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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.
121

Monitoring Visual Attention in Videotaped Interrogations: An Investigation of the Camera Perspective Bias

Ware, Lezlee J. January 2006 (has links)
No description available.
122

Easy Does It: How the Organization of Print Advertisements Influences Product Evaluations

Elek, Jennifer K. 16 April 2010 (has links)
No description available.
123

The Effects of Action Video Game Training on Visual Short-term Memory

Blacker, Kara J. January 2013 (has links)
The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual short-term memory (VSTM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VSTM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work provide evidence that action video game play influences VSTM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VSTM and whether these VSTM advantages extend visual working memory (VWM). The results suggest that VSTM capacity is increased after action video game training, as compared to training on a control game, and that some limited improvement to VSTM precision occurs with action game training as well. The VSTM improvements seen in individuals trained on an action video game are not better accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared to the control group used. However, these findings do not appear to extend to measures of VWM, nor to verbal working memory. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VSTM system might be enhanced. / Psychology
124

Changes in Color Guidance over the Course of a Complex Visual Search

Papargiris, Ryan 02 July 2019 (has links) (PDF)
When searching for an object, we store a mental representation of the target, which guides our search through the use of attention. The effectiveness of this search guidance varies depending on the task and the relationship between target and distractors. With a better understanding of how search guidance changes over time within a trial, we can better compare the differences between experimental conditions. Eye tracking data from a variety of search tasks were analyzed to determine how color guidance varied over the course of the trial. Color guidance for a given fixation was evaluated based on the distance in color space between the nearest object and the target color. These color differences were averaged over all of the trials and plotted based on when the fixation occurred in the trial. The results indicate that color guidance does not begin working at maximum effectiveness immediately. As the trial progresses, the average color difference decreases. After this initial decrease, if the target is not present, guidance becomes less selective and target dissimilar distractors are increasingly fixated. The color distance graphs were compared between experiments to reveal significant differences arising from the experimental conditions.
125

Enhancing Attention to Environmental Narrative in Fast-Paced First-Person Gaming : A case study of Project Chaser

Bekele Jansson, Jacob Erik, Sun, Tiger Wen Hao, Dahl, André Fuladianpour, Osmanagaoglu, Faruk January 2024 (has links)
In this thesis we explore the various challenges of conveying environmental narratives in a fast-paced first-person game. The study is set within the context of our game Project Chaser, a fast-paced first-person 3D platforming game in which the player is constantly chased by an artificial creature, leaving little room for slowing down. Through this game, we aim to investigate the use of visual attention frameworks and environmental storytelling techniques, such as indexical storytelling and semiotics of architecture, to tell a story without disrupting the fast-paced nature of the game. Using iterative design and qualitative research methods we aim to identify effective techniques for capturing the players' attention and facilitating good narrative comprehension. In this study, we discuss the use of contrasting colors, lighting, and architectural connotations to direct the players' attention with the goal of implicitly telling a narrative without the use of text or cut scenes. Our findings suggest that careful design choices can have a meaningful impact on the player’s comprehension of the narrative while not compromising the pacing of the game. However, if the narrative elements are poorly placed or do not communicate the intended narrative, the fast-paced nature of the game can prevent the player from arriving at the correct conclusion, should the narrative elements be misunderstood at the beginning of the game.
126

Real and predicted influence of image manipulations on eye movements during scene recognition

Harding, Glen, Bloj, Marina January 2010 (has links)
No / In this paper, we investigate how controlled changes to image properties and orientation affect eye movements for repeated viewings of images of natural scenes. We make changes to images by manipulating low-level image content (such as luminance or chromaticity) and/or inverting the image. We measure the effects of these manipulations on human scanpaths (the spatial and chronological path of fixations), additionally comparing these effects to those predicted by a widely used saliency model (L. Itti & C. Koch, 2000). Firstly we find that repeated viewing of a natural image does not significantly modify the previously known repeatability (S. A. Brandt & L. W. Stark, 1997; D. Noton & L. Stark, 1971) of scanpaths. Secondly we find that manipulating image features does not necessarily change the repeatability of scanpaths, but the removal of luminance information has a measurable effect. We also find that image inversion appears to affect scene perception and recognition and may alter fixation selection (although we only find an effect on scanpaths with the additional removal of luminance information). Additionally we confirm that visual saliency as defined by L. Itti and C. Koch's (2000) model is a poor predictor of real observer scanpaths and does not predict the small effects of our image manipulations on scanpaths.
127

The impact of visually demanding near work on neck/shoulder discomfort and trapezius muscle activity : Laboratory studies

Zetterberg, Camilla January 2016 (has links)
Introduction: Musculoskeletal discomfort in the neck and shoulders is common among workers performing visually demanding near work, e.g., on a computer screen, and sustained low-level muscle activity during such work can lead to work-related pain. The relationships between visual demands and muscle activity and discomfort in the neck/shoulder region are at present unclear. Aim: The aims of this thesis were to determine whether neck/shoulder discomfort and trapezius muscle activity increases during visually demanding experimental near work, and to investigate whether eye-lens accommodation is a mediating mechanism behind increased trapezius muscle activity. Methods: The four papers included are based on two experiments with different visually demanding near work tasks (duration 5 and 7 min). Trial lenses of different diopters were used to manipulate the visual demands (i.e., induce more or less accommodation) and thereby create different viewing conditions. Monocular viewing, which does not require active convergence, was used to examine the isolated effect of accommodation. Eye-lens accommodation and trapezius muscle activity were measured continuously during the visual tasks, and in one experiment the participants rated their eye and neck/shoulder discomfort at baseline and after each visual task. Results: Neck/shoulder discomfort and trapezius muscle activity increased during the visually demanding near work and participants experiencing a greater increase in eye discomfort (compared with baseline) also developed more neck/shoulder discomfort with time. There were no significant differences in muscle activity among the viewing conditions, and no effect of isolated accommodation response within the monocular viewing conditions. Conclusion: These findings indicate that accommodation per se is unlikely to mediate trapezius muscle activity. Instead, the increase in trapezius muscle activity observed here may be due to a combination of high visual attention and enhanced requirement for eye-neck (head) stabilisation. Since these results suggest that neck/shoulder discomfort may aggravate with time when the visual demands are high, it is important to provide good visual conditions in connection with visually demanding occupations. / Introduktion: Muskelrelaterade besvär i nack- och skulderområdet är vanligt förekommande, framförallt hos individer som utför synkrävande datorarbete. En orsak till sådana besvär anses vara långvarig lågintensiv aktivitet i dessa muskler. Det är i dagsläget oklart om de belastningar som synsystemet utsätts för vid synkrävande arbete bidrar till ökad muskelaktivitet i nack/skulderregionen. Syfte: Syftet var att undersöka om experimentellt synkrävande närarbete påverkar muskelaktivitet och besvär i nack/skulderregionen, och att undersöka om aktivitet i trapezius muskeln (kappmuskeln) påverkas av ögats ackommodation, d.v.s. när linsens brytkraft förändras för att se skarpt på nära håll. Metod: De fyra delstudierna baseras på två laborativa experiment där försökspersoner (66 respektive 26 stycken) genomförde olika synkrävande uppgifter (fem och sju minuter långa). För att göra synuppgifterna mer eller mindre ansträngande för synsystemet användes linser med olika grad av brytkraft (dioptrier). Dessutom, eftersom monokulärt seende inte kräver aktiv konvergens, genomfördes tre av de fyra synuppgifterna i ena experimentet med ett öga för att undersöka den enskilda effekten av ackommodation. En autorefraktor mätte ögats ackommodation under synuppgifterna och aktiviteten i trapeziusmuskeln registreades kontinuerligt med elektromyografi (EMG). I samband med det ena experimentet skattade deltagarna sina upplevda ögon- och nack/skulderbesvär, både före experimentet (baslinje) och efter varje synuppgift. Resultat: Det synkrävande arbetet ökade både de självskattade nack/skulderbesvären och muskelaktiviteten i trapezius. De personer som upplevde en högre ökning av ögonbesvär (i förhållande till baslinjen), rapporterade också mer nack/skulderbesvär över tid. Det var varken någon signifikant skillnad i grad av muskelaktivitet mellan synuppgifterna, eller något signifikant samband mellan monokulär ackommodation och muskelaktivitet. Slutsats: Resultaten indikerar att ögats ackommodation, i sig, inte påverkar muskelaktiviteten i trapezius. Ökad muskelaktivitet i nack/skulderregionen i anslutning till synkrävande arbete kan istället bero på en kombination av höga krav på visuell uppmärksamhet och ett ökat behov av att stabilisera ögonen (huvudet) i förhållande till objektet i fokus (t.ex. texten på en bildskärm). Eftersom resultaten tyder på att synkrävande närarbete leder till ökade besvär i nack/skuldraregionen över tid, är det viktigt att utforma arbetsplatser och synkrävande arbetsuppgifter (t.ex. vid datorn) på ett sätt som främjar visuell hälsa.
128

Social Perception of Dance Movements / Investigating The Signalling Value Of Male Body Movements Using Motion-Capture-Technology

Weege, Bettina 09 July 2015 (has links)
No description available.
129

Satellite Image Processing with Biologically-inspired Computational Methods and Visual Attention

Sina, Md Ibne 27 July 2012 (has links)
The human vision system is generally recognized as being superior to all known artificial vision systems. Visual attention, among many processes that are related to human vision, is responsible for identifying relevant regions in a scene for further processing. In most cases, analyzing an entire scene is unnecessary and inevitably time consuming. Hence considering visual attention might be advantageous. A subfield of computer vision where this particular functionality is computationally emulated has been shown to retain high potential in solving real world vision problems effectively. In this monograph, elements of visual attention are explored and algorithms are proposed that exploit such elements in order to enhance image understanding capabilities. Satellite images are given special attention due to their practical relevance, inherent complexity in terms of image contents, and their resolution. Processing such large-size images using visual attention can be very helpful since one can first identify relevant regions and deploy further detailed analysis in those regions only. Bottom-up features, which are directly derived from the scene contents, are at the core of visual attention and help identify salient image regions. In the literature, the use of intensity, orientation and color as dominant features to compute bottom-up attention is ubiquitous. The effects of incorporating an entropy feature on top of the above mentioned ones are also studied. This investigation demonstrates that such integration makes visual attention more sensitive to fine details and hence retains the potential to be exploited in a suitable context. One interesting application of bottom-up attention, which is also examined in this work, is that of image segmentation. Since low salient regions generally correspond to homogenously textured regions in the input image; a model can therefore be learned from a homogenous region and used to group similar textures existing in other image regions. Experimentation demonstrates that the proposed method produces realistic segmentation on satellite images. Top-down attention, on the other hand, is influenced by the observer’s current states such as knowledge, goal, and expectation. It can be exploited to locate target objects depending on various features, and increases search or recognition efficiency by concentrating on the relevant image regions only. This technique is very helpful in processing large images such as satellite images. A novel algorithm for computing top-down attention is proposed which is able to learn and quantify important bottom-up features from a set of training images and enhances such features in a test image in order to localize objects having similar features. An object recognition technique is then deployed that extracts potential target objects from the computed top-down attention map and attempts to recognize them. An object descriptor is formed based on physical appearance and uses both texture and shape information. This combination is shown to be especially useful in the object recognition phase. The proposed texture descriptor is based on Legendre moments computed on local binary patterns, while shape is described using Hu moment invariants. Several tools and techniques such as different types of moments of functions, and combinations of different measures have been applied for the purpose of experimentations. The developed algorithms are generalized, efficient and effective, and have the potential to be deployed for real world problems. A dedicated software testing platform has been designed to facilitate the manipulation of satellite images and support a modular and flexible implementation of computational methods, including various components of visual attention models.
130

Visual Attentional Capture Resists Modulation in Singleton Search under Verbal Working Memory Load

Johansson, Martin January 2016 (has links)
Visual attentional capture is a form of visual attentional selection that is automatic and involuntary in nature, and is of high adaptive value as it allows visual attention to be oriented in a reflexive manner towards visual information without necessarily being guided by pre-existing knowledge, goals, and plans. According to the load-hypothesis (Lavie & De Fockert, 2005), attentional capture of salient stimuli increases under load on working memory due to disruption of stimulus-processing priorities. Moreover, it has been proposed that maintenance of task-irrelevant verbal information increases distractor interference in singleton search by increasing attentional capture of salient, but task-irrelevant, color singletons. This hypothesis was tested in the present study by having participants complete several succeeding trials of singleton search while simultaneously maintaining digits in working memory. The presence of task-irrelevant color singletons in the search array of a singleton search task led to increased response times, indicating attentional capture. However, the cost to response times associated with distractor presence did not increase under load on working memory, indicating that distractor interference may not be affected by load on working memory when task-irrelevant verbal information is maintained over an extended period of time. Individual differences in action video game playing and trait anxiety were considered and excluded as possible confounders.

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