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At least 199 records · Page 11

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.↗

Neurophysiology Summary

The terrestrial gravitational field serves as an important orientation reference for human perception and movement, being continually monitored by sensory receptors in the skin, muscles, joints, and vestibular otolith organs. Cues from these graviceptors are used by the brain to estimate spatial orientation and to control balance and movement. Changes in these cues associated with the tonic changes in gravity (gravito-inertial force),during the launch and entry phases of space flight missions result in altered perceptions, degraded motor control performance, and in some cases, "motion" sickness during, and for a period of time after, the g-transitions. In response to these transitions, however, physiological and behavioral response mechanisms are triggered to compensate for altered graviceptor cues and/or to adapt to the new sensory environment. Basic research in the neurophysiology discipline is focused on understanding the characteristic features of and the underlying mechanisms for the normal human response to tonic changes in the gravito-inertial force environment. These studies address fundamental questions regarding the role of graviceptors in orientation and movement in the terrestrial environment, as well as the capacity, specificity, and modes for neural plasticity in the sensory-motor and perceptual systems of the brain. At the 2001 workshop basic research studies were presented addressing: neuroanatomical responses to altered gravity environments, the neural mechanisms for resolving the ambiguity between tilting and translational stimuli in otolith organ sensory input, interactions between the vestibular system and the autonomic nervous system , the roles of haptic and visual cues in spatial orientation, mechanisms for training environment-appropriate sensorimotor responses triggered by environment-specific context cues, and studies of sensori-motor control of posture and locomotion in the terrestrial environment with and without recent exposure to space flight. Building on these basic research studies are more applied studies focused on the development of countermeasures to the untoward neurophysiological responses to space flight. At the 2001 workshop, applied research studies were presented addressing issues related to the use of rotational artificial gravity (centripetal acceleration) as a multisystem (bone, muscle, cardiovascular, and, perhaps, neurovestibular) countermeasure. Also presented was a clinical study reporting on a new rating system for clinical evaluation of postflight functional neurological status.

Paloski, William H.↗

Simulation evaluation of the effects of time delay and motion on rotorcraft handling qualities

A study aimed at determining the effects of simulator characteristics on perceived handling qualities is discussed. Evaluations were conducted with a baseline set of rotorcraft dynamics, using a simple transfer-function model of an uncoupled helicopter, under different conditions of visual and overall time delays. As the visual and motion parameters were changed, differences in pilot opinion were found reflecting a change in the pilots' perceptions of handling qualities, rather than changes in the aircraft model itself. It is concluded that it is necessary to tailor the motion washout dynamics to suit the task, with reduced washouts for precision maneuvering as compared to aggressive maneuvering. Visual-delay data suggest that it may be better to allow some time delay in the visual path to minimize the mismatch between visual and motion, rather than eliminate the visual delay entirely through lead compensation.

Mitchell, David G.↗

A Theoretical and Experimental Analysis of the Outside World Perception Process

The outside scene is often an important source of information for manual control tasks. Important examples of these are car driving and aircraft control. This paper deals with modelling this visual scene perception process on the basis of linear perspective geometry and the relative motion cues. Model predictions utilizing psychophysical threshold data from base-line experiments and literature of a variety of visual approach tasks are compared with experimental data. Both the performance and workload results illustrate that the model provides a meaningful description of the outside world perception process, with a useful predictive capability.

Wewerinke, P. H.↗

Stereomotion speed perception: contributions from both changing disparity and interocular velocity difference over a range of relative disparities

The role of two binocular cues to motion in depth-changing disparity (CD) and interocular velocity difference (IOVD)- was investigated by measuring stereomotion speed discrimination and static disparity discrimination performance (stereoacuity). Speed discrimination thresholds were assessed both for random dot stereograms (RDS), and for their temporally uncorrelated equivalents, dynamic random dot stereograms (DRDS), at relative disparity pedestals of -19, 0, and +19 arcmin. While RDS stimuli contain both CD and IOVD cues, DRDS stimuli carry only CD information. On average, thresholds were a factor of 1.7 higher for DRDS than for RDS stimuli with no clear effect of relative disparity pedestal. Results were similar for approaching and receding targets. Variations in stimulus duration had no significant effect on thresholds, and there was no observed correlation between stimulus displacement and perceived speed, confirming that subjects responded to stimulus speed in each condition. Stereoacuity was equally good for our RDS and DRDS stimuli, showing that the difference in stereomotion speed discrimination performance for these stimuli was not due to any difference in the precision of the disparity cue. In addition, when we altered stereomotion stimulus trajectory by independently manipulating the speeds and directions of its monocular half-images, perceived stereomotion speed remained accurate. This finding is inconsistent with response strategies based on properties of either monocular half-image motion, or any ad hoc combination of the monocular speeds. We conclude that although subjects are able to discriminate stereomotion speed reliably on the basis of CD information alone, IOVD provides a precise additional cue to stereomotion speed perception.

Depth Perception/physiology↗

Precision in the perception of direction of a moving pattern

The precision of the model of pattern motion analysis put forth by Adelson and Movshon (1982) who proposed that humans determine the direction of a moving plaid (the sum of two sinusoidal gratings of different orientations) in two steps is qualitatively examined. The volocities of the grating components are first estimated, then combined using the intersection of constraints to determine the velocity of the plaid as a whole. Under the additional assumption that the noise sources for the component velocities are independent, an approximate expression can be derived for the precision in plaid direction as a function of the precision in the speed and direction of the components. Monte Carlo simulations verify that the expression is valid to within 5 percent over the natural range of the parameters. The expression is then used to predict human performance based on available estimates of human precision in the judgment of single component speed. Human performance is predicted to deteriorate by a factor of 3 as half the angle between the wavefronts (theta) decreases from 60 to 30 deg, but actual performance does not. The mean direction discrimination for three human observers was 4.3 plus or minus 0.9 deg (SD) for theta = 60 deg and 5.9 plus or minus 1.2 for theta = 30 deg. This discrepancy can be resolved in two ways. If the noises in the internal representations of the component speeds are smaller than the available estimates or if these noises are not independent, then the psychophysical results are consistent with the Adelson-Movshon hypothesis.

Stone, Leland S.↗

Experimental and simulation studies of hard contact in force reflecting teleoperation

Experiments and simulations of a single-axis force-reflecting teleoperation system have been conducted to investigate the problem of contacting a hard environment and maintaining a controlled force in teleoperation in which position is fed forward from the hand controller (master) to the manipulator (slave), and force is fed back to the human operator through motors in the master. The simulations, using an electrical circuit model, reproduce the behavior of the real system, including effects of human operator biomechanics. It is shown that human operator properties, which vary as a result of different types of grasp of the handle, affect the stability of the system in the hard-contact task. The effect of a heavier grasp on the handle is equivalent to increased hand-controller velocity damping in terms of the systems stability in the contact task, but control system damping sufficient to guarantee stable contact results in perceptible sluggishness of the control handle's response in free motion. These results suggest that human operator biomechanics must be taken into account to guarantee stable and ergonomic performance of advanced teleoperators.

Hannaford, Blake↗

Spatial orientation perception and reflexive eye movements--a perspective, an overview, and some clinical implications

When head motion includes a linear velocity component, eye velocity required to track an earth-fixed target depends upon: a) angular and linear head velocity, b) target distance, and c) direction of gaze relative to the motion trajectory. Recent research indicates that eye movements (LVOR), presumably otolith-mediated, partially compensate for linear velocity in small head excursions on small devices. Canal-mediated eye velocity (AVOR), otolith-mediated eye velocity (LVOR), and Ocular Torsion (OT) can be measured, one by one, on small devices. However, response dynamics that depend upon the ratio of linear to angular velocity in the motion trajectory and on subject orientation relative to the trajectory are present in a centrifuge paradigm. With this paradigm, two 3-min runs yields measures of: LVOR differentially modulated by different subject orientations in the two runs; OT dynamics in four conditions; two directions of "steady-state" OT, and two directions of AVOR. Efficient assessment of the dynamics (and of the underlying central integrative processes) may require a centrifuge radius of 1.0 meters or more. Clinical assessment of the spatial orientation system should include evaluation of central integrative processes that determine the dynamics of these responses.

Review, Tutorial↗

HD 202908 - A young, solar-type triple system

HD 202908 is a solar-type, spectroscopic-visual triple system. High-dispersion spectroscopic observations show that the primary visual component is a double-lined spectroscopic binary with a period of 3.966 days and a mass ratio of 1.0. Velocity changes due to motion in the long-period, 76-year orbit are now perceptible. Over the next 5 years, these changes may amount to 30 km/s for the single star. Continued spectroscopic and visual observations through nodal and periastron passage of the highly eccentric visual orbit, which will occur nearly simultaneously about 1985.5, will permit the accurate determination of the masses and luminosities of the three components. Contrary to expectation, the short-period and long-period orbits are not coplanar. The large lithium abundances, strength of the Ca II emission lines, and rotational velocities all suggest that this multiple system has an age similar to that of the Hyades cluster.

Fekel, F. C., Jr.↗

Directions of Moving Plaids is Biased by Asymmetric Viewing Windows

Directionally selective V1 neurons are tuned to particular spatio-temporal frequencies and respond to local 1-D edge motion. At least some MT neurons however appear to respond to the actual velocity of moving 2D patterns. To better understand how the 1D local motion information available from VI is integrated to derive a 2D velocity signal we investigated human perception of moving plaids, 2-D patterns composed of the sum of two 1-D sinusoidal gratings of different orientations. We measured the effect of the shape of the viewing window on the perceived direction of plaid motion. The plaids were spatially windowed by 2-D Gaussians with unequal standard deviations (sigma 1, sigma 2). Four observers indicated perceived direction by adjusting a pointer. Direction errors were measured as a function of the difference between window orientation and true plaid direction (DELTA THETA) for several grating spatial frequencies (SF = 0.3, 0.6, 1.2 c/d) and window aspect ratios (AR = sigma 1/sigma 2 = 1, 1.4, 2, 4). Observers showed systematic errors in perceived direction (approx. 15 for AR = 4 and SF = 0.6 c/d) that peaked at DELTA THETA approx. 40. The errors increased for increasing aspect ratio and decreased for increasing spatial frequencies (or number of cycles). These results show that despite the unambiguous motion of the plaids, under these conditions human misperceive the motion. These data constrain models of motion integration from V1 to MT and, in particular, are inconsistent with algorithms that use either the Intersection of Constraints rule or cross correlation to compute the perceived direction of motion.

Beutter, B. R.↗

Direction of Moving Plaids is Biased by Asymmetric Viewing Windows

Directionally selective V1 neurons are tuned to particular spatiotemporal frequencies and respond to local 1-D edge motion. At least some MT neurons however appear to respond to the actual velocity of moving 2D patterns (Movshon et al., EBR, 11:117, 1986). To better understand how the 1D local motion information available from V1 is integrated to derive a 2D velocity signal we investigated human perception of moving plaids, 2-D patterns composed of the sum of two 1-D sinusoidal gratings of different orientations. We measured the effect of the shape of the viewing window on the perceived direction of plaid motion. The plaids were spatially windowed by 2-D Gaussians with unequal standard deviations (sigma l, sigma 2). Four observers indicated perceived direction by adjusting a pointer. Direction errors were measured as a function of the difference between window orientation and true plaid direction (delta theta) for several grating spatial frequencies (SF = 0.3, 0.6, 1.2 c/d) and window aspect ratios (AR = sigma 1/sigma 2 = 1, 1.4, 2,4). Observers showed systematic errors in perceived direction (approx. 15 degrees for R = 4 and SF = 0.6 c/d) that peaked at delta theta approximately 40 degrees. The errors increased for increasing aspect ratio and decreased for increasing spatial frequencies (or number of cycles). These results show that despite the unambiguous motion of the plaids, within asymmetric windows, human can systematically misperceive plaid direction. These data constrain models of motion integration within extrastriate cortex and, in particular, are inconsistent with algorithms that use either the Intersection of Constraints rule or cross correlation to compute velocity.

Beutter, Brent Robert↗

Model of human visual-motion sensing

A model of how humans sense the velocity of moving images is proposed. The model exploits constraints provided by human psychophysics, notably that motion-sensing elements appear tuned for two-dimensional spatial frequency, and by the frequency spectrum of a moving image, namely, that its support lies in the plane in which the temporal frequency equals the dot product of the spatial frequency and the image velocity. The first stage of the model is a set of spatial-frequency-tuned, direction-selective linear sensors. The temporal frequency of the response of each sensor is shown to encode the component of the image velocity in the sensor direction. At the second stage, these components are resolved in order to measure the velocity of image motion at each of a number of spatial locations and spatial frequencies. The model has been applied to several illustrative examples, including apparent motion, coherent gratings, and natural image sequences. The model agrees qualitatively with human perception.

Watson, A. B.↗

On the efficacy of cinema, or what the visual system did not evolve to do

Spatial displays, and a constraint that they do not place on the use of spatial instruments are discussed. Much of the work done in visual perception by psychologists and by computer scientists has concerned displays that show the motion of rigid objects. Typically, if one assumes that objects are rigid, one can then proceed to understand how the constant shape of the object can be perceived (or computed) as it moves through space. The author maintains that photographs and cinema are visual displays that are also powerful forms of art. Their efficacy, in part, stems from the fact that, although viewpoint is constrained when composing them, it is not nearly so constrained when viewing them. It is obvious, according to the author, that human visual systems did not evolve to watch movies or look at photographs. Thus, what photographs and movies present must be allowed in the rule-governed system under which vision evolved. Machine-vision algorithms, to be applicable to human vision, should show the same types of tolerance.

Cutting, James E.↗

Multiagent Flight Control in Dynamic Environments with Cooperative Coevolutionary Algorithms

Dynamic environments in which objectives and environmental features change with respect to time pose a difficult problem with regards to planning optimal paths through these environments. Path planning methods are typically computationally expensive, and are often difficult to implement in real time if system objectives are changed. This computational problem is compounded when multiple agents are present in the system, as the state and action space grows exponentially with the number of agents in the system. In this work, we use cooperative coevolutionary algorithms in order to develop policies which control agent motion in a dynamic multiagent unmanned aerial system environment such that goals and perceptions change, while ensuring safety constraints are not violated. Rather than replanning new paths when the environment changes, we develop a policy which can map the new environmental features to a trajectory for the agent while ensuring safe and reliable operation, while providing 92% of the theoretically optimal performance.

Coevolution↗

Multiagent Flight Control in Dynamic Environments with Cooperative Coevolutionary Algorithms

Dynamic flight environments in which objectives and environmental features change with respect to time pose a difficult problem with regards to planning optimal flight paths. Path planning methods are typically computationally expensive, and are often difficult to implement in real time if system objectives are changed. This computational problem is compounded when multiple agents are present in the system, as the state and action space grows exponentially. In this work, we use cooperative coevolutionary algorithms in order to develop policies which control agent motion in a dynamic multiagent unmanned aerial system environment such that goals and perceptions change, while ensuring safety constraints are not violated. Rather than replanning new paths when the environment changes, we develop a policy which can map the new environmental features to a trajectory for the agent while ensuring safe and reliable operation, while providing 92% of the theoretically optimal performance

Experimentation↗

Motion Cueing Algorithm Development: Human-Centered Linear and Nonlinear Approaches

While the performance of flight simulator motion system hardware has advanced substantially, the development of the motion cueing algorithm, the software that transforms simulated aircraft dynamics into realizable motion commands, has not kept pace. Prior research identified viable features from two algorithms: the nonlinear "adaptive algorithm", and the "optimal algorithm" that incorporates human vestibular models. A novel approach to motion cueing, the "nonlinear algorithm" is introduced that combines features from both approaches. This algorithm is formulated by optimal control, and incorporates a new integrated perception model that includes both visual and vestibular sensation and the interaction between the stimuli. Using a time-varying control law, the matrix Riccati equation is updated in real time by a neurocomputing approach. Preliminary pilot testing resulted in the optimal algorithm incorporating a new otolith model, producing improved motion cues. The nonlinear algorithm vertical mode produced a motion cue with a time-varying washout, sustaining small cues for longer durations and washing out large cues more quickly compared to the optimal algorithm. The inclusion of the integrated perception model improved the responses to longitudinal and lateral cues. False cues observed with the NASA adaptive algorithm were absent. The neurocomputing approach was crucial in that the number of presentations of an input vector could be reduced to meet the real time requirement without degrading the quality of the motion cues.

Houck, Jacob A.↗

Human discrimination of visual direction of motion with and without smooth pursuit eye movements

It has long been known that ocular pursuit of a moving target has a major influence on its perceived speed (Aubert, 1886; Fleischl, 1882). However, little is known about the effect of smooth pursuit on the perception of target direction. Here we compare the precision of human visual-direction judgments under two oculomotor conditions (pursuit vs. fixation). We also examine the impact of stimulus duration (200 ms vs. ~800 ms) and absolute direction (cardinal vs. oblique). Our main finding is that direction discrimination thresholds in the fixation and pursuit conditions are indistinguishable. Furthermore, the two oculomotor conditions showed oblique effects of similar magnitudes. These data suggest that the neural direction signals supporting perception are the same with or without pursuit, despite remarkably different retinal stimulation. During fixation, the stimulus information is restricted to large, purely peripheral retinal motion, while during steady-state pursuit, the stimulus information consists of small, unreliable foveal retinal motion and a large efference-copy signal. A parsimonious explanation of our findings is that the signal limiting the precision of direction judgments is a neural estimate of target motion in head-centered (or world-centered) coordinates (i.e., a combined retinal and eye motion signal) as found in the medial superior temporal area (MST), and not simply an estimate of retinal motion as found in the middle temporal area (MT).

Saccades/physiology↗

Functional decor in the International Space Station: Body orientation cues and picture perception

Subjective reports of American astronauts and their Soviet counterparts suggest that homogeneous, often symmetrical, spacecraft interiors can contribute to motion sickness during the earliest phase of a mission and can also engender boredom. Two studies investigated the functional aspects of Space Station interior aesthetics. One experiment examined differential color brightnesses as body orientation cues; the other involved a large survey of photographs and paintings that might enhance the interior aesthetics of the proposed International Space Station. Ninety male and female college students reclining on their backs in the dark were disoriented by a rotating platform and inserted under a slowly rotating disk that filled their entire visual field. The entire disk was painted the same color but one half had a brightness value that was about 69 percent higher than the other. The effects of red, blue, and yellow were examined. Subjects wearing frosted goggles opened their eyes to view the rotating, illuminated disk, which was stopped when they felt that they were right-side up. For all three colors, significant numbers of subjects said they felt right-side up when the brighter side of the disk filled their upper visual field. These results suggest that color brightness could provide Space Station crew members with body orientation cues as they move about. It was found that subjects preferred photographs and paintings with the greatest depths of field, irrespective of picture topic.

Coss, Richard G.↗