Human speed discrimination thresholds follow Weber's law over a large range of reference (i.e., pedestal) speeds, that is, the just-noticeable-difference in speed scales in proportion to the reference speed. We analyzed the neural representation of speed information in macaque middle temporal visual area (MT) to determine whether this representation can account for the basic form of psychophysical data. Based on theoretical considerations, we hypothesized: (1) that the speed tuning curves of MT neurons should be bell-shaped (Gaussian) as a function of the logarithm of speed, (2) that the set of speed-tuning curves should be approximately scale-invariant, (3) that the distribution of speed preferences should be approximately uniform in log speed, and (4) that response variability should be independent of speed preference. Our quantitative analysis of data from 501 MT neurons shows that the neural representation of speed approximately obeys these constraints, with modest deviations particularly at slow speeds. We then used the MT data to predict how speed discrimination thresholds should depend on pedestal speed. The shape of this prediction matches very closely to that of human psychophysical data, accounting for constant Weber fractions over a large range of intermediate speeds as well as a marked departure from Weber's law at slow speeds. Moreover, we show that deviations of the MT representation from the above constraints are important for predicting how psychophysical thresholds depart from Weber's law at slow speeds. These findings support the notion that a logarithmic, approximately scale-invariant representation of speed in area MT limits perceptual speed discrimination.
We present a real-time bidirectional communication system that lets two people, separated by distance, experience a face-to-face conversation as if they were copresent. It is the first telepresence system that is demonstrably better than 2D videoconferencing, as measured using participant ratings (e.g., presence, attentiveness, reaction-gauging, engagement), meeting recall, and observed nonverbal behaviors (e.g., head nods, eyebrow movements). This milestone is reached by maximizing audiovisual fidelity and the sense of copresence in all design elements, including physical layout, lighting, face tracking, multi-view capture, microphone array, multi-stream compression, loudspeaker output, and lenticular display. Our system achieves key 3D audiovisual cues (stereopsis, motion parallax, and spatialized audio) and enables the full range of communication cues (eye contact, hand gestures, and body language), yet does not require special glasses or body-worn microphones/headphones. The system consists of a head-tracked autostereoscopic display, high-resolution 3D capture and rendering subsystems, and network transmission using compressed color and depth video streams. Other contributions include a novel image-based geometry fusion algorithm, free-space dereverberation, and talker localization.
No abstract
In our (2004), we introduced two games in the spirit of the St. Petersburg game, the Pasadena and Altadena games. As these latter games lack an expectation, we argued that they pose a paradox for decision theory. Terrence Fine has shown that any finite valuations for the Pasadena, Altadena, and St. Petersburg games are consistent with the standard decisiontheoretic axioms. In particular, one can value the Pasadena game above the other two, a result that conflicts with both our intuitions and dominance reasoning. We argue that this result, far from resolving the Pasadena paradox, should serve as a reductio of the standard theory, and we consequently make a plea for new axioms for a revised theory. We also discuss a proposal by Kenny Easwaran that a gamble should be valued according to its 'weak expectation', a generalization of the usual notion of expectation.
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