Visual Perception and Cognition Part 2: The Architecture of Vision Flashcards

1
Q

Perception is the study:

A

Of the processes of the organization of the external world as encoded by our senses

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2
Q

What is the main issue about perception?

A

The big issue is how we encode (recognize, categorize, act upon..) the world

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3
Q

What do we mean by “perception is like a reflex”:

A

computational mechanisms that act like they are “smart” but which are “dumb”

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4
Q

Perception - Why “smart”?

A

– Because it knows a lot about how to encode properties of the world; how to “interpret” the world
– It has rules and representations

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5
Q

Perception why “dumb”?

A

– Because in large part it operates without relying on higher cognitive mechanisms; it “does its job” automatically, like a reflex…
– It doesn’t “think” about what it does

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6
Q

What are two examples on how the perception system is “smart”?

A

(1) Assigning 3-D structure to 2-D “objects” based on line arrangements and vertices
(2) It can extract shape from shading and motion

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7
Q

Face perception (convex-like form) is

A

also automatic

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8
Q

Shape-from-shading is

A

a perceptual phenomenon where the brain deduces the three-dimensional shape of an object based on the patterns of light and shadow it casts. When a surface is illuminated, the resulting shadow can provide important information about its curvature. For example, a convex object will show a pattern of light and shadow that the brain interprets as consistent with an outward curve. This process occurs automatically, often without conscious effort, allowing for rapid and accurate object recognition.

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9
Q

Face perception is

A

a specialized domain where the brain is particularly adept at recognizing convex-like forms. Faces, for instance, are typically perceived as convex, with features like the nose, cheeks, and chin projecting outward. The brain has evolved to automatically process these convex cues, enabling fast and efficient recognition of human faces.

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10
Q

The visual system relies on :

A

regularities of the world (probably hard-wired)

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11
Q

Light shines from

A

“above” producing two different 3-D representations (convex and concave)
.

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12
Q

Many properties of the world seem to be:

A

Encoded, wired in

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13
Q

The principles (/rules) encoded in the visual system

A

Make its operation automatic

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14
Q

Some of the principles/rules operate

A

in actual object and face recognition

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15
Q

Why do we say that perception is “dumb”?

A

If the visual system doesn’t “think” about what it does (i.e., if it applies its principles - rules - without relying on higher knowledge systems), it can make mistakes

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16
Q

What is an example of perception being “dumb”:

A

Even when you know the properties of a given stimulus, the visual systems
persists with its own “interpretation”

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17
Q

What are some examples of perception being “dumb”

A

It makes assumptions on:

Relative size
Orientation
Trajectory/movement
Shape
Convexity
texture of objects and scenes

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18
Q

The persistence of visual illusions:

A

Visual illusions keep re-occurring despite our knowledge that they are illusions!

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19
Q

what is the muller lyer illusion

A

The Müller-Lyer illusion is a well-known optical illusion involving two lines of equal length, each with different arrow-like endings. In the illusion, one line has outward-facing “fins” or arrows at each end (like this: <—>), while the other line has inward-facing fins (like this: >—<). Although the lines are the same length, people typically perceive the line with outward-facing fins as being longer than the line with inward-facing fins.

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20
Q

The inverse-optics problem:

A

A single image (a square) can be produced by an infinity of real-world objects

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21
Q

The inverse-optics problem: a single image (a square) can be produced by an infinity of real-world objects

A

They all produce the same retinotopic representation

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22
Q

The world as it is:

A

Three-dimensional objects and scenes

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23
Q

Low-level representation:

A

Arrays of light intensities

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24
Q

Visual representation

A

Product of visual
computations

25
Q

Low level:

A

product of light intensities across an image or visual field (2-D)

26
Q

Low-level computations produce

A

basic surface layout information (edges, discontinuity, shape)

27
Q

Intermediate level

A

surface and 3-D information

28
Q

“Intermediate-level” computations operate over

A

surface discontinuity and produce viewer- centered 3-D information (a.k.a., 2-1/2-D)

29
Q

High level:

A

object, face, and scene representation (object-centered computations)

30
Q

A flow-chart of the visual processing system:

A
  1. Visual perception (low level)
  2. Visual Cognition (high level)
  3. Semantic system: (other systems)
31
Q

Detectors:

A

Different subsystems working in parallel

32
Q

Low-level computations

A

Integration between different types of representations

33
Q

Visual cognition:

A

object, face, scene representations

34
Q

Semantic system, other sytstems:

A

“meaning”, integration with other types of knowledge, memory

35
Q

Low-level subsystems

A

Product of light intensities across an image or visual field (2-D)

36
Q

Low-level computations produce:

A

Basic surface layout information (edges, discontinuity, shape)

37
Q

Modular organization:

A

Different subsystems working (in parallel) on different types of representations

38
Q

Stereopsis:

A

Depth information produced from binocular disparity

39
Q

stereopsis is part of:

A

low level visual processes

40
Q

Describe stereopsis

A

-Two images in the eyes

-Disparity between the two images provides us with depth cues

  • The gaze of the eyes converge
  • Distance is determined by the angle of convergence
  • One image in the brain
41
Q

motion is part of

A

low-level visual processes

42
Q

Motion system gives information about

A

the (3-D) space and the nature of objects within them

43
Q

Describe this type of motion: Moving object across a single gaze

A

If fixation is on Y and X changes position relative to Y, X is moving

44
Q

Eye movement in pursuit of an object

A

Eye-movement is triggered by motion: X interpreted as crossing visual field of perceiver

45
Q

head movement in pursuit of an object

A

Head movement is triggered by motion: X interpreted as crossing visual field of perceiver

46
Q

Induced self motion:

A

-(Real) Movement of the scene that causes the perception of self- movement

-If scene S is moving across the retina, interpret as self motion

47
Q

Illusory motion:

A
  • Sequences of still images that produce an effect similar to real motion

examples:
motion pictures
cartoons
flip books

48
Q

Grouping processes
in global motion

A
  • Motion helps determine “objecthood” of elements in the field
  • It helps us group elements into “categories” or objects
49
Q

Motion Parallax

A
  • Motion on the part of the observer
  • The nearer an object, the more its direction changes when the observer moves (Compare a star in the sky and a tree by the roadside)
50
Q

with motion parallax, we can estimate

A

relative distance of
objects in scene S by the rate
and direction of motion

51
Q

Texture segregation

A

-Difference in density of elements form discontinuities of surfaces
-Differences in textures give us information about shape and depth

52
Q

with texture, the density of the elements increases

A

from bottom to top

53
Q

Differences in density gives information on the

A

apparent slant of the ground

54
Q

texture gives us information about

A

dept

55
Q

with regards to texture, we interpret repetitive elements as

A

isotropic (all elements having the same layout - size, shape)

56
Q

what does isotropic mean (in regards to texture)

A

all elements having the same layout - size, shape

57
Q

if isotropic elements change scale, we interpret the scale change as:

A

dept change

58
Q

Shape from shading / luminance is a type of

A

low-level visual processes

59
Q
A