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Proposing a new paradigm for perceptual science that goes beyond standard information theory and digital computation. This book breaks with the conventional model of perception that views vision as a mere inference to an objective reality on the basis of "inverse optics." The authors offer the alternative view that perception is an expressive and awareness-generating process. Perception creates semantic information in such a way as to enable the observer to deal efficaciously with the chaotic and meaningless structure present at the physical boundary between the body and its surroundings. Vision is intentional by its very nature; visual qualities are essential and real, providing an aestheti...
This book explores a central question in the study of depth perception - 'does the visual system rely upon objective knowledge and subjective meaning to specify visual depth?' Linton advances an alternative interpretation to the generally accepted affirmative answer, according to which many of the apparent contributions of knowledge and meaning to depth perception are better understood as contributions to our post-perceptual cognition of depth. In order to defend this position a new account of visual cognition is required, as well as a better understanding of the optical and physiological cues to depth. This book will appeal to students and researchers in psychology, vision science, and philosophy, as well as technologists and content creators working in virtual and augmented reality.
Accompanying CD-ROM contains ... "color imagery and video clips associated with various chapters and the York Vision Conference itself."--Page v.
This volume brings together new essays that consider Wittgenstein’s treatment of the phenomenon of aspect perception in relation to the broader idea of conceptual novelty; that is, the acquisition or creation of new concepts, and the application of an acquired understanding in unfamiliar or novel situations. Over the last twenty years, aspect perception has received increasing philosophical attention, largely related to applying Wittgenstein’s remarks on the phenomena of seeing-as, found in Part II of Philosophical Investigations (1953), to issues within philosophical aesthetics. Seeing-as, however, has come to occupy a broader conceptual category, particularly in philosophy of mind and ...
Over the past two decades in the United States, a profound reorientation of human attention has taken shape. This book addresses the recent cultural anxiety about attention as a way of negotiating a crisis of the self that is increasingly managed, mediated, and controlled by technologies.
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
In her new book Art and the Brain: Plasticity, Embodiment and the Unclosed Circle, Amy Ione offers a profound assessment of our ever-evolving view of the biological brain as it pertains to embodied human experience. She deftly takes the reader from Deep History into our current worldview by surveying the range of nascent responses to perception, thoughts and feelings that have bred paradigmatic changes and led to contemporary research modalities. Interweaving carefully chosen illustrations with the emerging ideas of brain function that define various time periods reinforces a multidisciplinary framework connecting neurological research, theories of mind, art investigations, and intergenerational cultural practices. The book will serve as a foundation for future investigations of neuroscience, art, and the humanities.
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...
The purpose of this book is to develop a generative theory of shape that has two properties we regard as fundamental to intelligence –(1) maximization of transfer: whenever possible, new structure should be described as the transfer of existing structure; and (2) maximization of recoverability: the generative operations in the theory must allow maximal inferentiability from data sets. We shall show that, if generativity satis?es these two basic criteria of - telligence, then it has a powerful mathematical structure and considerable applicability to the computational disciplines. The requirement of intelligence is particularly important in the gene- tion of complex shape. There are plenty o...