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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

World of faces, words and actions : Observations and neural linkages in early life

Handl, Andrea January 2016 (has links)
From the start of their lives, infants and young children are surrounded by a tremendous amount of multimodal social information. One intriguing question in the study of early social cognition is how vital social information is detected and processed and how and when young infants begin to make sense of what they see and hear and learn to understand other people’s behavior. The overall aim of this thesis was to provide new insights to this exciting field. Investigating behavior and/or neural mechanisms in early life, the three different studies included in this thesis therefore strive to increase our understanding on perception and processing of social information. Study I used eye-tracking to examine infants´ observations of gaze in a third-party context. The results showed that 9-, 16- and 24-month-old infants differentiate between the body orientations of two individuals on the basis of static visual information. More particularly, they shift their gaze more often between them when the social partners face each other than when they are turned away from each other. Using ERP technique, Study II demonstrated that infants at the age of 4 to 5 months show signs of integrating visual and auditory information at a neural level. Further, direct gaze in combination with backwards-spoken words leads to earlier or enhanced neural processing in comparison to other gaze-word combinations. Study III, also an EEG investigation, found that children between 18 and 30 months of age show a desynchronization of the mu rhythm during both the observation and execution of object-directed actions. Also, the results suggest motor system activation when young children observe others’ mimed actions. To summarize, the findings reported in this thesis strengthen the idea that infants are sensitive to others´ gaze and that this may extend to third-party contexts. Also, gaze is processed together with other information, for instance words, even before infants are able to understand others’ vocabulary. Furthermore, the motor system in young children is active during both the observation and imitation of another person’s goal-directed actions. This is in line with findings in infants, children and adults, indicating that these processes are linked at neural level.
2

Quel son spatialisé pour la vidéo 3D ? : influence d'un rendu Wave Field Synthesis sur l'expérience audio-visuelle 3D / Which spatialized sound for 3D video ? : influence of a Wave Field Synthesis rendering on 3D audio-visual experience

Moulin, Samuel 03 April 2015 (has links)
Le monde du divertissement numérique connaît depuis plusieurs années une évolution majeure avec la démocratisation des technologies vidéo 3D. Il est désormais commun de visualiser des vidéos stéréoscopiques sur différents supports : au cinéma, à la télévision, dans les jeux vidéos, etc. L'image 3D a considérablement évolué mais qu'en est-il des technologies de restitution sonore associées ? La plupart du temps, le son qui accompagne la vidéo 3D est basé sur des effets de latéralisation, plus au moins étendus (stéréophonie, systèmes 5.1). Il est pourtant naturel de s'interroger sur le besoin d'introduire des événements sonores en lien avec l'ajout de cette nouvelle dimension visuelle : la profondeur. Plusieurs technologies semblent pouvoir offrir une description sonore 3D de l'espace (technologies binaurales, Ambisonics, Wave Field Synthesis). Le recours à ces technologies pourrait potentiellement améliorer la qualité d'expérience de l'utilisateur, en termes de réalisme tout d'abord grâce à l'amélioration de la cohérence spatiale audio-visuelle, mais aussi en termes de sensation d'immersion. Afin de vérifier cette hypothèse, nous avons mis en place un système de restitution audio-visuelle 3D proposant une présentation visuelle stéréoscopique associée à un rendu sonore spatialisé par Wave Field Synthesis. Trois axes de recherche ont alors été étudiés : 1 / Perception de la distance en présentation unimodale ou bimodale. Dans quelle mesure le système audio-visuel est-il capable de restituer des informations spatiales relatives à la distance, dans le cas d'objets sonores, visuels, ou audio-visuels ? Les expériences menées montrent que la Wave Field Synthesis permet de restituer la distance de sources sonores virtuelles. D'autre part, les objets visuels et audio-visuels sont localisés avec plus de précisions que les objets uniquement sonores. 2 / Intégration multimodale suivant la distance. Comment garantir une perception spatiale audio-visuelle cohérente de stimuli simples ? Nous avons mesuré l'évolution de la fenêtre d'intégration spatiale audio-visuelle suivant la distance, c'est-à-dire les positions des stimuli audio et visuels pour lesquelles la fusion des percepts a lieu. 3 / Qualité d'expérience audio-visuelle 3D. Quel est l'apport du rendu de la profondeur sonore sur la qualité d'expérience audio-visuelle 3D ? Nous avons tout d'abord évalué la qualité d'expérience actuelle, lorsque la présentation de contenus vidéo 3D est associée à une bande son 5.1, diffusée par des systèmes grand public (système 5.1, casque, et barre de son). Nous avons ensuite étudié l'apport du rendu de la profondeur sonore grâce au système audio-visuel proposé (vidéo 3D associée à la Wave Field Synthesis). / The digital entertainment industry is undergoing a major evolution due to the recent spread of stereoscopic-3D videos. It is now possible to experience 3D by watching movies, playing video games, and so on. In this context, video catches most of the attention but what about the accompanying audio rendering? Today, the most often used sound reproduction technologies are based on lateralization effects (stereophony, 5.1 surround systems). Nevertheless, it is quite natural to wonder about the need of introducing a new audio technology adapted to this new visual dimension: the depth. Many alternative technologies seem to be able to render 3D sound environments (binaural technologies, ambisonics, Wave Field Synthesis). Using these technologies could potentially improve users' quality of experience. It could impact the feeling of realism by adding audio-visual spatial congruence, but also the immersion sensation. In order to validate this hypothesis, a 3D audio-visual rendering system is set-up. The visual rendering provides stereoscopic-3D images and is coupled with a Wave Field Synthesis sound rendering. Three research axes are then studied: 1/ Depth perception using unimodal or bimodal presentations. How the audio-visual system is able to render the depth of visual, sound, and audio-visual objects? The conducted experiments show that Wave Field Synthesis can render virtual sound sources perceived at different distances. Moreover, visual and audio-visual objects can be localized with a higher accuracy in comparison to sound objects. 2/ Crossmodal integration in the depth dimension. How to guarantee the perception of congruence when audio-visual stimuli are spatially misaligned? The extent of the integration window was studied at different visual object distances. In other words, according to the visual stimulus position, we studied where sound objects should be placed to provide the perception of a single unified audio-visual stimulus. 3/ 3D audio-visual quality of experience. What is the contribution of sound depth rendering on the 3D audio-visual quality of experience? We first assessed today's quality of experience using sound systems dedicated to the playback of 5.1 soundtracks (5.1 surround system, headphones, soundbar) in combination with 3D videos. Then, we studied the impact of sound depth rendering using the set-up audio-visual system (3D videos and Wave Field Synthesis).
3

Quel son spatialisé pour la vidéo 3D ? : influence d'un rendu Wave Field Synthesis sur l'expérience audio-visuelle 3D / Which spatialized sound for 3D video ? : influence of a Wave Field Synthesis rendering on 3D audio-visual experience

Moulin, Samuel 03 April 2015 (has links)
Le monde du divertissement numérique connaît depuis plusieurs années une évolution majeure avec la démocratisation des technologies vidéo 3D. Il est désormais commun de visualiser des vidéos stéréoscopiques sur différents supports : au cinéma, à la télévision, dans les jeux vidéos, etc. L'image 3D a considérablement évolué mais qu'en est-il des technologies de restitution sonore associées ? La plupart du temps, le son qui accompagne la vidéo 3D est basé sur des effets de latéralisation, plus au moins étendus (stéréophonie, systèmes 5.1). Il est pourtant naturel de s'interroger sur le besoin d'introduire des événements sonores en lien avec l'ajout de cette nouvelle dimension visuelle : la profondeur. Plusieurs technologies semblent pouvoir offrir une description sonore 3D de l'espace (technologies binaurales, Ambisonics, Wave Field Synthesis). Le recours à ces technologies pourrait potentiellement améliorer la qualité d'expérience de l'utilisateur, en termes de réalisme tout d'abord grâce à l'amélioration de la cohérence spatiale audio-visuelle, mais aussi en termes de sensation d'immersion. Afin de vérifier cette hypothèse, nous avons mis en place un système de restitution audio-visuelle 3D proposant une présentation visuelle stéréoscopique associée à un rendu sonore spatialisé par Wave Field Synthesis. Trois axes de recherche ont alors été étudiés : 1 / Perception de la distance en présentation unimodale ou bimodale. Dans quelle mesure le système audio-visuel est-il capable de restituer des informations spatiales relatives à la distance, dans le cas d'objets sonores, visuels, ou audio-visuels ? Les expériences menées montrent que la Wave Field Synthesis permet de restituer la distance de sources sonores virtuelles. D'autre part, les objets visuels et audio-visuels sont localisés avec plus de précisions que les objets uniquement sonores. 2 / Intégration multimodale suivant la distance. Comment garantir une perception spatiale audio-visuelle cohérente de stimuli simples ? Nous avons mesuré l'évolution de la fenêtre d'intégration spatiale audio-visuelle suivant la distance, c'est-à-dire les positions des stimuli audio et visuels pour lesquelles la fusion des percepts a lieu. 3 / Qualité d'expérience audio-visuelle 3D. Quel est l'apport du rendu de la profondeur sonore sur la qualité d'expérience audio-visuelle 3D ? Nous avons tout d'abord évalué la qualité d'expérience actuelle, lorsque la présentation de contenus vidéo 3D est associée à une bande son 5.1, diffusée par des systèmes grand public (système 5.1, casque, et barre de son). Nous avons ensuite étudié l'apport du rendu de la profondeur sonore grâce au système audio-visuel proposé (vidéo 3D associée à la Wave Field Synthesis). / The digital entertainment industry is undergoing a major evolution due to the recent spread of stereoscopic-3D videos. It is now possible to experience 3D by watching movies, playing video games, and so on. In this context, video catches most of the attention but what about the accompanying audio rendering? Today, the most often used sound reproduction technologies are based on lateralization effects (stereophony, 5.1 surround systems). Nevertheless, it is quite natural to wonder about the need of introducing a new audio technology adapted to this new visual dimension: the depth. Many alternative technologies seem to be able to render 3D sound environments (binaural technologies, ambisonics, Wave Field Synthesis). Using these technologies could potentially improve users' quality of experience. It could impact the feeling of realism by adding audio-visual spatial congruence, but also the immersion sensation. In order to validate this hypothesis, a 3D audio-visual rendering system is set-up. The visual rendering provides stereoscopic-3D images and is coupled with a Wave Field Synthesis sound rendering. Three research axes are then studied: 1/ Depth perception using unimodal or bimodal presentations. How the audio-visual system is able to render the depth of visual, sound, and audio-visual objects? The conducted experiments show that Wave Field Synthesis can render virtual sound sources perceived at different distances. Moreover, visual and audio-visual objects can be localized with a higher accuracy in comparison to sound objects. 2/ Crossmodal integration in the depth dimension. How to guarantee the perception of congruence when audio-visual stimuli are spatially misaligned? The extent of the integration window was studied at different visual object distances. In other words, according to the visual stimulus position, we studied where sound objects should be placed to provide the perception of a single unified audio-visual stimulus. 3/ 3D audio-visual quality of experience. What is the contribution of sound depth rendering on the 3D audio-visual quality of experience? We first assessed today's quality of experience using sound systems dedicated to the playback of 5.1 soundtracks (5.1 surround system, headphones, soundbar) in combination with 3D videos. Then, we studied the impact of sound depth rendering using the set-up audio-visual system (3D videos and Wave Field Synthesis).
4

Sensory Integration under Natural Conditions: a Theoretical, Physiological and Behavioral Approach

Onat, Selim 02 September 2011 (has links)
We can affirm to apprehend a system in its totality only when we know how it behaves under its natural operating conditions. However, in the face of the complexity of the world, science can only evolve by simplifications, which paradoxically hide a good deal of the very mechanisms we are interested in. On the other hand, scientific enterprise is very tightly related to the advances in technology and the latter inevitably influences the manner in which the scientific experiments are conducted. Due to this factor, experimental conditions which would have been impossible to bring into laboratory not more than 20 years ago, are today within our reach. This thesis investigates neuronal integrative processes by using a variety of theoretical and experimental techniques wherein the approximation of ecologically relevant conditions within the laboratory is the common denominator. The working hypothesis of this thesis is that neurons and neuronal systems, in the sensory and higher cortices, are specifically adapted, as a result of evolutionary processes, to the sensory signals most likely to be received under ecologically relevant conditions. In order to conduct the present study along this line, we first recorded movies with the help of two microcameras carried by cats exploring a natural environment. This resulted in a database of binocular natural movies that was used in our theoretical and experimental studies. In a theoretical study, we aimed to understand the principles of binocular disparity encoding in terms of spatio-temporal statistical properties of natural movies in conjunction with simple mathematical expressions governing the activity levels of simulated neurons. In an unsupervised learning scheme, we used the binocular movies as input to a neuronal network and obtained receptive fields that represent these movies optimally with respect to the temporal stability criterion. Many distinctive aspects of the binocular coding in complex cells, such as the phase and position encoding of disparity and the existence of unbalanced ocular contributions, were seen to emerge as the result of this optimization process. Therefore we conclude that the encoding of binocular disparity by complex cells can be understood in terms of an optimization process that regulates activities of neurons receiving ecologically relevant information. Next we aimed to physiologically characterize the responses of the visual cortex to ecologically relevant stimuli in its full complexity and compare these to the responses evoked by artificial, conventional laboratory stimuli. To achieve this, a state-of-the-art recording method, voltage-sensitive dye imaging was used. This method captures the spatio-temporal activity patterns within the millisecond range across large cortical portions spanning over many pinwheels and orientation columns. It is therefore very well suited to provide a faithful picture of the cortical state in its full complexity. Drifting bar stimuli evoked two major sets of components, one coding for the position and the other for the orientation of the grating. Responses to natural stimuli involved more complex dynamics, which were locked to the motion present in the natural movies. In response to drifting gratings, the cortical state was initially dominated by a strong excitatory wave. This initial spatially widespread hyper-excitatory state had a detrimental effect on feature selectivity. In contrast, natural movies only rarely induced such high activity levels and the onset of inhibition cut short a further increase in activation level. An increase of 30% of the movie contrast was estimated to be necessary in order to produce activity levels comparable to gratings. These results show that the operating regime within which the natural movies are processed differs remarkably. Moreover, it remains to be established to what extent the cortical state under artificial conditions represents a valid state to make inferences concerning operationally more relevant input. The primary visual cortex contains a dense web of neuronal connections linking distant neurons. However the flow of information within this local network is to a large extent unknown under natural stimulation conditions. To functionally characterize these long-range intra-areal interactions, we presented natural movies also locally through either one or two apertures and analyzed the effects of the distant visual stimulation on the local activity levels. The distant patch had a net facilitatory effect on the local activity levels. Furthermore, the degree of the facilitation was dependent on the congruency between the two simultaneously presented movie patches. Taken together, our results indicate that the ecologically relevant stimuli are processed within a distinct operating regime characterized by moderate levels of excitation and/or high levels of inhibition, where facilitatory cooperative interactions form the basis of integrative processes. To gather better insights into the motion locking phenomenon and test the generalizability of the local cooperative processes toward larger scale interactions, we resorted to the unequalized temporal resolution of EEG and conducted a multimodal study. Inspired from the temporal properties of our natural movies, we designed a dynamic multimodal stimulus that was either congruent or incongruent across visual and auditory modalities. In the visual areas, the dynamic stimulation unfolded neuronal oscillations with frequencies well above the frequency spectrum content of the stimuli and the strength of these oscillations was coupled to the stimuli's motion profile. Furthermore, the coupling was found to be stronger in the case where the auditory and visual streams were congruent. These results show that the motion locking, which was so far observed in cats, is a phenomenon that also exists in humans. Moreover, the presence of long-range multimodal interactions indicates that, in addition to local intra-areal mechanisms ensuring the integration of local information, the central nervous system embodies an architecture that enables also the integration of information on much larger scales spread across different modalities. Any characterization of integrative phenomena at the neuronal level needs to be supplemented by its effects at the behavioral level. We therefore tested whether we could find any evidence of integration of different sources of information at the behavioral level using natural stimuli. To this end, we presented to human subjects images of natural scenes and evaluated the effect of simultaneously played localized natural sounds on their eye movements. The behavior during multimodal conditions was well approximated by a linear combination of the behavior under unimodal conditions. This is a strong indication that both streams of information are integrated in a joint multimodal saliency map before the final motor command is produced. The results presented here validate the possibility and the utility of using natural stimuli in experimental settings. It is clear that the ecological relevance of the experimental conditions are crucial in order to elucidate complex neuronal mechanisms resulting from evolutionary processes. In the future, having better insights on the nervous system can only be possible when the complexity of our experiments will match to the complexity of the mechanisms we are interested in.
5

Quel son spatialisé pour la vidéo 3D ? : influence d'un rendu Wave Field Synthesis sur l'expérience audio-visuelle 3D / Which spatialized sound for 3D video ? : influence of a Wave Field Synthesis rendering on 3D audio-visual experience

Moulin, Samuel 03 April 2015 (has links)
Le monde du divertissement numérique connaît depuis plusieurs années une évolution majeure avec la démocratisation des technologies vidéo 3D. Il est désormais commun de visualiser des vidéos stéréoscopiques sur différents supports : au cinéma, à la télévision, dans les jeux vidéos, etc. L'image 3D a considérablement évolué mais qu'en est-il des technologies de restitution sonore associées ? La plupart du temps, le son qui accompagne la vidéo 3D est basé sur des effets de latéralisation, plus au moins étendus (stéréophonie, systèmes 5.1). Il est pourtant naturel de s'interroger sur le besoin d'introduire des événements sonores en lien avec l'ajout de cette nouvelle dimension visuelle : la profondeur. Plusieurs technologies semblent pouvoir offrir une description sonore 3D de l'espace (technologies binaurales, Ambisonics, Wave Field Synthesis). Le recours à ces technologies pourrait potentiellement améliorer la qualité d'expérience de l'utilisateur, en termes de réalisme tout d'abord grâce à l'amélioration de la cohérence spatiale audio-visuelle, mais aussi en termes de sensation d'immersion. Afin de vérifier cette hypothèse, nous avons mis en place un système de restitution audio-visuelle 3D proposant une présentation visuelle stéréoscopique associée à un rendu sonore spatialisé par Wave Field Synthesis. Trois axes de recherche ont alors été étudiés : 1 / Perception de la distance en présentation unimodale ou bimodale. Dans quelle mesure le système audio-visuel est-il capable de restituer des informations spatiales relatives à la distance, dans le cas d'objets sonores, visuels, ou audio-visuels ? Les expériences menées montrent que la Wave Field Synthesis permet de restituer la distance de sources sonores virtuelles. D'autre part, les objets visuels et audio-visuels sont localisés avec plus de précisions que les objets uniquement sonores. 2 / Intégration multimodale suivant la distance. Comment garantir une perception spatiale audio-visuelle cohérente de stimuli simples ? Nous avons mesuré l'évolution de la fenêtre d'intégration spatiale audio-visuelle suivant la distance, c'est-à-dire les positions des stimuli audio et visuels pour lesquelles la fusion des percepts a lieu. 3 / Qualité d'expérience audio-visuelle 3D. Quel est l'apport du rendu de la profondeur sonore sur la qualité d'expérience audio-visuelle 3D ? Nous avons tout d'abord évalué la qualité d'expérience actuelle, lorsque la présentation de contenus vidéo 3D est associée à une bande son 5.1, diffusée par des systèmes grand public (système 5.1, casque, et barre de son). Nous avons ensuite étudié l'apport du rendu de la profondeur sonore grâce au système audio-visuel proposé (vidéo 3D associée à la Wave Field Synthesis). / The digital entertainment industry is undergoing a major evolution due to the recent spread of stereoscopic-3D videos. It is now possible to experience 3D by watching movies, playing video games, and so on. In this context, video catches most of the attention but what about the accompanying audio rendering? Today, the most often used sound reproduction technologies are based on lateralization effects (stereophony, 5.1 surround systems). Nevertheless, it is quite natural to wonder about the need of introducing a new audio technology adapted to this new visual dimension: the depth. Many alternative technologies seem to be able to render 3D sound environments (binaural technologies, ambisonics, Wave Field Synthesis). Using these technologies could potentially improve users' quality of experience. It could impact the feeling of realism by adding audio-visual spatial congruence, but also the immersion sensation. In order to validate this hypothesis, a 3D audio-visual rendering system is set-up. The visual rendering provides stereoscopic-3D images and is coupled with a Wave Field Synthesis sound rendering. Three research axes are then studied: 1/ Depth perception using unimodal or bimodal presentations. How the audio-visual system is able to render the depth of visual, sound, and audio-visual objects? The conducted experiments show that Wave Field Synthesis can render virtual sound sources perceived at different distances. Moreover, visual and audio-visual objects can be localized with a higher accuracy in comparison to sound objects. 2/ Crossmodal integration in the depth dimension. How to guarantee the perception of congruence when audio-visual stimuli are spatially misaligned? The extent of the integration window was studied at different visual object distances. In other words, according to the visual stimulus position, we studied where sound objects should be placed to provide the perception of a single unified audio-visual stimulus. 3/ 3D audio-visual quality of experience. What is the contribution of sound depth rendering on the 3D audio-visual quality of experience? We first assessed today's quality of experience using sound systems dedicated to the playback of 5.1 soundtracks (5.1 surround system, headphones, soundbar) in combination with 3D videos. Then, we studied the impact of sound depth rendering using the set-up audio-visual system (3D videos and Wave Field Synthesis).

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