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At least 145 records · Page 8

Sensing Super-Position: Human Sensing Beyond the Visual Spectrum

The coming decade of fast, cheap and miniaturized electronics and sensory devices opens new pathways for the development of sophisticated equipment to overcome limitations of the human senses. This paper addresses the technical feasibility of augmenting human vision through Sensing Super-position by mixing natural Human sensing. The current implementation of the device translates visual and other passive or active sensory instruments into sounds, which become relevant when the visual resolution is insufficient for very difficult and particular sensing tasks. A successful Sensing Super-position meets many human and pilot vehicle system requirements. The system can be further developed into cheap, portable, and low power taking into account the limited capabilities of the human user as well as the typical characteristics of his dynamic environment. The system operates in real time, giving the desired information for the particular augmented sensing tasks. The Sensing Super-position device increases the image resolution perception and is obtained via an auditory representation as well as the visual representation. Auditory mapping is performed to distribute an image in time. The three-dimensional spatial brightness and multi-spectral maps of a sensed image are processed using real-time image processing techniques (e.g. histogram normalization) and transformed into a two-dimensional map of an audio signal as a function of frequency and time. This paper details the approach of developing Sensing Super-position systems as a way to augment the human vision system by exploiting the capabilities of Lie human hearing system as an additional neural input. The human hearing system is capable of learning to process and interpret extremely complicated and rapidly changing auditory patterns. The known capabilities of the human hearing system to learn and understand complicated auditory patterns provided the basic motivation for developing an image-to-sound mapping system. The human brain is superior to most existing computer systems in rapidly extracting relevant information from blurred, noisy, and redundant images. From a theoretical viewpoint, this means that the available bandwidth is not exploited in an optimal way. While image-processing techniques can manipulate, condense and focus the information (e.g., Fourier Transforms), keeping the mapping as direct and simple as possible might also reduce the risk of accidentally filtering out important clues. After all, especially a perfect non-redundant sound representation is prone to loss of relevant information in the non-perfect human hearing system. Also, a complicated non-redundant image-to-sound mapping may well be far more difficult to learn and comprehend than a straightforward mapping, while the mapping system would increase in complexity and cost. This work will demonstrate some basic information processing for optimal information capture for headmounted systems.

Maluf, David A.↗

Evaluation of LANDSAT-4 Thematic Mapper Data as Applied to Geologic Exploration: Summary of Results

As with any tool applied to geologic exploration, maximum value results from the innovative integration of optimally processed LANDSAT-4 data with existing pertinent information and perceptive geologic thinking. The synoptic view of the satellite images and the relatively high resolution of the data permits recognization of regional tectonic patterns and their detailed mapping. The refined spatial and spectral characteristics and digital nature surface alterations associated with hydrothermal activity and microseepage of hydrocarbons. In general, as vegetation and soil cover increase, the value of spectral components of TM data decreases with respect to the value of the spatial component of the data. This observation reinforces the experience from working with MSS data that digital processing must be optimized both for the area and for the application.

Dykstra, J. D.↗

Space flight and changes in spatial orientation

From a sensory point of view, space flight represents a form of stimulus rearrangement requiring modification of established terrestrial response patterns through central reinterpretation. Evidence of sensory reinterpretation is manifested as postflight modifications of eye/head coordination, locomotor patterns, postural control strategies, and illusory perceptions of self or surround motion in conjunction with head movements. Under normal preflight conditions, the head is stabilized during locomotion, but immediately postflight reduced head stability, coupled with inappropriate eye/head coordination, results in modifications of gait. Postflight postural control exhibits increased dependence on vision which compensates for inappropriate interpretation of otolith and proprioceptive inputs. Eye movements compensatory for perceived self motion, rather than actual head movements have been observed postflight. Overall, the in-flight adaptive modification of head stabilization strategies, changes in head/eye coordination, illusionary motion, and postural control are maladaptive for a return to the terrestrial environment. Appropriate countermeasures for long-duration flights will rely on preflight adaptation and in-flight training.

Reschke, Millard F.↗

Isolating contour information from arbitrary images

Aspects of natural vision (physiological and perceptual) serve as a basis for attempting the development of a general processing scheme for contour extraction. Contour information is assumed to be central to visual recognition skills. While the scheme must be regarded as highly preliminary, initial results do compare favorably with the visual perception of structure. The scheme pays special attention to the construction of a smallest scale circular difference-of-Gaussian (DOG) convolution, calibration of multiscale edge detection thresholds with the visual perception of grayscale boundaries, and contour/texture discrimination methods derived from fundamental assumptions of connectivity and the characteristics of printed text. Contour information is required to fall between a minimum connectivity limit and maximum regional spatial density limit at each scale. Results support the idea that contour information, in images possessing good image quality, is (centered at about 10 cyc/deg and 30 cyc/deg). Further, lower spatial frequency channels appear to play a major role only in contour extraction from images with serious global image defects.

Jobson, Daniel J.↗

Color matrix display simulation based upon luminance and chromatic contrast sensitivity of early vision

This paper describes the design and operation of a new simulation model for color matrix display development. It models the physical structure, the signal processing, and the visual perception of static displays, to allow optimization of display design parameters through image quality measures. The model is simple, implemented in the Mathematica computer language, and highly modular. Signal processing modules operate on the original image. The hardware modules describe backlights and filters, the pixel shape, and the tiling of the pixels over the display. Small regions of the displayed image can be visualized on a CRT. Visual perception modules assume static foveal images. The image is converted into cone catches and then into luminance, red-green, and blue-yellow images. A Haar transform pyramid separates the three images into spatial frequency and direction-specific channels. The channels are scaled by weights taken from human contrast sensitivity measurements of chromatic and luminance mechanisms at similar frequencies and orientations. Each channel provides a detectability measure. These measures allow the comparison of images displayed on prospective devices and, by that, the optimization of display designs.

Martin, Russel A.↗

Polysulfide-incompatible additive suppresses spatial reaction heterogeneity of Li-S batteries

Rational electrolyte engineering for practical pouch cells remains elusive because the correlation between the cathode/solid-electrolyte interphase layer and cell-level reaction behavior is poorly understood. Here, by combining multiscale characterization and computational modeling, we show that—counter to the conventional perception of polysulfide-incompatible additives—the spontaneous reaction of sparingly solvated polysulfides with Lewis acid additives (LAAs) can induce in situ formation of a homogeneous interphase on thick and tortuous S cathode. Multiscale synchrotron X-ray characterization consistently affirms that such interface design could effectively eliminate the notorious problems of polysulfide shuttle and lithium corrosion and, more importantly, provide an interconnected “ion transport highway” to alleviate the uneven ion transport within the tortuous S cathode. Hence, this design dramatically reduces the reaction heterogeneity of lithium-sulfur (Li-S) pouch cells under lean electrolyte conditions. Further, this work resolves controversy around the role of polysulfide-incompatible additives in high-energy Li-S pouch cells and highlights the importance of suppressing reaction heterogeneity for practical batteries.

36 MATERIALS SCIENCE↗

Mapping of glacial landforms from Seasat radar images

Glacial landforms in the drumlin drift belt of Ireland and the Alaska Range can be identified and mapped from Seasat synthetic-aperture radar (SAR) images. Drumlins cover 60 percent of the Ireland scene. The width/length ratio of individual drumlins can be measured on the SAR images, allowing regional differences in drumlin shape to be mapped. This cannot be done with corresponding Landsat multispectral scanner (MSS) images because of lower spatial resolution and because of shadowing effects that vary seasonally. The Alaska scene shows the extent and nature of morphological features such as medial and lateral moraines, stagnant ice, and fluted ground moraine in glaciated valleys. Perception of these features on corresponding Landsat MSS images is limited by seasonal diffrences in solar illumination. Because SAR is not affected by such differences or by cloud cover, it is particularly well suited for monitoring glacial movement. The disadvantage of distorted high-relief features on Seasat SAR images can be reduced in future SAR systems by modifying the radar illumination geometry.

Ford, J. P.↗

A Reevaluation of the Vestibulo-Ocular Reflex: New Ideas of its Purpose, Properties, Neural Substrate, and Disorders

Conventional views of the Vestibulo-Ocular Reflex (VOR) have emphasized testing with caloric stimuli and by passively rotating patients at low frequencies in a chair. The properties of the VOR tested under these conditions differ from the performance of this reflex during the natural function for which it evolved-locomotion. Only the VOR (and not visually mediated eye movements) can cope with the high-frequency angular and linear perturbations of the head that occur during locomotion; this is achieved by generating eye movements at short latency (less than 16 msec). Interpretation of vestibular testing is enhanced by the realization that, although the di- and trisynaptic components of the VOR are essential for this short-latency response, the overall accuracy and plasticity of the VOR depend upon a distributed, parallel network of neurons involving the vestibular nuclei. Neurons in this network variously encode inputs from the labyrinthine semicircular canals and otoliths, as well as from the visual and somatosensory systems. The central vestibular pathways branch to contact vestibular cortex (for perception) and the spinal cord (for control of posture). Thus, the vestibular nuclei basically coordinate the stabilization of gaze and posture, and contribute to the perception of verticality and self-motion. Consequently, brainstem disorders that disrupt the VOR cause not just only nystagmus, but also instability of posture (eg, increased fore-aft sway in patients with downbeat nystagmus) and disturbance of spatial orientation (eg, tilt of the subjective visual vertical in Wallenberg's syndrome).

Leigh, R. John↗

A reevaluation of the vestibulo-ocular reflex: new ideas of its purpose, properties, neural substrate, and disorders

Conventional views of the vestibulo-ocular reflex (VOR) have emphasized testing with caloric stimuli and by passively rotating patients at low frequencies in a chair. The properties of the VOR tested under these conditions differ from the performance of this reflex during the natural function for which it evolved--locomotion. Only the VOR (and not visually mediated eye movements) can cope with the high-frequency angular and linear perturbations of the head that occur during locomotion; this is achieved by generating eye movements at short latency (< 16 msec). Interpretation of vestibular testing is enhanced by the realization that, although the di- and trisynaptic components of the VOR are essential for this short-latency response, the overall accuracy and plasticity of the VOR depend upon a distributed, parallel network of neurons involving the vestibular nuclei. Neurons in this network variously upon a distributed, parallel network of neurons involving the vestibular nuclei. Neurons in this network variously encode inputs from the labyrinthine semicircular canals and otoliths, as well as from the visual and somatosensory systems. The central vestibular pathways branch to contact vestibular cortex (for perception) and the spinal cord (for control of posture). Thus, the vestibular nuclei basically coordinate the stabilization of gaze and posture, and contribute to the perception of verticality and self-motion. Consequently, brainstem disorders that disrupt the VOR cause not just only nystagmus, but also instability of posture (eg, increased fore-aft sway in patients with downbeat nystagmus) and disturbance of spatial orientation (eg, tilt of the subjective visual vertical in Wallenberg's syndrome).

Review↗

Active vision in satellite scene analysis

In earth observation or planetary exploration it is necessary to have more and, more autonomous systems, able to adapt to unpredictable situations. This imposes the use, in artificial systems, of new concepts in cognition, based on the fact that perception should not be separated from recognition and decision making levels. This means that low level signal processing (perception level) should interact with symbolic and high level processing (decision level). This paper is going to describe the new concept of active vision, implemented in Distributed Artificial Intelligence by Dassault Aviation following a 'structuralist' principle. An application to spatial image interpretation is given, oriented toward flexible robotics.

Naillon, Martine↗

Crew State Monitoring and Line-Oriented Flight Training for Attention Management

Loss of control - inflight (LOC-I) has historically represented the largest category of commercial aviation fatal accidents. A review of worldwide transport airplane accidents (2001-2010) indicated that loss of airplane state awareness (ASA) was responsible for the majority of the LOC-I fatality rate. The Commercial Aviation Safety Team (CAST) ASA study identified 12 major themes that were indicated across the ASA accident and incident events. One of the themes was crew distraction or ineffective attention management, which was found to be involved in all 18 events including flight crew channelized attention, startle/surprise, diverted attention, and/or confirmation bias. Safety Enhancement (SE)-211, "Training for Attention Management" was formed to conduct research to develop and assess commercial airline training methods and realistic scenarios that can address these attention-related human performance limitations. This paper describes NASA SE-211 research for new design approaches and validation of line-oriented flight training (LOFT). Recent accident and incident data suggests that Spatial Disorientation (SD) and Loss-of-Energy State Awareness (LESA) for transport category aircraft are becoming an increasingly prevalent safety concern in all domestic and international operations (Commercial Aviation Safety Team, 2014a). SD is defined as an erroneous perception of aircraft attitude that can lead directly to a Loss-of-Control Inflight (LOC-I) event and result in an accident or incident. LESA is typically characterized by a failure to monitor or understand energy state indications (e.g., airspeed, altitude, vertical speed, commanded thrust) and a resultant failure to maintain safe flight.

Stephens, Chad↗

Directions of Moving Plaids is Biased by Asymmetric Viewing Windows

Directionally selective V1 neurons are tuned to particular spatio-temporal frequencies and respond to local 1-D edge motion. At least some MT neurons however appear to respond to the actual velocity of moving 2D patterns. To better understand how the 1D local motion information available from VI is integrated to derive a 2D velocity signal we investigated human perception of moving plaids, 2-D patterns composed of the sum of two 1-D sinusoidal gratings of different orientations. We measured the effect of the shape of the viewing window on the perceived direction of plaid motion. The plaids were spatially windowed by 2-D Gaussians with unequal standard deviations (sigma 1, sigma 2). Four observers indicated perceived direction by adjusting a pointer. Direction errors were measured as a function of the difference between window orientation and true plaid direction (DELTA THETA) for several grating spatial frequencies (SF = 0.3, 0.6, 1.2 c/d) and window aspect ratios (AR = sigma 1/sigma 2 = 1, 1.4, 2, 4). Observers showed systematic errors in perceived direction (approx. 15 for AR = 4 and SF = 0.6 c/d) that peaked at DELTA THETA approx. 40. The errors increased for increasing aspect ratio and decreased for increasing spatial frequencies (or number of cycles). These results show that despite the unambiguous motion of the plaids, under these conditions human misperceive the motion. These data constrain models of motion integration from V1 to MT and, in particular, are inconsistent with algorithms that use either the Intersection of Constraints rule or cross correlation to compute the perceived direction of motion.

Beutter, B. R.↗

Direction of Moving Plaids is Biased by Asymmetric Viewing Windows

Directionally selective V1 neurons are tuned to particular spatiotemporal frequencies and respond to local 1-D edge motion. At least some MT neurons however appear to respond to the actual velocity of moving 2D patterns (Movshon et al., EBR, 11:117, 1986). To better understand how the 1D local motion information available from V1 is integrated to derive a 2D velocity signal we investigated human perception of moving plaids, 2-D patterns composed of the sum of two 1-D sinusoidal gratings of different orientations. We measured the effect of the shape of the viewing window on the perceived direction of plaid motion. The plaids were spatially windowed by 2-D Gaussians with unequal standard deviations (sigma l, sigma 2). Four observers indicated perceived direction by adjusting a pointer. Direction errors were measured as a function of the difference between window orientation and true plaid direction (delta theta) for several grating spatial frequencies (SF = 0.3, 0.6, 1.2 c/d) and window aspect ratios (AR = sigma 1/sigma 2 = 1, 1.4, 2,4). Observers showed systematic errors in perceived direction (approx. 15 degrees for R = 4 and SF = 0.6 c/d) that peaked at delta theta approximately 40 degrees. The errors increased for increasing aspect ratio and decreased for increasing spatial frequencies (or number of cycles). These results show that despite the unambiguous motion of the plaids, within asymmetric windows, human can systematically misperceive plaid direction. These data constrain models of motion integration within extrastriate cortex and, in particular, are inconsistent with algorithms that use either the Intersection of Constraints rule or cross correlation to compute velocity.

Beutter, Brent Robert↗

Adaptive Changes In Postural Equilibrium And Motion Sickness Following Repeated Exposures To Virtual Environments

Virtual environments offer unique training opportunities, particularly for training astronauts and preadapting them to the novel sensory conditions of microgravity. Two unresolved human factors issues in virtual reality (VR) systems are: 1) potential "cybersickness", and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Changes in the environmental sensory stimulus conditions and the way we interact with the new stimuli may result in motion sickness, and perceptual, spatial orientation and sensorimotor disturbances. Initial interpretation of novel sensory information may be inappropriate and result in perceptual errors. Active exploratory behavior in a new environment, with resulting feedback and the formation of new associations between sensory inputs and response outputs, promotes appropriate perception and motor control in the new environment. Thus, people adapt to consistent, sustained alterations of sensory input such as those produced by microgravity, unilateral labyrinthectomy and experimentally produced stimulus rearrangements. Adaptation is revealed by aftereffects including perceptual disturbances and sensorimotor control disturbances. The purpose of the current study was to compare disturbances in postural control produced by dome and head-mounted virtual environment displays, and to examine the effects of exposure duration, and repeated exposures to VR systems. Forty-one subjects (21 men, 20 women) participated in the study with an age range of 21-49 years old. One training session was completed in order to achieve stable performance on the posture and VR tasks before participating in the experimental sessions. Three experimental sessions were performed each separated by one day. The subjects performed a navigation and pick and place task in either a dome or head-mounted display (HMD) VR system for either 30 or 60 min. The environment was a square room with 15 pedestals on two opposite walls. The objects appeared on one set of pedestals and the subject s objective was to move the objects to the other set of pedestals. After the subject picked up an object, a pathway appeared and they were required to follow the pathway to the other side of the room. The subject was instructed to perform the task as quickly and accurately as possible, avoiding hitting walls and other any obstacles and placing the object on the center of the pedestal. Postural equilibrium was measured (using the Equitest CDP balance system, Neurocom, International) before, immediately after, and at 1 hr, 2 hr, 4 hr and 6 hr following exposure to VR. Postural equilibrium was measured during quiet stance with eyes open, eyes closed and vision and/or ankle proprioceptive inputs selectively altered by servo-controlling the visual surround and/or support surface to the subject s center of mass sway. Posture data was normalized using a log transformation and motion sickness data were normalized using the square root. In general, we found that exposure to VR resulted in decrements in postural stability. The largest decrements were observed in the tests performed immediately following exposure to VR and showed a fairly rapid recovery across the remaining test sessions. In addition, subjects generally showed improvement across days. We found significant main effects for day and time for the composite equilibrium score and for sensory organization tests (SOT) 1, 2 and 6. Significant main effects were observed for day for SOT 3 and 5. Although we found no significant main effects for gender (when center of gravity was used as a covariate), we did observe significant gender X time interaction effects for composite equilibrium and for SOT 1, 3, 4 and 5. Women appeared to show larger decrements in postural stability immediately after exposure to VR than men, but recover more quickly than n. Finally, we found no significant main effects for type of VR device or for exposure duration, however, these factors did interact with other factors during some of the SOTs. Subjects exhibited rapid recovery of motion sickness symptoms across time following exposure to VR and significantly less severe symptoms across days. We did not observe main effects for gender, type of device or duration of exposure. Individuals recovered from the detrimental effects of exposure to virtual reality on postural control and motion sickness within one hour. Sickness severity and initial decrements in postural equilibrium decreases over days, which suggests that subjects become dual-adapted over time. These findings provide some direction for developing training schedules for VR users that facilitate adaptation, and support the idea that preflight training of astronauts may serve as useful countermeasure for the sensorimotor effects of space flight.

Harm, D. L.↗

Contrast-Sensitivity Research

Report presents study of visual effects of frequencies of luminance patterns and particularly how frequency components affect visibilty of spatial phase differences over several octaves. Of interest to researchers engaged in development of algorithms relating to visual processing in robots, incorporation of human factors in design of visual displays, and development of set of rules visual system uses to reconstruct three-dimensional perception from two-dimensional neural representation.

Lawton, T. A.↗

Spatial constraints of stereopsis in video displays

Recent development in video technology, such as the liquid crystal displays and shutters, have made it feasible to incorporate stereoscopic depth into the 3-D representations on 2-D displays. However, depth has already been vividly portrayed in video displays without stereopsis using the classical artists' depth cues described by Helmholtz (1866) and the dynamic depth cues described in detail by Ittleson (1952). Successful static depth cues include overlap, size, linear perspective, texture gradients, and shading. Effective dynamic cues include looming (Regan and Beverly, 1979) and motion parallax (Rogers and Graham, 1982). Stereoscopic depth is superior to the monocular distance cues under certain circumstances. It is most useful at portraying depth intervals as small as 5 to 10 arc secs. For this reason it is extremely useful in user-video interactions such as telepresence. Objects can be manipulated in 3-D space, for example, while a person who controls the operations views a virtual image of the manipulated object on a remote 2-D video display. Stereopsis also provides structure and form information in camouflaged surfaces such as tree foliage. Motion parallax also reveals form; however, without other monocular cues such as overlap, motion parallax can yield an ambiguous perception. For example, a turning sphere, portrayed as solid by parallax can appear to rotate either leftward or rightward. However, only one direction of rotation is perceived when stereo-depth is included. If the scene is static, then stereopsis is the principal cue for revealing the camouflaged surface structure. Finally, dynamic stereopsis provides information about the direction of motion in depth (Regan and Beverly, 1979). Clearly there are many spatial constraints, including spatial frequency content, retinal eccentricity, exposure duration, target spacing, and disparity gradient, which - when properly adjusted - can greatly enhance stereodepth in video displays.

Schor, Clifton↗

Spatial orientation in weightlessness and readaptation to earth's gravity

Unusual vestibular responses to head movements in weightlessness may produce spatial orientation illusions and symptoms of space motion sickness. An integrated set of experiments was performed during Spacelab 1, as well as before and after the flight, to evaluate responses mediated by the otolith organs and semicircular canals. A variety of measurements were used, including eye movements, postural control, perception of orientation, and susceptibility to space sickness.

Young, L. R.↗

Volumetric 3D Display System with Static Screen

Current display technology has relied on flat, 2D screens that cannot truly convey the third dimension of visual information: depth. In contrast to conventional visualization that is primarily based on 2D flat screens, the volumetric 3D display possesses a true 3D display volume, and places physically each 3D voxel in displayed 3D images at the true 3D (x,y,z) spatial position. Each voxel, analogous to a pixel in a 2D image, emits light from that position to form a real 3D image in the eyes of the viewers. Such true volumetric 3D display technology provides both physiological (accommodation, convergence, binocular disparity, and motion parallax) and psychological (image size, linear perspective, shading, brightness, etc.) depth cues to human visual systems to help in the perception of 3D objects. In a volumetric 3D display, viewers can watch the displayed 3D images from a completely 360 view without using any special eyewear. The volumetric 3D display techniques may lead to a quantum leap in information display technology and can dramatically change the ways humans interact with computers, which can lead to significant improvements in the efficiency of learning and knowledge management processes. Within a block of glass, a large amount of tiny dots of voxels are created by using a recently available machining technique called laser subsurface engraving (LSE). The LSE is able to produce tiny physical crack points (as small as 0.05 mm in diameter) at any (x,y,z) location within the cube of transparent material. The crack dots, when illuminated by a light source, scatter the light around and form visible voxels within the 3D volume. The locations of these tiny voxels are strategically determined such that each can be illuminated by a light ray from a high-resolution digital mirror device (DMD) light engine. The distribution of these voxels occupies the full display volume within the static 3D glass screen. This design eliminates any moving screen seen in previous approaches, so there is no image jitter, and has an inherent parallel mechanism for 3D voxel addressing. High spatial resolution is possible with a full color display being easy to implement. The system is low-cost and low-maintenance.

Geng, Jason↗