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At least 19 records

Perceptual learning through optimization of attentional weighting: human versus optimal Bayesian learner

Human performance in visual detection, discrimination, identification, and search tasks typically improves with practice. Psychophysical studies suggest that perceptual learning is mediated by an enhancement in the coding of the signal, and physiological studies suggest that it might be related to the plasticity in the weighting or selection of sensory units coding task relevant information (learning through attention optimization). We propose an experimental paradigm (optimal perceptual learning paradigm) to systematically study the dynamics of perceptual learning in humans by allowing comparisons to that of an optimal Bayesian algorithm and a number of suboptimal learning models. We measured improvement in human localization (eight-alternative forced-choice with feedback) performance of a target randomly sampled from four elongated Gaussian targets with different orientations and polarities and kept as a target for a block of four trials. The results suggest that the human perceptual learning can occur within a lapse of four trials (<1 min) but that human learning is slower and incomplete with respect to the optimal algorithm (23.3% reduction in human efficiency from the 1st-to-4th learning trials). The greatest improvement in human performance, occurring from the 1st-to-2nd learning trial, was also present in the optimal observer, and, thus reflects a property inherent to the visual task and not a property particular to the human perceptual learning mechanism. One notable source of human inefficiency is that, unlike the ideal observer, human learning relies more heavily on previous decisions than on the provided feedback, resulting in no human learning on trials following a previous incorrect localization decision. Finally, the proposed theory and paradigm provide a flexible framework for future studies to evaluate the optimality of human learning of other visual cues and/or sensory modalities.

Non-NASA Center↗

Visual-vestibular integration motion perception reporting

Self-orientation and self/surround-motion perception derive from a multimodal sensory process that integrates information from the eyes, vestibular apparatus, proprioceptive and somatosensory receptors. Results from short and long duration spaceflight investigations indicate that: (1) perceptual and sensorimotor function was disrupted during the initial exposure to microgravity and gradually improved over hours to days (individuals adapt), (2) the presence and/or absence of information from different sensory modalities differentially affected the perception of orientation, self-motion and surround-motion, (3) perceptual and sensorimotor function was initially disrupted upon return to Earth-normal gravity and gradually recovered to preflight levels (individuals readapt), and (4) the longer the exposure to microgravity, the more complete the adaptation, the more profound the postflight disturbances, and the longer the recovery period to preflight levels. While much has been learned about perceptual and sensorimotor reactions and adaptation to microgravity, there is much remaining to be learned about the mechanisms underlying the adaptive changes, and about how intersensory interactions affect perceptual and sensorimotor function during voluntary movements. During space flight, SMS and perceptual disturbances have led to reductions in performance efficiency and sense of well-being. During entry and immediately after landing, such disturbances could have a serious impact on the ability of the commander to land the Orbiter and on the ability of all crew members to egress from the Orbiter, particularly in a non-nominal condition or following extended stays in microgravity. An understanding of spatial orientation and motion perception is essential for developing countermeasures for Space Motion Sickness (SMS) and perceptual disturbances during spaceflight and upon return to Earth. Countermeasures for optimal performance in flight and a successful return to Earth require the development of preflight and in-flight training to help astronauts acquire and maintain a dual adaptive state. Despite the considerable experience with, and use of, an extensive set of countermeasures in the Russian space program, SMS and perceptual disturbances remain an unresolved problem on long-term flights. Reliable, valid perceptual reports are required to develop and refine stimulus rearrangements presented in the PAT devices currently being developed as countermeasures for the prevention of motion sickness and perceptual disturbances during spaceflight, and to ensure a less hazardous return to Earth. Prior to STS-8, crew member descriptions of their perceptual experiences were, at best, anecdotal. Crew members were not schooled in the physiology or psychology of sensory perception, nor were they exposed to the appropriate professional vocabulary. However, beginning with the STS-8 Shuttle flight, a serious effort was initiated to teach astronauts a systematic method to classify and quantify their perceptual responses in space, during entry, and after flight. Understanding, categorizing, and characterizing perceptual responses to spaceflight has been greatly enhanced by implementation of that training system.

Harm, Deborah L.↗

Learning LM Specificity for Ganglion Cells

Unsupervised learning models have been proposed based on experience (Ahumada and Mulligan, 1990;Wachtler, Doi, Lee and Sejnowski, 2007) that allow the cortex to develop units with LM specific color opponent receptive fields like the blob cells reported by Hubel and Wiesel on the basis of visual experience. These models used ganglion cells with LM indiscriminate wiring as inputs to the learning mechanism, which was presumed to occur at the cortical level.

retinal ganglion cells↗

Progression-regression effects in tracking repeated patterns

Subjects used a position control system to perform compensatory tracking of a repeated input pattern. The input pattern was 20 seconds in duration and was either an arctangent function or the sum of two sine waves. Tracking error decreased with practice and increased with the addition of a concurrent memory task. The shape of the ensemble-average tracking error resembled the shape of the input velocity signal throughout these changes in performance. Regression analyses were used to parameterize these effects and compare these results with the predictions of several conceptualizations of perceptual-motor learning.

Jagacinski, R. J.↗

Perceptual adaptation in the use of night vision goggles

The image intensification (I sup 2) systems studied for this report were the biocular AN/PVS-7(NVG) and the binocular AN/AVS-6(ANVIS). Both are quite impressive for purposes of revealing the structure of the environment in a fairly straightforward way in extremely low-light conditions. But these systems represent an unusual viewing medium. The perceptual information available through I sup 2 systems is different in a variety of ways from the typical input of everyday vision, and extensive training and practice is required for optimal use. Using this sort of system involves a kind of perceptual skill learning, but is may also involve visual adaptations that are not simply an extension of normal vision. For example, the visual noise evident in the goggles in very low-light conditions results in unusual statistical properties in visual input. Because we had recently discovered a strong and enduring aftereffect of perceived texture density which seemed to be sensitive to precisely the sorts of statistical distortions introduced by I sup 2 systems, it occurred to use that visual noise of this sort might be a very adapting stimulus for texture density and produce an aftereffect that extended into normal vision once the goggles were removed. We have not found any experimental evidence that I sup 2 systems produce texture density aftereffects. The nature of the texture density aftereffect is briefly explained, followed by an accounting of our studies of I sup 2 systems and our most recent work on the texture density aftereffect. A test for spatial frequency adaptation after exposure to NVG's is also reported, as is a study of perceived depth from motion (motion parallax) while wearing the biocular goggles. We conclude with a summary of our findings.

Durgin, Frank H.↗

Assembly via disassembly: A case in machine perceptual development

First results in the effort of learning about representations of objects is presented. The questions attempted to be answered are: What is innate and what must be derived from the environment. The problem is casted in the framework of disassembly of an object into two parts.

Bajcsy, Ruzena K.↗

Acting to gain information

This report is concerned with agents that act to gain information. In previous work, we developed agent models combining qualitative modeling with real-time control. That work, however, focused primarily on actions that affect physical states of the environment. The current study extends that work by explicitly considering problems of active information-gathering and by exploring specialized aspects of information-gathering in computational perception, learning, and language. In our theoretical investigations, we analyzed agents into their perceptual and action components and identified these with elements of a state-machine model of control. The mathematical properties of each was developed in isolation and interactions were then studied. We considered the complexity dimension and the uncertainty dimension and related these to intelligent-agent design issues. We also explored active information gathering in visual processing. Working within the active vision paradigm, we developed a concept of 'minimal meaningful measurements' suitable for demand-driven vision. We then developed and tested an architecture for ongoing recognition and interpretation of visual information. In the area of information gathering through learning, we explored techniques for coping with combinatorial complexity. We also explored information gathering through explicit linguistic action by considering the nature of conversational rules, coordination, and situated communication behavior.

Rosenchein, Stanley J.↗

Virtual Reality Training: "Cybersickness" and Effects on Sensorimotor Functions

The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) systems produces motion sickness and disrupts sensorimotor functions. Two of the major problems in using VRs are: 1) potential "cybersickness", a form of motion sickness, and 2) maladaptive sensorimotor coordination following virtual environment (VE) training. It is likely that users will eventually adapt to any unpleasant perceptual experiences in a virtual environment. However the most critical problem for training applications is that sensorimotor coordination strategies learned in the VE may not be similar to the responses required in the real environment. This study will evaluate and compare responses to the two types of VR delivery systems (head-mounted display [HMD] and a dome-projection system [DOME]), two exposure duration periods (30 minutes or 60 minutes), and repeated exposures (3 sessions). Specific responses that we will examine include cybersickness severity and symptom patterns, and several sensorimotor functions (eye-hea.d and eye-head-hand coordination, and postural equilibrium). To date, all hardware and software acquisition, development, integration and testing has been completed. A database has been developed and tested for the input, management and storage of all questionnaire data. All data analysis scripts have been developed and tested. Data was collected from 20 subjects in a pilot study that was conducted to determine the amount of training necessary to achieve a stable performance level. Seven subjects are currently enrolled in the study designed to examine the effects of exposure to VE systems on postural control. Data has been collected from two subjects, and it is expected that the results from ten subjects will be presented.

Harm, Deborah L.↗

Neurosymbolic Hybrid Approach to Driver Collision Warning

There are two main algorithmic approaches to autonomous driving systems: (1) An end-to-end system in which a single deep neural network learns to map sensory input directly into appropriate warning and driving responses. (2) A mediated hybrid recognition system in which a system is created by combining independent modules that detect each semantic feature. While some researchers believe that deep learning can solve any problem, others believe that a more engineered and symbolic approach is needed to cope with complex environments with less data. Deep learning alone has achieved state-of-the-art results in many areas, from complex gameplay to predicting protein structures. In particular, in image classification and recognition, deep learning models have achieved accuracies as high as humans. But sometimes it can be very difficult to debug if the deep learning model doesn't work. Deep learning models can be vulnerable and are very sensitive to changes in data distribution. Generalization can be problematic. It's usually hard to prove why it works or doesn't. Deep learning models can also be vulnerable to adversarial attacks. Here, we combine deep learning-based object recognition and tracking with an adaptive neurosymbolic network agent, called the Non-Axiomatic Reasoning System (NARS), that can adapt to its environment by building concepts based on perceptual sequences. We achieved an improved intersection-over-union (IOU) object recognition performance of 0.65 in the adaptive retraining model compared to IOU 0.31 in the COCO data pre-trained model. We improved the object detection limits using RADAR sensors in a simulated environment, and demonstrated the weaving car detection capability by combining deep learning-based object detection and tracking with a neurosymbolic model.

Wang, Pei↗

Passive mapping and intermittent exploration for mobile robots

An adaptive state space architecture is combined with diktiometric representation to provide the framework for designing a robot mapping system with flexible navigation planning tasks. This involves indexing waypoints described as expectations, geometric indexing, and perceptual indexing. Matching and updating the robot's projected position and sensory inputs with indexing waypoints involves matchers, dynamic priorities, transients, and waypoint restructuring. The robot's map learning can be opganized around the principles of passive mapping.

Engleson, Sean P.↗

Unsupervised Deep Persistent Monocular Visual Odometry and Depth Estimation in Extreme Environments

In recent years, unsupervised deep learning ap-proaches have received a significant attention to estimate depthand visual odometry (VO) from unlabelled monocular imagesequences. However, their performance is limited in challengingenvironments due to perceptual degradation, occlusions andrapid motions. Moreover, the existing unsupervised methodssuffer from the lack of scale-consistency constraints acrossframes, which causes that the VO estimators fail to providepersistent trajectories over long sequences. In this study, wepropose a unsupervised monocular deep VO framework thatpredicts 6 degrees-of-freedom pose camera motion and depthmap of the scene from unlabelled RGB image sequences.We provide detailed quantitative and qualitative evaluationsof the proposed framework on a) a challenging dataset col-lected during the DARPA Subterranean challenge1; and b)the benchmark KITTI and Cityscapes datasets. The proposedapproach outperforms both traditional and state-of-the-artunsupervised deep VO methods providing better results for bothpose estimation and depth recovery. The presented approach ispart of the solution used by the COSTAR team participatingat the DARPA Subterranean Challenge

Agha-mohammadi, Ali-akbar↗

Human Factors Throughout the Life Cycle: Lessons Learned from the Shuttle Program

With the ending of the Space Shuttle Program, it is critical that we not forget the Human Factors lessons we have learned over the years. At every phase of the life cycle, from manufacturing, processing and integrating vehicle and payload, to launch, flight operations, mission control and landing, hundreds of teams have worked together to achieve mission success in one of the most complex, high-risk socio-technical enterprises ever designed. Just as there was great diversity in the types of operations performed at every stage, there was a myriad of human factors that could further complicate these human systems. A single mishap or close call could point to issues at the individual level (perceptual or workload limitations, training, fatigue, human error susceptibilities), the task level (design of tools, procedures and aspects of the workplace), as well as the organizational level (appropriate resources, safety policies, information access and communication channels). While we have often had to learn through human mistakes and technological failures, we have also begun to understand how to design human systems in which individuals can excel, where tasks and procedures are not only safe but efficient, and how organizations can foster a proactive approach to managing risk and supporting human enterprises. Panelists will talk about their experiences as they relate human factors to a particular phase of the shuttle life cycle. They will conclude with a framework for tying together human factors lessons-learned into system-level risk management strategies.

human factors↗

Context-dependent arm pointing adaptation

We sought to determine the effectiveness of head posture as a contextual cue to facilitate adaptive transitions in manual control during visuomotor distortions. Subjects performed arm pointing movements by drawing on a digitizing tablet, with targets and movement trajectories displayed in real time on a computer monitor. Adaptation was induced by presenting the trajectories in an altered gain format on the monitor. The subjects were shown visual displays of their movements that corresponded to either 0.5 or 1.5 scaling of the movements made. Subjects were assigned to three groups: the head orientation group tilted the head towards the right shoulder when drawing under a 0.5 gain of display and towards the left shoulder when drawing under a 1.5 gain of display; the target orientation group had the home and target positions rotated counterclockwise when drawing under the 0.5 gain and clockwise for the 1.5 gain; the arm posture group changed the elbow angle of the arm they were not drawing with from full flexion to full extension with 0.5 and 1.5 gain display changes. To determine if contextual cues were associated with display alternations, the gain changes were returned to the standard (1.0) display. Aftereffects were assessed to determine the efficacy of the head orientation contextual cue compared to the two control cues. The head orientation cue was effectively associated with the multiple gains. The target orientation cue also demonstrated some effectiveness while the arm posture cue did not. The results demonstrate that contextual cues can be used to switch between multiple adaptive states. These data provide support for the idea that static head orientation information is a crucial component to the arm adaptation process. These data further define the functional linkage between head posture and arm pointing movements.

Clinical Trial↗

A Preliminary Development of The Intelligent Change Detection System (ICDS): Using Machine Learning to Combat Change Blindness in Remote Operation Environments

The emergence of Advance Air Mobility (AAM) will increase the number and types of aerial vehicles operating in shared airspaces, which will subsequently affect the amount of actionable data that ground control station operators (GCSOs) will be expected to manage. In this environment, GCSOs are particularly susceptible to the visual perceptual phenomenon known as change blindness, in which a stimulus undergoes a change without the change being noticed by its observer. A machine agent designed to detect change blindness and mitigate the effects could improve human agent performance in a data-saturated remote operations environment. The objective of this paper is to describe a proof-of-concept system architecture that integrates real-time eye tracking and vehicle telemetry data to prevent human-agent errors resulting from change blindness while operating aircraft from a remote ground control station (GCS).

Real-Time Streaming Data Architecture↗

A Preliminary Development of The Intelligent Change Detection System (ICDS): Using Machine Learning to Combat Change Blindness in Remote Operation Environments

The emergence of Advance Air Mobility (AAM) will increase the number and types of aerial vehicles operating in shared airspaces, which will subsequently affect the amount of actionable data that ground control station operators (GCSOs) will be expected to manage. In this environment, GCSOs are particularly susceptible to the visual perceptual phenomenon known as change blindness, in which a stimulus undergoes a change without the change being noticed by its observer. A machine agent designed to detect change blindness and mitigate the effects could improve human agent performance in a data-saturated remote operations environment. The objective of this paper is to describe a proof-of-concept system architecture that integrates real-time eye tracking and vehicle telemetry data to prevent human-agent errors resulting from change blindness while operating aircraft from a remote ground control station (GCS).

Real-Time Streaming Data Architecture↗

Using APEX to Model Anticipated Human Error: Analysis of a GPS Navigational Aid

The interface development process can be dramatically improved by predicting design facilitated human error at an early stage in the design process. The approach we advocate is to SIMULATE the behavior of a human agent carrying out tasks with a well-specified user interface, ANALYZE the simulation for instances of human error, and then REFINE the interface or protocol to minimize predicted error. This approach, incorporated into the APEX modeling architecture, differs from past approaches to human simulation in Its emphasis on error rather than e.g. learning rate or speed of response. The APEX model consists of two major components: (1) a powerful action selection component capable of simulating behavior in complex, multiple-task environments; and (2) a resource architecture which constrains cognitive, perceptual, and motor capabilities to within empirically demonstrated limits. The model mimics human errors arising from interactions between limited human resources and elements of the computer interface whose design falls to anticipate those limits. We analyze the design of a hand-held Global Positioning System (GPS) device used for radical and navigational decisions in small yacht recalls. The analysis demonstrates how human system modeling can be an effective design aid, helping to accelerate the process of refining a product (or procedure).

VanSelst, Mark↗

Close binding of identity and location in visual feature perception

The binding of identity and location information in disjunctive feature search was studied. Ss searched a heterogeneous display for a color or a form target, and reported both target identity and location. To avoid better than chance guessing of target identity (by choosing the target less likely to have been seen), the difficulty of the two targets was equalized adaptively; a mathematical model was used to quantify residual effects. A spatial layout was used that minimized postperceptual errors in reporting location. Results showed strong binding of identity and location perception. After correction for guessing, no perception of identity without location was found. A weak trend was found for accurate perception of target location without identity. We propose that activated features generate attention-calling "interrupt" signals, specifying only location; attention then retrieves the properties at that location.

Orientation↗

A Flight Training Simulator for Instructing the Helicopter Autorotation Maneuver (Enhanced Version)

Autorotation is a maneuver that permits a safe helicopter landing when the engine loses power. A catastrophe may occur if the pilot's control inputs are incorrect, insufficient, excessive, or poorly timed. Due to the danger involved, full-touchdown autorotations are very rarely practiced. Because in-flight autorotation training is risky, time-consuming, and expensive, the objective of the project was to develop the first helicopter flight simulator expressly designed to train students in this critical maneuver. A central feature of the project was the inclusion of an enhanced version of the Pilot-Rotorcraft Intelligent Symbology Management Simulator (PRISMS), a virtual-reality system developed by Anacapa Sciences and Thought Wave. A task analysis was performed to identify the procedural steps in the autorotation, to inventory the information needed to support student task performance, to identify typical errors, and to structure the simulator's practice environment. The system provides immediate knowledge of results, extensive practice of perceptual-motor skills, part-task training, and augmented cueing in a realistic cockpit environment. Additional work, described in this report, extended the capabilities of the simulator in three areas: 1. Incorporation of visual training aids to assist the student in learning the proper appearance of the visual scene when the maneuver is being properly performed; 2. Introduction of the requirement to land at a particular spot, as opposed to the wide, flat open field initially used, and development of appropriate metrics of success; and 3. Inclusion of wind speed and wind direction settings (and random variability settings) to add a more realistic challenge in "hitting the spot."

Rogers, Steven P.↗