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1.
Front Psychol ; 9: 1455, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30210382

RESUMO

Human articulated motion can be readily recognized robustly even from impoverished so-called point-light displays. Such sequence information is processed by separate visual processing channels recruiting different stages at low and intermediate levels of the cortical visual processing hierarchy. The different contributions that motion and form information make to form articulated, or biological, motion perception are still under investigation. Here we investigate experimentally whether and how specific spatio-temporal features, such as extrema in the motion energy or maximum limb expansion, indicated by the lateral and longitudinal extension, constrain the formation of the representations of articulated body motion. In order to isolate the relevant stimulus properties we suggest a novel masking technique, which allows to selectively impair the ankle information of the body configuration while keeping the motion of the point-light locations intact. Our results provide evidence that maxima in feature channel representations, e.g., the lateral or longitudinal extension, define elemental features to specify key poses of biological motion patterns. These findings provide support for models which aim at automatically building visual representations for the cortical processing of articulated motion by identifying temporally localized events in a continuous input stream.

2.
Front Psychol ; 8: 1303, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28798717

RESUMO

The importance of emotions experienced by learners during their interaction with multimedia learning systems, such as serious games, underscores the need to identify sources of information that allow the recognition of learners' emotional experience without interrupting the learning process. Bodily expression is gaining in attention as one of these sources of information. However, to date, the question of how bodily expression can convey different emotions has largely been addressed in research relying on acted emotion displays. Following a more contextualized approach, the present study aims to identify features of bodily expression (i.e., posture and activity of the upper body and the head) that relate to genuine emotional experience during interaction with a serious game. In a multimethod approach, 70 undergraduates played a serious game relating to financial education while their bodily expression was captured using an off-the-shelf depth-image sensor (Microsoft Kinect). In addition, self-reports of experienced enjoyment, boredom, and frustration were collected repeatedly during gameplay, to address the dynamic changes in emotions occurring in educational tasks. Results showed that, firstly, the intensities of all emotions indeed changed significantly over the course of the game. Secondly, by using generalized estimating equations, distinct features of bodily expression could be identified as significant indicators for each emotion under investigation. A participant keeping their head more turned to the right was positively related to frustration being experienced, whereas keeping their head more turned to the left was positively related to enjoyment. Furthermore, having their upper body positioned more closely to the gaming screen was also positively related to frustration. Finally, increased activity of a participant's head emerged as a significant indicator of boredom being experienced. These results confirm the value of bodily expression as an indicator of emotional experience in multimedia learning systems. Furthermore, the findings may guide developers of emotion recognition procedures by focusing on the identified features of bodily expression.

3.
Front Neurorobot ; 11: 13, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28381998

RESUMO

Intelligent agents, such as robots, have to serve a multitude of autonomous functions. Examples are, e.g., collision avoidance, navigation and route planning, active sensing of its environment, or the interaction and non-verbal communication with people in the extended reach space. Here, we focus on the recognition of the action of a human agent based on a biologically inspired visual architecture of analyzing articulated movements. The proposed processing architecture builds upon coarsely segregated streams of sensory processing along different pathways which separately process form and motion information (Layher et al., 2014). Action recognition is performed in an event-based scheme by identifying representations of characteristic pose configurations (key poses) in an image sequence. In line with perceptual studies, key poses are selected unsupervised utilizing a feature-driven criterion which combines extrema in the motion energy with the horizontal and the vertical extendedness of a body shape. Per class representations of key pose frames are learned using a deep convolutional neural network consisting of 15 convolutional layers. The network is trained using the energy-efficient deep neuromorphic networks (Eedn) framework (Esser et al., 2016), which realizes the mapping of the trained synaptic weights onto the IBM Neurosynaptic System platform (Merolla et al., 2014). After the mapping, the trained network achieves real-time capabilities for processing input streams and classify input images at about 1,000 frames per second while the computational stages only consume about 70 mW of energy (without spike transduction). Particularly regarding mobile robotic systems, a low energy profile might be crucial in a variety of application scenarios. Cross-validation results are reported for two different datasets and compared to state-of-the-art action recognition approaches. The results demonstrate, that (I) the presented approach is on par with other key pose based methods described in the literature, which select key pose frames by optimizing classification accuracy, (II) compared to the training on the full set of frames, representations trained on key pose frames result in a higher confidence in class assignments, and (III) key pose representations show promising generalization capabilities in a cross-dataset evaluation.

4.
Artigo em Inglês | MEDLINE | ID: mdl-26217215

RESUMO

Although an action observation network and mirror neurons for understanding the actions and intentions of others have been under deep, interdisciplinary consideration over recent years, it remains largely unknown how the brain manages to map visually perceived biological motion of others onto its own motor system. This paper shows how such a mapping may be established, even if the biologically motion is visually perceived from a new vantage point. We introduce a learning artificial neural network model and evaluate it on full body motion tracking recordings. The model implements an embodied, predictive inference approach. It first learns to correlate and segment multimodal sensory streams of own bodily motion. In doing so, it becomes able to anticipate motion progression, to complete missing modal information, and to self-generate learned motion sequences. When biological motion of another person is observed, this self-knowledge is utilized to recognize similar motion patterns and predict their progress. Due to the relative encodings, the model shows strong robustness in recognition despite observing rather large varieties of body morphology and posture dynamics. By additionally equipping the model with the capability to rotate its visual frame of reference, it is able to deduce the visual perspective onto the observed person, establishing full consistency to the embodied self-motion encodings by means of active inference. In further support of its neuro-cognitive plausibility, we also model typical bistable perceptions when crucial depth information is missing. In sum, the introduced neural model proposes a solution to the problem of how the human brain may establish correspondence between observed bodily motion and its own motor system, thus offering a mechanism that supports the development of mirror neurons.

5.
Front Psychol ; 5: 1287, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-25538637

RESUMO

The categorization of real world objects is often reflected in the similarity of their visual appearances. Such categories of objects do not necessarily form disjunct sets of objects, neither semantically nor visually. The relationship between categories can often be described in terms of a hierarchical structure. For instance, tigers and leopards build two separate mammalian categories, both of which are subcategories of the category Felidae. In the last decades, the unsupervised learning of categories of visual input stimuli has been addressed by numerous approaches in machine learning as well as in computational neuroscience. However, the question of what kind of mechanisms might be involved in the process of subcategory learning, or category refinement, remains a topic of active investigation. We propose a recurrent computational network architecture for the unsupervised learning of categorial and subcategorial visual input representations. During learning, the connection strengths of bottom-up weights from input to higher-level category representations are adapted according to the input activity distribution. In a similar manner, top-down weights learn to encode the characteristics of a specific stimulus category. Feedforward and feedback learning in combination realize an associative memory mechanism, enabling the selective top-down propagation of a category's feedback weight distribution. We suggest that the difference between the expected input encoded in the projective field of a category node and the current input pattern controls the amplification of feedforward-driven representations. Large enough differences trigger the recruitment of new representational resources and the establishment of additional (sub-) category representations. We demonstrate the temporal evolution of such learning and show how the proposed combination of an associative memory with a modulatory feedback integration successfully establishes category and subcategory representations.

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