Monday, March 2,  12:00 – 1:30 pm, in 489 Minor Hall

Graduate Student Seminar

presented by

Rachel Albert (O’Brein Lab)

Capture-Time Perceptual Matching For More Faithful Photographs
Perceived color and lightness are ephemeral qualities dependent on many psychological factors which are difficult to measure, yet photographers often know immediately from the preview image if the captured photograph does not match their perception of the scene. However, by the time the photographer processes the photograph at home this information has already been lost. We bring the user back into the loop at the time of capture by allowing them to quickly adjust color and lightness in situ to achieve a better match between the captured image and the perceived scene. To this end we present a simple image capture and editing system designed to assist photographers in obtaining more perceptually accurate representations of photographed scenes, as well as a psychophysical validation of our in situ method. User testing of our application in a variety of real-world lighting environments indicated a significant improvement in the validity of the captured image both within and across subjects.


Sahar Yousef (Silver Lab)

 Cognitive and Attention Regulation Training with Video Games

The healthy function and success of each person relies on executive control of goal-directed behavior and attention. Attention states include our baseline ability to maintain goals, sustain attention, ignore distracting or task-irrelevant information, and redirect attention back to focus. In the past, attention has been considered to be static, like a trait, rather than something that can be significantly improved. This paradigm is changing, with new studies documenting improvement of working memory and attention with training in perceptual learning, meditation, and video games. However, many studies fail to support the notion that the benefits of training transfer significantly to non-trained mechanisms and tasks. Our training program focuses on self-regulation and attention-regulation techniques, with video games as a supplementary training agent aiming to facilitate generalizable transfer of learning and visual mechanisms of attention. The game we use includes naturalistic scenarios that provide an array of well-calibrated and progressive challenges that engage higher-order cognition, allowing for multiple opportunities to practice strategy application in situations approximating the complexities of real life. We believe this training program will increase individuals’ performance on a wide variety of mechanisms, including selective visual attention, sustained attention, visual working memory, auditory working memory, and complex working memory. In this talk, I will be providing an overview of the training program, the measurements of attention and memory that are being used, and pre-training data obtained so far.

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