scholarly journals Geometric probability, psychophysics and invariance

2019 ◽  
Author(s):  
Yuval Hart ◽  
L. Mahadevan

The perception of the noisy visual world around us naturally combines geometry and probability with psychophysics. So how do we perceive geometric objects from a probabilistic perspective, i.e. infer randomness in a spatial setting ? To test this psychophysically, we use a set of simple experiments to distinguish between probability distributions of planar line images connected with Buffon’s needle and Bertrand’s paradox, two classic exemplars of geometric probability. We find that participants associate greater randomness with images that are invariant under the sub-groups of translation, rotation, and scale. An information theoretic framework centered around the Radon (Hough) transform captures the observed behavioral results, and suggests that symmetry and chance are embedded in human visual perception.

i-Perception ◽  
2021 ◽  
Vol 12 (1) ◽  
pp. 204166952098725
Author(s):  
Brian Rogers

In 1979, James Gibson completed his third and final book “The Ecological Approach to Visual Perception”. That book can be seen as the synthesis of the many radical ideas he proposed over the previous 30 years – the concept of information and its sufficiency, the necessary link between perception and action, the need to see perception in relation to an animal's particular ecological niche and the meanings (affordances) offered by the visual world. One of the fundamental concepts that lies beyond all of Gibson's thinking is that of optic flow: the constantly changing patterns of light that reach our eyes and the information it provides. My purpose in writing this paper has been to evaluate the legacy of Gibson's conceptual ideas and to consider how his ideas have influenced and changed the way we study perception.


2021 ◽  
Vol 18 (2) ◽  
pp. 172988142199958
Author(s):  
Larkin Folsom ◽  
Masahiro Ono ◽  
Kyohei Otsu ◽  
Hyoshin Park

Mission-critical exploration of uncertain environments requires reliable and robust mechanisms for achieving information gain. Typical measures of information gain such as Shannon entropy and KL divergence are unable to distinguish between different bimodal probability distributions or introduce bias toward one mode of a bimodal probability distribution. The use of a standard deviation (SD) metric reduces bias while retaining the ability to distinguish between higher and lower risk distributions. Areas of high SD can be safely explored through observation with an autonomous Mars Helicopter allowing safer and faster path plans for ground-based rovers. First, this study presents a single-agent information-theoretic utility-based path planning method for a highly correlated uncertain environment. Then, an information-theoretic two-stage multiagent rapidly exploring random tree framework is presented, which guides Mars helicopter through regions of high SD to reduce uncertainty for the rover. In a Monte Carlo simulation, we compare our information-theoretic framework with a rover-only approach and a naive approach, in which the helicopter scouts ahead of the rover along its planned path. Finally, the model is demonstrated in a case study on the Jezero region of Mars. Results show that the information-theoretic helicopter improves the travel time for the rover on average when compared with the rover alone or with the helicopter scouting ahead along the rover’s initially planned route.


1993 ◽  
Vol 26 (6) ◽  
pp. 825-842 ◽  
Author(s):  
Yung-Sheng Chen ◽  
Shih-Liang Chang ◽  
Wen-Hsing Hsu

Nanophotonics ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 41-74
Author(s):  
Bernard C. Kress ◽  
Ishan Chatterjee

AbstractThis paper is a review and analysis of the various implementation architectures of diffractive waveguide combiners for augmented reality (AR), mixed reality (MR) headsets, and smart glasses. Extended reality (XR) is another acronym frequently used to refer to all variants across the MR spectrum. Such devices have the potential to revolutionize how we work, communicate, travel, learn, teach, shop, and are entertained. Already, market analysts show very optimistic expectations on return on investment in MR, for both enterprise and consumer applications. Hardware architectures and technologies for AR and MR have made tremendous progress over the past five years, fueled by recent investment hype in start-ups and accelerated mergers and acquisitions by larger corporations. In order to meet such high market expectations, several challenges must be addressed: first, cementing primary use cases for each specific market segment and, second, achieving greater MR performance out of increasingly size-, weight-, cost- and power-constrained hardware. One such crucial component is the optical combiner. Combiners are often considered as critical optical elements in MR headsets, as they are the direct window to both the digital content and the real world for the user’s eyes.Two main pillars defining the MR experience are comfort and immersion. Comfort comes in various forms: –wearable comfort—reducing weight and size, pushing back the center of gravity, addressing thermal issues, and so on–visual comfort—providing accurate and natural 3-dimensional cues over a large field of view and a high angular resolution–vestibular comfort—providing stable and realistic virtual overlays that spatially agree with the user’s motion–social comfort—allowing for true eye contact, in a socially acceptable form factor.Immersion can be defined as the multisensory perceptual experience (including audio, display, gestures, haptics) that conveys to the user a sense of realism and envelopment. In order to effectively address both comfort and immersion challenges through improved hardware architectures and software developments, a deep understanding of the specific features and limitations of the human visual perception system is required. We emphasize the need for a human-centric optical design process, which would allow for the most comfortable headset design (wearable, visual, vestibular, and social comfort) without compromising the user’s sense of immersion (display, sensing, and interaction). Matching the specifics of the display architecture to the human visual perception system is key to bound the constraints of the hardware allowing for headset development and mass production at reasonable costs, while providing a delightful experience to the end user.


Author(s):  
Denis Hilton

Attribution processes appear to be an integral part of human visual perception, as low-level inferences of causality and intentionality appear to be automatic and are supported by specific brain systems. However, higher-order attribution processes use information held in memory or made present at the time of judgment. While attribution processes about social objects are sometimes biased, there is scope for partial correction. This chapter reviews work on the generation, communication, and interpretation of complex explanations, with reference to explanation-based models of text understanding that result in situation models of narratives. It distinguishes between causal connection and causal selection, and suggests that a factor will be discounted if it is not perceived to be connected to the event and backgrounded if it is perceived to be causally connected to that event, but is not selected as relevant to an explanation. The final section focuses on how interpersonal explanation processes constrain causal selection.


2017 ◽  
Author(s):  
Jeremy Cole ◽  
David Reitter ◽  
Yanxi Liu

Most literature on symmetry perception has focused on bilateralreflection symmetry with some suggesting that it isthe only type of symmetry humans can perceive (Wilson &Wilkinson, 2002). Using image stimuli generated from themathematically well-defined seventeen wallpaper groups, thisstudy demonstrates that humans can discriminate various symmetriesfound in 2D wallpaper patterns (Liu, Hel-Or, Kaplan,Van Gool, et al., 2010). Furthermore, the results demonstratethe features which contribute to wallpaper pattern perception.All wallpaper groups but one were found to be reliably distinguishable(p < 0:05). Additionally, as wallpaper patterns canbe arranged in a hierarchy, we propose a metric to quantify thesimilarity of their perception using the shortest path in this hierarchy.This subgroup distance was found to be a factor in alikely model of pattern perception.


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