Depth Perception in Frogs and Toads: A Study in Neural by Donald House

By Donald House

Depth belief in Frogs and Toads offers a entire exploration of the phenomenon of intensity notion in frogs and toads, as visible from a neuro-computational standpoint. possibly an important function of the booklet is the advance and presentation of 2 neurally realizable intensity conception algorithms that make the most of either monocular and binocular intensity cues in a cooperative type. this type of algorithms is really good for computation of intensity maps for navigation, and the opposite for the choice and localization of a unmarried prey for prey catching. The ebook can also be designated in that it completely experiences the recognized neuroanatomical, neurophysiological and behavioral information, after which synthesizes, organizes and translates that details to provide an explanation for a posh sensory-motor job. The ebook could be of unique curiosity to that phase of the neural computing group drawn to realizing typical neurocomputational buildings, quite to these operating in conception and sensory-motor coordination. it's going to even be of curiosity to neuroscientists attracted to exploring the advanced interactions among the neural substrates that underly belief and behavior.

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For example, most of the models were tested using either random-dot stereograms or digitized photographs. It is not clear that any of the proposed mechanisms would be appropriate for producing a depth map from the more sparse feature-encoded visuotopic maps available to frogs and toads. Finally, all of the previous depth models were designed to build a visuotopically organized depth map. None of these models consider the end use of the depth information that they produce. The intent in developing these models was to provide a general solution to the binocular depth resolution problem and not to design an algorithm that could be integrated into the activity pattern of a specific animal.

1 Methods COMPUTER SIMULATION Computer simulation was used to do the extensive testing and experimentation required for proper evaluation of the model. The equations representing the model were translated into an algorithm, coded in Pascal, and solved numerically on a VAX -11/780. The simulation algorithm was fully implemented on the computer for both eyes but for only the left side of the brain. It is imbedded in a software system that provides an interactive graphics interface for constructing tw

1 Methods COMPUTER SIMULATION A computer simulation of the model was developed so that experiments could be done to evaluate its performance. This simulation is implemented in Pascal on a VAX -11/780. Model results are displayed using a 512 x 512 pixel Grinnell color display. A menu-driven interactive graphics system, using this same display, allows the experimenter to adjust model parameters and test-scene configurations. Hard-copy images mimicking the interactive display are produced on a Symbolics laser-graphics printer by a batch version of the modeling system.

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