926 resultados para visual process
Resumo:
Recovering the architecture is the first step towards reengineering a software system. Many reverse engineering tools use top-down exploration as a way of providing a visual and interactive process for architecture recovery. During the exploration process, the user navigates through various views on the system by choosing from several exploration operations. Although some sequences of these operations lead to views which, from the architectural point of view, are mode relevant than others, current tools do not provide a way of predicting which exploration paths are worth taking and which are not. In this article we propose a set of package patterns which are used for augmenting the exploration process with in formation about the worthiness of the various exploration paths. The patterns are defined based on the internal package structure and on the relationships between the package and the other packages in the system. To validate our approach, we verify the relevance of the proposed patterns for real-world systems by analyzing their frequency of occurrence in six open-source software projects.
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This project proposes a module for teaching visual composition within the context of a written composition course. Drawing from process writing theory, critical pedagogy, and photo-elicitation, “Composing In Words And Images” gives composition teachers a module and direct instruction for the incorporation of critical visual composition studies in their writing classes.
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In the memory antisaccade task, subjects are instructed to look at an imaginary point precisely at the opposite side of a peripheral visual stimulus presented short time previously. To perform this task accurately, the visual vector, i.e., the distance between a central fixation point and the peripheral stimulus, must be inverted from one visual hemifield to the other. Recent data in humans and monkeys suggest that the posterior parietal cortex (PPC) might be critically involved in the process of visual vector inversion. In the present study, we investigated the temporal dynamics of visual vector inversion in the human PPC by using transcranial magnetic stimulation (TMS). In six healthy subjects, single pulse TMS was applied over the right PPC during a memory antisaccade task at four different time intervals: 100 ms, 217 ms, 333 ms, or 450 ms after target onset. The results indicate that for rightward antisaccades, i.e., when the visual target was presented in the left screen-half, TMS had a significant effect on saccade gain when applied 100 ms after target onset, but not later. For leftward antisaccades, i.e., when the visual target was presented in the right screen-half, a significant TMS effect on gain was found for the 333 ms and 450 ms conditions, but not for the earlier ones. This double dissociation of saccade gain suggests that the initial process of vector inversion can be disrupted 100 ms after onset of the visual stimulus and that TMS interfered with motor saccade planning based on an inversed vector signal at 333 ms and 450 ms after stimulus onset.
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Visual fixation is employed by humans and some animals to keep a specific 3D location at the center of the visual gaze. Inspired by this phenomenon in nature, this paper explores the idea to transfer this mechanism to the context of video stabilization for a handheld video camera. A novel approach is presented that stabilizes a video by fixating on automatically extracted 3D target points. This approach is different from existing automatic solutions that stabilize the video by smoothing. To determine the 3D target points, the recorded scene is analyzed with a stateof- the-art structure-from-motion algorithm, which estimates camera motion and reconstructs a 3D point cloud of the static scene objects. Special algorithms are presented that search either virtual or real 3D target points, which back-project close to the center of the image for as long a period of time as possible. The stabilization algorithm then transforms the original images of the sequence so that these 3D target points are kept exactly in the center of the image, which, in case of real 3D target points, produces a perfectly stable result at the image center. Furthermore, different methods of additional user interaction are investigated. It is shown that the stabilization process can easily be controlled and that it can be combined with state-of-theart tracking techniques in order to obtain a powerful image stabilization tool. The approach is evaluated on a variety of videos taken with a hand-held camera in natural scenes.
Resumo:
By means of fixed-links modeling the present study assessed processes involved in visual short-term memory functioning and investigates how these processes are related to intelligence. Using a color change detection task, short-term memory demands increased across three experimental conditions as a function of number of presented stimuli. We measured amount of information retained in visual short-term memory by hit rate as well as speed of visual short-term memory scanning by reaction time. For both measures, fixed-links modeling revealed a constant process reflecting processes irrespective of task manipulation as well as two increasing processes reflecting the increasing short-term memory demands. For visual short-term memory scanning, a negative association between intelligence and the constant process was found but no relationship between intelligence and the increasing processes. Thus, basic processing speed, rather than speed influenced by visual short-term memory demands, differentiates between high- and low-intelligent individuals. Intelligence was positively related to the experimental processes of shortterm memory retention but not to the constant process. In sum, significant associations with intelligence were only obtained when the specific processes of short-term memory were decomposed emphasizing the importance of a thorough assessment of cognitive processes when investigating their relation to intelligence.
Resumo:
In the antisaccade task, subjects are requested to suppress a reflexive saccade towards a visual target and to perform a saccade towards the opposite side. In addition, in order to reproduce an accurate saccadic amplitude, the visual saccade vector (i.e., the distance between a central fixation point and the peripheral target) must be exactly inverted from one visual hemifield to the other. Results from recent studies using a correlational approach (i.e., fMRI, MEG) suggest that not only the posterior parietal cortex (PPC) but also the frontal eye field (FEF) might play an important role in such a visual vector inversion process. In order to assess whether the FEF contributes to visual vector inversion, we applied an interference approach with continuous theta burst stimulation (cTBS) during a memory-guided antisaccade task. In 10 healthy subjects, one train of cTBS was applied over the right FEF prior to a memory-guided antisaccade task. In comparison to the performance without stimulation or with sham stimulation, cTBS over the right FEF induced a hypometric gain for rightward but not leftward antisaccades. These results obtained with an interference approach confirm that the FEF is also involved in the process of visual vector inversion.
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Current models of embryological development focus on intracellular processes such as gene expression and protein networks, rather than on the complex relationship between subcellular processes and the collective cellular organization these processes support. We have explored this collective behavior in the context of neocortical development, by modeling the expansion of a small number of progenitor cells into a laminated cortex with layer and cell type specific projections. The developmental process is steered by a formal language analogous to genomic instructions, and takes place in a physically realistic three-dimensional environment. A common genome inserted into individual cells control their individual behaviors, and thereby gives rise to collective developmental sequences in a biologically plausible manner. The simulation begins with a single progenitor cell containing the artificial genome. This progenitor then gives rise through a lineage of offspring to distinct populations of neuronal precursors that migrate to form the cortical laminae. The precursors differentiate by extending dendrites and axons, which reproduce the experimentally determined branching patterns of a number of different neuronal cell types observed in the cat visual cortex. This result is the first comprehensive demonstration of the principles of self-construction whereby the cortical architecture develops. In addition, our model makes several testable predictions concerning cell migration and branching mechanisms.
Resumo:
BACKGROUND Co-speech gestures are part of nonverbal communication during conversations. They either support the verbal message or provide the interlocutor with additional information. Furthermore, they prompt as nonverbal cues the cooperative process of turn taking. In the present study, we investigated the influence of co-speech gestures on the perception of dyadic dialogue in aphasic patients. In particular, we analysed the impact of co-speech gestures on gaze direction (towards speaker or listener) and fixation of body parts. We hypothesized that aphasic patients, who are restricted in verbal comprehension, adapt their visual exploration strategies. METHODS Sixteen aphasic patients and 23 healthy control subjects participated in the study. Visual exploration behaviour was measured by means of a contact-free infrared eye-tracker while subjects were watching videos depicting spontaneous dialogues between two individuals. Cumulative fixation duration and mean fixation duration were calculated for the factors co-speech gesture (present and absent), gaze direction (to the speaker or to the listener), and region of interest (ROI), including hands, face, and body. RESULTS Both aphasic patients and healthy controls mainly fixated the speaker's face. We found a significant co-speech gesture × ROI interaction, indicating that the presence of a co-speech gesture encouraged subjects to look at the speaker. Further, there was a significant gaze direction × ROI × group interaction revealing that aphasic patients showed reduced cumulative fixation duration on the speaker's face compared to healthy controls. CONCLUSION Co-speech gestures guide the observer's attention towards the speaker, the source of semantic input. It is discussed whether an underlying semantic processing deficit or a deficit to integrate audio-visual information may cause aphasic patients to explore less the speaker's face.
Resumo:
Dating past mass wasting with growth disturbances in trees is widely used in geochronology as the approach may yield dates of past process activity with up to subannual precision. Past work commonly focused on the extraction of increment cores, wedges, or stem cross sections. However, sampling has been shown to be constrained by sampling permissions, and the analysis of tree-ring samples requires considerable temporal efforts. To compensate for these shortcomings, we explore the potential of visual inspection of wound appearance for dating purposes. Based on a data set of 217 wood-penetrating wounds of known age inflicted to European larch (Larix decidua Mill.) by rockfall activity, we develop guidelines for the visual, noninvasive dating of wounds including (i) the counting of bark rings, (ii) a visual assessment of exposed wood and wound bark characteristics (such as the color and weathering status of wounds), and (iii) the relationship between wound age and tree diameter. A characterization of wounds based on photographs, randomly selected from the data set, reveals that young wounds typically can be dated with high precision, whereas dating errors gradually increase with increasing wound age. While visual dating does not reach the precision of dendrochronological dating, we clearly demonstrate that spatial patterns of and differences in rockfall activity can be reconstructed with both approaches. The introduction of visual dating approaches will facilitate fieldwork, especially in applied research, assist the conventional interpretation of tree-ring signals, and allow the reconstruction of geomorphic processes with considerably fewer temporal and financial efforts.
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Background: Co-speech gestures are part of nonverbal communication during conversations. They either support the verbal message or provide the interlocutor with additional information. Furthermore, they prompt as nonverbal cues the cooperative process of turn taking. In the present study, we investigated the influence of co-speech gestures on the perception of dyadic dialogue in aphasic patients. In particular, we analysed the impact of co-speech gestures on gaze direction (towards speaker or listener) and fixation of body parts. We hypothesized that aphasic patients, who are restricted in verbal comprehension, adapt their visual exploration strategies. Methods: Sixteen aphasic patients and 23 healthy control subjects participated in the study. Visual exploration behaviour was measured by means of a contact-free infrared eye-tracker while subjects were watching videos depicting spontaneous dialogues between two individuals. Cumulative fixation duration and mean fixation duration were calculated for the factors co-speech gesture (present and absent), gaze direction (to the speaker or to the listener), and region of interest (ROI), including hands, face, and body. Results: Both aphasic patients and healthy controls mainly fixated the speaker’s face. We found a significant co-speech gesture x ROI interaction, indicating that the presence of a co-speech gesture encouraged subjects to look at the speaker. Further, there was a significant gaze direction x ROI x group interaction revealing that aphasic patients showed reduced cumulative fixation duration on the speaker’s face compared to healthy controls. Conclusion: Co-speech gestures guide the observer’s attention towards the speaker, the source of semantic input. It is discussed whether an underlying semantic processing deficit or a deficit to integrate audio-visual information may cause aphasic patients to explore less the speaker’s face. Keywords: Gestures, visual exploration, dialogue, aphasia, apraxia, eye movements
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More than a century ago Ramon y Cajal pioneered the description of neural circuits. Currently, new techniques are being developed to streamline the characterization of entire neural circuits. Even if this 'connectome' approach is successful, it will represent only a static description of neural circuits. Thus, a fundamental question in neuroscience is to understand how information is dynamically represented by neural populations. In this thesis, I studied two main aspects of dynamical population codes. ^ First, I studied how the exposure or adaptation, for a fraction of a second to oriented gratings dynamically changes the population response of primary visual cortex neurons. The effects of adaptation to oriented gratings have been extensively explored in psychophysical and electrophysiological experiments. However, whether rapid adaptation might induce a change in the primary visual cortex's functional connectivity to dynamically impact the population coding accuracy is currently unknown. To address this issue, we performed multi-electrode recordings in primary visual cortex, where adaptation has been previously shown to induce changes in the selectivity and response amplitude of individual neurons. We found that adaptation improves the population coding accuracy. The improvement was more prominent for iso- and orthogonal orientation adaptation, consistent with previously reported psychophysical experiments. We propose that selective decorrelation is a metabolically inexpensive mechanism that the visual system employs to dynamically adapt the neural responses to the statistics of the input stimuli to improve coding efficiency. ^ Second, I investigated how ongoing activity modulates orientation coding in single neurons, neural populations and behavior. Cortical networks are never silent even in the absence of external stimulation. The ongoing activity can account for up to 80% of the metabolic energy consumed by the brain. Thus, a fundamental question is to understand the functional role of ongoing activity and its impact on neural computations. I studied how the orientation coding by individual neurons and cell populations in primary visual cortex depend on the spontaneous activity before stimulus presentation. We hypothesized that since the ongoing activity of nearby neurons is strongly correlated, it would influence the ability of the entire population of orientation-selective cells to process orientation depending on the prestimulus spontaneous state. Our findings demonstrate that ongoing activity dynamically filters incoming stimuli to shape the accuracy of orientation coding by individual neurons and cell populations and this interaction affects behavioral performance. In summary, this thesis is a contribution to the study of how dynamic internal states such as rapid adaptation and ongoing activity modulate the population code accuracy. ^
Resumo:
El trabajo se propone analizar diferentes relaciones entre la universidad, la empresa privada y el Estado al momento del surgimiento del diseño industrial y de la comunicación visual, inscriptas bajo el ala del diseño como disciplina institucionalizada. Para tal fin haremos hincapié en las trayectorias de individuos y grupos que promovieron los nuevos espacios como cátedras, carreras, institutos, y departamentos en las universidades, departamentos y agencias en las empresas, e impulsaron la investigación y la formación especializada en una agencia estatal. A este respecto nos planteamos la reconstrucción y análisis de las posiciones y los tramas de relaciones sociales entre los actores, los liderazgos e ideas que confluyeron en ese marco institucionalizador. A fines de la década del ´50 se abrieron espacios en instituciones estatales ?universidades nacionales y agencias del Estado- desde los que se promovió la formación e investigación en diseño industrial y comunicación visual. Al mismo tiempo, en medio del proceso de industrialización que demandaba nuevos especialistas, las empresas privadas abrieron secciones específicas dedicadas a proyectar diseños integrales para sus productos. Para entender los sistemas de valores sobre los que se originaron estos espacios indagaremos en los documentos, artículos, libros y bienes materiales ?entre otros- que los propios actores pusieron en circulación en ese tiempo y lugar. Haremos foco en las categorías de análisis y en las definiciones por ellos dictadas en ese momento sobre el diseño. El impulso a esta nueva disciplina se abordará desde la complejidad de las trayectorias de estos agentes entendiendo la pluralidad de intereses, afinidades y razones dadas en los ámbitos público y privado. Desde esta perspectiva intentaremos dar cuenta de las historias de los individuos involucrados y de los grupos que integraron esos espacios, y su injerencia en la creación de una agencia estatal. Así podremos constatar los factores que determinaron las políticas de cambio, las prácticas y los métodos de estudio propuestos en la universidad, la empresa privada y el Estado
Resumo:
El trabajo se propone analizar diferentes relaciones entre la universidad, la empresa privada y el Estado al momento del surgimiento del diseño industrial y de la comunicación visual, inscriptas bajo el ala del diseño como disciplina institucionalizada. Para tal fin haremos hincapié en las trayectorias de individuos y grupos que promovieron los nuevos espacios como cátedras, carreras, institutos, y departamentos en las universidades, departamentos y agencias en las empresas, e impulsaron la investigación y la formación especializada en una agencia estatal. A este respecto nos planteamos la reconstrucción y análisis de las posiciones y los tramas de relaciones sociales entre los actores, los liderazgos e ideas que confluyeron en ese marco institucionalizador. A fines de la década del ´50 se abrieron espacios en instituciones estatales ?universidades nacionales y agencias del Estado- desde los que se promovió la formación e investigación en diseño industrial y comunicación visual. Al mismo tiempo, en medio del proceso de industrialización que demandaba nuevos especialistas, las empresas privadas abrieron secciones específicas dedicadas a proyectar diseños integrales para sus productos. Para entender los sistemas de valores sobre los que se originaron estos espacios indagaremos en los documentos, artículos, libros y bienes materiales ?entre otros- que los propios actores pusieron en circulación en ese tiempo y lugar. Haremos foco en las categorías de análisis y en las definiciones por ellos dictadas en ese momento sobre el diseño. El impulso a esta nueva disciplina se abordará desde la complejidad de las trayectorias de estos agentes entendiendo la pluralidad de intereses, afinidades y razones dadas en los ámbitos público y privado. Desde esta perspectiva intentaremos dar cuenta de las historias de los individuos involucrados y de los grupos que integraron esos espacios, y su injerencia en la creación de una agencia estatal. Así podremos constatar los factores que determinaron las políticas de cambio, las prácticas y los métodos de estudio propuestos en la universidad, la empresa privada y el Estado
Resumo:
El trabajo se propone analizar diferentes relaciones entre la universidad, la empresa privada y el Estado al momento del surgimiento del diseño industrial y de la comunicación visual, inscriptas bajo el ala del diseño como disciplina institucionalizada. Para tal fin haremos hincapié en las trayectorias de individuos y grupos que promovieron los nuevos espacios como cátedras, carreras, institutos, y departamentos en las universidades, departamentos y agencias en las empresas, e impulsaron la investigación y la formación especializada en una agencia estatal. A este respecto nos planteamos la reconstrucción y análisis de las posiciones y los tramas de relaciones sociales entre los actores, los liderazgos e ideas que confluyeron en ese marco institucionalizador. A fines de la década del ´50 se abrieron espacios en instituciones estatales ?universidades nacionales y agencias del Estado- desde los que se promovió la formación e investigación en diseño industrial y comunicación visual. Al mismo tiempo, en medio del proceso de industrialización que demandaba nuevos especialistas, las empresas privadas abrieron secciones específicas dedicadas a proyectar diseños integrales para sus productos. Para entender los sistemas de valores sobre los que se originaron estos espacios indagaremos en los documentos, artículos, libros y bienes materiales ?entre otros- que los propios actores pusieron en circulación en ese tiempo y lugar. Haremos foco en las categorías de análisis y en las definiciones por ellos dictadas en ese momento sobre el diseño. El impulso a esta nueva disciplina se abordará desde la complejidad de las trayectorias de estos agentes entendiendo la pluralidad de intereses, afinidades y razones dadas en los ámbitos público y privado. Desde esta perspectiva intentaremos dar cuenta de las historias de los individuos involucrados y de los grupos que integraron esos espacios, y su injerencia en la creación de una agencia estatal. Así podremos constatar los factores que determinaron las políticas de cambio, las prácticas y los métodos de estudio propuestos en la universidad, la empresa privada y el Estado
Resumo:
Geographic Information Systems are developed to handle enormous volumes of data and are equipped with numerous functionalities intended to capture, store, edit, organise, process and analyse or represent the geographically referenced information. On the other hand, industrial simulators for driver training are real-time applications that require a virtual environment, either geospecific, geogeneric or a combination of the two, over which the simulation programs will be run. In the final instance, this environment constitutes a geographic location with its specific characteristics of geometry, appearance, functionality, topography, etc. The set of elements that enables the virtual simulation environment to be created and in which the simulator user can move, is usually called the Visual Database (VDB). The main idea behind the work being developed approaches a topic that is of major interest in the field of industrial training simulators, which is the problem of analysing, structuring and describing the virtual environments to be used in large driving simulators. This paper sets out a methodology that uses the capabilities and benefits of Geographic Information Systems for organising, optimising and managing the visual Database of the simulator and for generally enhancing the quality and performance of the simulator.