WorldWideScience

Sample records for play scene pictures

  1. Picture models for 2-scene comics creating system

    Directory of Open Access Journals (Sweden)

    Miki UENO

    2015-03-01

    Full Text Available Recently, computer understanding pictures and stories becomes one of the most important research topics in computer science. However, there are few researches about human like understanding by computers because pictures have not certain format and contain more lyric aspect than that of natural laguage. For picture understanding, a comic is the suitable target because it is consisted by clear and simple plot of stories and separated scenes.In this paper, we propose 2 different types of picture models for 2-scene comics creating system. We also show the method of the application of 2-scene comics creating system by means of proposed picture model.

  2. Saliency predicts change detection in pictures of natural scenes.

    Science.gov (United States)

    Wright, Michael J

    2005-01-01

    It has been proposed that the visual system encodes the salience of objects in the visual field in an explicit two-dimensional map that guides visual selective attention. Experiments were conducted to determine whether salience measurements applied to regions of pictures of outdoor scenes could predict the detection of changes in those regions. To obtain a quantitative measure of change detection, observers located changes in pairs of colour pictures presented across an interstimulus interval (ISI). Salience measurements were then obtained from different observers for image change regions using three independent methods, and all were positively correlated with change detection. Factor analysis extracted a single saliency factor that accounted for 62% of the variance contained in the four measures. Finally, estimates of the magnitude of the image change in each picture pair were obtained, using nine separate visual filters representing low-level vision features (luminance, colour, spatial frequency, orientation, edge density). None of the feature outputs was significantly associated with change detection or saliency. On the other hand it was shown that high-level (structural) properties of the changed region were related to saliency and to change detection: objects were more salient than shadows and more detectable when changed.

  3. How children remember neutral and emotional pictures: boundary extension in children's scene memories.

    Science.gov (United States)

    Candel, Ingrid; Merckelbach, Harald; Houben, Katrijn; Vandyck, Inne

    2004-01-01

    Boundary extension is the tendency to remember more of a scene than was actually shown. The dominant interpretation of this memory illusion is that it originates from schemata that people construct when viewing a scene. Evidence of boundary extension has been obtained primarily with adult participants who remember neutral pictures. The current study addressed the developmental stability of this phenomenon. Therefore, we investigated whether children aged 10-12 years display boundary extension for neutral pictures. Moreover, we examined emotional scene memory. Eighty-seven children drew pictures from memory after they had seen either neutral or emotional pictures. Both their neutral and emotional drawings revealed boundary extension. Apparently, the schema construction that underlies boundary extension is a robust and ubiquitous process.

  4. Scenes of shame, social Roles, and the play with masks

    DEFF Research Database (Denmark)

    Welz, Claudia

    2014-01-01

    This article explores various scenes of shame, raising the questions of what shame discloses about the self and how this self-disclosure takes place. Thereby, the common idea that shame discloses the self’s debasement will be challenged. The dramatic dialectics of showing and hiding display a much...... reflected, the self’s active reflections on its shame are to be taken into account. As examples from Milan Kundera, Shakespeare’s King Lear, a line from Kingsley Amis, a speech by Vaclav Havel and Adam Smith’s Theory of Moral Sentiments indicate, self-(re)presentation in the public and the private sphere...

  5. Evidence for similar patterns of neural activity elicited by picture- and word-based representations of natural scenes.

    Science.gov (United States)

    Kumar, Manoj; Federmeier, Kara D; Fei-Fei, Li; Beck, Diane M

    2017-07-15

    A long-standing core question in cognitive science is whether different modalities and representation types (pictures, words, sounds, etc.) access a common store of semantic information. Although different input types have been shown to activate a shared network of brain regions, this does not necessitate that there is a common representation, as the neurons in these regions could still differentially process the different modalities. However, multi-voxel pattern analysis can be used to assess whether, e.g., pictures and words evoke a similar pattern of activity, such that the patterns that separate categories in one modality transfer to the other. Prior work using this method has found support for a common code, but has two limitations: they have either only examined disparate categories (e.g. animals vs. tools) that are known to activate different brain regions, raising the possibility that the pattern separation and inferred similarity reflects only large scale differences between the categories or they have been limited to individual object representations. By using natural scene categories, we not only extend the current literature on cross-modal representations beyond objects, but also, because natural scene categories activate a common set of brain regions, we identify a more fine-grained (i.e. higher spatial resolution) common representation. Specifically, we studied picture- and word-based representations of natural scene stimuli from four different categories: beaches, cities, highways, and mountains. Participants passively viewed blocks of either phrases (e.g. "sandy beach") describing scenes or photographs from those same scene categories. To determine whether the phrases and pictures evoke a common code, we asked whether a classifier trained on one stimulus type (e.g. phrase stimuli) would transfer (i.e. cross-decode) to the other stimulus type (e.g. picture stimuli). The analysis revealed cross-decoding in the occipitotemporal, posterior parietal and

  6. Eye guidance during real-world scene search: The role color plays in central and peripheral vision.

    Science.gov (United States)

    Nuthmann, Antje; Malcolm, George L

    2016-01-01

    The visual system utilizes environmental features to direct gaze efficiently when locating objects. While previous research has isolated various features' contributions to gaze guidance, these studies generally used sparse displays and did not investigate how features facilitated search as a function of their location on the visual field. The current study investigated how features across the visual field--particularly color--facilitate gaze guidance during real-world search. A gaze-contingent window followed participants' eye movements, restricting color information to specified regions. Scene images were presented in full color, with color in the periphery and gray in central vision or gray in the periphery and color in central vision, or in grayscale. Color conditions were crossed with a search cue manipulation, with the target cued either with a word label or an exact picture. Search times increased as color information in the scene decreased. A gaze-data based decomposition of search time revealed color-mediated effects on specific subprocesses of search. Color in peripheral vision facilitated target localization, whereas color in central vision facilitated target verification. Picture cues facilitated search, with the effects of cue specificity and scene color combining additively. When available, the visual system utilizes the environment's color information to facilitate different real-world visual search behaviors based on the location within the visual field.

  7. Effect of Viewing Smoking Scenes in Motion Pictures on Subsequent Smoking Desire in Audiences in South Korea.

    Science.gov (United States)

    Sohn, Minsung; Jung, Minsoo

    2017-07-17

    In the modern era of heightened awareness of public health, smoking scenes in movies remain relatively free from public monitoring. The effect of smoking scenes in movies on the promotion of viewers' smoking desire remains unknown. The study aimed to explore whether exposure of adolescent smokers to images of smoking in fılms could stimulate smoking behavior. Data were derived from a national Web-based sample survey of 748 Korean high-school students. Participants aged 16-18 years were randomly assigned to watch three short video clips with or without smoking scenes. After adjusting covariates using propensity score matching, paired sample t test and logistic regression analyses compared the difference in smoking desire before and after exposure of participants to smoking scenes. For male adolescents, cigarette craving was significantly higher in those who watched movies with smoking scenes than in the control group who did not view smoking scenes (t 307.96 =2.066, Pfilms and assigning a smoking-related screening grade to films is warranted. ©Minsung Sohn, Minsoo Jung. Originally published in JMIR Public Health and Surveillance (http://publichealth.jmir.org), 17.07.2017.

  8. Painting pictures and playing musical instruments: change in participation and relationship to health in older women.

    Science.gov (United States)

    Liddle, Jeannine L M; Parkinson, Lynne; Sibbritt, David W

    2012-12-01

    To explore how changed participation in painting pictures or playing a musical instrument is related to change in physical and mental health in older women. Women enrolled in the 1921-1926 birth cohort of the Australian Longitudinal Study on Women's Health were surveyed in 2005 and 2008. Changed participation in painting pictures or playing a musical instrument was considered in relation to changes in social activity, social support, health status and health-related quality of life. Data were available for 5058 women. Improvements in instrumental activities of daily living (odds ratio (OR) 1.1, 95% confidence interval (CI) 1.0-1.2; P = 0.004) and role limitations due to emotional factors (OR 1.6, 95% CI 1.0-2.5; P = 0.002) were associated with starting participation. Decline in mental health-related quality of life (OR 4.1, 95% CI 2.3-7.2; P < 0.0001) was associated with stopping. Changed participation was associated with change in functional capacity and tied to emotional well-being. © 2012 The Authors; Australasian Journal on Ageing © 2012 ACOTA.

  9. Medical Emergency Team: How do we play when we stay? Characterization of MET actions at the scene.

    Science.gov (United States)

    Silva, Raquel; Saraiva, Manuel; Cardoso, Teresa; Aragão, Irene C

    2016-03-22

    The creation, implementation and effectiveness of a medical emergency team (MET) in every hospital is encourage and supported by international bodies of quality certification. Issues such as what is the best composition of the team or the interventions performed by the MET at the scene and the immediate outcomes of the patients after MET intervention have not yet been sufficiently explored. The purpose of the study is to characterize MET actions at the scene and the immediate patient outcome. Retrospective cohort study, at a tertiary care, university-affiliated, 600-bed hospital, in the north of Portugal, over two years. There were 511 MET activations: 389 (76%) were for inpatients. MET activation rate was 8.6/1,000 inpatients. The main criteria for activation were airway threatening in 143 (36.8%), concern of medical staff in 121 (31.1%) and decrease in GCS > 2 in 98 (25.2%) patients; MET calls for cardiac arrest occurred in 68 patients (17.5%). The median (IQR) time the team stayed at the scene was 35 (20-50) minutes. At the scene, the most frequent actions were related to airway and ventilation, namely oxygen administration in 145 (37.3%); in circulation, fluid were administered in 158 (40.6%); overall medication was administered in 185 (47.5%) patients. End-of-life decisions were part of the MET actions in 94 (24.1%) patients. At the end of MET intervention, 73 (18.7%) patients died at the scene, 190 (60.7%) stayed on the ward and the remaining 123 patients were transferred to an increased level of care. Crude hospital mortality rate was 4.1% in the 3 years previously to MET implementation and 3.6% in the following 3 years (p residence. The team stayed on site for half an hour and during that time most of the actions were simple and nurse-driven, but in one third of all activations medical actions were taken, and in a forth (24%) end-of-life decisions made, reinforcing the inclusion of a doctor in the MET. A significant decrease in overall hospital

  10. Effects of two educational method of lecturing and role playing on knowledge and performance of high school students in first aid at emergency scene.

    Science.gov (United States)

    Hassanzadeh, Akbar; Vasili, Arezu; Zare, Zahra

    2010-01-01

    This study aimed to investigate the effects of two educational methods on students' knowledge and performance regarding first aid at emergency scenes. In this semi-experimental study, the sample was selected randomly among male and female public high school students of Isfahan. Each group included 60 students. At first the knowledge and performance of students in first aid at emergency scene was assessed using a researcher-made questionnaire. Then necessary education was provided to the students within 10 sessions of two hours by lecturing and role playing. The students' knowledge and performance was as-sessed again and the results were compared. It was no significant relationship between the frequency distribution of students' age, major and knowledge and performance before the educational course in the two groups. The score of knowledge in performing CPR, using proper way to bandage, immobilizing the injured area, and proper ways of carrying injured person after the education was significantly increased in both groups. Moreover, the performance in proper way to bandage, immobilizing injured area and proper ways of carrying injured person after educational course was significantly higher in playing role group compared to lecturing group after education. Iran is a developing country with a young generation and it is a country with high risk of natural disasters; so, providing necessary education with more effective methods can be effective in reducing mortality and morbidity due to lack of first aid care in crucial moments. Training with playing role is suggested for this purpose.

  11. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    Science.gov (United States)

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  12. Greenland plays a large role in the gloomy picture painted of probable future sea-level rise

    Science.gov (United States)

    Hanna, Edward

    2012-12-01

    Goelzer et al (2012) paint a portentous picture of what is likely to happen to the global sea-level over the next 1000 years. This worrying assessment is based on our current best understanding of how the world's giant ice sheets of Greenland and Antarctica, as well as a quarter of a million smaller glacial ice masses, and the ocean collectively respond to ongoing climate change. Theirs is a state of the science study that integrates these key contributors of sea-level change based on the latest models and current understanding, and an integrated Earth systems modelling approach termed LOVECLIM. As they point out in their study, only a handful of global climate models to date—i.e. models that are used to make predictions of future climate change—incorporate dynamically (fully) coupled ice-sheet models. According to the scenarios presented by Goelzer et al (2012), we could see between 2.1 and 6.8 m of global sea-level rise by 3000 AD, compared with 'just' 1.1 m if the atmosphere is stabilised at 2000 CO2 levels. Much, up to some 4 m, of this contribution comes from increased melting and mass loss of the Greenland ice sheet, which is several times more sensitive than the Antarctic ice sheet to warming temperatures in these simulations. Interestingly, dynamical ice mass losses through iceberg calving become increasingly less significant for Greenland as the ice sheet retreats further inland during the 1000 yr runs (Sole et al 2008). The latest modelling studies show that around a half, perhaps more, of the recent Greenland mass losses (Barletta et al 2012, Rignot et al 2011) are already through increased melt and runoff (Hanna et al 2008, 2012, van den Broeke et al 2009); note also the recent (summer 2012) record surface melting of the Greenland ice sheet (Nghiem et al 2012) caused by atmospheric forcing (Overland et al 2012) and the potential of such events to impact on ice flow (Bartholomew et al 2011). By contrast, the greatest sea-level rise reported for

  13. SAMPEG: a scene-adaptive parallel MPEG-2 software encoder

    NARCIS (Netherlands)

    Farin, D.S.; Mache, N.; With, de P.H.N.; Girod, B.; Bouman, C.A.; Steinbach, E.G.

    2001-01-01

    This paper presents a fully software-based MPEG-2 encoder architecture, which uses scene-change detection to optimize the Group-of-Picture (GOP) structure for the actual video sequence. This feature enables easy, lossless edit cuts at scene-change positions and it also improves overall picture

  14. The Spectator in the Picture

    OpenAIRE

    Hopkins, Robert

    2001-01-01

    This paper considers whether pictures ever implicitly represent internal spectators of the scenes they depict, and what theoretical construal to offer of their doing so. Richard Wollheim's discussion (Painting as an Art, ch.3) is taken as the most sophisticated attempt to answer these questions. I argue that Wollheim does not provide convincing argument for his claim that some pictures implicitly represent an internal spectator with whom the viewer of the picture is to imaginatively identify....

  15. Semantic memory for contextual regularities within and across scene categories: evidence from eye movements.

    Science.gov (United States)

    Brockmole, James R; Le-Hoa Võ, Melissa

    2010-10-01

    When encountering familiar scenes, observers can use item-specific memory to facilitate the guidance of attention to objects appearing in known locations or configurations. Here, we investigated how memory for relational contingencies that emerge across different scenes can be exploited to guide attention. Participants searched for letter targets embedded in pictures of bedrooms. In a between-subjects manipulation, targets were either always on a bed pillow or randomly positioned. When targets were systematically located within scenes, search for targets became more efficient. Importantly, this learning transferred to bedrooms without pillows, ruling out learning that is based on perceptual contingencies. Learning also transferred to living room scenes, but it did not transfer to kitchen scenes, even though both scene types contained pillows. These results suggest that statistical regularities abstracted across a range of stimuli are governed by semantic expectations regarding the presence of target-predicting local landmarks. Moreover, explicit awareness of these contingencies led to a central tendency bias in recall memory for precise target positions that is similar to the spatial category effects observed in landmark memory. These results broaden the scope of conditions under which contextual cuing operates and demonstrate how semantic memory plays a causal and independent role in the learning of associations between objects in real-world scenes.

  16. Emotional and neutral scenes in competition: orienting, efficiency, and identification.

    Science.gov (United States)

    Calvo, Manuel G; Nummenmaa, Lauri; Hyönä, Jukka

    2007-12-01

    To investigate preferential processing of emotional scenes competing for limited attentional resources with neutral scenes, prime pictures were presented briefly (450 ms), peripherally (5.2 degrees away from fixation), and simultaneously (one emotional and one neutral scene) versus singly. Primes were followed by a mask and a probe for recognition. Hit rate was higher for emotional than for neutral scenes in the dual- but not in the single-prime condition, and A' sensitivity decreased for neutral but not for emotional scenes in the dual-prime condition. This preferential processing involved both selective orienting and efficient encoding, as revealed, respectively, by a higher probability of first fixation on--and shorter saccade latencies to--emotional scenes and by shorter fixation time needed to accurately identify emotional scenes, in comparison with neutral scenes.

  17. Cortical Dynamics of Figure-Ground Separation in Response to 2D Pictures and 3D Scenes: How V2 Combines Border Ownership, Stereoscopic Cues, and Gestalt Grouping Rules

    OpenAIRE

    Grossberg, Stephen

    2016-01-01

    The FACADE model, and its laminar cortical realization and extension in the 3D LAMINART model, have explained, simulated, and predicted many perceptual and neurobiological data about how the visual cortex carries out 3D vision and figure-ground perception, and how these cortical mechanisms enable 2D pictures to generate 3D percepts of occluding and occluded objects. In particular, these models have proposed how border ownership occurs, but have not yet explicitly explained the correlation bet...

  18. Scene incongruity and attention.

    Science.gov (United States)

    Mack, Arien; Clarke, Jason; Erol, Muge; Bert, John

    2017-02-01

    Does scene incongruity, (a mismatch between scene gist and a semantically incongruent object), capture attention and lead to conscious perception? We explored this question using 4 different procedures: Inattention (Experiment 1), Scene description (Experiment 2), Change detection (Experiment 3), and Iconic Memory (Experiment 4). We found no differences between scene incongruity and scene congruity in Experiments 1, 2, and 4, although in Experiment 3 change detection was faster for scenes containing an incongruent object. We offer an explanation for why the change detection results differ from the results of the other three experiments. In all four experiments, participants invariably failed to report the incongruity and routinely mis-described it by normalizing the incongruent object. None of the results supports the claim that semantic incongruity within a scene invariably captures attention and provide strong evidence of the dominant role of scene gist in determining what is perceived. Copyright © 2016 Elsevier Inc. All rights reserved.

  19. The influence of color on emotional perception of natural scenes.

    Science.gov (United States)

    Codispoti, Maurizio; De Cesarei, Andrea; Ferrari, Vera

    2012-01-01

    Is color a critical factor when processing the emotional content of natural scenes? Under challenging perceptual conditions, such as when pictures are briefly presented, color might facilitate scene segmentation and/or function as a semantic cue via association with scene-relevant concepts (e.g., red and blood/injury). To clarify the influence of color on affective picture perception, we compared the late positive potentials (LPP) to color versus grayscale pictures, presented for very brief (24 ms) and longer (6 s) exposure durations. Results indicated that removing color information had no effect on the affective modulation of the LPP, regardless of exposure duration. These findings imply that the recognition of the emotional content of scenes, even when presented very briefly, does not critically rely on color information. Copyright © 2011 Society for Psychophysiological Research.

  20. PC Scene Generation

    Science.gov (United States)

    Buford, James A., Jr.; Cosby, David; Bunfield, Dennis H.; Mayhall, Anthony J.; Trimble, Darian E.

    2007-04-01

    AMRDEC has successfully tested hardware and software for Real-Time Scene Generation for IR and SAL Sensors on COTS PC based hardware and video cards. AMRDEC personnel worked with nVidia and Concurrent Computer Corporation to develop a Scene Generation system capable of frame rates of at least 120Hz while frame locked to an external source (such as a missile seeker) with no dropped frames. Latency measurements and image validation were performed using COTS and in-house developed hardware and software. Software for the Scene Generation system was developed using OpenSceneGraph.

  1. Cortical dynamics of figure-ground separation in response to 2D pictures and 3D scenes:How V2 combines border ownership, stereoscopic cues, and Gestalt grouping rules

    Directory of Open Access Journals (Sweden)

    Stephen eGrossberg

    2016-01-01

    Full Text Available The FACADE model, and its laminar cortical realization and extension in the 3D LAMINART model, have explained, simulated, and predicted many perceptual and neurobiological data about how the visual cortex carries out 3D vision and figure-ground perception, and how these cortical mechanisms enable 2D pictures to generate 3D percepts of occluding and occluded objects. In particular, these models have proposed how border ownership occurs, but have not yet explicitly explained the correlation between multiple properties of border ownership neurons in cortical area V2 that were reported in a remarkable series of neurophysiological experiments by von der Heydt and his colleagues; namely, border ownership, contrast preference, binocular stereoscopic information, selectivity for side-of-figure, Gestalt rules, and strength of attentional modulation, as well as the time course during which such properties arise. This article shows how, by combining 3D LAMINART properties that were discovered in two parallel streams of research, a unified explanation of these properties emerges. This explanation proposes, moreover, how these properties contribute to the generation of consciously seen 3D surfaces. The first research stream models how processes like 3D boundary grouping and surface filling-in interact in multiple stages within and between the V1 interblob – V2 interstripe – V4 cortical stream and the V1 blob – V2 thin stripe – V4 cortical stream, respectively. Of particular importance for understanding figure-ground separation is how these cortical interactions convert computationally complementary boundary and surface mechanisms into a consistent conscious percept, including the critical use of surface contour feedback signals from surface representations in V2 thin stripes to boundary representations in V2 interstripes. Remarkably, key figure-ground properties emerge from these feedback interactions. The second research stream shows how cells that

  2. Underwater Scene Composition

    Science.gov (United States)

    Kim, Nanyoung

    2009-01-01

    In this article, the author describes an underwater scene composition for elementary-education majors. This project deals with watercolor with crayon or oil-pastel resist (medium); the beauty of nature represented by fish in the underwater scene (theme); texture and pattern (design elements); drawing simple forms (drawing skill); and composition…

  3. Scene construction in schizophrenia.

    Science.gov (United States)

    Raffard, Stéphane; D'Argembeau, Arnaud; Bayard, Sophie; Boulenger, Jean-Philippe; Van der Linden, Martial

    2010-09-01

    Recent research has revealed that schizophrenia patients are impaired in remembering the past and imagining the future. In this study, we examined patients' ability to engage in scene construction (i.e., the process of mentally generating and maintaining a complex and coherent scene), which is a key part of retrieving past experiences and episodic future thinking. 24 participants with schizophrenia and 25 healthy controls were asked to imagine new fictitious experiences and described their mental representations of the scenes in as much detail as possible. Descriptions were scored according to various dimensions (e.g., sensory details, spatial reference), and participants also provided ratings of their subjective experience when imagining the scenes (e.g., their sense of presence, the perceived similarity of imagined events to past experiences). Imagined scenes contained less phenomenological details (d = 1.11) and were more fragmented (d = 2.81) in schizophrenia patients compared to controls. Furthermore, positive symptoms were positively correlated to the sense of presence (r = .43) and the perceived similarity of imagined events to past episodes (r = .47), whereas negative symptoms were negatively related to the overall richness of the imagined scenes (r = -.43). The results suggest that schizophrenic patients' impairments in remembering the past and imagining the future are, at least in part, due to deficits in the process of scene construction. The relationships between the characteristics of imagined scenes and positive and negative symptoms could be related to reality monitoring deficits and difficulties in strategic retrieval processes, respectively. Copyright 2010 APA, all rights reserved.

  4. Cortical Dynamics of Figure-Ground Separation in Response to 2D Pictures and 3D Scenes: How V2 Combines Border Ownership, Stereoscopic Cues, and Gestalt Grouping Rules.

    Science.gov (United States)

    Grossberg, Stephen

    2015-01-01

    The FACADE model, and its laminar cortical realization and extension in the 3D LAMINART model, have explained, simulated, and predicted many perceptual and neurobiological data about how the visual cortex carries out 3D vision and figure-ground perception, and how these cortical mechanisms enable 2D pictures to generate 3D percepts of occluding and occluded objects. In particular, these models have proposed how border ownership occurs, but have not yet explicitly explained the correlation between multiple properties of border ownership neurons in cortical area V2 that were reported in a remarkable series of neurophysiological experiments by von der Heydt and his colleagues; namely, border ownership, contrast preference, binocular stereoscopic information, selectivity for side-of-figure, Gestalt rules, and strength of attentional modulation, as well as the time course during which such properties arise. This article shows how, by combining 3D LAMINART properties that were discovered in two parallel streams of research, a unified explanation of these properties emerges. This explanation proposes, moreover, how these properties contribute to the generation of consciously seen 3D surfaces. The first research stream models how processes like 3D boundary grouping and surface filling-in interact in multiple stages within and between the V1 interblob-V2 interstripe-V4 cortical stream and the V1 blob-V2 thin stripe-V4 cortical stream, respectively. Of particular importance for understanding figure-ground separation is how these cortical interactions convert computationally complementary boundary and surface mechanisms into a consistent conscious percept, including the critical use of surface contour feedback signals from surface representations in V2 thin stripes to boundary representations in V2 interstripes. Remarkably, key figure-ground properties emerge from these feedback interactions. The second research stream shows how cells that compute absolute disparity in

  5. Cortical Dynamics of Figure-Ground Separation in Response to 2D Pictures and 3D Scenes: How V2 Combines Border Ownership, Stereoscopic Cues, and Gestalt Grouping Rules

    Science.gov (United States)

    Grossberg, Stephen

    2016-01-01

    The FACADE model, and its laminar cortical realization and extension in the 3D LAMINART model, have explained, simulated, and predicted many perceptual and neurobiological data about how the visual cortex carries out 3D vision and figure-ground perception, and how these cortical mechanisms enable 2D pictures to generate 3D percepts of occluding and occluded objects. In particular, these models have proposed how border ownership occurs, but have not yet explicitly explained the correlation between multiple properties of border ownership neurons in cortical area V2 that were reported in a remarkable series of neurophysiological experiments by von der Heydt and his colleagues; namely, border ownership, contrast preference, binocular stereoscopic information, selectivity for side-of-figure, Gestalt rules, and strength of attentional modulation, as well as the time course during which such properties arise. This article shows how, by combining 3D LAMINART properties that were discovered in two parallel streams of research, a unified explanation of these properties emerges. This explanation proposes, moreover, how these properties contribute to the generation of consciously seen 3D surfaces. The first research stream models how processes like 3D boundary grouping and surface filling-in interact in multiple stages within and between the V1 interblob—V2 interstripe—V4 cortical stream and the V1 blob—V2 thin stripe—V4 cortical stream, respectively. Of particular importance for understanding figure-ground separation is how these cortical interactions convert computationally complementary boundary and surface mechanisms into a consistent conscious percept, including the critical use of surface contour feedback signals from surface representations in V2 thin stripes to boundary representations in V2 interstripes. Remarkably, key figure-ground properties emerge from these feedback interactions. The second research stream shows how cells that compute absolute disparity

  6. Lateralized discrimination of emotional scenes in peripheral vision.

    Science.gov (United States)

    Calvo, Manuel G; Rodríguez-Chinea, Sandra; Fernández-Martín, Andrés

    2015-03-01

    This study investigates whether there is lateralized processing of emotional scenes in the visual periphery, in the absence of eye fixations; and whether this varies with emotional valence (pleasant vs. unpleasant), specific emotional scene content (babies, erotica, human attack, mutilation, etc.), and sex of the viewer. Pairs of emotional (positive or negative) and neutral photographs were presented for 150 ms peripherally (≥6.5° away from fixation). Observers judged on which side the emotional picture was located. Low-level image properties, scene visual saliency, and eye movements were controlled. Results showed that (a) correct identification of the emotional scene exceeded the chance level; (b) performance was more accurate and faster when the emotional scene appeared in the left than in the right visual field; (c) lateralization was equivalent for females and males for pleasant scenes, but was greater for females and unpleasant scenes; and (d) lateralization occurred similarly for different emotional scene categories. These findings reveal discrimination between emotional and neutral scenes, and right brain hemisphere dominance for emotional processing, which is modulated by sex of the viewer and scene valence, and suggest that coarse affective significance can be extracted in peripheral vision.

  7. Picture perfect

    DEFF Research Database (Denmark)

    Pless, Mette; Sørensen, Niels Ulrik

    Picture perfect’ – when perfection becomes the new normal This paper draws on perspectives from three different studies. One study, which focuses on youth life and lack of well-being (Sørensen et al 2011), one study on youth life on the margins of society (Katznelson et al 2015) and one study...

  8. Picture Postage

    Science.gov (United States)

    Osterer, Irv

    2009-01-01

    With the popularity of e-mail cutting into revenues, Canada Post is always searching for a marketing strategy that would encourage people to use the mail. "Picture Postage" is such an initiative. This popular program allows individuals to create their own stamps for family and friends. This opportunity also provides a vehicle for…

  9. Collages of granulation pictures

    International Nuclear Information System (INIS)

    Dunn, R.B.; November, L.J.

    1985-01-01

    This paper describes two small-area selection schemes that the authors have applied to CCD observations of solar granulation. The first scheme, which the authors call the ''mosaic,'' divides the 128 x 128 array into 64 subarrays each containing 16 x 16 pixels. On each picture in the burst the RMS contrast of the fine structure is measured in each subarray and compared to the corresponding value in a table that contains the highest previous RMS values. The second scheme, which the authors call a ''collage,'' is similar except the RMS value is calculated smoothly within a sliding Gaussian window over the entire scene and the value of an individual pixel is gated into the final collage whenever the RMS contrast at that pixel location exceeds that of all previous frames taken during the burst

  10. Distributed picture compilation demonstration

    Science.gov (United States)

    Alexander, Richard; Anderson, John; Leal, Jeff; Mullin, David; Nicholson, David; Watson, Graham

    2004-08-01

    A physical demonstration of distributed surveillance and tracking is described. The demonstration environment is an outdoor car park overlooked by a system of four rooftop cameras. The cameras extract moving objects from the scene, and these objects are tracked in a decentralized way, over a real communication network, using the information form of the standard Kalman filter. Each node therefore has timely access to the complete global picture and because there is no single point of failure in the system, it is robust. The demonstration system and its main components are described here, with an emphasis on some of the lessons we have learned as a result of applying a corpus of distributed data fusion theory and algorithms in practice. Initial results are presented and future plans to scale up the network are also outlined.

  11. Rapid discrimination of visual scene content in the human brain

    Science.gov (United States)

    Anokhin, Andrey P.; Golosheykin, Simon; Sirevaag, Erik; Kristjansson, Sean; Rohrbaugh, John W.; Heath, Andrew C.

    2007-01-01

    The rapid evaluation of complex visual environments is critical for an organism's adaptation and survival. Previous studies have shown that emotionally significant visual scenes, both pleasant and unpleasant, elicit a larger late positive wave in the event-related brain potential (ERP) than emotionally neutral pictures. The purpose of the present study was to examine whether neuroelectric responses elicited by complex pictures discriminate between specific, biologically relevant contents of the visual scene and to determine how early in the picture processing this discrimination occurs. Subjects (n=264) viewed 55 color slides differing in both scene content and emotional significance. No categorical judgments or responses were required. Consistent with previous studies, we found that emotionally arousing pictures, regardless of their content, produce a larger late positive wave than neutral pictures. However, when pictures were further categorized by content, anterior ERP components in a time window between 200−600 ms following stimulus onset showed a high selectivity for pictures with erotic content compared to other pictures regardless of their emotional valence (pleasant, neutral, and unpleasant) or emotional arousal. The divergence of ERPs elicited by erotic and non-erotic contents started at 185 ms post-stimulus in the fronto-central midline regions, with a later onset in parietal regions. This rapid, selective, and content-specific processing of erotic materials and its dissociation from other pictures (including emotionally positive pictures) suggests the existence of a specialized neural network for prioritized processing of a distinct category of biologically relevant stimuli with high adaptive and evolutionary significance. PMID:16712815

  12. Crime Scene Investigation.

    Science.gov (United States)

    Harris, Barbara; Kohlmeier, Kris; Kiel, Robert D.

    Casting students in grades 5 through 12 in the roles of reporters, lawyers, and detectives at the scene of a crime, this interdisciplinary activity involves participants in the intrigue and drama of crime investigation. Using a hands-on, step-by-step approach, students work in teams to investigate a crime and solve a mystery. Through role-playing…

  13. Emotional event-related potentials are larger to figures than scenes but are similarly reduced by inattention

    Directory of Open Access Journals (Sweden)

    Nordström Henrik

    2012-05-01

    Full Text Available Abstract Background In research on event-related potentials (ERP to emotional pictures, greater attention to emotional than neutral stimuli (i.e., motivated attention is commonly indexed by two difference waves between emotional and neutral stimuli: the early posterior negativity (EPN and the late positive potential (LPP. Evidence suggests that if attention is directed away from the pictures, then the emotional effects on EPN and LPP are eliminated. However, a few studies have found residual, emotional effects on EPN and LPP. In these studies, pictures were shown at fixation, and picture composition was that of simple figures rather than that of complex scenes. Because figures elicit larger LPP than do scenes, figures might capture and hold attention more strongly than do scenes. Here, we showed negative and neutral pictures of figures and scenes and tested first, whether emotional effects are larger to figures than scenes for both EPN and LPP, and second, whether emotional effects on EPN and LPP are reduced less for unattended figures than scenes. Results Emotional effects on EPN and LPP were larger for figures than scenes. When pictures were unattended, emotional effects on EPN increased for scenes but tended to decrease for figures, whereas emotional effects on LPP decreased similarly for figures and scenes. Conclusions Emotional effects on EPN and LPP were larger for figures than scenes, but these effects did not resist manipulations of attention more strongly for figures than scenes. These findings imply that the emotional content captures attention more strongly for figures than scenes, but that the emotional content does not hold attention more strongly for figures than scenes.

  14. Emotional event-related potentials are larger to figures than scenes but are similarly reduced by inattention

    Science.gov (United States)

    2012-01-01

    Background In research on event-related potentials (ERP) to emotional pictures, greater attention to emotional than neutral stimuli (i.e., motivated attention) is commonly indexed by two difference waves between emotional and neutral stimuli: the early posterior negativity (EPN) and the late positive potential (LPP). Evidence suggests that if attention is directed away from the pictures, then the emotional effects on EPN and LPP are eliminated. However, a few studies have found residual, emotional effects on EPN and LPP. In these studies, pictures were shown at fixation, and picture composition was that of simple figures rather than that of complex scenes. Because figures elicit larger LPP than do scenes, figures might capture and hold attention more strongly than do scenes. Here, we showed negative and neutral pictures of figures and scenes and tested first, whether emotional effects are larger to figures than scenes for both EPN and LPP, and second, whether emotional effects on EPN and LPP are reduced less for unattended figures than scenes. Results Emotional effects on EPN and LPP were larger for figures than scenes. When pictures were unattended, emotional effects on EPN increased for scenes but tended to decrease for figures, whereas emotional effects on LPP decreased similarly for figures and scenes. Conclusions Emotional effects on EPN and LPP were larger for figures than scenes, but these effects did not resist manipulations of attention more strongly for figures than scenes. These findings imply that the emotional content captures attention more strongly for figures than scenes, but that the emotional content does not hold attention more strongly for figures than scenes. PMID:22607397

  15. Moving through a multiplex holographic scene

    Science.gov (United States)

    Mrongovius, Martina

    2013-02-01

    This paper explores how movement can be used as a compositional element in installations of multiplex holograms. My holographic images are created from montages of hand-held video and photo-sequences. These spatially dynamic compositions are visually complex but anchored to landmarks and hints of the capturing process - such as the appearance of the photographer's shadow - to establish a sense of connection to the holographic scene. Moving around in front of the hologram, the viewer animates the holographic scene. A perception of motion then results from the viewer's bodily awareness of physical motion and the visual reading of dynamics within the scene or movement of perspective through a virtual suggestion of space. By linking and transforming the physical motion of the viewer with the visual animation, the viewer's bodily awareness - including proprioception, balance and orientation - play into the holographic composition. How multiplex holography can be a tool for exploring coupled, cross-referenced and transformed perceptions of movement is demonstrated with a number of holographic image installations. Through this process I expanded my creative composition practice to consider how dynamic and spatial scenes can be conveyed through the fragmented view of a multiplex hologram. This body of work was developed through an installation art practice and was the basis of my recently completed doctoral thesis: 'The Emergent Holographic Scene — compositions of movement and affect using multiplex holographic images'.

  16. Scene Categorization in Alzheimer's Disease: A Saccadic Choice Task

    Directory of Open Access Journals (Sweden)

    Quentin Lenoble

    2015-01-01

    Full Text Available Aims: We investigated the performance in scene categorization of patients with Alzheimer's disease (AD using a saccadic choice task. Method: 24 patients with mild AD, 28 age-matched controls and 26 young people participated in the study. The participants were presented pairs of coloured photographs and were asked to make a saccadic eye movement to the picture corresponding to the target scene (natural vs. urban, indoor vs. outdoor. Results: The patients' performance did not differ from chance for natural scenes. Differences between young and older controls and patients with AD were found in accuracy but not saccadic latency. Conclusions: The results are interpreted in terms of cerebral reorganization in the prefrontal and temporo-occipital cortex of patients with AD, but also in terms of impaired processing of visual global properties of scenes.

  17. Does it Matter to be Pictured from Below?

    Directory of Open Access Journals (Sweden)

    Aline Sevenants

    2006-07-01

    Full Text Available Does the way in which a scene is viewed influence the interpretation of the role of the characters that appear in it, and does narrative context influence sensitivity to camera angle? In the linear conditions of the present study, each of 3 stories consisted of a sequence of 5 pictures. Pictures 2 and 3 introduced the 2 characters with either a high-angle, an eye-level, or a low-angle shot. In the random conditions, the 5 pictures were rearranged into a random order. Immediately after viewing each story, the 2 characters were rated on the 3 factors of Osgood's semantic differential (Evaluation, Potency, & Activation. Thereafter, an acceptable end to each of the 3 stories was to be chosen on a multiple-choice questionnaire. The results show a significant effect of the camera angle on the factor "Potency" under the linear condition: A low-angle shot elicited more potency. In addition, for one of the 3 stories in which the 2 characters were engaged in a common activity (chess playing, there was a significant difference on the choice of the probable ends as a function of camera position: The character, presented with a low-angle shot, was perceived as the winning player.

  18. The primal scene and symbol formation.

    Science.gov (United States)

    Niedecken, Dietmut

    2016-06-01

    This article discusses the meaning of the primal scene for symbol formation by exploring its way of processing in a child's play. The author questions the notion that a sadomasochistic way of processing is the only possible one. A model of an alternative mode of processing is being presented. It is suggested that both ways of processing intertwine in the "fabric of life" (D. Laub). Two clinical vignettes, one from an analytic child psychotherapy and the other from the analysis of a 30 year-old female patient, illustrate how the primal scene is being played out in the form of a terzet. The author explores whether the sadomasochistic way of processing actually precedes the "primal scene as a terzet". She discusses if it could even be regarded as a precondition for the formation of the latter or, alternatively, if the "combined parent-figure" gives rise to ways of processing. The question is being left open. Finally, it is shown how both modes of experiencing the primal scene underlie the discoursive and presentative symbol formation, respectively. Copyright © 2015 Institute of Psychoanalysis.

  19. Positive erotic picture stimuli for emotion research in heterosexual females.

    Science.gov (United States)

    Jacob, Gitta Anne; Arntz, Arnoud; Domes, Gregor; Reiss, Neele; Siep, Nicolette

    2011-12-30

    In most experimental studies, emotional pictures are widely used as stimulus material. However, there is still a lack of standardization of picture stimuli displaying erotic relationships, despite the association between a number of psychological problems and severe impairments and problems in intimate relationships. The aim of the study was to test a set of erotic stimuli, with the potential to be used in experimental studies, with heterosexual female subjects. Twenty International Affective Picture System (IAPS) pictures and an additional 100 pictures showing romantic but not explicitly sexual scenes and/or attractive single males were selected. All pictures were rated with respect to valence, arousal, and dominance by 41 heterosexual women and compared to pictures with negative, positive, and neutral emotional valence. Erotic IAPS pictures and our additional erotic pictures did not differ in any of the evaluation dimensions. Analyses of variance (ANOVAs) for valence, arousal, and dominance comparing different picture valence categories showed strong effects for category. However, valence was not significantly different between erotic and positive pictures, while arousal and control were not significantly different between positive and neutral pictures. The pictures of our new set are as positive for heterosexual women as highly positive IAPS pictures, but higher in arousal and dominance. The picture set can be used in experimental psychiatric studies requiring high numbers of stimuli per category. Limitations are the restriction of stimuli application to heterosexual females only and to self-report data. Copyright © 2011 Elsevier Ltd. All rights reserved.

  20. Automated Selection Of Pictures In Sequences

    Science.gov (United States)

    Rorvig, Mark E.; Shelton, Robert O.

    1995-01-01

    Method of automated selection of film or video motion-picture frames for storage or examination developed. Beneficial in situations in which quantity of visual information available exceeds amount stored or examined by humans in reasonable amount of time, and/or necessary to reduce large number of motion-picture frames to few conveying significantly different information in manner intermediate between movie and comic book or storyboard. For example, computerized vision system monitoring industrial process programmed to sound alarm when changes in scene exceed normal limits.

  1. Hydrological AnthropoScenes

    Science.gov (United States)

    Cudennec, Christophe

    2016-04-01

    The Anthropocene concept encapsulates the planetary-scale changes resulting from accelerating socio-ecological transformations, beyond the stratigraphic definition actually in debate. The emergence of multi-scale and proteiform complexity requires inter-discipline and system approaches. Yet, to reduce the cognitive challenge of tackling this complexity, the global Anthropocene syndrome must now be studied from various topical points of view, and grounded at regional and local levels. A system approach should allow to identify AnthropoScenes, i.e. settings where a socio-ecological transformation subsystem is clearly coherent within boundaries and displays explicit relationships with neighbouring/remote scenes and within a nesting architecture. Hydrology is a key topical point of view to be explored, as it is important in many aspects of the Anthropocene, either with water itself being a resource, hazard or transport force; or through the network, connectivity, interface, teleconnection, emergence and scaling issues it determines. We will schematically exemplify these aspects with three contrasted hydrological AnthropoScenes in Tunisia, France and Iceland; and reframe therein concepts of the hydrological change debate. Bai X., van der Leeuw S., O'Brien K., Berkhout F., Biermann F., Brondizio E., Cudennec C., Dearing J., Duraiappah A., Glaser M., Revkin A., Steffen W., Syvitski J., 2016. Plausible and desirable futures in the Anthropocene: A new research agenda. Global Environmental Change, in press, http://dx.doi.org/10.1016/j.gloenvcha.2015.09.017 Brondizio E., O'Brien K., Bai X., Biermann F., Steffen W., Berkhout F., Cudennec C., Lemos M.C., Wolfe A., Palma-Oliveira J., Chen A. C-T. Re-conceptualizing the Anthropocene: A call for collaboration. Global Environmental Change, in review. Montanari A., Young G., Savenije H., Hughes D., Wagener T., Ren L., Koutsoyiannis D., Cudennec C., Grimaldi S., Blöschl G., Sivapalan M., Beven K., Gupta H., Arheimer B., Huang Y

  2. Automatic structural scene digitalization.

    Science.gov (United States)

    Tang, Rui; Wang, Yuhan; Cosker, Darren; Li, Wenbin

    2017-01-01

    In this paper, we present an automatic system for the analysis and labeling of structural scenes, floor plan drawings in Computer-aided Design (CAD) format. The proposed system applies a fusion strategy to detect and recognize various components of CAD floor plans, such as walls, doors, windows and other ambiguous assets. Technically, a general rule-based filter parsing method is fist adopted to extract effective information from the original floor plan. Then, an image-processing based recovery method is employed to correct information extracted in the first step. Our proposed method is fully automatic and real-time. Such analysis system provides high accuracy and is also evaluated on a public website that, on average, archives more than ten thousands effective uses per day and reaches a relatively high satisfaction rate.

  3. Eye movement assessment of selective attentional capture by emotional pictures.

    Science.gov (United States)

    Nummenmaa, Lauri; Hyönä, Jukka; Calvo, Manuel G

    2006-05-01

    The eye-tracking method was used to assess attentional orienting to and engagement on emotional visual scenes. In Experiment 1, unpleasant, neutral, or pleasant target pictures were presented simultaneously with neutral control pictures in peripheral vision under instruction to compare pleasantness of the pictures. The probability of first fixating an emotional picture, and the frequency of subsequent fixations, were greater than those for neutral pictures. In Experiment 2, participants were instructed to avoid looking at the emotional pictures, but these were still more likely to be fixated first and gazed longer during the first-pass viewing than neutral pictures. Low-level visual features cannot explain the results. It is concluded that overt visual attention is captured by both unpleasant and pleasant emotional content. 2006 APA, all rights reserved

  4. Synchronous contextual irregularities affect early scene processing: replication and extension.

    Science.gov (United States)

    Mudrik, Liad; Shalgi, Shani; Lamy, Dominique; Deouell, Leon Y

    2014-04-01

    Whether contextual regularities facilitate perceptual stages of scene processing is widely debated, and empirical evidence is still inconclusive. Specifically, it was recently suggested that contextual violations affect early processing of a scene only when the incongruent object and the scene are presented a-synchronously, creating expectations. We compared event-related potentials (ERPs) evoked by scenes that depicted a person performing an action using either a congruent or an incongruent object (e.g., a man shaving with a razor or with a fork) when scene and object were presented simultaneously. We also explored the role of attention in contextual processing by using a pre-cue to direct subjects׳ attention towards or away from the congruent/incongruent object. Subjects׳ task was to determine how many hands the person in the picture used in order to perform the action. We replicated our previous findings of frontocentral negativity for incongruent scenes that started ~ 210 ms post stimulus presentation, even earlier than previously found. Surprisingly, this incongruency ERP effect was negatively correlated with the reaction times cost on incongruent scenes. The results did not allow us to draw conclusions about the role of attention in detecting the regularity, due to a weak attention manipulation. By replicating the 200-300 ms incongruity effect with a new group of subjects at even earlier latencies than previously reported, the results strengthen the evidence for contextual processing during this time window even when simultaneous presentation of the scene and object prevent the formation of prior expectations. We discuss possible methodological limitations that may account for previous failures to find this an effect, and conclude that contextual information affects object model selection processes prior to full object identification, with semantic knowledge activation stages unfolding only later on. Copyright © 2014 Elsevier Ltd. All rights reserved.

  5. Semantic Reasoning for Scene Interpretation

    DEFF Research Database (Denmark)

    Jensen, Lars Baunegaard With; Baseski, Emre; Pugeault, Nicolas

    2008-01-01

    In this paper, we propose a hierarchical architecture for representing scenes, covering 2D and 3D aspects of visual scenes as well as the semantic relations between the different aspects. We argue that labeled graphs are a suitable representational framework for this representation and demonstrat...

  6. On play and playing.

    Science.gov (United States)

    Rudan, Dusko

    2013-12-01

    The paper offers a review of the development of the concept of play and playing. The true beginnings of the development of the theories of play are set as late as in the 19th century. It is difficult to define play as such; it may much more easily be defined through its antipode--work. In the beginning, play used to be connected with education; it was not before Freud's theory of psychoanalysis and Piaget's developmental psychology that the importance of play in a child's development began to be explained in more detail. The paper further tackles the role of play in the adult age. Detailed attention is paid to psychodynamic and psychoanalytic authors, in particular D. W. Winnicott and his understanding of playing in the intermediary (transitional) empirical or experiential space. In other words, playing occupies a space and time of its own. The neuroscientific concept of playing is also tackled, in the connection with development as well.

  7. Places in the Brain: Bridging Layout and Object Geometry in Scene-Selective Cortex.

    Science.gov (United States)

    Dillon, Moira R; Persichetti, Andrew S; Spelke, Elizabeth S; Dilks, Daniel D

    2017-06-13

    Diverse animal species primarily rely on sense (left-right) and egocentric distance (proximal-distal) when navigating the environment. Recent neuroimaging studies with human adults show that this information is represented in 2 scene-selective cortical regions-the occipital place area (OPA) and retrosplenial complex (RSC)-but not in a third scene-selective region-the parahippocampal place area (PPA). What geometric properties, then, does the PPA represent, and what is its role in scene processing? Here we hypothesize that the PPA represents relative length and angle, the geometric properties classically associated with object recognition, but only in the context of large extended surfaces that compose the layout of a scene. Using functional magnetic resonance imaging adaptation, we found that the PPA is indeed sensitive to relative length and angle changes in pictures of scenes, but not pictures of objects that reliably elicited responses to the same geometric changes in object-selective cortical regions. Moreover, we found that the OPA is also sensitive to such changes, while the RSC is tolerant to such changes. Thus, the geometric information typically associated with object recognition is also used during some aspects of scene processing. These findings provide evidence that scene-selective cortex differentially represents the geometric properties guiding navigation versus scene categorization. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  8. Setting the scene

    International Nuclear Information System (INIS)

    Curran, S.

    1977-01-01

    The reasons for the special meeting on the breeder reactor are outlined with some reference to the special Scottish interest in the topic. Approximately 30% of the electrical energy generated in Scotland is nuclear and the special developments at Dounreay make policy decisions on the future of the commercial breeder reactor urgent. The participants review the major questions arising in arriving at such decisions. In effect an attempt is made to respond to the wish of the Secretary of State for Energy to have informed debate. To set the scene the importance of energy availability as regards to the strength of the national economy is stressed and the reasons for an increasing energy demand put forward. Examination of alternative sources of energy shows that none is definitely capable of filling the foreseen energy gap. This implies an integrated thermal/breeder reactor programme as the way to close the anticipated gap. The problems of disposal of radioactive waste and the safeguards in the handling of plutonium are outlined. Longer-term benefits, including the consumption of plutonium and naturally occurring radioactive materials, are examined. (author)

  9. The Untapped Potential of Picture Books

    Science.gov (United States)

    Hager, Stephanie

    2015-01-01

    This article discusses the role picture books play in helping young writers. Third-grade students were read engaging picture books for the sole purpose of noticing and naming different features they encountered during the read-alouds. Students were able to recognize the tools many authors and illustrators use such as onomatopoeia, varied font…

  10. Popular music scenes and aging bodies.

    Science.gov (United States)

    Bennett, Andy

    2018-06-01

    During the last two decades there has been increasing interest in the phenomenon of the aging popular music audience (Bennett & Hodkinson, 2012). Although the specter of the aging fan is by no means new, the notion of, for example, the aging rocker or the aging punk has attracted significant sociological attention, not least of all because of what this says about the shifting socio-cultural significance of rock and punk and similar genres - which at the time of their emergence were inextricably tied to youth and vociferously marketed as "youth musics". As such, initial interpretations of aging music fans tended to paint a somewhat negative picture, suggesting a sense in which such fans were cultural misfits (Ross, 1994). In more recent times, however, work informed by cultural aging perspectives has begun to consider how so-called "youth cultural" identities may in fact provide the basis of more stable and evolving identities over the life course (Bennett, 2013). Starting from this position, the purpose of this article is to critically examine how aging members of popular music scenes might be recast as a salient example of the more pluralistic fashion in which aging is anticipated, managed and articulated in contemporary social settings. The article then branches out to consider two ways that aging members of music scenes continue their scene involvement. The first focuses on evolving a series of discourses that legitimately position them as aging bodies in cultural spaces that also continue to be inhabited by significant numbers of people in their teens, twenties and thirties. The second sees aging fans taking advantage of new opportunities for consuming live music including winery concerts and dinner and show events. Copyright © 2018 Elsevier Inc. All rights reserved.

  11. Scene complexity: influence on perception, memory, and development in the medial temporal lobe

    Directory of Open Access Journals (Sweden)

    Xiaoqian J Chai

    2010-03-01

    Full Text Available Regions in the medial temporal lobe (MTL and prefrontal cortex (PFC are involved in memory formation for scenes in both children and adults. The development in children and adolescents of successful memory encoding for scenes has been associated with increased activation in PFC, but not MTL, regions. However, evidence suggests that a functional subregion of the MTL that supports scene perception, located in the parahippocampal gyrus (PHG, goes through a prolonged maturation process. Here we tested the hypothesis that maturation of scene perception supports the development of memory for complex scenes. Scenes were characterized by their levels of complexity defined by the number of unique object categories depicted in the scene. Recognition memory improved with age, in participants ages 8-24, for high, but not low, complexity scenes. High-complexity compared to low-complexity scenes activated a network of regions including the posterior PHG. The difference in activations for high- versus low- complexity scenes increased with age in the right posterior PHG. Finally, activations in right posterior PHG were associated with age-related increases in successful memory formation for high-, but not low-, complexity scenes. These results suggest that functional maturation of the right posterior PHG plays a critical role in the development of enduring long-term recollection for high-complexity scenes.

  12. Albedo estimation for scene segmentation

    Energy Technology Data Exchange (ETDEWEB)

    Lee, C H; Rosenfeld, A

    1983-03-01

    Standard methods of image segmentation do not take into account the three-dimensional nature of the underlying scene. For example, histogram-based segmentation tacitly assumes that the image intensity is piecewise constant, and this is not true when the scene contains curved surfaces. This paper introduces a method of taking 3d information into account in the segmentation process. The image intensities are adjusted to compensate for the effects of estimated surface orientation; the adjusted intensities can be regarded as reflectivity estimates. When histogram-based segmentation is applied to these new values, the image is segmented into parts corresponding to surfaces of constant reflectivity in the scene. 7 references.

  13. Forensic 3D Scene Reconstruction

    International Nuclear Information System (INIS)

    LITTLE, CHARLES Q.; PETERS, RALPH R.; RIGDON, J. BRIAN; SMALL, DANIEL E.

    1999-01-01

    Traditionally law enforcement agencies have relied on basic measurement and imaging tools, such as tape measures and cameras, in recording a crime scene. A disadvantage of these methods is that they are slow and cumbersome. The development of a portable system that can rapidly record a crime scene with current camera imaging, 3D geometric surface maps, and contribute quantitative measurements such as accurate relative positioning of crime scene objects, would be an asset to law enforcement agents in collecting and recording significant forensic data. The purpose of this project is to develop a feasible prototype of a fast, accurate, 3D measurement and imaging system that would support law enforcement agents to quickly document and accurately record a crime scene

  14. Representation without background? A critical reading of Wollheim and Greenberg on the representational character of abstract pictures

    OpenAIRE

    Elisa Caldarola

    2012-01-01

    Focussing on some claims addressed by Richard Wollheim and Clement Greenberg I investigate how the concepts of depicted figure, background of a pictorial scene and ground of a picture are relevant for an understanding of the relation between figurative and abstract pictures, especially when it comes to consider whether abstract pictures can be said to represent pictorially.

  15. Representation without background? A critical reading of Wollheim and Greenberg on the representational character of abstract pictures

    Directory of Open Access Journals (Sweden)

    Elisa Caldarola

    2012-10-01

    Full Text Available Focussing on some claims addressed by Richard Wollheim and Clement Greenberg I investigate how the concepts of depicted figure, background of a pictorial scene and ground of a picture are relevant for an understanding of the relation between figurative and abstract pictures, especially when it comes to consider whether abstract pictures can be said to represent pictorially.

  16. Associations From Pictures.

    Science.gov (United States)

    Pettersson, Rune

    A picture can be interpreted in different ways by various persons. There is often a difference between a picture's denotation (literal meaning), connotation (associative meaning), and private associations. Two studies were conducted in order to observe the private associations that pictures awaken in people. One study deals with associations made…

  17. Picture languages formal models for picture recognition

    CERN Document Server

    Rosenfeld, Azriel

    1979-01-01

    Computer Science and Applied Mathematics: Picture Languages: Formal Models for Picture Recognition treats pictorial pattern recognition from the formal standpoint of automata theory. This book emphasizes the capabilities and relative efficiencies of two types of automata-array automata and cellular array automata, with respect to various array recognition tasks. The array automata are simple processors that perform sequences of operations on arrays, while the cellular array automata are arrays of processors that operate on pictures in a highly parallel fashion, one processor per picture element. This compilation also reviews a collection of results on two-dimensional sequential and parallel array acceptors. Some of the analogous one-dimensional results and array grammars and their relation to acceptors are likewise covered in this text. This publication is suitable for researchers, professionals, and specialists interested in pattern recognition and automata theory.

  18. Highcrop picture tool

    OpenAIRE

    Fog, Erik

    2013-01-01

    Pictures give other impulses than words and numbers. With images, you can easily spot new opportunities. The Highcrop-tool allows for optimization of the organic arable farm based on picture-cards. The picture-cards are designed to make it easier and more inspiring to go close to the details of production. By using the picture-cards you can spot the areas, where there is a possibility to optimize the production system for better results in the future. Highcrop picture cards can be used to:...

  19. The Power of Pictures : Vertical Picture Angles in Power Pictures

    NARCIS (Netherlands)

    Giessner, Steffen R.; Ryan, Michelle K.; Schubert, Thomas W.; van Quaquebeke, Niels

    2011-01-01

    Conventional wisdom suggests that variations in vertical picture angle cause the subject to appear more powerful when depicted from below and less powerful when depicted from above. However, do the media actually use such associations to represent individual differences in power? We argue that the

  20. The power of pictures: Vertical picture angles in power pictures

    NARCIS (Netherlands)

    S.R. Giessner (Steffen); M.K. Ryan (Michelle); T.W. Schubert (Thomas); N. van Quaquebeke (Niels)

    2011-01-01

    textabstractAbstract: Conventional wisdom suggests that variations in vertical picture angle cause the subject to appear more powerful when depicted from below and less powerful when depicted from above. However, do the media actually use such associations to represent individual differences in

  1. Some of the thousand words a picture is worth.

    Science.gov (United States)

    Mandler, J M; Johnson, N S

    1976-09-01

    The effects of real-world schemata on recognition of complex pictures were studied. Two kinds of pictures were used: pictures of objects forming real-world scenes and unorganized collections of the same objects. The recognition test employed distractors that varied four types of information: inventory, spatial location, descriptive and spatial composition. Results emphasized the selective nature of schemata since superior recognition of one kind of information was offset by loss of another. Spatial location information was better recognized in real-world scenes and spatial composition information was better recognized in unorganized scenes. Organized and unorganized pictures did not differ with respect of inventory and descriptive information. The longer the pictures were studied, the longer subjects took to recognize them. Reaction time for hits, misses, and false alarms increased dramatically as presentation time increased from 5 to 60 sec. It was suggested that detection of a difference in a distractor terminated search, but that when no difference was detected, an exhaustive search of the available information took place.

  2. Dwelling on memorability : Effects of long-term picture memorability on the attentional blink

    NARCIS (Netherlands)

    Nieuwenstein, Mark; Linde, Maximilian; van Rijn, Hedderik

    2016-01-01

    Although people have an extraordinary ability to recognize and remember pictures of visual scenes, there are also large and consistent differences in how well different pictures are remembered (Isola et al., 2014). What determines a picture’s worth in memorability is not fully understood. Here, we

  3. Multi- and hyperspectral scene modeling

    Science.gov (United States)

    Borel, Christoph C.; Tuttle, Ronald F.

    2011-06-01

    This paper shows how to use a public domain raytracer POV-Ray (Persistence Of Vision Raytracer) to render multiand hyper-spectral scenes. The scripting environment allows automatic changing of the reflectance and transmittance parameters. The radiosity rendering mode allows accurate simulation of multiple-reflections between surfaces and also allows semi-transparent surfaces such as plant leaves. We show that POV-Ray computes occlusion accurately using a test scene with two blocks under a uniform sky. A complex scene representing a plant canopy is generated using a few lines of script. With appropriate rendering settings, shadows cast by leaves are rendered in many bands. Comparing single and multiple reflection renderings, the effect of multiple reflections is clearly visible and accounts for 25% of the overall apparent canopy reflectance in the near infrared.

  4. Crime Scenes as Augmented Reality

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    2010-01-01

    Using the concept of augmented reality, this article will investigate how places in various ways have become augmented by means of different mediatization strategies. Augmentation of reality implies an enhancement of the places' emotional character: a certain mood, atmosphere or narrative surplus......, physical damage: they are all readable and interpretable signs. As augmented reality the crime scene carries a narrative which at first is hidden and must be revealed. Due to the process of investigation and the detective's ability to reason and deduce, the crime scene as place is reconstructed as virtual...

  5. Metaphor in pictures.

    Science.gov (United States)

    Kennedy, J M

    1982-01-01

    Pictures can be literal or metaphoric. Metaphoric pictures involve intended violations of standard modes of depiction that are universally recognizable. The types of metaphoric pictures correspond to major groups of verbal metaphors, with the addition of a class of pictorial runes. Often the correspondence between verbal and pictorial metaphors depends on individual features of objects and such physical parameters as change of scale. A more sophisticated analysis is required for some pictorial metaphors, involving juxtapositions of well-known objects and indirect reference.

  6. Lesson 6. Picture unsharpness

    International Nuclear Information System (INIS)

    Chikirdin, Eh.G.

    1999-01-01

    Lecture concerning the picture sharpness in biomedical radiography is presented. Notion of picture sharpness and visual acuity as an analyser of picture sharpness is specified. Attention is paid to the POX-curve as a statistical method for assessment of visual acuity. Conceptions of the sensitivity of using X-ray image visualization system together with specificity and accuracy are considered. Among indices of sharp parameters of visualization system the resolution, resolving power, picture unsharpness are discussed. It is shown that gradation and sharp characteristics of the image closely correlate that need an attention in practice to factors determining them [ru

  7. The Effects of Linguistic Labels Related to Abstract Scenes on Memory

    Directory of Open Access Journals (Sweden)

    Kentaro Inomata

    2011-10-01

    Full Text Available Boundary extension is the false memory beyond the actual boundary of a picture scene. Gagnier (2011 suggested that a linguistic label has no effect on the magnitude of boundary extension. Although she controlled the timing of the presentation or information of the linguistic label, the information of stimulus was not changed. In the present study, the depiction of the main object was controlled in order to change the contextual information of a scene. In experiment, the 68 participants were shown 12 pictures. The stimulus consisted pictures that depicted the main object or did not depict the main object, and half of them were presented with linguistic description. Participants rated the object-less pictures more closely than the original pictures, when the former were presented with linguistic labels. However, when they were presented without linguistic labels, boundary extension did not occur. There was no effect of labels on the pictures that depicted the main objects. On the basis of these results, the linguistic label enhances the representation of the abstract scene like a homogeneous field or a wall. This finding suggests that boundary extension may be affected by not only visual information but also by other sensory information mediated by linguistic representation.

  8. Categorization of natural dynamic audiovisual scenes.

    Directory of Open Access Journals (Sweden)

    Olli Rummukainen

    Full Text Available This work analyzed the perceptual attributes of natural dynamic audiovisual scenes. We presented thirty participants with 19 natural scenes in a similarity categorization task, followed by a semi-structured interview. The scenes were reproduced with an immersive audiovisual display. Natural scene perception has been studied mainly with unimodal settings, which have identified motion as one of the most salient attributes related to visual scenes, and sound intensity along with pitch trajectories related to auditory scenes. However, controlled laboratory experiments with natural multimodal stimuli are still scarce. Our results show that humans pay attention to similar perceptual attributes in natural scenes, and a two-dimensional perceptual map of the stimulus scenes and perceptual attributes was obtained in this work. The exploratory results show the amount of movement, perceived noisiness, and eventfulness of the scene to be the most important perceptual attributes in naturalistically reproduced real-world urban environments. We found the scene gist properties openness and expansion to remain as important factors in scenes with no salient auditory or visual events. We propose that the study of scene perception should move forward to understand better the processes behind multimodal scene processing in real-world environments. We publish our stimulus scenes as spherical video recordings and sound field recordings in a publicly available database.

  9. Pictures in Training

    Science.gov (United States)

    Miller, Elmo E.

    1973-01-01

    Pictures definitely seem to help training, but a study for the military finds these pictures need not be in moving form, such as films or videotape. Just how the pictorial techniques should be employed and with how much success depends on individual trainee and program differences. (KP)

  10. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    ? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design......, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty...

  11. Beyond scene gist: Objects guide search more than scene background.

    Science.gov (United States)

    Koehler, Kathryn; Eckstein, Miguel P

    2017-06-01

    Although the facilitation of visual search by contextual information is well established, there is little understanding of the independent contributions of different types of contextual cues in scenes. Here we manipulated 3 types of contextual information: object co-occurrence, multiple object configurations, and background category. We isolated the benefits of each contextual cue to target detectability, its impact on decision bias, confidence, and the guidance of eye movements. We find that object-based information guides eye movements and facilitates perceptual judgments more than scene background. The degree of guidance and facilitation of each contextual cue can be related to its inherent informativeness about the target spatial location as measured by human explicit judgments about likely target locations. Our results improve the understanding of the contributions of distinct contextual scene components to search and suggest that the brain's utilization of cues to guide eye movements is linked to the cue's informativeness about the target's location. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  12. Neural Scene Segmentation by Oscillatory Correlation

    National Research Council Canada - National Science Library

    Wang, DeLiang

    2000-01-01

    The segmentation of a visual scene into a set of coherent patterns (objects) is a fundamental aspect of perception, which underlies a variety of important tasks such as figure/ground segregation, and scene analysis...

  13. Pooling Objects for Recognizing Scenes without Examples

    NARCIS (Netherlands)

    Kordumova, S.; Mensink, T.; Snoek, C.G.M.

    2016-01-01

    In this paper we aim to recognize scenes in images without using any scene images as training data. Different from attribute based approaches, we do not carefully select the training classes to match the unseen scene classes. Instead, we propose a pooling over ten thousand of off-the-shelf object

  14. Stages As Models of Scene Geometry

    NARCIS (Netherlands)

    Nedović, V.; Smeulders, A.W.M.; Redert, A.; Geusebroek, J.M.

    2010-01-01

    Reconstruction of 3D scene geometry is an important element for scene understanding, autonomous vehicle and robot navigation, image retrieval, and 3D television. We propose accounting for the inherent structure of the visual world when trying to solve the scene reconstruction problem. Consequently,

  15. Simulator scene display evaluation device

    Science.gov (United States)

    Haines, R. F. (Inventor)

    1986-01-01

    An apparatus for aligning and calibrating scene displays in an aircraft simulator has a base on which all of the instruments for the aligning and calibrating are mounted. Laser directs beam at double right prism which is attached to pivoting support on base. The pivot point of the prism is located at the design eye point (DEP) of simulator during the aligning and calibrating. The objective lens in the base is movable on a track to follow the laser beam at different angles within the field of vision at the DEP. An eyepiece and a precision diopter are movable into a position behind the prism during the scene evaluation. A photometer or illuminometer is pivotable about the pivot into and out of position behind the eyepiece.

  16. [Simultanagnosia and scene agnosia induced by right posterior cerebral artery infarction: a case report].

    Science.gov (United States)

    Kobayashi, Yasutaka; Muramatsu, Tomoko; Sato, Mamiko; Hayashi, Hiromi; Miura, Toyoaki

    2015-01-01

    A 68-year-old man was admitted to our hospital for rehabilitation of topographical disorientation. Brain magnetic resonance imaging revealed infarction in the right medial side of the occipital lobe. On neuropsychological testing, he scored low for the visual information-processing task; however, his overall cognitive function was retained. He could identify parts of the picture while describing the context picture of the Visual Perception Test for Agnosia but could not explain the contents of the entire picture, representing so-called simultanagnosia. Further, he could morphologically perceive both familiar and new scenes, but could not identify them, representing so-called scene agnosia. We report this case because simultanagnosia associated with a right occipital lobe lesion is rare.

  17. Scene perception and memory revealed by eye movements and receiver-operating characteristic analyses: Does a cultural difference truly exist?

    OpenAIRE

    Evans, Kris; Rotello, Caren M.; Li, Xingshan; Rayner, Keith

    2008-01-01

    Cultural differences have been observed in scene perception and memory: Chinese participants purportedly attend to the background information more than did American participants. We investigated the influence of culture by recording eye movements during scene perception and while participants made recognition memory judgements. Real-world pictures with a focal object on a background were shown to both American and Chinese participants while their eye movements were recorded. Later, memory for...

  18. Cross-cultural differences in item and background memory: examining the influence of emotional intensity and scene congruency.

    Science.gov (United States)

    Mickley Steinmetz, Katherine R; Sturkie, Charlee M; Rochester, Nina M; Liu, Xiaodong; Gutchess, Angela H

    2018-07-01

    After viewing a scene, individuals differ in what they prioritise and remember. Culture may be one factor that influences scene memory, as Westerners have been shown to be more item-focused than Easterners (see Masuda, T., & Nisbett, R. E. (2001). Attending holistically versus analytically: Comparing the context sensitivity of Japanese and Americans. Journal of Personality and Social Psychology, 81, 922-934). However, cultures may differ in their sensitivity to scene incongruences and emotion processing, which may account for cross-cultural differences in scene memory. The current study uses hierarchical linear modeling (HLM) to examine scene memory while controlling for scene congruency and the perceived emotional intensity of the images. American and East Asian participants encoded pictures that included a positive, negative, or neutral item placed on a neutral background. After a 20-min delay, participants were shown the item and background separately along with similar and new items and backgrounds to assess memory specificity. Results indicated that even when congruency and emotional intensity were controlled, there was evidence that Americans had better item memory than East Asians. Incongruent scenes were better remembered than congruent scenes. However, this effect did not differ by culture. This suggests that Americans' item focus may result in memory changes that are robust despite variations in scene congruency and perceived emotion.

  19. The perception of naturalness correlates with low-level visual features of environmental scenes.

    Directory of Open Access Journals (Sweden)

    Marc G Berman

    Full Text Available Previous research has shown that interacting with natural environments vs. more urban or built environments can have salubrious psychological effects, such as improvements in attention and memory. Even viewing pictures of nature vs. pictures of built environments can produce similar effects. A major question is: What is it about natural environments that produces these benefits? Problematically, there are many differing qualities between natural and urban environments, making it difficult to narrow down the dimensions of nature that may lead to these benefits. In this study, we set out to uncover visual features that related to individuals' perceptions of naturalness in images. We quantified naturalness in two ways: first, implicitly using a multidimensional scaling analysis and second, explicitly with direct naturalness ratings. Features that seemed most related to perceptions of naturalness were related to the density of contrast changes in the scene, the density of straight lines in the scene, the average color saturation in the scene and the average hue diversity in the scene. We then trained a machine-learning algorithm to predict whether a scene was perceived as being natural or not based on these low-level visual features and we could do so with 81% accuracy. As such we were able to reliably predict subjective perceptions of naturalness with objective low-level visual features. Our results can be used in future studies to determine if these features, which are related to naturalness, may also lead to the benefits attained from interacting with nature.

  20. How context information and target information guide the eyes from the first epoch of search in real-world scenes.

    Science.gov (United States)

    Spotorno, Sara; Malcolm, George L; Tatler, Benjamin W

    2014-02-11

    This study investigated how the visual system utilizes context and task information during the different phases of a visual search task. The specificity of the target template (the picture or the name of the target) and the plausibility of target position in real-world scenes were manipulated orthogonally. Our findings showed that both target template information and guidance of spatial context are utilized to guide eye movements from the beginning of scene inspection. In both search initiation and subsequent scene scanning, the availability of a specific visual template was particularly useful when the spatial context of the scene was misleading and the availability of a reliable scene context facilitated search mainly when the template was abstract. Target verification was affected principally by the level of detail of target template, and was quicker in the case of a picture cue. The results indicate that the visual system can utilize target template guidance and context guidance flexibly from the beginning of scene inspection, depending upon the amount and the quality of the available information supplied by either of these high-level sources. This allows for optimization of oculomotor behavior throughout the different phases of search within a real-world scene.

  1. Scene-Based Contextual Cueing in Pigeons

    Science.gov (United States)

    Wasserman, Edward A.; Teng, Yuejia; Brooks, Daniel I.

    2014-01-01

    Repeated pairings of a particular visual context with a specific location of a target stimulus facilitate target search in humans. We explored an animal model of such contextual cueing. Pigeons had to peck a target which could appear in one of four locations on color photographs of real-world scenes. On half of the trials, each of four scenes was consistently paired with one of four possible target locations; on the other half of the trials, each of four different scenes was randomly paired with the same four possible target locations. In Experiments 1 and 2, pigeons exhibited robust contextual cueing when the context preceded the target by 1 s to 8 s, with reaction times to the target being shorter on predictive-scene trials than on random-scene trials. Pigeons also responded more frequently during the delay on predictive-scene trials than on random-scene trials; indeed, during the delay on predictive-scene trials, pigeons predominately pecked toward the location of the upcoming target, suggesting that attentional guidance contributes to contextual cueing. In Experiment 3, involving left-right and top-bottom scene reversals, pigeons exhibited stronger control by global than by local scene cues. These results attest to the robustness and associative basis of contextual cueing in pigeons. PMID:25546098

  2. Associative Processing Is Inherent in Scene Perception

    Science.gov (United States)

    Aminoff, Elissa M.; Tarr, Michael J.

    2015-01-01

    How are complex visual entities such as scenes represented in the human brain? More concretely, along what visual and semantic dimensions are scenes encoded in memory? One hypothesis is that global spatial properties provide a basis for categorizing the neural response patterns arising from scenes. In contrast, non-spatial properties, such as single objects, also account for variance in neural responses. The list of critical scene dimensions has continued to grow—sometimes in a contradictory manner—coming to encompass properties such as geometric layout, big/small, crowded/sparse, and three-dimensionality. We demonstrate that these dimensions may be better understood within the more general framework of associative properties. That is, across both the perceptual and semantic domains, features of scene representations are related to one another through learned associations. Critically, the components of such associations are consistent with the dimensions that are typically invoked to account for scene understanding and its neural bases. Using fMRI, we show that non-scene stimuli displaying novel associations across identities or locations recruit putatively scene-selective regions of the human brain (the parahippocampal/lingual region, the retrosplenial complex, and the transverse occipital sulcus/occipital place area). Moreover, we find that the voxel-wise neural patterns arising from these associations are significantly correlated with the neural patterns arising from everyday scenes providing critical evidence whether the same encoding principals underlie both types of processing. These neuroimaging results provide evidence for the hypothesis that the neural representation of scenes is better understood within the broader theoretical framework of associative processing. In addition, the results demonstrate a division of labor that arises across scene-selective regions when processing associations and scenes providing better understanding of the functional

  3. Sex differences in the brain response to affective scenes with or without humans.

    Science.gov (United States)

    Proverbio, Alice Mado; Adorni, Roberta; Zani, Alberto; Trestianu, Laura

    2009-10-01

    Recent findings have demonstrated that women might be more reactive than men to viewing painful stimuli (vicarious response to pain), and therefore more empathic [Han, S., Fan, Y., & Mao, L. (2008). Gender difference in empathy for pain: An electrophysiological investigation. Brain Research, 1196, 85-93]. We investigated whether the two sexes differed in their cerebral responses to affective pictures portraying humans in different positive or negative contexts compared to natural or urban scenarios. 440 IAPS slides were presented to 24 Italian students (12 women and 12 men). Half the pictures displayed humans while the remaining scenes lacked visible persons. ERPs were recorded from 128 electrodes and swLORETA (standardized weighted Low-Resolution Electromagnetic Tomography) source reconstruction was performed. Occipital P115 was greater in response to persons than to scenes and was affected by the emotional valence of the human pictures. This suggests that processing of biologically relevant stimuli is prioritized. Orbitofrontal N2 was greater in response to positive than negative human pictures in women but not in men, and not to scenes. A late positivity (LP) to suffering humans far exceeded the response to negative scenes in women but not in men. In both sexes, the contrast suffering-minus-happy humans revealed a difference in the activation of the occipito/temporal, right occipital (BA19), bilateral parahippocampal, left dorsal prefrontal cortex (DPFC) and left amygdala. However, increased right amygdala and right frontal area activities were observed only in women. The humans-minus-scenes contrast revealed a difference in the activation of the middle occipital gyrus (MOG) in men, and of the left inferior parietal (BA40), left superior temporal gyrus (STG, BA38) and right cingulate (BA31) in women (270-290 ms). These data indicate a sex-related difference in the brain response to humans, possibly supporting human empathy.

  4. Erotic and disgust-inducing pictures--differences in the hemodynamic responses of the brain.

    Science.gov (United States)

    Stark, Rudolf; Schienle, Anne; Girod, Cornelia; Walter, Bertram; Kirsch, Peter; Blecker, Carlo; Ott, Ulrich; Schäfer, Axel; Sammer, Gebhard; Zimmermann, Mark; Vaitl, Dieter

    2005-09-01

    The aim of this fMRI study was to explore brain structures that are involved in the processing of erotic and disgust-inducing pictures. The stimuli were chosen to trigger approach and withdrawal tendencies, respectively. By adding sadomasochistic (SM) scenes to the design and examining 12 subjects with and 12 subjects without sadomasochistic preferences, we introduced a picture category that induced erotic pleasure in one sample and disgust in the other sample. Since we also presented neutral pictures, all subjects viewed pictures of four different categories: neutral, disgust-inducing, erotic, and SM erotic pictures. The analysis indicated that several brain structures are commonly involved in the processing of disgust-inducing and erotic pictures (occipital cortex, hippocampus, thalamus, and the amygdala). The ventral striatum was specifically activated when subjects saw highly sexually arousing pictures. This indicates the involvement of the human reward system during the processing of visual erotica.

  5. Visual search in scenes involves selective and non-selective pathways

    Science.gov (United States)

    Wolfe, Jeremy M; Vo, Melissa L-H; Evans, Karla K; Greene, Michelle R

    2010-01-01

    How do we find objects in scenes? For decades, visual search models have been built on experiments in which observers search for targets, presented among distractor items, isolated and randomly arranged on blank backgrounds. Are these models relevant to search in continuous scenes? This paper argues that the mechanisms that govern artificial, laboratory search tasks do play a role in visual search in scenes. However, scene-based information is used to guide search in ways that had no place in earlier models. Search in scenes may be best explained by a dual-path model: A “selective” path in which candidate objects must be individually selected for recognition and a “non-selective” path in which information can be extracted from global / statistical information. PMID:21227734

  6. The role of memory for visual search in scenes.

    Science.gov (United States)

    Le-Hoa Võ, Melissa; Wolfe, Jeremy M

    2015-03-01

    Many daily activities involve looking for something. The ease with which these searches are performed often allows one to forget that searching represents complex interactions between visual attention and memory. Although a clear understanding exists of how search efficiency will be influenced by visual features of targets and their surrounding distractors or by the number of items in the display, the role of memory in search is less well understood. Contextual cueing studies have shown that implicit memory for repeated item configurations can facilitate search in artificial displays. When searching more naturalistic environments, other forms of memory come into play. For instance, semantic memory provides useful information about which objects are typically found where within a scene, and episodic scene memory provides information about where a particular object was seen the last time a particular scene was viewed. In this paper, we will review work on these topics, with special emphasis on the role of memory in guiding search in organized, real-world scenes. © 2015 New York Academy of Sciences.

  7. Art Toys in the contemporary art scene

    Directory of Open Access Journals (Sweden)

    Laura Sernissi

    2014-03-01

    Full Text Available The Art Toys phenomenon, better known as Art Toy Movement, was born in China in the mid-nineties and quickly spread out to the rest of the world. The toys are an artistic production of serial sculpture, made by handcrafts or on an industrial scale. There are several types of toys, such as custom toys and canvas toys, synonyms of designer toys, although they are often defined according to the constituent material, such as vinyl toys (plastic and plush toys (fabric. Art toys are the heirs of an already pop-surrealist and neo-pop circuit, which since the eighties of the twentieth century has pervaded the Japanese-American art scene, winking to the playful spirit of the avant-garde of the early century. Some psychoanalytic, pedagogical and anthropological studies about “play theories”, may also help us to understand and identify these heterogeneous products as real works of art and not simply as collectible toys.

  8. Emotional sounds modulate early neural processing of emotional pictures

    Directory of Open Access Journals (Sweden)

    Antje B M Gerdes

    2013-10-01

    Full Text Available In our natural environment, emotional information is conveyed by converging visual and auditory information; multimodal integration is of utmost importance. In the laboratory, however, emotion researchers have mostly focused on the examination of unimodal stimuli. Few existing studies on multimodal emotion processing have focused on human communication such as the integration of facial and vocal expressions. Extending the concept of multimodality, the current study examines how the neural processing of emotional pictures is influenced by simultaneously presented sounds. Twenty pleasant, unpleasant, and neutral pictures of complex scenes were presented to 22 healthy participants. On the critical trials these pictures were paired with pleasant, unpleasant and neutral sounds. Sound presentation started 500 ms before picture onset and each stimulus presentation lasted for 2s. EEG was recorded from 64 channels and ERP analyses focused on the picture onset. In addition, valence, and arousal ratings were obtained. Previous findings for the neural processing of emotional pictures were replicated. Specifically, unpleasant compared to neutral pictures were associated with an increased parietal P200 and a more pronounced centroparietal late positive potential (LPP, independent of the accompanying sound valence. For audiovisual stimulation, increased parietal P100 and P200 were found in response to all pictures which were accompanied by unpleasant or pleasant sounds compared to pictures with neutral sounds. Most importantly, incongruent audiovisual pairs of unpleasant pictures and pleasant sounds enhanced parietal P100 and P200 compared to pairings with congruent sounds. Taken together, the present findings indicate that emotional sounds modulate early stages of visual processing and, therefore, provide an avenue by which multimodal experience may enhance perception.

  9. SESAME 2017 (360 pictures)

    CERN Multimedia

    Caraban Gonzalez, Noemi

    2018-01-01

    The Synchrotron-Light for Experimental Science and Applications in the Middle East (SESAME) is an independent laboratory located in Allan in the Balqa governorate of Jordan, created under the auspices of UNESCO on 30 May 2002. December 2017, Jordan Picture: Noemi Caraban

  10. Landscape as World Picture

    DEFF Research Database (Denmark)

    Wamberg, Jacob

    from Palaeolithic cave paintings through to 19th-century modernity. A structuralist comparison between this pattern and three additional fields of analysis - self-consciousness, socially-determined perception of nature, and world picture - reveals a fascinating insight into culture's macrohistorical...

  11. Examining lateralized semantic access using pictures.

    Science.gov (United States)

    Lovseth, Kyle; Atchley, Ruth Ann

    2010-03-01

    A divided visual field (DVF) experiment examined the semantic processing strategies employed by the cerebral hemispheres to determine if strategies observed with written word stimuli generalize to other media for communicating semantic information. We employed picture stimuli and vary the degree of semantic relatedness between the picture pairs. Participants made an on-line semantic relatedness judgment in response to sequentially presented pictures. We found that when pictures are presented to the right hemisphere responses are generally more accurate than the left hemisphere for semantic relatedness judgments for picture pairs. Furthermore, consistent with earlier DVF studies employing words, we conclude that the RH is better at accessing or maintaining access to information that has a weak or more remote semantic relationship. We also found evidence of faster access for pictures presented to the LH in the strongly-related condition. Overall, these results are consistent with earlier DVF word studies that argue that the cerebral hemispheres each play an important and separable role during semantic retrieval. Copyright 2009 Elsevier Inc. All rights reserved.

  12. "The silly pictures disappear": Ephemeral social media as boundary play

    DEFF Research Database (Denmark)

    Shklovski, Irina; Bruun Hervik, Simon

    2015-01-01

    , informal conversations, and focus group interviews. We discuss the reasons our participants propose for using Snapchat and its role in student social practice. We find that our participants use Snapchat alongside rather than instead of Facebook and Instagram and argue that much of Snapchat use can...

  13. Playing with Father: Anthony Browne's Picture Books and the Masculine.

    Science.gov (United States)

    Bradford, Clare

    1998-01-01

    Concentrates on the father figures in Anthony Browne's books and on the ways in which gender ideologies are encoded in works dealing with family relationships, concentrating on "Zoo" and "The Big Baby," but also looking at "Gorilla" and "Piggybook." Finds that the diversity of Browne's work provides children…

  14. Scene Integration Without Awareness: No Conclusive Evidence for Processing Scene Congruency During Continuous Flash Suppression.

    Science.gov (United States)

    Moors, Pieter; Boelens, David; van Overwalle, Jaana; Wagemans, Johan

    2016-07-01

    A recent study showed that scenes with an object-background relationship that is semantically incongruent break interocular suppression faster than scenes with a semantically congruent relationship. These results implied that semantic relations between the objects and the background of a scene could be extracted in the absence of visual awareness of the stimulus. In the current study, we assessed the replicability of this finding and tried to rule out an alternative explanation dependent on low-level differences between the stimuli. Furthermore, we used a Bayesian analysis to quantify the evidence in favor of the presence or absence of a scene-congruency effect. Across three experiments, we found no convincing evidence for a scene-congruency effect or a modulation of scene congruency by scene inversion. These findings question the generalizability of previous observations and cast doubt on whether genuine semantic processing of object-background relationships in scenes can manifest during interocular suppression. © The Author(s) 2016.

  15. The Thing's the Play: Doing "Hamlet."

    Science.gov (United States)

    Sowder, Wilbur H., Jr.

    1993-01-01

    Argues for the use of film in the teaching of William Shakespeare's "Hamlet" because the play was meant to be seen and heard and not just read. Outlines a method of teaching the play by which students select a scene and perform it. Gives an example of a successful student performance. (HB)

  16. Literacy in the contemporary scene

    Directory of Open Access Journals (Sweden)

    Angela B. Kleiman

    2014-11-01

    Full Text Available In this paper I examine the relationship between literacy and contemporaneity. I take as a point of departure for my discussion school literacy and its links with literacies in other institutions of the contemporary scene, in order to determine the relation between contemporary ends of reading and writing (in other words, the meaning of being literate in contemporary society and the practices and activities effectively realized at school in order to reach those objectives. Using various examples from teaching and learning situations, I discuss digital literacy practices and multimodal texts and multiliteracies from both printed and digital cultures. Throughout, I keep as a background for the discussion the functions and objectives of school literacy and the professional training of teachers who would like to be effective literacy agents in the contemporary world.

  17. Effects of Pre-Encoding Stress on Brain Correlates Associated with the Long-Term Memory for Emotional Scenes

    Science.gov (United States)

    Wirkner, Janine; Weymar, Mathias; Löw, Andreas; Hamm, Alfons O.

    2013-01-01

    Recent animal and human research indicates that stress around the time of encoding enhances long-term memory for emotionally arousing events but neural evidence remains unclear. In the present study we used the ERP old/new effect to investigate brain dynamics underlying the long-term effects of acute pre-encoding stress on memory for emotional and neutral scenes. Participants were exposed either to the Socially Evaluated Cold Pressure Test (SECPT) or a warm water control procedure before viewing 30 unpleasant, 30 neutral and 30 pleasant pictures. Two weeks after encoding, recognition memory was tested using 90 old and 90 new pictures. Emotional pictures were better recognized than neutral pictures in both groups and related to an enhanced centro-parietal ERP old/new difference (400–800 ms) during recognition, which suggests better recollection. Most interestingly, pre-encoding stress exposure specifically increased the ERP old/new-effect for emotional (unpleasant) pictures, but not for neutral pictures. These enhanced ERP/old new differences for emotional (unpleasant) scenes were particularly pronounced for those participants who reported high levels of stress during the SECPT. The results suggest that acute pre-encoding stress specifically strengthens brain signals of emotional memories, substantiating a facilitating role of stress on memory for emotional scenes. PMID:24039697

  18. Effects of pre-encoding stress on brain correlates associated with the long-term memory for emotional scenes.

    Directory of Open Access Journals (Sweden)

    Janine Wirkner

    Full Text Available Recent animal and human research indicates that stress around the time of encoding enhances long-term memory for emotionally arousing events but neural evidence remains unclear. In the present study we used the ERP old/new effect to investigate brain dynamics underlying the long-term effects of acute pre-encoding stress on memory for emotional and neutral scenes. Participants were exposed either to the Socially Evaluated Cold Pressure Test (SECPT or a warm water control procedure before viewing 30 unpleasant, 30 neutral and 30 pleasant pictures. Two weeks after encoding, recognition memory was tested using 90 old and 90 new pictures. Emotional pictures were better recognized than neutral pictures in both groups and related to an enhanced centro-parietal ERP old/new difference (400-800 ms during recognition, which suggests better recollection. Most interestingly, pre-encoding stress exposure specifically increased the ERP old/new-effect for emotional (unpleasant pictures, but not for neutral pictures. These enhanced ERP/old new differences for emotional (unpleasant scenes were particularly pronounced for those participants who reported high levels of stress during the SECPT. The results suggest that acute pre-encoding stress specifically strengthens brain signals of emotional memories, substantiating a facilitating role of stress on memory for emotional scenes.

  19. When Does Repeated Search in Scenes Involve Memory? Looking at versus Looking for Objects in Scenes

    Science.gov (United States)

    Vo, Melissa L. -H.; Wolfe, Jeremy M.

    2012-01-01

    One might assume that familiarity with a scene or previous encounters with objects embedded in a scene would benefit subsequent search for those items. However, in a series of experiments we show that this is not the case: When participants were asked to subsequently search for multiple objects in the same scene, search performance remained…

  20. The conventional quark picture

    International Nuclear Information System (INIS)

    Dalitz, R.H.

    1976-01-01

    For baryons, mesons and deep inelastic phenomena the ideas and the problems of the conventional quark picture are pointed out. All observed baryons fit in three SU(3)-multiplets which cluster into larger SU(6)-multiplets. No mesons are known which have quantum numbers inconsistent with belonging to a SU(3) nonet or octet. The deep inelastic phenomena are described in terms of six structure functions of the proton. (BJ) [de

  1. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    This article studies the implications of current attempts by organizations to adapt to a world of constant change by introducing the notion of playful organizational membership. To this end we conduct a brief semantic history of organizational play and argue that when organizations play, employees...... are expected to engage in playful exploration of alternative selves. Drawing on Niklas Luhmann's theory of time and decision-making and Gregory Bateson's theory of play, the article analyses three empirical examples of how games play with conceptions of time. We explore how games represent an organizational...

  2. Producing colour pictures from SCAN

    International Nuclear Information System (INIS)

    Robichaud, K.

    1982-01-01

    The computer code SCAN.TSK has been written for use on the Interdata 7/32 minicomputer which will convert the pictures produced by the SCAN program into colour pictures on a colour graphics VDU. These colour pictures are a more powerful aid to detecting errors in the MONK input data than the normal lineprinter pictures. This report is intended as a user manual for using the program on the Interdata 7/32, and describes the method used to produce the pictures and gives examples of JCL, input data and of the pictures that can be produced. (U.K.)

  3. Play, Playfulness, Creativity and Innovation

    Directory of Open Access Journals (Sweden)

    Patrick Bateson

    2014-05-01

    Full Text Available Play, as defined by biologists and psychologists, is probably heterogeneous. On the other hand, playfulness may be a unitary motivational state. Playful play as opposed to activities that merge into aggression is characterized by positive mood, intrinsic motivation, occurring in a protected context and easily disrupted by stress. Playful play is a good measure of positive welfare. It can occupy a substantial part of the waking-life of a young mammal or bird. Numerous functions for play have been proposed and they are by no means mutually exclusive, but some evidence indicates that those individual animals that play most are most likely to survive and reproduce. The link of playful play to creativity and hence to innovation in humans is strong. Considerable evidence suggests that coming up with new ideas requires a different mindset from usefully implementing a new idea.

  4. Memory cueing during sleep modifies the interpretation of ambiguous scenes in adolescents and adults

    Directory of Open Access Journals (Sweden)

    Sabine Groch

    2016-02-01

    Full Text Available The individual tendency to interpret ambiguous situations negatively is associated with mental disorders. Interpretation biases are already evident during adolescence and due to the greater plasticity of the developing brain it may be easier to change biases during this time. We investigated in healthy adolescents and adults whether stabilizing memories of positive or negative scenes modulates the later interpretation of similar scenes. In the evening, participants learnt associations between ambiguous pictures and words that disambiguate the valence of the pictures in a positive or negative direction. Half of the words were acoustically presented (i.e. cued during post-learning sleep which is known to benefit memory consolidation by inducing reactivation of learned information. Cued compared to un-cued stimuli were remembered better the next morning. Importantly, cueing positively disambiguated pictures resulted in more positive interpretations whereas cueing negatively disambiguated pictures led to less positive interpretations of new ambiguous pictures with similar contents the next morning. These effects were not modulated by participants’ age indicating that memory cueing was as efficient in adolescents as in adults. Our findings suggest that memory cueing during sleep can modify interpretation biases by benefitting memory stabilization and generalization. Implications for clinical settings are discussed.

  5. Attentional Bias towards Emotional Scenes in Boys with Attention Deficit Hyperactivity Disorder.

    Science.gov (United States)

    Pishyareh, Ebrahim; Tehrani-Doost, Mehdi; Mahmoodi-Gharaie, Javad; Khorrami, Anahita; Joudi, Mitra; Ahmadi, Mehrnoosh

    2012-01-01

    Children with attention-deficit/hyperactivity disorder (ADHD) react explosively and inappropriately to emotional stimuli. It could be hypothesized that these children have some impairment in attending to emotional cues. Based on this hypothesis, we conducted this study to evaluate visual directions of children with ADHD towards paired emotional scenes. Thirty boys between the ages of 6 and 11 years diagnosed with ADHD were compared with 30 age-matched normal boys. All participants were presented paired emotional and neutral scenes in the four following categories: pleasant-neutral; pleasant-unpleasant; unpleasant-neutral; and neutral - neutral. Meanwhile, their visual orientations towards these pictures were evaluated using the eye tracking system. The number and duration of first fixation and duration of first gaze were compared between the two groups using the MANOVA analysis. The performance of each group in different categories was also analyzed using the Friedman test. With regards to duration of first gaze, which is the time taken to fixate on a picture before moving to another picture, ADHD children spent less time on pleasant pictures compared to normal group, while they were looking at pleasant - neutral and unpleasant - pleasant pairs. The duration of first gaze on unpleasant pictures was higher while children with ADHD were looking at unpleasant - neutral pairs (P<0.01). Based on the findings of this study it could be concluded that children with ADHD attend to unpleasant conditions more than normal children which leads to their emotional reactivity.

  6. Stages as models of scene geometry.

    Science.gov (United States)

    Nedović, Vladimir; Smeulders, Arnold W M; Redert, André; Geusebroek, Jan-Mark

    2010-09-01

    Reconstruction of 3D scene geometry is an important element for scene understanding, autonomous vehicle and robot navigation, image retrieval, and 3D television. We propose accounting for the inherent structure of the visual world when trying to solve the scene reconstruction problem. Consequently, we identify geometric scene categorization as the first step toward robust and efficient depth estimation from single images. We introduce 15 typical 3D scene geometries called stages, each with a unique depth profile, which roughly correspond to a large majority of broadcast video frames. Stage information serves as a first approximation of global depth, narrowing down the search space in depth estimation and object localization. We propose different sets of low-level features for depth estimation, and perform stage classification on two diverse data sets of television broadcasts. Classification results demonstrate that stages can often be efficiently learned from low-dimensional image representations.

  7. Play Therapy

    Science.gov (United States)

    Lawver, Timothy; Blankenship, Kelly

    2008-01-01

    Play therapy is a treatment modality in which the therapist engages in play with the child. Its use has been documented in a variety of settings and with a variety of diagnoses. Treating within the context of play brings the therapist and the therapy to the level of the child. By way of an introduction to this approach, a case is presented of a six-year-old boy with oppositional defiant disorder. The presentation focuses on the events and interactions of a typical session with an established patient. The primary issues of the session are aggression, self worth, and self efficacy. These themes manifest themselves through the content of the child’s play and narration of his actions. The therapist then reflects these back to the child while gently encouraging the child toward more positive play. Though the example is one of nondirective play therapy, a wide range of variation exists under the heading of play therapy. PMID:19724720

  8. Radiodiagnosis of lung picture changes

    International Nuclear Information System (INIS)

    Kamenetskij, M.S.; Lezova, T.F.

    1988-01-01

    The roentgenological picture of changes of the lung picture in the case of different pathological states in the lungs and the heart, is described. A developed diagnostic algorithm for the syndrome of lung picture change and the rules of its application are given. 5 refs.; 9 figs

  9. The polycentric picture

    DEFF Research Database (Denmark)

    Flensborg, Ingelise

    2008-01-01

    The polycentric picture The presentation introduces a dynamic view on children's drawings inspired by J.J.Gibson's ecological approach to visual perception. Empirical research in children's drawings will be the basis for the documentation of the fact that children's drawings contain several...... viewpoints and can be characterized as polycentric. I will talk about children's perception of environmental space and about the relations and the orientation they are establishing, which are used in the organisation of the pictorial space. The presentation serves the purpose to point out ontological...

  10. Oculomotor capture during real-world scene viewing depends on cognitive load.

    Science.gov (United States)

    Matsukura, Michi; Brockmole, James R; Boot, Walter R; Henderson, John M

    2011-03-25

    It has been claimed that gaze control during scene viewing is largely governed by stimulus-driven, bottom-up selection mechanisms. Recent research, however, has strongly suggested that observers' top-down control plays a dominant role in attentional prioritization in scenes. A notable exception to this strong top-down control is oculomotor capture, where visual transients in a scene draw the eyes. One way to test whether oculomotor capture during scene viewing is independent of an observer's top-down goal setting is to reduce observers' cognitive resource availability. In the present study, we examined whether increasing observers' cognitive load influences the frequency and speed of oculomotor capture during scene viewing. In Experiment 1, we tested whether increasing observers' cognitive load modulates the degree of oculomotor capture by a new object suddenly appeared in a scene. Similarly, in Experiment 2, we tested whether increasing observers' cognitive load modulates the degree of oculomotor capture by an object's color change. In both experiments, the degree of oculomotor capture decreased as observers' cognitive resources were reduced. These results suggest that oculomotor capture during scene viewing is dependent on observers' top-down selection mechanisms. Copyright © 2011 Elsevier Ltd. All rights reserved.

  11. Generation of Variations on Theme Music Based on Impressions of Story Scenes Considering Human's Feeling of Music and Stories

    Directory of Open Access Journals (Sweden)

    Kenkichi Ishizuka

    2008-01-01

    Full Text Available This paper describes a system which generates variations on theme music fitting to story scenes represented by texts and/or pictures. Inputs to the present system are original theme music and numerical information on given story scenes. The present system varies melodies, tempos, tones, tonalities, and accompaniments of given theme music based on impressions of story scenes. Genetic algorithms (GAs using modular neural network (MNN models as fitness functions are applied to music generation in order to reflect user's feeling of music and stories. The present system adjusts MNN models for each user on line. This paper also describes the evaluation experiments to confirm whether the generated variations on theme music reflect impressions of story scenes appropriately or not.

  12. Collaborating Filtering Community Image Recommendation System Based on Scene

    Directory of Open Access Journals (Sweden)

    He Tao

    2017-01-01

    Full Text Available With the advancement of smart city, the development of intelligent mobile terminal and wireless network, the traditional text information service no longer meet the needs of the community residents, community image service appeared as a new media service. “There are pictures of the truth” has become a community residents to understand and master the new dynamic community, image information service has become a new information service. However, there are two major problems in image information service. Firstly, the underlying eigenvalues extracted by current image feature extraction techniques are difficult for users to understand, and there is a semantic gap between the image content itself and the user’s understanding; secondly, in community life of the image data increasing quickly, it is difficult to find their own interested image data. Aiming at the two problems, this paper proposes a unified image semantic scene model to express the image content. On this basis, a collaborative filtering recommendation model of fusion scene semantics is proposed. In the recommendation model, a comprehensiveness and accuracy user interest model is proposed to improve the recommendation quality. The results of the present study have achieved good results in the pilot cities of Wenzhou and Yan'an, and it is applied normally.

  13. Scenes of the self, and trance

    Directory of Open Access Journals (Sweden)

    Jan M. Broekman

    2014-02-01

    Full Text Available Trance shows the Self as a process involved in all sorts and forms of life. A Western perspective on a self and its reifying tendencies is only one (or one series of those variations. The process character of the self does not allow any coherent theory but shows, in particular when confronted with trance, its variability in all regards. What is more: the Self is always first on the scene of itself―a situation in which it becomes a sign for itself. That particular semiotic feature is again not a unified one but leads, as the Self in view of itself does, to series of scenes with changing colors, circumstances and environments. Our first scene “Beyond Monotheism” shows semiotic importance in that a self as determining component of a trance-phenomenon must abolish its own referent and seems not able to answer the question, what makes trance a trance. The Pizzica is an example here. Other social features of trance appear in the second scene, US post traumatic psychological treatments included. Our third scene underlines structures of an unfolding self: beginning with ‘split-ego’ conclusions, a self’s engenderment appears dependent on linguistic events and on spoken words in the first place. A fourth scene explores that theme and explains modern forms of an ego ―in particular those inherent to ‘citizenship’ or a ‘corporation’. The legal consequences are concentrated in the fifth scene, which considers a legal subject by revealing its ‘standing’. Our sixth and final scene pertains to the relation between trance and commerce. All scenes tie together and show parallels between Pizzica, rights-based behavior, RAVE music versus disco, commerce and trance; they demonstrate the meaning of trance as a multifaceted social phenomenon.

  14. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... with tablets’ physical and digital affordances shape children’s digital play. This thesis presents how young children’s current practices when playing with tablets inform digital experiences in Denmark and Japan. Through an interdisciplinary lens and a grounded theory approach, I have identified and mapped...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  15. Scene analysis in the natural environment

    DEFF Research Database (Denmark)

    Lewicki, Michael S; Olshausen, Bruno A; Surlykke, Annemarie

    2014-01-01

    The problem of scene analysis has been studied in a number of different fields over the past decades. These studies have led to important insights into problems of scene analysis, but not all of these insights are widely appreciated, and there remain critical shortcomings in current approaches th...... ill-posed problems, (2) the ability to integrate and store information across time and modality, (3) efficient recovery and representation of 3D scene structure, and (4) the use of optimal motor actions for acquiring information to progress toward behavioral goals....

  16. Parietal cortex integrates contextual and saliency signals during the encoding of natural scenes in working memory.

    Science.gov (United States)

    Santangelo, Valerio; Di Francesco, Simona Arianna; Mastroberardino, Serena; Macaluso, Emiliano

    2015-12-01

    The Brief presentation of a complex scene entails that only a few objects can be selected, processed indepth, and stored in memory. Both low-level sensory salience and high-level context-related factors (e.g., the conceptual match/mismatch between objects and scene context) contribute to this selection process, but how the interplay between these factors affects memory encoding is largely unexplored. Here, during fMRI we presented participants with pictures of everyday scenes. After a short retention interval, participants judged the position of a target object extracted from the initial scene. The target object could be either congruent or incongruent with the context of the scene, and could be located in a region of the image with maximal or minimal salience. Behaviourally, we found a reduced impact of saliency on visuospatial working memory performance when the target was out-of-context. Encoding-related fMRI results showed that context-congruent targets activated dorsoparietal regions, while context-incongruent targets de-activated the ventroparietal cortex. Saliency modulated activity both in dorsal and ventral regions, with larger context-related effects for salient targets. These findings demonstrate the joint contribution of knowledge-based and saliency-driven attention for memory encoding, highlighting a dissociation between dorsal and ventral parietal regions. © 2015 Wiley Periodicals, Inc.

  17. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  18. Mediatized play

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    Children’s play must nowadays be understood as a mediatized field in society and culture. Media – understood in a very broad sense - holds severe explanatory power in describing and understanding the practice of play, since play happens both with, through and inspired by media of different sorts........ In this presentation the case of ‘playing soccer’ will be outlined through its different mediated manifestations, including soccer games and programs on TV, computer games, magazines, books, YouTube videos and soccer trading cards....

  19. Play Practices and Play Moods

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2013-01-01

    The aim of this article is to develop a view of play as a relation between play practices and play moods based on an empirical study of children's everyday life and by using Bateson's term of ‘framing’ [(1955/2001). In Steps to an ecology of mind (pp. 75–80). Chicago: University of Chicago Press......], Schmidt's notion of ‘commonness’ [(2005). Om respekten. København: Danmarks Pædagogiske Universitets Forlag; (2011). On respect. Copenhagen: Danish School of Education University Press] and Heidegger's term ‘mood’ [(1938/1996). Time and being. Cornwall: Wiley-Blackwell.]. Play mood is a state of being...... in which we are open and ready, both to others and their production of meaning and to new opportunities for producing meaning. This play mood is created when we engage with the world during play practices. The article points out four types of play moods – devotion, intensity, tension and euphorica – which...

  20. Playing Shakespeare.

    Science.gov (United States)

    Bashian, Kathleen Ryniker

    1993-01-01

    Describes a yearlong project at 12 Catholic middle schools in the Diocese of Arlington, Virginia, to incorporate the plays of William Shakespeare into the curriculum. Teachers attended university lectures and directed students in performances of the plays. Concludes that Shakespeare can be understood and enjoyed by middle school students. (BCY)

  1. Global Transsaccadic Change Blindness During Scene Perception

    National Research Council Canada - National Science Library

    Henderson, John

    2003-01-01

    .... The results from two experiments demonstrated a global transsaccadic change-blindness effect, suggesting that point-by-point visual representations are not functional across saccades during complex scene perception. Ahstract.

  2. Robotic Discovery of the Auditory Scene

    National Research Council Canada - National Science Library

    Martinson, E; Schultz, A

    2007-01-01

    .... Motivated by the large negative effect of ambient noise sources on robot audition, the long-term goal is to provide awareness of the auditory scene to a robot, so that it may more effectively act...

  3. Scene Integration for Online VR Advertising Clouds

    Directory of Open Access Journals (Sweden)

    Michael Kalochristianakis

    2014-12-01

    Full Text Available This paper presents a scene composition approach that allows the combinational use of standard three dimensional objects, called models, in order to create X3D scenes. The module is an integral part of a broader design aiming to construct large scale online advertising infrastructures that rely on virtual reality technologies. The architecture addresses a number of problems regarding remote rendering for low end devices and last but not least, the provision of scene composition and integration. Since viewers do not keep information regarding individual input models or scenes, composition requires the consideration of mechanisms that add state to viewing technologies. In terms of this work we extended a well-known, open source X3D authoring tool.

  4. Pictures of technology

    International Nuclear Information System (INIS)

    Huber, J.

    1989-01-01

    The first part of the book describes the development of a polarised spectrum of attitudes towards science and technology over the last two decades. Positivistic attitudes that emerged from the materialistic branch of the period of Enlightenment are shown in contrast to the attitudes that stem from the philosophical line of Rousseau-romanticism-vitalism. The second part of the book presents the results of an empirical study, providing evidence for the existence of the different attitudes towards technology and the environment. The study is based on a representative opinion poll among civil servants, engineering professions, social workers, and artists. Engineers and social workers are shown to represent the two antipodes in terms of the 'dual-culture' theory. In addition, sex-specific and age-specific differences are explained, and the different pictures of technology drawn by personalities characterised by an attitude of active control in contrast to those characterised by an attitude of intuitive faith. (orig.) [de

  5. Pictures of the month

    CERN Multimedia

    Claudia Marcelloni de Oliveira

    Starting with this issue, we will publish special pictures illustrating the ongoing construction and commissioning efforts. If you wish to have a professionnal photographer immortalize your detector before it disappears in the heart of ATLAS or for a special event, don't hesitate to contact Claudia Marcelloni de Oliveira (16-3687) from the CERN photo service. Members of the pixel team preparing to insert the outermost layer (the outer of the three barrel pixel layers) into the Global Support Frame for the Pixel Detector in SR1. Ongoing work on the first Big Wheel on the C side. Exploded view of the side-C Big Wheel and the barrel cryostat. The TRT Barrel services (HV, LV, cooling liquid, active gas, flushing gas) are now completely connected and tested. Hats off to Kirill Egorov, Mike Reilly, Ben Legeyt and Godwin Mayers who managed to fit everything within the small clearance margin!

  6. Statistics of high-level scene context.

    Science.gov (United States)

    Greene, Michelle R

    2013-01-01

    CONTEXT IS CRITICAL FOR RECOGNIZING ENVIRONMENTS AND FOR SEARCHING FOR OBJECTS WITHIN THEM: contextual associations have been shown to modulate reaction time and object recognition accuracy, as well as influence the distribution of eye movements and patterns of brain activations. However, we have not yet systematically quantified the relationships between objects and their scene environments. Here I seek to fill this gap by providing descriptive statistics of object-scene relationships. A total of 48, 167 objects were hand-labeled in 3499 scenes using the LabelMe tool (Russell et al., 2008). From these data, I computed a variety of descriptive statistics at three different levels of analysis: the ensemble statistics that describe the density and spatial distribution of unnamed "things" in the scene; the bag of words level where scenes are described by the list of objects contained within them; and the structural level where the spatial distribution and relationships between the objects are measured. The utility of each level of description for scene categorization was assessed through the use of linear classifiers, and the plausibility of each level for modeling human scene categorization is discussed. Of the three levels, ensemble statistics were found to be the most informative (per feature), and also best explained human patterns of categorization errors. Although a bag of words classifier had similar performance to human observers, it had a markedly different pattern of errors. However, certain objects are more useful than others, and ceiling classification performance could be achieved using only the 64 most informative objects. As object location tends not to vary as a function of category, structural information provided little additional information. Additionally, these data provide valuable information on natural scene redundancy that can be exploited for machine vision, and can help the visual cognition community to design experiments guided by statistics

  7. Brain processing of emotional scenes in aging: effect of arousal and affective context.

    Directory of Open Access Journals (Sweden)

    Nicolas Gilles Mathieu

    Full Text Available Research on emotion showed an increase, with age, in prevalence of positive information relative to negative ones. This effect is called positivity effect. From the cerebral analysis of the Late Positive Potential (LPP, sensitive to attention, our study investigated to which extent the arousal level of negative scenes is differently processed between young and older adults and, to which extent the arousal level of negative scenes, depending on its value, may contextually modulate the cerebral processing of positive (and neutral scenes and favor the observation of a positivity effect with age. With this aim, two negative scene groups characterized by two distinct arousal levels (high and low were displayed into two separate experimental blocks in which were included positive and neutral pictures. The two blocks only differed by their negative pictures across participants, as to create two negative global contexts for the processing of the positive and neutral pictures. The results show that the relative processing of different arousal levels of negative stimuli, reflected by LPP, appears similar between the two age groups. However, a lower activity for negative stimuli is observed with the older group for both tested arousal levels. The processing of positive information seems to be preserved with age and is also not contextually impacted by negative stimuli in both younger and older adults. For neutral stimuli, a significantly reduced activity is observed for older adults in the contextual block of low-arousal negative stimuli. Globally, our study reveals that the positivity effect is mainly due to a modulation, with age, in processing of negative stimuli, regardless of their arousal level. It also suggests that processing of neutral stimuli may be modulated with age, depending on negative context in which they are presented to. These age-related effects could contribute to justify the differences in emotional preference with age.

  8. Processors and systems (picture processing)

    Energy Technology Data Exchange (ETDEWEB)

    Gemmar, P

    1983-01-01

    Automatic picture processing requires high performance computers and high transmission capacities in the processor units. The author examines the possibilities of operating processors in parallel in order to accelerate the processing of pictures. He therefore discusses a number of available processors and systems for picture processing and illustrates their capacities for special types of picture processing. He stresses the fact that the amount of storage required for picture processing is exceptionally high. The author concludes that it is as yet difficult to decide whether very large groups of simple processors or highly complex multiprocessor systems will provide the best solution. Both methods will be aided by the development of VLSI. New solutions have already been offered (systolic arrays and 3-d processing structures) but they also are subject to losses caused by inherently parallel algorithms. Greater efforts must be made to produce suitable software for multiprocessor systems. Some possibilities for future picture processing systems are discussed. 33 references.

  9. Functional Organization of the Parahippocampal Cortex: Dissociable Roles for Context Representations and the Perception of Visual Scenes.

    Science.gov (United States)

    Baumann, Oliver; Mattingley, Jason B

    2016-02-24

    The human parahippocampal cortex has been ascribed central roles in both visuospatial and mnemonic processes. More specifically, evidence suggests that the parahippocampal cortex subserves both the perceptual analysis of scene layouts as well as the retrieval of associative contextual memories. It remains unclear, however, whether these two functional roles can be dissociated within the parahippocampal cortex anatomically. Here, we provide evidence for a dissociation between neural activation patterns associated with visuospatial analysis of scenes and contextual mnemonic processing along the parahippocampal longitudinal axis. We used fMRI to measure parahippocampal responses while participants engaged in a task that required them to judge the contextual relatedness of scene and object pairs, which were presented either as words or pictures. Results from combined factorial and conjunction analyses indicated that the posterior section of parahippocampal cortex is driven predominantly by judgments associated with pictorial scene analysis, whereas its anterior section is more active during contextual judgments regardless of stimulus category (scenes vs objects) or modality (word vs picture). Activation maxima associated with visuospatial and mnemonic processes were spatially segregated, providing support for the existence of functionally distinct subregions along the parahippocampal longitudinal axis and suggesting that, in humans, the parahippocampal cortex serves as a functional interface between perception and memory systems. Copyright © 2016 the authors 0270-6474/16/362536-07$15.00/0.

  10. Puppet Visual Adaptation on Playing Cards as Educational Media

    Directory of Open Access Journals (Sweden)

    Joko Wiyoso

    2017-02-01

    Full Text Available This study aims at presenting an effective media in a form of puppet picture playing cards as a means to introduce traditional puppet to the society. Research and Development (R&D was chosen as the method to develop the playing cards. Results were presented in a form of the design of puppet picture playing cards as many as 54 cards as well as 54 puppet characters as the background pictures. The design of the playing cards is adjusted to the common playing cards which are distributed widely in the society, including both the sizes and symbols, like the pictures of spade, heart, diamond, and club. In detail, the design comprises: (1 the size of playing cards which is 6 cm width of the upper and lower sides and 9 cm length for the left and right sides. (2 The playing cards’ background is in a bright color so does the puppet picture on the card can be seen clearly.

  11. Preadolescent Girls' and Boys' Virtual MUD Play

    Science.gov (United States)

    Calvert, Sandra L.; Strouse, Gabrielle A.; Strong, Bonnie L.; Huffaker, David A.; Lai, Sean

    2009-01-01

    Same and opposite-sex pairs of preadolescents interacted twice in a MUD, a virtual domain where they created characters known as avatars and socially interacted with one another. Boys interacted primarily through rapid scene shifts and playful exchanges; girls interacted with one another through written dialogue. Opposite-sex pairs lagged behind…

  12. The Sport Expert's Attention Superiority on Skill-related Scene Dynamic by the Activation of left Medial Frontal Gyrus: An ERP and LORETA Study.

    Science.gov (United States)

    He, Mengyang; Qi, Changzhu; Lu, Yang; Song, Amanda; Hayat, Saba Z; Xu, Xia

    2018-05-21

    Extensive studies have shown that a sports expert is superior to a sports novice in visually perceptual-cognitive processes of sports scene information, however the attentional and neural basis of it has not been thoroughly explored. The present study examined whether a sport expert has the attentional superiority on scene information relevant to his/her sport skill, and explored what factor drives this superiority. To address this problem, EEGs were recorded as participants passively viewed sport scenes (tennis vs. non-tennis) and negative emotional faces in the context of a visual attention task, where the pictures of sport scenes or of negative emotional faces randomly followed the pictures with overlapping sport scenes and negative emotional faces. ERP results showed that for experts, the evoked potential of attentional competition elicited by the overlap of tennis scene was significantly larger than that evoked by the overlap of non-tennis scene, while this effect was absent for novices. The LORETA showed that the experts' left medial frontal gyrus (MFG) cortex was significantly more active as compared to the right MFG when processing the overlap of tennis scene, but the lateralization effect was not significant in novices. Those results indicate that experts have attentional superiority on skill-related scene information, despite intruding the scene through negative emotional faces that are prone to cause negativity bias toward their visual field as a strong distractor. This superiority is actuated by the activation of left MFG cortex and probably due to self-reference. Copyright © 2018 The Authors. Published by Elsevier Ltd.. All rights reserved.

  13. Methodology for stereoscopic motion-picture quality assessment

    Science.gov (United States)

    Voronov, Alexander; Vatolin, Dmitriy; Sumin, Denis; Napadovsky, Vyacheslav; Borisov, Alexey

    2013-03-01

    Creating and processing stereoscopic video imposes additional quality requirements related to view synchronization. In this work we propose a set of algorithms for detecting typical stereoscopic-video problems, which appear owing to imprecise setup of capture equipment or incorrect postprocessing. We developed a methodology for analyzing the quality of S3D motion pictures and for revealing their most problematic scenes. We then processed 10 modern stereo films, including Avatar, Resident Evil: Afterlife and Hugo, and analyzed changes in S3D-film quality over the years. This work presents real examples of common artifacts (color and sharpness mismatch, vertical disparity and excessive horizontal disparity) in the motion pictures we processed, as well as possible solutions for each problem. Our results enable improved quality assessment during the filming and postproduction stages.

  14. John Lennon, autograph hound: The fan-musician community in Hamburg's early rock-and-roll scene, 1960–65

    Directory of Open Access Journals (Sweden)

    Julia Sneeringer

    2011-03-01

    Full Text Available This article explores the Beat music scene in Hamburg, West Germany, in the early 1960s. This scene became famous for its role in incubating the Beatles, who played over 250 nights there in 1960–62, but this article focuses on the prominent role of fans in this scene. Here fans were welcomed by bands and club owners as cocreators of a scene that offered respite from the prevailing conformism of West Germany during the Economic Miracle. This scene, born at the confluence of commercial and subcultural impulses, was also instrumental in transforming rock and roll from a working-class niche product to a cross-class lingua franca for youth. It was also a key element in West Germany's broader processes of democratization during the 1960s, opening up social space in which the meanings of authority, respectability, and democracy itself could be questioned and reworked.

  15. Device for transmitting pictures and device for receiving said pictures

    NARCIS (Netherlands)

    1993-01-01

    Device for transmitting television pictures in the form of transform coefficients and motion vectors. The motion vectors of a sub-picture are converted (20) into a series of difference vectors and a reference vector. Said series is subsequently applied to a variable-length encoder (22) which encodes

  16. Biophotonics: the big picture

    Science.gov (United States)

    Marcu, Laura; Boppart, Stephen A.; Hutchinson, Mark R.; Popp, Jürgen; Wilson, Brian C.

    2018-02-01

    The 5th International Conference on Biophotonics (ICOB) held April 30 to May 1, 2017, in Fremantle, Western Australia, brought together opinion leaders to discuss future directions for the field and opportunities to consider. The first session of the conference, "How to Set a Big Picture Biophotonics Agenda," was focused on setting the stage for developing a vision and strategies for translation and impact on society of biophotonic technologies. The invited speakers, panelists, and attendees engaged in discussions that focused on opportunities and promising applications for biophotonic techniques, challenges when working at the confluence of the physical and biological sciences, driving factors for advances of biophotonic technologies, and educational opportunities. We share a summary of the presentations and discussions. Three main themes from the conference are presented in this position paper that capture the current status, opportunities, challenges, and future directions of biophotonics research and key areas of applications: (1) biophotonics at the nano- to microscale level; (2) biophotonics at meso- to macroscale level; and (3) biophotonics and the clinical translation conundrum.

  17. Postphenomenological Play

    DEFF Research Database (Denmark)

    Hammar, Emil

    This paper aims to identify an understanding of digital games in virtual environments by using Don Ihde’s (1990) postphenomenological approach to how technology mediates the world to human beings in conjunction with Hans-Georg Gadamer’s (1993) notion of play . Through this tentatively proposed am...... amalgamation of theories I point towards an alternative understanding of the relationship between play and game as not only dialectic, but also as socially and ethically relevant qua the design and implementation of the game as technology....

  18. Maxwellian Eye Fixation during Natural Scene Perception

    Directory of Open Access Journals (Sweden)

    Jean Duchesne

    2012-01-01

    Full Text Available When we explore a visual scene, our eyes make saccades to jump rapidly from one area to another and fixate regions of interest to extract useful information. While the role of fixation eye movements in vision has been widely studied, their random nature has been a hitherto neglected issue. Here we conducted two experiments to examine the Maxwellian nature of eye movements during fixation. In Experiment 1, eight participants were asked to perform free viewing of natural scenes displayed on a computer screen while their eye movements were recorded. For each participant, the probability density function (PDF of eye movement amplitude during fixation obeyed the law established by Maxwell for describing molecule velocity in gas. Only the mean amplitude of eye movements varied with expertise, which was lower in experts than novice participants. In Experiment 2, two participants underwent fixed time, free viewing of natural scenes and of their scrambled version while their eye movements were recorded. Again, the PDF of eye movement amplitude during fixation obeyed Maxwell’s law for each participant and for each scene condition (normal or scrambled. The results suggest that eye fixation during natural scene perception describes a random motion regardless of top-down or of bottom-up processes.

  19. Maxwellian Eye Fixation during Natural Scene Perception

    Science.gov (United States)

    Duchesne, Jean; Bouvier, Vincent; Guillemé, Julien; Coubard, Olivier A.

    2012-01-01

    When we explore a visual scene, our eyes make saccades to jump rapidly from one area to another and fixate regions of interest to extract useful information. While the role of fixation eye movements in vision has been widely studied, their random nature has been a hitherto neglected issue. Here we conducted two experiments to examine the Maxwellian nature of eye movements during fixation. In Experiment 1, eight participants were asked to perform free viewing of natural scenes displayed on a computer screen while their eye movements were recorded. For each participant, the probability density function (PDF) of eye movement amplitude during fixation obeyed the law established by Maxwell for describing molecule velocity in gas. Only the mean amplitude of eye movements varied with expertise, which was lower in experts than novice participants. In Experiment 2, two participants underwent fixed time, free viewing of natural scenes and of their scrambled version while their eye movements were recorded. Again, the PDF of eye movement amplitude during fixation obeyed Maxwell's law for each participant and for each scene condition (normal or scrambled). The results suggest that eye fixation during natural scene perception describes a random motion regardless of top-down or of bottom-up processes. PMID:23226987

  20. Correlated Topic Vector for Scene Classification.

    Science.gov (United States)

    Wei, Pengxu; Qin, Fei; Wan, Fang; Zhu, Yi; Jiao, Jianbin; Ye, Qixiang

    2017-07-01

    Scene images usually involve semantic correlations, particularly when considering large-scale image data sets. This paper proposes a novel generative image representation, correlated topic vector, to model such semantic correlations. Oriented from the correlated topic model, correlated topic vector intends to naturally utilize the correlations among topics, which are seldom considered in the conventional feature encoding, e.g., Fisher vector, but do exist in scene images. It is expected that the involvement of correlations can increase the discriminative capability of the learned generative model and consequently improve the recognition accuracy. Incorporated with the Fisher kernel method, correlated topic vector inherits the advantages of Fisher vector. The contributions to the topics of visual words have been further employed by incorporating the Fisher kernel framework to indicate the differences among scenes. Combined with the deep convolutional neural network (CNN) features and Gibbs sampling solution, correlated topic vector shows great potential when processing large-scale and complex scene image data sets. Experiments on two scene image data sets demonstrate that correlated topic vector improves significantly the deep CNN features, and outperforms existing Fisher kernel-based features.

  1. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    intact. In its final sections, the article discusses what happens to conditions of decision-making when organisations do not just see undecidability as a given condition, but as a limited resource indispensable for change and renewal. The article advances discussions of organisational play by exploring...

  2. Clay Play

    Science.gov (United States)

    Rogers, Liz; Steffan, Dana

    2009-01-01

    This article describes how to use clay as a potential material for young children to explore. As teachers, the authors find that their dialogue about the potential of clay as a learning medium raises many questions: (1) What makes clay so enticing? (2) Why are teachers noticing different play and conversation around the clay table as compared to…

  3. Sweet Play

    Science.gov (United States)

    Leung, Shuk-kwan S.; Lo, Jane-Jane

    2010-01-01

    This article features Sweet play math, a "math by the month" activity that involves decorating and making sugar cubes. Teachers may want to substitute straws, paper squares, alphabet blocks, or such commercially made manipulatives as Unifix[R] cubes for the real sweets. Given no allergy concerns, teachers and students alike would enjoy some sweet…

  4. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the v......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...... of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer...

  5. Playing Teacher.

    Science.gov (United States)

    Gilbert, Juan E.

    The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…

  6. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    The present article explores the role of music-related artefacts and technologies in children’s lives. More specifically, it analyzes how four 10- to 11-year old girls use CDs and DVD games in their music-play activities and which developmental themes and potentials may accrue from such activitie...

  7. Water Play

    Science.gov (United States)

    Cline, Jane E.; Smith, Brandy A.

    2016-01-01

    The inclusion of activities to develop sensory awareness, spatial thinking, and physical dexterity, operationalized through hands-on science lessons such as water play, have long been part of early childhood education. This practical article addresses Next Generation Science Standards K-2 ETS1-3 and K-2 ETS1-2 by having four-year-old…

  8. Subjective emotional over-arousal to neutral social scenes in paranoid schizophrenia.

    Science.gov (United States)

    Haralanova, Evelina; Haralanov, Svetlozar; Beraldi, Anna; Möller, Hans-Jürgen; Hennig-Fast, Kristina

    2012-02-01

    From the clinical practice and some experimental studies, it is apparent that paranoid schizophrenia patients tend to assign emotional salience to neutral social stimuli. This aberrant cognitive bias has been conceptualized to result from increased emotional arousal, but direct empirical data are scarce. The aim of the present study was to quantify the subjective emotional arousal (SEA) evoked by emotionally non-salient (neutral) compared to emotionally salient (negative) social stimuli in schizophrenia patients and healthy controls. Thirty male inpatients with paranoid schizophrenia psychosis and 30 demographically matched healthy controls rated their level of SEA in response to neutral and negative social scenes from the International Affective Picture System and the Munich Affective Picture System. Schizophrenia patients compared to healthy controls had an increased overall SEA level. This relatively higher SEA was evoked only by the neutral but not by the negative social scenes. To our knowledge, the present study is the first designed to directly demonstrate subjective emotional over-arousal to neutral social scenes in paranoid schizophrenia. This finding might explain previous clinical and experimental data and could be viewed as the missing link between the primary neurobiological and secondary psychological mechanisms of paranoid psychotic-symptom formation. Furthermore, despite being very short and easy to perform, the task we used appeared to be sensitive enough to reveal emotional dysregulation, in terms of emotional disinhibition/hyperactivation in paranoid schizophrenia patients. Thus, it could have further research and clinical applications, including as a neurobehavioral probe for imaging studies.

  9. Modeling global scene factors in attention

    Science.gov (United States)

    Torralba, Antonio

    2003-07-01

    Models of visual attention have focused predominantly on bottom-up approaches that ignored structured contextual and scene information. I propose a model of contextual cueing for attention guidance based on the global scene configuration. It is shown that the statistics of low-level features across the whole image can be used to prime the presence or absence of objects in the scene and to predict their location, scale, and appearance before exploring the image. In this scheme, visual context information can become available early in the visual processing chain, which allows modulation of the saliency of image regions and provides an efficient shortcut for object detection and recognition. 2003 Optical Society of America

  10. Contribution to the Catalogue of the painter and illustrator John Vanderbank: Six new Oils with Scenes of The Quixote in the Museum of Pontevedra

    Directory of Open Access Journals (Sweden)

    María Ángeles Tilve Jar

    2014-12-01

    Full Text Available In the Museum of Pontevedra stands out a set of six pictures of small format that narrate scenes of the Quixote. Realized in oil on table, they are works of the Englishman painter and illustrator John Vanderbank (1694-1739. In those pictures he adapts some of the prints that himself designed to illustrate the edition of luxury of Miguel de Cervantes who, promoted by Lord Carteret and printed by the Tonson brothers, was realized in London in 1738.

  11. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    event called InnoEvent, addressed to students in the fields of multimedia and healthcare. Being interested in studying games and role-play as tools to support independent learning in the field of design thinking and team-building, following Dewey’s (1938) theory of learning experience, we ran two...... workshops based on two classic role-play games: The Silent Game (Brandt, 2006) and The Six Thinking Hats (de Bono, 1985). These games were created to support students in learning design thinking in groups and are assigned positive values in literature, hence we expected a smooth process. However, our...... experience was rather characterized by conflictual negotiations with the students. Data from our observations and from interviews with group representatives show that the students took a discontinuous learning path, characterised by a false start, failure, and a thorough reconsideration of their work...

  12. fMRI responses to pictures of mutilation and contamination.

    Science.gov (United States)

    Schienle, Anne; Schäfer, Axel; Hermann, Andrea; Walter, Bertram; Stark, Rudolf; Vaitl, Dieter

    2006-01-30

    Findings from several functional magnetic resonance imaging (fMRI) studies implicate the existence of a distinct neural disgust substrate, whereas others support the idea of distributed and integrative brain systems involved in emotional processing. In the present fMRI experiment 12 healthy females viewed pictures from four emotion categories. Two categories were disgust-relevant and depicted contamination or mutilation. The other scenes showed attacks (fear) or were affectively neutral. The two types of disgust elicitors received comparable ratings for disgust, fear and arousal. Both were associated with activation of the occipitotemporal cortex, the amygdala, and the orbitofrontal cortex; insula activity was nonsignificant in the two disgust conditions. Mutilation scenes induced greater inferior parietal activity than contamination scenes, which might mirror their greater capacity to capture attention. Our results are in disagreement with the idea of selective disgust processing at the insula. They point to a network of brain regions involved in the decoding of stimulus salience and the regulation of attention.

  13. Review of infrared scene projector technology-1993

    Science.gov (United States)

    Driggers, Ronald G.; Barnard, Kenneth J.; Burroughs, E. E.; Deep, Raymond G.; Williams, Owen M.

    1994-07-01

    The importance of testing IR imagers and missile seekers with realistic IR scenes warrants a review of the current technologies used in dynamic infrared scene projection. These technologies include resistive arrays, deformable mirror arrays, mirror membrane devices, liquid crystal light valves, laser writers, laser diode arrays, and CRTs. Other methods include frustrated total internal reflection, thermoelectric devices, galvanic cells, Bly cells, and vanadium dioxide. A description of each technology is presented along with a discussion of their relative benefits and disadvantages. The current state of each methodology is also summarized. Finally, the methods are compared and contrasted in terms of their performance parameters.

  14. Short-term memory for pictures seen once or twice.

    Science.gov (United States)

    Martini, Paolo; Maljkovic, Vera

    2009-06-01

    The present study is concerned with the effects of exposure time, repetition, spacing and lag on old/new recognition memory for generic visual scenes presented in a RSVP paradigm. Early memory studies with verbal material found that knowledge of total exposure time at study is sufficient to accurately predict memory performance at test (the Total Time Hypothesis), irrespective of number of repetitions, spacing or lag. However, other studies have disputed such simple dependence of memory strength on total study time, demonstrating super-additive facilitatory effects of spacing and lag, as well as inhibitory effects, such as the Ranschburg effect, Repetition Blindness and the Attentional Blink. In the experimental conditions of the present study we find no evidence of either facilitatory or inhibitory effects: recognition memory for pictures in RSVP supports the Total Time Hypothesis. The data are consistent with an Unequal-Variance Signal Detection Theory model of memory that assumes the average strength and the variance of the familiarity of pictures both increase with total study time. The main conclusion is that the growth of visual scene familiarity with temporal exposure and repetition is a stochastically independent process.

  15. Cartographic Anxieties in Mongolia: The Bogd Khan's Picture-Map

    Directory of Open Access Journals (Sweden)

    Uranchimeg Tsultemin,

    2016-12-01

    Full Text Available This article extends cartography into ethnographic and representational practices for territorial inclusion (Hostetler 2005 and nation building (Krishna 1994. Outer Mongolia, a vassal state of the Qing Empire until 1911, produced ethnographic paintings intended as new cartographic visuals around the time of its independence. Mongolia’s last ruler, the Bogd Khan (1870–1924 commissioned the artist Balduugin Sharav to produce a large painting of the Mongol countryside titled Daily Events, a work that constitutes an unusual cartographic “picture-map” (Paul Harvey 1980 intended for a special public display. The work (now known as One Day in Mongolia depicts the Mongolian people as a distinct ethnic group in quotidian scenes of Central Mongolian (Khalkha nomadic life. This article demonstrates how the covert connections between the scenes together construct a Buddhist didactic narrative of the Wheel of Life, and argues that this picture-map was the result of the Tibetan-born ruler’s anxieties over ethnic identity, national unity, and the survival of his people, who strove for independence from the Qing, as well as their safe positioning vis-à-vis new political neighbors.

  16. Thinking through picturing

    DEFF Research Database (Denmark)

    Sauzet, Sofie Ørsted Dupuis

    2015-01-01

    research method called “snaplogs” to an agential-realist methodology. In this exercise, I have wanted to draw the students away from learning about practices, and orient them towards performing situated knowledges in and through practices in a way that is both sensible to and can render tangible...... the entangled “material-discursive” forces at play in particular practices. Drawing on this experiment, I offer a way of interpreting agential realism as a methodology for educational purposes, respectively for pedagogical application....

  17. Pictures in Pictures: Art History and Art Museums in Children's Picture Books

    Science.gov (United States)

    Yohlin, Elizabeth

    2012-01-01

    Children's picture books that recreate, parody, or fictionalize famous artworks and introduce the art museum experience, a genre to which I will refer as "children's art books," have become increasingly popular over the past decade. This essay explores the pedagogical implications of this trend through the family program "Picture Books and Picture…

  18. Attentional Bias towards Emotional Scenes in Boys with Attention Deficit Hyperactivity Disorder

    Directory of Open Access Journals (Sweden)

    Ebrahim Pishyareh

    2012-06-01

    Full Text Available Objective: Children with attention-deficit / hyperactivity disorder (ADHD react explosively and inappropriately to emotional stimuli. It could be hypothesized that these children have some impairment in attending to emotional cues. Based on this hypothesis, we conducted this study to evaluate visual directions of children with ADHD towards paired emotional scenes.Method: thirty boys between the ages of 6 and 11 years diagnosed with ADHD were compared with 30 age-matched normal boys. All participants were presented paired emotional and neutral scenes in the four following categories: pleasant-neutral; pleasant-unpleasant; unpleasant-neutral; and neutral – neutral. Meanwhile, their visual orientations towards these pictures were evaluated using the eye tracking system. The number and duration of first fixation and duration of first gaze were compared between the two groups using the MANOVA analysis. The performance of each group in different categories was also analyzed using the Friedman test.Results: With regards to duration of first gaze, which is the time taken to fixate on a picture before moving to another picture, ADHD children spent less time on pleasant pictures compared to normal group ,while they were looking at pleasant – neutral and unpleasant – pleasant pairs. The duration of first gaze on unpleasant pictures was higher while children with ADHD were looking at unpleasant – neutral pairs (P<0.01.Conclusion: based on the findings of this study it could be concluded that children with ADHD attend to unpleasant conditions more than normal children which leads to their emotional reactivity.

  19. Cognitive components of picture naming.

    Science.gov (United States)

    Johnson, C J; Paivio, A; Clark, J M

    1996-07-01

    A substantial research literature documents the effects of diverse item attributes, task conditions, and participant characteristics on the case of picture naming. The authors review what the research has revealed about 3 generally accepted stages of naming a pictured object: object identification, name activation, and response generation. They also show that dual coding theory gives a coherent and plausible account of these findings without positing amodal conceptual representations, and they identify issues and methods that may further advance the understanding of picture naming and related cognitive tasks.

  20. The Picture Exchange Communication System.

    Science.gov (United States)

    Bondy, A; Frost, L

    2001-10-01

    The Picture Exchange Communication System (PECS) is an alternative/augmentative communication system that was developed to teach functional communication to children with limited speech. The approach is unique in that it teaches children to initiate communicative interactions within a social framework. This article describes the advantages to implementing PECS over traditional approaches. The PECS training protocol is described wherein children are taught to exchange a single picture for a desired item and eventually to construct picture-based sentences and use a variety of attributes in their requests. The relationship of PECS's implementation to the development of speech in previously nonvocal students is reviewed.

  1. Playing Possum

    Directory of Open Access Journals (Sweden)

    Enrico Euli

    2016-07-01

    Full Text Available Our society is drenched in the catastrophe; where the growth of financial crisis, environmental cataclysm and militarization represents its gaudiest and mortifying phenomena. Humans struggle with depression, sense of impotence, anguish towards a future considered a threat.  A possibility to keep us alive can be represented by the enhancement of our ability in ‘playing Possum’, an exercise of desisting and renitence: to firmly say ‘no’. To say no to a world that proposes just one way of being and living free, that imposes as the only unavoidable possible destiny.

  2. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...... in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new...

  3. Behind the scenes at the LHC inauguration

    CERN Document Server

    2008-01-01

    On 21 October the LHC inauguration ceremony will take place and people from all over CERN have been busy preparing. With delegations from 38 countries attending, including ministers and heads of state, the Bulletin has gone behind the scenes to see what it takes to put together an event of this scale.

  4. OpenSceneGraph 3 Cookbook

    CERN Document Server

    Wang, Rui

    2012-01-01

    This is a cookbook full of recipes with practical examples enriched with code and the required screenshots for easy and quick comprehension. You should be familiar with the basic concepts of the OpenSceneGraph API and should be able to write simple programs. Some OpenGL and math knowledge will help a lot, too.

  5. Wall grid structure for interior scene synthesis

    KAUST Repository

    Xu, Wenzhuo; Wang, Bin; Yan, Dongming

    2015-01-01

    We present a system for automatically synthesizing a diverse set of semantically valid, and well-arranged 3D interior scenes for a given empty room shape. Unlike existing work on layout synthesis, that typically knows potentially needed 3D models

  6. From Theatre Improvisation To Video Scenes

    DEFF Research Database (Denmark)

    Larsen, Henry; Hvidt, Niels Christian; Friis, Preben

    2018-01-01

    At Sygehus Lillebaelt, a Danish hospital, there has been a focus for several years on patient communi- cation. This paper reflects on a course focusing on engaging with the patient’s existential themes in particular the negotiations around the creation of video scenes. In the initial workshops, w...

  7. Scene independent real-time indirect illumination

    DEFF Research Database (Denmark)

    Frisvad, Jeppe Revall; Christensen, Niels Jørgen; Falster, Peter

    2005-01-01

    A novel method for real-time simulation of indirect illumination is presented in this paper. The method, which we call Direct Radiance Mapping (DRM), is based on basal radiance calculations and does not impose any restrictions on scene geometry or dynamics. This makes the method tractable for rea...

  8. Assembling a game development scene? Uncovering Finland’s largest demo party

    Directory of Open Access Journals (Sweden)

    Heikki Tyni

    2014-03-01

    Full Text Available The study takes look at Assembly, a large-scale LAN and demo party founded in 1992 and organized annually in Helsinki, Finland. Assembly is used as a case study to explore the relationship between computer hobbyism – including gaming, demoscene and other related activities – and professional game development. Drawing from expert interviews, a visitor query and news coverage we ask what kind of functions Assembly has played for the scene in general, and on the formation and fostering of the Finnish game industry in particular. The conceptual contribution of the paper is constructed around the interrelated concepts of scene, technicity and gaming capital.

  9. Pictures, images, and recollective experience.

    Science.gov (United States)

    Dewhurst, S A; Conway, M A

    1994-09-01

    Five experiments investigated the influence of picture processing on recollective experience in recognition memory. Subjects studied items that differed in visual or imaginal detail, such as pictures versus words and high-imageability versus low-imageability words, and performed orienting tasks that directed processing either toward a stimulus as a word or toward a stimulus as a picture or image. Standard effects of imageability (e.g., the picture superiority effect and memory advantages following imagery) were obtained only in recognition judgments that featured recollective experience and were eliminated or reversed when recognition was not accompanied by recollective experience. It is proposed that conscious recollective experience in recognition memory is cued by attributes of retrieved memories such as sensory-perceptual attributes and records of cognitive operations performed at encoding.

  10. A stochastic picture of spin

    International Nuclear Information System (INIS)

    Faris, W.G.

    1981-01-01

    Dankel has shown how to incorporate spin into stochastic mechanics. The resulting non-local hidden variable theory gives an appealing picture of spin correlation experiments in which Bell's inequality is violated. (orig.)

  11. Heisenberg picture and measurement operation

    International Nuclear Information System (INIS)

    D'Espagnat, B.

    1992-01-01

    The idea is discussed according to which, in the Heisenberg picture, differently from the Schroedinger picture, the operators correspond exactly to the dynamic properties and the role of the density matrix is merely to describe our passive knowledge thereof. It is shown that the idea in question cannot be consistently kept as it is, and hints are given as to how it could be refined. (from author). 2 refs

  12. S3-2: Colorfulness Perception Adapting to Natural Scenes

    Directory of Open Access Journals (Sweden)

    Yoko Mizokami

    2012-10-01

    Full Text Available Our visual system has the ability to adapt to the color characteristics of environment and maintain stable color appearance. Many researches on chromatic adaptation and color constancy suggested that the different levels of visual processes involve the adaptation mechanism. In the case of colorfulness perception, it has been shown that the perception changes with adaptation to chromatic contrast modulation and to surrounding chromatic variance. However, it is still not clear how the perception changes in natural scenes and what levels of visual mechanisms contribute to the perception. Here, I will mainly present our recent work on colorfulness-adaptation in natural images. In the experiment, we examined whether the colorfulness perception of an image was influenced by the adaptation to natural images with different degrees of saturation. Natural and unnatural (shuffled or phase-scrambled images are used for adapting and test images, and all combinations of adapting and test images were tested (e.g., the combination of natural adapting images and a shuffled test image. The results show that colorfulness perception was influenced by adaptation to the saturation of images. A test image appeared less colorful after adaptation to saturated images, and vice versa. The effect of colorfulness adaptation was the strongest for the combination of natural adapting and natural test images. The fact that the naturalness of the spatial structure in an image affects the strength of the adaptation effect implies that the recognition of natural scene would play an important role in the adaptation mechanism.

  13. The time course of natural scene perception with reduced attention

    NARCIS (Netherlands)

    Groen, I.I.A.; Ghebreab, S.; Lamme, V.A.F.; Scholte, H.S.

    Attention is thought to impose an informational bottleneck on vision by selecting particular information from visual scenes for enhanced processing. Behavioral evidence suggests, however, that some scene information is extracted even when attention is directed elsewhere. Here, we investigated the

  14. Levels of processing and picture memory: the physical superiority effect.

    Science.gov (United States)

    Intraub, H; Nicklos, S

    1985-04-01

    Six experiments studied the effect of physical orienting questions (e.g., "Is this angular?") and semantic orienting questions (e.g., "Is this edible?") on memory for unrelated pictures at stimulus durations ranging from 125-2,000 ms. Results ran contrary to the semantic superiority "rule of thumb," which is based primarily on verbal memory experiments. Physical questions were associated with better free recall and cued recall of a diverse set of visual scenes (Experiments 1, 2, and 4). This occurred both when general and highly specific semantic questions were used (Experiments 1 and 2). Similar results were obtained when more simplistic visual stimuli--photographs of single objects--were used (Experiments 5 and 6). As in the case of the semantic superiority effect with words, the physical superiority effect for pictures was eliminated or reversed when the same physical questions were repeated throughout the session (Experiments 4 and 6). Conflicts with results of previous levels of processing experiments with words and nonverbal stimuli (e.g., faces) are explained in terms of the sensory-semantic model (Nelson, Reed, & McEvoy, 1977). Implications for picture memory research and the levels of processing viewpoint are discussed.

  15. Video Scene Parsing with Predictive Feature Learning

    OpenAIRE

    Jin, Xiaojie; Li, Xin; Xiao, Huaxin; Shen, Xiaohui; Lin, Zhe; Yang, Jimei; Chen, Yunpeng; Dong, Jian; Liu, Luoqi; Jie, Zequn; Feng, Jiashi; Yan, Shuicheng

    2016-01-01

    In this work, we address the challenging video scene parsing problem by developing effective representation learning methods given limited parsing annotations. In particular, we contribute two novel methods that constitute a unified parsing framework. (1) \\textbf{Predictive feature learning}} from nearly unlimited unlabeled video data. Different from existing methods learning features from single frame parsing, we learn spatiotemporal discriminative features by enforcing a parsing network to ...

  16. Interactive Procedural Modelling of Coherent Waterfall Scenes

    OpenAIRE

    Emilien , Arnaud; Poulin , Pierre; Cani , Marie-Paule; Vimont , Ulysse

    2015-01-01

    International audience; Combining procedural generation and user control is a fundamental challenge for the interactive design of natural scenery. This is particularly true for modelling complex waterfall scenes where, in addition to taking charge of geometric details, an ideal tool should also provide a user with the freedom to shape the running streams and falls, while automatically maintaining physical plausibility in terms of flow network, embedding into the terrain, and visual aspects of...

  17. Where and when Do Objects Become Scenes?

    Directory of Open Access Journals (Sweden)

    Jiye G. Kim

    2011-05-01

    Full Text Available Scenes can be understood with extraordinary speed and facility, not merely as an inventory of individual objects but in the coding of the relations among them. These relations, which can be readily described by prepositions or gerunds (e.g., a hand holding a pen, allows the explicit representation of complex structures. Where in the brain are inter-object relations specified? In a series of fMRI experiments, we show that pairs of objects shown as interacting elicit greater activity in LOC than when the objects are depicted side-by-side (e.g., a hand beside a pen. Other visual areas, PPA, IPS, and DLPFC, did not show this sensitivity to scene relations, rendering it unlikely that the relations were computed in these regions. Using EEG and TMS, we further show that LOC's sensitivity to object interactions arises around 170ms post stimulus onset and that disruption of normal LOC activity—but not IPS activity—is detrimental to the behavioral sensitivity of inter-object relations. Insofar as LOC is the earliest cortical region where shape is distinguished from texture, our results provide strong evidence that scene-like relations are achieved simultaneously with the perception of object shape and not inferred at some stage following object identification.

  18. A Virtual Environments Editor for Driving Scenes

    Directory of Open Access Journals (Sweden)

    Ronald R. Mourant

    2003-12-01

    Full Text Available The goal of this project was to enable the rapid creation of three-dimensional virtual driving environments. We designed and implemented a high-level scene editor that allows a user to construct a driving environment by pasting icons that represent 1 road segments, 2 road signs, 3 trees and 4 buildings. These icons represent two- and three-dimensional objects that have been predesigned. Icons can be placed in the scene at specific locations (x, y, and z coordinates. The editor includes the capability of a user to "drive" a vehicle using a computer mouse for steering, accelerating and braking. At any time during the process of building a virtual environment, a user may switch to "Run Mode" and inspect the three-dimensional scene by "driving" through it using the mouse. Adjustments and additions can be made to the virtual environment by going back to "Build Mode". Once a user is satisfied with the threedimensional virtual environment, it can be saved in a file. The file can used with Java3D software that enables the traversing of three-dimensional environments. The process of building virtual environments from predesigned icons can be applied to many other application areas. It will enable novice computer users to rapidly construct and use three-dimensional virtual environments.

  19. Gay and Lesbian Scene in Metelkova

    Directory of Open Access Journals (Sweden)

    Nataša Velikonja

    2013-09-01

    Full Text Available The article deals with the development of the gay and lesbian scene in ACC Metelkova, while specifying the preliminary aspects of establishing and building gay and lesbian activism associated with spatial issues. The struggle for space or occupying public space is vital for the gay and lesbian scene, as it provides not only the necessary socializing opportunities for gays and lesbians, but also does away with the historical hiding of homosexuality in the closet, in seclusion and silence. Because of their autonomy and long-term, continuous existence, homo-clubs at Metelkova contributed to the consolidation of the gay and lesbian scene in Slovenia and significantly improved the opportunities for cultural, social and political expression of gays and lesbians. Such a synthesis of the cultural, social and political, further intensified in Metelkova, and characterizes the gay and lesbian community in Slovenia from the very outset of gay and lesbian activism in 1984. It is this long-term synthesis that keeps this community in Slovenia so vital and politically resilient.

  20. The time course of natural scene perception with reduced attention.

    Science.gov (United States)

    Groen, Iris I A; Ghebreab, Sennay; Lamme, Victor A F; Scholte, H Steven

    2016-02-01

    Attention is thought to impose an informational bottleneck on vision by selecting particular information from visual scenes for enhanced processing. Behavioral evidence suggests, however, that some scene information is extracted even when attention is directed elsewhere. Here, we investigated the neural correlates of this ability by examining how attention affects electrophysiological markers of scene perception. In two electro-encephalography (EEG) experiments, human subjects categorized real-world scenes as manmade or natural (full attention condition) or performed tasks on unrelated stimuli in the center or periphery of the scenes (reduced attention conditions). Scene processing was examined in two ways: traditional trial averaging was used to assess the presence of a categorical manmade/natural distinction in event-related potentials, whereas single-trial analyses assessed whether EEG activity was modulated by scene statistics that are diagnostic of naturalness of individual scenes. The results indicated that evoked activity up to 250 ms was unaffected by reduced attention, showing intact categorical differences between manmade and natural scenes and strong modulations of single-trial activity by scene statistics in all conditions. Thus initial processing of both categorical and individual scene information remained intact with reduced attention. Importantly, however, attention did have profound effects on later evoked activity; full attention on the scene resulted in prolonged manmade/natural differences, increased neural sensitivity to scene statistics, and enhanced scene memory. These results show that initial processing of real-world scene information is intact with diminished attention but that the depth of processing of this information does depend on attention. Copyright © 2016 the American Physiological Society.

  1. Conceptual Masking: How One Picture Captures Attention from Another Picture.

    Science.gov (United States)

    Loftus, Geoffrey R.; And Others

    1988-01-01

    Five experiments studied operations of conceptual masking--the reduction of conceptual memory performance for an initial stimulus when it is followed by a masking picture process. The subjects were 337 undergraduates at the University of Washington (Seattle). Conceptual masking is distinguished from perceptual masking. (TJH)

  2. The Picture Exchange Communication System: Digital Photographs versus Picture Symbols

    Science.gov (United States)

    Jonaitis, Carmen

    2011-01-01

    The Picture Exchange Communication System (PECS) is an augmentative and alternative system (AAC) used to improve and increase communication for children with Autism Spectrum Disorder (ASD) and other developmental disorders. Research addressing the efficacy of this system is increasing; however, there is limited information published that evaluates…

  3. Implicit and explicit categorization of natural scenes.

    Science.gov (United States)

    Codispoti, Maurizio; Ferrari, Vera; De Cesarei, Andrea; Cardinale, Rossella

    2006-01-01

    Event-related potential (ERP) studies have consistently found that emotionally arousing (pleasant and unpleasant) pictures elicit a larger late positive potential (LPP) than neutral pictures in a window from 400 to 800 ms after picture onset. In addition, an early ERP component has been reported to vary with emotional arousal in a window from about 150 to 300 ms with affective, compared to neutral stimuli, prompting significantly less positivity over occipito-temporal sites. Similar early and late ERP components have been found in explicit categorization tasks, suggesting that selective attention to target features results in similar cortical changes. Several studies have shown that the affective modulation of the LPP persisted even when the same pictures are repeated several times, when they are presented as distractors, or when participants are engaged in a competing task. These results indicate that categorization of affective stimuli is an obligatory process. On the other hand, perceptual factors (e.g., stimulus size) seem to affect the early ERP component but not the affective modulation of the LPP. Although early and late ERP components vary with stimulus relevance, given that they are differentially affected by stimulus and task manipulations, they appear to index different facets of picture processing.

  4. Vertices in the abelized picture

    International Nuclear Information System (INIS)

    Embacher, F.

    1990-01-01

    Covariant vertices of open bosonic string theory are transformed to the abelized picture. The way the pure transverse (light-cone gauge) vertex is contained therein is exhibited explicitly. The formalism shows in a quite transparent way that all further content of a covariant vertex is of gauge type. By applying the transverse projection operator in the abelized picture, an algebraic condition whether a set of Neumann coefficients define a vertex for string theory is obtained. A speculation concerning field redefinitions in string field theory is added. (Author) 33 refs

  5. Bringing in the Bard: Shakespearean Plays as Context for Instrumental Analysis Projects

    Science.gov (United States)

    Kloepper, Kathryn D.

    2015-01-01

    Scenes from the works of William Shakespeare were incorporated into individual and group projects for an upper-level chemistry class, instrumental analysis. Students read excerpts from different plays and then viewed a corresponding video clip from a stage or movie production. Guided-research assignments were developed based on these scenes. These…

  6. Implicit emotion regulation in the context of viewing artworks: ERP evidence in response to pleasant and unpleasant pictures.

    Science.gov (United States)

    Van Dongen, Noah N N; Van Strien, Jan W; Dijkstra, Katinka

    2016-08-01

    Presenting affective pictures as a work of art could change perceivers' judgment and strength in emotional reactions. Aesthetic theory states that perceivers of art emotionally distance themselves, allowing them to appreciate works of art depicting gruesome events. To examine whether implicit emotion regulation is induced by an art context, we assessed whether presenting pleasant and unpleasant IAPS pictures as either "works of art comprising paintings, digital renderings, and photographs of staged scenes" or "photographs depicting real events" modulated perceivers' Late Positive Potentials (LPP) and likability ratings. In line with previous research and aesthetic theory, participants evaluated the IAPS pictures as more likable when they were presented as works of art than when they were presented as photographs. Moreover, participants' late LPP amplitudes (600-900ms post picture onset) in response to the pictures were attenuated in the art context condition. These results provide evidence for an implicit emotion regulation induced by the art context. Copyright © 2016 Elsevier Inc. All rights reserved.

  7. Child Illustrators: Making Meaning through Visual Art in Picture Books

    Science.gov (United States)

    Villarreal, Alicia; Minton, Sylvia; Martinez, Miriam

    2015-01-01

    In picture books, illustrations often play a critical role in helping authors tell stories. Instruction in the elements of composition including visual, textual, and peritextual features enhances meaning for children when they are given the opportunity to become authors of their own picturebooks. This study was conducted in a fourth grade…

  8. U.S. Children's Picture Books and the Homonormative Subject

    Science.gov (United States)

    Taylor, Nathan

    2012-01-01

    The author examines the role U.S. lesbian- and gay-themed children's picture books play in the deployment of a homonormative subject, how that deployment occurs, and what the consequences are of such a deployment for children; lesbian, gay, bisexual, transgender, queer, and intersex (LGBTQI) communities; and the larger society. The author, through…

  9. Characteristics of color memory for natural scenes

    Science.gov (United States)

    Amano, Kinjiro; Uchikawa, Keiji; Kuriki, Ichiro

    2002-08-01

    To study the characteristics of color memory for natural images, a memory-identification task was performed with differing color contrasts; three of the contrasts were defined by chromatic and luminance components of the image, and the others were defined with respect to the categorical colors. After observing a series of pictures successively, subjects identified the pictures using a confidence rating. Detection of increased contrasts tended to be harder than detection of decreased contrasts, suggesting that the chromaticness of pictures is enhanced in memory. Detecting changes within each color category was more difficult than across the categories. A multiple mechanism that processes color differences and categorical colors is briefly considered. 2002 Optical Society of America

  10. Disentangling the effects of spatial inconsistency of targets and distractors when searching in realistic scenes.

    Science.gov (United States)

    Spotorno, Sara; Malcolm, George L; Tatler, Benjamin W

    2015-02-10

    Previous research has suggested that correctly placed objects facilitate eye guidance, but also that objects violating spatial associations within scenes may be prioritized for selection and subsequent inspection. We analyzed the respective eye guidance of spatial expectations and target template (precise picture or verbal label) in visual search, while taking into account any impact of object spatial inconsistency on extrafoveal or foveal processing. Moreover, we isolated search disruption due to misleading spatial expectations about the target from the influence of spatial inconsistency within the scene upon search behavior. Reliable spatial expectations and precise target template improved oculomotor efficiency across all search phases. Spatial inconsistency resulted in preferential saccadic selection when guidance by template was insufficient to ensure effective search from the outset and the misplaced object was bigger than the objects consistently placed in the same scene region. This prioritization emerged principally during early inspection of the region, but the inconsistent object also tended to be preferentially fixated overall across region viewing. These results suggest that objects are first selected covertly on the basis of their relative size and that subsequent overt selection is made considering object-context associations processed in extrafoveal vision. Once the object was fixated, inconsistency resulted in longer first fixation duration and longer total dwell time. As a whole, our findings indicate that observed impairment of oculomotor behavior when searching for an implausibly placed target is the combined product of disruption due to unreliable spatial expectations and prioritization of inconsistent objects before and during object fixation. © 2015 ARVO.

  11. Every Picture Tells a Story

    NARCIS (Netherlands)

    Dr. Piet Bakker

    2011-01-01

    Het doel van het project Every Picture Tells a Story is om samen met het werkveld methoden, technieken en kennis te ontwikkelen voor het produceren van effectieve infographics. Dit is nodig omdat de vraag naar infographics in de markt snel toeneemt. Bedrijfsleven en overheden kiezen er steeds vaker

  12. The Picture of Dorian Gray

    NARCIS (Netherlands)

    Wilde, Oscar

    2005-01-01

    On its first publication The Picture of Dorian Gray was regarded as dangerously modern in its depiction of fin-de-sicle decadence. In this updated version of the Faust story, the tempter is Lord Henry Wotton, who lives selfishly for amoral pleasure; Dorian's good angel is the portrait painter Basil

  13. SOFTWARE SUPPORT FOR RICH PICTURES

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2010-01-01

    Rich pictures (RP) are common in object-oriented analysis and design courses, but students seem to have problems in integrating them in their projects' workflow. A new software tool is being developed, specific for RP authoring. To better understand students' issues and working practice with RP...

  14. Effect of emotional picture viewing on voluntary eyeblinks.

    Directory of Open Access Journals (Sweden)

    Suvi Karla

    Full Text Available Eyeblinks, whether reflexive or voluntary, play an important role in protecting our vision. When viewing pictures, reflexive eyeblinks are known to be modulated by the emotional state induced thereby. More specifically, the hedonic valence (unpleasantness-pleasantness induced by the picture has been shown to have a linear relationship with the amplitude of a startle blink elicited during picture viewing. This effect has been attributed to congruence between an ongoing state and task demands: an unpleasant emotional state is assumed to bias our attention towards potentially harmful stimuli, such as startle tones. However, recent research suggests that the valence-specific modulation may not be limited to the sensory parts of the reflexive pathway related to startle responses. Here, we examined the effect of emotional picture viewing on voluntary (in response to a written command eyeblinks in adult humans. Emotional modulation of startle blinks was also evaluated. We found that when viewing unpleasant pictures, the amplitude of reflexive eyeblinks was augmented, but the amplitude of voluntary eyeblinks was unaffected. Nevertheless, the response latencies of voluntary eyeblinks were found to be delayed during the viewing of pleasant and unpleasant relative to neutral pictures. We conclude that these results support the theory that emotional experience augments sensory processing specific to potentially harmful stimuli. Further, the emotional state seems not to exert an effect on voluntarily elicited motor activity.

  15. Primal scene derivatives in the work of Yukio Mishima: the primal scene fantasy.

    Science.gov (United States)

    Turco, Ronald N

    2002-01-01

    This article discusses the preoccupation with fire, revenge, crucifixion, and other fantasies as they relate to the primal scene. The manifestations of these fantasies are demonstrated in a work of fiction by Yukio Mishima. The Temple of the Golden Pavillion. As is the case in other writings of Mishima there is a fusion of aggressive and libidinal drives and a preoccupation with death. The primal scene is directly connected with pyromania and destructive "acting out" of fantasies. This article is timely with regard to understanding contemporary events of cultural and national destruction.

  16. Testing the snake-detection hypothesis: larger early posterior negativity in humans to pictures of snakes than to pictures of other reptiles, spiders and slugs.

    Science.gov (United States)

    Van Strien, Jan W; Franken, Ingmar H A; Huijding, Jorg

    2014-01-01

    According to the snake detection hypothesis (Isbell, 2006), fear specifically of snakes may have pushed evolutionary changes in the primate visual system allowing pre-attentional visual detection of fearful stimuli. A previous study demonstrated that snake pictures, when compared to spiders or bird pictures, draw more early attention as reflected by larger early posterior negativity (EPN). Here we report two studies that further tested the snake detection hypothesis. In Study 1, we tested whether the enlarged EPN is specific for snakes or also generalizes to other reptiles. Twenty-four healthy, non-phobic women watched the random rapid serial presentation of snake, crocodile, and turtle pictures. The EPN was scored as the mean activity at occipital electrodes (PO3, O1, Oz, PO4, O2) in the 225-300 ms time window after picture onset. The EPN was significantly larger for snake pictures than for pictures of the other reptiles. In Study 2, we tested whether disgust plays a role in the modulation of the EPN and whether preferential processing of snakes also can be found in men. 12 men and 12 women watched snake, spider, and slug pictures. Both men and women exhibited the largest EPN amplitudes to snake pictures, intermediate amplitudes to spider pictures and the smallest amplitudes to slug pictures. Disgust ratings were not associated with EPN amplitudes. The results replicate previous findings and suggest that ancestral priorities modulate the early capture of visual attention.

  17. Reconsolidation from negative emotional pictures: is successful retrieval required?

    Science.gov (United States)

    Finn, Bridgid; Roediger, Henry L; Rosenzweig, Emily

    2012-10-01

    Finn and Roediger (Psychological science 22:781-786, 2011) found that when a negative emotional picture was presented immediately after a successful retrieval, later test performance was enhanced as compared to when a neutral picture or a blank screen had been shown. This finding implicates the period immediately following retrieval as playing an important role in determining later retention via reconsolidation. In two new experiments, we investigated whether successful retrieval was required to show the enhancing effect of negative emotion on later recall. In both experiments, the participants studied Swahili-English vocabulary pairs, took an intervening cued-recall test, and were given a final cued-recall test on all items. In Experiment 1, we tested a distinctiveness explanation of the effect. The results showed that neither presentation of a negative picture just prior to successful retrieval nor presentation of a positive picture after successful retrieval produced the enhancing effect that was seen when negative pictures were presented after successful retrieval. In Experiment 2, we tested whether the enhancing effect would occur when a negative picture followed an unsuccessful retrieval attempt with feedback, and a larger enhancement effect occurred after errors of commission than after errors of omission. These results indicate that effort in retrieving is critical to the enhancing effect shown with negative pictures; whether the target is produced by the participant or given by an external source following a commission error does not matter. We interpret these results as support for semantic enrichment as a key element in producing the enhancing effect of negative pictures that are presented after a retrieval attempt.

  18. THE EXPLORATION OF THE SELF IN PICTURES. PHOTO-THERAPY

    Directory of Open Access Journals (Sweden)

    ELENA NEDELCU

    2012-05-01

    Full Text Available We are living in a world surrounded by images; everywhere we go we are overwhelmed by commercials, plasma screens, posters etc. We get lost in these “perfect” pictures, we dream about that perfect body, that perfect sunny holiday and that perfectly happy family. We spend time consuming those pictures, but we don’t spend time to see ourselves as we are, to discover our inner self. But, can we discover ourselves in pictures? I believe so, but only when the pictures are created and not consumed. When pictures are created, creation becomes therapy and the result of the work becomes a means of self discovery and exploration. There are many examples of artists using different media like: sculpture, painting, installation, video that create pictures making use of their own body/face, of their own lives, of their own dreams, hallucinations or obsessions. This is a good way to bring their problems out of the subconscious, to use them in a creative and playful way, to visualize them and to share them with the world. The paper intends to explore the possibilities of self discovery through creating pictures, and in what proportion this activity can become therapy, art or both. The analysis will focus on the possibilities of accepting and comprehending oneself by taking pictures of oneself; on how genuine self-portraits can overcome the individual conflict between who one actually is, what one believes people’s perceptions of oneself are and who one thinks people want one to be in order to be accepted or even successful.

  19. Terrain Simplification Research in Augmented Scene Modeling

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    environment. As one of the most important tasks in augmented scene modeling, terrain simplification research has gained more and more attention. In this paper, we mainly focus on point selection problem in terrain simplification using triangulated irregular network. Based on the analysis and comparison of traditional importance measures for each input point, we put forward a new importance measure based on local entropy. The results demonstrate that the local entropy criterion has a better performance than any traditional methods. In addition, it can effectively conquer the "short-sight" problem associated with the traditional methods.

  20. The anatomy of the crime scene

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    2010-01-01

    in the way that the certain actions and events which have taken place have left a variety of marks and traces which may be read and interpreted. Traces of blood, nails, hair constitutes (DNA)codes which can be decrypted and deciphered, in the same way as traces of gun powder, bullet holes, physical damage...... and interpretation. During her investigation the detective's ability to make logical reasoning and deductive thinking as well as to make use of her imagination is crucial to how the crime scene is first deconstructed and then reconstructed as a setting for the story (that is the actions of crime). By decoding...

  1. Image policy, subjectivation and argument scenes

    Directory of Open Access Journals (Sweden)

    Ângela Cristina Salgueiro Marques

    2014-12-01

    Full Text Available This paper is aimed at discussing, with focus on Jacques Rancière, how an image policy can be noticed in the creative production of scenes of dissent from which the political agent emerge, appears and constitute himself in a process of subjectivation. The political and critical power of the image is linked to survival acts: operations and attempts that enable to resist to captures, silences and excesses comitted by the media discourses, by the social institutions and by the State.

  2. IR characteristic simulation of city scenes based on radiosity model

    Science.gov (United States)

    Xiong, Xixian; Zhou, Fugen; Bai, Xiangzhi; Yu, Xiyu

    2013-09-01

    Reliable modeling for thermal infrared (IR) signatures of real-world city scenes is required for signature management of civil and military platforms. Traditional modeling methods generally assume that scene objects are individual entities during the physical processes occurring in infrared range. However, in reality, the physical scene involves convective and conductive interactions between objects as well as the radiations interactions between objects. A method based on radiosity model describes these complex effects. It has been developed to enable an accurate simulation for the radiance distribution of the city scenes. Firstly, the physical processes affecting the IR characteristic of city scenes were described. Secondly, heat balance equations were formed on the basis of combining the atmospheric conditions, shadow maps and the geometry of scene. Finally, finite difference method was used to calculate the kinetic temperature of object surface. A radiosity model was introduced to describe the scattering effect of radiation between surface elements in the scene. By the synthesis of objects radiance distribution in infrared range, we could obtain the IR characteristic of scene. Real infrared images and model predictions were shown and compared. The results demonstrate that this method can realistically simulate the IR characteristic of city scenes. It effectively displays the infrared shadow effects and the radiation interactions between objects in city scenes.

  3. Semantic guidance of eye movements in real-world scenes.

    Science.gov (United States)

    Hwang, Alex D; Wang, Hsueh-Cheng; Pomplun, Marc

    2011-05-25

    The perception of objects in our visual world is influenced by not only their low-level visual features such as shape and color, but also their high-level features such as meaning and semantic relations among them. While it has been shown that low-level features in real-world scenes guide eye movements during scene inspection and search, the influence of semantic similarity among scene objects on eye movements in such situations has not been investigated. Here we study guidance of eye movements by semantic similarity among objects during real-world scene inspection and search. By selecting scenes from the LabelMe object-annotated image database and applying latent semantic analysis (LSA) to the object labels, we generated semantic saliency maps of real-world scenes based on the semantic similarity of scene objects to the currently fixated object or the search target. An ROC analysis of these maps as predictors of subjects' gaze transitions between objects during scene inspection revealed a preference for transitions to objects that were semantically similar to the currently inspected one. Furthermore, during the course of a scene search, subjects' eye movements were progressively guided toward objects that were semantically similar to the search target. These findings demonstrate substantial semantic guidance of eye movements in real-world scenes and show its importance for understanding real-world attentional control. Copyright © 2011 Elsevier Ltd. All rights reserved.

  4. Integration and segregation in auditory scene analysis

    Science.gov (United States)

    Sussman, Elyse S.

    2005-03-01

    Assessment of the neural correlates of auditory scene analysis, using an index of sound change detection that does not require the listener to attend to the sounds [a component of event-related brain potentials called the mismatch negativity (MMN)], has previously demonstrated that segregation processes can occur without attention focused on the sounds and that within-stream contextual factors influence how sound elements are integrated and represented in auditory memory. The current study investigated the relationship between the segregation and integration processes when they were called upon to function together. The pattern of MMN results showed that the integration of sound elements within a sound stream occurred after the segregation of sounds into independent streams and, further, that the individual streams were subject to contextual effects. These results are consistent with a view of auditory processing that suggests that the auditory scene is rapidly organized into distinct streams and the integration of sequential elements to perceptual units takes place on the already formed streams. This would allow for the flexibility required to identify changing within-stream sound patterns, needed to appreciate music or comprehend speech..

  5. Efficient 3D scene modeling and mosaicing

    CERN Document Server

    Nicosevici, Tudor

    2013-01-01

    This book proposes a complete pipeline for monocular (single camera) based 3D mapping of terrestrial and underwater environments. The aim is to provide a solution to large-scale scene modeling that is both accurate and efficient. To this end, we have developed a novel Structure from Motion algorithm that increases mapping accuracy by registering camera views directly with the maps. The camera registration uses a dual approach that adapts to the type of environment being mapped.   In order to further increase the accuracy of the resulting maps, a new method is presented, allowing detection of images corresponding to the same scene region (crossovers). Crossovers then used in conjunction with global alignment methods in order to highly reduce estimation errors, especially when mapping large areas. Our method is based on Visual Bag of Words paradigm (BoW), offering a more efficient and simpler solution by eliminating the training stage, generally required by state of the art BoW algorithms.   Also, towards dev...

  6. Tachistoscopic illumination and masking of real scenes.

    Science.gov (United States)

    Chichka, David; Philbeck, John W; Gajewski, Daniel A

    2015-03-01

    Tachistoscopic presentation of scenes has been valuable for studying the emerging properties of visual scene representations. The spatial aspects of this work have generally been focused on the conceptual locations (e.g., next to the refrigerator) and directional locations of objects in 2-D arrays and/or images. Less is known about how the perceived egocentric distance of objects develops. Here we describe a novel system for presenting brief glimpses of a real-world environment, followed by a mask. The system includes projectors with mechanical shutters for projecting the fixation and masking images, a set of LED floodlights for illuminating the environment, and computer-controlled electronics to set the timing and initiate the process. Because a real environment is used, most visual distance and depth cues can be manipulated using traditional methods. The system is inexpensive, robust, and its components are readily available in the marketplace. This article describes the system and the timing characteristics of each component. We verified the system's ability to control exposure to time scales as low as a few milliseconds.

  7. Structuralist readings: Painting vs. picture

    Directory of Open Access Journals (Sweden)

    Marinkov-Pavlović Lidija

    2016-01-01

    Full Text Available The aim of the paper is to point to two fundamentally different strategies of painting practice, that is, to two subsystems of painting: picture and painting. This differentiation can be made within the framework of semiotic and semiological analyses which have developed in theory under the influence of structuralism. The first part of the paper offers a basic insight into the linguistic foundation of structuralistic concept, and then sets a thesis about the possibility of analogue reconceptualisation of semiotics/semiology of painting through Julia Kristeva's semiotics and Roland Barthes' semiology. In addition, it points to the concrete concepts of structural analysis which have accentuated the opposition picture-painting with the examples of art practice concurrent to the development of structuralism. However, what is revealed is that various structuralist readings are significantly subjective to unstable relationship between the basic elements in the pictorial object, that is, in the work of painting.

  8. Structuralist readings: Painting vs. picture

    OpenAIRE

    Marinkov-Pavlović Lidija

    2016-01-01

    The aim of the paper is to point to two fundamentally different strategies of painting practice, that is, to two subsystems of painting: picture and painting. This differentiation can be made within the framework of semiotic and semiological analyses which have developed in theory under the influence of structuralism. The first part of the paper offers a basic insight into the linguistic foundation of structuralistic concept, and then sets a thesis about the possibility of analogue reconceptu...

  9. Strings in the abelized picture

    International Nuclear Information System (INIS)

    Embacher, F.

    1990-01-01

    The transformation properties of the bosonic string variables under the recently discovered abelizing operator are exhibited. The intimate relation of this operator to the light-cone gauge condition is illustrated for the classical string. As an application of the formalism, the derivation of the BRST cohomology by the method of Freemann and Olive is carried over to the abelized picture, where it takes a particularly simple from. (orig.)

  10. Strings in the abelized picture

    International Nuclear Information System (INIS)

    Embacher, F.

    1990-01-01

    The transformation properties of the bosonic string variables under the recently discovered abelizing operator are exhibited. The intimate relation of this operator to the light-cone gauge condition is illustrated for the classical string. As an application of the formalism, the derivation of the BRST cohomology by the method of Freeman and Olive is carried over to the abelized picture, where it takes a particulary simple form. 14 refs. (Author)

  11. Sustainable agriculture in the picture

    International Nuclear Information System (INIS)

    Brouwer, F.M.; De Bont, C.J.A.M.; Leneman, H.; Van der Meulen, H.A.B.

    2004-01-01

    Sustainable agriculture in the picture provides a systematic overview of the available data that are relevant for debate on transitions towards sustainable agriculture. Review for the agrocomplex, greenhouse horticulture, dairy farming and pig farming. Indicators on economy, environment, nature, animal welfare, human and animal health. Results achieved in practice for the three dimensions of sustainable agriculture, namely economics ('profit'), ecology ('planet') and socio-cultural ('people') [nl

  12. The scene and the unseen: manipulating photographs for experiments on change blindness and scene memory: image manipulation for change blindness.

    Science.gov (United States)

    Ball, Felix; Elzemann, Anne; Busch, Niko A

    2014-09-01

    The change blindness paradigm, in which participants often fail to notice substantial changes in a scene, is a popular tool for studying scene perception, visual memory, and the link between awareness and attention. Some of the most striking and popular examples of change blindness have been demonstrated with digital photographs of natural scenes; in most studies, however, much simpler displays, such as abstract stimuli or "free-floating" objects, are typically used. Although simple displays have undeniable advantages, natural scenes remain a very useful and attractive stimulus for change blindness research. To assist researchers interested in using natural-scene stimuli in change blindness experiments, we provide here a step-by-step tutorial on how to produce changes in natural-scene images with a freely available image-processing tool (GIMP). We explain how changes in a scene can be made by deleting objects or relocating them within the scene or by changing the color of an object, in just a few simple steps. We also explain how the physical properties of such changes can be analyzed using GIMP and MATLAB (a high-level scientific programming tool). Finally, we present an experiment confirming that scenes manipulated according to our guidelines are effective in inducing change blindness and demonstrating the relationship between change blindness and the physical properties of the change and inter-individual differences in performance measures. We expect that this tutorial will be useful for researchers interested in studying the mechanisms of change blindness, attention, or visual memory using natural scenes.

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

    Directory of Open Access Journals (Sweden)

    Tiziana ePedale

    2015-02-01

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

  14. A hierarchical inferential method for indoor scene classification

    Directory of Open Access Journals (Sweden)

    Jiang Jingzhe

    2017-12-01

    Full Text Available Indoor scene classification forms a basis for scene interaction for service robots. The task is challenging because the layout and decoration of a scene vary considerably. Previous studies on knowledge-based methods commonly ignore the importance of visual attributes when constructing the knowledge base. These shortcomings restrict the performance of classification. The structure of a semantic hierarchy was proposed to describe similarities of different parts of scenes in a fine-grained way. Besides the commonly used semantic features, visual attributes were also introduced to construct the knowledge base. Inspired by the processes of human cognition and the characteristics of indoor scenes, we proposed an inferential framework based on the Markov logic network. The framework is evaluated on a popular indoor scene dataset, and the experimental results demonstrate its effectiveness.

  15. Perceptual load in different regions of the visual scene and its relevance for driving.

    Science.gov (United States)

    Marciano, Hadas; Yeshurun, Yaffa

    2015-06-01

    The aim of this study was to better understand the role played by perceptual load, at both central and peripheral regions of the visual scene, in driving safety. Attention is a crucial factor in driving safety, and previous laboratory studies suggest that perceptual load is an important factor determining the efficiency of attentional selectivity. Yet, the effects of perceptual load on driving were never studied systematically. Using a driving simulator, we orthogonally manipulated the load levels at the road (central load) and its sides (peripheral load), while occasionally introducing critical events at one of these regions. Perceptual load affected driving performance at both regions of the visual scene. Critically, the effect was different for central versus peripheral load: Whereas load levels on the road mainly affected driving speed, load levels on its sides mainly affected the ability to detect critical events initiating from the roadsides. Moreover, higher levels of peripheral load impaired performance but mainly with low levels of central load, replicating findings with simple letter stimuli. Perceptual load has a considerable effect on driving, but the nature of this effect depends on the region of the visual scene at which the load is introduced. Given the observed importance of perceptual load, authors of future studies of driving safety should take it into account. Specifically, these findings suggest that our understanding of factors that may be relevant for driving safety would benefit from studying these factors under different levels of load at different regions of the visual scene. © 2014, Human Factors and Ergonomics Society.

  16. Association of auditory-verbal and visual hallucinations with impaired and improved recognition of colored pictures.

    Science.gov (United States)

    Brébion, Gildas; Stephan-Otto, Christian; Usall, Judith; Huerta-Ramos, Elena; Perez del Olmo, Mireia; Cuevas-Esteban, Jorge; Haro, Josep Maria; Ochoa, Susana

    2015-09-01

    A number of cognitive underpinnings of auditory hallucinations have been established in schizophrenia patients, but few have, as yet, been uncovered for visual hallucinations. In previous research, we unexpectedly observed that auditory hallucinations were associated with poor recognition of color, but not black-and-white (b/w), pictures. In this study, we attempted to replicate and explain this finding. Potential associations with visual hallucinations were explored. B/w and color pictures were presented to 50 schizophrenia patients and 45 healthy individuals under 2 conditions of visual context presentation corresponding to 2 levels of visual encoding complexity. Then, participants had to recognize the target pictures among distractors. Auditory-verbal hallucinations were inversely associated with the recognition of the color pictures presented under the most effortful encoding condition. This association was fully mediated by working-memory span. Visual hallucinations were associated with improved recognition of the color pictures presented under the less effortful condition. Patients suffering from visual hallucinations were not impaired, relative to the healthy participants, in the recognition of these pictures. Decreased working-memory span in patients with auditory-verbal hallucinations might impede the effortful encoding of stimuli. Visual hallucinations might be associated with facilitation in the visual encoding of natural scenes, or with enhanced color perception abilities. (c) 2015 APA, all rights reserved).

  17. Recognizing the Stranger: Recognition Scenes in the Gospel of John

    DEFF Research Database (Denmark)

    Larsen, Kasper Bro

    Recognizing the Stranger is the first monographic study of recognition scenes and motifs in the Gospel of John. The recognition type-scene (anagnōrisis) was a common feature in ancient drama and narrative, highly valued by Aristotle as a touching moment of truth, e.g., in Oedipus’ tragic self...... structures of the type-scene in order to show how Jesus’ true identity can be recognized behind the half-mask of his human appearance....

  18. Global scene layout modulates contextual learning in change detection.

    Science.gov (United States)

    Conci, Markus; Müller, Hermann J

    2014-01-01

    Change in the visual scene often goes unnoticed - a phenomenon referred to as "change blindness." This study examined whether the hierarchical structure, i.e., the global-local layout of a scene can influence performance in a one-shot change detection paradigm. To this end, natural scenes of a laid breakfast table were presented, and observers were asked to locate the onset of a new local object. Importantly, the global structure of the scene was manipulated by varying the relations among objects in the scene layouts. The very same items were either presented as global-congruent (typical) layouts or as global-incongruent (random) arrangements. Change blindness was less severe for congruent than for incongruent displays, and this congruency benefit increased with the duration of the experiment. These findings show that global layouts are learned, supporting detection of local changes with enhanced efficiency. However, performance was not affected by scene congruency in a subsequent control experiment that required observers to localize a static discontinuity (i.e., an object that was missing from the repeated layouts). Our results thus show that learning of the global layout is particularly linked to the local objects. Taken together, our results reveal an effect of "global precedence" in natural scenes. We suggest that relational properties within the hierarchy of a natural scene are governed, in particular, by global image analysis, reducing change blindness for local objects through scene learning.

  19. Global scene layout modulates contextual learning in change detection

    Directory of Open Access Journals (Sweden)

    Markus eConci

    2014-02-01

    Full Text Available Change in the visual scene often goes unnoticed – a phenomenon referred to as ‘change blindness’. This study examined whether the hierarchical structure, i.e., the global-local layout of a scene can influence performance in a one-shot change detection paradigm. To this end, natural scenes of a laid breakfast table were presented, and observers were asked to locate the onset of a new local object. Importantly, the global structure of the scene was manipulated by varying the relations among objects in the scene layouts. The very same items were either presented as global-congruent (typical layouts or as global-incongruent (random arrangements. Change blindness was less severe for congruent than for incongruent displays, and this congruency benefit increased with the duration of the experiment. These findings show that global layouts are learned, supporting detection of local changes with enhanced efficiency. However, performance was not affected by scene congruency in a subsequent control experiment that required observers to localize a static discontinuity (i.e., an object that was missing from the repeated layouts. Our results thus show that learning of the global layout is particularly linked to the local objects. Taken together, our results reveal an effect of global precedence in natural scenes. We suggest that relational properties within the hierarchy of a natural scene are governed, in particular, by global image analysis, reducing change blindness for local objects through scene learning.

  20. The occipital place area represents the local elements of scenes.

    Science.gov (United States)

    Kamps, Frederik S; Julian, Joshua B; Kubilius, Jonas; Kanwisher, Nancy; Dilks, Daniel D

    2016-05-15

    Neuroimaging studies have identified three scene-selective regions in human cortex: parahippocampal place area (PPA), retrosplenial complex (RSC), and occipital place area (OPA). However, precisely what scene information each region represents is not clear, especially for the least studied, more posterior OPA. Here we hypothesized that OPA represents local elements of scenes within two independent, yet complementary scene descriptors: spatial boundary (i.e., the layout of external surfaces) and scene content (e.g., internal objects). If OPA processes the local elements of spatial boundary information, then it should respond to these local elements (e.g., walls) themselves, regardless of their spatial arrangement. Indeed, we found that OPA, but not PPA or RSC, responded similarly to images of intact rooms and these same rooms in which the surfaces were fractured and rearranged, disrupting the spatial boundary. Next, if OPA represents the local elements of scene content information, then it should respond more when more such local elements (e.g., furniture) are present. Indeed, we found that OPA, but not PPA or RSC, responded more to multiple than single pieces of furniture. Taken together, these findings reveal that OPA analyzes local scene elements - both in spatial boundary and scene content representation - while PPA and RSC represent global scene properties. Copyright © 2016 Elsevier Inc. All rights reserved.

  1. A statistical model for radar images of agricultural scenes

    Science.gov (United States)

    Frost, V. S.; Shanmugan, K. S.; Holtzman, J. C.; Stiles, J. A.

    1982-01-01

    The presently derived and validated statistical model for radar images containing many different homogeneous fields predicts the probability density functions of radar images of entire agricultural scenes, thereby allowing histograms of large scenes composed of a variety of crops to be described. Seasat-A SAR images of agricultural scenes are accurately predicted by the model on the basis of three assumptions: each field has the same SNR, all target classes cover approximately the same area, and the true reflectivity characterizing each individual target class is a uniformly distributed random variable. The model is expected to be useful in the design of data processing algorithms and for scene analysis using radar images.

  2. Scene perception and memory revealed by eye movements and receiver-operating characteristic analyses: does a cultural difference truly exist?

    Science.gov (United States)

    Evans, Kris; Rotello, Caren M; Li, Xingshan; Rayner, Keith

    2009-02-01

    Cultural differences have been observed in scene perception and memory: Chinese participants purportedly attend to the background information more than did American participants. We investigated the influence of culture by recording eye movements during scene perception and while participants made recognition memory judgements. Real-world pictures with a focal object on a background were shown to both American and Chinese participants while their eye movements were recorded. Later, memory for the focal object in each scene was tested, and the relationship between the focal object (studied, new) and the background context (studied, new) was manipulated. Receiver-operating characteristic (ROC) curves show that both sensitivity and response bias were changed when objects were tested in new contexts. However, neither the decrease in accuracy nor the response bias shift differed with culture. The eye movement patterns were also similar across cultural groups. Both groups made longer and more fixations on the focal objects than on the contexts. The similarity of eye movement patterns and recognition memory behaviour suggests that both Americans and Chinese use the same strategies in scene perception and memory.

  3. A Picture of Subsidized Households 2009

    Data.gov (United States)

    Department of Housing and Urban Development — Picture of Subsidized Households describes the nearly 5 million households living in HUD-subsidized housing in the United States for the year 2009. Picture 2009...

  4. Directed forgetting: Comparing pictures and words.

    Science.gov (United States)

    Quinlan, Chelsea K; Taylor, Tracy L; Fawcett, Jonathan M

    2010-03-01

    The authors investigated directed forgetting as a function of the stimulus type (picture, word) presented at study and test. In an item-method directed forgetting task, study items were presented 1 at a time, each followed with equal probability by an instruction to remember or forget. Participants exhibited greater yes-no recognition of remember than forget items for each of the 4 study-test conditions (picture-picture, picture-word, word-word, word-picture). However, this difference was significantly smaller when pictures were studied than when words were studied. This finding demonstrates that the magnitude of the directed forgetting effect can be reduced by high item memorability, such as when the picture superiority effect is operating. This suggests caution in using pictures at study when the goal of an experiment is to examine potential group differences in the magnitude of the directed forgetting effect. 2010 APA, all rights reserved.

  5. The picture superiority effect in associative recognition.

    Science.gov (United States)

    Hockley, William E

    2008-10-01

    The picture superiority effect has been well documented in tests of item recognition and recall. The present study shows that the picture superiority effect extends to associative recognition. In three experiments, students studied lists consisting of random pairs of concrete words and pairs of line drawings; then they discriminated between intact (old) and rearranged (new) pairs of words and pictures at test. The discrimination advantage for pictures over words was seen in a greater hit rate for intact picture pairs, but there was no difference in the false alarm rates for the two types of stimuli. That is, there was no mirror effect. The same pattern of results was found when the test pairs consisted of the verbal labels of the pictures shown at study (Experiment 4), indicating that the hit rate advantage for picture pairs represents an encoding benefit. The results have implications for theories of the picture superiority effect and models of associative recognition.

  6. Use of picture books to explain procedures.

    Science.gov (United States)

    2016-10-06

    A small study conducted at a Swedish hospital on the effect of giving picture books and picture sheets to prepare children for their procedures before and during day surgery is explored in this article.

  7. A Picture of Subsidized Housholds 2008

    Data.gov (United States)

    Department of Housing and Urban Development — Picture of Subsidized Households describes the nearly 5 million households living in HUD-subsidized housing in the United States for the year 2008. Picture 2008...

  8. How long do the Danish emergency medical services stay on the scene to play?

    DEFF Research Database (Denmark)

    Nielsen, Niels Dalsgaard; Dahl, Michael; Thorgaard, Per

    them with non-CRT-patients.   Method Retrospectively we extracted data for all acutely ill or injured patients treated by the emergency medical services between 1st May and 31st December 2006. The patients were divided in two groups: CRT-patients and non-CRT-patients. We calculated the median OST...... for the two groups. Secondarily we found the median age and the sexual distribution in the groups. The differences between the groups were tested for statistical significance using the Mann-Whitney-test and the χ2-test.   Results In the study period the emergency ambulances responded to 2,766 high priority...... to the definitive care that varies between countries....

  9. Picture Books Featuring Literary Characters with Special Needs

    Directory of Open Access Journals (Sweden)

    Batič Janja

    2013-11-01

    Full Text Available This paper introduces a selection of picture books that feature a person with special needs as the main literary character. The selection of the books to be showcased was based on three crucial aspects: the form of the (picture book, as we wanted to underline the visual importance of a literary character with special needs; the age limit of the readers the books are intended for (preschool and early primary school; and undisputable quality of the literary and artistic components of the picture books. The picture books we have selected based on the above criteria are Veveriček posebne sorte by Svetlana Makarovič and Marjan Manček, Mrožek dobi očala by Peter Svetina and Mojca Osojnik, and Zakaj je babica jezna by Lela B. Njatin and Alenka Sottler. Picture books about literary characters with special needs can help highly sensitive children accepting people that are different, while children with special needs can build a better self-image based on such books. Quality literary books which foster a positive attitude towards a character with special needs promote tolerance and can thus play an important role in the early childhood, with regard to awareness of an inclusive society.

  10. The scene is set for ALICE

    CERN Multimedia

    2008-01-01

    Now that the electromagnetic calorimeter support and the mini space frame have been installed, practically all ALICE’s infrastructure is in place. The calorimeter support, an austenitic stainless steel shell weighing 30 tonnes, was slid gently inside the detector, in between the face of the magnet and the space frame. With the completion of two major installation projects, the scene is finally set for the ALICE experiment…or at least it nearly is, as a few design studies, minor installation jobs and measurements still need to be carried out before the curtain can finally be raised. The experiment’s chief engineer Diego Perini confirms: "All the heavy infrastructure for ALICE has been in place and ready for the grand opening since December 2007." The next step will be the installation of additional modules on the TOF and TRD detectors between January and March 2008, and physicists have already started testing the equipment with co...

  11. Wall grid structure for interior scene synthesis

    KAUST Repository

    Xu, Wenzhuo

    2015-02-01

    We present a system for automatically synthesizing a diverse set of semantically valid, and well-arranged 3D interior scenes for a given empty room shape. Unlike existing work on layout synthesis, that typically knows potentially needed 3D models and optimizes their location through cost functions, our technique performs the retrieval and placement of 3D models by discovering the relationships between the room space and the models\\' categories. This is enabled by a new analytical structure, called Wall Grid Structure, which jointly considers the categories and locations of 3D models. Our technique greatly reduces the amount of user intervention and provides users with suggestions and inspirations. We demonstrate the applicability of our approach on three types of scenarios: conference rooms, living rooms and bedrooms.

  12. MIP- MULTIMISSION INTERACTIVE PICTURE PLANNING PROGRAM

    Science.gov (United States)

    Callahan, J. D.

    1994-01-01

    The Multimission Interactive Picture Planner, MIP, is a scientifically accurate and fast, 3D animation program for deep space. MIP is also versatile, reasonably comprehensive, portable, and will run on microcomputers. New techniques were developed to rapidly perform the calculations and transformations necessary to animate scientifically accurate 3D space. At the same time, portability is maintained, as the transformations and clipping have been written in FORTRAN 77 code. MIP was primarily designed to handle Voyager, Galileo, and the Space Telescope. It can, however, be adapted to handle other missions. The space simulation consists of a rotating body (usually a planet), any natural satellites, a spacecraft, the sun, stars, descriptive labelling, and field of view boxes. The central body and natural satellites are tri-axial wireframe representations with terminators, limbs, and landmarks. Hidden lines are removed for the central body and natural satellites, but not for the scene as a whole so that bodies may be seen behind one another. The program has considerable flexibility in its step time, observer position, viewed object, field of view, etc. Most parameters may be changed from the keyboard while the simulation is running. When MIP is executed it will ask the user for a control file, which should be prepared before execution. The control file identifies which mission MIP should simulate, the star catalog files, the ephemerides files to be used, the central body, planets, asteroids, and comets, and solar system landmarks and constants such as planets, asteroids, and comets. The control file also describes the fields of view. Control files are included to simulate the Voyager 1 encounter at Jupiter and the Giotto spacecraft's flyby of Halley's comet. Data is included for Voyager 1 and 2 (all 6 planetary encounters) and Giotto. MIP was written for an IBM PC or compatibles. It requires 512K of RAM, a CGA or compatible graphics adapter, and DOS 2.0 or higher. Users

  13. 77 FR 25082 - Picture Permit Imprint Indicia

    Science.gov (United States)

    2012-04-27

    ... POSTAL SERVICE 39 CFR Part 111 Picture Permit Imprint Indicia AGENCY: Postal Service\\TM\\. ACTION... Service, Domestic Mail Manual (DMM[supreg]) 604.5 to add picture permit imprint indicia standards allowing...: The use of picture permit imprint indicia is designed to improve the effectiveness of a mailpiece by...

  14. Detecting potential ship objects from satellite pictures

    International Nuclear Information System (INIS)

    Luo, B.; Yang, C.C.; Chang, S.K.; Yang, M.C.K.

    1984-01-01

    Heuristic techniques are presented to detect potential ship objects from satellite pictures. These techniques utilize some noise structures of the pixel gray levels, and certain inherent features of a ship in a satellite picture. The scheme has been implemented and successfully tested on SEASAT satellite pictures. A general approach for database-oriented object detection is also suggested

  15. Exploring Multicultural Themes through Picture Books.

    Science.gov (United States)

    Farris, Pamela J.

    1995-01-01

    Advocates inclusion of multicultural picture books in social studies instruction to offer different outlooks and visions in a short format. Describes selection of picture books with multicultural themes and those that represent various cultures, gender equity, and religious themes. Suggests that picture books may help students develop better…

  16. Pictures Improve Memory of SAT Vocabulary Words.

    Science.gov (United States)

    Price, Melva; Finkelstein, Arleen

    1994-01-01

    Suggests that students can improve their memory of Scholastic Aptitude Test vocabulary words by associating the words with corresponding pictures taken from magazines. Finds that long-term recall of words associated with pictures was higher than recall of words not associated with pictures. (RS)

  17. Text-Picture Relations in Cooking Instructions

    NARCIS (Netherlands)

    van der Sluis, Ielka; Leito, Shadira; Redeker, Gisela; Bunt, Harry

    2016-01-01

    Like many other instructions, recipes on packages with ready-to-use ingredients for a dish combine a series of pictures with short text paragraphs. The information presentation in such multimodal instructions can be compact (either text or picture) and/or cohesive (text and picture). In an

  18. Pattern Perception and Pictures for the Blind

    Science.gov (United States)

    Heller, Morton A.; McCarthy, Melissa; Clark, Ashley

    2005-01-01

    This article reviews recent research on perception of tangible pictures in sighted and blind people. Haptic picture naming accuracy is dependent upon familiarity and access to semantic memory, just as in visual recognition. Performance is high when haptic picture recognition tasks do not depend upon semantic memory. Viewpoint matters for the ease…

  19. Correction of distortion of MR pictures for MR-guided robotic sterotactic procedures

    International Nuclear Information System (INIS)

    Jonckheere, E.A.; Kwoh, Y.S.

    1988-01-01

    Ever since magnetic resonance (MR) invaded the medical imaging field, it has played an increasingly important role and is even currently being considered for stereotactic guidance of probes in the brain. While MR pictures indeed convey more clinical information than CT, the geometry of MR pictures is, unfortunately, not as accurate as the geometry of CT pictures. In other words, if a square grid phantom is scanned, then the CT picture will show a square grid, while the MR picture will rather reveal a distorted grid. This distortion is primarily due to small variations in the static magnetic field. This small distortion does not impede radiological diagnosis; however, it is a source of concern if one contemplates utilizing the MR pictures for accurate stereotactic positioning of a probe at a very precise point in the brain. Another area of application where the distortion of the MR picture should be compensated for is the superposition of CT and MR pictures so that both informations could be used for diagnosis or stereotactic purposes. This paper essentially addresses the nonlinear distortion of MR pictures and how it could be compensated for through software manipulation of the MR picture

  20. Designing Out the Play: Accessibility and Playfulness in Inclusive Play.

    Science.gov (United States)

    Holt, Raymond; Beckett, Angharad

    2017-01-01

    Play is an important part of child development, yet disabled children are often excluded from the opportunity to play, either due to lack of accessible toys and games, or social pressures. This paper presents a case study reflecting on the development of Button Bash: a switch accessible game intended to encourage inclusive play between disabled and non-disabled children. In particular, the paper focuses on how changes intended to make the game more accessible tended to make it less playful, and reflects on the relationship between playfulness and accessibility.

  1. More than Red Ribbons: AIDS Plays and Schools.

    Science.gov (United States)

    Sheppard, Mark

    1995-01-01

    Describes how the inclusion of a scene from Steven Deitz's play "Lonely Planet" can touch those who have lost friends to AIDS. Relates how a group of students went to see a production of "Falsettos" which provided an opportunity for the students to examine their own attitudes about homosexuality and AIDS. (PA)

  2. Mental Layout Extrapolations Prime Spatial Processing of Scenes

    Science.gov (United States)

    Gottesman, Carmela V.

    2011-01-01

    Four experiments examined whether scene processing is facilitated by layout representation, including layout that was not perceived but could be predicted based on a previous partial view (boundary extension). In a priming paradigm (after Sanocki, 2003), participants judged objects' distances in photographs. In Experiment 1, full scenes (target),…

  3. Being There: (Re)Making the Assessment Scene

    Science.gov (United States)

    Gallagher, Chris W.

    2011-01-01

    I use Burkean analysis to show how neoliberalism undermines faculty assessment expertise and underwrites testing industry expertise in the current assessment scene. Contending that we cannot extricate ourselves from our limited agency in this scene until we abandon the familiar "stakeholder" theory of power, I propose a rewriting of the…

  4. The Influence of Color on the Perception of Scene Gist

    Science.gov (United States)

    Castelhano, Monica S.; Henderson, John M.

    2008-01-01

    In 3 experiments the authors used a new contextual bias paradigm to explore how quickly information is extracted from a scene to activate gist, whether color contributes to this activation, and how color contributes, if it does. Participants were shown a brief presentation of a scene followed by the name of a target object. The target object could…

  5. Visual search for arbitrary objects in real scenes

    Science.gov (United States)

    Alvarez, George A.; Rosenholtz, Ruth; Kuzmova, Yoana I.; Sherman, Ashley M.

    2011-01-01

    How efficient is visual search in real scenes? In searches for targets among arrays of randomly placed distractors, efficiency is often indexed by the slope of the reaction time (RT) × Set Size function. However, it may be impossible to define set size for real scenes. As an approximation, we hand-labeled 100 indoor scenes and used the number of labeled regions as a surrogate for set size. In Experiment 1, observers searched for named objects (a chair, bowl, etc.). With set size defined as the number of labeled regions, search was very efficient (~5 ms/item). When we controlled for a possible guessing strategy in Experiment 2, slopes increased somewhat (~15 ms/item), but they were much shallower than search for a random object among other distinctive objects outside of a scene setting (Exp. 3: ~40 ms/item). In Experiments 4–6, observers searched repeatedly through the same scene for different objects. Increased familiarity with scenes had modest effects on RTs, while repetition of target items had large effects (>500 ms). We propose that visual search in scenes is efficient because scene-specific forms of attentional guidance can eliminate most regions from the “functional set size” of items that could possibly be the target. PMID:21671156

  6. Children's Development of Analogical Reasoning: Insights from Scene Analogy Problems

    Science.gov (United States)

    Richland, Lindsey E.; Morrison, Robert G.; Holyoak, Keith J.

    2006-01-01

    We explored how relational complexity and featural distraction, as varied in scene analogy problems, affect children's analogical reasoning performance. Results with 3- and 4-year-olds, 6- and 7-year-olds, 9- to 11-year-olds, and 13- and 14-year-olds indicate that when children can identify the critical structural relations in a scene analogy…

  7. Automatic video surveillance of outdoor scenes using track before detect

    DEFF Research Database (Denmark)

    Hansen, Morten; Sørensen, Helge Bjarup Dissing; Birkemark, Christian M.

    2005-01-01

    This paper concerns automatic video surveillance of outdoor scenes using a single camera. The first step in automatic interpretation of the video stream is activity detection based on background subtraction. Usually, this process will generate a large number of false alarms in outdoor scenes due...

  8. Selective scene perception deficits in a case of topographical disorientation.

    Science.gov (United States)

    Robin, Jessica; Lowe, Matthew X; Pishdadian, Sara; Rivest, Josée; Cant, Jonathan S; Moscovitch, Morris

    2017-07-01

    Topographical disorientation (TD) is a neuropsychological condition characterized by an inability to find one's way, even in familiar environments. One common contributing cause of TD is landmark agnosia, a visual recognition impairment specific to scenes and landmarks. Although many cases of TD with landmark agnosia have been documented, little is known about the perceptual mechanisms which lead to selective deficits in recognizing scenes. In the present study, we test LH, a man who exhibits TD and landmark agnosia, on measures of scene perception that require selectively attending to either the configural or surface properties of a scene. Compared to healthy controls, LH demonstrates perceptual impairments when attending to the configuration of a scene, but not when attending to its surface properties, such as the pattern of the walls or whether the ground is sand or grass. In contrast, when focusing on objects instead of scenes, LH demonstrates intact perception of both geometric and surface properties. This study demonstrates that in a case of TD and landmark agnosia, the perceptual impairments are selective to the layout of scenes, providing insight into the mechanism of landmark agnosia and scene-selective perceptual processes. Copyright © 2017 Elsevier Ltd. All rights reserved.

  9. The neural bases of spatial frequency processing during scene perception

    Science.gov (United States)

    Kauffmann, Louise; Ramanoël, Stephen; Peyrin, Carole

    2014-01-01

    Theories on visual perception agree that scenes are processed in terms of spatial frequencies. Low spatial frequencies (LSF) carry coarse information whereas high spatial frequencies (HSF) carry fine details of the scene. However, how and where spatial frequencies are processed within the brain remain unresolved questions. The present review addresses these issues and aims to identify the cerebral regions differentially involved in low and high spatial frequency processing, and to clarify their attributes during scene perception. Results from a number of behavioral and neuroimaging studies suggest that spatial frequency processing is lateralized in both hemispheres, with the right and left hemispheres predominantly involved in the categorization of LSF and HSF scenes, respectively. There is also evidence that spatial frequency processing is retinotopically mapped in the visual cortex. HSF scenes (as opposed to LSF) activate occipital areas in relation to foveal representations, while categorization of LSF scenes (as opposed to HSF) activates occipital areas in relation to more peripheral representations. Concomitantly, a number of studies have demonstrated that LSF information may reach high-order areas rapidly, allowing an initial coarse parsing of the visual scene, which could then be sent back through feedback into the occipito-temporal cortex to guide finer HSF-based analysis. Finally, the review addresses spatial frequency processing within scene-selective regions areas of the occipito-temporal cortex. PMID:24847226

  10. 47 CFR 80.1127 - On-scene communications.

    Science.gov (United States)

    2010-10-01

    ....1127 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) SAFETY AND SPECIAL RADIO SERVICES STATIONS IN THE MARITIME SERVICES Global Maritime Distress and Safety System (GMDSS) Operating Procedures for Distress and Safety Communications § 80.1127 On-scene communications. (a) On-scene communications...

  11. Emotional Scene Content Drives the Saccade Generation System Reflexively

    Science.gov (United States)

    Nummenmaa, Lauri; Hyona, Jukka; Calvo, Manuel G.

    2009-01-01

    The authors assessed whether parafoveal perception of emotional content influences saccade programming. In Experiment 1, paired emotional and neutral scenes were presented to parafoveal vision. Participants performed voluntary saccades toward either of the scenes according to an imperative signal (color cue). Saccadic reaction times were faster…

  12. Visual search for arbitrary objects in real scenes.

    Science.gov (United States)

    Wolfe, Jeremy M; Alvarez, George A; Rosenholtz, Ruth; Kuzmova, Yoana I; Sherman, Ashley M

    2011-08-01

    How efficient is visual search in real scenes? In searches for targets among arrays of randomly placed distractors, efficiency is often indexed by the slope of the reaction time (RT) × Set Size function. However, it may be impossible to define set size for real scenes. As an approximation, we hand-labeled 100 indoor scenes and used the number of labeled regions as a surrogate for set size. In Experiment 1, observers searched for named objects (a chair, bowl, etc.). With set size defined as the number of labeled regions, search was very efficient (~5 ms/item). When we controlled for a possible guessing strategy in Experiment 2, slopes increased somewhat (~15 ms/item), but they were much shallower than search for a random object among other distinctive objects outside of a scene setting (Exp. 3: ~40 ms/item). In Experiments 4-6, observers searched repeatedly through the same scene for different objects. Increased familiarity with scenes had modest effects on RTs, while repetition of target items had large effects (>500 ms). We propose that visual search in scenes is efficient because scene-specific forms of attentional guidance can eliminate most regions from the "functional set size" of items that could possibly be the target.

  13. Cognitive organization of roadway scenes : an empirical study.

    NARCIS (Netherlands)

    Gundy, C.M.

    1995-01-01

    This report describes six studies investigating the cognitive organization of roadway scenes. These scenes were represented by still photographs taken on a number of roads outside of built-up areas. Seventy-eight drivers, stratified by age and sex to simulate the Dutch driving population,

  14. Superpixel-Based Feature for Aerial Image Scene Recognition

    Directory of Open Access Journals (Sweden)

    Hongguang Li

    2018-01-01

    Full Text Available Image scene recognition is a core technology for many aerial remote sensing applications. Different landforms are inputted as different scenes in aerial imaging, and all landform information is regarded as valuable for aerial image scene recognition. However, the conventional features of the Bag-of-Words model are designed using local points or other related information and thus are unable to fully describe landform areas. This limitation cannot be ignored when the aim is to ensure accurate aerial scene recognition. A novel superpixel-based feature is proposed in this study to characterize aerial image scenes. Then, based on the proposed feature, a scene recognition method of the Bag-of-Words model for aerial imaging is designed. The proposed superpixel-based feature that utilizes landform information establishes top-task superpixel extraction of landforms to bottom-task expression of feature vectors. This characterization technique comprises the following steps: simple linear iterative clustering based superpixel segmentation, adaptive filter bank construction, Lie group-based feature quantification, and visual saliency model-based feature weighting. Experiments of image scene recognition are carried out using real image data captured by an unmanned aerial vehicle (UAV. The recognition accuracy of the proposed superpixel-based feature is 95.1%, which is higher than those of scene recognition algorithms based on other local features.

  15. Iconic memory for the gist of natural scenes.

    Science.gov (United States)

    Clarke, Jason; Mack, Arien

    2014-11-01

    Does iconic memory contain the gist of multiple scenes? Three experiments were conducted. In the first, four scenes from different basic-level categories were briefly presented in one of two conditions: a cue or a no-cue condition. The cue condition was designed to provide an index of the contents of iconic memory of the display. Subjects were more sensitive to scene gist in the cue condition than in the no-cue condition. In the second, the scenes came from the same basic-level category. We found no difference in sensitivity between the two conditions. In the third, six scenes from different basic level categories were presented in the visual periphery. Subjects were more sensitive to scene gist in the cue condition. These results suggest that scene gist is contained in iconic memory even in the visual periphery; however, iconic representations are not sufficiently detailed to distinguish between scenes coming from the same category. Copyright © 2014 Elsevier Inc. All rights reserved.

  16. mPano: cloud-based mobile panorama view from single picture

    Science.gov (United States)

    Li, Hongzhi; Zhu, Wenwu

    2013-09-01

    Panorama view provides people an informative and natural user experience to represent the whole scene. The advances on mobile augmented reality, mobile-cloud computing, and mobile internet can enable panorama view on mobile phone with new functionalities, such as anytime anywhere query where a landmark picture is and what the whole scene looks like. To generate and explore panorama view on mobile devices faces significant challenges due to the limitations of computing capacity, battery life, and memory size of mobile phones, as well as the bandwidth of mobile Internet connection. To address the challenges, this paper presents a novel cloud-based mobile panorama view system that can generate and view panorama-view on mobile devices from a single picture, namely "Pano". In our system, first, we propose a novel iterative multi-modal image retrieval (IMIR) approach to get spatially adjacent images using both tag and content information from the single picture. Second, we propose a cloud-based parallel server synthing approach to generate panorama view in cloud, against today's local-client synthing approach that is almost impossible for mobile phones. Third, we propose predictive-cache solution to reduce latency of image delivery from cloud server to the mobile client. We have built a real mobile panorama view system and perform experiments. The experimental results demonstrated the effectiveness of our system and the proposed key component technologies, especially for landmark images.

  17. Cascaded Processing in Written Naming: Evidence from the Picture-Picture Interference Paradigm

    Science.gov (United States)

    Roux, Sebastien; Bonin, Patrick

    2012-01-01

    The issue of how information flows within the lexical system in written naming was investigated in five experiments. In Experiment 1, participants named target pictures that were accompanied by context pictures having phonologically and orthographically related or unrelated names (e.g., a picture of a "ball" superimposed on a picture of…

  18. Dynamic Frames Based Generation of 3D Scenes and Applications

    Directory of Open Access Journals (Sweden)

    Danijel Radošević

    2015-05-01

    Full Text Available Modern graphic/programming tools like Unity enables the possibility of creating 3D scenes as well as making 3D scene based program applications, including full physical model, motion, sounds, lightning effects etc. This paper deals with the usage of dynamic frames based generator in the automatic generation of 3D scene and related source code. The suggested model enables the possibility to specify features of the 3D scene in a form of textual specification, as well as exporting such features from a 3D tool. This approach enables higher level of code generation flexibility and the reusability of the main code and scene artifacts in a form of textual templates. An example of the generated application is presented and discussed.

  19. System and method for extracting dominant orientations from a scene

    Science.gov (United States)

    Straub, Julian; Rosman, Guy; Freifeld, Oren; Leonard, John J.; Fisher, III; , John W.

    2017-05-30

    In one embodiment, a method of identifying the dominant orientations of a scene comprises representing a scene as a plurality of directional vectors. The scene may comprise a three-dimensional representation of a scene, and the plurality of directional vectors may comprise a plurality of surface normals. The method further comprises determining, based on the plurality of directional vectors, a plurality of orientations describing the scene. The determined plurality of orientations explains the directionality of the plurality of directional vectors. In certain embodiments, the plurality of orientations may have independent axes of rotation. The plurality of orientations may be determined by representing the plurality of directional vectors as lying on a mathematical representation of a sphere, and inferring the parameters of a statistical model to adapt the plurality of orientations to explain the positioning of the plurality of directional vectors lying on the mathematical representation of the sphere.

  20. Fixations on objects in natural scenes: dissociating importance from salience

    Directory of Open Access Journals (Sweden)

    Bernard Marius e’t Hart

    2013-07-01

    Full Text Available The relation of selective attention to understanding of natural scenes has been subject to intense behavioral research and computational modeling, and gaze is often used as a proxy for such attention. The probability of an image region to be fixated typically correlates with its contrast. However, this relation does not imply a causal role of contrast. Rather, contrast may relate to an object’s importance for a scene, which in turn drives attention. Here we operationalize importance by the probability that an observer names the object as characteristic for a scene. We modify luminance contrast of either a frequently named (common/important or a rarely named (rare/unimportant object, track the observers’ eye movements during scene viewing and ask them to provide keywords describing the scene immediately after.When no object is modified relative to the background, important objects draw more fixations than unimportant ones. Increases of contrast make an object more likely to be fixated, irrespective of whether it was important for the original scene, while decreases in contrast have little effect on fixations. Any contrast modification makes originally unimportant objects more important for the scene. Finally, important objects are fixated more centrally than unimportant objects, irrespective of contrast.Our data suggest a dissociation between object importance (relevance for the scene and salience (relevance for attention. If an object obeys natural scene statistics, important objects are also salient. However, when natural scene statistics are violated, importance and salience are differentially affected. Object salience is modulated by the expectation about object properties (e.g., formed by context or gist, and importance by the violation of such expectations. In addition, the dependence of fixated locations within an object on the object’s importance suggests an analogy to the effects of word frequency on landing positions in reading.

  1. Different Loci of Semantic Interference in Picture Naming vs. Word-Picture Matching Tasks

    OpenAIRE

    Harvey, Denise Y.; Schnur, Tatiana T.

    2016-01-01

    Naming pictures and matching words to pictures belonging to the same semantic category impairs performance relative to when stimuli come from different semantic categories (i.e., semantic interference). Despite similar semantic interference phenomena in both picture naming and word-picture matching tasks, the locus of interference has been attributed to different levels of the language system – lexical in naming and semantic in word-picture matching. Although both tasks involve access to shar...

  2. Picture chamber for radiographic system

    International Nuclear Information System (INIS)

    1977-01-01

    The picture chamber for a radiographic system is characterised by a base, a first electrode carried in the base, an X-ray irradiation window provided with an outer plate and an inner plate and a conducting surface which serves as a second electrode, which has a plate gripping it at each adjacent edge and which has at the sides a space which is occupied by a filling material, maintained at a steady pressure, by means of the mounting against the base and wherein the inner plate lies against the first electrode and which is provided with a split, and with means for the separation of the split in the area of the inner plate so that a fluid may be retained in the split. (G.C.)

  3. Classification of Mls Point Clouds in Urban Scenes Using Detrended Geometric Features from Supervoxel-Based Local Contexts

    Science.gov (United States)

    Sun, Z.; Xu, Y.; Hoegner, L.; Stilla, U.

    2018-05-01

    In this work, we propose a classification method designed for the labeling of MLS point clouds, with detrended geometric features extracted from the points of the supervoxel-based local context. To achieve the analysis of complex 3D urban scenes, acquired points of the scene should be tagged with individual labels of different classes. Thus, assigning a unique label to the points of an object that belong to the same category plays an essential role in the entire 3D scene analysis workflow. Although plenty of studies in this field have been reported, this work is still a challenging task. Specifically, in this work: 1) A novel geometric feature extraction method, detrending the redundant and in-salient information in the local context, is proposed, which is proved to be effective for extracting local geometric features from the 3D scene. 2) Instead of using individual point as basic element, the supervoxel-based local context is designed to encapsulate geometric characteristics of points, providing a flexible and robust solution for feature extraction. 3) Experiments using complex urban scene with manually labeled ground truth are conducted, and the performance of proposed method with respect to different methods is analyzed. With the testing dataset, we have obtained a result of 0.92 for overall accuracy for assigning eight semantic classes.

  4. Young Children's Use of Surface and Object Information in Drawings of Everyday Scenes.

    Science.gov (United States)

    Dillon, Moira R; Spelke, Elizabeth S

    2017-09-01

    Pictorial symbols such as photographs, drawings, and maps are ubiquitous in modern cultures. Nevertheless, it remains unclear how children relate these symbols to the scenes that they represent. The present work investigates 4-year-old children's (N = 144) sensitivity to extended surface layouts and objects when using drawings of a room to find locations in that room. Children used either extended surfaces or objects when interpreting drawings, but they did not combine these two types of information to disambiguate target locations. Moreover, children's evaluations of drawings depicting surfaces or objects did not align with their use of such information in those drawings. These findings suggest that pictures of all kinds serve as media in which children deploy symbolic spatial skills flexibly and automatically. © 2016 The Authors. Child Development © 2016 Society for Research in Child Development, Inc.

  5. On the contribution of binocular disparity to the long-term memory for natural scenes.

    Directory of Open Access Journals (Sweden)

    Matteo Valsecchi

    Full Text Available Binocular disparity is a fundamental dimension defining the input we receive from the visual world, along with luminance and chromaticity. In a memory task involving images of natural scenes we investigate whether binocular disparity enhances long-term visual memory. We found that forest images studied in the presence of disparity for relatively long times (7s were remembered better as compared to 2D presentation. This enhancement was not evident for other categories of pictures, such as images containing cars and houses, which are mostly identified by the presence of distinctive artifacts rather than by their spatial layout. Evidence from a further experiment indicates that observers do not retain a trace of stereo presentation in long-term memory.

  6. SeeCoast: persistent surveillance and automated scene understanding for ports and coastal areas

    Science.gov (United States)

    Rhodes, Bradley J.; Bomberger, Neil A.; Freyman, Todd M.; Kreamer, William; Kirschner, Linda; L'Italien, Adam C.; Mungovan, Wendy; Stauffer, Chris; Stolzar, Lauren; Waxman, Allen M.; Seibert, Michael

    2007-04-01

    SeeCoast is a prototype US Coast Guard port and coastal area surveillance system that aims to reduce operator workload while maintaining optimal domain awareness by shifting their focus from having to detect events to being able to analyze and act upon the knowledge derived from automatically detected anomalous activities. The automated scene understanding capability provided by the baseline SeeCoast system (as currently installed at the Joint Harbor Operations Center at Hampton Roads, VA) results from the integration of several components. Machine vision technology processes the real-time video streams provided by USCG cameras to generate vessel track and classification (based on vessel length) information. A multi-INT fusion component generates a single, coherent track picture by combining information available from the video processor with that from surface surveillance radars and AIS reports. Based on this track picture, vessel activity is analyzed by SeeCoast to detect user-defined unsafe, illegal, and threatening vessel activities using a rule-based pattern recognizer and to detect anomalous vessel activities on the basis of automatically learned behavior normalcy models. Operators can optionally guide the learning system in the form of examples and counter-examples of activities of interest, and refine the performance of the learning system by confirming alerts or indicating examples of false alarms. The fused track picture also provides a basis for automated control and tasking of cameras to detect vessels in motion. Real-time visualization combining the products of all SeeCoast components in a common operating picture is provided by a thin web-based client.

  7. Manipulating affective state using extended picture presentations.

    Science.gov (United States)

    Sutton, S K; Davidson, R J; Donzella, B; Irwin, W; Dottl, D A

    1997-03-01

    Separate, extended series of positive, negative, and neutral pictures were presented to 24 (12 men, 12 women) undergraduates. Each series was presented on a different day, with full counterbalancing of presentation orders. Affective state was measured using (a) orbicularis oculi activity in response to acoustic startle probes during picture presentation, (b) corrugator supercilii activity between and during picture presentation, and (c) changes in self-reports of positive and negative affect. Participants exhibited larger eyeblink reflex magnitudes when viewing negative than when viewing positive pictures. Corrugator activity was also greater during the negative than during the positive picture set, during both picture presentation and the period between pictures. Self-reports of negative affect increased in response to the negative picture set, and self-reports of positive affect were greatest following the positive picture set. These findings suggest that extended picture presentation is an effective method of manipulating affective state and further highlight the utility of startle probe and facial electromyographic measures in providing on-line readouts of affective state.

  8. Play Therapy: A Review

    Science.gov (United States)

    Porter, Maggie L.; Hernandez-Reif, Maria; Jessee, Peggy

    2009-01-01

    This article discusses the current issues in play therapy and its implications for play therapists. A brief history of play therapy is provided along with the current play therapy approaches and techniques. This article also touches on current issues or problems that play therapists may face, such as interpreting children's play, implementing…

  9. Detection of chromatic and luminance distortions in natural scenes.

    Science.gov (United States)

    Jennings, Ben J; Wang, Karen; Menzies, Samantha; Kingdom, Frederick A A

    2015-09-01

    A number of studies have measured visual thresholds for detecting spatial distortions applied to images of natural scenes. In one study, Bex [J. Vis.10(2), 1 (2010)10.1167/10.2.231534-7362] measured sensitivity to sinusoidal spatial modulations of image scale. Here, we measure sensitivity to sinusoidal scale distortions applied to the chromatic, luminance, or both layers of natural scene images. We first established that sensitivity does not depend on whether the undistorted comparison image was of the same or of a different scene. Next, we found that, when the luminance but not chromatic layer was distorted, performance was the same regardless of whether the chromatic layer was present, absent, or phase-scrambled; in other words, the chromatic layer, in whatever form, did not affect sensitivity to the luminance layer distortion. However, when the chromatic layer was distorted, sensitivity was higher when the luminance layer was intact compared to when absent or phase-scrambled. These detection threshold results complement the appearance of periodic distortions of the image scale: when the luminance layer is distorted visibly, the scene appears distorted, but when the chromatic layer is distorted visibly, there is little apparent scene distortion. We conclude that (a) observers have a built-in sense of how a normal image of a natural scene should appear, and (b) the detection of distortion in, as well as the apparent distortion of, natural scene images is mediated predominantly by the luminance layer and not chromatic layer.

  10. Advanced radiometric and interferometric milimeter-wave scene simulations

    Science.gov (United States)

    Hauss, B. I.; Moffa, P. J.; Steele, W. G.; Agravante, H.; Davidheiser, R.; Samec, T.; Young, S. K.

    1993-01-01

    Smart munitions and weapons utilize various imaging sensors (including passive IR, active and passive millimeter-wave, and visible wavebands) to detect/identify targets at short standoff ranges and in varied terrain backgrounds. In order to design and evaluate these sensors under a variety of conditions, a high-fidelity scene simulation capability is necessary. Such a capability for passive millimeter-wave scene simulation exists at TRW. TRW's Advanced Radiometric Millimeter-Wave Scene Simulation (ARMSS) code is a rigorous, benchmarked, end-to-end passive millimeter-wave scene simulation code for interpreting millimeter-wave data, establishing scene signatures and evaluating sensor performance. In passive millimeter-wave imaging, resolution is limited due to wavelength and aperture size. Where high resolution is required, the utility of passive millimeter-wave imaging is confined to short ranges. Recent developments in interferometry have made possible high resolution applications on military platforms. Interferometry or synthetic aperture radiometry allows the creation of a high resolution image with a sparsely filled aperture. Borrowing from research work in radio astronomy, we have developed and tested at TRW scene reconstruction algorithms that allow the recovery of the scene from a relatively small number of spatial frequency components. In this paper, the TRW modeling capability is described and numerical results are presented.

  11. Three-dimensional measurement system for crime scene documentation

    Science.gov (United States)

    Adamczyk, Marcin; Hołowko, Elwira; Lech, Krzysztof; Michoński, Jakub; MÄ czkowski, Grzegorz; Bolewicki, Paweł; Januszkiewicz, Kamil; Sitnik, Robert

    2017-10-01

    Three dimensional measurements (such as photogrammetry, Time of Flight, Structure from Motion or Structured Light techniques) are becoming a standard in the crime scene documentation process. The usage of 3D measurement techniques provide an opportunity to prepare more insightful investigation and helps to show every trace in the context of the entire crime scene. In this paper we would like to present a hierarchical, three-dimensional measurement system that is designed for crime scenes documentation process. Our system reflects the actual standards in crime scene documentation process - it is designed to perform measurement in two stages. First stage of documentation, the most general, is prepared with a scanner with relatively low spatial resolution but also big measuring volume - it is used for the whole scene documentation. Second stage is much more detailed: high resolution but smaller size of measuring volume for areas that required more detailed approach. The documentation process is supervised by a specialised application CrimeView3D, that is a software platform for measurements management (connecting with scanners and carrying out measurements, automatic or semi-automatic data registration in the real time) and data visualisation (3D visualisation of documented scenes). It also provides a series of useful tools for forensic technicians: virtual measuring tape, searching for sources of blood spatter, virtual walk on the crime scene and many others. In this paper we present our measuring system and the developed software. We also provide an outcome from research on metrological validation of scanners that was performed according to VDI/VDE standard. We present a CrimeView3D - a software-platform that was developed to manage the crime scene documentation process. We also present an outcome from measurement sessions that were conducted on real crime scenes with cooperation with Technicians from Central Forensic Laboratory of Police.

  12. Wigner method dynamics in the interaction picture

    DEFF Research Database (Denmark)

    Møller, Klaus Braagaard; Dahl, Jens Peder; Henriksen, Niels Engholm

    1994-01-01

    that the dynamics of the interaction picture Wigner function is solved by running a swarm of trajectories in the classical interaction picture introduced previously in the literature. Solving the Wigner method dynamics of collision processes in the interaction picture ensures that the calculated transition......The possibility of introducing an interaction picture in the semiclassical Wigner method is investigated. This is done with an interaction Picture description of the density operator dynamics as starting point. We show that the dynamics of the density operator dynamics as starting point. We show...... probabilities are unambiguous even when the asymptotic potentials are anharmonic. An application of the interaction picture Wigner method to a Morse oscillator interacting with a laser field is presented. The calculated transition probabilities are in good agreement with results obtained by a numerical...

  13. Graphics processing unit (GPU) real-time infrared scene generation

    Science.gov (United States)

    Christie, Chad L.; Gouthas, Efthimios (Themie); Williams, Owen M.

    2007-04-01

    VIRSuite, the GPU-based suite of software tools developed at DSTO for real-time infrared scene generation, is described. The tools include the painting of scene objects with radiometrically-associated colours, translucent object generation, polar plot validation and versatile scene generation. Special features include radiometric scaling within the GPU and the presence of zoom anti-aliasing at the core of VIRSuite. Extension of the zoom anti-aliasing construct to cover target embedding and the treatment of translucent objects is described.

  14. Semantic guidance of eye movements in real-world scenes

    OpenAIRE

    Hwang, Alex D.; Wang, Hsueh-Cheng; Pomplun, Marc

    2011-01-01

    The perception of objects in our visual world is influenced by not only their low-level visual features such as shape and color, but also their high-level features such as meaning and semantic relations among them. While it has been shown that low-level features in real-world scenes guide eye movements during scene inspection and search, the influence of semantic similarity among scene objects on eye movements in such situations has not been investigated. Here we study guidance of eye movemen...

  15. AR goggles make crime scene investigation a desk job

    OpenAIRE

    Aron, Jacob; NORTHFIELD, Dean

    2012-01-01

    CRIME scene investigators could one day help solve murders without leaving the office. A pair of augmented reality glasses could allow local police to virtually tag objects in a crime scene, and build a clean record of the scene in 3D video before evidence is removed for processing.\\ud The system, being developed by Oytun Akman and colleagues at the Delft University of Technology in the Netherlands, consists of a head-mounted display receiving 3D video from a pair of attached cameras controll...

  16. Recognition and source memory for pictures in children and adults.

    Science.gov (United States)

    Cycowicz, Y M; Friedman, D; Snodgrass, J G; Duff, M

    2001-01-01

    The present experiment investigated the developmental aspects of source compared to item memory. College students and 7-8-year-old children viewed pictures drawn in red or green during a study phase, and were asked either to remember the pictures for a subsequent recognition test, or to remember both the pictures and their associated colors for a subsequent source memory test. In the test phase, new and old pictures were presented in black. In the recognition task, participants were asked to make binary old/new recognition judgments, while in the source task, they were asked to make trinary old-green/old-red/new source judgements. Performance on all tasks improved with increasing age, but the age difference for source was much larger than that for item memory. It has been suggested that the frontal lobes play a critical role in the retrieval of source information, and that this brain region relative to the medial temporal lobes continues to develop into late adolescence. Thus, it is possible that immaturity of the frontal lobes may be causally related to the children's lower performance on the source memory task.

  17. Emotionally Negative Pictures Enhance Gist Memory

    OpenAIRE

    Bookbinder, S. H.; Brainerd, C. J.

    2016-01-01

    In prior work on how true and false memory are influenced by emotion, valence and arousal have often been conflated. Thus, it is difficult to say which specific effects are due to valence and which are due to arousal. In the present research, we used a picture-memory paradigm that allowed emotional valence to be manipulated with arousal held constant. Negatively-valenced pictures elevated both true and false memory, relative to positive and neutral pictures. Conjoint recognition modeling reve...

  18. Embryo disposition and the new death scene

    Directory of Open Access Journals (Sweden)

    Ellison, David

    2011-01-01

    Full Text Available In the IVF clinic - a place designed principally for the production and implantation of embryos - scientists and IVF recipients are faced with decisions regarding the disposition of frozen embryos. At this time there are hundred of thousands of cryopreserved embryos awaiting such determinations. They may be thawed for transfer to the woman herself, they may be donated for research or for use by other infertile couples, they may remain in frozen storage, or they may variously be discarded by being allowed to 'succumb', or 'perish'. Where the choice is discard, some IVF clients have chosen to formalise the process through ceremony. A new language is emerging in response to the desires of the would-be-parents who might wish to characterise the discard experience as a ‘good death’. This article examines the procedure known as ‘compassionate transfer’ where the embryo to be discarded is placed in the woman’s vagina where it is clear that it will not develop further. An alternate method has the embryo transferred in the usual manner but without the benefit of fertility-enhancing hormones at a point in the cycle unreceptive to implantation. The embryo destined for disposal is thus removed from the realm of technological possibility and ‘returned’ to the female body for a homely death. While debates continue about whether or not embryos constitute life, new practices are developing in response to the emotional experience of embryo discard. We argue that compassionate transfer is a death scene taking shape. In this article, we take the measure of this new death scene’s fabrication, and consider the form, significance, and legal complexity of its ceremonies.

  19. East coast gas - the big picture

    International Nuclear Information System (INIS)

    Drummond, K.J.

    1998-01-01

    The North American conventional gas resource base was reviewed and an explanation of how Canada's East coast fits into the overall picture was given. At 1996 year end, the total conventional ultimate natural gas resource base for North America was estimated to be 2,695 trillion cubic feet. The most important supply areas are Canada and the United States. Mexico and Alaska are expected to play only a minor role in the overall North American supply. Approximately half of the conventional gas estimated to exist in North America remains to be discovered. Only 78 per cent from the half that has been discovered has been produced, and only 22 per cent of it is remaining as reserves. Of the undiscovered natural gas resource, 38 per cent is in the frontier regions of Alaska and Canada. The growing importance of the East coast of North America as markets for natural gas was reviewed. The distribution of ultimate conventional marketable gas resources for Canada was described. The potential of the Western Canadian Sedimentary Basin (WCSB) and selected frontier areas were assessed. The report showed an undiscovered conventional marketable gas estimate of 122 trillion cubic feet for the WCSB and 107 trillion cubic feet for the Frontier areas. The two most significant areas of discovery in eastern Canada were considered to be the Hibernia oil field on the Grand Banks and the Venture gas field of the Scotian Shelf. 2 tabs., 7 figs

  20. Salience of the lambs: a test of the saliency map hypothesis with pictures of emotive objects.

    Science.gov (United States)

    Humphrey, Katherine; Underwood, Geoffrey; Lambert, Tony

    2012-01-25

    Humans have an ability to rapidly detect emotive stimuli. However, many emotional objects in a scene are also highly visually salient, which raises the question of how dependent the effects of emotionality are on visual saliency and whether the presence of an emotional object changes the power of a more visually salient object in attracting attention. Participants were shown a set of positive, negative, and neutral pictures and completed recall and recognition memory tests. Eye movement data revealed that visual saliency does influence eye movements, but the effect is reliably reduced when an emotional object is present. Pictures containing negative objects were recognized more accurately and recalled in greater detail, and participants fixated more on negative objects than positive or neutral ones. Initial fixations were more likely to be on emotional objects than more visually salient neutral ones, suggesting that the processing of emotional features occurs at a very early stage of perception.

  1. Signs of depth-luminance covariance in 3-D cluttered scenes.

    Science.gov (United States)

    Scaccia, Milena; Langer, Michael S

    2018-03-01

    In three-dimensional (3-D) cluttered scenes such as foliage, deeper surfaces often are more shadowed and hence darker, and so depth and luminance often have negative covariance. We examined whether the sign of depth-luminance covariance plays a role in depth perception in 3-D clutter. We compared scenes rendered with negative and positive depth-luminance covariance where positive covariance means that deeper surfaces are brighter and negative covariance means deeper surfaces are darker. For each scene, the sign of the depth-luminance covariance was given by occlusion cues. We tested whether subjects could use this sign information to judge the depth order of two target surfaces embedded in 3-D clutter. The clutter consisted of distractor surfaces that were randomly distributed in a 3-D volume. We tested three independent variables: the sign of the depth-luminance covariance, the colors of the targets and distractors, and the background luminance. An analysis of variance showed two main effects: Subjects performed better when the deeper surfaces were darker and when the color of the target surfaces was the same as the color of the distractors. There was also a strong interaction: Subjects performed better under a negative depth-luminance covariance condition when targets and distractors had different colors than when they had the same color. Our results are consistent with a "dark means deep" rule, but the use of this rule depends on the similarity between the color of the targets and color of the 3-D clutter.

  2. Selected pictures of the month

    CERN Multimedia

    Claudia Marcelloni de Oliveira

    View of a single MDT Big Wheel (on side A in UX15 cavern) taken during its last movement immediately after being assembled and just before being connected to the neighbouring TGC1 wheel. Assembly work on the Cathode Strip Chambers on Small Wheel C in building 190. Connecting the services for the Cathode Strip Chambers. The installation of the optical fibers for the readout of the Cathode Strip Chambers on Small Weel C by the Irvine group. Best from our archives: View of the End Cap Calorimeter and TGC big wheel from the Cryostat side A of ATLAS cavern taken on 22 May 2007. The picture above was taken from the platform in the middle, between the Cryostat and the End-Cap. Muriel hopes you all had a great vacation. She herself had a wonderful time sailing in Galicia (North Western Spain). She can be seen here wearing the traditional dress offered to her by "Los Amigos de las Dornas" (Friends of the Dornas -traditional sailing boats used for fishing) - when she became ...

  3. Design for Play

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    Abstract The purpose of the new Design for Play initiative is to inspire and educate designers to design for the future of play. To create “play ambassadors” equipped with excellent tools, methods, approaches and mind-sets to design for the playful human being in an ever-changing world. To teach...... and inspire children to grow up to be creative designers of their own life and the world around them. The Design for Play research team will study the interplay between people, processes and products in design for play and support the development of playful designers, playful solutions and playful experiences...

  4. When Do Pictures Help Learning from Expository Text? Multimedia and Modality Effects in Primary Schools

    Science.gov (United States)

    Herrlinger, Simone; Höffler, Tim N.; Opfermann, Maria; Leutner, Detlev

    2017-06-01

    Adding pictures to a text is very common in today's education and might be especially beneficial for elementary school children, whose abilities to read and understand pure text have not yet been fully developed. Our study examined whether adding pictures supports learning of a biology text in fourth grade and whether the text modality (spoken or written) plays a role. Results indicate that overall, pictures enhanced learning but that the text should be spoken rather than written. These results are in line with instructional design principles derived from common multimedia learning theories. In addition, for elementary school children, it might be advisable to read texts out to the children. Reading by themselves and looking at pictures might overload children's cognitive capacities and especially their visual channel. In this case, text and pictures would not be integrated into one coherent mental model, and effective learning would not take place.

  5. Effects of a Picture Racetrack Game on the Expressive Vocabulary of Deaf Preschoolers.

    Science.gov (United States)

    Davenport, Carrie A; Alber-Morgan, Sheila R; Clancy, Shannon M; Kranak, Michael P

    2017-07-01

    This study examined the effects of a picture racetrack game on the acquisition, maintenance, and generalization of picture labeling for 2 preschool students who are deaf. The game consisted of placing photographs representing individualized target vocabulary around a racetrack board and prompting the participant to sign each photo. A multiple baseline design across picture sets demonstrated that playing the picture racetrack game was functionally related to acquisition of vocabulary to 100% mastery on at least 3 consecutive sessions for each participant. Additionally, both participants maintained most of the vocabulary they acquired for at least 4 weeks after intervention, and they generalized picture labeling to a different presentation mode (i.e., a photo album). © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  6. Scene Classification Using High Spatial Resolution Multispectral Data

    National Research Council Canada - National Science Library

    Garner, Jamada

    2002-01-01

    ...), High-spatial resolution (8-meter), 4-color MSI data from IKONOS provide a new tool for scene classification, The utility of these data are studied for the purpose of classifying the Elkhorn Slough and surrounding wetlands in central...

  7. Radiative transfer model for heterogeneous 3-D scenes

    Science.gov (United States)

    Kimes, D. S.; Kirchner, J. A.

    1982-01-01

    A general mathematical framework for simulating processes in heterogeneous 3-D scenes is presented. Specifically, a model was designed and coded for application to radiative transfers in vegetative scenes. The model is unique in that it predicts (1) the directional spectral reflectance factors as a function of the sensor's azimuth and zenith angles and the sensor's position above the canopy, (2) the spectral absorption as a function of location within the scene, and (3) the directional spectral radiance as a function of the sensor's location within the scene. The model was shown to follow known physical principles of radiative transfer. Initial verification of the model as applied to a soybean row crop showed that the simulated directional reflectance data corresponded relatively well in gross trends to the measured data. However, the model can be greatly improved by incorporating more sophisticated and realistic anisotropic scattering algorithms

  8. Developing Scene Understanding Neural Software for Realistic Autonomous Outdoor Missions

    Science.gov (United States)

    2017-09-01

    computer using a single graphics processing unit (GPU). To the best of our knowledge, an implementation of the open-source Python -based AlexNet CNN on...1. Introduction Neurons in the brain enable us to understand scenes by assessing the spatial, temporal, and feature relations of objects in the...effort to use computer neural networks to augment human neural intelligence to improve our scene understanding (Krizhevsky et al. 2012; Zhou et al

  9. STREAM PROCESSING ALGORITHMS FOR DYNAMIC 3D SCENE ANALYSIS

    Science.gov (United States)

    2018-02-15

    PROCESSING ALGORITHMS FOR DYNAMIC 3D SCENE ANALYSIS 5a. CONTRACT NUMBER FA8750-14-2-0072 5b. GRANT NUMBER N/A 5c. PROGRAM ELEMENT NUMBER 62788F 6...of Figures 1 The 3D processing pipeline flowchart showing key modules. . . . . . . . . . . . . . . . . 12 2 Overall view (data flow) of the proposed...pipeline flowchart showing key modules. from motion and bundle adjustment algorithm. By fusion of depth masks of the scene obtained from 3D

  10. 3D Traffic Scene Understanding From Movable Platforms.

    Science.gov (United States)

    Geiger, Andreas; Lauer, Martin; Wojek, Christian; Stiller, Christoph; Urtasun, Raquel

    2014-05-01

    In this paper, we present a novel probabilistic generative model for multi-object traffic scene understanding from movable platforms which reasons jointly about the 3D scene layout as well as the location and orientation of objects in the scene. In particular, the scene topology, geometry, and traffic activities are inferred from short video sequences. Inspired by the impressive driving capabilities of humans, our model does not rely on GPS, lidar, or map knowledge. Instead, it takes advantage of a diverse set of visual cues in the form of vehicle tracklets, vanishing points, semantic scene labels, scene flow, and occupancy grids. For each of these cues, we propose likelihood functions that are integrated into a probabilistic generative model. We learn all model parameters from training data using contrastive divergence. Experiments conducted on videos of 113 representative intersections show that our approach successfully infers the correct layout in a variety of very challenging scenarios. To evaluate the importance of each feature cue, experiments using different feature combinations are conducted. Furthermore, we show how by employing context derived from the proposed method we are able to improve over the state-of-the-art in terms of object detection and object orientation estimation in challenging and cluttered urban environments.

  11. Presentation of 3D Scenes Through Video Example.

    Science.gov (United States)

    Baldacci, Andrea; Ganovelli, Fabio; Corsini, Massimiliano; Scopigno, Roberto

    2017-09-01

    Using synthetic videos to present a 3D scene is a common requirement for architects, designers, engineers or Cultural Heritage professionals however it is usually time consuming and, in order to obtain high quality results, the support of a film maker/computer animation expert is necessary. We introduce an alternative approach that takes the 3D scene of interest and an example video as input, and automatically produces a video of the input scene that resembles the given video example. In other words, our algorithm allows the user to "replicate" an existing video, on a different 3D scene. We build on the intuition that a video sequence of a static environment is strongly characterized by its optical flow, or, in other words, that two videos are similar if their optical flows are similar. We therefore recast the problem as producing a video of the input scene whose optical flow is similar to the optical flow of the input video. Our intuition is supported by a user-study specifically designed to verify this statement. We have successfully tested our approach on several scenes and input videos, some of which are reported in the accompanying material of this paper.

  12. Political conservatism predicts asymmetries in emotional scene memory.

    Science.gov (United States)

    Mills, Mark; Gonzalez, Frank J; Giuseffi, Karl; Sievert, Benjamin; Smith, Kevin B; Hibbing, John R; Dodd, Michael D

    2016-06-01

    Variation in political ideology has been linked to differences in attention to and processing of emotional stimuli, with stronger responses to negative versus positive stimuli (negativity bias) the more politically conservative one is. As memory is enhanced by attention, such findings predict that memory for negative versus positive stimuli should similarly be enhanced the more conservative one is. The present study tests this prediction by having participants study 120 positive, negative, and neutral scenes in preparation for a subsequent memory test. On the memory test, the same 120 scenes were presented along with 120 new scenes and participants were to respond whether a scene was old or new. Results on the memory test showed that negative scenes were more likely to be remembered than positive scenes, though, this was true only for political conservatives. That is, a larger negativity bias was found the more conservative one was. The effect was sizeable, explaining 45% of the variance across subjects in the effect of emotion. These findings demonstrate that the relationship between political ideology and asymmetries in emotion processing extend to memory and, furthermore, suggest that exploring the extent to which subject variation in interactions among emotion, attention, and memory is predicted by conservatism may provide new insights into theories of political ideology. Published by Elsevier B.V.

  13. Two Distinct Scene-Processing Networks Connecting Vision and Memory.

    Science.gov (United States)

    Baldassano, Christopher; Esteva, Andre; Fei-Fei, Li; Beck, Diane M

    2016-01-01

    A number of regions in the human brain are known to be involved in processing natural scenes, but the field has lacked a unifying framework for understanding how these different regions are organized and interact. We provide evidence from functional connectivity and meta-analyses for a new organizational principle, in which scene processing relies upon two distinct networks that split the classically defined parahippocampal place area (PPA). The first network of strongly connected regions consists of the occipital place area/transverse occipital sulcus and posterior PPA, which contain retinotopic maps and are not strongly coupled to the hippocampus at rest. The second network consists of the caudal inferior parietal lobule, retrosplenial complex, and anterior PPA, which connect to the hippocampus (especially anterior hippocampus), and are implicated in both visual and nonvisual tasks, including episodic memory and navigation. We propose that these two distinct networks capture the primary functional division among scene-processing regions, between those that process visual features from the current view of a scene and those that connect information from a current scene view with a much broader temporal and spatial context. This new framework for understanding the neural substrates of scene-processing bridges results from many lines of research, and makes specific functional predictions.

  14. Bonding Pictures: Affective Ratings Are Specifically Associated to Loneliness But Not to Empathy

    Directory of Open Access Journals (Sweden)

    Heraldo D. Silva

    2017-07-01

    Full Text Available Responding to pro-social cues plays an important adaptive role in humans. Our aims were (i to create a catalog of bonding and matched-control pictures to compare the emotional reports of valence and arousal with the International Affective Picture System (IAPS pictures; (ii to verify sex influence on the valence and arousal of bonding and matched-control pictures; (iii to investigate if empathy and loneliness traits exert a specific influence on emotional reports for the bonding pictures. To provide a finer tool for social interaction studies, the present work defined two new sets of pictures consisting of “interacting dyads” (Bonding: N = 70 and matched controls “non-interacting dyads” (Controls: N = 70. The dyads could be either a child and an adult, or two children. Participants (N = 283, 182 women were divided in 10 groups for the experimental sessions. The task was to rate the hedonic valence and emotional arousal of bonding and controls; and of pleasant, neutral, and unpleasant pictures from the IAPS. Effects of social-related traits, empathy and loneliness, on affective ratings were tested. Participants rated bonding pictures as more pleasant and arousing than control ones. Ratings did not differentiate bonding from IAPS pleasant pictures. Control pictures showed lower ratings than pleasant but higher ratings than neutral IAPS pictures. Women rated bonding and control pictures as more positive than men. There was no sex difference for arousal ratings. High empathic participants rated bonding and control pictures higher than low empathic participants. Also, they rated pleasant IAPS pictures more positive and arousing; and unpleasant pictures more negative and arousing than the less empathic ones. Loneliness trait, on the other hand, affected very specifically the ratings of bonding pictures; lonelier participants rated them less pleasant and less arousing than less lonely. Loneliness trait did not modulate ratings of other

  15. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    The interest in organizational play is growing, both in popular business discourse and organization studies. As the presumption that play is dysfunctional for organizations is increasingly discarded, the existing positions may be divided into two camps; one proposes ‘serious play’ as an engine fo...... workplaces engage in play: play as a (serious) continuation of work, play as a (critical) intervention into work and play as an (uninvited) usurpation of work....

  16. Repetition and brain potentials when recognizing natural scenes: task and emotion differences

    Science.gov (United States)

    Bradley, Margaret M.; Codispoti, Maurizio; Karlsson, Marie; Lang, Peter J.

    2013-01-01

    Repetition has long been known to facilitate memory performance, but its effects on event-related potentials (ERPs), measured as an index of recognition memory, are less well characterized. In Experiment 1, effects of both massed and distributed repetition on old–new ERPs were assessed during an immediate recognition test that followed incidental encoding of natural scenes that also varied in emotionality. Distributed repetition at encoding enhanced both memory performance and the amplitude of an old–new ERP difference over centro-parietal sensors. To assess whether these repetition effects reflect encoding or retrieval differences, the recognition task was replaced with passive viewing of old and new pictures in Experiment 2. In the absence of an explicit recognition task, ERPs were completely unaffected by repetition at encoding, and only emotional pictures prompted a modestly enhanced old–new difference. Taken together, the data suggest that repetition facilitates retrieval processes and that, in the absence of an explicit recognition task, differences in old–new ERPs are only apparent for affective cues. PMID:22842817

  17. Christians in South Africa: The statistical picture

    African Journals Online (AJOL)

    Abstract. Christians in South Africa; The statistical picture. Government censuses since 1960 indicate that the religious picture was already largely fixed by the 1950s. Already at that stage some 3 out of 4. South Africans identified themselves as 'Christians'. Since then this percentage grew steadily, mainly because of ...

  18. Picture Books and the Art of Collage.

    Science.gov (United States)

    Prudhoe, Catherine M.

    2003-01-01

    Explores how teachers can use picture book illustrations to teach children the art of collage. Focuses on three children's picture books and offers art activities showcasing three collage techniques: (1) cut and torn paper collage; (2) photomontage; and (3) texture collages and collage constructions. Relates each activity to the National Standards…

  19. Algorithms for coding scanned halftone pictures

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Forchhammer, Morten

    1988-01-01

    A method for coding scanned documents containing halftone pictures, e.g. newspapers and magazines, for transmission purposes is proposed. The halftone screen is estimated and the grey value of each dot is found, thus giving a compact description. At the receiver the picture is rescreened. A novel...

  20. The Picture Superiority Effect and Biological Education.

    Science.gov (United States)

    Reid, D. J.

    1984-01-01

    Discusses learning behaviors where the "picture superiority effect" (PSE) seems to be most effective in biology education. Also considers research methodology and suggests a new research model which allows a more direct examination of the strategies learners use when matching up picture and text in efforts to "understand"…

  1. Positioning Picture Books within the Mathematics Curriculum

    Science.gov (United States)

    Jenkins, Kate

    2010-01-01

    Most teachers feel confident espousing the benefits of using picture books in English lessons, talking about the importance of using the illustrations to enhance the text, engaging students and fostering a love and appreciation of literature. How many teachers passionately advocate the use of these same picture books in mathematics lessons? This…

  2. Magazine Picture Collage in Group Supervision

    Science.gov (United States)

    Shepard, Blythe C.; Guenette, Francis L.

    2010-01-01

    A magazine picture collage activity was used with three female counsellor education students as a vehicle to support them in processing their experience as counsellors in training. The use of magazine picture collage in group supervision is described, and the benefits and challenges are presented. The collages served as jumping-off points for…

  3. Gender Stereotypes in Children's Picture Books.

    Science.gov (United States)

    Narahara, May M.

    Research has examined how gender stereotypes and sexism in picture books affect the development of gender identity in young children, how children's books in the last decade have portrayed gender, and how researchers evaluate picture books for misrepresentations of gender. A review of the research indicated that gender development is a critical…

  4. Picture Books Peek behind Cultural Curtains.

    Science.gov (United States)

    Marantz, Sylvia; Marantz, Kenneth

    2000-01-01

    Discusses culture in picture books in three general categories: legends and histories; current life in particular areas; and the immigrant experience. Considers the translation of visual images, discusses authentic interpretations, and presents an annotated bibliography of picture books showing cultural diversity including African, Asian, Mexican,…

  5. Functional relationships between the hippocampus and dorsomedial striatum in learning a visual scene-based memory task in rats.

    Science.gov (United States)

    Delcasso, Sébastien; Huh, Namjung; Byeon, Jung Seop; Lee, Jihyun; Jung, Min Whan; Lee, Inah

    2014-11-19

    The hippocampus is important for contextual behavior, and the striatum plays key roles in decision making. When studying the functional relationships with the hippocampus, prior studies have focused mostly on the dorsolateral striatum (DLS), emphasizing the antagonistic relationships between the hippocampus and DLS in spatial versus response learning. By contrast, the functional relationships between the dorsomedial striatum (DMS) and hippocampus are relatively unknown. The current study reports that lesions to both the hippocampus and DMS profoundly impaired performance of rats in a visual scene-based memory task in which the animals were required to make a choice response by using visual scenes displayed in the background. Analysis of simultaneous recordings of local field potentials revealed that the gamma oscillatory power was higher in the DMS, but not in CA1, when the rat performed the task using familiar scenes than novel ones. In addition, the CA1-DMS networks increased coherence at γ, but not at θ, rhythm as the rat mastered the task. At the single-unit level, the neuronal populations in CA1 and DMS showed differential firing patterns when responses were made using familiar visual scenes than novel ones. Such learning-dependent firing patterns were observed earlier in the DMS than in CA1 before the rat made choice responses. The present findings suggest that both the hippocampus and DMS process memory representations for visual scenes in parallel with different time courses and that flexible choice action using background visual scenes requires coordinated operations of the hippocampus and DMS at γ frequencies. Copyright © 2014 the authors 0270-6474/14/3415534-14$15.00/0.

  6. Rapid induction of false memory for pictures.

    Science.gov (United States)

    Weinstein, Yana; Shanks, David R

    2010-07-01

    Recognition of pictures is typically extremely accurate, and it is thus unclear whether the reconstructive nature of memory can yield substantial false recognition of highly individuated stimuli. A procedure for the rapid induction of false memories for distinctive colour photographs is proposed. Participants studied a set of object pictures followed by a list of words naming those objects, but embedded in the list were names of unseen objects. When subsequently shown full colour pictures of these unseen objects, participants consistently claimed that they had seen them, while discriminating with high accuracy between studied pictures and new pictures whose names did not appear in the misleading word list. These false memories can be reported with high confidence as well as the feeling of recollection. This new procedure allows the investigation of factors that influence false memory reports with ecologically valid stimuli and of the similarities and differences between true and false memories.

  7. Playing on the edge

    DEFF Research Database (Denmark)

    Cermak-Sassenrath, Daniel

    2018-01-01

    and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued......Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different...... that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do...

  8. Can pictures speak a thousand words in understanding climate change?

    Science.gov (United States)

    Walton, P.

    2017-12-01

    Pictures are able to engage, inspire and educate people in a way that the spoken or written word cannot, and with 21st Century technology we now have even more ways to present images. Researchers and campaigners working in climate change have used the power of images to great effect, bringing the issue of a warming planet into stark relief through iconic scenes such as the forlorn polar bear adrift on an iceberg. Whilst undeniably successful, this image has now become passé and invisible necessitating the scientific community to identify new ways to engage and educate the general public. This paper reports on a new high resolution visualisation app that has been developed by the European Space Agency to illustrate the change over time of a number of climate variables. Data, collected via satellite Earth observations, have been rendered into visually stunning animations that can be interrogated in a number of ways to allow the user to understand the spatial and temporal changes of that variable. But is it enough? Can it ever be that all that glisters really is gold?

  9. Picture this! grasping the dimensions of time and space

    CERN Document Server

    Carroll, Michael

    2016-01-01

    Astronomical concepts can be truly hard to comprehend, especially those of planetary sizes and distances from Earth and from each other. These concepts are made more comprehensible by the group of illustrations in this book, which put, in scale, side by side extraterrestrial objects with objects on Earth we can more easily relate to. For example, study the pictures of Earth floating above Jupiter’s Great Red Spot and the asteroid Itokawa resting beside Toronto’s CN Tower. These mind-bending images bring things better into perspective and will help you understand the size and scale of our Solar System. In later chapters, you will be told how close the visionaries of the past came to guessing what today’s explorers would find. Astronomer/painter Lucien Rudaux’s masterpieces of Mars dust storms anticipated Viking and Mars rover images by nearly a century. Space artist Ludek Pesek envisioned astronauts setting up camp on the lunar surface in scenes hauntingly similar to photos taken by Apollo a...

  10. The Play of Psychotherapy

    Science.gov (United States)

    Marks-Tarlow, Terry

    2012-01-01

    The author reviews the role of play within psychotherapy. She does not discuss the formal play therapy especially popular for young children, nor play from the Jungian perspective that encourages the use of the sand tray with adults. Instead, she focuses on the informal use of play during psychotherapy as it is orchestrated intuitively. Because…

  11. Play Therapy. ERIC Digest.

    Science.gov (United States)

    Landreth, Garry; Bratton, Sue

    Play therapy is based on developmental principles and, thus, provides, through play, developmentally appropriate means of expression and communication for children. Therefore, skill in using play therapy is an essential tool for mental health professionals who work with children. Therapeutic play allows children the opportunity to express…

  12. The role of play

    NARCIS (Netherlands)

    Schouten, B.A.M.

    2011-01-01

    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance

  13. Penerapan Pembelajaran Kooperatif Tipe Picture and Picture untuk Meningkatkan Perkembangan Kognitif Anak Usia Dini di Kelompok Bermain

    Directory of Open Access Journals (Sweden)

    Rosmaryn Tutupary

    2017-07-01

    Full Text Available The world of children is a world of play, and learning is done with or while playing that involves all the senses of the child. Paud teachers and parents need to look at the aspects of personality that exist in the development of children, including aspects of cognitive aspects, aspects of moral values, aspects of intelligence, motor aspects, social aspects of emotional. These five aspects may affect the thinking aspect of the child, and this is highly dependent on the ability of each individual. Therefore, children need to get good and proper stimulation to optimize aspects of its development. This study aims to determine the application of cooperative learning picture and picture type in improving early childhood cognitive development in KB Mawar FKIP Unpatti Ambon. This research is a Classroom Action Research. The subjects of this study were students aged 4-5 years KB Roses FKIP Unpatti Ambon which amounted to 10 people. Data collection techniques are observation and interview. This classroom action research procedure is carried out in two cycles, namely cycle I and cycle II. To know the result of student learning by using learning strategy with song on cognitive aspect conducted evaluation in the form of observation to cognitive aspect. Where indicators are performed by holding observations after completion of learning in each cycle at the end of the second meeting. The results showed that in the first cycle, there are still students who do not meet the criteria of the indicators conducted by the tutor, so it can be said as a weakness encountered in the implementation of the first cycle action, while in cycle II students are very active hear the teacher explanation. Very active in question is that students can follow the teacher's explanation well so that what is assigned can be done well. Thus it can be concluded that by using cooperative learning picture and picture type can develop early childhood cognitive in KB Mawar FKIP Unpatti Ambon

  14. The Geneva Smoking Pictures: development and preliminary validation.

    OpenAIRE

    Khazaal, Yasser; Zullino, Daniele; Billieux, Joël

    2012-01-01

    Cue reactivity is essential to the maintenance of addictive disorders. A useful way to study cue reactivity is by means of normative pictures, but few validated tobacco-related pictures are available. This study describes a database of smoking-related pictures: The Geneva Smoking Pictures (GSP). Sixty smoking-related pictures were presented to 91 participants who assessed them according to the classic emotional pictures validation provided by the International Affective Picture System (NIMH C...

  15. "Fun Forever"? Toys, Games, and Play in Louisa May Alcott's "Little Women"

    Science.gov (United States)

    Phillips, Anne K.

    2010-01-01

    Nineteenth-century literature offers insights into the history and sociology of play in American life. Louisa May Alcott's novel "Little Women" contains especially rich period depictions of childhood games and amusements and provides some of the earliest scenes of American girls at play. The author discusses the various depictions of…

  16. Child's Play: Therapist's Narrative

    Science.gov (United States)

    Reddy, Rajakumari P.; Hirisave, Uma

    2014-01-01

    Play has been recognized as an essential component to children's healthy development. Schools of play therapy differ philosophically and technically, but they all embrace the therapeutic and developmental properties of play. This case report is an illustration of how a 6-year-old child with emotional disorder was facilitated to express concerns in child-centered play therapy. The paper discusses the therapist's narration of the child's play. PMID:24860228

  17. A view not to be missed: Salient scene content interferes with cognitive restoration

    Science.gov (United States)

    Van der Jagt, Alexander P. N.; Craig, Tony; Brewer, Mark J.; Pearson, David G.

    2017-01-01

    Attention Restoration Theory (ART) states that built scenes place greater load on attentional resources than natural scenes. This is explained in terms of "hard" and "soft" fascination of built and natural scenes. Given a lack of direct empirical evidence for this assumption we propose that perceptual saliency of scene content can function as an empirically derived indicator of fascination. Saliency levels were established by measuring speed of scene category detection using a Go/No-Go detection paradigm. Experiment 1 shows that built scenes are more salient than natural scenes. Experiment 2 replicates these findings using greyscale images, ruling out a colour-based response strategy, and additionally shows that built objects in natural scenes affect saliency to a greater extent than the reverse. Experiment 3 demonstrates that the saliency of scene content is directly linked to cognitive restoration using an established restoration paradigm. Overall, these findings demonstrate an important link between the saliency of scene content and related cognitive restoration. PMID:28723975

  18. Picture archiving and communications system EFPACS series

    International Nuclear Information System (INIS)

    Hirasawa, Teiji; Mukasa, Minoru; Hiramatsu, Jun-ichi

    1989-01-01

    Fuji EFPACS (Effective Fuji PACS) is a picture archiving and communications system which efficiently executes centralized management of quantities of image data produced in a hospital. Main features of this system are high-speed retrieval and display function resulting from high-grade imaging technology. This system also strongly supports picture management for multi-modalities, picture storage, and education. EFPACS-500 and EFPACS-1000 series are available according to a system scale. An optimal system configuration can be obtained in a building-up style. This paper describes the features and performance of the EFPACS. (author)

  19. Research on hyperspectral dynamic scene and image sequence simulation

    Science.gov (United States)

    Sun, Dandan; Liu, Fang; Gao, Jiaobo; Sun, Kefeng; Hu, Yu; Li, Yu; Xie, Junhu; Zhang, Lei

    2016-10-01

    This paper presents a simulation method of hyperspectral dynamic scene and image sequence for hyperspectral equipment evaluation and target detection algorithm. Because of high spectral resolution, strong band continuity, anti-interference and other advantages, in recent years, hyperspectral imaging technology has been rapidly developed and is widely used in many areas such as optoelectronic target detection, military defense and remote sensing systems. Digital imaging simulation, as a crucial part of hardware in loop simulation, can be applied to testing and evaluation hyperspectral imaging equipment with lower development cost and shorter development period. Meanwhile, visual simulation can produce a lot of original image data under various conditions for hyperspectral image feature extraction and classification algorithm. Based on radiation physic model and material characteristic parameters this paper proposes a generation method of digital scene. By building multiple sensor models under different bands and different bandwidths, hyperspectral scenes in visible, MWIR, LWIR band, with spectral resolution 0.01μm, 0.05μm and 0.1μm have been simulated in this paper. The final dynamic scenes have high real-time and realistic, with frequency up to 100 HZ. By means of saving all the scene gray data in the same viewpoint image sequence is obtained. The analysis results show whether in the infrared band or the visible band, the grayscale variations of simulated hyperspectral images are consistent with the theoretical analysis results.

  20. Radio Wave Propagation Scene Partitioning for High-Speed Rails

    Directory of Open Access Journals (Sweden)

    Bo Ai

    2012-01-01

    Full Text Available Radio wave propagation scene partitioning is necessary for wireless channel modeling. As far as we know, there are no standards of scene partitioning for high-speed rail (HSR scenarios, and therefore we propose the radio wave propagation scene partitioning scheme for HSR scenarios in this paper. Based on our measurements along the Wuhan-Guangzhou HSR, Zhengzhou-Xian passenger-dedicated line, Shijiazhuang-Taiyuan passenger-dedicated line, and Beijing-Tianjin intercity line in China, whose operation speeds are above 300 km/h, and based on the investigations on Beijing South Railway Station, Zhengzhou Railway Station, Wuhan Railway Station, Changsha Railway Station, Xian North Railway Station, Shijiazhuang North Railway Station, Taiyuan Railway Station, and Tianjin Railway Station, we obtain an overview of HSR propagation channels and record many valuable measurement data for HSR scenarios. On the basis of these measurements and investigations, we partitioned the HSR scene into twelve scenarios. Further work on theoretical analysis based on radio wave propagation mechanisms, such as reflection and diffraction, may lead us to develop the standard of radio wave propagation scene partitioning for HSR. Our work can also be used as a basis for the wireless channel modeling and the selection of some key techniques for HSR systems.

  1. Changing scenes: memory for naturalistic events following change blindness.

    Science.gov (United States)

    Mäntylä, Timo; Sundström, Anna

    2004-11-01

    Research on scene perception indicates that viewers often fail to detect large changes to scene regions when these changes occur during a visual disruption such as a saccade or a movie cut. In two experiments, we examined whether this relative inability to detect changes would produce systematic biases in event memory. In Experiment 1, participants decided whether two successively presented images were the same or different, followed by a memory task, in which they recalled the content of the viewed scene. In Experiment 2, participants viewed a short video, in which an actor carried out a series of daily activities, and central scenes' attributes were changed during a movie cut. A high degree of change blindness was observed in both experiments, and these effects were related to scene complexity (Experiment 1) and level of retrieval support (Experiment 2). Most important, participants reported the changed, rather than the initial, event attributes following a failure in change detection. These findings suggest that attentional limitations during encoding contribute to biases in episodic memory.

  2. Integration of heterogeneous features for remote sensing scene classification

    Science.gov (United States)

    Wang, Xin; Xiong, Xingnan; Ning, Chen; Shi, Aiye; Lv, Guofang

    2018-01-01

    Scene classification is one of the most important issues in remote sensing (RS) image processing. We find that features from different channels (shape, spectral, texture, etc.), levels (low-level and middle-level), or perspectives (local and global) could provide various properties for RS images, and then propose a heterogeneous feature framework to extract and integrate heterogeneous features with different types for RS scene classification. The proposed method is composed of three modules (1) heterogeneous features extraction, where three heterogeneous feature types, called DS-SURF-LLC, mean-Std-LLC, and MS-CLBP, are calculated, (2) heterogeneous features fusion, where the multiple kernel learning (MKL) is utilized to integrate the heterogeneous features, and (3) an MKL support vector machine classifier for RS scene classification. The proposed method is extensively evaluated on three challenging benchmark datasets (a 6-class dataset, a 12-class dataset, and a 21-class dataset), and the experimental results show that the proposed method leads to good classification performance. It produces good informative features to describe the RS image scenes. Moreover, the integration of heterogeneous features outperforms some state-of-the-art features on RS scene classification tasks.

  3. Unconscious analyses of visual scenes based on feature conjunctions.

    Science.gov (United States)

    Tachibana, Ryosuke; Noguchi, Yasuki

    2015-06-01

    To efficiently process a cluttered scene, the visual system analyzes statistical properties or regularities of visual elements embedded in the scene. It is controversial, however, whether those scene analyses could also work for stimuli unconsciously perceived. Here we show that our brain performs the unconscious scene analyses not only using a single featural cue (e.g., orientation) but also based on conjunctions of multiple visual features (e.g., combinations of color and orientation information). Subjects foveally viewed a stimulus array (duration: 50 ms) where 4 types of bars (red-horizontal, red-vertical, green-horizontal, and green-vertical) were intermixed. Although a conscious perception of those bars was inhibited by a subsequent mask stimulus, the brain correctly analyzed the information about color, orientation, and color-orientation conjunctions of those invisible bars. The information of those features was then used for the unconscious configuration analysis (statistical processing) of the central bars, which induced a perceptual bias and illusory feature binding in visible stimuli at peripheral locations. While statistical analyses and feature binding are normally 2 key functions of the visual system to construct coherent percepts of visual scenes, our results show that a high-level analysis combining those 2 functions is correctly performed by unconscious computations in the brain. (c) 2015 APA, all rights reserved).

  4. Alibis for Adult Play

    Science.gov (United States)

    2017-01-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be “caught” playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman’s theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  5. Affective salience can reverse the effects of stimulus-driven salience on eye movements in complex scenes

    Directory of Open Access Journals (Sweden)

    Yaqing eNiu

    2012-09-01

    Full Text Available In natural vision both stimulus features and cognitive/affective factors influence an observer's attention. However, the relationship between stimulus-driven (bottom-up and cognitive/affective (top-down factors remains controversial: Can affective salience counteract strong visual stimulus signals and shift attention allocation irrespective of bottom-up features? Is there any difference between negative and positive scenes in terms of their influence on attention deployment? Here we examined the impact of affective factors on eye movement behavior, to understand the competition between visual stimulus-driven salience and affective salience and how they affect gaze allocation in complex scene viewing. Building on our previous research, we compared predictions generated by a visual salience model with measures indexing participant-identified emotionally meaningful regions of each image. To examine how eye movement behaviour differs for negative, positive, and neutral scenes, we examined the influence of affective salience in capturing attention according to emotional valence. Taken together, our results show that affective salience can override stimulus-driven salience and overall emotional valence can determine attention allocation in complex scenes. These findings are consistent with the hypothesis that cognitive/affective factors play a dominant role in active gaze control.

  6. Socializing in an open drug scene: the relationship between access to private space and drug-related street disorder.

    Science.gov (United States)

    Debeck, Kora; Wood, Evan; Qi, Jiezhi; Fu, Eric; McArthur, Doug; Montaner, Julio; Kerr, Thomas

    2012-01-01

    Limited attention has been given to the potential role that the structure of housing available to people who are entrenched in street-based drug scenes may play in influencing the amount of time injection drug users (IDU) spend on public streets. We sought to examine the relationship between time spent socializing in Vancouver's drug scene and access to private space. Using multivariate logistic regression we evaluated factors associated with socializing (three+ hours each day) in Vancouver's open drug scene among a prospective cohort of IDU. We also assessed attitudes towards relocating socializing activities if greater access to private indoor space was provided. Among our sample of 1114 IDU, 43% fit our criteria for socializing in the open drug scene. In multivariate analysis, having limited access to private space was independently associated with socializing (adjusted odds ratio: 1.80, 95% confidence interval: 1.28-2.55). In further analysis, 65% of 'socializers' reported positive attitudes towards relocating socializing if they had greater access to private space. These findings suggest that providing IDU with greater access to private indoor space may reduce one component of drug-related street disorder. Low-threshold supportive housing based on the 'housing first' model that include safeguards to manage behaviors associated with illicit drug use appear to offer important opportunities to create the types of private spaces that could support a reduction in street disorder. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.

  7. Scene text detection by leveraging multi-channel information and local context

    Science.gov (United States)

    Wang, Runmin; Qian, Shengyou; Yang, Jianfeng; Gao, Changxin

    2018-03-01

    As an important information carrier, texts play significant roles in many applications. However, text detection in unconstrained scenes is a challenging problem due to cluttered backgrounds, various appearances, uneven illumination, etc.. In this paper, an approach based on multi-channel information and local context is proposed to detect texts in natural scenes. According to character candidate detection plays a vital role in text detection system, Maximally Stable Extremal Regions(MSERs) and Graph-cut based method are integrated to obtain the character candidates by leveraging the multi-channel image information. A cascaded false positive elimination mechanism are constructed from the perspective of the character and the text line respectively. Since the local context information is very valuable for us, these information is utilized to retrieve the missing characters for boosting the text detection performance. Experimental results on two benchmark datasets, i.e., the ICDAR 2011 dataset and the ICDAR 2013 dataset, demonstrate that the proposed method have achieved the state-of-the-art performance.

  8. A PICTURE OF MODERN FEMINISM THROUGH SOUNDTRACKS LYRICS IN FROZEN

    Directory of Open Access Journals (Sweden)

    Anna Sriastuti

    2017-04-01

    Full Text Available Feminism as it is viewed in the modern world is appreciated in various products. It has become a common sense and understanding that women keep on having movements to pursue equality to men. Literary works play an important role to promote the awareness and spirit of women emancipation. It becomes an interesting view to examine how this women movement is introduced to women in general regardless age. This issue has also been introduced to kids through various ways; among them are novel sand movies. A movie produced by Walt Disney Animation Studios, Frozen, is rich in the elements of the story, animations, pictures, and music. The story itself draws the young readers of the stories of princesses with abundant moral issued of goodness against badness, loyalty, and courage. However, examining deeper to the lyrics of the soundtracks, readers can get a more vivid picture of modern feminism through encouragements of women‘s struggles to face problems, to have bargaining power, and to have right to decide what the best for them. This paper is aimed to find out a picture of modern feminism through the lyrics of the soundtracks. The result of the study can be used to track the development of feminism ideas in modern world.

  9. NIH Abroad: Pictures Are Crowd Pullers

    Science.gov (United States)

    ... turn Javascript on. "Pictures Are Crowd Pullers …" Art, culture, and the Internet combine to intervene against malaria ... Not ripe mangoes. Not witchcraft. The images and words, which speak directly to local beliefs in villages ...

  10. Interframe transform coding of picture data

    Science.gov (United States)

    Ahmed, N.; Natarajan, T. R.

    1976-01-01

    This semi-tutorial paper describes the process of using orthogonal transforms for the purposes of encoding TV picture data. Results pertaining to a 6:1 data compression experiment using the Walsh-Hadamard transform are included.

  11. Pattern Perception and Pictures for the Blind

    Directory of Open Access Journals (Sweden)

    Melissa McCarthy

    2005-01-01

    Full Text Available This article reviews recent research on perception of tangible pictures in sighted and blind people. Haptic picture naming accuracy is dependent upon familiarity and access to semantic memory, just as in visual recognition. Performance is high when haptic picture recognition tasks do not depend upon semantic memory. Viewpoint matters for the ease or difficulty of interpreting haptic pictures of solid objects. Top views were easiest for sighted and blind persons when geometrical solids had constant crosssections in the vertical axis. The presence or absence of viewpoint effects depends upon the nature of the solids that are represented. Congenitally blind people do not spontaneously produce perspective drawings, but recent data suggests that depictions including linear perspective can be understood after minimal experience. The results suggest that two-dimensional configurations are not necessarily problematic for touch.

  12. The common operational picture as collective sensemaking

    NARCIS (Netherlands)

    Wolbers, J.J.; Boersma, F.K.

    2013-01-01

    The common operational picture is used to overcome coordination and information management problems during emergency response. Increasingly, this approach is incorporated in more advanced information systems. This is rooted in an 'information warehouse' perspective, which implies information can be

  13. The Heisenberg picture for single photon states

    International Nuclear Information System (INIS)

    Pienaar, Jacques; Myers, Casey; Ralph, Timothy C.

    2011-01-01

    In the context of quantum field theory, the Heisenberg picture has a distinct advantage over the Schrodinger picture because the Schrodinger picture requires us to transform the vacuum state itself, which can be intractable in the case of non-inertial reference frames, whereas the Heisenberg picture allows us to keep the same vacuum state and only transform the operators. However, the Heisenberg calculation requires the operators to already be expressed as a function of creation and annihilation operators acting on the original vacuum, whereas calculations in quantum information and quantum computation use operators that act on qubit states, necessarily containing particles. The relationship between the operators acting on these states and the operators acting on the vacuum state has remained elusive. We derive such an expression using an explicit model for single-particle production from the vacuum.

  14. Narrative Collage of Image Collections by Scene Graph Recombination.

    Science.gov (United States)

    Fang, Fei; Yi, Miao; Feng, Hui; Hu, Shenghong; Xiao, Chunxia

    2017-10-04

    Narrative collage is an interesting image editing art to summarize the main theme or storyline behind an image collection. We present a novel method to generate narrative images with plausible semantic scene structures. To achieve this goal, we introduce a layer graph and a scene graph to represent relative depth order and semantic relationship between image objects, respectively. We firstly cluster the input image collection to select representative images, and then extract a group of semantic salient objects from each representative image. Both Layer graphs and scene graphs are constructed and combined according to our specific rules for reorganizing the extracted objects in every image. We design an energy model to appropriately locate every object on the final canvas. Experiment results show that our method can produce competitive narrative collage result and works well on a wide range of image collections.

  15. Gordon Craig's Scene Project: a history open to revision

    Directory of Open Access Journals (Sweden)

    Luiz Fernando

    2014-09-01

    Full Text Available The article proposes a review of Gordon Craig’s Scene project, an invention patented in 1910 and developed until 1922. Craig himself kept an ambiguous position whether it was an unfulfilled project or not. His son and biographer Edward Craig sustained that Craig’s original aims were never achieved because of technical limitation, and most of the scholars who examined the matter followed this position. Departing from the actual screen models saved in the Bibliothèque Nationale de France, Craig’s original notebooks, and a short film from 1963, I defend that the patented project and the essay published in 1923 mean, indeed, the materialisation of the dreamed device of the thousand scenes in one scene

  16. Scene recognition based on integrating active learning with dictionary learning

    Science.gov (United States)

    Wang, Chengxi; Yin, Xueyan; Yang, Lin; Gong, Chengrong; Zheng, Caixia; Yi, Yugen

    2018-04-01

    Scene recognition is a significant topic in the field of computer vision. Most of the existing scene recognition models require a large amount of labeled training samples to achieve a good performance. However, labeling image manually is a time consuming task and often unrealistic in practice. In order to gain satisfying recognition results when labeled samples are insufficient, this paper proposed a scene recognition algorithm named Integrating Active Learning and Dictionary Leaning (IALDL). IALDL adopts projective dictionary pair learning (DPL) as classifier and introduces active learning mechanism into DPL for improving its performance. When constructing sampling criterion in active learning, IALDL considers both the uncertainty and representativeness as the sampling criteria to effectively select the useful unlabeled samples from a given sample set for expanding the training dataset. Experiment results on three standard databases demonstrate the feasibility and validity of the proposed IALDL.

  17. SAR Raw Data Generation for Complex Airport Scenes

    Directory of Open Access Journals (Sweden)

    Jia Li

    2014-10-01

    Full Text Available The method of generating the SAR raw data of complex airport scenes is studied in this paper. A formulation of the SAR raw signal model of airport scenes is given. Via generating the echoes from the background, aircrafts and buildings, respectively, the SAR raw data of the unified SAR imaging geometry is obtained from their vector additions. The multipath scattering and the shadowing between the background and different ground covers of standing airplanes and buildings are analyzed. Based on the scattering characteristics, coupling scattering models and SAR raw data models of different targets are given, respectively. A procedure is given to generate the SAR raw data of airport scenes. The SAR images from the simulated raw data demonstrate the validity of the proposed method.

  18. Real-time maritime scene simulation for ladar sensors

    Science.gov (United States)

    Christie, Chad L.; Gouthas, Efthimios; Swierkowski, Leszek; Williams, Owen M.

    2011-06-01

    Continuing interest exists in the development of cost-effective synthetic environments for testing Laser Detection and Ranging (ladar) sensors. In this paper we describe a PC-based system for real-time ladar scene simulation of ships and small boats in a dynamic maritime environment. In particular, we describe the techniques employed to generate range imagery accompanied by passive radiance imagery. Our ladar scene generation system is an evolutionary extension of the VIRSuite infrared scene simulation program and includes all previous features such as ocean wave simulation, the physically-realistic representation of boat and ship dynamics, wake generation and simulation of whitecaps, spray, wake trails and foam. A terrain simulation extension is also under development. In this paper we outline the development, capabilities and limitations of the VIRSuite extensions.

  19. Use of AFIS for linking scenes of crime.

    Science.gov (United States)

    Hefetz, Ido; Liptz, Yakir; Vaturi, Shaul; Attias, David

    2016-05-01

    Forensic intelligence can provide critical information in criminal investigations - the linkage of crime scenes. The Automatic Fingerprint Identification System (AFIS) is an example of a technological improvement that has advanced the entire forensic identification field to strive for new goals and achievements. In one example using AFIS, a series of burglaries into private apartments enabled a fingerprint examiner to search latent prints from different burglary scenes against an unsolved latent print database. Latent finger and palm prints coming from the same source were associated with over than 20 cases. Then, by forensic intelligence and profile analysis the offender's behavior could be anticipated. He was caught, identified, and arrested. It is recommended to perform an AFIS search of LT/UL prints against current crimes automatically as part of laboratory protocol and not by an examiner's discretion. This approach may link different crime scenes. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  20. Virtual environments for scene of crime reconstruction and analysis

    Science.gov (United States)

    Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon

    2000-02-01

    This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.

  1. Musicality in the Language of Picture Books

    Science.gov (United States)

    Heald, Robin

    2008-01-01

    The authors of picture books who write especially melodic language are doing more than simply offering up work that is pleasing to the ear. They are accessing more of the whole child. In this article five picture books will be discussed for their musical attributes: "Now One Foot, Now the Other", by Tomie dePaola, "The Cat in the Hat", by Dr.…

  2. Pictorial communication: Pictures and the synthetic universe

    Science.gov (United States)

    Ellis, Stephen R.

    1989-01-01

    Principles for the design of dynamic spatial instruments for communicating quantitative information to viewers are considered through a brief review of the history of pictorial communication. Pictorial communication is seen to have two directions: (1) from the picture to the viewer; and (2) from the viewer to the picture. Optimization of the design of interactive instruments using pictorial formats requires an understanding of the manipulative, perceptual, and cognitive limitations of human viewers.

  3. Children, Time, and Play

    DEFF Research Database (Denmark)

    Elkind, David; Rinaldi, Carla; Flemmert Jensen, Anne

    Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003.......Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003....

  4. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  5. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  6. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  7. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  8. Best pictures of the month

    CERN Multimedia

    Claudia Marcelloni de Oliveira

    The last sector of the Big Muon Wheels was brought to the cavern in the morning of September 20... ... installed on one of the Big Muon Wheels during the same afternoon... ... just in time to sqeeze lots of people in between two of the all-completed Big Muon Wheels on the 21st of September to celebrate the installation of the last sector. Installation of the first ATLAS small wheel in building 191 on September 10. Some of the people involved in the construction and installation of the chambers on the first ATLAS small wheel in building 191 celebrating its completion on September 20. After hearing that the rock band The Police played in Geneva last month, Muriel got inspired and decided to become a rock star, just like one of her favorites, Keith Richards from the Rolling Stones. Special accomplishment of the month: (top) Martina Hurwitz (#908) and Monica Dunford (680), both from the Chicago University group, completed the Lausanne Marathon on October 21 in 4h 4...

  9. TreePics: visualizing trees with pictures

    Directory of Open Access Journals (Sweden)

    Nicolas Puillandre

    2017-09-01

    Full Text Available While many programs are available to edit phylogenetic trees, associating pictures with branch tips in an efficient and automatic way is not an available option. Here, we present TreePics, a standalone software that uses a web browser to visualize phylogenetic trees in Newick format and that associates pictures (typically, pictures of the voucher specimens to the tip of each branch. Pictures are visualized as thumbnails and can be enlarged by a mouse rollover. Further, several pictures can be selected and displayed in a separate window for visual comparison. TreePics works either online or in a full standalone version, where it can display trees with several thousands of pictures (depending on the memory available. We argue that TreePics can be particularly useful in a preliminary stage of research, such as to quickly detect conflicts between a DNA-based phylogenetic tree and morphological variation, that may be due to contamination that needs to be removed prior to final analyses, or the presence of species complexes.

  10. [Play therapy in hospital].

    Science.gov (United States)

    Gold, Katharina; Grothues, Dirk; Leitzmann, Michael; Gruber, Hans; Melter, Michael

    2012-01-01

    The following article presents an overview of current research studies on play therapy in the hospital. It highlights individual diagnoses for which play therapy has shown reasonable success. The aim of this review is to describe the current status of the scientific debate on play therapy for sick children in order to allow conclusions regarding the indications for which play therapy is or might be useful.

  11. The Pedagogy of Play

    Science.gov (United States)

    Giesbrecht, Sheila

    2012-01-01

    Play is important. Environmental educators Sobel and Louv write about the relationship between children and outside play and suggest that early transcendental experiences within nature allow children to develop empathetic orientations towards the natural world. Children who play out-of-doors develop an appreciation for the environment and…

  12. The play grid

    DEFF Research Database (Denmark)

    Fogh, Rune; Johansen, Asger

    2013-01-01

    In this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs. intro...

  13. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  14. Multiple vehicle routing and dispatching to an emergency scene

    OpenAIRE

    M S Daskin; A Haghani

    1984-01-01

    A model of the distribution of arrival time at the scene of an emergency for the first of many vehicles is developed for the case in which travel times on the links of the network are normally distributed and the path travel times of different vehicles are correlated. The model suggests that the probability that the first vehicle arrives at the scene within a given time may be increased by reducing the path time correlations, even if doing so necessitates increasing the mean path travel time ...

  15. Cortical Representations of Speech in a Multitalker Auditory Scene.

    Science.gov (United States)

    Puvvada, Krishna C; Simon, Jonathan Z

    2017-09-20

    The ability to parse a complex auditory scene into perceptual objects is facilitated by a hierarchical auditory system. Successive stages in the hierarchy transform an auditory scene of multiple overlapping sources, from peripheral tonotopically based representations in the auditory nerve, into perceptually distinct auditory-object-based representations in the auditory cortex. Here, using magnetoencephalography recordings from men and women, we investigate how a complex acoustic scene consisting of multiple speech sources is represented in distinct hierarchical stages of the auditory cortex. Using systems-theoretic methods of stimulus reconstruction, we show that the primary-like areas in the auditory cortex contain dominantly spectrotemporal-based representations of the entire auditory scene. Here, both attended and ignored speech streams are represented with almost equal fidelity, and a global representation of the full auditory scene with all its streams is a better candidate neural representation than that of individual streams being represented separately. We also show that higher-order auditory cortical areas, by contrast, represent the attended stream separately and with significantly higher fidelity than unattended streams. Furthermore, the unattended background streams are more faithfully represented as a single unsegregated background object rather than as separated objects. Together, these findings demonstrate the progression of the representations and processing of a complex acoustic scene up through the hierarchy of the human auditory cortex. SIGNIFICANCE STATEMENT Using magnetoencephalography recordings from human listeners in a simulated cocktail party environment, we investigate how a complex acoustic scene consisting of multiple speech sources is represented in separate hierarchical stages of the auditory cortex. We show that the primary-like areas in the auditory cortex use a dominantly spectrotemporal-based representation of the entire auditory

  16. Image Chunking: Defining Spatial Building Blocks for Scene Analysis.

    Science.gov (United States)

    1987-04-01

    mumgs0.USmusa 7.AUWOJO 4. CIUTAC Rm6ANT Wuugme*j James V/. Mlahoney DACA? 6-85-C-00 10 NOQ 1 4-85-K-O 124 Artificial Inteligence Laboratory US USS 545...0197 672 IMAGE CHUWING: DEINING SPATIAL UILDING PLOCKS FOR 142 SCENE ANRLYSIS(U) MASSACHUSETTS INST OF TECH CAIIAIDGE ARTIFICIAL INTELLIGENCE LAO J...Technical Report 980 F-Image Chunking: Defining Spatial Building Blocks for Scene DTm -Analysis S ELECTED James V. Mahoney’ MIT Artificial Intelligence

  17. Improved content aware scene retargeting for retinitis pigmentosa patients

    Directory of Open Access Journals (Sweden)

    Al-Atabany Walid I

    2010-09-01

    Full Text Available Abstract Background In this paper we present a novel scene retargeting technique to reduce the visual scene while maintaining the size of the key features. The algorithm is scalable to implementation onto portable devices, and thus, has potential for augmented reality systems to provide visual support for those with tunnel vision. We therefore test the efficacy of our algorithm on shrinking the visual scene into the remaining field of view for those patients. Methods Simple spatial compression of visual scenes makes objects appear further away. We have therefore developed an algorithm which removes low importance information, maintaining the size of the significant features. Previous approaches in this field have included seam carving, which removes low importance seams from the scene, and shrinkability which dynamically shrinks the scene according to a generated importance map. The former method causes significant artifacts and the latter is inefficient. In this work we have developed a new algorithm, combining the best aspects of both these two previous methods. In particular, our approach is to generate a shrinkability importance map using as seam based approach. We then use it to dynamically shrink the scene in similar fashion to the shrinkability method. Importantly, we have implemented it so that it can be used in real time without prior knowledge of future frames. Results We have evaluated and compared our algorithm to the seam carving and image shrinkability approaches from a content preservation perspective and a compression quality perspective. Also our technique has been evaluated and tested on a trial included 20 participants with simulated tunnel vision. Results show the robustness of our method at reducing scenes up to 50% with minimal distortion. We also demonstrate efficacy in its use for those with simulated tunnel vision of 22 degrees of field of view or less. Conclusions Our approach allows us to perform content aware video

  18. The power of the judicial assistant/law clerk: Looking behind the scenes at courts in the United States, England and Wales, and the Netherlands

    NARCIS (Netherlands)

    Holvast, N.

    Although largely invisible to the public, behind the scenes, judicial assistants/law clerks frequently play a vital role in the process of adjudication. Yet, especially outside of the U.S., little is known about their role and duties in the judicial decision-making process. This article provides

  19. Preliminary Investigation of Visual Attention to Human Figures in Photographs: Potential Considerations for the Design of Aided AAC Visual Scene Displays

    Science.gov (United States)

    Wilkinson, Krista M.; Light, Janice

    2011-01-01

    Purpose: Many individuals with complex communication needs may benefit from visual aided augmentative and alternative communication systems. In visual scene displays (VSDs), language concepts are embedded into a photograph of a naturalistic event. Humans play a central role in communication development and might be important elements in VSDs.…

  20. Semantic interference from distractor pictures in single-picture naming: evidence for competitive lexical selection.

    Science.gov (United States)

    Jescheniak, Jörg D; Matushanskaya, Asya; Mädebach, Andreas; Müller, Matthias M

    2014-10-01

    Picture-naming studies have demonstrated interference from semantic-categorically related distractor words, but not from corresponding distractor pictures, and the lack of generality of the interference effect has been argued to challenge theories viewing lexical selection in speech production as a competitive process. Here, we demonstrate that semantic interference from context pictures does become visible, if sufficient attention is allocated to them. We combined picture naming with a spatial-cuing procedure. When participants' attention was shifted to the distractor, semantically related distractor pictures interfered with the response, as compared with unrelated distractor pictures. This finding supports models conceiving lexical retrieval as competitive (Levelt, Roelofs, & Meyer, 1999) but is difficult to reconcile with the response exclusion hypothesis (Finkbeiner & Caramazza, 2006b) proposed as an alternative.

  1. Picture Memory Improves with Longer On Time and Off Time

    Science.gov (United States)

    Tversky, Barbara; Sherman, Tracy

    1975-01-01

    Both recognition and recall of pictures improve as picture presentation time increases and as time between picture increases. This experiment was compared with an earlier one by Shaffer and Shiffrin (1972). (Editor/RK)

  2. Playing with the city

    DEFF Research Database (Denmark)

    Tosca, Susana; Marquez, Israel

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact...... that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectators, who are invited to play in symbolic ways that actualize nostalgic memories of gaming and can be related...

  3. Automatic detection of outlines. Application to the quantitative analysis of renal scintiscanning pictures

    International Nuclear Information System (INIS)

    Morcos-Ghrab, Nadia.

    1979-01-01

    The purpose of the work described is the finalizing of a method making it possible automatically to extract the significant outlines on a renal scintiscanning picture. The algorithms must be simple and of high performance, their routine execution on a mini-computer must be fast enough to compete effectively with human performances. However, the method that has been developed is general enough to be adapted, with slight modifications, to another type of picture. The first chapter is a brief introduction to the principle of scintiscanning, the equipment used and the type of picture obtained therefrom. In the second chapter the various approaches used for form recognition and scene analysis are very briefly described with the help of examples. The third chapter deals with pretreatment techniques (particularly the machine operators) used for segmenting the pictures. Chapter four presents techniques which segment the picture by parallel processing of all its points. In chapter five a description is given of the sequential research techniques of the outline elements, drawing inspiration from the methods used in artificial intelligence for resolving the optimization problem. The sixth chapter shows the difficulties encountered in extracting the renal outlines and the planning technique stages adopted to overcome these difficulties. Chapter seven describes in detail the two research methods employed for generating the plan. In chapter eight, the methods used for extending the areas obtained on the plan and for refining the outlines that bound them are dealt with. Chapter nine is a short presentation of the organization of the programmes and of their data structure. Finally, examples of results are given in chapter ten [fr

  4. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    as pretence, children’s play is understood as an activity involving rules of the social order (roles and positions) as well as identification processes (imagined situations). The theoretical argumentation builds on empirical examples obtained in two different Danish day-care centres. The chapter is informed...... by ethnographic observations and draws on illustrative examples with symbolic group play as well as game-play with rules (soccer) among 5 year old boys. Findings suggest that day-care children’s play, involves negotiation of roles, positioning and identification, and rules – and that these negotiations......This chapter offers support for Vygotsky’s claim that all play involves both an imagined situation as well as rules. Synthesising Schousboe’s comprehensive model of spheres of realities in playing (see Chapter 1, this volume) with Lev Vygotskys insight that all playing involve rules as well...

  5. Recognition and attention guidance during contextual cueing in real-world scenes: evidence from eye movements.

    Science.gov (United States)

    Brockmole, James R; Henderson, John M

    2006-07-01

    When confronted with a previously encountered scene, what information is used to guide search to a known target? We contrasted the role of a scene's basic-level category membership with its specific arrangement of visual properties. Observers were repeatedly shown photographs of scenes that contained consistently but arbitrarily located targets, allowing target positions to be associated with scene content. Learned scenes were then unexpectedly mirror reversed, spatially translating visual features as well as the target across the display while preserving the scene's identity and concept. Mirror reversals produced a cost as the eyes initially moved toward the position in the display in which the target had previously appeared. The cost was not complete, however; when initial search failed, the eyes were quickly directed to the target's new position. These results suggest that in real-world scenes, shifts of attention are initially based on scene identity, and subsequent shifts are guided by more detailed information regarding scene and object layout.

  6. Pictures with narration versus pictures with on-screen text during teaching Mathematics

    Directory of Open Access Journals (Sweden)

    Panagiotis Ioannou

    2017-06-01

    Full Text Available The purpose of the present study was to compare the effects of two different teaching methods on students’ comprehension in Mathematics: pictures with concurrent narration versus pictures with on-screen text, during teaching triangles, a lesson in Mathematics. Forty primary school children (boys and girls selected to participate in this study. Students splitted into two experimental groups with the technique of simple random sampling. The first group consisted of students who viewed and listened (pictures with narration group, while the second group consisted of students who viewed (pictures with on-screen text a presentation of triangles. A recall test was used to evaluate students’ comprehension. The results showed that students’ comprehension was better when triangles' presentation (pictures was accompanied with spoken words, than with printed words. The pictures with narration group performed better than the pictures with on-screen text group, in recall test (M = 4.97, SD = 1.32 p<0.01. Results are consistent with the modality principle in which learners are more likely to build connections between corresponding words and pictures when words are presented in a spoken form (narration simultaneously with pictures.

  7. Consideration of vision and picture quality: psychological effects induced by picture sharpness

    Science.gov (United States)

    Kusaka, Hideo

    1989-08-01

    A psychological hierarchy model of human vision(1)(2) suggests that the visual signals are processed in a serial manner from lower to higher stages: that is "sensation" - "perception" - "emotion." For designing a future television system, it is important to find out what kinds of physical factors affect the "emotion" experienced by an observer in front of the display. This paper describes the psychological effects induced by the sharpness of the picture. The subjective picture quality was evaluated for the same pictures with five different levels of sharpness. The experiment was performed on two kinds of printed pictures: (A) a woman's face, and (B) a town corner. From these experiments, it was found that the amount of high-frequency peaking (physical value of the sharpness) which psychologically gives the best picture quality, differs between pictures (A) and (B). That is, the optimum picture sharpness differs depending on the picture content. From these results, we have concluded that the psychophysical sharpness of the picture is not only determined at the stage of "perception" (e.g., resolution or signal to noise ratio, which everyone can judge immediately), but also at the stage of "emotion" (e.g., sensation of reality or beauty).

  8. Fuzzy Emotional Semantic Analysis and Automated Annotation of Scene Images

    Directory of Open Access Journals (Sweden)

    Jianfang Cao

    2015-01-01

    Full Text Available With the advances in electronic and imaging techniques, the production of digital images has rapidly increased, and the extraction and automated annotation of emotional semantics implied by images have become issues that must be urgently addressed. To better simulate human subjectivity and ambiguity for understanding scene images, the current study proposes an emotional semantic annotation method for scene images based on fuzzy set theory. A fuzzy membership degree was calculated to describe the emotional degree of a scene image and was implemented using the Adaboost algorithm and a back-propagation (BP neural network. The automated annotation method was trained and tested using scene images from the SUN Database. The annotation results were then compared with those based on artificial annotation. Our method showed an annotation accuracy rate of 91.2% for basic emotional values and 82.4% after extended emotional values were added, which correspond to increases of 5.5% and 8.9%, respectively, compared with the results from using a single BP neural network algorithm. Furthermore, the retrieval accuracy rate based on our method reached approximately 89%. This study attempts to lay a solid foundation for the automated emotional semantic annotation of more types of images and therefore is of practical significance.

  9. Evaluating Color Descriptors for Object and Scene Recognition

    NARCIS (Netherlands)

    van de Sande, K.E.A.; Gevers, T.; Snoek, C.G.M.

    2010-01-01

    Image category recognition is important to access visual information on the level of objects and scene types. So far, intensity-based descriptors have been widely used for feature extraction at salient points. To increase illumination invariance and discriminative power, color descriptors have been

  10. Number of perceptually distinct surface colors in natural scenes.

    Science.gov (United States)

    Marín-Franch, Iván; Foster, David H

    2010-09-30

    The ability to perceptually identify distinct surfaces in natural scenes by virtue of their color depends not only on the relative frequency of surface colors but also on the probabilistic nature of observer judgments. Previous methods of estimating the number of discriminable surface colors, whether based on theoretical color gamuts or recorded from real scenes, have taken a deterministic approach. Thus, a three-dimensional representation of the gamut of colors is divided into elementary cells or points which are spaced at one discrimination-threshold unit intervals and which are then counted. In this study, information-theoretic methods were used to take into account both differing surface-color frequencies and observer response uncertainty. Spectral radiances were calculated from 50 hyperspectral images of natural scenes and were represented in a perceptually almost uniform color space. The average number of perceptually distinct surface colors was estimated as 7.3 × 10(3), much smaller than that based on counting methods. This number is also much smaller than the number of distinct points in a scene that are, in principle, available for reliable identification under illuminant changes, suggesting that color constancy, or the lack of it, does not generally determine the limit on the use of color for surface identification.

  11. Non-uniform crosstalk reduction for dynamic scenes

    NARCIS (Netherlands)

    Smit, F.A.; Liere, van R.; Fröhlich, B.

    2007-01-01

    Stereo displays suffer from crosstalk, an effect that reduces or even inhibits the viewer's ability to correctly perceive depth. Previous work on software crosstalk reduction focussed on the preprocessing of static scenes which are viewed from a fixed viewpoint. However, in virtual environments

  12. Range and intensity vision for rock-scene segmentation

    CSIR Research Space (South Africa)

    Mkwelo, SG

    2007-11-01

    Full Text Available This paper presents another approach to segmenting a scene of rocks on a conveyor belt for the purposes of measuring rock size. Rock size estimation instruments are used to monitor, optimize and control milling and crushing in the mining industry...

  13. Modelling Technology for Building Fire Scene with Virtual Geographic Environment

    Science.gov (United States)

    Song, Y.; Zhao, L.; Wei, M.; Zhang, H.; Liu, W.

    2017-09-01

    Building fire is a risky activity that can lead to disaster and massive destruction. The management and disposal of building fire has always attracted much interest from researchers. Integrated Virtual Geographic Environment (VGE) is a good choice for building fire safety management and emergency decisions, in which a more real and rich fire process can be computed and obtained dynamically, and the results of fire simulations and analyses can be much more accurate as well. To modelling building fire scene with VGE, the application requirements and modelling objective of building fire scene were analysed in this paper. Then, the four core elements of modelling building fire scene (the building space environment, the fire event, the indoor Fire Extinguishing System (FES) and the indoor crowd) were implemented, and the relationship between the elements was discussed also. Finally, with the theory and framework of VGE, the technology of building fire scene system with VGE was designed within the data environment, the model environment, the expression environment, and the collaborative environment as well. The functions and key techniques in each environment are also analysed, which may provide a reference for further development and other research on VGE.

  14. Words Matter: Scene Text for Image Classification and Retrieval

    NARCIS (Netherlands)

    Karaoglu, S.; Tao, R.; Gevers, T.; Smeulders, A.W.M.

    Text in natural images typically adds meaning to an object or scene. In particular, text specifies which business places serve drinks (e.g., cafe, teahouse) or food (e.g., restaurant, pizzeria), and what kind of service is provided (e.g., massage, repair). The mere presence of text, its words, and

  15. Significance of perceptually relevant image decolorization for scene classification

    Science.gov (United States)

    Viswanathan, Sowmya; Divakaran, Govind; Soman, Kutti Padanyl

    2017-11-01

    Color images contain luminance and chrominance components representing the intensity and color information, respectively. The objective of this paper is to show the significance of incorporating chrominance information to the task of scene classification. An improved color-to-grayscale image conversion algorithm that effectively incorporates chrominance information is proposed using the color-to-gray structure similarity index and singular value decomposition to improve the perceptual quality of the converted grayscale images. The experimental results based on an image quality assessment for image decolorization and its success rate (using the Cadik and COLOR250 datasets) show that the proposed image decolorization technique performs better than eight existing benchmark algorithms for image decolorization. In the second part of the paper, the effectiveness of incorporating the chrominance component for scene classification tasks is demonstrated using a deep belief network-based image classification system developed using dense scale-invariant feature transforms. The amount of chrominance information incorporated into the proposed image decolorization technique is confirmed with the improvement to the overall scene classification accuracy. Moreover, the overall scene classification performance improved by combining the models obtained using the proposed method and conventional decolorization methods.

  16. Estimating cotton canopy ground cover from remotely sensed scene reflectance

    International Nuclear Information System (INIS)

    Maas, S.J.

    1998-01-01

    Many agricultural applications require spatially distributed information on growth-related crop characteristics that could be supplied through aircraft or satellite remote sensing. A study was conducted to develop and test a methodology for estimating plant canopy ground cover for cotton (Gossypium hirsutum L.) from scene reflectance. Previous studies indicated that a relatively simple relationship between ground cover and scene reflectance could be developed based on linear mixture modeling. Theoretical analysis indicated that the effects of shadows in the scene could be compensated for by averaging the results obtained using scene reflectance in the red and near-infrared wavelengths. The methodology was tested using field data collected over several years from cotton test plots in Texas and California. Results of the study appear to verify the utility of this approach. Since the methodology relies on information that can be obtained solely through remote sensing, it would be particularly useful in applications where other field information, such as plant size, row spacing, and row orientation, is unavailable

  17. Ontology of a scene based on Java 3D architecture.

    Directory of Open Access Journals (Sweden)

    Rubén González Crespo

    2009-12-01

    Full Text Available The present article seeks to make an approach to the class hierarchy of a scene built with the architecture Java 3D, to develop an ontology of a scene as from the semantic essential components for the semantic structuring of the Web3D. Java was selected because the language recommended by the W3C Consortium for the Development of the Web3D oriented applications as from X3D standard is Xj3D which compositionof their Schemas is based the architecture of Java3D In first instance identifies the domain and scope of the ontology, defining classes and subclasses that comprise from Java3D architecture and the essential elements of a scene, as its point of origin, the field of rotation, translation The limitation of the scene and the definition of shaders, then define the slots that are declared in RDF as a framework for describing the properties of the classes established from identifying thedomain and range of each class, then develops composition of the OWL ontology on SWOOP Finally, be perform instantiations of the ontology building for a Iconosphere object as from class expressions defined.

  18. Audio scene segmentation for video with generic content

    Science.gov (United States)

    Niu, Feng; Goela, Naveen; Divakaran, Ajay; Abdel-Mottaleb, Mohamed

    2008-01-01

    In this paper, we present a content-adaptive audio texture based method to segment video into audio scenes. The audio scene is modeled as a semantically consistent chunk of audio data. Our algorithm is based on "semantic audio texture analysis." At first, we train GMM models for basic audio classes such as speech, music, etc. Then we define the semantic audio texture based on those classes. We study and present two types of scene changes, those corresponding to an overall audio texture change and those corresponding to a special "transition marker" used by the content creator, such as a short stretch of music in a sitcom or silence in dramatic content. Unlike prior work using genre specific heuristics, such as some methods presented for detecting commercials, we adaptively find out if such special transition markers are being used and if so, which of the base classes are being used as markers without any prior knowledge about the content. Our experimental results show that our proposed audio scene segmentation works well across a wide variety of broadcast content genres.

  19. Range sections as rock models for intensity rock scene segmentation

    CSIR Research Space (South Africa)

    Mkwelo, S

    2007-11-01

    Full Text Available This paper presents another approach to segmenting a scene of rocks on a conveyor belt for the purposes of measuring rock size. Rock size estimation instruments are used to monitor, optimize and control milling and crushing in the mining industry...

  20. Coping with Perceived Ethnic Prejudice on the Gay Scene

    Science.gov (United States)

    Jaspal, Rusi

    2017-01-01

    There has been only cursory research into the sociological and psychological aspects of ethnic/racial discrimination among ethnic minority gay and bisexual men, and none that focuses specifically upon British ethnic minority gay men. This article focuses on perceptions of intergroup relations on the gay scene among young British South Asian gay…

  1. Semantic Categorization Precedes Affective Evaluation of Visual Scenes

    Science.gov (United States)

    Nummenmaa, Lauri; Hyona, Jukka; Calvo, Manuel G.

    2010-01-01

    We compared the primacy of affective versus semantic categorization by using forced-choice saccadic and manual response tasks. Participants viewed paired emotional and neutral scenes involving humans or animals flashed rapidly in extrafoveal vision. Participants were instructed to categorize the targets by saccading toward the location occupied by…

  2. Cultural heritage and history in the European metal scene

    NARCIS (Netherlands)

    Klepper, de S.; Molpheta, S.; Pille, S.; Saouma, R.; During, R.; Muilwijk, M.

    2007-01-01

    This paper represents an inquiry on the use of history and cultural heritage in the metal scene. It is an attempt to show how history and cultural heritage can possibly be spread among people using an unconventional way. The followed research method was built on an explorative study that included an

  3. Learning object-to-class kernels for scene classification.

    Science.gov (United States)

    Zhang, Lei; Zhen, Xiantong; Shao, Ling

    2014-08-01

    High-level image representations have drawn increasing attention in visual recognition, e.g., scene classification, since the invention of the object bank. The object bank represents an image as a response map of a large number of pretrained object detectors and has achieved superior performance for visual recognition. In this paper, based on the object bank representation, we propose the object-to-class (O2C) distances to model scene images. In particular, four variants of O2C distances are presented, and with the O2C distances, we can represent the images using the object bank by lower-dimensional but more discriminative spaces, called distance spaces, which are spanned by the O2C distances. Due to the explicit computation of O2C distances based on the object bank, the obtained representations can possess more semantic meanings. To combine the discriminant ability of the O2C distances to all scene classes, we further propose to kernalize the distance representation for the final classification. We have conducted extensive experiments on four benchmark data sets, UIUC-Sports, Scene-15, MIT Indoor, and Caltech-101, which demonstrate that the proposed approaches can significantly improve the original object bank approach and achieve the state-of-the-art performance.

  4. Semi-Supervised Multitask Learning for Scene Recognition.

    Science.gov (United States)

    Lu, Xiaoqiang; Li, Xuelong; Mou, Lichao

    2015-09-01

    Scene recognition has been widely studied to understand visual information from the level of objects and their relationships. Toward scene recognition, many methods have been proposed. They, however, encounter difficulty to improve the accuracy, mainly due to two limitations: 1) lack of analysis of intrinsic relationships across different scales, say, the initial input and its down-sampled versions and 2) existence of redundant features. This paper develops a semi-supervised learning mechanism to reduce the above two limitations. To address the first limitation, we propose a multitask model to integrate scene images of different resolutions. For the second limitation, we build a model of sparse feature selection-based manifold regularization (SFSMR) to select the optimal information and preserve the underlying manifold structure of data. SFSMR coordinates the advantages of sparse feature selection and manifold regulation. Finally, we link the multitask model and SFSMR, and propose the semi-supervised learning method to reduce the two limitations. Experimental results report the improvements of the accuracy in scene recognition.

  5. Characteristics of nontrauma scene flights for air medical transport.

    Science.gov (United States)

    Krebs, Margaret G; Fletcher, Erica N; Werman, Howard; McKenzie, Lara B

    2014-01-01

    Little is known about the use of air medical transport for patients with medical, rather than traumatic, emergencies. This study describes the practices of air transport programs, with respect to nontrauma scene responses, in several areas throughout the United States and Canada. A descriptive, retrospective study was conducted of all nontrauma scene flights from 2008 and 2009. Flight information and patient demographic data were collected from 5 air transport programs. Descriptive statistics were used to examine indications for transport, Glasgow Coma Scale Scores, and loaded miles traveled. A total of 1,785 nontrauma scene flights were evaluated. The percentage of scene flights contributed by nontraumatic emergencies varied between programs, ranging from 0% to 44.3%. The most common indication for transport was cardiac, nonST-segment elevation myocardial infarction (22.9%). Cardiac arrest was the indication for transport in 2.5% of flights. One air transport program reported a high percentage (49.4) of neurologic, stroke, flights. The use of air transport for nontraumatic emergencies varied considerably between various air transport programs and regions. More research is needed to evaluate which nontraumatic emergencies benefit from air transport. National guidelines regarding the use of air transport for nontraumatic emergencies are needed. Copyright © 2014 Air Medical Journal Associates. Published by Elsevier Inc. All rights reserved.

  6. Sustained Attention Ability Affects Simple Picture Naming

    Directory of Open Access Journals (Sweden)

    Suzanne R. Jongman

    2017-07-01

    Full Text Available Sustained attention has previously been shown as a requirement for language production. However, this is mostly evident for difficult conditions, such as a dual-task situation. The current study provides corroborating evidence that this relationship holds even for simple picture naming. Sustained attention ability, indexed both by participants’ reaction times and individuals’ hit rate (the proportion of correctly detected targets on a digit discrimination task, correlated with picture naming latencies. Individuals with poor sustained attention were consistently slower and their RT distributions were more positively skewed when naming pictures compared to individuals with better sustained attention. Additionally, the need to sustain attention was manipulated by changing the speed of stimulus presentation. Research has suggested that fast event rates tax sustained attention resources to a larger degree than slow event rates. However, in this study the fast event rate did not result in increased difficulty, neither for the picture naming task nor for the sustained attention task. Instead, the results point to a speed-accuracy trade-off in the sustained attention task (lower accuracy but faster responses in the fast than in the slow event rate, and to a benefit for faster rates in the picture naming task (shorter naming latencies with no difference in accuracy. Performance on both tasks was largely comparable, supporting previous findings that sustained attention is called upon during language production.

  7. Different Loci of Semantic Interference in Picture Naming vs. Word-Picture Matching Tasks.

    Science.gov (United States)

    Harvey, Denise Y; Schnur, Tatiana T

    2016-01-01

    Naming pictures and matching words to pictures belonging to the same semantic category impairs performance relative to when stimuli come from different semantic categories (i.e., semantic interference). Despite similar semantic interference phenomena in both picture naming and word-picture matching tasks, the locus of interference has been attributed to different levels of the language system - lexical in naming and semantic in word-picture matching. Although both tasks involve access to shared semantic representations, the extent to which interference originates and/or has its locus at a shared level remains unclear, as these effects are often investigated in isolation. We manipulated semantic context in cyclical picture naming and word-picture matching tasks, and tested whether factors tapping semantic-level (generalization of interference to novel category items) and lexical-level processes (interactions with lexical frequency) affected the magnitude of interference, while also assessing whether interference occurs at a shared processing level(s) (transfer of interference across tasks). We found that semantic interference in naming was sensitive to both semantic- and lexical-level processes (i.e., larger interference for novel vs. old and low- vs. high-frequency stimuli), consistent with a semantically mediated lexical locus. Interference in word-picture matching exhibited stable interference for old and novel stimuli and did not interact with lexical frequency. Further, interference transferred from word-picture matching to naming. Together, these experiments provide evidence to suggest that semantic interference in both tasks originates at a shared processing stage (presumably at the semantic level), but that it exerts its effect at different loci when naming pictures vs. matching words to pictures.

  8. Explicit and spontaneous retrieval of emotional scenes: Electrophysiological correlates

    Science.gov (United States)

    Weymar, Mathias; Bradley, Margaret M.; El-Hinnawi, Nasryn; Lang, Peter J.

    2014-01-01

    When event-related potentials are measured during a recognition task, items that have previously been presented typically elicit a larger late (400–800 ms) positive potential than new items. Recent data, however, suggest that emotional, but not neutral, pictures show ERP evidence of spontaneous retrieval when presented in a free-viewing task (Ferrari, Bradley, Codispoti & Lang, 2012). In two experiments, we further investigated the brain dynamics of implicit and explicit retrieval. In Experiment 1, brain potentials were measured during a semantic categorization task, which did not explicitly probe episodic memory, but which, like a recognition task, required an active decision and a button press, and were compared to those elicited during recognition and free viewing. Explicit recognition prompted a late enhanced positivity for previously presented, compared to new, pictures regardless of hedonic content. In contrast, only emotional pictures showed an old-new difference when the task did not explicitly probe episodic memory, either when either making an active categorization decision regarding picture content, or when simply viewing pictures. In Experiment 2, however, neutral pictures did prompt a significant old-new ERP difference during subsequent free viewing when emotionally arousing pictures were not included in the encoding set. These data suggest that spontaneous retrieval is heightened for salient cues, perhaps reflecting heightened attention and elaborative processing at encoding. PMID:23795588

  9. FairyPlay

    DEFF Research Database (Denmark)

    Toft, Herdis

    2018-01-01

    in a play culture where children recycle them in transmitted, transformed and transgressive modes. His fairy tales function as raw materials – trash – for play-production, and these contemporary children muddle, mingle, remix their formulas and elements with other materials and adjust them to a play context......Hans Christian Andersen is a cultural icon in the Danish community, and his fairy tales are canonized as treasured Danish cultural heritage. However, situated as they are today in a crosscultural mix between folklore, booklore and medialore, they also may be analysed as useful, treasured trash...... through improvisations. So they perform what we shall name FairyPlay - just like Hans Christian Andersen himself did. We show Hans Christian Andersen as an intimate connoisseur of play culture, a homo ludens, a trash-sculptor and a thing-finder, like Pippi Longstocking and like children in play. Examples...

  10. Why do Dolphins Play?

    Directory of Open Access Journals (Sweden)

    Stan A. Kuczaj

    2014-05-01

    Full Text Available Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play also provides valuable opportunities for them to learn how to think. The ability to create and control play contexts enables dolphins to create novel experiences for themselves and their playmates under relatively safe conditions. The behavioral variability and individual creativity that characterize dolphin play yield ample opportunities for individual cognitive development as well as social learning, and sometimes result in innovations that are reproduced by other members of the group. Although adults sometimes produce innovative play, calves are the primary source of such innovations. Calves are also more likely to imitate novel play behaviors than are adults, and so calves contribute significantly to both the creation and transmission of novel play behaviors within a group. Not unexpectedly, then, the complexity of dolphin play increases with the involvement of peers. As a result, the opportunity to observe and/or interact with other dolphin calves enhances the effects of play on the acquisition and maintenance of flexible problem solving skills, the emergence and strengthening of social and communicative competencies, and the establishment of social relationships. It seems that play may have evolved to help young dolphins learn to adapt to novel situations in both their physical and social worlds, the beneficial result being a set of abilities that increases the likelihood that an individual survives and reproduces.

  11. Work Hard / Play Hard

    OpenAIRE

    Burrows, J.; Johnson, V.; Henckel, D.

    2016-01-01

    Work Hard / Play Hard was a participatory performance/workshop or CPD experience hosted by interdisciplinary arts atelier WeAreCodeX, in association with AntiUniversity.org. As a socially/economically engaged arts practice, Work Hard / Play Hard challenged employees/players to get playful, or go to work. 'The game changes you, you never change the game'. Employee PLAYER A 'The faster the better.' Employer PLAYER B

  12. Anticipatory scene representation in preschool children's recall and recognition memory.

    Science.gov (United States)

    Kreindel, Erica; Intraub, Helene

    2017-09-01

    Behavioral and neuroscience research on boundary extension (false memory beyond the edges of a view of a scene) has provided new insights into the constructive nature of scene representation, and motivates questions about development. Early research with children (as young as 6-7 years) was consistent with boundary extension, but relied on an analysis of spatial errors in drawings which are open to alternative explanations (e.g. drawing ability). Experiment 1 replicated and extended prior drawing results with 4-5-year-olds and adults. In Experiment 2, a new, forced-choice immediate recognition memory test was implemented with the same children. On each trial, a card (photograph of a simple scene) was immediately replaced by a test card (identical view and either a closer or more wide-angle view) and participants indicated which one matched the original view. Error patterns supported boundary extension; identical photographs were more frequently rejected when the closer view was the original view, than vice versa. This asymmetry was not attributable to a selection bias (guessing tasks; Experiments 3-5). In Experiment 4, working memory load was increased by presenting more expansive views of more complex scenes. Again, children exhibited boundary extension, but now adults did not, unless stimulus duration was reduced to 5 s (limiting time to implement strategies; Experiment 5). We propose that like adults, children interpret photographs as views of places in the world; they extrapolate the anticipated continuation of the scene beyond the view and misattribute it to having been seen. Developmental differences in source attribution decision processes provide an explanation for the age-related differences observed. © 2016 John Wiley & Sons Ltd.

  13. Visual attention and emotional memory: recall of aversive pictures is partially mediated by concurrent task performance.

    Science.gov (United States)

    Pottage, Claire L; Schaefer, Alexandre

    2012-02-01

    The emotional enhancement of memory is often thought to be determined by attention. However, recent evidence using divided attention paradigms suggests that attention does not play a significant role in the formation of memories for aversive pictures. We report a study that investigated this question using a paradigm in which participants had to encode lists of randomly intermixed negative and neutral pictures under conditions of full attention and divided attention followed by a free recall test. Attention was divided by a highly demanding concurrent task tapping visual processing resources. Results showed that the advantage in recall for aversive pictures was still present in the DA condition. However, mediation analyses also revealed that concurrent task performance significantly mediated the emotional enhancement of memory under divided attention. This finding suggests that visual attentional processes play a significant role in the formation of emotional memories. PsycINFO Database Record (c) 2012 APA, all rights reserved

  14. Free riders play fair

    OpenAIRE

    Takikawa, Hirohide

    2012-01-01

    After the demise of the social contract theory, the argument from fair play, which employs the principle of fair play, has been widely acknowledged as one of the most promising ways of justifying political obligation. First, I articulate the most promising version of the principle of fair play. Then, I show that free riders play fair, that is, that their moral fault lies not in unfairness but in the violation of a rule by appealing to the example of three-in-a-boat. Finally, I conclude that e...

  15. Designing for Immediate Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play...... offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation...... of the game. This paper provides a starting point for designing better immediate play situations....

  16. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2008-01-01

    and the Danish University of Education (among others) have been working with different kind of products, all referred to as PlAYWARE. Playware combines modern technology and knowledge about play culture in order to produce playful experiences for its players. This paper will exemplify how the concept of play can...... from one generation to the next. Because older children are no longer present as younger children grow up, the traditional "cultural leaders" are gone. They have taken with them much of the inspiration for play as well as important knowledge about how to organise a game. In that sense we can say...

  17. Sleep spindle-related reactivation of category-specific cortical regions after learning face-scene associations

    DEFF Research Database (Denmark)

    Bergmann, Til O; Mölle, Matthias; Diedrichs, Jens

    2012-01-01

    Newly acquired declarative memory traces are believed to be reactivated during NonREM sleep to promote their hippocampo-neocortical transfer for long-term storage. Yet it remains a major challenge to unravel the underlying neuronal mechanisms. Using simultaneous electroencephalography (EEG......-coupled reactivation of brain regions representing the specific task stimuli was traced during subsequent NonREM sleep with EEG-informed fMRI. Relative to the control task, learning face-scene associations triggered a stronger combined activation of neocortical and hippocampal regions during subsequent sleep. Notably......) and functional magnetic resonance imaging (fMRI) recordings in humans, we show that sleep spindles play a key role in the reactivation of memory-related neocortical representations. On separate days, participants either learned face-scene associations or performed a visuomotor control task. Spindle...

  18. Emotionally negative pictures enhance gist memory.

    Science.gov (United States)

    Bookbinder, S H; Brainerd, C J

    2017-02-01

    In prior work on how true and false memory are influenced by emotion, valence and arousal have often been conflated. Thus, it is difficult to say which specific effects are caused by valence and which are caused by arousal. In the present research, we used a picture-memory paradigm that allowed emotional valence to be manipulated with arousal held constant. Negatively valenced pictures elevated both true and false memory, relative to positive and neutral pictures. Conjoint recognition modeling revealed that negative valence (a) reduced erroneous suppression of true memories and (b) increased the familiarity of the semantic content of both true and false memories. Overall, negative valence impaired the verbatim side of episodic memory but enhanced the gist side, and these effects persisted even after a week-long delay. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  19. Picture This: Young Quechua Children's Reactions to Imported Picture Books in Ayacucho, Peru

    Science.gov (United States)

    Eck, Jennifer Rowse

    2017-01-01

    Practitioners in ECE consider picture books an effective instructional tool in early childhood programming in the developed regions of the world. However, many young children from marginalized populations in the developing world have little to no access to them and thus, the effect that picture books could have upon their emergent literacy…

  20. Construction and Optimization of Three-Dimensional Disaster Scenes within Mobile Virtual Reality

    Directory of Open Access Journals (Sweden)

    Ya Hu

    2018-06-01

    Full Text Available Because mobile virtual reality (VR is both mobile and immersive, three-dimensional (3D visualizations of disaster scenes based in mobile VR enable users to perceive and recognize disaster environments faster and better than is possible with other methods. To achieve immersion and prevent users from feeling dizzy, such visualizations require a high scene-rendering frame rate. However, the existing related visualization work cannot provide a sufficient solution for this purpose. This study focuses on the construction and optimization of a 3D disaster scene in order to satisfy the high frame-rate requirements for the rendering of 3D disaster scenes in mobile VR. First, the design of a plugin-free browser/server (B/S architecture for 3D disaster scene construction and visualization based in mobile VR is presented. Second, certain key technologies for scene optimization are discussed, including diverse modes of scene data representation, representation optimization of mobile scenes, and adaptive scheduling of mobile scenes. By means of these technologies, smartphones with various performance levels can achieve higher scene-rendering frame rates and improved visual quality. Finally, using a flood disaster as an example, a plugin-free prototype system was developed, and experiments were conducted. The experimental results demonstrate that a 3D disaster scene constructed via the methods addressed in this study has a sufficiently high scene-rendering frame rate to satisfy the requirements for rendering a 3D disaster scene in mobile VR.

  1. Sensory substitution: the spatial updating of auditory scenes ‘mimics’ the spatial updating of visual scenes

    Directory of Open Access Journals (Sweden)

    Achille ePasqualotto

    2016-04-01

    Full Text Available Visual-to-auditory sensory substitution is used to convey visual information through audition, and it was initially created to compensate for blindness; it consists of software converting the visual images captured by a video-camera into the equivalent auditory images, or ‘soundscapes’. Here, it was used by blindfolded sighted participants to learn the spatial position of simple shapes depicted in images arranged on the floor. Very few studies have used sensory substitution to investigate spatial representation, while it has been widely used to investigate object recognition. Additionally, with sensory substitution we could study the performance of participants actively exploring the environment through audition, rather than passively localising sound sources. Blindfolded participants egocentrically learnt the position of six images by using sensory substitution and then a judgement of relative direction task (JRD was used to determine how this scene was represented. This task consists of imagining being in a given location, oriented in a given direction, and pointing towards the required image. Before performing the JRD task, participants explored a map that provided allocentric information about the scene. Although spatial exploration was egocentric, surprisingly we found that performance in the JRD task was better for allocentric perspectives. This suggests that the egocentric representation of the scene was updated. This result is in line with previous studies using visual and somatosensory scenes, thus supporting the notion that different sensory modalities produce equivalent spatial representation(s. Moreover, our results have practical implications to improve training methods with sensory substitution devices.

  2. Mariner Mars 1971 television picture catalog. Volume 2: Sequence design and picture coverage

    Science.gov (United States)

    Koskela, P. E.; Helton, M. R.; Seeley, L. N.; Zawacki, S. J.

    1972-01-01

    A collection of data relating to the Mariner 9 TV picture is presented. The data are arranged to offer speedy identification of what took place during entire science cycles, on individual revolutions, and during individual science links or sequences. Summary tables present the nominal design for each of the major picture-taking cycles, along with the sequences actually taken on each revolution. These tables permit identification at a glance, all TV sequences and the corresponding individual pictures for the first 262 revolutions (primary mission). A list of TV pictures, categorized according to their latitude and longitude, is also provided. Orthographic and/or mercator plots for all pictures, along with pertinent numerical data for their center points are presented. Other tables and plots of interest are also included. This document is based upon data contained in the Supplementary Experiment Data Record (SEDR) files as of 21 August 1972.

  3. Ubiquitous picture-rich content representation

    Science.gov (United States)

    Wang, Wiley; Dean, Jennifer; Muzzolini, Russ

    2010-02-01

    The amount of digital images taken by the average consumer is consistently increasing. People enjoy the convenience of storing and sharing their pictures through online (digital) and offline (traditional) media. A set of pictures can be uploaded to: online photo services, web blogs and social network websites. Alternatively, these images can be used to generate: prints, cards, photo books or other photo products. Through uploading and sharing, images are easily transferred from one format to another. And often, a different set of associated content (text, tags) is created across formats. For example, on his web blog, a user may journal his experiences of his recent travel; on his social network website, his friends tag and comment on the pictures; in his online photo album, some pictures are titled and keyword-tagged. When the user wants to tell a complete story, perhaps in a photo book, he must collect, across all formats: the pictures, writings and comments, etc. and organize them in a book format. The user has to arrange the content of his trip in each format. The arrangement, the associations between the images, tags, keywords and text, cannot be shared with other formats. In this paper, we propose a system that allows the content to be easily created and shared across various digital media formats. We define a uniformed data association structure to connect: images, documents, comments, tags, keywords and other data. This content structure allows the user to switch representation formats without reediting. The framework under each format can emphasize (display or hide) content elements based on preference. For example, a slide show view will emphasize the display of pictures with limited text; a blog view will display highlighted images and journal text; and the photo book will try to fit in all images and text content. In this paper, we will discuss the strategy to associate pictures with text content, so that it can naturally tell a story. We will also list

  4. Trace of nuclear energy with pictures

    International Nuclear Information System (INIS)

    1992-05-01

    This book traces the history of development over nuclear energy with pictures, which contains preface, development history of the world, development history of Korea, nuclear power plant in Kori, nuclear power plant in Wolseong, nuclear power plant in Yeonggwang, nuclear power plant in Uljin, nuclear fuel, using of radiation and radioactive isotope, development of nuclear energy in the world and a Chronological table of nuclear energy. This book is written to record the development history of Korea through pictures of the nuclear power plants in Korea.

  5. [The changing picture of practicing dentistry].

    Science.gov (United States)

    Hokwerda, O

    2006-03-01

    Originally, dentists were particularly technical and curative practitioners. Nowadays, patient care is brought into focus, directed at maintaining oral health permanently by prevention and necessary curative treatments as a contribution to general health and well-being. The changing picture of praccising does not develop as a matter-of-course since many factors have an effect on dental practice. Effecting factors are: content concerning developments, technological advancements, legislation, government policies, organizational aspects, and typical characteristics of dental practitioners. The changing picture of practising dentistry is connected with uncertainty, proves to be hard to control, and some adjustments occur around practising.

  6. Playfulness and Openness

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Petersson, Eva

    2011-01-01

    What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children...

  7. Play framework cookbook

    CERN Document Server

    Reelsen, Alexander

    2015-01-01

    This book is aimed at advanced developers who are looking to harness the power of Play 2.x. This book will also be useful for professionals looking to dive deeper into web development. Play 2 .x is an excellent framework to accelerate your learning of advanced topics.

  8. Five recent play dates

    DEFF Research Database (Denmark)

    Abildgaard, Mette Simonsen; Birkbak, Andreas; Jensen, Torben Elgaard

    2017-01-01

    An advantage of the playground metaphor is that it comes with the activity of going out on ‘play dates’ and developing friendships. In such playful relationships, there is always something at stake, but the interaction is also fun and inherently exploratory. In the following, we take a tour of five...

  9. Communication in Symbolic Play.

    Science.gov (United States)

    Umek, Ljubica Marjanovic; Musek, Petra Lesnik; Kranjc, Simona

    2001-01-01

    Analyzed records of Slovene children's speech from a linguistic point of view and established differences in communication patterns with regard to the children's ages and the type of symbolic play. Found a shift in play from make-believe with regard to objects to roleplay related to social context. The older the child, the more language functions…

  10. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  11. Play your part

    CERN Document Server

    Ramsey, Gaynor

    1978-01-01

    Play your part is a collection of then situations in which students have to take on the roles of particular people and express their opinions, feelings or arguments about the situation. Play your part is intended for use with advanced students of English.

  12. Return to Play

    Science.gov (United States)

    Mangan, Marianne

    2013-01-01

    Call it physical activity, call it games, or call it play. Whatever its name, it's a place we all need to return to. In the physical education, recreation, and dance professions, we need to redesign programs to address the need for and want of play that is inherent in all of us.

  13. Wooing-Scenes in “Richard III”: A Parody of Courtliness?

    Directory of Open Access Journals (Sweden)

    Agnieszka Stępkowska

    2009-11-01

    Full Text Available In the famous opening soliloquy of Shakespeare’s Richard III, Richard mightily voices his repugnance to “fair well-spoken days” and their “idle pleasures”. He realizes his physical deformity and believes that it sets him apart from others. He openly admits that he is “not shaped for sportive tricks, nor made to court an amorous looking-glass”. Yet, his monstrosity constitutes more perhaps of his aggressive masculine exceptionality rather than of his deformity. Richard’s bullying masculinity manifests itself in his contempt for women. In the wooing scenes we clearly see his pugnacious pursuit of power over effeminate contentment by reducing women to mere objects. Additionally, those scenes are interesting from a psychological viewpoint as they brim over with conflicting emotions. Therefore, the paper explores two wooing encounters of the play, which belong the best examples of effective persuasion and also something we may refer to as ‘the power of eloquence’.

  14. Eye movements, visual search and scene memory, in an immersive virtual environment.

    Directory of Open Access Journals (Sweden)

    Dmitry Kit

    Full Text Available Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.

  15. Eye movements, visual search and scene memory, in an immersive virtual environment.

    Science.gov (United States)

    Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary

    2014-01-01

    Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.

  16. Reading and Reinterpreting Picture Books on Children's Television: Implications for Young Children's Narrative Literacy

    Science.gov (United States)

    Zhang, Kunkun; Djonov, Emilia; Torr, Jane

    2016-01-01

    "Bookaboo" is a television programme aiming to promote literacy and reading among young children. In each episode, a celebrity reads a book to Bookaboo, a dog who plays the drums in a rock band, in order to help him overcome stage fright. Using the episode featuring the picture book (Cowell and Layton in "That Rabbit Belongs to…

  17. Gaze differences in processing pictures with emotional content.

    Science.gov (United States)

    Budimir, Sanja; Palmović, Marijan

    2011-01-01

    The International Affective Picture System (IAPS) is a set of standardized emotionally evocative color photographs developed by NIMH Center for Emotion and Attention at the University of Florida. It contains more than 900 emotional pictures indexed by emotional valence, arousal and dominance. However, when IAPS pictures were used in studying emotions with the event-related potentials, the results have shown a great deal of variation and inconsistency. In this research arousal and dominance of pictures were controlled while emotional valence was manipulated as 3 categories, pleasant, neutral and unpleasant pictures. Two experiments were conducted with an eye-tracker in order to determine to what the participants turn their gaze. Participants were 25 psychology students with normal vision. Every participant saw all pictures in color and same pictures in black/white version. This makes 200 analyzed units for color pictures and 200 for black and white pictures. Every picture was divided into figure and ground. Considering that perception can be influenced by color, edges, luminosity and contrast and since all those factors are collapsed on the pictures in IAPS, we compared color pictures with same black and white pictures. In first eye-tracking IAPS research we analyzed 12 emotional pictures and showed that participants have higher number of fixations for ground on neutral and unpleasant pictures and for figure on pleasant pictures. Second experiment was conducted with 4 sets of emotional complementary pictures (pleasant/unpleasant) which differ only on the content in the figure area and it was shown that participants were more focused on the figure area than on the ground area. Future ERP (event related potential) research with IAPS pictures should take into consideration these findings and to either choose pictures with blank ground or adjust pictures in the way that ground is blank. For the following experiments suggestion is to put emotional content in the figure

  18. Technicolor/INRIA team at the MediaEval 2013 Violent Scenes Detection Task

    OpenAIRE

    Penet , Cédric; Demarty , Claire-Hélène; Gravier , Guillaume; Gros , Patrick

    2013-01-01

    International audience; This paper presents the work done at Technicolor and INRIA regarding the MediaEval 2013 Violent Scenes Detection task, which aims at detecting violent scenes in movies. We participated in both the objective and the subjective subtasks.

  19. 3D Aware Correction and Completion of Depth Maps in Piecewise Planar Scenes

    KAUST Repository

    Thabet, Ali Kassem; Lahoud, Jean; Asmar, Daniel; Ghanem, Bernard

    2015-01-01

    RGB-D sensors are popular in the computer vision community, especially for problems of scene understanding, semantic scene labeling, and segmentation. However, most of these methods depend on reliable input depth measurements, while discarding

  20. Name agreement in picture naming : An ERP study

    NARCIS (Netherlands)

    Cheng, Xiaorong; Schafer, Graham; Akyürek, Elkan G.

    Name agreement is the extent to which different people agree on a name for a particular picture. Previous studies have found that it takes longer to name low name agreement pictures than high name agreement pictures. To examine the effect of name agreement in the online process of picture naming, we

  1. Feature diagnosticity and task context shape activity in human scene-selective cortex.

    Science.gov (United States)

    Lowe, Matthew X; Gallivan, Jason P; Ferber, Susanne; Cant, Jonathan S

    2016-01-15

    Scenes are constructed from multiple visual features, yet previous research investigating scene processing has often focused on the contributions of single features in isolation. In the real world, features rarely exist independently of one another and likely converge to inform scene identity in unique ways. Here, we utilize fMRI and pattern classification techniques to examine the interactions between task context (i.e., attend to diagnostic global scene features; texture or layout) and high-level scene attributes (content and spatial boundary) to test the novel hypothesis that scene-selective cortex represents multiple visual features, the importance of which varies according to their diagnostic relevance across scene categories and task demands. Our results show for the first time that scene representations are driven by interactions between multiple visual features and high-level scene attributes. Specifically, univariate analysis of scene-selective cortex revealed that task context and feature diagnosticity shape activity differentially across scene categories. Examination using multivariate decoding methods revealed results consistent with univariate findings, but also evidence for an interaction between high-level scene attributes and diagnostic visual features within scene categories. Critically, these findings suggest visual feature representations are not distributed uniformly across scene categories but are shaped by task context and feature diagnosticity. Thus, we propose that scene-selective cortex constructs a flexible representation of the environment by integrating multiple diagnostically relevant visual features, the nature of which varies according to the particular scene being perceived and the goals of the observer. Copyright © 2015 Elsevier Inc. All rights reserved.

  2. Neural Correlates of Processing Negative and Sexually Arousing Pictures

    Science.gov (United States)

    Bailey, Kira; West, Robert; Mullaney, Kellie M.

    2012-01-01

    Recent work has questioned whether the negativity bias is a distinct component of affective picture processing. The current study was designed to determine whether there are different neural correlates of processing positive and negative pictures using event-related brain potentials. The early posterior negativity and late positive potential were greatest in amplitude for erotic pictures. Partial Least Squares analysis revealed one latent variable that distinguished erotic pictures from neutral and positive pictures and another that differentiated negative pictures from neutral and positive pictures. The effects of orienting task on the neural correlates of processing negative and erotic pictures indicate that affective picture processing is sensitive to both stimulus-driven, and attentional or decision processes. The current data, together with other recent findings from our laboratory, lead to the suggestion that there are distinct neural correlates of processing negative and positive stimuli during affective picture processing. PMID:23029071

  3. Picture Communication in Papua New Guinea.

    Science.gov (United States)

    Cook, Bruce L.

    1980-01-01

    Reports the major findings of a study that investigated the effectiveness of using pictures of different art styles (stick figures, faceless outline drawings, detailed black-and-white, detailed black-and-white with watercolor wash, and black-and-white photographs) with 423 new readers in Papua New Guinea. (JD)

  4. Simple picture of the annihilation process

    International Nuclear Information System (INIS)

    Gotsman, E.; Nussinov, S.

    1980-01-01

    We propose a simple geometrical picture for B-barB annihilations, which is motivated by the electric-flux-tube model and is consistent with the quark-rearrangement model, as well as the nonplanar multiperipheral quark-exchange model. Within its framework we are able to explain all the salient features of the experimental annihilation data

  5. Development of a Rich Picture editor

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2010-01-01

    rich picture practice into software proved difficult, therefore, we decided to follow a user-centered approach: design and implement a prototype with basic functionalities, then run a usability test with a few students and professionals. The feedback collected in the test validated our hypothesis circa...

  6. A picture dictionary of electric glossary

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1974-01-15

    This book has a lot of explanations on electric glossary with picture, which include basic important glossaries like nuclear, current theory, measuring, electro genesis, power transmission, supply of electric power, a rotary machine, application of electromotive force, electronic engineering, automatic control, electronic calculator, T.V and communication, material of electricity, electrochemistry, traffic, electric work, lighting and electric heater, regulations and standard.

  7. Behavioral modulation by mutilation pictures in women

    Directory of Open Access Journals (Sweden)

    Pereira M.G.

    2004-01-01

    Full Text Available Previous studies have shown that women are more emotionally expressive than men. It is unclear, however, if women are also more susceptible to the emotional modulation of behavior imposed by an affective stimulus. To investigate this issue, we devised a task in which female subjects performed six sequential trials of visual target detection following the presentation of emotional (mutilation and erotic or neutral pictures (domestic utensils and objects and compared the data obtained in the present study with those described in a previous study with male subjects. The experiment consisted of three blocks of 24 pictures and each block had an approximate duration of 4 min. Our sample consisted of 36 subjects (age range: 18 to 26 years and each subject performed all blocks. Trials following the presentation of mutilation pictures (283 ms had significantly slower reaction times than those following neutral (270 ms pictures. None of the trials in the "pleasant block" (271 ms was significantly different from those in the "neutral block". The increase in reaction time observed in the unpleasant block may be related in part to the activation of motivational systems leading to an avoidance behavior. The interference effect observed in this study was similar to the pattern previously described for men. Thus, although women may be more emotionally expressive, they were not more reactive to aversive stimuli than men, as measured by emotional interference in a simple reaction time task.

  8. Occlusion classifiers for picture rate conversion

    NARCIS (Netherlands)

    Bartels, C.L.L.; Haan, de G.; Rabbani, Majid

    2009-01-01

    Occlusion detection is an essential ingredient in high quality picture rate up-conversion and view interpolation applications. Many integrated approaches to occlusion detection and classification have been proposed, particularly in the stereo literature. However, due to their high complexity and

  9. The Oxford Picture Dictionary. Beginning Workbook.

    Science.gov (United States)

    Fuchs, Marjorie

    The beginning workbook of the Oxford Picture Dictionary is in full color and offers vocabulary reinforcement activities that correspond page for page with the dictionary. Clear and simple instructions with examples make it suitable for independent use in the classroom or at home. The workbook has up-to-date art and graphics, explaining over 3700…

  10. Thermodynamic picture of the glassy state

    NARCIS (Netherlands)

    Nieuwenhuizen, T.M.

    2000-01-01

    A picture for the thermodynamics of the glassy state is introduced. It assumes that one extra parameter, the effective temperature, is needed to describe the glassy state. This explains the classical paradoxes concerning the Ehrenfest relations and the Prigogine-Defay ratio. As a second feature, the

  11. A Bridge between Pictures and Print.

    Science.gov (United States)

    Jeffree, Dorothy

    1981-01-01

    The experiment investigated the feasibility of bridging the gap between the recognition of pictures and the recognition of words in four mentally handicapped adolescents by adapting a modified version of symbol accentuation (in which a printed word looks like the object it represents). (SB)

  12. Aesthetics and Children's Picture-Books

    Science.gov (United States)

    Leddy, Thomas

    2002-01-01

    Some writers on children's picture-books seem to believe that comfort and reassurance are their most important goals. Yet these books may also provide a context for imaginative adventure, and even for a journey into the dark night of the soul. As Nietzsche would put it, there is a Dionysian as well as an Apollonian element in children's…

  13. Picture Books Stimulate the Learning of Mathematics

    Science.gov (United States)

    van den Heuvel-Panhuizen, Marja; van den Boogaard, Sylvia; Doig, Brian

    2009-01-01

    In this article we describe our experiences using picture books to provide young children (five- to six-year-olds) with a learning environment where they can explore and extend preliminary notions of mathematics-related concepts, without being taught these concepts explicitly. We gained these experiences in the PICO-ma project, which aimed to…

  14. Constructing Meaning in Interaction through Picture Books

    Science.gov (United States)

    Lugossy, Réka

    2012-01-01

    This qualitative study describes and analyses young language learners' spontaneous comments while sharing picture books during EFL sessions. It also explores teachers' responses to learners' comments, and considers reasons teachers may choose to ignore children's talk in their first language (L1). Data were collected from young Hungarian learners…

  15. A picture dictionary of electric glossary

    International Nuclear Information System (INIS)

    1974-01-01

    This book has a lot of explanations on electric glossary with picture, which include basic important glossaries like nuclear, current theory, measuring, electro genesis, power transmission, supply of electric power, a rotary machine, application of electromotive force, electronic engineering, automatic control, electronic calculator, T.V and communication, material of electricity, electrochemistry, traffic, electric work, lighting and electric heater, regulations and standard.

  16. Picture Book Soldiers: Men and Messages.

    Science.gov (United States)

    Desai, Christina M.

    2001-01-01

    Examines children's picture books about soldiers and war, including fiction, folktales, and historical fiction, analyzing their implicit and explicit messages about war and the military, and evaluating them for gender stereotyping. Finds that the soldiers conform almost uniformly to an exaggerated male stereotype. Shows different value judgments…

  17. The changing picture of practicing dentistry

    NARCIS (Netherlands)

    Hokwerda, O

    2006-01-01

    Originally, dentists were particularly technical and curative practitioners. Nowadays, patient care is brought into focus, directed at maintaining oral health permanently by prevention and necessary curative treatments as a contribution to general health and well-being. The changing picture of

  18. My America in Poetry and Pictures.

    Science.gov (United States)

    Pappas, Marjorie L.

    2003-01-01

    Describes a unit that provides opportunities for students to examine the relationship between poetry and pictures as they select published poems, write their own poetry, and take photographs to accompany the poems in an anthology. Describes lesson one on intellectual property and copyright, and lesson two on appreciation. Includes a unit guide and…

  19. Princess Picture Books: Content and Messages

    Science.gov (United States)

    Dale, Lourdes P.; Higgins, Brittany E.; Pinkerton, Nick; Couto, Michelle; Mansolillo, Victoria; Weisinger, Nica; Flores, Marci

    2016-01-01

    Because many girls develop their understanding of what it means to be a girl from books about princesses, the researchers coded the messages and content in 58 princess books (picture, fairy tales, and fractured fairy tales). Results indicate that gender stereotypes are present in the books--the princesses were more likely to be nurturing, in…

  20. Semantic category interference in overt picture naming

    NARCIS (Netherlands)

    Maess, B.; Friederici, A.D.; Damian, M.F.; Meyer, A.S.; Levelt, W.J.M.

    2002-01-01

    The study investigated the neuronal basis of the retrieval of words from the mental lexicon. The semantic category interference effect was used to locate lexical retrieval processes in time and space. This effect reflects the finding that, for overt naming, volunteers are slower when naming pictures

  1. The Last Great American Picture Show

    NARCIS (Netherlands)

    Elsaesser, Thomas; King, Noel; Horwath, Alexander

    2004-01-01

    The Last Great American Picture Show brings together essays by scholars and writers who chart the changing evaluations of the American cinema of the 1970s, sometimes referred to as the decade of the lost generation, but now more and more recognized as the first New Hollywood, without which the

  2. Abelian Higgs mechanism in the Schroedinger picture

    International Nuclear Information System (INIS)

    Kim, S.K.; Namgung, W.; Soh, K.S.; Yee, J.H.

    1990-01-01

    We have studied symmetry-breaking phenomena in scalar electrodynamics by evaluating the effective potential at one-loop order in the Schroedinger picture. Contributions to the effective potential by the Higgs particle and the transverse and longitudinal components of a photon are compared with other previous works, and they are found to be consistent

  3. 32 CFR 705.8 - Motion pictures.

    Science.gov (United States)

    2010-07-01

    ... OFFICIAL RECORDS PUBLIC AFFAIRS REGULATIONS § 705.8 Motion pictures. (a) The rules and procedures given in... Defense (Public Affairs) for clearance for public release. They will be accompained by five copies of the... Assistant Secretary of Defense (Public Affairs). [41 FR 29101, July 15, 1976, as amended at 44 FR 6390, Feb...

  4. Playful Collaboration (Or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international...... and interdisciplinary Innovation and Business master's program in Denmark. We identify several important themes related to the process of learning through playing and the social dynamics of open collaborative innovation, while we also highlight possible caveats of “playing” and practicing open innovation. Our findings...

  5. Recognition memory for colored and black-and-white scenes in normal and color deficient observers (dichromats).

    Science.gov (United States)

    Brédart, Serge; Cornet, Alyssa; Rakic, Jean-Marie

    2014-01-01

    Color deficient (dichromat) and normal observers' recognition memory for colored and black-and-white natural scenes was evaluated through several parameters: the rate of recognition, discrimination (A'), response bias (B"D), response confidence, and the proportion of conscious recollections (Remember responses) among hits. At the encoding phase, 36 images of natural scenes were each presented for 1 sec. Half of the images were shown in color and half in black-and-white. At the recognition phase, these 36 pictures were intermixed with 36 new images. The participants' task was to indicate whether an image had been presented or not at the encoding phase, to rate their level of confidence in his her/his response, and in the case of a positive response, to classify the response as a Remember, a Know or a Guess response. Results indicated that accuracy, response discrimination, response bias and confidence ratings were higher for colored than for black-and-white images; this advantage for colored images was similar in both groups of participants. Rates of Remember responses were not higher for colored images than for black-and-white ones, whatever the group. However, interestingly, Remember responses were significantly more often based on color information for colored than for black-and-white images in normal observers only, not in dichromats.

  6. A view not to be missed: Salient scene content interferes with cognitive restoration

    NARCIS (Netherlands)

    van der Jagt, A.P.N.; Craig, Tony; Brewer, Mark J.; Pearson, David G.

    2017-01-01

    Attention Restoration Theory (ART) states that built scenes place greater load on attentional resources than natural scenes. This is explained in terms of "hard" and "soft" fascination of built and natural scenes. Given a lack of direct empirical evidence for this assumption we propose that

  7. Separate and simultaneous adjustment of light qualities in a real scene

    NARCIS (Netherlands)

    Xia, L.; Pont, S.C.; Heynderickx, I.E.J.R.

    2017-01-01

    Humans are able to estimate light field properties in a scene in that they have expectations of the objects' appearance inside it. Previously, we probed such expectations in a real scene by asking whether a "probe object" fitted a real scene with regard to its lighting. But how well are observers

  8. Guidance of Attention to Objects and Locations by Long-Term Memory of Natural Scenes

    Science.gov (United States)

    Becker, Mark W.; Rasmussen, Ian P.

    2008-01-01

    Four flicker change-detection experiments demonstrate that scene-specific long-term memory guides attention to both behaviorally relevant locations and objects within a familiar scene. Participants performed an initial block of change-detection trials, detecting the addition of an object to a natural scene. After a 30-min delay, participants…

  9. Mirth and Murder: Crime Scene Investigation as a Work Context for Examining Humor Applications

    Science.gov (United States)

    Roth, Gene L.; Vivona, Brian

    2010-01-01

    Within work settings, humor is used by workers for a wide variety of purposes. This study examines humor applications of a specific type of worker in a unique work context: crime scene investigation. Crime scene investigators examine death and its details. Members of crime scene units observe death much more frequently than other police officers…

  10. Visual search for changes in scenes creates long-term, incidental memory traces.

    Science.gov (United States)

    Utochkin, Igor S; Wolfe, Jeremy M

    2018-05-01

    Humans are very good at remembering large numbers of scenes over substantial periods of time. But how good are they at remembering changes to scenes? In this study, we tested scene memory and change detection two weeks after initial scene learning. In Experiments 1-3, scenes were learned incidentally during visual search for change. In Experiment 4, observers explicitly memorized scenes. At test, after two weeks observers were asked to discriminate old from new scenes, to recall a change that they had detected in the study phase, or to detect a newly introduced change in the memorization experiment. Next, they performed a change detection task, usually looking for the same change as in the study period. Scene recognition memory was found to be similar in all experiments, regardless of the study task. In Experiment 1, more difficult change detection produced better scene memory. Experiments 2 and 3 supported a "depth-of-processing" account for the effects of initial search and change detection on incidental memory for scenes. Of most interest, change detection was faster during the test phase than during the study phase, even when the observer had no explicit memory of having found that change previously. This result was replicated in two of our three change detection experiments. We conclude that scenes can be encoded incidentally as well as explicitly and that changes in those scenes can leave measurable traces even if they are not explicitly recalled.

  11. Defining spatial relations in a specific ontology for automated scene creation

    Directory of Open Access Journals (Sweden)

    D. Contraş

    2013-06-01

    Full Text Available This paper presents the approach of building an ontology for automatic scene generation. Every scene contains various elements (backgrounds, characters, objects which are spatially interrelated. The article focuses on these spatial and temporal relationships of the elements constituting a scene.

  12. Multimodal computational attention for scene understanding and robotics

    CERN Document Server

    Schauerte, Boris

    2016-01-01

    This book presents state-of-the-art computational attention models that have been successfully tested in diverse application areas and can build the foundation for artificial systems to efficiently explore, analyze, and understand natural scenes. It gives a comprehensive overview of the most recent computational attention models for processing visual and acoustic input. It covers the biological background of visual and auditory attention, as well as bottom-up and top-down attentional mechanisms and discusses various applications. In the first part new approaches for bottom-up visual and acoustic saliency models are presented and applied to the task of audio-visual scene exploration of a robot. In the second part the influence of top-down cues for attention modeling is investigated. .

  13. Play vs. Procedures

    DEFF Research Database (Denmark)

    Hammar, Emil

    Through the theories of play by Gadamer (2004) and Henricks (2006), I will show how the relationship between play and game can be understood as dialectic and disruptive, thus challenging understandings of how the procedures of games determine player activity and vice versa. As such, I posit some...... analytical consequences for understandings of digital games as procedurally fixed (Boghost, 2006; Flannagan, 2009; Bathwaite & Sharp, 2010). That is, if digital games are argued to be procedurally fixed and if play is an appropriative and dialectic activity, then it could be argued that the latter affects...... and alters the former, and vice versa. Consequently, if the appointed procedures of a game are no longer fixed and rigid in their conveyance of meaning, qua the appropriative and dissolving nature of play, then understandings of games as conveying a fixed meaning through their procedures are inadequate...

  14. PMG: online generation of high-quality molecular pictures and storyboarded animations

    Science.gov (United States)

    Autin, Ludovic; Tufféry, Pierre

    2007-01-01

    The Protein Movie Generator (PMG) is an online service able to generate high-quality pictures and animations for which one can then define simple storyboards. The PMG can therefore efficiently illustrate concepts such as molecular motion or formation/dissociation of complexes. Emphasis is put on the simplicity of animation generation. Rendering is achieved using Dino coupled to POV-Ray. In order to produce highly informative images, the PMG includes capabilities of using different molecular representations at the same time to highlight particular molecular features. Moreover, sophisticated rendering concepts including scene definition, as well as modeling light and materials are available. The PMG accepts Protein Data Bank (PDB) files as input, which may include series of models or molecular dynamics trajectories and produces images or movies under various formats. PMG can be accessed at http://bioserv.rpbs.jussieu.fr/PMG.html. PMID:17478496

  15. Can play be defined?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Can play be defined? There is reason to raise critical questions about the established academic demand that at phenomenon – also in humanist studies – should first of all be defined, i.e. de-lineated and by neat lines limited to a “little box” that can be handled. The following chapter develops....... Human beings can very well understand play – or whatever phenomenon in human life – without defining it....

  16. Attentional processing of food pictures in individuals with anorexia nervosa--an eye-tracking study.

    Science.gov (United States)

    Giel, Katrin E; Friederich, Hans-Christoph; Teufel, Martin; Hautzinger, Martin; Enck, Paul; Zipfel, Stephan

    2011-04-01

    Etiologic models of anorexia nervosa (AN) suggest that cognitive factors play a crucial role in the disorder's psychopathology. Attentional aspects of food processing in AN remain largely unknown. Both an early attentional bias (vigilance) and inattentiveness (avoidance) to food pictures have been reported in patients with eating disorders. The study's aim was to examine the vigilance-avoidance hypothesis concerning food information processing by unraveling the time course of attention deployment in individuals with AN. We used eye-tracking to examine continuous attention deployment in 19 individuals with AN during free visual exploration of food pictures versus nonfood pictures compared with 18 fasted and 20 nonfasted healthy control subjects. Compared with healthy control subjects, AN patients allocated overall less attention to food pictures but showed no early attentional bias toward food pictures. Attentional engagement for food pictures was most pronounced in fasted healthy control subjects. The extent of attention deployment in AN patients was associated with indicators of the disorder's severity. Gaze data suggest that individuals with AN show no early vigilance but later avoidance when confronted with food information. This suggests that initially, AN patients perceive incentive salience from food information because they process food pictures in the same way healthy control subjects do. The time course of attention deployment suggests that it is only after a first phase of stimulus encoding and labeling as food that individuals with AN avoid food pictures. This pattern of attention deployment is probably mediated by disorder-specific dysfunctional cognitions. Copyright © 2011 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  17. Enhancing Visual Basic GUI Applications using VRML Scenes

    OpenAIRE

    Bala Dhandayuthapani Veerasamy

    2010-01-01

    Rapid Application Development (RAD) enables ever expanding needs for speedy development of computer application programs that are sophisticated, reliable, and full-featured. Visual Basic was the first RAD tool for the Windows operating system, and too many people say still it is the best. To provide very good attraction in visual basic 6 applications, this paper directing to use VRML scenes over the visual basic environment.

  18. Context modulates attention to social scenes in toddlers with autism

    Science.gov (United States)

    Chawarska, Katarzyna; Macari, Suzanne; Shic, Frederick

    2013-01-01

    Background In typical development, the unfolding of social and communicative skills hinges upon the ability to allocate and sustain attention towards people, a skill present moments after birth. Deficits in social attention have been well documented in autism, though the underlying mechanisms are poorly understood. Methods In order to parse the factors that are responsible for limited social attention in toddlers with autism, we manipulated the context in which a person appeared in their visual field with regard to the presence of salient social (child-directed speech and eye contact) and nonsocial (distractor toys) cues for attention. Participants included 13- to 25-month-old toddlers with autism (AUT; n=54), developmental delay (DD; n=22), and typical development (TD; n=48). Their visual responses were recorded with an eye-tracker. Results In conditions devoid of eye contact and speech, the distribution of attention between key features of the social scene in toddlers with autism was comparable to that in DD and TD controls. However, when explicit dyadic cues were introduced, toddlers with autism showed decreased attention to the entire scene and, when they looked at the scene, they spent less time looking at the speaker’s face and monitoring her lip movements than the control groups. In toddlers with autism, decreased time spent exploring the entire scene was associated with increased symptom severity and lower nonverbal functioning; atypical language profiles were associated with decreased monitoring of the speaker’s face and her mouth. Conclusions While in certain contexts toddlers with autism attend to people and objects in a typical manner, they show decreased attentional response to dyadic cues for attention. Given that mechanisms supporting responsivity to dyadic cues are present shortly after birth and are highly consequential for development of social cognition and communication, these findings have important implications for the understanding of the

  19. Overt attention in natural scenes: objects dominate features.

    Science.gov (United States)

    Stoll, Josef; Thrun, Michael; Nuthmann, Antje; Einhäuser, Wolfgang

    2015-02-01

    Whether overt attention in natural scenes is guided by object content or by low-level stimulus features has become a matter of intense debate. Experimental evidence seemed to indicate that once object locations in a scene are known, salience models provide little extra explanatory power. This approach has recently been criticized for using inadequate models of early salience; and indeed, state-of-the-art salience models outperform trivial object-based models that assume a uniform distribution of fixations on objects. Here we propose to use object-based models that take a preferred viewing location (PVL) close to the centre of objects into account. In experiment 1, we demonstrate that, when including this comparably subtle modification, object-based models again are at par with state-of-the-art salience models in predicting fixations in natural scenes. One possible interpretation of these results is that objects rather than early salience dominate attentional guidance. In this view, early-salience models predict fixations through the correlation of their features with object locations. To test this hypothesis directly, in two additional experiments we reduced low-level salience in image areas of high object content. For these modified stimuli, the object-based model predicted fixations significantly better than early salience. This finding held in an object-naming task (experiment 2) and a free-viewing task (experiment 3). These results provide further evidence for object-based fixation selection--and by inference object-based attentional guidance--in natural scenes. Copyright © 2014 The Authors. Published by Elsevier Ltd.. All rights reserved.

  20. Effect of Smoking Scenes in Films on Immediate Smoking

    Science.gov (United States)

    Shmueli, Dikla; Prochaska, Judith J.; Glantz, Stanton A.

    2010-01-01

    Background The National Cancer Institute has concluded that exposure to smoking in movies causes adolescent smoking and there are similar results for young adults. Purpose This study investigated whether exposure of young adult smokers to images of smoking in films stimulated smoking behavior. Methods 100 cigarette smokers aged 18–25 years were randomly assigned to watch a movie montage composed with or without smoking scenes and paraphernalia followed by a10-minute recess. The outcome was whether or not participants smoked during the recess. Data were collected and analyzed in 2008 and 2009. Results Smokers who watched the smoking scenes were more likely to smoke during the break (OR3.06, 95% CI=1.01, 9.29). In addition to this acute effect of exposure, smokers who had seen more smoking in movies before the day of the experiment were more likely to smoke during the break (OR 6.73; 1.00–45.25 comparing the top to bottom percentiles of exposure) were more likely to smoke during the break. Level of nicotine dependence (OR 1.71; 1.27–2.32 per point on the FTND scale), “contemplation” (OR 9.07; 1.71–47.99) and “precontemplation” (OR 7.30; 1.39–38.36) stages of change, and impulsivity (OR 1.21; 1.03–1.43), were also associated with smoking during the break. Participants who watched the montage with smoking scenes and those with a higher level of nicotine dependence were also more likely to have smoked within 30 minutes after the study. Conclusions There is a direct link between viewing smoking scenes and immediate subsequent smoking behavior. This finding suggests that individuals attempting to limit or quit smoking should be advised to refrain from or reduce their exposure to movies that contain smoking. PMID:20307802

  1. TESSITURA OF A CREATIVE PROCESS: AUTOBIOGRAPHY ON SCENE

    Directory of Open Access Journals (Sweden)

    Daniel Santos Costa

    2015-04-01

    Full Text Available This text presents weavings of a way to make the arts scene using the autobiographical support the creative process. Thus, we elucidate some of these weavings process while legitimizing the production of knowledge through artistic praxis, of sensitive experience. Introducing the concept of autobiography in analogy to the artistic and sequentially present the possibility of a laboratory setting amalgamated into reality/fiction. Keywords: creative process; autobiography; body.

  2. Neural Correlates of Divided Attention in Natural Scenes.

    Science.gov (United States)

    Fagioli, Sabrina; Macaluso, Emiliano

    2016-09-01

    Individuals are able to split attention between separate locations, but divided spatial attention incurs the additional requirement of monitoring multiple streams of information. Here, we investigated divided attention using photos of natural scenes, where the rapid categorization of familiar objects and prior knowledge about the likely positions of objects in the real world might affect the interplay between these spatial and nonspatial factors. Sixteen participants underwent fMRI during an object detection task. They were presented with scenes containing either a person or a car, located on the left or right side of the photo. Participants monitored either one or both object categories, in one or both visual hemifields. First, we investigated the interplay between spatial and nonspatial attention by comparing conditions of divided attention between categories and/or locations. We then assessed the contribution of top-down processes versus stimulus-driven signals by separately testing the effects of divided attention in target and nontarget trials. The results revealed activation of a bilateral frontoparietal network when dividing attention between the two object categories versus attending to a single category but no main effect of dividing attention between spatial locations. Within this network, the left dorsal premotor cortex and the left intraparietal sulcus were found to combine task- and stimulus-related signals. These regions showed maximal activation when participants monitored two categories at spatially separate locations and the scene included a nontarget object. We conclude that the dorsal frontoparietal cortex integrates top-down and bottom-up signals in the presence of distractors during divided attention in real-world scenes.

  3. Brief Report: Diminished Gaze Preference for Dynamic Social Interaction Scenes in Youth with Autism Spectrum Disorders.

    Science.gov (United States)

    Shaffer, Rebecca C; Pedapati, Ernest V; Shic, Frederick; Gaietto, Kristina; Bowers, Katherine; Wink, Logan K; Erickson, Craig A

    2017-02-01

    In this study, we present an eye-tracking paradigm, adapted from previous work with toddlers, for assessing social-interaction looking preferences in youth ages 5-17 with ASD and typically-developing controls (TDC). Videos of children playing together (Social Scenes, SS) were presented side-by-side with animated geometric shapes (GS). Participants with ASD demonstrated reduced SS preferences compared to TDC, results also represented continuously by associations between higher SS preferences and fewer social difficulties across the combined sample. Exploratory analyses identified associations between increased SS preferences and higher Vineland Daily Living Skills in ASD and suggested SS preferences in TDC females might drive ASD versus TDC between-group differences. These findings describe potentially sex-linked couplings between preferences for social information and social functioning in school-aged children.

  4. The Anthropo-scene: A guide for the perplexed.

    Science.gov (United States)

    Lorimer, Jamie

    2017-02-01

    The scientific proposal that the Earth has entered a new epoch as a result of human activities - the Anthropocene - has catalysed a flurry of intellectual activity. I introduce and review the rich, inchoate and multi-disciplinary diversity of this Anthropo-scene. I identify five ways in which the concept of the Anthropocene has been mobilized: scientific question, intellectual zeitgeist, ideological provocation, new ontologies and science fiction. This typology offers an analytical framework for parsing this diversity, for understanding the interactions between different ways of thinking in the Anthropo-scene, and thus for comprehending elements of its particular and peculiar sociabilities. Here I deploy this framework to situate Earth Systems Science within the Anthropo-scene, exploring both the status afforded science in discussions of this new epoch, and the various ways in which the other means of engaging with the concept come to shape the conduct, content and politics of this scientific enquiry. In conclusion the paper reflects on the potential of the Anthropocene for new modes of academic praxis.

  5. Oxytocin increases amygdala reactivity to threatening scenes in females.

    Science.gov (United States)

    Lischke, Alexander; Gamer, Matthias; Berger, Christoph; Grossmann, Annette; Hauenstein, Karlheinz; Heinrichs, Markus; Herpertz, Sabine C; Domes, Gregor

    2012-09-01

    The neuropeptide oxytocin (OT) is well known for its profound effects on social behavior, which appear to be mediated by an OT-dependent modulation of amygdala activity in the context of social stimuli. In humans, OT decreases amygdala reactivity to threatening faces in males, but enhances amygdala reactivity to similar faces in females, suggesting sex-specific differences in OT-dependent threat-processing. To further explore whether OT generally enhances amygdala-dependent threat-processing in females, we used functional magnetic resonance imaging (fMRI) in a randomized within-subject crossover design to measure amygdala activity in response to threatening and non-threatening scenes in 14 females following intranasal administration of OT or placebo. Participants' eye movements were recorded to investigate whether an OT-dependent modulation of amygdala activity is accompanied by enhanced exploration of salient scene features. Although OT had no effect on participants' gazing behavior, it increased amygdala reactivity to scenes depicting social and non-social threat. In females, OT may, thus, enhance the detection of threatening stimuli in the environment, potentially by interacting with gonadal steroids, such as progesterone and estrogen. Copyright © 2012 Elsevier Ltd. All rights reserved.

  6. A Benchmark for Endoluminal Scene Segmentation of Colonoscopy Images

    Directory of Open Access Journals (Sweden)

    David Vázquez

    2017-01-01

    Full Text Available Colorectal cancer (CRC is the third cause of cancer death worldwide. Currently, the standard approach to reduce CRC-related mortality is to perform regular screening in search for polyps and colonoscopy is the screening tool of choice. The main limitations of this screening procedure are polyp miss rate and the inability to perform visual assessment of polyp malignancy. These drawbacks can be reduced by designing decision support systems (DSS aiming to help clinicians in the different stages of the procedure by providing endoluminal scene segmentation. Thus, in this paper, we introduce an extended benchmark of colonoscopy image segmentation, with the hope of establishing a new strong benchmark for colonoscopy image analysis research. The proposed dataset consists of 4 relevant classes to inspect the endoluminal scene, targeting different clinical needs. Together with the dataset and taking advantage of advances in semantic segmentation literature, we provide new baselines by training standard fully convolutional networks (FCNs. We perform a comparative study to show that FCNs significantly outperform, without any further postprocessing, prior results in endoluminal scene segmentation, especially with respect to polyp segmentation and localization.

  7. Higher-order scene statistics of breast images

    Science.gov (United States)

    Abbey, Craig K.; Sohl-Dickstein, Jascha N.; Olshausen, Bruno A.; Eckstein, Miguel P.; Boone, John M.

    2009-02-01

    Researchers studying human and computer vision have found description and construction of these systems greatly aided by analysis of the statistical properties of naturally occurring scenes. More specifically, it has been found that receptive fields with directional selectivity and bandwidth properties similar to mammalian visual systems are more closely matched to the statistics of natural scenes. It is argued that this allows for sparse representation of the independent components of natural images [Olshausen and Field, Nature, 1996]. These theories have important implications for medical image perception. For example, will a system that is designed to represent the independent components of natural scenes, where objects occlude one another and illumination is typically reflected, be appropriate for X-ray imaging, where features superimpose on one another and illumination is transmissive? In this research we begin to examine these issues by evaluating higher-order statistical properties of breast images from X-ray projection mammography (PM) and dedicated breast computed tomography (bCT). We evaluate kurtosis in responses of octave bandwidth Gabor filters applied to PM and to coronal slices of bCT scans. We find that kurtosis in PM rises and quickly saturates for filter center frequencies with an average value above 0.95. By contrast, kurtosis in bCT peaks near 0.20 cyc/mm with kurtosis of approximately 2. Our findings suggest that the human visual system may be tuned to represent breast tissue more effectively in bCT over a specific range of spatial frequencies.

  8. The Hip-Hop club scene: Gender, grinding and sex.

    Science.gov (United States)

    Muñoz-Laboy, Miguel; Weinstein, Hannah; Parker, Richard

    2007-01-01

    Hip-Hop culture is a key social medium through which many young men and women from communities of colour in the USA construct their gender. In this study, we focused on the Hip-Hop club scene in New York City with the intention of unpacking narratives of gender dynamics from the perspective of young men and women, and how these relate to their sexual experiences. We conducted a three-year ethnographic study that included ethnographic observations of Hip-Hop clubs and their social scene, and in-depth interviews with young men and young women aged 15-21. This paper describes how young people negotiate gender relations on the dance floor of Hip-Hop clubs. The Hip-Hop club scene represents a context or setting where young men's masculinities are contested by the social environment, where women challenge hypermasculine privilege and where young people can set the stage for what happens next in their sexual and emotional interactions. Hip-Hop culture therefore provides a window into the gender and sexual scripts of many urban minority youth. A fuller understanding of these patterns can offer key insights into the social construction of sexual risk, as well as the possibilities for sexual health promotion, among young people in urban minority populations.

  9. Trading Spaces: An Educator's Ethnographic Exploration of Adolescents' Digital Role-Play

    Science.gov (United States)

    Haynes-Moore, Stacy

    2015-01-01

    In this work, the author examines a digital role-play in which participants composed an alternate version of "The Hunger Games" (Collins, 2008). Participants imagined characters and posted more than 400 scenes in the online collaboration. The author draws upon ethnographic methods (Merriam, 2009) to describe her participant-observer…

  10. Revisiting the picture-superiority effect in symbolic comparisons: do pictures provide privileged access?

    Science.gov (United States)

    Amrhein, Paul C; McDaniel, Mark A; Waddill, Paula

    2002-09-01

    In 4 experiments, symbolic comparisons were investigated to test semantic-memory retrieval accounts espousing processing advantages for picture over word stimuli. In Experiment 1, participants judged pairs of animal names or pictures by responding to questions probing concrete or abstract attributes (texture or size, ferocity or intelligence). Per pair, attributes were salient or nonsalient concerning their prerated relevance to animals being compared. Distance (near or far) between attribute magnitudes was also varied. Pictures did not significantly speed responding relative to words across all other variables. Advantages were found forfar attribute magnitudes (i.e., the distance effect) and salient attributes. The distance effect was much less for salient than nonsalient concrete-attribute comparisons. These results were consistently found in additional experiments with increased statistical power to detect modality effects. Our findings argue against dual-coding and some common-code accounts of conceptual attribute processing, urging reexamination of the assumption that pictures confer privileged access to long-term knowledge.

  11. Get the picture? The effects of iconicity on toddlers' reenactment from picture books.

    Science.gov (United States)

    Simcock, Gabrielle; DeLoache, Judy

    2006-11-01

    What do toddlers learn from everyday picture-book reading interactions? To date, there has been scant research exploring this question. In this study, the authors adapted a standard imitation procedure to examine 18- to 30-month-olds' ability to learn how to reenact a novel action sequence from a picture book. The results provide evidence that toddlers can imitate specific target actions on novel real-world objects on the basis of a picture-book interaction. Children's imitative performance after the reading interaction varied both as a function of age and the level of iconicity of the pictures in the book. These findings are discussed in terms of children's emerging symbolic capacity and the flexibility of the cognitive representation.

  12. Digital Picture Production and Picture aesthetic Competency in It-didactic Design

    DEFF Research Database (Denmark)

    Rasmussen, Helle

    , that It and media are only used seldom by 21 % of teachers in Visual Arts and 7 % of teachers in this subject never use It and Media in these lessons. Art teachers – among others - also express the need for continuing education. (Ministeriet for Børn og Undervisning 2011). Since lessons in digital picture...... production have been a demand in Visual Arts in Danish schools for more than two decades, these conditions call for development of new didactic knowledge. Besides new genres and ways of using digital pictures and media continuously develop. (Sørensen 2002). This ought to be an incessant challenge...... subject Visual Arts – and crosswise of subjects in school. The overall research question has been: How can IT-didactic designs support lessons in production of complex meaning in digital pictures and increase the development of pupil’s picture aesthetic competences? By using the expression ‘complex...

  13. Only "efficient" emotional stimuli affect the content of working memory during free-recollection from natural scenes.

    Science.gov (United States)

    Buttafuoco, Arianna; Pedale, Tiziana; Buchanan, Tony W; Santangelo, Valerio

    2018-02-01

    Emotional events are thought to have privileged access to attention and memory, consuming resources needed to encode competing emotionally neutral stimuli. However, it is not clear whether this detrimental effect is automatic or depends on the successful maintenance of the specific emotional object within working memory. Here, participants viewed everyday scenes including an emotional object among other neutral objects followed by a free-recollection task. Results showed that emotional objects-irrespective of their perceptual saliency-were recollected more often than neutral objects. The probability of being recollected increased as a function of the arousal of the emotional objects, specifically for negative objects. Successful recollection of emotional objects (positive or negative) from a scene reduced the overall number of recollected neutral objects from the same scene. This indicates that only emotional stimuli that are efficient in grabbing (and then consuming) available attentional resources play a crucial role during the encoding of competing information, with a subsequent bias in the recollection of neutral representations.

  14. Gender Play and Good Governance

    Science.gov (United States)

    Powell, Mark

    2008-01-01

    Like good government, thoughtful care of children requires those in power, whether teachers or parents, to recognize when it is appropriate for them to step back from day-to-day decision-making while still working behind the scenes to ensure an organizational structure that supports the independence and equitable development of those they serve.…

  15. What Is an eBook? What Is a Book App? And Why Should We Care? An Analysis of Contemporary Digital Picture Books

    Science.gov (United States)

    Sargeant, Betty

    2015-01-01

    Book apps have developed into a new format for the picture book. Given the crucial role that picture books have played in early childhood education, it seems pertinent to ascertain the ways in which they have been affected by digitisation. In response to concerns regarding a lack of models and design principles within children's digital…

  16. Smoking scenes in popular Japanese serial television dramas: descriptive analysis during the same 3-month period in two consecutive years.

    Science.gov (United States)

    Kanda, Hideyuki; Okamura, Tomonori; Turin, Tanvir Chowdhury; Hayakawa, Takehito; Kadowaki, Takashi; Ueshima, Hirotsugu

    2006-06-01

    Japanese serial television dramas are becoming very popular overseas, particularly in other Asian countries. Exposure to smoking scenes in movies and television dramas has been known to trigger initiation of habitual smoking in young people. Smoking scenes in Japanese dramas may affect the smoking behavior of many young Asians. We examined smoking scenes and smoking-related items in serial television dramas targeting young audiences in Japan during the same season in two consecutive years. Fourteen television dramas targeting the young audience broadcast between July and September in 2001 and 2002 were analyzed. A total of 136 h 42 min of television programs were divided into unit scenes of 3 min (a total of 2734 unit scenes). All the unit scenes were reviewed for smoking scenes and smoking-related items. Of the 2734 3-min unit scenes, 205 (7.5%) were actual smoking scenes and 387 (14.2%) depicted smoking environments with the presence of smoking-related items, such as ash trays. In 185 unit scenes (90.2% of total smoking scenes), actors were shown smoking. Actresses were less frequently shown smoking (9.8% of total smoking scenes). Smoking characters in dramas were in the 20-49 age group in 193 unit scenes (94.1% of total smoking scenes). In 96 unit scenes (46.8% of total smoking scenes), at least one non-smoker was present in the smoking scenes. The smoking locations were mainly indoors, including offices, restaurants and homes (122 unit scenes, 59.6%). The most common smoking-related items shown were ash trays (in 45.5% of smoking-item-related scenes) and cigarettes (in 30.2% of smoking-item-related scenes). Only 3 unit scenes (0.1 % of all scenes) promoted smoking prohibition. This was a descriptive study to examine the nature of smoking scenes observed in Japanese television dramas from a public health perspective.

  17. Penggunaan Model Pembelajaran Picture and Picture Untuk Meningkatkan Kemampuan Siswa Menulis Karangan

    Directory of Open Access Journals (Sweden)

    Heriyanto Heriyanto

    2014-02-01

    Full Text Available Menulis merupakan keterampilan berbahasa yang kompleks, produktif dan ekspresif, karena penulis harus terampil menggunakan grofologi, struktur bahasa dan memiliki pengetahuan bahasa yang memadai, untuk itu perlu dilatih secara teratur dan cermat sejak kelas awal SD. Karangan sebagai salah satu hasil karya menulis, merupakan hasil pekerjaan dari mengarang. Menulis karangan dalam penelitian ini adalah menulis karangan narasi. Salah satu masalah dalam pembelajaran Bahasa Indonesia adalah kesulitan siswa dalam menulis karangan yang baik dan benar, yang juga terjadi pada siswa kelas IVA SDN Pinggir Papas 1. Pembelajaran menulis karangan dengan menggunakan model kooperatif tipe picture and picture  diharapkan mampu meningkatkan pemahaman siswa dalam hal menulis karangan. Untuk itu, dilakukan penelitian terhadap siswa kelas IVA SDN Pinggir Papas I Kecamatan Kalianget Kabupaten Sumenep yang berjumlah 33 siswa. Penelitian dengan judul “Penggunaan Model Pembelajaran Kooperatif Tipe Picture and Picture untuk Meningkatkan Kemampuan Siswa Menulis Karangan” ini menggunakan penelitian tindakan kelas sebanyak dua putaran. Setiap putaran terdiri dari tahap rancangan, kegiatan, pengamatan, dan refleksi. Data yang diperoleh berupa nilai hasil LKS dan kuis individu berupa menulis karangan, lembar observasi aktivitas guru dan siswa serta penilaian penggunaan model pembelajaran kooperatif picture and picture, juga hasil respon siswa. Dari hasil analis menunjukkan bahwa penggunaan model pembelajaran kooperatif tipe picture and picture dapat meningkatkan kemampuan menulis karangan siswa kelas IVA SDN Pinggir Papas 1. Peningkatan ini terjadi pada nilai rata-rata LKS, yaitu dari 55 menjadi 71,6. Adapun hasil karangan individu siswa dari rata-rata 56,7 dengan ketuntasan 55% menjadi 74,5 dengan ketuntasan mencapai 88% atau terjadi peningkatan sebesar 33% dari siklus I.

  18. Typing pictures: Linguistic processing cascades into finger movements.

    Science.gov (United States)

    Scaltritti, Michele; Arfé, Barbara; Torrance, Mark; Peressotti, Francesca

    2016-11-01

    The present study investigated the effect of psycholinguistic variables on measures of response latency and mean interkeystroke interval in a typewritten picture naming task, with the aim to outline the functional organization of the stages of cognitive processing and response execution associated with typewritten word production. Onset latencies were modulated by lexical and semantic variables traditionally linked to lexical retrieval, such as word frequency, age of acquisition, and naming agreement. Orthographic variables, both at the lexical and sublexical level, appear to influence just within-word interkeystroke intervals, suggesting that orthographic information may play a relevant role in controlling actual response execution. Lexical-semantic variables also influenced speed of execution. This points towards cascaded flow of activation between stages of lexical access and response execution. Copyright © 2016 Elsevier B.V. All rights reserved.

  19. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  20. To play is necessary

    Directory of Open Access Journals (Sweden)

    Angela Vargas

    2008-05-01

    Full Text Available This work tries to contemplate on playing, leaving of the observations on the children's games accomplished during the apprenticeship and the articulation of those with some theoretical ones that have been dedicating if to the study of the game, of the childhood and of the Infantile Education. It was possible, through the apprenticeship registrations and of the observations to live many moments in that the two groups, 3A and 3B, they played incorporating objects and creating characters in your games. He/she gave way, we sought focar the game of the do-of-bill, contemplating on your importance for the children in the first childhood, and that possibilities she brings us in the amplification of the infantile experiences. Another important aspect in this article is to contemplate on the teacher's practice in the Infantile Education, and, through our observations on playing of the children noticed the teachers' involvement in the children's games.

  1. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  2. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    on their needs and desires. This paper presents results from SoundScapes body of research which is utilising technology in assistive (re)habilitation from Virtual Interactive Space (VIS); furthermore the paper describes what emerges in play scenarios that utilise enabling technology. The involved study exhibits...... implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...

  3. Dwarfism and gigantism in historical picture postcards.

    OpenAIRE

    Enderle, A

    1998-01-01

    A collection of 893 historical picture postcards from 1900 to 1935, depicting dwarfs and giants, was analysed from medical and psychosocial viewpoints. In conditions such as 'bird headed dwarfism', achondroplasia, cretinism, so-called Aztecs or pinheads, Grebe chondrodysplasia, and acromegalic gigantism, the disorder could be diagnosed easily. In hypopituitary dwarfism, exact diagnosis was more difficult because of heterogeneity. The most common conditions depicted were pituitary dwarfism and...

  4. Enhancement of blurred pictures by spatial filtering

    International Nuclear Information System (INIS)

    Wolton, W.P.; Redman, J.D.

    Substantial improvement in the intelligibility of defocussed pictures has been demonstrated using coherent optical processing. Correction for penumbra effects, such as arise in radiography, has been demonstrated at optical wavelengths. Compensation for a Gaussian spread function, such as might occur in radiography via a salt screen, has also been demonstrated. A simulation has shown that much greater enhancement could be expected if improved phase filters could be made

  5. Superconformal ghost correlators and picture changing

    International Nuclear Information System (INIS)

    Bonini, M.; Iengo, R.; Nunez, C.

    1988-12-01

    We compute the correlation functions for the system of superconformal ghosts β, γ(λ=3/2), including the corresponding spin fields, on arbitrary Riemann surfaces. Using fermionization, defined as a change of variables in the functional integration, we derive and generalize previous results obtained by bosonization. As an application we study the picture changing mechanism in the Ramond sector of the superstring. (author). 11 refs

  6. Affective Pictures and the Open Library of Affective Foods (OLAF): Tools to Investigate Emotions toward Food in Adults.

    Science.gov (United States)

    Miccoli, Laura; Delgado, Rafael; Guerra, Pedro; Versace, Francesco; Rodríguez-Ruiz, Sonia; Fernández-Santaella, M Carmen

    2016-01-01

    Recently, several sets of standardized food pictures have been created, supplying both food images and their subjective evaluations. However, to date only the OLAF (Open Library of Affective Foods), a set of food images and ratings we developed in adolescents, has the specific purpose of studying emotions toward food. Moreover, some researchers have argued that food evaluations are not valid across individuals and groups, unless feelings toward food cues are compared with feelings toward intense experiences unrelated to food, that serve as benchmarks. Therefore the OLAF presented here, comprising a set of original food images and a group of standardized highly emotional pictures, is intended to provide valid between-group judgments in adults. Emotional images (erotica, mutilations, and neutrals from the International Affective Picture System/IAPS) additionally ensure that the affective ratings are consistent with emotion research. The OLAF depicts high-calorie sweet and savory foods and low-calorie fruits and vegetables, portraying foods within natural scenes matching the IAPS features. An adult sample evaluated both food and affective pictures in terms of pleasure, arousal, dominance, and food craving, following standardized affective rating procedures. The affective ratings for the emotional pictures corroborated previous findings, thus confirming the reliability of evaluations for the food images. Among the OLAF images, high-calorie sweet and savory foods elicited the greatest pleasure, although they elicited, as expected, less arousal than erotica. The observed patterns were consistent with research on emotions and confirmed the reliability of OLAF evaluations. The OLAF and affective pictures constitute a sound methodology to investigate emotions toward food within a wider motivational framework. The OLAF is freely accessible at digibug.ugr.es.

  7. Effects of scene content and layout on the perceived light direction in 3D spaces.

    Science.gov (United States)

    Xia, Ling; Pont, Sylvia C; Heynderickx, Ingrid

    2016-08-01

    The lighting and furnishing of an interior space (i.e., the reflectance of its materials, the geometries of the furnishings, and their arrangement) determine the appearance of this space. Conversely, human observers infer lighting properties from the space's appearance. We conducted two psychophysical experiments to investigate how the perception of the light direction is influenced by a scene's objects and their layout using real scenes. In the first experiment, we confirmed that the shape of the objects in the scene and the scene layout influence the perceived light direction. In the second experiment, we systematically investigated how specific shape properties influenced the estimation of the light direction. The results showed that increasing the number of visible faces of an object, ultimately using globally spherical shapes in the scene, supported the veridicality of the estimated light direction. Furthermore, symmetric arrangements in the scene improved the estimation of the tilt direction. Thus, human perception of light should integrally consider materials, scene content, and layout.

  8. Cut and paste pictures in surrealism

    Directory of Open Access Journals (Sweden)

    Todić Milanka

    2006-01-01

    Full Text Available Proceeding from the idea of the readymade, Marko Ristić’s, Vane Bor’s and Dušan Matić’s collages regroup readymade pictorial and textual matrices according to the rules of free associative syntax. Everything that they collected cut out and pasted bears the hallmark of personal choice, i.e. objective chance, as the Surrealists would say. In the new structure of the collage, picture and text were of equal importance. However, we should not forget that both picture and text were only fragments, of different origin so that they could not function as autonomous elements in their own right nor could they establish logical interlinks. Cut and paste picture in Surrealism are primarily registered as visual wholes, in which the former principle of harmony has been substituted by the principle of discontinuity. In fact, they do not aspire to establish closed and unambiguous semantic structures either on a single paper or within a cycle, disregarding as they do conventional narrative and illustrative order in representing reality.

  9. Analysis of book colections Great picture book for preschoolers

    OpenAIRE

    Cunk, Tina

    2013-01-01

    Thesis entitled ˝Analysis of book collections Great picture book for preschoolers˝ is based on theoretical approach and empirical study. In the theoretical part I focused on the development of youth literature and the definition of the latter, furthermore I described Great picture book and definition of picture book, I presented four versions of picture books in the Slovenian area, described types of picture books and wrote translation of Maria Nikolaeva´s picture book and her point of view...

  10. Where and how morphologically complex words interplay with naming pictures.

    Science.gov (United States)

    Zwitserlood, Pienie; Bölte, Jens; Dohmes, Petra

    2002-01-01

    Two picture-word experiments are reported in which a delay of 7 to 10 was introduced between distractor and picture. Distractor words were either derived words (Experiment 1) or compounds (Experiment 2), morphologically related to the picture name. In both experiments, the position of morphological overlap between distractor (e.g., rosebud vs tea-rose) and picture name (rose) was manipulated. Clear facilitation of picture naming latencies was obtained when pictures were paired with morphological distractors, and effects were independent of distractor type and position of overlap. The results are evaluated against "full listing" and "decomposition" approaches of morphological representation. Copyright 2002 Elsevier Science (USA).

  11. Play and Power

    DEFF Research Database (Denmark)

    The power of play, so central to psychoanalytic theory and practice, is conjoined to the social psychological or socio-politically coloured concept of power, giving rise to many fruitful discussions of how these concepts manifest themselves in clinical work with children, groups and adults...

  12. Play's Importance in School

    Science.gov (United States)

    Sandberg, Anette; Heden, Rebecca

    2011-01-01

    The purpose of this study is to contribute knowledge on and gain an understanding of elementary school teachers' perspectives on the function of play in children's learning processes. The study is qualitative with a hermeneutical approach and has George Herbert Mead as a theoretical frame of reference. Interviews have been carried out with seven…

  13. Play framework essentials

    CERN Document Server

    Richard-Foy, Julien

    2014-01-01

    This book targets Java and Scala developers who already have some experience in web development and who want to master Play framework quickly and efficiently. This book assumes you have a good level of knowledge and understanding of efficient Java and Scala code.

  14. Efficacy of play therapy

    African Journals Online (AJOL)

    User

    Life-skills of Children Under Difficult Circumstances: The. Case of Two ... Goodman's Strengths and Difficulties Questionnaire-a standardized instrument) were obtained from 17 ... From a developmental point of view, play ... preventing mild problems becoming worse, .... records) and a socially withdrawn child-for example ...

  15. The Activity of Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin

    This paper presents Activity Theory as a framework for understanding the action of playing games with the intention of building a foundation for the creation of new game design tools and methods. Activity Theory, an epistemological framework rooted in Soviet psychology of the first half of the 20...

  16. stage/page/play

    DEFF Research Database (Denmark)

    context. Contributors: Per Brask, Dario Fo, Jette Barnholdt Hansen, Pil Hansen, Sven Åke Heed, Ulla Kallenbach, Sofie Kluge, Annelis Kuhlmann, Kela Kvam, Anna Lawaetz, Bent Flemming Nielsen, Franco Perrelli, Magnus Tessing Schneider, Antonio Scuderi. stage/page/play is published as a festschrift...

  17. 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.

  18. Navigating the auditory scene: an expert role for the hippocampus.

    Science.gov (United States)

    Teki, Sundeep; Kumar, Sukhbinder; von Kriegstein, Katharina; Stewart, Lauren; Lyness, C Rebecca; Moore, Brian C J; Capleton, Brian; Griffiths, Timothy D

    2012-08-29

    Over a typical career piano tuners spend tens of thousands of hours exploring a specialized acoustic environment. Tuning requires accurate perception and adjustment of beats in two-note chords that serve as a navigational device to move between points in previously learned acoustic scenes. It is a two-stage process that depends on the following: first, selective listening to beats within frequency windows, and, second, the subsequent use of those beats to navigate through a complex soundscape. The neuroanatomical substrates underlying brain specialization for such fundamental organization of sound scenes are unknown. Here, we demonstrate that professional piano tuners are significantly better than controls matched for age and musical ability on a psychophysical task simulating active listening to beats within frequency windows that is based on amplitude modulation rate discrimination. Tuners show a categorical increase in gray matter volume in the right frontal operculum and right superior temporal lobe. Tuners also show a striking enhancement of gray matter volume in the anterior hippocampus, parahippocampal gyrus, and superior temporal gyrus, and an increase in white matter volume in the posterior hippocampus as a function of years of tuning experience. The relationship with gray matter volume is sensitive to years of tuning experience and starting age but not actual age or level of musicality. Our findings support a role for a core set of regions in the hippocampus and superior temporal cortex in skilled exploration of complex sound scenes in which precise sound "templates" are encoded and consolidated into memory over time in an experience-dependent manner.

  19. Human matching performance of genuine crime scene latent fingerprints.

    Science.gov (United States)

    Thompson, Matthew B; Tangen, Jason M; McCarthy, Duncan J

    2014-02-01

    There has been very little research into the nature and development of fingerprint matching expertise. Here we present the results of an experiment testing the claimed matching expertise of fingerprint examiners. Expert (n = 37), intermediate trainee (n = 8), new trainee (n = 9), and novice (n = 37) participants performed a fingerprint discrimination task involving genuine crime scene latent fingerprints, their matches, and highly similar distractors, in a signal detection paradigm. Results show that qualified, court-practicing fingerprint experts were exceedingly accurate compared with novices. Experts showed a conservative response bias, tending to err on the side of caution by making more errors of the sort that could allow a guilty person to escape detection than errors of the sort that could falsely incriminate an innocent person. The superior performance of experts was not simply a function of their ability to match prints, per se, but a result of their ability to identify the highly similar, but nonmatching fingerprints as such. Comparing these results with previous experiments, experts were even more conservative in their decision making when dealing with these genuine crime scene prints than when dealing with simulated crime scene prints, and this conservatism made them relatively less accurate overall. Intermediate trainees-despite their lack of qualification and average 3.5 years experience-performed about as accurately as qualified experts who had an average 17.5 years experience. New trainees-despite their 5-week, full-time training course or their 6 months experience-were not any better than novices at discriminating matching and similar nonmatching prints, they were just more conservative. Further research is required to determine the precise nature of fingerprint matching expertise and the factors that influence performance. The findings of this representative, lab-based experiment may have implications for the way fingerprint examiners testify in

  20. The capture and recreation of 3D auditory scenes

    Science.gov (United States)

    Li, Zhiyun

    The main goal of this research is to develop the theory and implement practical tools (in both software and hardware) for the capture and recreation of 3D auditory scenes. Our research is expected to have applications in virtual reality, telepresence, film, music, video games, auditory user interfaces, and sound-based surveillance. The first part of our research is concerned with sound capture via a spherical microphone array. The advantage of this array is that it can be steered into any 3D directions digitally with the same beampattern. We develop design methodologies to achieve flexible microphone layouts, optimal beampattern approximation and robustness constraint. We also design novel hemispherical and circular microphone array layouts for more spatially constrained auditory scenes. Using the captured audio, we then propose a unified and simple approach for recreating them by exploring the reciprocity principle that is satisfied between the two processes. Our approach makes the system easy to build, and practical. Using this approach, we can capture the 3D sound field by a spherical microphone array and recreate it using a spherical loudspeaker array, and ensure that the recreated sound field matches the recorded field up to a high order of spherical harmonics. For some regular or semi-regular microphone layouts, we design an efficient parallel implementation of the multi-directional spherical beamformer by using the rotational symmetries of the beampattern and of the spherical microphone array. This can be implemented in either software or hardware and easily adapted for other regular or semi-regular layouts of microphones. In addition, we extend this approach for headphone-based system. Design examples and simulation results are presented to verify our algorithms. Prototypes are built and tested in real-world auditory scenes.