Enhancing viewability for first-person videos based on a human perception model

Author(s):  
Biao Ma ◽  
Amy R. Reibman
2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Ilya A. Surov ◽  
E. Semenenko ◽  
A. V. Platonov ◽  
I. A. Bessmertny ◽  
F. Galofaro ◽  
...  

AbstractThe paper presents quantum model of subjective text perception based on binary cognitive distinctions corresponding to words of natural language. The result of perception is quantum cognitive state represented by vector in the qubit Hilbert space. Complex-valued structure of the quantum state space extends the standard vector-based approach to semantics, allowing to account for subjective dimension of human perception in which the result is constrained, but not fully predetermined by input information. In the case of two distinctions, the perception model generates a two-qubit state, entanglement of which quantifies semantic connection between the corresponding words. This two-distinction perception case is realized in the algorithm for detection and measurement of semantic connectivity between pairs of words. The algorithm is experimentally tested with positive results. The developed approach to cognitive modeling unifies neurophysiological, linguistic, and psychological descriptions in a mathematical and conceptual structure of quantum theory, extending horizons of machine intelligence.


Author(s):  
Juan Gutiérrez ◽  
Gabriel Gómez-Perez ◽  
Jesús Malo ◽  
Gustavo Camps-Valls

Support vector machine (SVM) image coding relies on the ability of SVMs for function approximation. The size and the profile of the e-insensitivity zone of the support vector regression (SVR) at some specific image representation determines (a) the amount of selected support vectors (the compression ratio), and (b) the nature of the introduced error (the compression distortion). However, the selection of an appropriate image representation is a key issue for a meaningful design of the e-insensitivity profile. For example, in image coding applications, taking human perception into account is of paramount relevance to obtain a good rate-distortion performance. However, depending on the accuracy of the considered perception model, certain image representations are not suitable for SVR training. In this chapter, we analyze the general procedure to take human vision models into account in SVR-based image coding. Specifically, we derive the condition for image representation selection and the associated e-insensitivity profiles.


2015 ◽  
Author(s):  
Nobuyasu Itoh ◽  
Gakuto Kurata ◽  
Ryuki Tachibana ◽  
Masafumi Nishimura

2018 ◽  
Vol 4 (9) ◽  
pp. 106
Author(s):  
Biao Ma ◽  
Amy Reibman

First-Person Videos (FPVs) are recorded using wearable cameras to share the recorder’s First-Person Experience (FPE). Ideally, the FPE is conveyed by the viewing experience of the FPV. However, raw FPVs are usually too shaky to watch, which ruins the viewing experience. To solve this problem, we improve the viewing experience of FPVs by modeling it as two parts: video stability and First-Person Motion Information (FPMI). Existing video stabilization techniques can improve the video stability but damage the FPMI. We propose a Viewing Experience (VE) score, which measures both the stability and the FPMI of a FPV by exploring the mechanism of human perception. This enables us to further develop a system that can stabilize FPVs while preserving their FPMI so that the viewing experience of FPVs is improved. Objective tests show that our measurement is robust under different kinds of noise, and our system has competitive performance relative to current stabilization techniques. Subjective tests show that (1) both our stability and FPMI measurements can correctly compare the corresponding attributes of an FPV across different versions of the same content, and (2) our video processing system can effectively improve the viewing experience of FPVs.


Author(s):  
Laura E. Tanner

The cultural force of Gilead stems from its powerful unveiling of how dying complicates the sensory and psychological dynamics of human perception, expelling Robinson’s aging and ailing narrator from the ordinary world his prose so beautifully illuminates. In his journal to his son, Ames uses language to compensate for his anticipated absence; however, the reader’s experience of this first-person narrative may achieve an aesthetic transcendence that belies the aching apprehension of loss that functions as its scaffolding. Gilead localizes Ames’s psychic struggle with his own imminent death in acts of perceptual processing that it both depicts and thematizes. Combining physiological, sociological, and psychological approaches to aging with phenomenology and cognitive theories of perception, this chapter explores how the novel pushes existential concerns into the realm of the everyday to explore the way that the lived experience of dying traps Robinson’s protagonist uncomfortably in the collapsing space between perception and representation.


2021 ◽  
pp. 004051752199803
Author(s):  
Shuhei Watanabe ◽  
Takahiko Horiuchi

Nowadays, numerous products use artificial leather as it is a cost-effective alternative to genuine leather. However, products made from artificial leather may leave impressions on consumers that are dissimilar to those left by products made of genuine leather. In other words, products that use artificial leather but are perceived as genuine leather are more attractive to consumers. Therefore, in this study, we aimed to understand and quantify the factors that affect the mechanism via which consumers perceive a leather product to be made of genuine leather. We conducted several experiments to evaluate the hypothesis regarding human perception. Measurement experiments were performed to obtain the visual and physical properties of such impressions. We estimated the representative impressions formed by people during their interaction with leather samples through subjective experiments and derived models of these impressions in terms of the measured properties. Subjective evaluation experiments were performed under visual, tactile, and visual–tactile conditions. Finally, we quantified leather “authenticity” using these representative impressions. Participants, who are general consumers, were divided into two groups according to their familiarity with leather. The “authenticity” perception model of the group familiar with leather was constructed under visual and visual–tactile conditions, whereas the model of the group unfamiliar with leather was constructed under visual–tactile conditions, suggesting the influence of a cross-modal phenomenon. The results of this study can be applied to develop attractive artificial leather, which is expected to contribute to the protection of animal rights while promoting the sale of artificial leather products.


ASHA Leader ◽  
2014 ◽  
Vol 19 (1) ◽  
pp. 72-72
Author(s):  
Kelli Jeffries Owens
Keyword(s):  

2018 ◽  
Vol 23 (3) ◽  
pp. 189-205 ◽  
Author(s):  
Renatus Ziegler ◽  
Ulrich Weger

Abstract. In psychology, thinking is typically studied in terms of a range of behavioral or physiological parameters, focusing, for instance, on the mental contents or the neuronal correlates of the thinking process proper. In the current article, by contrast, we seek to complement this approach with an exploration into the experiential or inner dimensions of thinking. These are subtle and elusive and hence easily escape a mode of inquiry that focuses on externally measurable outcomes. We illustrate how a sufficiently trained introspective approach can become a radar for facets of thinking that have found hardly any recognition in the literature so far. We consider this an important complement to third-person research because these introspective observations not only allow for new insights into the nature of thinking proper but also cast other psychological phenomena in a new light, for instance, attention and the self. We outline and discuss our findings and also present a roadmap for the reader interested in studying these phenomena in detail.


Author(s):  
Matthias Hofer

Abstract. This was a study on the perceived enjoyment of different movie genres. In an online experiment, 176 students were randomly divided into two groups (n = 88) and asked to estimate how much they, their closest friends, and young people in general enjoyed either serious or light-hearted movies. These self–other differences in perceived enjoyment of serious or light-hearted movies were also assessed as a function of differing individual motivations underlying entertainment media consumption. The results showed a clear third-person effect for light-hearted movies and a first-person effect for serious movies. The third-person effect for light-hearted movies was moderated by level of hedonic motivation, as participants with high hedonic motivations did not perceive their own and others’ enjoyment of light-hearted films differently. However, eudaimonic motivations did not moderate first-person perceptions in the case of serious films.


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