1,721,056 research outputs found
Bex, Peter von an Bex, Heinrich von - 0.7.1246
Perg. fleckig u. stark gebräunt; Archivsignatur: C XVI 231 Nr.5{'name': 'DFG', 'uri': 'dfg.png'
A Space-Variant Model for Motion Interpretation across the Visual Field
We implement a neural model for the estimation of the focus of radial motion (FRM) at different retinal locations and we assess the model by comparing its results with respect to the precision with which human observers can estimate the FRM in naturalistic, moving dead leaves stimuli. The proposed neural model describes the deep hierarchy of the first stages of the dorsal visual pathway [Solari et al., 2014]. Such a model is space-variant, since it takes into account the retino-cortical transformation of the primate visual system through log-polar mapping that produces a cortical representation of the visual signal to the retina. The log-polar transform of the retinal image is the input to the cortical motion estimation stage where optic flow is computed by a three-layer population of cells. A population of spatio-temporal oriented Gabor filters approximates the simple cells of area V1 (first layer), which are combined into complex cells as motion energy units (second layer). The responses of the complex cells are pooled (third layer) to encode the magnitude and direction of velocities as in the extrastriate motion pathway between area MT and MST. The sensitivity to complex motion patterns that has been found in area MST is modeled through a population of adaptive templates, and from the responses of such a population the first order description of optic flow is derived. Information about self-motion (e.g. direction of heading) is estimated by combining such first-order descriptors computed in the cortical domain
The perceptual quality of the Oculus Rift for immersive virtual reality
The recent release of the Oculus Rift, originally developed for entertainment applications, has reignited the interest of researchers and clinicians toward the use of head-mounted-displays in basic behavioral research and physical and psychological rehabilitation. However, careful evaluation of the Oculus Rift is necessary to determine whether it can be effectively used in these novel applications. In this article we address two issues concerning the perceptual quality of the Oculus Rift. (a) Is the Oculus able to generate an acceptable degree of immersivity? In particular, is it possible to elicit the sensation of presence via the virtual stimuli rendered by the device? (b) Does the Virtual Reality experienced through the Oculus Rift induce physical discomfort? To answer these questions, we employed four virtual scenarios in three separate experiments and evaluated performance with objective and subjective outcomes. In Experiment 1 we monitored observers’ heart rate and asked them to rate their Virtual Reality experience via a custom questionnaire. In Experiment 2 we monitored observers’ head movements in reaction to virtual obstacles and asked them to fill out the Simulator Sickness Questionnaire (Kennedy et al., 1993) both before and after experiencing Virtual Reality. In Experiment 3 we compared the Oculus Rift against two other low-cost devices used in immersive Virtual Reality: the Google cardboard and a standard 3DTV monitor. Observers’ heart rate increased during exposure to Virtual Reality, and they subjectively reported the experience to be immersive and realistic. We found a strong relationship between observers’ fear of heights and vertigo experienced during one of the virtual scenarios involving heights, suggesting that observers felt a strong sensation of presence within the virtual worlds. Subjects reacted to virtual obstacles by moving to avoid them, suggesting that the obstacles were perceived as real threats. Observers did not experience simulator sickness when the exposure to Virtual Reality was short and did not induce excessive amounts of vection. Compared to the other devices the Oculus Rift elicited a greater degree of immersivity. Thus our investigation suggests that the Oculus Rift head-mounted-display is a potentially powerful tool for a wide array of basic research and clinical applications.</p
The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality
The recent release of the Oculus Rift, originally developed for entertainment applications, has re-ignited the interest of researchers and clinicians toward the use of head-mounted-displays (HMDs) in basic behavioral research and physical and psychological rehabilitation. However, careful evaluation of the Oculus Rift is necessary to determine whether it can be effectively used in these novel applications. In this paper, we address two issues concerning the perceptual quality of the Oculus Rift. (i) Is the Oculus able to generate an acceptable degree of immersivity? In particular, is it possible to elicit the sensation of presence via the virtual stimuli rendered by the device? (ii) Does the Virtual Reality experienced through the Oculus Rift induce physical discomfort? To answer these questions, we employed four virtual scenarios in three separate experiments and evaluated performance with objective and subjective outcomes. In Experiment 1 we monitored observers’ heart rate and asked them to rate their Virtual Reality experience via a custom questionnaire. In Experiment 2 we monitored observers’ head movements in reaction to virtual obstacles and asked them to fill out the Simulator Sickness Questionnaire (Kennedy et al., 1993) both before and after experiencing Virtual Reality. In Experiment 3 we compared the Oculus Rift against two other low-cost devices used in immersive Virtual Reality: the Google cardboard and a standard 3DTV monitor. Observers’ heart rate increased during exposure to Virtual Reality, and they subjectively reported the experience to be immersive and realistic. We found a strong relationship between observers’ fear of heights and vertigo experienced during one of the virtual scenarios involving heights, suggesting that observers felt a strong sensation of presence within the virtual worlds. Subjects reacted to virtual obstacles by moving to avoid them, suggesting that the obstacles were perceived as real threats. Observers did not experience simulator sickness when the exposure to virtual reality was short and did not induce excessive amounts of vection. Compared to the other devices the Oculus Rift elicited a greater degree of immersivity. Thus, our investigation suggests that the Oculus Rift HMD is a potentially powerful tool for a wide array of basic research and clinical applications
Monocular and Binocular Contributions to Oculomotor Plasticity
Most eye movements in the real-world redirect the foveae to objects at a new depth and thus require the co-ordination of monocular saccade amplitudes and binocular vergence eye movements. Additionally to maintain the accuracy of these oculomotor control processes across the lifespan, ongoing calibration is required to compensate for errors in foveal landing positions. Such oculomotor plasticity has generally been studied under conditions in which both eyes receive a common error signal, which cannot resolve the long-standing debate regarding whether both eyes are innervated by a common cortical signal or by a separate signal for each eye. Here we examine oculomotor plasticity when error signals are independently manipulated in each eye, which can occur naturally owing to aging changes in each eye’s orbit and extra-ocular muscles, or in oculomotor dysfunctions. We find that both rapid saccades and slow vergence eye movements are continuously recalibrated independently of one another and corrections can occur in opposite directions in each eye. Whereas existing models assume a single cortical representation of space employed for the control of both eyes, our findings provide evidence for independent monoculomotor and binoculomotor plasticities and dissociable spatial mapping for each eye
Three-dimensional binocular eye–hand coordination in normal vision and with simulated visual impairment
Sensorimotor coupling in healthy humans is demonstrated by the higher accuracy of visually tracking intrinsically—rather than extrinsically—generated hand movements in the fronto-parallel plane. It is unknown whether this coupling also facilitates vergence eye movements for tracking objects in depth, or can overcome symmetric or asymmetric binocular visual impairments. Human observers were therefore asked to track with their gaze a target moving horizontally or in depth. The movement of the target was either directly controlled by the observer’s hand or followed hand movements executed by the observer in a previous trial. Visual impairments were simulated by blurring stimuli independently in each eye. Accuracy was higher for self-generated movements in all conditions, demonstrating that motor signals are employed by the oculomotor system to improve the accuracy of vergence as well as horizontal eye movements. Asymmetric monocular blur affected horizontal tracking less than symmetric binocular blur, but impaired tracking in depth as much as binocular blur. There was a critical blur level up to which pursuit and vergence eye movements maintained tracking accuracy independent of blur level. Hand–eye coordination may therefore help compensate for functional deficits associated with eye disease and may be employed to augment visual impairment rehabilitation.</p
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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