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Biological visual systems employ massively parallel processing to perform real-world visual tasks in real time. A key to this remarkable performance seems to be that biological systems construct representations of their visual image data at multiple scales. A Pyramid Framework for Early Vision describes a multiscale, or `pyramid', approach to vision, including its theoretical foundations, a set of pyramid-based modules for image processing, object detection, texture discrimination, contour detection and processing, feature detection and description, and motion detection and tracking. It also shows how these modules can be implemented very efficiently on hypercube-connected processor networks. A Pyramid Framework for Early Vision is intended for both students of vision and vision system designers; it provides a general approach to vision systems design as well as a set of robust, efficient vision modules.
Human and animal vision systems have been driven by the pressures of evolution to become capable of perceiving and reacting to their environments as close to instantaneously as possible. Casting such a goal of reactive vision into the framework of existing technology necessitates an artificial system capable of operating continuously, selecting and integrating information from an environment within stringent time delays. The YAP (Vision As Process) project embarked upon the study and development of techniques with this aim in mind. Since its conception in 1989, the project has successfully moved into its second phase, YAP II, using the integrated system developed in its predecessor as a basis. During the first phase of the work the "vision as a process paradigm" was realised through the construction of flexible stereo heads and controllable stereo mounts integrated in a skeleton system (SA V A) demonstrating continuous real-time operation. It is the work of this fundamental period in the V AP story that this book aptly documents. Through its achievements, the consortium has contributed to building a strong scientific base for the future development of continuously operating machine vision systems, and has always underlined the importance of not just solving problems of purely theoretical interest but of tackling real-world scenarios. Indeed the project members should now be well poised to contribute (and take advantage of) industrial applications such as navigation and process control, and already the commercialisation of controllable heads is underway.
The contributions to this volume, the sixteenth in the prestigious Attention and Performance series, revisit the issue of modularity, the idea that many functions are independently realized in specialized, autonomous modules. Although there is much evidence of modularity in the brain, there is also reason to believe that the outcome of processing, across domains, depends on the synthesis of a wide range of constraining influences. The twenty-four chapters in Attention and Performance XVI look at how these influences are integrated in perception, attention, language comprehension, and motor control. They consider the mechanisms of information integration in the brain; examine the status of the modularity hypothesis in light of efforts to understand how information integration can be successfully achieved; and discuss information integration from the viewpoints of psychophysics, physiology, and computational theory. A Bradford Book. Attention and Performance series.
"The main theme of the 1988 workshop, the 18th in this DARPA sponsored series of meetings on Image Understanding and Computer Vision, is to cover new vision techniques in prototype vision systems for manufacturing, navigation, cartography, and photointerpretation." P. v.
Cognitive architectures represent an umbrella term to describe ways in which the flow of thought can be engineered towards cerebral and behavioral outcomes. Cognitive Architectures are meant to provide top-down guidance, a knowledge base, interactive heuristics and concrete or fuzzy policies for which the virtual character can utilize for intelligent interaction with his/her/its situated virtual environment. Integrating Cognitive Architectures into Virtual Character Design presents emerging research on virtual character artificial intelligence systems and procedures and the integration of cognitive architectures. Emphasizing innovative methodologies for intelligent virtual character integration and design, this publication is an ideal reference source for graduate-level students, researchers, and professionals in the fields of artificial intelligence, gaming, and computer science.
This volume presents the proceedings of the 10th International Conference of the Computer Graphics Society, CG International '92, Visual Computing - Integrating Computer Graphics with Computer Vision -, held at Kogakuin University, Tokyo in Japan from June 22-26,1992. Since its foundation in 1983, this conference has continued to attract high quality research articles in all aspects of computer graphics and its applications. Previous conferences in this series were held in Japan (1983-1987), in Switzerland (1988), in the United Kingdom (1989), in Singapore (1990), and in the United States of America (1991). Future CG International conferences are planned in Switzerland (1993), in Australia (1994), and in the United Kingdom (1995). It has been the editor's dream to research the integration of computer graphics with computer vision through data structures. The conference the editor put together in Los Angeles in 1975 involving the UCLA and IEEE Computer Societies had to spell out these three areas explicitly in the conference title, "computer graphics," "pattern recognition" and "data structures," as well as in the title of the proceedings published by IEEE Computer Society Press. In 1985, the editor gave the name "visual computer" to machines having all the three functionalities as seen in the journal under that name from Springer. Finally, the research in integrating visual information processing has now reached reality as seen in this proceedings of CG International '92. Chapters on virtual reality, and on tools and environments provide examples.
This book describes the design of a complete, flexible system for perceptual organization in computer vision using graph theoretic techniques, voting methods, and an extension of the Bayesian networks called perceptual inference networks (PINs). The PIN, which forms the heart of the system and which is based on Bayesian probabilistic networks, exhibits potential for application in several areas of computer vision as well as a range of other spatial reasoning tasks. The text includes a highly comprehensive, classificatory review of prior work in perceptual organization and, within that framework, identifies key areas for future work by the computer vision research community.
It has become accepted in the neuroscience community that perception and performance are quintessentially multisensory by nature. Using the full palette of modern brain imaging and neuroscience methods, The Neural Bases of Multisensory Processes details current understanding in the neural bases for these phenomena as studied across species, stages