55 resultados para experimental visual perception


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Child sexual offenders are hypothesized to hold offence-supportive beliefs that set them apart from others. The current study seeks support for this view via a cognitive-experimental approach. Child sexual offenders and offender controls were exposed to pictures of semi-clothed children (priming condition) or clothed, mature adults (control condition). Participants then read ambiguous sentences describing children's actions that could be interpreted in a sexualized manner. Next, participants completed a surprise recognition test in which half the sentences were re-presented in an unambiguously sexual form, and half in an unambiguously non-sexual form. Contrary to hypotheses, primed and/or control child sexual offenders did not show a memory bias for sexualized sentences, suggesting that they did not interpret the original sentences in line with offence-supportive beliefs. Results raise questions about whether child sexual offenders universally hold abnormal beliefs that facilitate their offending. Results also highlight the need for further experimental research within this field.

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As an interesting application on cloud computing, content-based image retrieval (CBIR) has attracted a lot of attention, but the focus of previous research work was mainly on improving the retrieval performance rather than addressing security issues such as copyrights and user privacy. With an increase of security attacks in the computer networks, these security issues become critical for CBIR systems. In this paper, we propose a novel two-party watermarking protocol that can resolve the issues regarding user rights and privacy. Unlike the previously published protocols, our protocol does not require the existence of a trusted party. It exhibits three useful features: security against partial watermark removal, security in watermark verification and non-repudiation. In addition, we report an empirical research of CBIR with the security mechanism. The experimental results show that the proposed protocol is practicable and the retrieval performance will not be affected by watermarking query images.

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Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users' perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.

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Objectives: Visual analog scales are frequently used as a means of allowing participants to rate symptoms during clinical trials. The accuracy and reproducibility of these scales play an important role in determining the experimental value of the data they provide. This study was initiated to compare the data collected using paper- and computer-based (Tablet PC) analog scales to better understand the variability in data provided by a visual analog scale.

Methods: Thirty participants rated ocular comfort, redness, and clarity of vision (right and left eyes) on a nondemarcated horizontal line on both paper and a Tablet PC. Measurements were taken in the morning between the hours of 8:30 and 10:30 am and again the same day between 2:30 and 4:30 pm.

Results: The mean difference between the measures recorded in the morning for the 2 media was 2.6 ± 0.9 (confidence intervals, 2 standard errors of the differences) units on a 100 unit scale, with the Tablet PC having the higher mean measure. The limits of agreement (2 standard deviations of the differences) was 9.4 units. Comparing the difference of the differences (1.0 ± 1.3) between the 2 methods of measure (morning vs. afternoon) the visual analog scales on the Tablet PC seemed to have good reproducibility of agreement in comparison with the paper version.

Conclusions: Discrepancy analysis yielded no significant difference and slight bias between paper- and computer-based analog scales. Repeatability of measures using the Tablet PC was also demonstrated. These results suggest that the choice of medium does not significantly influence the outcome for subjective analog scales.

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The detection of lane boundaries on suburban streets using images obtained from video constitutes a challenging task. This is mainly due to the difficulties associated with estimating the complex geometric structure of lane boundaries, the quality of lane markings as a result of wear, occlusions by traffic, and shadows caused by road-side trees and structures. Most of the existing techniques for lane boundary detection employ a single visual cue and will only work under certain conditions and where there are clear lane markings. Also, better results are achieved when there are no other onroad objects present. This paper extends our previous work and discusses a novel lane boundary detection algorithm specifically addressing the abovementioned issues through the integration of two visual cues. The first visual cue is based on stripe-like features found on lane lines extracted using a two-dimensional symmetric Gabor filter. The second visual cue is based on a texture characteristic determined using the entropy measure of the predefined neighbourhood around a lane boundary line. The visual cues are then integrated using a rulebased classifier which incorporates a modified sequential covering algorithm to improve robustness. To separate lane boundary lines from other similar features, a road mask is generated using road chromaticity values estimated from CIE L*a*b* colour transformation. Extraneous points around lane boundary lines are then removed by an outlier removal procedure based on studentized residuals. The lane boundary lines are then modelled with Bezier spline curves. To validate the algorithm, extensive experimental evaluation was carried out on suburban streets and the results are presented. 

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Reversible watermarking has merged over the past few years as a promising solution for copyright protection, especially for applications like remote sensing, medical imaging and military applications which require lossless recovery of the host media. In this paper, we aim to extend the additive interpolation error expansion technique in [16]. We will consider the human visual system (HVS) to improve the embedding rate while maintaining the image visual quality. To this end, the just noticeable difference (JND) is used to embed more watermark bits. The experimental results show that the proposed algorithm can improve the embedding rate while preserving the image visual quality. © 2014 IEEE.

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It is often assumed that the primary purpose of a male's sexual display is to provide information about quality, or to strongly stimulate prospective mates, but other functions of courtship displays have been relatively neglected. Male great bowerbirds (Ptilonorhynchus nuchalis) construct bowers that exploit the female's predictable field of view (FOV) during courtship displays by creating forced perspective illusions, and the quality of illusion is a good predictor of mating success. Here, we present and discuss two additional components of male courtship displays that use the female's predetermined viewpoint: (i) the rapid and diverse flashing of coloured objects within her FOV and (ii) chromatic adaptation of the female's eyes that alters her perception of the colour of the displayed objects. Neither is directly related to mating success, but both are likely to increase signal efficacy, and may also be associated with attracting and holding the female's attention. Signal efficacy is constrained by trade-offs between the signal components; there are both positive and negative interactions within multicomponent signals. Important signal components may have a threshold effect on fitness rather than the often assumed linear relationship.

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Visual Analytics (VA) is an approach to data analysis by means of visual manipulation of data representation, which relies on innate human abilities of perception and cognition. Even though current visual toolkits in the Business Analytics (BA) domain have improved the effectiveness of data exploration, analysis and reporting, their features are often not intuitive, and can be confusing and difficult to use. Moreover, visualizations generated from these toolkits are mostly accessible to specialist users. Thus, there is a need for analytic environments that support data exploration, interpretation and communication of insight that do not add to the cognitive load of the analyst and their non-technical clients. In this conceptual paper, we explore the potential of primary metaphors, which arise out of human lived and sensory-motor experiences, in the design of immersive visual analytics environments. Primary metaphors provide ideas for representation of time, space, quantity, similarity, actions and team work. Using examples developed in our own work, we also explain how to combine such metaphors to create complex and cognitively acceptable visual metaphors, such as 3D data terrains that approximate our intuition of reality and create opportunities for data to be viewed, navigated, explored, touched, changed, discussed, reported and described to others, individually or collaboratively.

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This paper proposes a novel general framework for line segment perception, which is motivated by a biological visual cortex, and requires no parameter tuning. In this framework, we design a model to approximate receptive fields of simple cells. More importantly, the structure of biological orientation columns is imitated by organizing artificial complex and hypercomplex cells with the same orientation into independent arrays. Besides, an interaction mechanism is implemented by a set of self-organization rules. Enlightened by the visual topological theory, the outputs of these artificial cells are integrated to generate line segments that can describe nonlocal structural information of images. Each line segment is evaluated quantitatively by its significance. The computation complexity is also analyzed. The proposed method is tested and compared to state-of-the-art algorithms on real images with complex scenes and strong noises. The experiments demonstrate that our method outperforms the existing methods in the balance between conciseness and completeness.

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The vestibular system, which consists of semicircular canals and otolith, are the main sensors mammals use to perceive rotational and linear motions. Identifying the most suitable and consistent mathematical model of the vestibular system is important for research related to driving perception. An appropriate vestibular model is essential for implementation of the Motion Cueing Algorithm (MCA) for motion simulation purposes, because the quality of the MCA is directly dependent on the vestibular model used. In this review, the history and development process of otolith models are presented and analyzed. The otolith organs can detect linear acceleration and transmit information about sensed applied specific forces on the human body. The main purpose of this review is to determine the appropriate otolith models that agree with theoretical analyses and experimental results as well as provide reliable estimation for the vestibular system functions. Formulating and selecting the most appropriate mathematical model of the vestibular system is important to ensure successful human perception modelling and simulation when implementing the model into the MCA for motion analysis.