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Ahumada, Albert

Publications and source records attributed to Ahumada, Albert.

Accounting for the Speed-Accuracy Trade-Off in Quantifying Human-In-The-Loop Error Probabilities

Human-in-the-loop (HITL) simulations cannot collect enough data from human operators to validate estimates of error probabilities for task components. Error rates for tasks have been estimated by using laboratory data for error rates depending on variables such as the cognitive complexity of the task. The limited channel capacity of human operators compels error rates to be strongly related to the time available for the task, the speed-accuracy trade-off. HITL simulations can provide valuable data on the time available for the operator's tasks. We propose that the response times be used in conjunction with measured speed-accuracy curves to estimate the operator error rates contributing to mission failure. Such analyses should be especially important in the estimation of error rates in off-nominal situations.

probability↗

A Linearized Model for Flicker and Contrast Thresholds at Various Retinal Illuminances

We previously proposed a flicker visibility metric for bright displays, based on psychophysical data collected at a high mean luminance. Here we extend the metric to other mean luminances. This extension relies on a linear relation between log sensitivity and critical fusion frequency, and a linear relation between critical fusion frequency and log retina lilluminance. Consistent with our previous metric, the extended flicker visibility metric is measured in just-noticeable differences (JNDs).

light adaptation↗

Visible Contrast Energy Metrics for Detection and Discrimination

Contrast energy was proposed by Watson, Robson, & Barlow as a useful metric for representing luminance contrast target stimuli because it represents the detectability of the stimulus in photon noise for an ideal observer. Like the eye, the ear is a complex transducer system, but relatively simple sound level meters are used to characterize sounds. These meters provide a range of frequency sensitivity functions and integration times depending on the intended use. We propose here the use of a range of contrast energy measures with different spatial frequency contrast sensitivity weightings, eccentricity sensitivity weightings, and temporal integration times. When detection threshold are plotting using such measures, the results show what the eye sees best when these variables are taken into account in a standard way. The suggested weighting functions revise the Standard Spatial Observer for luminance contrast detection and extend it into the near periphery. Under the assumption that the detection is limited only by internal noise, discrimination performance can be predicted by metrics based on the visible energy of the difference images

Ahumada, Albert↗

A Search Model for Imperfectly Detected Targets

Under the assumptions that 1) the search region can be divided up into N non-overlapping sub-regions that are searched sequentially, 2) the probability of detection is unity if a sub-region is selected, and 3) no information is available to guide the search, there are two extreme case models. The search can be done perfectly, leading to a uniform distribution over the number of searches required, or the search can be done with no memory, leading to a geometric distribution for the number of searches required with a success probability of 1/N. If the probability of detection P is less than unity, but the search is done otherwise perfectly, the searcher will have to search the N regions repeatedly until detection occurs. The number of searches is thus the sum two random variables. One is N times the number of full searches (a geometric distribution with success probability P) and the other is the uniform distribution over the integers 1 to N. The first three moments of this distribution were computed, giving the mean, standard deviation, and the kurtosis of the distribution as a function of the two parameters. The model was fit to the data presented last year (Ahumada, Billington, & Kaiwi, 2 required to find a single pixel target on a simulated horizon. The model gave a good fit to the three moments for all three observers.

Ahumada, Albert↗

A Multivariate Randomization Text of Association Applied to Cognitive Test Results

Randomization tests provide a conceptually simple, distribution-free way to implement significance testing. We have applied this method to the problem of evaluating the significance of the association among a number (k) of variables. The randomization method was the random re-ordering of k-1 of the variables. The criterion variable was the value of the largest eigenvalue of the correlation matrix.

Ahumada, Albert↗

Obstacle Detection Algorithms for Rotorcraft Navigation

In this research we addressed the problem of obstacle detection for low altitude rotorcraft flight. In particular, the problem of detecting thin wires in the presence of image clutter and noise was studied. Wires present a serious hazard to rotorcrafts. Since they are very thin, their detection early enough so that the pilot has enough time to take evasive action is difficult, as their images can be less than one or two pixels wide. After reviewing the line detection literature, an algorithm for sub-pixel edge detection proposed by Steger was identified as having good potential to solve the considered task. The algorithm was tested using a set of images synthetically generated by combining real outdoor images with computer generated wire images. The performance of the algorithm was evaluated both, at the pixel and the wire levels. It was observed that the algorithm performs well, provided that the wires are not too thin (or distant) and that some post processing is performed to remove false alarms due to clutter.

Kasturi, Rangachar↗

The Impact of System Latency on Dynamic Performance In Virtual Acoustic Environments

Engineering constraints that may be encountered when implementing interactive virtual acoustic displays are examined In particular, system parameters such as the update rate and total system latency are defined and the impact they may have on perception is discussed. For example, examination of the head motions that listeners used to aid localization in a previous study suggests that some head motions may be as fast as about 400 degrees/sec for short time periods. Analysis of latencies in virtual acoustic environments (VAEs) suggests that: (1) commonly-specified parameters such as the audio update rate determine only the "best-case" latency possible in a VAE, (2) total system latency and individual latencies of system components, including head-trackers, are frequently not measured by VAE developers, and (3) typical system latencies may result in under-sampling of relative listener-source motion of 400 degrees/sec as well as positional "jitter" in the simulated source. To clearly specify the dynamic performance of a particular VAE, users and developers need to make measurements of average system latency, update rate, and their variability using standardized rendering scenarios. a parameters such as the minimum audible movement angle can then be used as target guidelines to assess whether a given system meets perceptual requirements.

Wenzel, Elizabeth M.↗

Analysis of the Role of Update Rate and System Latency in Interactive Virtual Acoustic Environments

The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. This paper discusses some of the engineering constraints that may be faced during implementation and the perceptual consequences of these constraints. In particular, the perceptual impact of parameters like the update rate and overall system latency of interactive spatial audio systems is addressed.

Wenzel, Elizabeth M.↗

Perceptual Fidelity vs. Engineering Compromises In Virtual Acoustic Displays

Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactively is not always possible in a "true" virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, a lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering Constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.

Wenzel, Elizabeth M.↗

Visibility of DCT Basis Functions: Effects of Contrast Masking

Current strategies for compressing images neglect to accommodate certain aspects of the human visual system. One such neglected aspect is contrast masking. Here we provide measurements of contrast masking within the framework of the discrete cosine transform (DCT). We describe how to optimize DCT-based compression with respect to contrast masking.

Soloman, Joshua A.↗