visual matching
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2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Dali Yin ◽  
Khairi Omar

Abstract In order to solve the problem of the easy appearance of blurring images (easy to appear blur) or jagged effect after correction by traditional method, and as the visual error correction effect is not good, we propose a new visual error correction method of continuous calisthenics action image and a new algorithm for visual error correction. The continuous calisthenics action image is encoded and decoded, the error between the original image and the error image is obtained and with that the difference function is processed. Then the error compensation results are obtained and the visual error correction of the continuous calisthenics action image is realised. At the same time, a new algorithm for checking and correcting visual parallax matching errors is proposed in this paper. This algorithm can not only identify all matching errors in the parallax data, but also detect and correct them according to the continuity of shape representation, and effectively calculate the various performances of such matching algorithms automatically and quantitatively. The results show that the image processed by the proposed method has no significant visual error, and the peak signal-to-noise ratio and structural similarity are very high. The experimental results of the new algorithm also prove that the algorithm is very useful for the study of visual matching. It can be seen that the proposed method is effective and can be effectively used.


2021 ◽  
Vol 2112 (1) ◽  
pp. 012003
Author(s):  
Jiaqi Ju ◽  
Ting Xu ◽  
Ke Xu ◽  
Yan Jin

Abstract This article explores the experimental study on the relationship between human eye discrimination threshold of white light under different lighting levels and color temperatures by the psychophysical experimental method. The visual matching method was applied to study the subjective brightness perception under different lighting environments. We try to explore the internal connection between the physical intensity and subjective rating value. The experimental results will do help the development of dimming system for smart lighting.


2021 ◽  
Vol 11 (21) ◽  
pp. 9911
Author(s):  
Xiaoxiao Cao ◽  
Makoto Watanabe ◽  
Kenta Ono

Mobile games are developing rapidly as an important part of the national economy. Gameplay is an important attribute, and a game’s icon sometimes determines the user’s initial impression. Whether the user can accurately perceive gameplay and affective quality through the icon is particularly critical. In this article, a two-stage perceptual matching procedure is used to evaluate the perceptual quality of six categories of games whose icons include characters as elements. First, 60 highly visual matching icons were selected as second-stage objects through classification tasks. Second, through the semantic differential method and correlation analysis, highly visual matching icons’ affective matching quality was measured. Finally, a series of icon samples were determined, and element analysis was carried out. Several methods were proposed for improving the perceptual quality of game icons. Studying the perceptual matching relationship can better enhance the interaction between designers, developers, and users.


2021 ◽  
Author(s):  
Courtney Baugh;Baugh ◽  
Rebekah Richert

Previous research has examined how children judge sources of information (Corriveau & Harris, 2009; Corriveau, Pickard, & Harris, 2010; Koenig & Harris, 2005), but no studies have attempted to increase or decrease a children’s trust in informants, measure learning from that informant, and analyze how that learning persists over time. The current study examined if children’s trust in informants can be manipulated, and how this trust relates to learning STEM concepts from a video of the character in question. Fifty-seven 3- to 6-year-olds were visited in their preschool classrooms at 3 different time points. Children watched a video of Sid from Sid the Science Kid solving a problem. After the video, children were tasked with solving an analogically-similar problem. Children were tested for verbal reasoning, concept formation, visual matching, executive function, character realism, identification with the character, theory of mind, and character trust (belief in Sid’s expertise in problem-solving). Presenting Sid to the participants as either clever or clumsy did not affect character trust or learning. Children’s belief in Sid’s expertise also did not affect learning; however, levels of learning remained stable over time. Identification with Sid may play a role in how children viewed Sid and learned from him.


2021 ◽  
Vol 36 (6) ◽  
pp. 1253-1253
Author(s):  
Carrie Champ Morera ◽  
Alicia Carrillo ◽  
Cecil R Reynolds ◽  
Robert J McCaffrey

Abstract Objective As psychologists rely more on technology while navigating the digital world, we must adapt existing assessment tools. In response to this need, a process was designed for conducting remote administration of the Identi-Fi: A Test of Visual Organization and Recognition (Reynolds & McCaffrey, 2020), which measures visual organizational ability through Visual Recognition and Visual Matching tasks. Our current study evaluates the equivalence between remote, online administration and traditional, in-person administration of the Identi-Fi. Method This is a paired case control study in which 106 participants were administered the Identi-Fi in an online, remote format over a videoconferencing platform, following a specific procedure to retain the validity of scores. These individuals were matched based on sex, age group, and race/ethnicity with participants from the standardization sample of the Identi-Fi, which was administered in-person. Results Independent-samples t-tests were conducted and determined there were no significant differences in the subtest T scores between the in-person and remote administration formats. Additionally, index scores between the in-person (M = 99.74, SD = 10.32) and remote (M = 97.18, SD = 12.54) administrations were similar and not statistically significant, t(210) = −1.621, p = 0.11. Effect size estimates (Cohen’s d and omega squared) for all t-tests were small, indicating no significant effects across the remote and in-person administration of the Identi-Fi. Conclusions The present study suggests that all subtests on the Identi-Fi, when given in the remote, online format in the specified procedure evaluated in this study, are generally equivalent, and examiners can use the norms of the traditional test.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Bo Dong ◽  
Airui Chen ◽  
Yuting Zhang ◽  
Yangyang Zhang ◽  
Ming Zhang ◽  
...  

AbstractInaccurate egocentric distance and speed perception are two main explanations for the high accident rate associated with driving in foggy weather. The effect of foggy weather on speed has been well studied. However, its effect on egocentric distance perception is poorly understood. The paradigm for measuring perceived egocentric distance in previous studies was verbal estimation instead of a nonverbal paradigm. In the current research, a nonverbal paradigm, the visual matching task, was used. Our results from the nonverbal task revealed a robust foggy effect on egocentric distance. Observers overestimated the egocentric distance in foggy weather compared to in clear weather. The higher the concentration of fog, the more serious the overestimation. This effect of fog on egocentric distance was not limited to a certain distance range but was maintained in action space and vista space. Our findings confirm the foggy effect with a nonverbal paradigm and reveal that people may perceive egocentric distance more "accurately" in foggy weather than when it is measured with a verbal estimation task.


2021 ◽  
Vol 18 (2) ◽  
pp. 1-16
Author(s):  
Holly C. Gagnon ◽  
Carlos Salas Rosales ◽  
Ryan Mileris ◽  
Jeanine K. Stefanucci ◽  
Sarah H. Creem-Regehr ◽  
...  

Augmented reality ( AR ) is important for training complex tasks, such as navigation, assembly, and medical procedures. The effectiveness of such training may depend on accurate spatial localization of AR objects in the environment. This article presents two experiments that test egocentric distance perception in augmented reality within and at the boundaries of action space (up to 35 m) in comparison with distance perception in a matched real-world ( RW ) environment. Using the Microsoft HoloLens, in Experiment 1, participants in two different RW settings judged egocentric distances (ranging from 10 to 35 m) to an AR avatar or a real person using a visual matching measure. Distances to augmented targets were underestimated compared to real targets in the two indoor, RW contexts. Experiment 2 aimed to generalize the results to an absolute distance measure using verbal reports in one of the indoor environments. Similar to Experiment 1, distances to augmented targets were underestimated compared to real targets. We discuss these findings with respect to the importance of methodologies that directly compare performance in real and mediated environments, as well as the inherent differences present in mediated environments that are “matched” to the real world.


2021 ◽  
pp. 095679762097237
Author(s):  
Sami R. Yousif ◽  
Frank C. Keil

What is the format of spatial representation? In mathematics, we often conceive of two primary ways of representing 2D space, Cartesian coordinates, which capture horizontal and vertical relations, and polar coordinates, which capture angle and distance relations. Do either of these two coordinate systems play a representational role in the human mind? Six experiments, using a simple visual-matching paradigm, show that (a) representational format is recoverable from the errors that observers make in simple spatial tasks, (b) human-made errors spontaneously favor a polar coordinate system of representation, and (c) observers are capable of using other coordinate systems when acting in highly structured spaces (e.g., grids). We discuss these findings in relation to classic work on dimension independence as well as work on spatial representation at other spatial scales.


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