aato
New Member
Posts: 16
|
Post by aato on Apr 9, 2016 17:52:18 GMT
[Written jointly by Alexandra and Joseph] This chapter describes three main approaches to understanding perception: - Physiological
- Psychophysical
- Cognitive
The physiological approach to perception focuses on understanding the biological mechanisms which form the basis of perception. This occurs primarily in the nerves. - Neurons contain: Cell body, Dendrites, Axon/nerve fiber
- Some neurons are designed to receive environmental signals through “receptors.” Through these, perception works like: Environmental energy → receptors → electrical signals → sensory regions in the brain
- Properties of nerve impulses:
- Propagated response – flows all the way down the axon
- All-or-none response – stays the same magnitude all the way down
- Refractory period – takes about 1/1000th of a second for a nerve to recover, so max impulses per second is about 500-800
- Questions to study about physiological characteristics of perception:
- Localization of function: where does it happen in the brain?
- Sensory coding: how are signals encoded?
The psychophysical approach to perception focuses on understanding biological mechanisms of perception through measuring how discrete phenomena are perceived. What can we perceive? What are the limits of we can and can’t perceive? - Gustav Fechner (1801-1887) published Elements of Psychophysics in 1860.
- There are multiple methods for determining “absolute thresholds,” or what can be perceived and what can’t.
- Method of limits: Can you hear me now? How about now? (Stimulus presented in increasing and decreasing magnitude)
- Method of adjustment: Slow adjustment until the stimulus can barely be detected
- Method of constant stimuli: different stimuli presented in random order
- Just noticeable difference: What is the smallest difference between stimuli that we can detect? Examples- can we reliably tell the difference between a 101g mass and a 100g mass? No. But we can reliably tell the difference between 105g and 100g.
- Weber fraction- difference that we can detect increases as magnitude increases, but decreases as a fraction of magnitude of stimulus. (5g for a 100g weight, 8g for a 200g weight)
- Stevens’s power law: for some stimuli, doubling the actual magnitude makes the perceived magnitude more than double, and for some less than double. P = KSn
The cognitive approach to perception focuses on how the meaning of the stimulus affects perception, and also how expectations shape what is perceived. - Cognitive psychology emerges in the mid-20th century in part as a response to computers; what happens if we conceptualize the mind as an information processor similar to a computer?
- Top-down processing: relying on prior knowledge
- Bottom-up processing: dependent on characteristics of the stimulus
While these three approaches are described as separate here, it is made clear that they are all to some extent interdependent. DISCUSSION QUESTIONS: - Psychedelic drugs and sensory deprivation tanks amplify top-down connection strengths. This can cause pareidolia (i.e., seeing meaningful interpretations of meaningless input). People have reported “seeing their thoughts.” Artists like di Vinci thought that this was a good device for painters and other artists. The DeepDream software by Google that created disturbingly over-processed images also operated on this idea - creating algorithmic pareidolia. Reflect on anything related to these ideas - why people seek to amplify top-down processing with drugs like LSD, how top-down processing relates to creativity, or what implications algorithmic pareidolia has for related human abilities like creativity.
- What are the implications of a "just noticeable difference" on the design of interactive systems? Any interesting connections to your research? [credit: Chris MacLellan]
- Reflecting on what we have learned in past weeks about learning and knowledge, what gaps can you identify in the cognitive model of perception? If bottom-up is about learning characteristics of stimuli and top-down is using prior knowledge to perceive, is perception really just machine learning? What is missing here? Can this tell us anything about why vision and speech processing on computers is so hard? Is it only hard, right now or is it inherently difficult? Why?
- The authors of this chapter note that studying perception is important for the consideration of the experiences of persons with impaired senses (e.g., vision-impaired, hearing-impaired, etc.). Reflect on how knowledge about perception can aid researchers and developers in creating accessibility.
(An additional consideration - the authors talk about helping the blind to see and the deaf to hear - is this the right framework? How do you react to that?)
|
|
|
Post by julian on Apr 11, 2016 1:10:18 GMT
Reflecting on what we have learned in past weeks about learning and knowledge, what gaps can you identify in the cognitive model of perception? If bottom-up is about learning characteristics of stimuli and top-down is using prior knowledge to perceive, is perception really just machine learning? What is missing here? Can this tell us anything about why vision and speech processing on computers is so hard? Is it only hard, right now or is it inherently difficult? Why?
One of the components missing in this cognitive model of perception is attention. Just because we can see, hear, feel touch, smell or taste, does not mean we are paying attention to all of them at the same time. Clearly, from our physiology alone, all of our perception system is always on but we not necessarily use all that information at any given time. Perception must some how be directed by attention which is directed by our goals and prior knowledge. Now talking about ML Attention could be translated more or less to feature selection which translates to what to pay attention to when trying to recognize something. In ML at least, this feature selection tends to be static and highly dependent on the task I do not know how this works in humans but I suspect is likely similar. This feature selection process is accomplished almost automatically by deep belief networks which is the best and most common technology in Computer Vision systems currently.
What are the implications of a "just noticeable difference" on the design of interactive systems? Any interesting connections to your research? [credit: Chris MacLellan]
I could use different tones or volumes for notifying a patient that is missing a pill. The different tones or volumes could be used for distinguishing between upcoming pill vs missed pill. This will have to be designed in a way that the patient can 1. Perceive the difference between the two and 2. Relate somehow the tune itself to upcoming and missed(or urgent).
Another question for other people posting:
How does it change what we pay attention to depending on the context?
|
|
nhahn
New Member
Posts: 22
|
Post by nhahn on Apr 11, 2016 5:33:58 GMT
Continuing on Julian's reply, it's interesting to consider that one of the current popular systems for perception based machine learning tasks are neural networks. "Deep learning" is, specifically, trying to emulate our different levels of perceptual processing. So in the case of a visual perception task, deep learning is trying to make the case that the first layer in the neural network will do edge detection, the second would do shape / object recognition, etc. However, in practice this seems a lot more difficult to realize. I wonder if this relates to the rich feedback loop we, as humans have, versus the simple correct / incorrect feedback used for training an supervised learning system. By using this rich feedback, it might be the case that we are able to better exercise top-down control on our perception process, enabling more complete learning. In the question regarding top-down processing, prior knowledge is just one component of this top-down processing. There are other factors, such as context (as noted by Julian) that are also a part of this processing. I personally think that what is missing from machine learning is a richer feedback loop enabling context decisions that could really take machine learning to the next step. How to realize that is another question
|
|
Qian
New Member
Posts: 20
|
Post by Qian on Apr 11, 2016 13:39:44 GMT
I agree that introducing richer feedback loop is important. It would also be interesting to think of how different people practice different modals of info processing process. Autistic children are more influenced by bottom-up attention orienting, thus significantly outperforming the others in detail-oriented tasks. This information processing characteristic makes some of them genius in certain intellectual aspects though awkward socially. -- Make an analogy between autism and feature-based algorithms, I think there are merits in keeping the feature space focused and even resistant of prior/contextual knowledge, especially when human are less good at it. How algorithms can balance the two (richer feedback vs. more focused/pure features) is vital.
What are the implications of a "just noticeable difference" on the design of interactive systems? Any interesting connections to your research? I instantly think of peripheral display... Although there are too many competing informations out there requiring our peripheral attentions. It is very difficult for designers to predict whether a sensual stimulus will be rightfully "just noticeable".
|
|
|
Post by sciutoalex on Apr 11, 2016 16:23:21 GMT
Tufte builds on this work with the nice idea that most of the elements of a graph or chart should just be above the noticeability threshold. Only key elements should have greater noticeability. This leads to some very bland charts that are mostly white and light gray, but I think more designers should heed his dictum, and not just for design of charts. When creating interfaces, most designer's first instinct is to highlight everything. All the features are equally important because if they weren't, why would we engineer them in the first place? As a result, the user has no visual cues for what is actually important for their primary task and what is not. By understanding that noticeability is a design dimension one can manipulate to direct users' attentions, designers can be more conscious in their design. I think this is a big benefit of this kind of research that designers alone would not have been able to come up or express this precisely.
Obviously, I don't think we actually want to design systems that let the blind see and the deaf hear. We don't want to do this because it is an impossible goal and really in the realm of medical research, not HCI. I think the better question for HCI is to understand what makes a blind or deaf persons perceptive system different than a seeing or hearing person. The more we can understand the unique facets of their perceptive system, the more we can design technology that builds upon their strengths and fixes their weaknesses. By viewing the problem through this lens, I think we'll have many more ideas of assistive technology and not be limited by the goal of trying to make the blind or deaf identical to sighted/hearing.
|
|
mkery
New Member
Posts: 22
|
Post by mkery on Apr 11, 2016 17:01:21 GMT
Psychedelic drugs and sensory deprivation tanks amplify top-down connection strengths. This can cause pareidolia (i.e., seeing meaningful interpretations of meaningless input). People have reported “seeing their thoughts.” Artists like di Vinci thought that this was a good device for painters and other artists. The DeepDream software by Google that created disturbingly over-processed images also operated on this idea - creating algorithmic pareidolia. Reflect on anything related to these ideas - why people seek to amplify top-down processing with drugs like LSD, how top-down processing relates to creativity, or what implications algorithmic pareidolia has for related human abilities like creativity.
I was interested in the da Vinci quote, so I looked it up: "if you look at any walls spotted with various stains or with a mixture of different kinds of stones, if you are about to invent some scene you will be able to see in it a resemblance to various different landscapes adorned with mountains, rivers, rocks, trees, plains, wide valleys, and various groups of hills. You will also be able to see divers combats and figures in quick movement, and strange expressions of faces, and outlandish costumes, and an infinite number of things which you can then reduce into separate and well conceived forms."I’ve read a little bit about visual perception and art. I wonder how pareidolia effects the appreciation of increasingly abstract art. A painting, like this Turner painting of a storm at sea, is different from a crystal clear photo, because there are fewer clues to what you are seeing. In painting, they talk a lot about switching between perspectives as a painter, sometimes seeing a piece only for the raw strokes of paint, sometimes seeing a piece for the image. Abstract (but still representative) art is a bit of a game of perception then, like the drawing of the rat/face from the reading but quite possibly more complex? I’m curious what aspects of perception like pareidolia are active when looking at art, especially on a spectrum from photo-realistic to fully non-representative abstract work. Also, perhaps does perceptual cognition of an individual impact their taste, for example some people vehemently preferring realist art or hating abstract art?
|
|
|
Post by stdang on Apr 11, 2016 19:02:46 GMT
Psychedelic drugs will tend to induce alternative processing of comparable sensory inputs. By disrupting the perception-cognition chain of processing, alternative cognitive concepts and emotions may be triggered. Over some time window, these alternative activations of concepts may trigger analogy mechanisms which lead to more creative connections between concepts that normal perceptual processing would not activate. This conceptual activation goes beyond just thinking about two concepts simultaneously. Having both concepts activated simultaneously and superimposed over an experience might also trigger other cognitive mechanisms beyond analogy in order to reduce the cognitive dissonance generated by seemingly separate concepts merging. Likewise, unconscious conceptual blending mechanisms may manifest the in the actual delusions, which results in unconscious analogical reasoning or possibly triggering conscious analogical reasoning. This mechanism leverages the human mind to blend and connect concepts in ways that aren't easily accessible by the conscious mind (yet). One challenge seems to be the many latent dimensions that concepts may be connected that are activated by these drugs are computationally hard to discover or select between in inducing an artificial delusion. Likewise, blending two concepts together into a "realistic" output concept is not a computationally easy task in terms of marrying specific subspaces of concepts into a functional wholistic new output. This is an interesting space computationally both from a replicating the human ability, and in trying to provide access to this ability to the conscious mind.
|
|
|
Post by JoselynMcD on Apr 11, 2016 19:20:32 GMT
I found this reading really enjoyable, yet lacking in the information I need to really grapple with the implications of top-down and bottom-up processing. For instance, how much do theorists in this area anticipate that they overlap, or does the brain switch between two tasks? Also, does the familiarity with the situation or task potentially predict which processing mechanism will be accessed. Anyone with more experience in this area, please enlighten me. RE: Psychedelic drugs and sensory deprivation tanks amplify top-down connection strengths. This can cause pareidolia (i.e., seeing meaningful interpretations of meaningless input). People have reported “seeing their thoughts.” Artists like di Vinci thought that this was a good device for painters and other artists. The DeepDream software by Google that created disturbingly over-processed images also operated on this idea - creating algorithmic pareidolia. Reflect on anything related to these ideas - why people seek to amplify top-down processing with drugs like LSD, how top-down processing relates to creativity, or what implications algorithmic pareidolia has for related human abilities like creativity.b> I'm going to start by saying that I'm a bit skeptical that what's happening in deprivation rooms and while using LSD is strongly related to amplified top-down processing. It would seem that an entirely different process altogether, or a combination of processes is engaged when the mind is in that form of an altered state. I could see that the argument is that in top-down processing, the behaviors/perceptions of a person are determined by expectations rather than actual information, like a person who is tripping. I don't know, it seems like a tenuous theory to me, but I'd like to explore this theory tomorrow during class.
|
|
|
Post by Anna on Apr 11, 2016 20:26:31 GMT
I was thinking a lot about visual perception and art while reading this chapter. For example, art/paintings often play with our visual perceptions, and it's interesting how much we can understand and view as 3d and realistic even when much of the image is not photo realistic. For example, this paper uses an Edward Hopper painting, and I think Hopper has this really brilliant way of capturing key ways in which we perceive light and depth that makes his paintings feel super realistic/authentic, even though they often include a lot of visual elements that aren't really 'realistic'.
To branch off Mary Beth's discussion of DeepDream and increasingly abstract art-- actually I tried DeepDream with Francis Bacon's Three Studies for Figures at the Base of a Crucifixion (https://goo.gl/UxTlXz), and the results weren't really interesting-- I think the original seemed more surreal. The DeepDream version basically just added some 90s-looking streaks to the painting. Then I tried it with the photo of the house my new apartment will be in, and this time it worked more as expected, but I have to say I didn't find it all that compelling. It just kinda stuck eyes and faces where you might imagine eyes and faces could fit into. So like, I get why people would want to try LSD and the like. My brother has been particularly interested in sensory deprivation chambers for the past year. I'd characterize myself as someone who is interested in the experience of/effects pareidolia but afraid of long term (drugs/LSD) and short term (freaking out and/or accidentally getting stuck in a sensory deprivation chamber for longer than intended) effects. So given this, I'd be interested in the potential of applying algorithmic pareidolia to virtual reality experiences to be able to replicate, for example, the experience of taking LSD.
But in terms of its creativity enhancing potential: do experiences of pareidolia really enhance creativity, or does it just seem this way because fewer people naturally or through drugs experience pareidolia, so the things people come up with after pareidolia are relatively unique perceptions of the world? If everyone can do it, is it more just like, eh, same old-same old, another house with a weird animal face or whatever? (And can extend this idea to whatever non-visual forms of creativity pareidolia might inspire, as well).
|
|
judy
New Member
Posts: 22
|
Post by judy on Apr 12, 2016 1:01:51 GMT
stdang: I so appreciate the authoritative voice you brought to that psychedelic drug conversation. That was very plainly explained.
Beyond psychedelic drugs and isolation chambers, is any creative act top-down processing? Am I relying on prior knowledge to create something new? If I create a fictional world, I often start with a picture of the world in my head. Then I select the features of the image that are most important to convey to a reader. Then I try to find the language that I think will paint a picture in the reader's mind (knowing full well that I have no say over how the reader actually sees it). I believe that the more precise I can be with the my language, the more vivid the picture.
When I teach metaphor writing I start with the opening line from William Gibson's Neuromancer: "The sky above the port was the color of television, tuned to a dead channel.” I do this because 1) it's a damn shame that kids these days don't know their cyberpunk 2) because the analogy drawn between the sky and television is more than just superimposing two visual images on each other (TV static and sky). It also speaks to tone, mood, references themes, and starts to define our setting. It is more than "static." More than "gray sky." It is the meaning the new meaning that is created by combining the two images. Is that terribly different than "activating two concepts simultaneously" as described by Steven or attempted with Deep Dream?
|
|
|
Post by francesx on Apr 12, 2016 1:47:47 GMT
RE: What are the implications of a "just noticeable difference" on the design of interactive systems? Any interesting connections to your research? [credit: Chris MacLellan] I support the point Alex makes previously. From my limited knowledge in designing interfaces (specifically dashboards), users' attention and perception can be manipulated (in a good way) using colors, contrast and other elements of display and visualization. For example, in a dashboard that displays different types of data, using the same color/light colors creates a consistency. If you want to create "just a noticeable difference" you can mark something red or use another form/shape for contrast (example below).
|
|
|
Post by fannie on Apr 12, 2016 2:42:42 GMT
Connecting this to my research, I've been designing and testing different kinds of visualizations for brain activity lately and have seen some of the ideas here come up. In particular, since brain activity isn't really your everyday kind of information, I've been playing around with how much information people need to get meaning out of it (concrete definitions, visual abstractions), how much information is too much before there's an overload (e.g. showing activity in 5 different brain waves, showing activity continuously or at specific points), whether or not they're able to see meaningful changes or if changes need to be exaggerated to be noticed, etc.
Also a side note regarding the first question - I remember being SUPER bothered in HS when my classmates in art class tried to justify their drug usage for the sake of art (and I shook my fist at them and told them to try being creative without it)...related to what Anna was saying, I question whether it really leads to creativity.
|
|
|
Post by kjholste on Apr 12, 2016 2:45:08 GMT
Judy asked "Beyond psychedelic drugs and isolation chambers, is any creative act top-down processing? Am I relying on prior knowledge to create something new?"
and Joselyn wrote "....I'm a bit skeptical that what's happening in deprivation rooms and while using LSD is strongly related to amplified top-down processing. It would seem that an entirely different process altogether, or a combination of processes is engaged when the mind is in that form of an altered state. I could see that the argument is that in top-down processing, the behaviors/perceptions of a person are determined by expectations rather than actual information, like a person who is tripping. I don't know, it seems like a tenuous theory to me, but I'd like to explore this theory tomorrow during class."
In both of these cases, I'd tend to assume that a combination of top-down and bottom-up processing (with an emphasis on top-down processing) would be a reasonable high-level characterization. So I'd really like to hear counterarguments! I agree that this would be interesting to explore in class.
|
|
|
Post by cgleason on Apr 12, 2016 2:55:16 GMT
Re: The authors of this chapter note that studying perception is important for the consideration of the experiences of persons with impaired senses (e.g., vision-impaired, hearing-impaired, etc.). Reflect on how knowledge about perception can aid researchers and developers in creating accessibility.
Knowledge of perception is definitely useful. For example, I am (as stated in my paper topic) still trying to understand what sighted people perceive and how that compares with people of varying levels of blindness as navigation cues. It's also interesting to understand how low-level systems in the body are related. To give an example, I was thinking about people who are mostly blind but have a little bit of light sensitivity. How does that little bit of light, which is useless at a conscious level, affect their reactions? I also was able to make a connection between a lack of light sensitivity and melatonin production. People with no light sensitivity don't produce as much melatonin which can sometimes throw off circadian rhythms, That is not something I would have made a connection to without understanding a bit about the body's reaction to light (although not perception, per se).
What are the implications of a "just noticeable difference" on the design of interactive systems? Any interesting connections to your research?
I want to apply this in two similar ways: spatialized audio and haptic cues. If we use 3D sound or haptics to indicate a direction or cue, how different does it have to be so that it isn't mistaken for another? Also for sounds, humans are very good at localizing in the horizontal plane, but poor in the vertical plane, for example. This is due to the horizontal and not vertical translation between ears.
|
|
|
Post by rushil on Apr 12, 2016 8:32:09 GMT
1. Psychedelic drugs and sensory deprivation tanks amplify top-down connection strengths. This can cause pareidolia (i.e., seeing meaningful interpretations of meaningless input). People have reported “seeing their thoughts.” Artists like di Vinci thought that this was a good device for painters and other artists. The DeepDream software by Google that created disturbingly over-processed images also operated on this idea - creating algorithmic pareidolia. Reflect on anything related to these ideas - why people seek to amplify top-down processing with drugs like LSD, how top-down processing relates to creativity, or what implications algorithmic pareidolia has for related human abilities like creativity. It's slightly tangential, but I instantly thought of this example -- heroeswiki.com/Isaac_Mendez. It's fictional, but the important part is the story. He used drugs to reach a state pareidolia and paint a vision of the future. However, with some training, he was later able to achieve that state without the drugs. Even though it is fiction, the question about algorithmic pareidolia makes me think whether it is possible to train the human brain to switch between these states. If so, can that be learned by anyone? In response to #4: Perceptual understanding is quite important for accessibility. For example, gestalt laws apply equally to haptics as they do to visual elements. This knowledge has helped build a lot of non-visual accessibility tools which aim to provide a similar level of information provided by visual cues.
|
|