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55 Cards in this Set

  • Front
  • Back

Field of View (Modes of Attention)

- Horizontal field: 90 degrees on both sides = 180 degrees


- Vertical field: slightly less (occluded by forehead/cheek bones)




Lecture 9/29

Binocular/Monocular Vision

Binocular vision: both eyes can see


- Predators have more, for better acuity




Monocular vision: only one eye can see


- Prey have more, for better FOV




Lecture 9/29



Foveated Vision

Good detail where looking, poor detail in periphery.




Rare trait in animals.




Lecture 9/29

Point Vision

Uniform density of photoreceptors. Each area of vision can see same detail.




Lecture 9/29

Two Fovea

One is for central vision, another is the temporal area for tracking things on the ground. Typical of birds of prey and hummingbirds.




Lecture 9/29

Visual Streak

Typical in dogs and cats. Have an elongated streak on the retina that has a high density of photoreceptors.




Lecture 9/29

Saccades (Mode of Attention)

Rapid, ballistic eye movements.


- Takes 30ms


- 3x per second


- Occur between fixations (300ms)


- Saccadic suppression causes temporary blindness during them


- 10% of vision time




Lecture 9/29

Smooth Pursuit Eye Movements

Only primates have this capability. Must fixate on a moving target or else you make saccades.




Primates have them because we have hands so we can manipulate objects close to our face.




Lecture 9/29

Visual Search

Find something in an array of objects.




Two types:


- Effortless


- Effortful




Lecture 9/29

Effortless Search

# of distractors doesn't matter. Target has a unique feature that makes it stand out from the rest.




Preattentive processing is all that is needed.




Lecture 9/29

Effortful Search

Reaction time increases with # of distractors. Must focus attention.




Lecture 9/29

Primitive Features

Features that humans attend preattentively. Must be unique to target for effortless search.




- lines vs. curves


- angles


- color


- motion




Lecture 9/29

Parts are transposable (Perceptual Organization)

For a scene, parts don't matter, but the relationships between them do.




Lecture 10/1

Laws of Perceptual Organization (5)
1. Law of Figure/Ground

2. Law of Grouping


3. Law of Good Gestalts


4. Law of Perceiving Whole Objects


5. Law of Perceiving Constant Properties

Law of Figure/Ground (Law of Perceptual Organization)

Edges have ambiguity (which object does an edge belong to?)




Decisions


1. Edge belongingness


2. edge defines shape of figure


3. depth order (what is in front)


4. Background extension (extension behind figure)




Lecture 10/1

Laws of Grouping (Law of Perceptual Organization)

- Proximity


- Similarity


- Good continuation: a contour will appear to be connected if occluded and angles are reasonable


- Closure


- Common Fate




Lecture 10/1

Law of Proximity

Things that are close together are grouped together

Law of Similarity
Things are grouped by similarity (duh)
Grouping by good continuation
If a contour is continous, you'll percieve it to be one thing. Something is well-aligned if it has good continuation. Cannot have more than 1 inflection.
Grouping by closure
If there's good continuation, the brain will complete the contour. A subjective contour is perceived but not really there.



- Modal: not occluded, seen


- Amodal: occluded, not seen

Grouping by common fate
If it moves together, its' grouped together
Law of Good Gestalts (Law of Perceptual Organization)
"minimum principle"



The default is symmetry and regularity

Law of Perceiving Whole Object (Law of Perceptual Organization)

you perceive occluded objects as a whole

Law of Perceiving Constant Properties (Law of Perceptual Organization)

(Nothing in notes)




Guess: Constant texture gradient, etc.

Inverse projection problem

There are infinite possible objects that could produce the same visual angle

Depth cues

sources of information used to compute depth



- Primary: eyes


- Secondary: pictorial


- Motion-based: objects & self

Primary Depth Cues

- Accommodation


- Convergence


- Stereo

Accommodation (Depth Cue)

changing the shape of the lens




- thick: light bent a lot


- thin: light bent little




good for close objects, at arm's length but not further

Convergence (Depth Cue)

verging the eye on a target




near object=larger angle


far object= smaller angle since you're looking out




good for things that are close




***Include picture of angles

Stereo (Depth Cue)

depth perception based on image disparity




- information: retinal disparity, different images projected at different locations


- process: stereopsis, computing depth relations




provides some information after 20 ft. but not much

Secondary Cues (Depth Cue)

1. Perspective


2. Familiarity (size)


3. Shading


4. Occlusion

Perspective (Pictorial Clues(?)) (Depth Cue)

1. linear perspective


2. horizon ratio


3. texture gradient


4. height in plane

Linear Perspective (Pictorial Cue)

all parallel lines converge on the horizon at the vanishing point

Horizon Ratio (Pictorial Cue)

has to be objects on flat ground


- size of things relative to eye height


- Ground must be flat for this to work

Texture Gradient (Pictorial Cue)

units of texture more dense at the horizon


- objects of equal size have the same texture at the base


- can scale objects by looking at feet

Height in Plane (Pictorial Cue)

higher in plane = higher angle of elevation

Familiarity (size)

- Familiar size scales the space an object is in


- People trump everything else when comparing size

Shading

Assumption: light comes from above.


- "above" is relative to retina



Occlusion

Things that are closer cover up things behind.


- Determines depth order but not depth magnitude.

Motion Cues

- Kinetic Depth Effect (Structure from motion)


- Motion Parallax

Kinetic Depth Effect (Motion cue)

A solid object rotated gives depth info and defines shape.


- Must be rotated on any axis except line of sight.


- Solves inverse projection problem

Motion Parallex (Motion Cue)

The closer something is, the faster it appears to move.


- Fixation causes things to move at a rate proportional to how far it is from point of fixation (the closer the less it moves)

Properties Revealed in Motion

1. Surface Segregation


2. 3D Form


- Rigid


- Hierarchical




Surface Segregation

Solves figure/ground problem when object moves on background.


- Dynamic Occlusion: When a surface moves over another, you can't help noticing the revealing/covering of texture.


- Most powerful cue


- M-Cells detect this motion

Hierarchical 3D Form

Consists of 3 types of motion:


- Absolute


- Relative


- Common

Absolute Motion

Movement of individual components

Relative Motion

Movements relative to one another.

Common Motion

Motion as a unit.

Focus of Expansion

How we are able to tell where we are going. Texture moves away from stationary point of focus.




Measured by:


- Time to Contact


- Time to Passage

Time to Contact

Used to determine how long until you collide with something.




Visual angle divided by change in angle per second. (tau)

Time to Passage

Used to determine how long until something passes you.




Visual angle divided by change in angle per second. (tau)

Linear Optical Trajectory Heuristic

Position yourself so that trajectory is linear so that you will intercept the path of the airborne object.




Not optimal because it causes a curved travel path, and doesn't specify where the landing spot is. Also doesn't provide environmental info.

Perceptual Development: Color

- 2 cones (not blue) for newborn


- 3 Cones at 3 months

Perceptual Development: Acuity

- 20/500 at birth


- 20/40 at 7 months




Babies and adults differ in:


- Photoreceptor shape


- Density of photoreceptors


- Cell connectivity




Babies have short, wide receptors that are less dense in the macula, and less connected than that of adults.

Cell Migration

The process in which photoreceptor cells in infant eyes move toward central vision.