Making a Machine That Sees Like Us (eBook, PDF)
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Making a Machine That Sees Like Us (eBook, PDF)
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Making a Machine That Sees Like Us explains why and how our visual perceptions can provide us with an accurate representation of the external world. Along the way, it tells the story of a machine (a computational model) built by the authors that solves the computationally difficult problem of seeing the way humans do. This accomplishment required a radical paradigm shift - one that challenged preconceptions about visual perception and tested the limits of human behavior-modeling for practical application. The text balances scientific sophistication and compelling storytelling, making it…mehr
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- Produktdetails
- Verlag: Oxford University Press
- Seitenzahl: 432
- Erscheinungstermin: 9. April 2014
- Englisch
- ISBN-13: 9780199922550
- Artikelnr.: 41007235
- Verlag: Oxford University Press
- Seitenzahl: 432
- Erscheinungstermin: 9. April 2014
- Englisch
- ISBN-13: 9780199922550
- Artikelnr.: 41007235
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
* 1. How the Stage Was Set When We Began
* 1.1 Introduction
* 1.2 What is this book about?
* 1.3 Analytical and Operational definitions of shape
* 1.4 Shape constancy as a phenomenon (something you can observe)
* 1.5 Complexity makes shape unique
* 1.6 How would the world look if we are wrong?
* 1.7 What had happened in the real world while we were away
* 1.8 Perception viewed as an Inverse Problem
* 1.9 How Bayesian inference can be used for modeling perception
* 1.10 What it means to have a model of vision, and why we need to have
one
* 1.11 End of the beginning.
* 2. How This All Got Started
* 2.1 Controversy about shape constancy: 1980 - 1995
* 2.2 Events surrounding the 29th European Conference on Visual
Perception (ECVP), St. Petersburg, Russia, August 20 - 25, 2006 where
we first announced our paradigm shift
* 2.3 The role of constraints in recovering the 3D shapes of polyhedral
objects from line-drawings
* 2.4 Events surrounding the 31st European Conference on Visual
Perception (ECVP) Utrecht, NL, August 24 - 28, 2008, where we had our
first big public confrontation
* 2.5 Monocular 3D shape recovery of both synthetic and real objects
* 3. Symmetry in Vision, Inside and Outside of the Laboratory
* 3.1 Why and how approximate computations make visual analyses fast
and perfect: the perception of slanted 2D mirror-symmetrical figures
* 3.2 How human beings perceive 2D mirror-symmetry from perspective
images
* 3.3 Why 3D mirror-symmetry is more difficult than 2D symmetry
* 3.4 Updating the Ideal Observer: how human beings perceive 3D
mirror-symmetry from perspective images
* 3.5 Important role of Generalized Cones in 3D shape perception: how
human beings perceive 3D translational-symmetry from perspective
images
* 3.6 Michael Layton's contribution to symmetry in shape perception
* 3.7 Leeuwenberg's attempt to develop a "Structural" explanation of
Gestalt phenomena
* 4. Using Symmetry Is Not Simple
* 4.1 What is really going on? Examining the relationship between
simplicity and likelihood
* 4.2 Clearly, simplicity is better than likelihood - excluding
degenerate views does not eliminate spurious 3D symmetrical
interpretations
* 4.3 What goes with what? A new kind of Correspondence Problem
* 4.4 Everything becomes easier once symmetry is viewed as
self-similarity: the first working solution of the Symmetry
Correspondence Problem
* 5. A Second View Makes 3D Shape Perception Perfect
* 5.1 What we know about binocular vision and how we came to know it
* 5.2 How we worked out the binocular perception of symmetrical 3D
shapes
* 5.3 How our new theory of shape perception, based on stereoacuity,
accounts for old results
* 5.4 3D movies: what they are, what they want to be, and what it costs
* 5.5 Bayesian model of binocular shape perception
* 5.6 Why we could claim that our model is complete
* 6. Figure-Ground Organization, which Breaks Camouflage in Everyday
Life, Permits the Veridical Recovery of a 3D Scene
* 6.1 Estimating the orientation of the ground-plane
* 6.2 How a coarse analysis of the positions and sizes of objects can
be made
* 6.3 How a useful top-view representation was produced
* 6.4 Finding objects in the 2D image
* 6.5 Extracting relevant edges, grouping them and establishing
symmetry correspondence
* 6.6 What can be done with a spatially-global map of a 3D scene?
* 7. What Made This Possible and What Comes Next?
* 7.1 Five Important conceptual contributions
* 7.2 Three of our technical contributions
* 7.3 Making our machine perceive and predict in dynamical environments
* 7.4 Solving the Figure-Ground Organization Problem with only a single
2D image
* 7.5 Recognizing individual objects by using a fast search of memory.
* 1. How the Stage Was Set When We Began
* 1.1 Introduction
* 1.2 What is this book about?
* 1.3 Analytical and Operational definitions of shape
* 1.4 Shape constancy as a phenomenon (something you can observe)
* 1.5 Complexity makes shape unique
* 1.6 How would the world look if we are wrong?
* 1.7 What had happened in the real world while we were away
* 1.8 Perception viewed as an Inverse Problem
* 1.9 How Bayesian inference can be used for modeling perception
* 1.10 What it means to have a model of vision, and why we need to have
one
* 1.11 End of the beginning.
* 2. How This All Got Started
* 2.1 Controversy about shape constancy: 1980 - 1995
* 2.2 Events surrounding the 29th European Conference on Visual
Perception (ECVP), St. Petersburg, Russia, August 20 - 25, 2006 where
we first announced our paradigm shift
* 2.3 The role of constraints in recovering the 3D shapes of polyhedral
objects from line-drawings
* 2.4 Events surrounding the 31st European Conference on Visual
Perception (ECVP) Utrecht, NL, August 24 - 28, 2008, where we had our
first big public confrontation
* 2.5 Monocular 3D shape recovery of both synthetic and real objects
* 3. Symmetry in Vision, Inside and Outside of the Laboratory
* 3.1 Why and how approximate computations make visual analyses fast
and perfect: the perception of slanted 2D mirror-symmetrical figures
* 3.2 How human beings perceive 2D mirror-symmetry from perspective
images
* 3.3 Why 3D mirror-symmetry is more difficult than 2D symmetry
* 3.4 Updating the Ideal Observer: how human beings perceive 3D
mirror-symmetry from perspective images
* 3.5 Important role of Generalized Cones in 3D shape perception: how
human beings perceive 3D translational-symmetry from perspective
images
* 3.6 Michael Layton's contribution to symmetry in shape perception
* 3.7 Leeuwenberg's attempt to develop a "Structural" explanation of
Gestalt phenomena
* 4. Using Symmetry Is Not Simple
* 4.1 What is really going on? Examining the relationship between
simplicity and likelihood
* 4.2 Clearly, simplicity is better than likelihood - excluding
degenerate views does not eliminate spurious 3D symmetrical
interpretations
* 4.3 What goes with what? A new kind of Correspondence Problem
* 4.4 Everything becomes easier once symmetry is viewed as
self-similarity: the first working solution of the Symmetry
Correspondence Problem
* 5. A Second View Makes 3D Shape Perception Perfect
* 5.1 What we know about binocular vision and how we came to know it
* 5.2 How we worked out the binocular perception of symmetrical 3D
shapes
* 5.3 How our new theory of shape perception, based on stereoacuity,
accounts for old results
* 5.4 3D movies: what they are, what they want to be, and what it costs
* 5.5 Bayesian model of binocular shape perception
* 5.6 Why we could claim that our model is complete
* 6. Figure-Ground Organization, which Breaks Camouflage in Everyday
Life, Permits the Veridical Recovery of a 3D Scene
* 6.1 Estimating the orientation of the ground-plane
* 6.2 How a coarse analysis of the positions and sizes of objects can
be made
* 6.3 How a useful top-view representation was produced
* 6.4 Finding objects in the 2D image
* 6.5 Extracting relevant edges, grouping them and establishing
symmetry correspondence
* 6.6 What can be done with a spatially-global map of a 3D scene?
* 7. What Made This Possible and What Comes Next?
* 7.1 Five Important conceptual contributions
* 7.2 Three of our technical contributions
* 7.3 Making our machine perceive and predict in dynamical environments
* 7.4 Solving the Figure-Ground Organization Problem with only a single
2D image
* 7.5 Recognizing individual objects by using a fast search of memory.