LECTURE SIX Flashcards

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1
Q

HIERARCHICAL OBJECTS

A
  • Hierarchical structure
  • Objects can be made of objects
  • My car is an object, but so are the wheels, and so are the bolts on the hubcaps
  • Global superiority effect
  • Largest grouping (global) preferred over smaller groupings (local) – to a point
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1
Q

OBJECT

A
  • Stable grouping of visual information
  • Figure as opposed to ground
  • One level of hierarchical structure
  • Region of interest, depending on task
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2
Q

GESTALT GROUPING

A
  • Gestalt grouping principles
  • Heuristics for grouping perceptual information into
    larger objects
  • System for organizing a messy world into discrete
    groups of objects
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3
Q

SUBJECTIVE EDGES

A

Subjective edge – edge that exists for an observer, but not actually an edge
- Exists when Gestalt principles imply it should exist
* Continuation – straight edges continue while occluded
* Closure – Edges are assumed to be “closed” and solid

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4
Q

FIGURE AND GROUND

A

Major part of grouping is determining figure and
ground
* Figure – object of interest
* More enclosed by other, smaller
* Greater familiarity
* Ground – background, not an object

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5
Q

ACCIDENTAL VIEWPOINT

A

At a given angle, things may look different

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6
Q

SHADING

A
  • Objects with a three-dimensional structure shade
    themselves
  • If light is coming from one source – or at least one
    direction – this shading will be predictable and uniform
  • Biased to assume light is coming from above
  • Note this bias is involved with many other illusions
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7
Q

OBJECT RECOGNITION

A

Determining what constitutes an object is a good
start
* Once an object is defined, how do we recognize
what it is?
* Object constancy and viewpoint
- Two possibilities for object representation:
* Distributed – recognition by components
* Local – recognition by views

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8
Q

RECOGNITION BY COMPONENTS

A
  • Segment an object into geometrical components AKA geons
  • Sometimes called “geon theory”
  • Determine position and relation between parts
  • Match information with mental representation
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9
Q

GEONS

A
  • Geons are viewpoint invariant
  • Relation between geons holds true for all viewpoints, as long as geons are visible
  • Helps resolve problem of object invariance
  • Can be modeled computationally
  • Faster object naming times when geons can be
    identified properly
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10
Q

RECOGNITION BY VIEWS

A
  • Different views of same object are stored in LTM
  • Exemplars
  • Objects are then matched with exemplars
  • Best match is the object
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11
Q

CANONICAL OBJECT VIEWS

A
  • Most “obvious” viewpoint
  • Reflected in reaction time when naming picture
  • What you would likely draw
  • Mental image
  • Recognition by Views
  • Canonical viewpoints are easily matched (you’ve seen
    the object in that view the most)
  • Stronger (or more) exemplar(s)
  • Recognition by Components
  • Canonical viewpoints have easily identifiable geons and clearly show relation between them
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12
Q

RBC and RBV - ARE THEY MUTUALLY EXCLUSIVE

A
  • Some things might be better recognized using RBC
  • Basic level objects (“a dog”)
  • Entry-level categories (first word that comes to mind)
  • Some things might be better recognized using RBV
  • Specific instances of category (“my dog, Flapjack”)
  • RBC can’t really recognize specific members
  • Discriminating between two faces – geons are the same
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13
Q

OBJECT AGNOSIA

A

Difficulty or inability to engage in object recognition
* Two forms - Apperceptive Agnosia & Associative Agnosia

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14
Q

APPERCEPTIVE AGNOSIA

A
  • Cannot identify objects based on vision
  • Problem with scale (only pays attention to fragments)
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15
Q

ASSOCIATIVE AGNOSIA

A
  • Can see and even reproduce objects
  • But can’t recognize them as what they are
  • No access to name, usage, or meaning
16
Q

VISUAL INDETERMINANCY

A

Before object recognition occurs, object is
“indeterminant”

17
Q

OPTIC ATAXIA

A

Inability to recognize where the object is, but able to identify what it is

18
Q

DIFF BTW ASSOCIATIVE AGNOSIA AND OPTIC ATAXIA

A
  • People with associative agnosia can locate objects
    (and properly act on them!) but do not explicitly know the identity of the object
  • Damage to the inferior temporal lobe (where occipital
    lobe meets temporal)
  • People with optic ataxia can identify objects but
    have difficulty locating and acting on them
  • Damage to the posterior parietal lobe (where occipital
    lobe meets parietal)
  • Double dissociation
  • Can see this anatomically as well
19
Q

DUAL VISUAL SYSTEM THEORY

A

STUDY THE DAMN DIFFERENCES AND THE MEANING OF DOUBLE DISSOCIATION

20
Q

AFFORDANCES

A
  • Every object in the world can be acted on in some way
  • Object affordances – potential actions you can take on an object (Gibson). EG: A mug affords holding and
    drinking (moving arm to mouth), A pencil affords grasping and writing or A big red button affords pushing
  • Dorsal stream, vision for action
21
Q

HOW WE DIFFERENTIATE FACES FROM OTHER OBJECTS

A
  1. Innate face representations
  2. Holistic processing
  3. Face special neural representations
22
Q

FACE PERCEPTION

A

We appear to be highly specialized to detect and process faces
* Even newborn infants show a preference for “face-like” stimuli

23
Q

PAREIDOLIA

A

Seeing patterns (objects / faces) in other things

24
Q

WHY ARE FACES SO IMPORTANCE

A
  • Social identification: Friends and enemies & Familiar and unfamiliar
  • Emotional identification: Approach vs. avoid & Threat detection
25
Q

PROSOPAGNOSIA

A

Sensation without Perception.

26
Q

HOLISTIC PROCESSING

A
  • We process faces “holistically”
  • Which means we process it as a whole object, NOT
    its parts alone
  • Only for upright and aligned faces
27
Q

INVERTED FACES

A
  • In fact, we are so specialized to deal with faces holistically that weird things can happen with interrupted processing
  • Inverted faces are less subject to holistic (global) processing
  • Face illusions are really strange
28
Q

HOLLOW MASK ILLUSION

A
  • Objects are generally convex
  • Faces are ALWAYS convex
  • Faces processed holistically
  • One step further – combine structure from motion with hollow mask illusion
29
Q

FACE ADAPTATION

A
  • Adapting to a face can lead to a face aftereffect
  • Most likely same process (basically) as motion and color aftereffects
    Face adaptation and flicker face illusion (next up)
    work because we compensate in an opposite
    direction based on facial features
  • Adapt to one feature – next face looks “opposite” on
    those features
30
Q

FUSIFORM FACE AREA

A

Located in the right temporal lobe
* Selective for faces
* However, also active when car experts identify particular cars
* Left FFA (VWFA) highly active during reading
* Visual expertise in very similar stimuli?

31
Q

GREEBLES

A
  • Highly homogeneous artificial stimuli used to study
    object classification similar to facial recognition
  • When people become “expert” Greeble
    recognizers….
  • The FFA is active during Greeble recognition!