Academic literature on the topic '170201 Computer Perception, Memory and Attention'

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Journal articles on the topic "170201 Computer Perception, Memory and Attention"

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Karagün, Elif. "Perception- Attention - Memory Reaction Time of PE Teacher and Computer Teacher Candidates." Journal of Education and Training Studies 6, no. 11a (November 29, 2018): 98. http://dx.doi.org/10.11114/jets.v6i11a.3805.

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The purpose of the study is to determine the visual and auditory reaction time, perception, attention and memory levels of PE teacher candidates and computer teacher candidates.For this purpose, after giving necessary information to the teacher candidates of the Department of Physical Education and Sports and the candidates of Computer Teaching Department of Kocaeli University, 88 voluntary students, were applied Benton Perception, Attention-Memory test and Newtest 1000 which determined their visual and auditory reaction time. Data was analyzed by using SPSS 21.00 software. The Man Whitney U test was used for the comparison of the paired groups since the data in the normality analysis did not follow a normal distribution. As a result, it was found that computer teacher candidates had higher levels of attention-perception and memory scores than those of PE teacher candidates. PE teacher candidates were found to be faster to perceive auditory stimulus and give reactions.
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Zhang, Hanzhong, Yinglong Wang, Chao Chen, Ruixia Liu, Shuwang Zhou, and Tianlei Gao. "Enhancing Knowledge of Propagation-Perception-Based Attention Recommender Systems." Electronics 11, no. 4 (February 11, 2022): 547. http://dx.doi.org/10.3390/electronics11040547.

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Researchers have introduced side information such as social networks or knowledge graphs to alleviate the problems of data sparsity and cold starts in recommendation systems. However, most of the methods ignore the exploration of feature differentiation aspects in the knowledge propagation process. To solve the above problem, we propose a new attention recommendation method based on an enhanced knowledge propagation perception. Specifically, to capture user preferences in a fine-grained manner in a knowledge graph, an asymmetric semantic attention mechanism is adopted. It identifies the influence of propagation neighbors on user preferences through a more precise representation of the preference semantics for head and tail entities. Furthermore, in consideration of the memory and generalization of different propagation depth features and adaptively adjusting the propagation weights, a new propagation feature exploration framework is designed. The performance of the proposed model is validated by two real-world datasets. The baseline model averagely increases by 9.65% and 9.15% for the Area Under Curve (AUC) and Accuracy (ACC) indicators, which proves the effectiveness of the model.
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León, Samuel P., María del Carmen Carcelén Fraile, and Inmaculada García-Martínez. "Development of Cognitive Abilities through the Abacus in Primary Education Students: A Randomized Controlled Clinical Trial." Education Sciences 11, no. 2 (February 21, 2021): 83. http://dx.doi.org/10.3390/educsci11020083.

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(1) Background: An abacus is an instrument used to perform different arithmetic operations. The objective was to analyze the benefits of mathematical calculations made with an abacus to improve the concentration, attention, memory, perceptive attitudes, and creativity cognitive abilities of primary school students. (2) Methods: A total of 65 children, aged 7–11 years (8.49 ± 1.65) participated in this randomized controlled clinical trial. The children were randomly distributed into a control group (n = 34) and experimental group (n = 31). The questionnaires used were the D2 test to measure attention and concentration, the Difference Perception Test (FACE-R) test for the perception of differences, the test of immediate auditory memory (AIM), and the test to evaluate creative intelligence (CREA). (3) Results: No significant differences were found between both groups before the intervention. Significant improvements were observed in the cognitive parameters of concentration, memory, perceptive attitudes, and creativity after the intervention, using the abacus, with respect to the control group. (4) Conclusions: It is demonstrated that a calculation program based on the use of the abacus for 8 weeks has beneficial effects on the cognitive capacities of concentration, immediate auditory memory, perceptive attitudes, and creativity. In addition, the benefits of using the abacus to improve cognitive attitudes are reported.
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Chen, Yuhong, Weilong Peng, Keke Tang, Asad Khan, Guodong Wei, and Meie Fang. "PyraPVConv: Efficient 3D Point Cloud Perception with Pyramid Voxel Convolution and Sharable Attention." Computational Intelligence and Neuroscience 2022 (May 13, 2022): 1–9. http://dx.doi.org/10.1155/2022/2286818.

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Designing efficient deep learning models for 3D point cloud perception is becoming a major research direction. Point-voxel convolution (PVConv) Liu et al. (2019) is a pioneering research work in this topic. However, since with quite a few layers of simple 3D convolutions and linear point-voxel feature fusion operations, it still has considerable room for improvement in performance. In this paper, we propose a novel pyramid point-voxel convolution (PyraPVConv) block with two key structural modifications to address the above issues. First, PyraPVConv uses a voxel pyramid module to fully extract voxel features in the manner of feature pyramid, such that sufficient voxel features can be obtained efficiently. Second, a sharable attention module is utilized to capture compatible features between multi-scale voxels in pyramid and point cloud for aggregation, as well as to reduce the complexity via structure sharing. Extensive results on three point cloud perception tasks, i.e., indoor scene segmentation, object part segmentation and 3D object detection, validate that the networks constructed by stacking PyraPVConv blocks are efficient in terms of both GPU memory consumption and computational complexity, and are superior to the state-of-the-art methods.
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Wang, Yingxu. "Unveiling the Cognitive Mechanisms of Eyes." International Journal of Cognitive Informatics and Natural Intelligence 8, no. 1 (January 2014): 36–50. http://dx.doi.org/10.4018/ijcini.2014010103.

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Eyes as the unique organ possess intensively direct connections to the brain and dynamically perceptual accessibility to the mind. This paper analyzes the cognitive mechanisms of eyes not only as the sensory of vision, but also the browser of internal memory in thinking and perception. The browse function of eyes is created by abstract conditioning of the eye's tracking pathway for accessing internal memories, which enables eye movements to function as the driver of the perceptive thinking engine of the brain. The dual mechanisms of the eyes as both the external sensor of the brain and the internal browser of the mind are explained based on evidences and cognitive experiences in cognitive informatics, neuropsychology, cognitive science, and brain science. The finding on the experiment's internal browsing mechanism of eyes reveals a crucial role of eyes interacting with the brain for accessing internal memory and the cognitive knowledge base in thinking, perception, attention, consciousness, learning, memorization, and inference.
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Scurry, Alexandra N., Daniela M. Lemus, and Fang Jiang. "Temporal Alignment but not Complexity of Audiovisual Stimuli Influences Crossmodal Duration Percepts." Multisensory Research 35, no. 2 (October 8, 2021): 131–49. http://dx.doi.org/10.1163/22134808-bja10062.

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Abstract Reliable duration perception is an integral aspect of daily life that impacts everyday perception, motor coordination, and subjective passage of time. The Scalar Expectancy Theory (SET) is a common model that explains how an internal pacemaker, gated by an external stimulus-driven switch, accumulates pulses during sensory events and compares these accumulated pulses to a reference memory duration for subsequent duration estimation. Second-order mechanisms, such as multisensory integration (MSI) and attention, can influence this model and affect duration perception. For instance, diverting attention away from temporal features could delay the switch closure or temporarily open the accumulator, altering pulse accumulation and distorting duration perception. In crossmodal duration perception, auditory signals of unequal duration can induce perceptual compression and expansion of durations of visual stimuli, presumably via auditory influence on the visual clock. The current project aimed to investigate the role of temporal (stimulus alignment) and nontemporal (stimulus complexity) features on crossmodal, specifically auditory over visual, duration perception. While temporal alignment revealed a larger impact on the strength of crossmodal duration percepts compared to stimulus complexity, both features showcase auditory dominance in processing visual duration.
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Robinson, Peter, and Rana el Kaliouby. "Computation of emotions in man and machines." Philosophical Transactions of the Royal Society B: Biological Sciences 364, no. 1535 (December 12, 2009): 3441–47. http://dx.doi.org/10.1098/rstb.2009.0198.

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The importance of emotional expression as part of human communication has been understood since Aristotle, and the subject has been explored scientifically since Charles Darwin and others in the nineteenth century. Advances in computer technology now allow machines to recognize and express emotions, paving the way for improved human–computer and human–human communications. Recent advances in psychology have greatly improved our understanding of the role of affect in communication, perception, decision-making, attention and memory. At the same time, advances in technology mean that it is becoming possible for machines to sense, analyse and express emotions. We can now consider how these advances relate to each other and how they can be brought together to influence future research in perception, attention, learning, memory, communication, decision-making and other applications. The computation of emotions includes both recognition and synthesis, using channels such as facial expressions, non-verbal aspects of speech, posture, gestures, physiology, brain imaging and general behaviour. The combination of new results in psychology with new techniques of computation is leading to new technologies with applications in commerce, education, entertainment, security, therapy and everyday life. However, there are important issues of privacy and personal expression that must also be considered.
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Luz María, Alonso-Valerdi, and Mercado-García Víctor Rodrigo. "Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments." Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/6076913.

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Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities.
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Michalski, Radosław, Boleslaw K. Szymanski, Przemysław Kazienko, Christian Lebiere, Omar Lizardo, and Marcin Kulisiewicz. "Social Networks through the Prism of Cognition." Complexity 2021 (January 8, 2021): 1–13. http://dx.doi.org/10.1155/2021/4963903.

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Human relations are driven by social events—people interact, exchange information, share knowledge and emotions, and gather news from mass media. These events leave traces in human memory, the strength of which depends on cognitive factors such as emotions or attention span. Each trace continuously weakens over time unless another related event activity strengthens it. Here, we introduce a novel cognition-driven social network (CogSNet) model that accounts for cognitive aspects of social perception. The model explicitly represents each social interaction as a trace in human memory with its corresponding dynamics. The strength of the trace is the only measure of the influence that the interactions had on a person. For validation, we apply our model to NetSense data on social interactions among university students. The results show that CogSNet significantly improves the quality of modeling of human interactions in social networks.
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Kim, Si Jung, Teemu H. Laine, and Hae Jung Suk. "Presence Effects in Virtual Reality Based on User Characteristics: Attention, Enjoyment, and Memory." Electronics 10, no. 9 (April 29, 2021): 1051. http://dx.doi.org/10.3390/electronics10091051.

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Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre- and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.
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Dissertations / Theses on the topic "170201 Computer Perception, Memory and Attention"

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Krča, Michal. "Making better serious games for children with ADHD : Guidelines for designing motivational video game training." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12448.

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This study examines how serious games may be designed and developed to contain engaging working memory (WM) training exercises. Video games have a high potential as WM exercise environment for children with ADHD, but it is still difficult to create a long-term training solution due to their problem to retain attention. This thesis aims for better understanding of ADHD children’s motivation to be trained by describing the creation of a game prototype that was designed with the help from WM experts, workshops with designers working on previous prototypes of the same game, guidance from medical doctors specialized on ADHD, and by using a methodical formal game design approach along with frequent user tests. The results of the presented prototype showed an increase in play-time and in retention of player’s attention over time in comparison to the previous prototype. The study concludes how game design resonated with the target audience.
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(9728555), Patrick M. Teall. "Perception of Embodiment in Immersive Virtual Experiences: An Exploratory Study." Thesis, 2020.

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The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot of attention to virtual reality (VR) games. The research into this technology has been ongoing since its early exploration in the 1970’s. Methods have been created to try to understand and predict what causes phenomena such as motion and simulator sickness in the human computer interaction devices. Heuristics have been developed to aid the design these applications and to avoid such discomforting circumstances. Concepts and their continued exploration have been growing to improve the experience of virtual reality technology and continue the expanding imagination of what is capable with this technology. All the tools are available to create highly immersive virtual experiences, but it is up to the interpretant, the user to decide how believable, immersive and enjoyable these experiences are. By conducting an interview study on a part of the VR gaming community, more can be understood about the success and failure of immersive design by exploring the experiences of certain highly immersive games. This study takes the opportunity to listen to gamers as a means of highlighting significant key challenges and characteristics creating immersive VR games. By evaluating transcripts via thematic analysis, themes were created to understand and categorize the various aspects that are most important to the immersion and embodiment in VR games. This study and themes drawn from it reflect on the experiences and feelings of experienced VR gamers in the context of role-playing games.

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(8072891), Pallavi Mishra. "VISUAL CONSTRAINT OPTIMIZATION NETWORK." Thesis, 2019.

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One of the most important aspects of visual perception is inference of 3D shape from a 2D retinal image of the real world. The existence of several valid mapping functions from object to data makes this inverse problem ill-posed and therefore computationally difficult. In human vision, the retinal image is a 2D projection of the 3D real world. The visual system imposes certain constraints on the family of solutions in order to efficiently solve this inverse problem. This project specifically focuses on the aspect of minimization of standard deviation of all 3D angles (MSDA) for 3D perception. Our goal is to use a Deep Convolutional Neural Network based on biological principles derived from visual area V4 to solve 3D reconstruction using constrained minimization of MSDA. We conduct an experiment with novel shapes with human participants to collect data to test our model.

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Blaschke, Stefan. "Zeitwahrnehmung in isochronen Sequenzen." Doctoral thesis, 2009. http://hdl.handle.net/11858/00-1735-0000-0006-AD6C-9.

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Book chapters on the topic "170201 Computer Perception, Memory and Attention"

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Oury, Jacob D., and Frank E. Ritter. "Cognition and Operator Performance." In Human–Computer Interaction Series, 37–62. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_3.

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AbstractDeveloping systems that foster situation awareness in operators requires that stakeholders can make informed decisions about the design. These decisions must account for the operator’s underlying cognitive processes based on perception, comprehension, and projection of the system state. This chapter reviews the core cognitive processes responsible for monitoring and responding to changes in system state. Operators must perceive information before they can act in response, and the interface design affects operator accuracy and speed via known mechanisms (i.e., effects of color on visual search time). Perception of key information also relies on how the operator thinks during tasks, and certain design choices can support better attention control and detection of signals. After perceiving the information, operators also must comprehend and interpret the information. Design guidance and factors related to supporting comprehension are presented alongside explanations of how cognitive load and working memory affect the operator’s ability to develop and maintain a useful mental model of the system. This review of cognitive mechanisms gives designers a strong foundation to make informed decisions ranging from choosing an alarm color to assessing how much information should be on screen at once.
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