. It is important to identify more specifically which processes of motion perception are impacted in ASC before a link can be made between perceptual deficits and the higher-level features of the disorder.

  8. Perceptual Space of Superimposed Dual-Frequency Vibrations in the Hands.

    Science.gov (United States)

    Hwang, Inwook; Seo, Jeongil; Choi, Seungmoon

    2017-01-01

    The use of distinguishable complex vibrations that have multiple spectral components can improve the transfer of information by vibrotactile interfaces. We investigated the qualitative characteristics of dual-frequency vibrations as the simplest complex vibrations compared to single-frequency vibrations. Two psychophysical experiments were conducted to elucidate the perceptual characteristics of these vibrations by measuring the perceptual distances among single-frequency and dual-frequency vibrations. The perceptual distances of dual-frequency vibrations between their two frequency components along their relative intensity ratio were measured in Experiment I. The estimated perceptual spaces for three frequency conditions showed non-linear perceptual differences between the dual-frequency and single-frequency vibrations. A perceptual space was estimated from the measured perceptual distances among ten dual-frequency compositions and five single-frequency vibrations in Experiment II. The effect of the component frequency and the frequency ratio was revealed in the perceptual space. In a percept of dual-frequency vibration, the lower frequency component showed a dominant effect. Additionally, the perceptual difference among single-frequency and dual-frequency vibrations were increased with a low relative difference between two frequencies of a dual-frequency vibration. These results are expected to provide a fundamental understanding about the perception of complex vibrations to enrich the transfer of information using vibrotactile stimuli.

  9. 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

  10. Joint Rendering and Segmentation of Free-Viewpoint Video

    Directory of Open Access Journals (Sweden)

    Ishii Masato

    2010-01-01

    Full Text Available Abstract This paper presents a method that jointly performs synthesis and object segmentation of free-viewpoint video using multiview video as the input. This method is designed to achieve robust segmentation from online video input without per-frame user interaction and precomputations. This method shares a calculation process between the synthesis and segmentation steps; the matching costs calculated through the synthesis step are adaptively fused with other cues depending on the reliability in the segmentation step. Since the segmentation is performed for arbitrary viewpoints directly, the extracted object can be superimposed onto another 3D scene with geometric consistency. We can observe that the object and new background move naturally along with the viewpoint change as if they existed together in the same space. In the experiments, our method can process online video input captured by a 25-camera array and show the result image at 4.55 fps.

  11. 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…

  12. Accurate expectancies diminish perceptual distraction during visual search

    Science.gov (United States)

    Sy, Jocelyn L.; Guerin, Scott A.; Stegman, Anna; Giesbrecht, Barry

    2014-01-01

    The load theory of visual attention proposes that efficient selective perceptual processing of task-relevant information during search is determined automatically by the perceptual demands of the display. If the perceptual demands required to process task-relevant information are not enough to consume all available capacity, then the remaining capacity automatically and exhaustively “spills-over” to task-irrelevant information. The spill-over of perceptual processing capacity increases the likelihood that task-irrelevant information will impair performance. In two visual search experiments, we tested the automaticity of the allocation of perceptual processing resources by measuring the extent to which the processing of task-irrelevant distracting stimuli was modulated by both perceptual load and top-down expectations using behavior, functional magnetic resonance imaging, and electrophysiology. Expectations were generated using a trial-by-trial cue that provided information about the likely load of the upcoming visual search task. When the cues were valid, behavioral interference was eliminated and the influence of load on frontoparietal and visual cortical responses was attenuated relative to when the cues were invalid. In conditions in which task-irrelevant information interfered with performance and modulated visual activity, individual differences in mean blood oxygenation level dependent responses measured from the left intraparietal sulcus were negatively correlated with individual differences in the severity of distraction. These results are consistent with the interpretation that a top-down biasing mechanism interacts with perceptual load to support filtering of task-irrelevant information. PMID:24904374

  13. Accurate expectancies diminish perceptual distraction during visual search

    Directory of Open Access Journals (Sweden)

    Jocelyn L Sy

    2014-05-01

    Full Text Available The load theory of visual attention proposes that efficient selective perceptual processing of task-relevant information during search is determined automatically by the perceptual demands of the display. If the perceptual demands required to process task-relevant information are not enough to consume all available capacity, then the remaining capacity automatically and exhaustively spills-over to task-irrelevant information. The spill-over of perceptual processing capacity increases the likelihood that task-irrelevant information will impair performance. In two visual search experiments, we tested the automaticity of the allocation of perceptual processing resources by measuring the extent to which the processing of task-irrelevant distracting stimuli was modulated by both perceptual load and top-down expectations using behavior, fMRI, and electrophysiology. Expectations were generated by a trial-by-trial cue that provided information about the likely load of the upcoming visual search task. When the cues were valid, behavioral interference was eliminated and the influence of load on frontoparietal and visual cortical responses was attenuated relative to when the cues were invalid. In conditions in which task-irrelevant information interfered with performance and modulated visual activity, individual differences in mean BOLD responses measured from the left intraparietal sulcus were negatively correlated with individual differences in the severity of distraction. These results are consistent with the interpretation that a top-down biasing mechanism interacts with perceptual load to support filtering of task-irrelevant information.

  14. 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

  15. 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

  16. 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...

  17. Sensorimotor memory biases weight perception during object lifting

    Directory of Open Access Journals (Sweden)

    Vonne evan Polanen

    2015-12-01

    Full Text Available When lifting an object, the brain uses visual cues and an internal object representation to predict its weight and scale fingertip forces accordingly. Once available, tactile information is rapidly integrated to update the weight prediction and refine the internal object representation. If visual cues cannot be used to predict weight, force planning relies on implicit knowledge acquired from recent lifting experience, termed sensorimotor memory. Here, we investigated whether perception of weight is similarly biased according to previous lifting experience and how this is related to force scaling. Participants grasped and lifted series of light or heavy objects in a semi-randomized order and estimated their weights. As expected, we found that forces were scaled based on previous lifts (sensorimotor memory and these effects increased depending on the length of recent lifting experience. Importantly, perceptual weight estimates were also influenced by the preceding lift, resulting in lower estimations after a heavy lift compared to a light one. In addition, the weight estimations were negatively correlated with the magnitude of planned force parameters. This perceptual bias was only found if the current lift was light, but not heavy since the magnitude of sensorimotor memory effects had, according to Weber’s law, relatively less impact on heavy compared to light objects. A control experiment tested the importance of active lifting in mediating these perceptual changes and showed that when weights are passively applied on the hand, no effect of previous sensory experience is found on perception. These results highlight how fast learning of novel object lifting dynamics can shape weight perception and demonstrate a tight link between action planning and perception control. If predictive force scaling and actual object weight do not match, the online motor corrections, rapidly implemented to downscale forces, will also downscale weight estimation in

  18. 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...

  19. Print Media Objectivity and Advertising Revenue: An Appraisal ...

    African Journals Online (AJOL)

    This paper is an analysis of the interface between objectivity of print media and advertising revenue. It adopts the analytical approach in analyzing the perceptual influence of sources of advert revenue on print media content. The primary objective is to ascertain whether the source of advert revenue influences media content ...

  20. 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.

  1. Cognitive training with casual video games: Points to consider

    Directory of Open Access Journals (Sweden)

    Pauline L Baniqued

    2014-01-01

    Full Text Available Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicate interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a no-contact control group. Before and after 15 hours of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs

  2. Cognitive training with casual video games: points to consider.

    Science.gov (United States)

    Baniqued, Pauline L; Kranz, Michael B; Voss, Michelle W; Lee, Hyunkyu; Cosman, Joshua D; Severson, Joan; Kramer, Arthur F

    2014-01-07

    Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual games.

  3. Cognitive training with casual video games: points to consider

    Science.gov (United States)

    Baniqued, Pauline L.; Kranz, Michael B.; Voss, Michelle W.; Lee, Hyunkyu; Cosman, Joshua D.; Severson, Joan; Kramer, Arthur F.

    2014-01-01

    Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory–reasoning group, an adaptive working memory–reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory–reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual

  4. Perceptual load-dependent neural correlates of distractor interference inhibition.

    Directory of Open Access Journals (Sweden)

    Jiansong Xu

    2011-01-01

    Full Text Available The load theory of selective attention hypothesizes that distractor interference is suppressed after perceptual processing (i.e., in the later stage of central processing at low perceptual load of the central task, but in the early stage of perceptual processing at high perceptual load. Consistently, studies on the neural correlates of attention have found a smaller distractor-related activation in the sensory cortex at high relative to low perceptual load. However, it is not clear whether the distractor-related activation in brain regions linked to later stages of central processing (e.g., in the frontostriatal circuits is also smaller at high rather than low perceptual load, as might be predicted based on the load theory.We studied 24 healthy participants using functional magnetic resonance imaging (fMRI during a visual target identification task with two perceptual loads (low vs. high. Participants showed distractor-related increases in activation in the midbrain, striatum, occipital and medial and lateral prefrontal cortices at low load, but distractor-related decreases in activation in the midbrain ventral tegmental area and substantia nigra (VTA/SN, striatum, thalamus, and extensive sensory cortices at high load.Multiple levels of central processing involving midbrain and frontostriatal circuits participate in suppressing distractor interference at either low or high perceptual load. For suppressing distractor interference, the processing of sensory inputs in both early and late stages of central processing are enhanced at low load but inhibited at high load.

  5. Perceptual load-dependent neural correlates of distractor interference inhibition.

    Science.gov (United States)

    Xu, Jiansong; Monterosso, John; Kober, Hedy; Balodis, Iris M; Potenza, Marc N

    2011-01-18

    The load theory of selective attention hypothesizes that distractor interference is suppressed after perceptual processing (i.e., in the later stage of central processing) at low perceptual load of the central task, but in the early stage of perceptual processing at high perceptual load. Consistently, studies on the neural correlates of attention have found a smaller distractor-related activation in the sensory cortex at high relative to low perceptual load. However, it is not clear whether the distractor-related activation in brain regions linked to later stages of central processing (e.g., in the frontostriatal circuits) is also smaller at high rather than low perceptual load, as might be predicted based on the load theory. We studied 24 healthy participants using functional magnetic resonance imaging (fMRI) during a visual target identification task with two perceptual loads (low vs. high). Participants showed distractor-related increases in activation in the midbrain, striatum, occipital and medial and lateral prefrontal cortices at low load, but distractor-related decreases in activation in the midbrain ventral tegmental area and substantia nigra (VTA/SN), striatum, thalamus, and extensive sensory cortices at high load. Multiple levels of central processing involving midbrain and frontostriatal circuits participate in suppressing distractor interference at either low or high perceptual load. For suppressing distractor interference, the processing of sensory inputs in both early and late stages of central processing are enhanced at low load but inhibited at high load.

  6. Object Recognition In HADOOP Using HIPI

    Directory of Open Access Journals (Sweden)

    Ankit Kumar Agrawal

    2015-07-01

    Full Text Available Abstract The amount of images and videos being shared by the user is exponentially increasing but applications that perform video analytics is severely lacking or work on limited set of data. It is also challenging to perform analytics with less time complexity. Object recognition is the primary step in video analytics. We implement a robust method to extract objects from the data which is in unstructured format and cannot be processed directly by relational databases. In this study we present our report with results after performance evaluation and compare them with results of MATLAB.

  7. 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.

  8. 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.

  9. 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....

  10. Non-attended representations are perceptual rather than unconscious in nature.

    Directory of Open Access Journals (Sweden)

    Annelinde R E Vandenbroucke

    Full Text Available Introspectively we experience a phenomenally rich world. In stark contrast, many studies show that we can only report on the few items that we happen to attend to. So what happens to the unattended objects? Are these consciously processed as our first person perspective would have us believe, or are they - in fact - entirely unconscious? Here, we attempt to resolve this question by investigating the perceptual characteristics of visual sensory memory. Sensory memory is a fleeting, high-capacity form of memory that precedes attentional selection and working memory. We found that memory capacity benefits from figural information induced by the Kanizsa illusion. Importantly, this benefit was larger for sensory memory than for working memory and depended critically on the illusion, not on the stimulus configuration. This shows that pre-attentive sensory memory contains representations that have a genuinely perceptual nature, suggesting that non-attended representations are phenomenally experienced rather than unconscious.

  11. 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.

  12. 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.

  13. Gaze-contingent training enhances perceptual skill acquisition

    NARCIS (Netherlands)

    Mann, D.L.; Ryu, D.; Abernethy, B.A.; Poolton, J.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

  14. Fast and accurate edge orientation processing during object manipulation

    Science.gov (United States)

    Flanagan, J Randall; Johansson, Roland S

    2018-01-01

    Quickly and accurately extracting information about a touched object’s orientation is a critical aspect of dexterous object manipulation. However, the speed and acuity of tactile edge orientation processing with respect to the fingertips as reported in previous perceptual studies appear inadequate in these respects. Here we directly establish the tactile system’s capacity to process edge-orientation information during dexterous manipulation. Participants extracted tactile information about edge orientation very quickly, using it within 200 ms of first touching the object. Participants were also strikingly accurate. With edges spanning the entire fingertip, edge-orientation resolution was better than 3° in our object manipulation task, which is several times better than reported in previous perceptual studies. Performance remained impressive even with edges as short as 2 mm, consistent with our ability to precisely manipulate very small objects. Taken together, our results radically redefine the spatial processing capacity of the tactile system. PMID:29611804

  15. Video game use and cognitive performance: does it vary with the presence of problematic video game use?

    Science.gov (United States)

    Collins, Emily; Freeman, Jonathan

    2014-03-01

    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 tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.

  16. 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.

  17. Precise Object Tracking under Deformation

    International Nuclear Information System (INIS)

    Saad, M.H.

    2010-01-01

    The precise object tracking is an essential issue in several serious applications such as; robot vision, automated surveillance (civil and military), inspection, biomedical image analysis, video coding, motion segmentation, human-machine interface, visualization, medical imaging, traffic systems, satellite imaging etc. This framework focuses on the precise object tracking under deformation such as scaling, rotation, noise, blurring and change of illumination. This research is a trail to solve these serious problems in visual object tracking by which the quality of the overall system will be improved. Developing a three dimensional (3D) geometrical model to determine the current pose of an object and predict its future location based on FIR model learned by the OLS. This framework presents a robust ranging technique to track a visual target instead of the traditional expensive ranging sensors. The presented research work is applied to real video stream and achieved high precession results. xiiiThe precise object tracking is an essential issue in several serious applications such as; robot vision, automated surveillance (civil and military), inspection, biomedical image analysis, video coding, motion segmentation, human-machine interface, visualization, medical imaging, traffic systems, satellite imaging etc. This framework focuses on the precise object tracking under deformation such as scaling, rotation, noise, blurring and change of illumination. This research is a trail to solve these serious problems in visual object tracking by which the quality of the overall system will be improved. Developing a three dimensional (3D) geometrical model to determine the current pose of an object and predict its future location based on FIR model learned by the OLS. This framework presents a robust ranging technique to track a visual target instead of the traditional expensive ranging sensors. The presented research work is applied to real video stream and achieved high

  18. 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....

  19. 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...

  20. 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.

  1. 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.

  2. 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.

  3. Neurological evidence linguistic processes precede perceptual simulation in conceptual processing.

    Science.gov (United States)

    Louwerse, Max; Hutchinson, Sterling

    2012-01-01

    There is increasing evidence from response time experiments that language statistics and perceptual simulations both play a role in conceptual processing. In an EEG experiment we compared neural activity in cortical regions commonly associated with linguistic processing and visual perceptual processing to determine to what extent symbolic and embodied accounts of cognition applied. Participants were asked to determine the semantic relationship of word pairs (e.g., sky - ground) or to determine their iconic relationship (i.e., if the presentation of the pair matched their expected physical relationship). A linguistic bias was found toward the semantic judgment task and a perceptual bias was found toward the iconicity judgment task. More importantly, conceptual processing involved activation in brain regions associated with both linguistic and perceptual processes. When comparing the relative activation of linguistic cortical regions with perceptual cortical regions, the effect sizes for linguistic cortical regions were larger than those for the perceptual cortical regions early in a trial with the reverse being true later in a trial. These results map upon findings from other experimental literature and provide further evidence that processing of concept words relies both on language statistics and on perceptual simulations, whereby linguistic processes precede perceptual simulation processes.

  4. Load theory behind the wheel; perceptual and cognitive load effects.

    Science.gov (United States)

    Murphy, Gillian; Greene, Ciara M

    2017-09-01

    Perceptual Load Theory has been proposed as a resolution to the longstanding early versus late selection debate in cognitive psychology. There is much evidence in support of Load Theory but very few applied studies, despite the potential for the model to shed light on everyday attention and distraction. Using a driving simulator, the effect of perceptual and cognitive load on drivers' visual search was assessed. The findings were largely in line with Load Theory, with reduced distractor processing under high perceptual load, but increased distractor processing under high cognitive load. The effect of load on driving behaviour was also analysed, with significant differences in driving behaviour under perceptual and cognitive load. In addition, the effect of perceptual load on drivers' levels of awareness was investigated. High perceptual load significantly increased inattentional blindness and deafness, for stimuli that were both relevant and irrelevant to driving. High perceptual load also increased RTs to hazards. The current study helps to advance Load Theory by illustrating its usefulness outside of traditional paradigms. There are also applied implications for driver safety and roadway design, as the current study suggests that perceptual and cognitive load are important factors in driver attention. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  5. 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

  6. ANNOTATION SUPPORTED OCCLUDED OBJECT TRACKING

    Directory of Open Access Journals (Sweden)

    Devinder Kumar

    2012-08-01

    Full Text Available Tracking occluded objects at different depths has become as extremely important component of study for any video sequence having wide applications in object tracking, scene recognition, coding, editing the videos and mosaicking. The paper studies the ability of annotation to track the occluded object based on pyramids with variation in depth further establishing a threshold at which the ability of the system to track the occluded object fails. Image annotation is applied on 3 similar video sequences varying in depth. In the experiment, one bike occludes the other at a depth of 60cm, 80cm and 100cm respectively. Another experiment is performed on tracking humans with similar depth to authenticate the results. The paper also computes the frame by frame error incurred by the system, supported by detailed simulations. This system can be effectively used to analyze the error in motion tracking and further correcting the error leading to flawless tracking. This can be of great interest to computer scientists while designing surveillance systems etc.

  7. 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 ...

  8. 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)

  9. 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)

  10. Analysis of User Requirements in Interactive 3D Video Systems

    Directory of Open Access Journals (Sweden)

    Haiyue Yuan

    2012-01-01

    Full Text Available The recent development of three dimensional (3D display technologies has resulted in a proliferation of 3D video production and broadcasting, attracting a lot of research into capture, compression and delivery of stereoscopic content. However, the predominant design practice of interactions with 3D video content has failed to address its differences and possibilities in comparison to the existing 2D video interactions. This paper presents a study of user requirements related to interaction with the stereoscopic 3D video. The study suggests that the change of view, zoom in/out, dynamic video browsing, and textual information are the most relevant interactions with stereoscopic 3D video. In addition, we identified a strong demand for object selection that resulted in a follow-up study of user preferences in 3D selection using virtual-hand and ray-casting metaphors. These results indicate that interaction modality affects users’ decision of object selection in terms of chosen location in 3D, while user attitudes do not have significant impact. Furthermore, the ray-casting-based interaction modality using Wiimote can outperform the volume-based interaction modality using mouse and keyboard for object positioning accuracy.

  11. Perceptual difficulty in source memory encoding and retrieval: prefrontal versus parietal electrical brain activity.

    Science.gov (United States)

    Kuo, Trudy Y; Van Petten, Cyma

    2008-01-01

    It is well established that source memory retrieval--remembering relationships between a core item and some additional attribute of an event--engages prefrontal cortex (PFC) more than simple item memory. In event-related potentials (ERPs), this is manifest in a late-onset difference over PFC between studied items which mandate retrieval of a second attribute, and unstudied items which can be immediately rejected. Although some sorts of attribute conjunctions are easier to remember than others, the role of source retrieval difficulty on prefrontal activity has received little attention. We examined memory for conjunctions of object shape and color when color was an integral part of the depicted object, and when monochrome objects were surrounded by colored frames. Source accuracy was reliably worse when shape and color were spatially separated, but prefrontal activity did not vary across the object-color and frame-color conditions. The insensitivity of prefrontal ERPs to this perceptual manipulation of difficulty stands in contrast to their sensitivity to encoding task: deliberate voluntary effort to integrate objects and colors during encoding reduced prefrontal activity during retrieval, but perceptual organization of stimuli did not. The amplitudes of ERPs over parietal cortex were larger for frame-color than object-color stimuli during both study and test phases of the memory task. Individual variability in parietal ERPs was strongly correlated with memory accuracy, which we suggest reflects a contribution of visual working memory to long-term memory. We discuss multiple bottlenecks for source memory performance.

  12. 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

  13. Stereoscopic Visual Attention-Based Regional Bit Allocation Optimization for Multiview Video Coding

    Directory of Open Access Journals (Sweden)

    Dai Qionghai

    2010-01-01

    Full Text Available We propose a Stereoscopic Visual Attention- (SVA- based regional bit allocation optimization for Multiview Video Coding (MVC by the exploiting visual redundancies from human perceptions. We propose a novel SVA model, where multiple perceptual stimuli including depth, motion, intensity, color, and orientation contrast are utilized, to simulate the visual attention mechanisms of human visual system with stereoscopic perception. Then, a semantic region-of-interest (ROI is extracted based on the saliency maps of SVA. Both objective and subjective evaluations of extracted ROIs indicated that the proposed SVA model based on ROI extraction scheme outperforms the schemes only using spatial or/and temporal visual attention clues. Finally, by using the extracted SVA-based ROIs, a regional bit allocation optimization scheme is presented to allocate more bits on SVA-based ROIs for high image quality and fewer bits on background regions for efficient compression purpose. Experimental results on MVC show that the proposed regional bit allocation algorithm can achieve over % bit-rate saving while maintaining the subjective image quality. Meanwhile, the image quality of ROIs is improved by  dB at the cost of insensitive image quality degradation of the background image.

  14. A new DWT/MC/DPCM video compression framework based on EBCOT

    Science.gov (United States)

    Mei, L. M.; Wu, H. R.; Tan, D. M.

    2005-07-01

    A novel Discrete Wavelet Transform (DWT)/Motion Compensation (MC)/Differential Pulse Code Modulation (DPCM) video compression framework is proposed in this paper. Although the Discrete Cosine Transform (DCT)/MC/DPCM is the mainstream framework for video coders in industry and international standards, the idea of DWT/MC/DPCM has existed for more than one decade in the literature and the investigation is still undergoing. The contribution of this work is twofold. Firstly, the Embedded Block Coding with Optimal Truncation (EBCOT) is used here as the compression engine for both intra- and inter-frame coding, which provides good compression ratio and embedded rate-distortion (R-D) optimization mechanism. This is an extension of the EBCOT application from still images to videos. Secondly, this framework offers a good interface for the Perceptual Distortion Measure (PDM) based on the Human Visual System (HVS) where the Mean Squared Error (MSE) can be easily replaced with the PDM in the R-D optimization. Some of the preliminary results are reported here. They are also compared with benchmarks such as MPEG-2 and MPEG-4 version 2. The results demonstrate that under specified condition the proposed coder outperforms the benchmarks in terms of rate vs. distortion.

  15. Image objects detection based on boosting neural network

    NARCIS (Netherlands)

    Liang, N.; Hegt, J.A.; Mladenov, V.M.

    2010-01-01

    This paper discusses the problem of object area detection of video frames. The goal is to design a pixel accurate detector for grass, which could be used for object adaptive video enhancement. A boosting neural network is used for creating such a detector. The resulted detector uses both textural

  16. On Perceptual Distortion Minimization and Nonlinear Least-Squares Frequency Estimation

    DEFF Research Database (Denmark)

    Christensen, Mads Græsbøll; Jensen, Søren Holdt

    2006-01-01

    In this paper, we present a framework for perceptual error minimization and sinusoidal frequency estimation based on a new perceptual distortion measure, and we state its optimal solution. Using this framework, we relate a number of well-known practical methods for perceptual sinusoidal parameter...

  17. Attention without awareness: Attentional modulation of perceptual grouping without awareness.

    Science.gov (United States)

    Lo, Shih-Yu

    2018-04-01

    Perceptual grouping is the process through which the perceptual system combines local stimuli into a more global perceptual unit. Previous studies have shown attention to be a modulatory factor for perceptual grouping. However, these studies mainly used explicit measurements, and, thus, whether attention can modulate perceptual grouping without awareness is still relatively unexplored. To clarify the relationship between attention and perceptual grouping, the present study aims to explore how attention interacts with perceptual grouping without awareness. The task was to judge the relative lengths of two centrally presented horizontal bars while a railway-shaped pattern defined by color similarity was presented in the background. Although the observers were unaware of the railway-shaped pattern, their line-length judgment was biased by that pattern, which induced a Ponzo illusion, indicating grouping without awareness. More importantly, an attentional modulatory effect without awareness was manifested as evident by the observer's performance being more often biased when the railway-shaped pattern was formed by an attended color than when it was formed by an unattended one. Also, the attentional modulation effect was shown to be dynamic, being more pronounced with a short presentation time than a longer one. The results of the present study not only clarify the relationship between attention and perceptual grouping but also further contribute to our understanding of attention and awareness by corroborating the dissociation between attention and awareness.

  18. Study of Temporal Effects on Subjective Video Quality of Experience.

    Science.gov (United States)

    Bampis, Christos George; Zhi Li; Moorthy, Anush Krishna; Katsavounidis, Ioannis; Aaron, Anne; Bovik, Alan Conrad

    2017-11-01

    HTTP adaptive streaming is being increasingly deployed by network content providers, such as Netflix and YouTube. By dividing video content into data chunks encoded at different bitrates, a client is able to request the appropriate bitrate for the segment to be played next based on the estimated network conditions. However, this can introduce a number of impairments, including compression artifacts and rebuffering events, which can severely impact an end-user's quality of experience (QoE). We have recently created a new video quality database, which simulates a typical video streaming application, using long video sequences and interesting Netflix content. Going beyond previous efforts, the new database contains highly diverse and contemporary content, and it includes the subjective opinions of a sizable number of human subjects regarding the effects on QoE of both rebuffering and compression distortions. We observed that rebuffering is always obvious and unpleasant to subjects, while bitrate changes may be less obvious due to content-related dependencies. Transient bitrate drops were preferable over rebuffering only on low complexity video content, while consistently low bitrates were poorly tolerated. We evaluated different objective video quality assessment algorithms on our database and found that objective video quality models are unreliable for QoE prediction on videos suffering from both rebuffering events and bitrate changes. This implies the need for more general QoE models that take into account objective quality models, rebuffering-aware information, and memory. The publicly available video content as well as metadata for all of the videos in the new database can be found at http://live.ece.utexas.edu/research/LIVE_NFLXStudy/nflx_index.html.

  19. Practical system for generating digital mixed reality video holograms.

    Science.gov (United States)

    Song, Joongseok; Kim, Changseob; Park, Hanhoon; Park, Jong-Il

    2016-07-10

    We propose a practical system that can effectively mix the depth data of real and virtual objects by using a Z buffer and can quickly generate digital mixed reality video holograms by using multiple graphic processing units (GPUs). In an experiment, we verify that real objects and virtual objects can be merged naturally in free viewing angles, and the occlusion problem is well handled. Furthermore, we demonstrate that the proposed system can generate mixed reality video holograms at 7.6 frames per second. Finally, the system performance is objectively verified by users' subjective evaluations.

  20. 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.

  1. Target recognition and scene interpretation in image/video understanding systems based on network-symbolic models

    Science.gov (United States)

    Kuvich, Gary

    2004-08-01

    Vision is only a part of a system that converts visual information into knowledge structures. These structures drive the vision process, resolving ambiguity and uncertainty via feedback, and provide image understanding, which is an interpretation of visual information in terms of these knowledge models. These mechanisms provide a reliable recognition if the object is occluded or cannot be recognized as a whole. It is hard to split the entire system apart, and reliable solutions to the target recognition problems are possible only within the solution of a more generic Image Understanding Problem. Brain reduces informational and computational complexities, using implicit symbolic coding of features, hierarchical compression, and selective processing of visual information. Biologically inspired Network-Symbolic representation, where both systematic structural/logical methods and neural/statistical methods are parts of a single mechanism, is the most feasible for such models. It converts visual information into relational Network-Symbolic structures, avoiding artificial precise computations of 3-dimensional models. Network-Symbolic Transformations derive abstract structures, which allows for invariant recognition of an object as exemplar of a class. Active vision helps creating consistent models. Attention, separation of figure from ground and perceptual grouping are special kinds of network-symbolic transformations. Such Image/Video Understanding Systems will be reliably recognizing targets.

  2. 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.

  3. 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

  4. Construction and validation of an educational video on foot reflexology

    Directory of Open Access Journals (Sweden)

    Natiele Favarão da Silva

    2017-12-01

    Full Text Available The aim of this study was to construct and validate an educational video about foot reflexology. A methodological study was conducted at a higher education institution in southeastern Brazil, where the video pre-production, production and post-production stages were performed, followed by an evaluation of content understanding and comprehensiveness. The duration of the final version of the educational video is 12’7” (12 minutes and 7 seconds. The experts considered it an educational resource that presents the theme in a clear and objective way. The students considered it a proper educational material and showed good acceptance. The stages adopted for video construction and validation produced a clear, objective and proper educational material. Further studies should evaluate the impact of an educational video on the construction of foot reflexology knowledge.

  5. Robust feedback zoom tracking for digital video surveillance.

    Science.gov (United States)

    Zou, Tengyue; Tang, Xiaoqi; Song, Bao; Wang, Jin; Chen, Jihong

    2012-01-01

    Zoom tracking is an important function in video surveillance, particularly in traffic management and security monitoring. It involves keeping an object of interest in focus during the zoom operation. Zoom tracking is typically achieved by moving the zoom and focus motors in lenses following the so-called "trace curve", which shows the in-focus motor positions versus the zoom motor positions for a specific object distance. The main task of a zoom tracking approach is to accurately estimate the trace curve for the specified object. Because a proportional integral derivative (PID) controller has historically been considered to be the best controller in the absence of knowledge of the underlying process and its high-quality performance in motor control, in this paper, we propose a novel feedback zoom tracking (FZT) approach based on the geometric trace curve estimation and PID feedback controller. The performance of this approach is compared with existing zoom tracking methods in digital video surveillance. The real-time implementation results obtained on an actual digital video platform indicate that the developed FZT approach not only solves the traditional one-to-many mapping problem without pre-training but also improves the robustness for tracking moving or switching objects which is the key challenge in video surveillance.

  6. Performance comparison of AV1, HEVC, and JVET video codecs on 360 (spherical) video

    Science.gov (United States)

    Topiwala, Pankaj; Dai, Wei; Krishnan, Madhu; Abbas, Adeel; Doshi, Sandeep; Newman, David

    2017-09-01

    This paper compares the coding efficiency performance on 360 videos, of three software codecs: (a) AV1 video codec from the Alliance for Open Media (AOM); (b) the HEVC Reference Software HM; and (c) the JVET JEM Reference SW. Note that 360 video is especially challenging content, in that one codes full res globally, but typically looks locally (in a viewport), which magnifies errors. These are tested in two different projection formats ERP and RSP, to check consistency. Performance is tabulated for 1-pass encoding on two fronts: (1) objective performance based on end-to-end (E2E) metrics such as SPSNR-NN, and WS-PSNR, currently developed in the JVET committee; and (2) informal subjective assessment of static viewports. Constant quality encoding is performed with all the three codecs for an unbiased comparison of the core coding tools. Our general conclusion is that under constant quality coding, AV1 underperforms HEVC, which underperforms JVET. We also test with rate control, where AV1 currently underperforms the open source X265 HEVC codec. Objective and visual evidence is provided.

  7. A simplified 2D to 3D video conversion technology——taking virtual campus video production as an example

    Directory of Open Access Journals (Sweden)

    ZHUANG Huiyang

    2012-10-01

    Full Text Available This paper describes a simplified 2D to 3D Video Conversion Technology, taking virtual campus 3D video production as an example. First, it clarifies the meaning of the 2D to 3D Video Conversion Technology, and points out the disadvantages of traditional methods. Second, it forms an innovative and convenient method. A flow diagram, software and hardware configurations are presented. Finally, detailed description of the conversion steps and precautions are given in turn to the three processes, namely, preparing materials, modeling objects and baking landscapes, recording screen and converting videos .

  8. 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.

  9. Multifunctional Perceptual Mapping of the Various Components of the World Image in Students

    Directory of Open Access Journals (Sweden)

    Kostyuchenko E.V.,

    2015-08-01

    Full Text Available The article analyzes the products of artistic, graphic and verbal activity, objective measures of actualization of the world image in students of different majors and courses of Kiev National University of Culture and Arts on the basis of allocation of the dominant dichotomous signs, and criteria of interrelated components of the world image (physical, cognitive, psychosomatic, emotional and social. We compared the representation of these characteristics in all artworks (group 1: 1438 students and in a dedicated group of pictures of students, for whom the dominant channel of verbal representation of the world image is perceptual one (group 2: 145 students. We revealed the multifunctional indicators of perceptual representation, and composition category in the mapping of the various components of the world image: harmony, integrity and consistency of form, proportionality and flexibility, structuredness. The perceptual image of the world as a reference image is displayed in the form of compositional integrity, it corrects all the other images, affects the peculiarities of their manifestations in artistic activity; it has a personal meaning, which characterizes the attitude of the individual to the world

  10. 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...

  11. 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...

  12. Frontoparietal cortex mediates perceptual transitions in bistable perception.

    Science.gov (United States)

    Weilnhammer, Veith A; Ludwig, Karin; Hesselmann, Guido; Sterzer, Philipp

    2013-10-02

    During bistable vision, perception oscillates between two mutually exclusive percepts despite constant sensory input. Greater BOLD responses in frontoparietal cortex have been shown to be associated with endogenous perceptual transitions compared with "replay" transitions designed to closely match bistability in both perceptual quality and timing. It has remained controversial, however, whether this enhanced activity reflects causal influences of these regions on processing at the sensory level or, alternatively, an effect of stimulus differences that result in, for example, longer durations of perceptual transitions in bistable perception compared with replay conditions. Using a rotating Lissajous figure in an fMRI experiment on 15 human participants, we controlled for potential confounds of differences in transition duration and confirmed previous findings of greater activity in frontoparietal areas for transitions during bistable perception. In addition, we applied dynamic causal modeling to identify the neural model that best explains the observed BOLD signals in terms of effective connectivity. We found that enhanced activity for perceptual transitions is associated with a modulation of top-down connectivity from frontal to visual cortex, thus arguing for a crucial role of frontoparietal cortex in perceptual transitions during bistable perception.

  13. Triggers of fear: perceptual cues versus conceptual information in spider phobia.

    Science.gov (United States)

    Peperkorn, Henrik M; Alpers, Georg W; Mühlberger, Andreas

    2014-07-01

    Fear reactions in spider-phobic patients can be activated by specific perceptual cues or by conceptual fear-related information. Matching perceptual fear cues and fear-related information were expected to result in maximal fear responses, perceptual fear cues alone in less fear, and information alone in the weakest responses. We used virtual reality to manipulate the available cues and information. Forty-eight phobic patients and 48 healthy participants were repeatedly exposed to either a perceptual cue, information, or a combination of both. In conditions with a fear-relevant perceptual cue, phobic patients reported increased fear compared to the condition with information only. Across exposures trials, these reactions diminished. Skin conductance in phobic patients was significantly higher in the combined than in the cue or the information condition. Perceptual cues are essential for phobic fear reactions in spider phobia. In combination with fear-relevant information, perceptual cues activate an intense and persistent fear reaction. © 2013 Wiley Periodicals, Inc.

  14. 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.

  15. 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.

  16. Hierarchical Context Modeling for Video Event Recognition.

    Science.gov (United States)

    Wang, Xiaoyang; Ji, Qiang

    2016-10-11

    Current video event recognition research remains largely target-centered. For real-world surveillance videos, targetcentered event recognition faces great challenges due to large intra-class target variation, limited image resolution, and poor detection and tracking results. To mitigate these challenges, we introduced a context-augmented video event recognition approach. Specifically, we explicitly capture different types of contexts from three levels including image level, semantic level, and prior level. At the image level, we introduce two types of contextual features including the appearance context features and interaction context features to capture the appearance of context objects and their interactions with the target objects. At the semantic level, we propose a deep model based on deep Boltzmann machine to learn event object representations and their interactions. At the prior level, we utilize two types of prior-level contexts including scene priming and dynamic cueing. Finally, we introduce a hierarchical context model that systematically integrates the contextual information at different levels. Through the hierarchical context model, contexts at different levels jointly contribute to the event recognition. We evaluate the hierarchical context model for event recognition on benchmark surveillance video datasets. Results show that incorporating contexts in each level can improve event recognition performance, and jointly integrating three levels of contexts through our hierarchical model achieves the best performance.

  17. The influence of schizotypal traits on attention under high perceptual load.

    Science.gov (United States)

    Stotesbury, Hanne; Gaigg, Sebastian B; Kirhan, Saim; Haenschel, Corinna

    2018-03-01

    Schizophrenia Spectrum Disorders (SSD) are known to be characterised by abnormalities in attentional processes, but there are inconsistencies in the literature that remain unresolved. This article considers whether perceptual resource limitations play a role in moderating attentional abnormalities in SSD. According to perceptual load theory, perceptual resource limitations can lead to attenuated or superior performance on dual-task paradigms depending on whether participants are required to process, or attempt to ignore, secondary stimuli. If SSD is associated with perceptual resource limitations, and if it represents the extreme end of an otherwise normally distributed neuropsychological phenotype, schizotypal traits in the general population should lead to disproportionate performance costs on dual-task paradigms as a function of the perceptual task demands. To test this prediction, schizotypal traits were quantified via the Schizotypal Personality Questionnaire (SPQ) in 74 healthy volunteers, who also completed a dual-task signal detection paradigm that required participants to detect central and peripheral stimuli across conditions that varied in the overall number of stimuli presented. The results confirmed decreasing performance as the perceptual load of the task increased. More importantly, significant correlations between SPQ scores and task performance confirmed that increased schizotypal traits, particularly in the cognitive-perceptual domain, are associated with greater performance decrements under increasing perceptual load. These results confirm that attentional difficulties associated with SSD extend sub-clinically into the general population and suggest that cognitive-perceptual schizotypal traits may represent a risk factor for difficulties in the regulation of attention under increasing perceptual load.

  18. The influence of schizotypal traits on attention under high perceptual load

    Directory of Open Access Journals (Sweden)

    Hanne Stotesbury

    2018-03-01

    Full Text Available Schizophrenia Spectrum Disorders (SSD are known to be characterised by abnormalities in attentional processes, but there are inconsistencies in the literature that remain unresolved. This article considers whether perceptual resource limitations play a role in moderating attentional abnormalities in SSD. According to perceptual load theory, perceptual resource limitations can lead to attenuated or superior performance on dual-task paradigms depending on whether participants are required to process, or attempt to ignore, secondary stimuli. If SSD is associated with perceptual resource limitations, and if it represents the extreme end of an otherwise normally distributed neuropsychological phenotype, schizotypal traits in the general population should lead to disproportionate performance costs on dual-task paradigms as a function of the perceptual task demands. To test this prediction, schizotypal traits were quantified via the Schizotypal Personality Questionnaire (SPQ in 74 healthy volunteers, who also completed a dual-task signal detection paradigm that required participants to detect central and peripheral stimuli across conditions that varied in the overall number of stimuli presented. The results confirmed decreasing performance as the perceptual load of the task increased. More importantly, significant correlations between SPQ scores and task performance confirmed that increased schizotypal traits, particularly in the cognitive-perceptual domain, are associated with greater performance decrements under increasing perceptual load. These results confirm that attentional difficulties associated with SSD extend sub-clinically into the general population and suggest that cognitive-perceptual schizotypal traits may represent a risk factor for difficulties in the regulation of attention under increasing perceptual load.

  19. Efficient image or video encryption based on spatiotemporal chaos system

    International Nuclear Information System (INIS)

    Lian Shiguo

    2009-01-01

    In this paper, an efficient image/video encryption scheme is constructed based on spatiotemporal chaos system. The chaotic lattices are used to generate pseudorandom sequences and then encrypt image blocks one by one. By iterating chaotic maps for certain times, the generated pseudorandom sequences obtain high initial-value sensitivity and good randomness. The pseudorandom-bits in each lattice are used to encrypt the Direct Current coefficient (DC) and the signs of the Alternating Current coefficients (ACs). Theoretical analysis and experimental results show that the scheme has good cryptographic security and perceptual security, and it does not affect the compression efficiency apparently. These properties make the scheme a suitable choice for practical applications.

  20. 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.

  1. 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.

  2. Gestalt perceptual organization of visual stimuli captures attention automatically: Electrophysiological evidence

    Directory of Open Access Journals (Sweden)

    Francesco Marini

    2016-08-01

    Full Text Available The visual system leverages organizational regularities of perceptual elements to create meaningful representations of the world. One clear example of such function, which has been formalized in the Gestalt psychology principles, is the perceptual grouping of simple visual elements (e.g., lines and arcs into unitary objects (e.g., forms and shapes. The present study sought to characterize automatic attentional capture and related cognitive processing of Gestalt-like visual stimuli at the psychophysiological level by using event-related potentials (ERPs. We measured ERPs during a simple visual reaction time task with bilateral presentations of physically matched elements with or without a Gestalt organization. Results showed that Gestalt (vs. non-Gestalt stimuli are characterized by a larger N2pc together with enhanced ERP amplitudes of non-lateralized components (N1, N2, P3 starting around 150ms post-stimulus onset. Thus, we conclude that Gestalt stimuli capture attention automatically and entail characteristic psychophysiological signatures at both early and late processing stages.

  3. 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

  4. Video sensor architecture for surveillance applications.

    Science.gov (United States)

    Sánchez, Jordi; Benet, Ginés; Simó, José E

    2012-01-01

    This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software) in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  5. Video Sensor Architecture for Surveillance Applications

    Directory of Open Access Journals (Sweden)

    José E. Simó

    2012-02-01

    Full Text Available This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  6. Cognitive Tempo, Violent Video Games, and Aggressive Behavior in Young Boys.

    Science.gov (United States)

    Irwin, A. Roland; Gross, Alan M.

    1995-01-01

    Assesses interpersonal aggression and aggression toward inanimate objects in a free-play setting where children played video games. Results indicated that subjects who played video games with aggressive content exhibited more object aggression during free-play and more interpersonal aggression during the frustrating situation than youngsters who…

  7. 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...

  8. 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.

  9. Advanced digital video surveillance for safeguard and physical protection

    International Nuclear Information System (INIS)

    Kumar, R.

    2002-01-01

    Full text: Video surveillance is a very crucial component in safeguard and physical protection. Digital technology has revolutionized the surveillance scenario and brought in various new capabilities like better image quality, faster search and retrieval of video images, less storage space for recording, efficient transmission and storage of video, better protection of recorded video images, and easy remote accesses to live and recorded video etc. The basic safeguard requirement for verifiably uninterrupted surveillance has remained largely unchanged since its inception. However, changes to the inspection paradigm to admit automated review and remote monitoring have dramatically increased the demands on safeguard surveillance system. Today's safeguard systems can incorporate intelligent motion detection with very low rate of false alarm and less archiving volume, embedded image processing capability for object behavior and event based indexing, object recognition, efficient querying and report generation etc. It also demands cryptographically authenticating, encrypted, and highly compressed video data for efficient, secure, tamper indicating and transmission. In physical protection, intelligent on robust video motion detection, real time moving object detection and tracking from stationary and moving camera platform, multi-camera cooperative tracking, activity detection and recognition, human motion analysis etc. is going to play a key rote in perimeter security. Incorporation of front and video imagery exploitation tools like automatic number plate recognition, vehicle identification and classification, vehicle undercarriage inspection, face recognition, iris recognition and other biometric tools, gesture recognition etc. makes personnel and vehicle access control robust and foolproof. Innovative digital image enhancement techniques coupled with novel sensor design makes low cost, omni-directional vision capable, all weather, day night surveillance a reality

  10. 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...

  11. 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…

  12. 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

  13. Visual perceptual abilities of Chinese-speaking and English-speaking children.

    Science.gov (United States)

    Lai, Mun Yee; Leung, Frederick Koon Shing

    2012-04-01

    This paper reports an investigation of Chinese-speaking and English-speaking children's general visual perceptual abilities. The Developmental Test of Visual Perception was administered to 41 native Chinese-speaking children of mean age 5 yr. 4 mo. in Hong Kong and 35 English-speaking children of mean age 5 yr. 2 mo. in Melbourne. Of interest were the two interrelated components of visual perceptual abilities, namely, motor-reduced visual perceptual and visual-motor integration perceptual abilities, which require either verbal or motoric responses in completing visual tasks. Chinese-speaking children significantly outperformed the English-speaking children on general visual perceptual abilities. When comparing the results of each of the two different components, the Chinese-speaking students' performance on visual-motor integration was far better than that of their counterparts (ES = 2.70), while the two groups of students performed similarly on motor-reduced visual perceptual abilities. Cultural factors such as written language format may be contributing to the enhanced performance of Chinese-speaking children's visual-motor integration abilities, but there may be validity questions in the Chinese version.

  14. Postural and Object-Oriented Experiences Advance Early Reaching, Object Exploration, and Means-End Behavior

    Science.gov (United States)

    Lobo, Michele A.; Galloway, James C.

    2008-01-01

    The effects of 3 weeks of social (control), postural, or object-oriented experiences on 9- to 21-week-old infants' (N = 42) reaching, exploration, and means-end behaviors were assessed. Coders recorded object contacts, mouthing, fingering, attention, and affect from video. Postural and object-oriented experiences advanced reaching, haptic…

  15. 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.

  16. Reduced bandwidth video for remote vehicle operations

    Energy Technology Data Exchange (ETDEWEB)

    Noell, T.E.; DePiero, F.W.

    1993-08-01

    Oak Ridge National Laboratory staff have developed a video compression system for low-bandwidth remote operations. The objective is to provide real-time video at data rates comparable to available tactical radio links, typically 16 to 64 thousand bits per second (kbps), while maintaining sufficient quality to achieve mission objectives. The system supports both continuous lossy transmission of black and white (gray scale) video for remote driving and progressive lossless transmission of black and white images for remote automatic target acquisition. The average data rate of the resulting bit stream is 64 kbps. This system has been demonstrated to provide video of sufficient quality to allow remote driving of a High-Mobility Multipurpose Wheeled Vehicle at speeds up to 15 mph (24.1 kph) on a moguled dirt track. The nominal driving configuration provides a frame rate of 4 Hz, a compression per frame of 125:1, and a resulting latency of {approximately}1s. This paper reviews the system approach and implementation, and further describes some of our experiences when using the system to support remote driving.

  17. A Perceptually Reweighted Mixed-Norm Method for Sparse Approximation of Audio Signals

    DEFF Research Database (Denmark)

    Christensen, Mads Græsbøll; Sturm, Bob L.

    2011-01-01

    using standard software. A prominent feature of the new method is that it solves a problem that is closely related to the objective of coding, namely rate-distortion optimization. In computer simulations, we demonstrate the properties of the algorithm and its application to real audio signals.......In this paper, we consider the problem of finding sparse representations of audio signals for coding purposes. In doing so, it is of utmost importance that when only a subset of the present components of an audio signal are extracted, it is the perceptually most important ones. To this end, we...... propose a new iterative algorithm based on two principles: 1) a reweighted l1-norm based measure of sparsity; and 2) a reweighted l2-norm based measure of perceptual distortion. Using these measures, the considered problem is posed as a constrained convex optimization problem that can be solved optimally...

  18. The Effect of Sport Activities on Perceptual-motor Skills among Obese Children with Down Syndrome

    Directory of Open Access Journals (Sweden)

    Abdollah Ghasemi

    2015-07-01

    Full Text Available Objective: The aim of the present study was to investigate the effect of eight weeks selected sport trainings on perceptual- motor skills among typical obese girls and girls with Down syndrome (aged 7-13. Materials & Methods: In this quasi-experimental study with control group, 22 obese children with Down syndrome and 22 typical obese children who were selected purposefully participated in 24 purposeful sport training sessions. All groups were assessed with Bruininks-Oseretsky Test of Motor Proficiency before and after training sessions. Results: The findings showed that both groups of participants significantly developed in their gross motor skills (P<0.05 but not in fine skills. Also, the results indicated that obese children with Down syndrome had significantly (P<0.05 higher progress in both gross and fine motor skills than typical children. Conclusion: Despite of the variety of influential genetic and environmental constraints on obese children with Down syndrome they can develop their perceptual-motor skills via purposeful sport trainings such as play and leisure. Necessity of early perceptual-motor training is discussed.

  19. Photometric Calibration of Consumer Video Cameras

    Science.gov (United States)

    Suggs, Robert; Swift, Wesley, Jr.

    2007-01-01

    Equipment and techniques have been developed to implement a method of photometric calibration of consumer video cameras for imaging of objects that are sufficiently narrow or sufficiently distant to be optically equivalent to point or line sources. Heretofore, it has been difficult to calibrate consumer video cameras, especially in cases of image saturation, because they exhibit nonlinear responses with dynamic ranges much smaller than those of scientific-grade video cameras. The present method not only takes this difficulty in stride but also makes it possible to extend effective dynamic ranges to several powers of ten beyond saturation levels. The method will likely be primarily useful in astronomical photometry. There are also potential commercial applications in medical and industrial imaging of point or line sources in the presence of saturation.This development was prompted by the need to measure brightnesses of debris in amateur video images of the breakup of the Space Shuttle Columbia. The purpose of these measurements is to use the brightness values to estimate relative masses of debris objects. In most of the images, the brightness of the main body of Columbia was found to exceed the dynamic ranges of the cameras. A similar problem arose a few years ago in the analysis of video images of Leonid meteors. The present method is a refined version of the calibration method developed to solve the Leonid calibration problem. In this method, one performs an endto- end calibration of the entire imaging system, including not only the imaging optics and imaging photodetector array but also analog tape recording and playback equipment (if used) and any frame grabber or other analog-to-digital converter (if used). To automatically incorporate the effects of nonlinearity and any other distortions into the calibration, the calibration images are processed in precisely the same manner as are the images of meteors, space-shuttle debris, or other objects that one seeks to

  20. Learning while Babbling: Prelinguistic Object-Directed Vocalizations Indicate a Readiness to Learn

    Science.gov (United States)

    Goldstein, Michael H.; Schwade, Jennifer; Briesch, Jacquelyn; Syal, Supriya

    2010-01-01

    Two studies illustrate the functional significance of a new category of prelinguistic vocalizing--object-directed vocalizations (ODVs)--and show that these sounds are connected to learning about words and objects. Experiment 1 tested 12-month-old infants' perceptual learning of objects that elicited ODVs. Fourteen infants' vocalizations were…

  1. 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.

  2. The detection of temporally defined objects does not require focused attention.

    NARCIS (Netherlands)

    Pinto, Y.; Olivers, C.N.L.; Theeuwes, J.

    2008-01-01

    Perceptual grouping is crucial to distinguish objects from their background. Recent studies have shown that observers can detect an object that does not have any unique qualities other than unique temporal properties. A crucial question is whether focused attention is needed for this type of

  3. GPS-Aided Video Tracking

    Directory of Open Access Journals (Sweden)

    Udo Feuerhake

    2015-08-01

    Full Text Available Tracking moving objects is both challenging and important for a large variety of applications. Different technologies based on the global positioning system (GPS and video or radio data are used to obtain the trajectories of the observed objects. However, in some use cases, they fail to provide sufficiently accurate, complete and correct data at the same time. In this work we present an approach for fusing GPS- and video-based tracking in order to exploit their individual advantages. In this way we aim to combine the reliability of GPS tracking with the high geometric accuracy of camera detection. For the fusion of the movement data provided by the different devices we use a hidden Markov model (HMM formulation and the Viterbi algorithm to extract the most probable trajectories. In three experiments, we show that our approach is able to deal with challenging situations like occlusions or objects which are temporarily outside the monitored area. The results show the desired increase in terms of accuracy, completeness and correctness.

  4. Learning outcomes using video in supervision and peer feedback during clinical skills training

    DEFF Research Database (Denmark)

    Lauridsen, Henrik Hein; Toftgård, Rie Castella; Nørgaard, Cita

    supervision of clinical skills (formative assessment). Demonstrations of these principles will be presented as video podcasts during the session. The learning outcomes of video supervision and peer-feedback were assessed in an online questionnaire survey. Results Results of the supervision showed large self......Objective New technology and learning principles were introduced in a clinical skills training laboratory (iLab). The intension was to move from apprenticeship to active learning principles including peer feedback and supervision using video. The objective of this study was to evaluate student...... learning outcomes in a manual skills training subject using video during feedback and supervision. Methods The iLab classroom was designed to fit four principles of teaching using video. Two of these principles were (a) group work using peer-feedback on videos produced by the students and, (b) video...

  5. No-Reference Video Quality Assessment Model for Distortion Caused by Packet Loss in the Real-Time Mobile Video Services

    Directory of Open Access Journals (Sweden)

    Jiarun Song

    2014-01-01

    Full Text Available Packet loss will make severe errors due to the corruption of related video data. For most video streams, because the predictive coding structures are employed, the transmission errors in one frame will not only cause decoding failure of itself at the receiver side, but also propagate to its subsequent frames along the motion prediction path, which will bring a significant degradation of end-to-end video quality. To quantify the effects of packet loss on video quality, a no-reference objective quality assessment model is presented in this paper. Considering the fact that the degradation of video quality significantly relies on the video content, the temporal complexity is estimated to reflect the varying characteristic of video content, using the macroblocks with different motion activities in each frame. Then, the quality of the frame affected by the reference frame loss, by error propagation, or by both of them is evaluated, respectively. Utilizing a two-level temporal pooling scheme, the video quality is finally obtained. Extensive experimental results show that the video quality estimated by the proposed method matches well with the subjective quality.

  6. Visual perception of procedural textures: identifying perceptual dimensions and predicting generation models.

    Science.gov (United States)

    Liu, Jun; Dong, Junyu; Cai, Xiaoxu; Qi, Lin; Chantler, Mike

    2015-01-01

    Procedural models are widely used in computer graphics for generating realistic, natural-looking textures. However, these mathematical models are not perceptually meaningful, whereas the users, such as artists and designers, would prefer to make descriptions using intuitive and perceptual characteristics like "repetitive," "directional," "structured," and so on. To make up for this gap, we investigated the perceptual dimensions of textures generated by a collection of procedural models. Two psychophysical experiments were conducted: free-grouping and rating. We applied Hierarchical Cluster Analysis (HCA) and Singular Value Decomposition (SVD) to discover the perceptual features used by the observers in grouping similar textures. The results suggested that existing dimensions in literature cannot accommodate random textures. We therefore utilized isometric feature mapping (Isomap) to establish a three-dimensional perceptual texture space which better explains the features used by humans in texture similarity judgment. Finally, we proposed computational models to map perceptual features to the perceptual texture space, which can suggest a procedural model to produce textures according to user-defined perceptual scales.

  7. Visual perception of procedural textures: identifying perceptual dimensions and predicting generation models.

    Directory of Open Access Journals (Sweden)

    Jun Liu

    Full Text Available Procedural models are widely used in computer graphics for generating realistic, natural-looking textures. However, these mathematical models are not perceptually meaningful, whereas the users, such as artists and designers, would prefer to make descriptions using intuitive and perceptual characteristics like "repetitive," "directional," "structured," and so on. To make up for this gap, we investigated the perceptual dimensions of textures generated by a collection of procedural models. Two psychophysical experiments were conducted: free-grouping and rating. We applied Hierarchical Cluster Analysis (HCA and Singular Value Decomposition (SVD to discover the perceptual features used by the observers in grouping similar textures. The results suggested that existing dimensions in literature cannot accommodate random textures. We therefore utilized isometric feature mapping (Isomap to establish a three-dimensional perceptual texture space which better explains the features used by humans in texture similarity judgment. Finally, we proposed computational models to map perceptual features to the perceptual texture space, which can suggest a procedural model to produce textures according to user-defined perceptual scales.

  8. Memory: Enduring Traces of Perceptual and Reflective Attention

    Science.gov (United States)

    Chun, Marvin M.; Johnson, Marcia K.

    2011-01-01

    Attention and memory are typically studied as separate topics, but they are highly intertwined. Here we discuss the relation between memory and two fundamental types of attention: perceptual and reflective. Memory is the persisting consequence of cognitive activities initiated by and/or focused on external information from the environment (perceptual attention) and initiated by and/or focused on internal mental representations (reflective attention). We consider three key questions for advancing a cognitive neuroscience of attention and memory: To what extent do perception and reflection share representational areas? To what extent are the control processes that select, maintain, and manipulate perceptual and reflective information subserved by common areas and networks? During perception and reflection, to what extent are common areas responsible for binding features together to create complex, episodic memories and for reviving them later? Considering similarities and differences in perceptual and reflective attention helps integrate a broad range of findings and raises important unresolved issues. PMID:22099456

  9. Memory: enduring traces of perceptual and reflective attention.

    Science.gov (United States)

    Chun, Marvin M; Johnson, Marcia K

    2011-11-17

    Attention and memory are typically studied as separate topics, but they are highly intertwined. Here we discuss the relation between memory and two fundamental types of attention: perceptual and reflective. Memory is the persisting consequence of cognitive activities initiated by and/or focused on external information from the environment (perceptual attention) and initiated by and/or focused on internal mental representations (reflective attention). We consider three key questions for advancing a cognitive neuroscience of attention and memory: to what extent do perception and reflection share representational areas? To what extent are the control processes that select, maintain, and manipulate perceptual and reflective information subserved by common areas and networks? During perception and reflection, to what extent are common areas responsible for binding features together to create complex, episodic memories and for reviving them later? Considering similarities and differences in perceptual and reflective attention helps integrate a broad range of findings and raises important unresolved issues. Copyright © 2011 Elsevier Inc. All rights reserved.

  10. The subjective experience of object recognition: comparing metacognition for object detection and object categorization.

    Science.gov (United States)

    Meuwese, Julia D I; van Loon, Anouk M; Lamme, Victor A F; Fahrenfort, Johannes J

    2014-05-01

    Perceptual decisions seem to be made automatically and almost instantly. Constructing a unitary subjective conscious experience takes more time. For example, when trying to avoid a collision with a car on a foggy road you brake or steer away in a reflex, before realizing you were in a near accident. This subjective aspect of object recognition has been given little attention. We used metacognition (assessed with confidence ratings) to measure subjective experience during object detection and object categorization for degraded and masked objects, while objective performance was matched. Metacognition was equal for degraded and masked objects, but categorization led to higher metacognition than did detection. This effect turned out to be driven by a difference in metacognition for correct rejection trials, which seemed to be caused by an asymmetry of the distractor stimulus: It does not contain object-related information in the detection task, whereas it does contain such information in the categorization task. Strikingly, this asymmetry selectively impacted metacognitive ability when objective performance was matched. This finding reveals a fundamental difference in how humans reflect versus act on information: When matching the amount of information required to perform two tasks at some objective level of accuracy (acting), metacognitive ability (reflecting) is still better in tasks that rely on positive evidence (categorization) than in tasks that rely more strongly on an absence of evidence (detection).

  11. End user programming with personally meaningful objects

    CSIR Research Space (South Africa)

    Smith, Andrew C

    2016-09-01

    Full Text Available (Kimchi et al., 2003). Perceptual organisation is a neuro-cognitive process that dictates how we perceive objects in physical space and how we interpret some objects as being distinct from others and yet other objects as part of a whole (Helm, 2014... called the designer-cum-user. Using this approach, the user creates a personally meaningful artefact that represents the target product. Although not confirmed, we anticipate that this approach reduces the initial cognitive load on the user when he uses...

  12. Size Does Matter: Implied Object Size is Mentally Simulated During Language Comprehension

    NARCIS (Netherlands)

    de Koning, Bjorn B.; Wassenburg, Stephanie I.; Bos, Lisanne T.; Van der Schoot, Menno

    2017-01-01

    Embodied theories of language comprehension propose that readers construct a mental simulation of described objects that contains perceptual characteristics of their real-world referents. The present study is the first to investigate directly whether implied object size is mentally simulated during

  13. Perceptual Integration Deficits in Autism Spectrum Disorders Are Associated with Reduced Interhemispheric Gamma-Band Coherence.

    Science.gov (United States)

    Peiker, Ina; David, Nicole; Schneider, Till R; Nolte, Guido; Schöttle, Daniel; Engel, Andreas K

    2015-12-16

    The integration of visual details into a holistic percept is essential for object recognition. This integration has been reported as a key deficit in patients with autism spectrum disorders (ASDs). The weak central coherence account posits an altered disposition to integrate features into a coherent whole in ASD. Here, we test the hypothesis that such weak perceptual coherence may be reflected in weak neural coherence across different cortical sites. We recorded magnetoencephalography from 20 adult human participants with ASD and 20 matched controls, who performed a slit-viewing paradigm, in which objects gradually passed behind a vertical or horizontal slit so that only fragments of the object were visible at any given moment. Object recognition thus required perceptual integration over time and, in case of the horizontal slit, also across visual hemifields. ASD participants were selectively impaired in the horizontal slit condition, indicating specific difficulties in long-range synchronization between the hemispheres. Specifically, the ASD group failed to show condition-related enhancement of imaginary coherence between the posterior superior temporal sulci in both hemispheres during horizontal slit-viewing in contrast to controls. Moreover, local synchronization reflected in occipitocerebellar beta-band power was selectively reduced for horizontal compared with vertical slit-viewing in ASD. Furthermore, we found disturbed connectivity between right posterior superior temporal sulcus and left cerebellum. Together, our results suggest that perceptual integration deficits co-occur with specific patterns of abnormal global and local synchronization in ASD. The weak central coherence account proposes a tendency of individuals with autism spectrum disorders (ASDs) to focus on details at the cost of an integrated coherent whole. Here, we provide evidence, at the behavioral and the neural level, that visual integration in object recognition is impaired in ASD, when

  14. 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...

  15. 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...

  16. 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…

  17. Common and Innovative Visuals: A sparsity modeling framework for video.

    Science.gov (United States)

    Abdolhosseini Moghadam, Abdolreza; Kumar, Mrityunjay; Radha, Hayder

    2014-05-02

    Efficient video representation models are critical for many video analysis and processing tasks. In this paper, we present a framework based on the concept of finding the sparsest solution to model video frames. To model the spatio-temporal information, frames from one scene are decomposed into two components: (i) a common frame, which describes the visual information common to all the frames in the scene/segment, and (ii) a set of innovative frames, which depicts the dynamic behaviour of the scene. The proposed approach exploits and builds on recent results in the field of compressed sensing to jointly estimate the common frame and the innovative frames for each video segment. We refer to the proposed modeling framework by CIV (Common and Innovative Visuals). We show how the proposed model can be utilized to find scene change boundaries and extend CIV to videos from multiple scenes. Furthermore, the proposed model is robust to noise and can be used for various video processing applications without relying on motion estimation and detection or image segmentation. Results for object tracking, video editing (object removal, inpainting) and scene change detection are presented to demonstrate the efficiency and the performance of the proposed model.

  18. Home Video Telemetry vs inpatient telemetry: A comparative study looking at video quality

    Directory of Open Access Journals (Sweden)

    Sutapa Biswas

    Full Text Available Objective: To compare the quality of home video recording with inpatient telemetry (IPT to evaluate our current Home Video Telemetry (HVT practice. Method: To assess our HVT practice, a retrospective comparison of the video quality against IPT was conducted with the latter as the gold standard. A pilot study had been conducted in 2008 on 5 patients.Patients (n = 28 were included in each group over a period of one year.The data was collected from referral spreadsheets, King’s EPR and telemetry archive.Scoring of the events captured was by consensus using two scorers.The variables compared included: visibility of the body part of interest, visibility of eyes, time of event, illumination, contrast, sound quality and picture clarity when amplified to 200%.Statistical evaluation was carried out using Shapiro–Wilk and Chi-square tests. The P-value of ⩽0.05 was considered statistically significant. Results: Significant differences were demonstrated in lighting and contrast between the two groups (HVT performed better in both.Amplified picture quality was slightly better in the HVT group. Conclusion: Video quality of HVT is comparable to IPT, even surpassing IPT in certain aspects such as the level of illumination and contrast. Results were reconfirmed in a larger sample of patients with more variables. Significance: Despite the user and environmental variability in HVT, it looks promising and can be seriously considered as a preferable alternative for patients who may require investigation at locations remote from an EEG laboratory. Keywords: Home Video Telemetry, EEG, Home video monitoring, Video quality

  19. Design of a highly integrated video acquisition module for smart video flight unit development

    Science.gov (United States)

    Lebre, V.; Gasti, W.

    2017-11-01

    CCD and APS devices are widely used in space missions as instrument sensors and/or in Avionics units like star detectors/trackers. Therefore, various and numerous designs of video acquisition chains have been produced. Basically, a classical video acquisition chain is constituted of two main functional blocks: the Proximity Electronics (PEC), including detector drivers and the Analogue Processing Chain (APC) Electronics that embeds the ADC, a master sequencer and the host interface. Nowadays, low power technologies allow to improve the integration, radiometric performances and power budget optimisation of video units and to standardize video units design and development. To this end, ESA has initiated a development activity through a competitive process requesting the expertise of experienced actors in the field of high resolution electronics for earth observation and Scientific missions. THALES ALENIA SPACE has been granted this activity as a prime contractor through ESA contract called HIVAC that holds for Highly Integrated Video Acquisition Chain. This paper presents main objectives of the on going HIVAC project and focuses on the functionalities and performances offered by the usage of the under development HIVAC board for future optical instruments.

  20. Study of the Subjective Visibility of Packet Loss Artifacts in Decoded Video Sequences

    DEFF Research Database (Denmark)

    Korhonen, Jari

    2018-01-01

    Packet loss is a significant cause of visual impairments in video broadcasting over packet-switched networks. There are several subjective and objective video quality assessment methods focused on the overall perception of video quality. However, less attention has been paid on the visibility...... of packet loss artifacts appearing in spatially and temporally limited regions of a video sequence. In this paper, we present the results of a subjective study, using a methodology where a video sequence is displayed on a touchscreen and the users tap it in the positions where they observe artifacts. We...... also analyze the objective features derived from those artifacts, and propose different models for combining those features into an objective metric for assessing the noticeability of the artifacts. The practical results show that the proposed metric predicts visibility of packet loss impairments...