Real-Time Visual Perception System for a Robotic Rat

Author(s):  
Guanglu Jia ◽  
Qing Shi ◽  
Chen Chen ◽  
Yi Xu ◽  
Chang Li ◽  
...  
2021 ◽  
Author(s):  
Santeri Lampinen ◽  
Longchuan Niu ◽  
Lionel Hulttinen ◽  
Jouni Niemi ◽  
Jouni Mattila

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.


Sensors ◽  
2020 ◽  
Vol 20 (8) ◽  
pp. 2385 ◽  
Author(s):  
George Dimas ◽  
Dimitris E. Diamantis ◽  
Panagiotis Kalozoumis ◽  
Dimitris K. Iakovidis

Every day, visually challenged people (VCP) face mobility restrictions and accessibility limitations. A short walk to a nearby destination, which for other individuals is taken for granted, becomes a challenge. To tackle this problem, we propose a novel visual perception system for outdoor navigation that can be evolved into an everyday visual aid for VCP. The proposed methodology is integrated in a wearable visual perception system (VPS). The proposed approach efficiently incorporates deep learning, object recognition models, along with an obstacle detection methodology based on human eye fixation prediction using Generative Adversarial Networks. An uncertainty-aware modeling of the obstacle risk assessment and spatial localization has been employed, following a fuzzy logic approach, for robust obstacle detection. The above combination can translate the position and the type of detected obstacles into descriptive linguistic expressions, allowing the users to easily understand their location in the environment and avoid them. The performance and capabilities of the proposed method are investigated in the context of safe navigation of VCP in outdoor environments of cultural interest through obstacle recognition and detection. Additionally, a comparison between the proposed system and relevant state-of-the-art systems for the safe navigation of VCP, focused on design and user-requirements satisfaction, is performed.


2015 ◽  
Vol 12 (01) ◽  
pp. 1550009 ◽  
Author(s):  
Francisco Martín ◽  
Carlos E. Agüero ◽  
José M. Cañas

Robots detect and keep track of relevant objects in their environment to accomplish some tasks. Many of them are equipped with mobile cameras as the main sensors, process the images and maintain an internal representation of the detected objects. We propose a novel active visual memory that moves the camera to detect objects in robot's surroundings and tracks their positions. This visual memory is based on a combination of multi-modal filters that efficiently integrates partial information. The visual attention subsystem is distributed among the software components in charge of detecting relevant objects. We demonstrate the efficiency and robustness of this perception system in a real humanoid robot participating in the RoboCup SPL competition.


2010 ◽  
Vol 19 (2) ◽  
pp. 151-171 ◽  
Author(s):  
Emily Troscianko

We read in a linear fashion, page by page, and we seem also to experience the world around us thus, moment by moment. But research on visual perception shows that perceptual experience is not pictorially representational: it does not consist in a linear, cumulative, totalizing process of building up a stream of internal picture-like representations. Current enactive, or sensorimotor, theories describe vision and imagination as operating through interactive potentiality. Kafka’s texts, which evoke perception as non-pictorial, provide scope for investigating the close links between vision and imagination in the context of the reading of fiction. Kafka taps into the fundamental perceptual processes by which we experience external and imagined worlds, by evoking fictional worlds through the characters’ perceptual enaction of them. The temporality of Kafka’s narratives draws us in by making concessions to how we habitually create ‘proper’, linear narratives out of experience, as reflected in traditional Realist narratives. However, Kafka also unsettles these processes of narrativization, showing their inadequacies and superfluities. Kafka’s works engage the reader’s imagination so powerfully because they correspond to the truth of perceptual experience, rather than merely to the fictions we conventionally make of it. Yet these texts also unsettle because we are unused to thinking of the real world as being just how these truly realistic, Kafkaesque worlds are: inadmissible of a complete, linear narrative, because always emerging when looked for, just in time.


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