54 resultados para VISUAL-PERCEPTION
em Consorci de Serveis Universitaris de Catalunya (CSUC), Spain
Resumo:
La actuación de las estructuras de conocimiento en el proceso de identificación y codificación de estimulos visuales se ha operativizado frecuentemente mediante conceptos como contexto o tipicidad. Ambos efectos pueden considerarse complementarios y producidos por la actuación de un mecanisrno de tipo atencional. Dicho mecanisrno fue aplicado al procesamiento de escenas por Arnau, Carreras y Salvador (en prensa). A partir de los términos propuestos en dicho modelo se intenta comprobar si la tipicidad es una variable relevante para la identificación de 10s objetos que forman una escena. Los resultados obtenidos en el experimento 1 permiten afirmar que el grado de tipicidad de un objeto respecto a una escena determina el tiempo y exactitud de su identificación. Por otra parte, en el experimento 2 se demuestra que en procesos de memoria a corto plazo el efecto de tipicidad detectado en el experimento 1 se anula. Finalmente se discuten las implicaciones de estos resultados para el estudio de la percepción visual de escenas naturales.
Resumo:
Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.
Resumo:
This work investigates novel alternative means of interaction in a virtual environment (VE).We analyze whether humans can remap established body functions to learn to interact with digital information in an environment that is cross-sensory by nature and uses vocal utterances in order to influence (abstract) virtual objects. We thus establish a correlation among learning, control of the interface, and the perceived sense of presence in the VE. The application enables intuitive interaction by mapping actions (the prosodic aspects of the human voice) to a certain response (i.e., visualization). A series of single-user and multiuser studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in VEs. Despite the abstract nature of the presented environment, presence scores were generally very high.
Resumo:
Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant betweengroup differences were noted between Groups D (p = 0.001) and D1 (p = 0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p = 0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p = 0.07). Conclusion: Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms.
Resumo:
This work investigates novel alternative means of interaction in a virtual environment (VE).We analyze whether humans can remap established body functions to learn to interact with digital information in an environment that is cross-sensory by nature and uses vocal utterances in order to influence (abstract) virtual objects. We thus establish a correlation among learning, control of the interface, and the perceived sense of presence in the VE. The application enables intuitive interaction by mapping actions (the prosodic aspects of the human voice) to a certain response (i.e., visualization). A series of single-user and multiuser studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in VEs. Despite the abstract nature of the presented environment, presence scores were generally very high.
Resumo:
Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant betweengroup differences were noted between Groups D (p = 0.001) and D1 (p = 0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p = 0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p = 0.07). Conclusion: Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms.
Resumo:
Observers are often required to adjust actions with objects that change their speed. However, no evidence for a direct sense of acceleration has been found so far. Instead, observers seem to detect changes in velocity within a temporal window when confronted with motion in the frontal plane (2D motion). Furthermore, recent studies suggest that motion-in-depth is detected by tracking changes of position in depth. Therefore, in order to sense acceleration in depth a kind of second-order computation would have to be carried out by the visual system. In two experiments, we show that observers misperceive acceleration of head-on approaches at least within the ranges we used [600-800 ms] resulting in an overestimation of arrival time. Regardless of the viewing condition (only monocular or monocular and binocular), the response pattern conformed to a constant velocity strategy. However, when binocular information was available, overestimation was highly reduced.
Resumo:
Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.
Resumo:
Does realistic lighting in an immersive virtual reality application enhance presence, where participants feel that they are in the scene and behave correspondingly? Our previous study indicated that presence is more likely with real-time ray tracing compared with ray casting, but we could not separate the effects of overall quality of illumination from the dynamic effects of real-time shadows and reflections. Here we describe an experiment where 20 people experienced a scene rendered with global or local illumination. However, in both conditions there were dynamically changing shadows and reflections. We found that the quality of illumination did not impact presence, so that the earlier result must have been due to dynamic shadows and reflections. However, global illumination resulted in greater plausibility - participants were more likely to respond as if the virtual events were real. We conclude that global illumination does impact the responses of participants and is worth the effort.
Resumo:
JPEG2000 és un estàndard de compressió d’imatges que utilitza la transformada wavelet i, posteriorment, una quantificació uniforme dels coeficients amb dead-zone. Els coeficients wavelet presenten certes dependències tant estadístiques com visuals. Les dependències estadístiques es tenen en compte a l'esquema JPEG2000, no obstant, no passa el mateix amb les dependències visuals. En aquest treball, es pretén trobar una representació més adaptada al sistema visual que la que proporciona JPEG2000 directament. Per trobar-la utilitzarem la normalització divisiva dels coeficients, tècnica que ja ha demostrat resultats tant en decorrelació estadística de coeficients com perceptiva. Idealment, el que es voldria fer és reconvertir els coeficients a un espai de valors en els quals un valor més elevat dels coeficients impliqui un valor més elevat d'aportació visual, i utilitzar aquest espai de valors per a codificar. A la pràctica, però, volem que el nostre sistema de codificació estigui integrat a un estàndard. És per això que utilitzarem JPEG2000, estàndard de la ITU que permet una elecció de les distorsions en la codificació, i utilitzarem la distorsió en el domini de coeficients normalitzats com a mesura de distorsió per a escollir quines dades s'envien abans.
Resumo:
La societat actual figura arrelada a un discurs sobre el femení, que desenvolupat durant el segle XVIII s'ha anat obrint camí insistentment a través de les imatges. A través de l'obra del pintor Paul Gauguin aquest treball presten mostrar que el confinament de la dona a l'espai domèstic i la pretesa relació d'aquesta amb altres elements és fruit de la mateixa ideologia que confina a la dona a l'espai privat i a l'home a l'espai públic.
Resumo:
Subtítols paral·lels del document: Teoria TK i lleis del moviment 2012 = Théorie TK et lois du mouvement 2012 = Theory TK and laws of movement 2012 = Teoría TK y leyes del movimiento 2012
Resumo:
Whereas people are typically thought to be better off with more choices, studiesshow that they often prefer to choose from small as opposed to large sets of alternatives.We propose that satisfaction from choice is an inverted U-shaped function of thenumber of alternatives. This proposition is derived theoretically by considering thebenefits and costs of different numbers of alternatives and is supported by fourexperimental studies. We also manipulate the perceptual costs of information processingand demonstrate how this affects the resulting satisfaction function. We furtherindicate that satisfaction when choosing from a given set is diminished if people aremade aware of the existence of other choice sets. The role of individual differences insatisfaction from choice is documented by noting effects due to gender and culture. Weconclude by emphasizing the need to have an explicit rationale for knowing how muchchoice is enough.
Resumo:
Se ha sometido a comprobación empírica la hipótesis de la precedencia global (Navon, 1977, 1981a, 1983), según la cual el analisis de los rasgos globales de una configuración visual precede temporalmente al de los locales. Se ha demostrado que la naturaleza del estimulo es un factor que modula la aparición de primacia global cuando el material manejado es verbal y altamente familiar, pero no cuando es visoespacial y novedoso para el sujeto. Sin embargo, [os presentes experitnentos han sugerido que el efecto del grado de novedad del estimulo se ve anulado cuando se manipula el número de elementos locales que cornponen la imagen visual. Se ha obtenido el efecto tipico de precedencia global, independienternente de la naturaleza del estimulo, cuando la configuracidn estuba formada por muchos elementos locales (7x6). Para estímulos con 5x4 constituyentes se ha obtenido el efecto contrario, es decir, la información local era analizada con mayor rapidez que la global. Los resultados han sido explicados en base al agrupamiento de 1os rasgos locales de la imagen visual.
Resumo:
Visual perception is initiated in the photoreceptor cells of the retina via the phototransduction system.This system has shown marked evolution during mammalian divergence in such complex attributes as activation time and recovery time. We have performed a molecular evolutionary analysis of proteins involved in mammalianphototransduction in order to unravel how the action of natural selection has been distributed throughout thesystem to evolve such traits. We found selective pressures to be non-randomly distributed according to both a simple protein classification scheme and a protein-interaction network representation of the signaling pathway. Proteins which are topologically central in the signaling pathway, such as the G proteins, as well as retinoid cycle chaperones and proteins involved in photoreceptor cell-type determination, were found to be more constrained in their evolution. Proteins peripheral to the pathway, such as ion channels and exchangers, as well as the retinoid cycle enzymes, have experienced a relaxation of selective pressures. Furthermore, signals of positive selection were detected in two genes: the short-wave (blue) opsin (OPN1SW) in hominids and the rod-specific Na+/Ca2+,K+ ion exchanger (SLC24A1) in rodents. The functions of the proteins involved in phototransduction and the topology of the interactions between them have imposed non-random constraints on their evolution. Thus, in shaping or conserving system-level phototransduction traits, natural selection has targeted the underlying proteins in a concerted manner.