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R J Bertin

Publications and source records attributed to R J Bertin.

6 recordsLinked to original sources

Perception of two-dimensional, simulated ego-motion trajectories from optic flow.

A veridical percept of ego-motion is normally derived from a combination of visual, vestibular, and proprioceptive signals. A previous study showed that blindfolded subjects can accurately perceive passively travelled straight or curved trajectories provided that the orientation of the head remained constant along the trajectory. When they were turned (whole-body, head-fixed) relative to the trajectory, errors occurred. We ask whether vision allows for better path perception in that situation, to correct or complement vestibular perception. Seated, stationary subjects wore a head mounted display showing optic flow stimuli which simulated linear or curvilinear 2D trajectories over a horizontal ground plane. The observer's orientation was either fixed in space, fixed relative to the path, or changed relative to both. After presentation, subjects reproduced the perceived movement with a model vehicle, of which position and orientation were recorded. They tended to correctly perceive ego-rotation (yaw), but they perceive orientation as fixed relative to trajectory or (unlike in the vestibular study) to space. This caused trajectory misperception when body rotation was wrongly attributed to a rotation of the path. Visual perception was very similar to vestibular perception.

Head Movements↗

Phototaxic foraging of the archaepaddler, a hypothetical deep-sea species.

An autonomous agent (animat, hypothetical animal), called the (archae) paddler, is simulated in sufficient detail to regard its simulated aquatic locomotion (paddling) as physically possible. The paddler is supposed to be a model of an animal that might exist, although it is perfectly possible to view it as a model of a robot that might be built. The agent is assumed to navigate in a simulated deep-sea environment, where it forages for autoluminescent prey. It uses a biologically inspired phototaxic foraging strategy, while paddling in a layer just above the bottom. The advantage of this living space is that the navigation problem--and hence our model--is essentially two-dimensional. Moreover, the deep-sea environment is physically simple (and hence easy to simulate): no significant currents, constant temperature, completely dark. A foraging performance metric is developed that circumvents the necessity to solve the traveling salesman problem. A parametric simulation study then quantifies the influence of habitat factors, such as the density of prey, and body geometry (e.g., placement, direction and directional selectivity of the eyes) on foraging success. Adequate performance proves to require a specific body geometry adapted to the habitat characteristics. In general, performance degrades gracefully for modest changes of the geometric and habitat parameters, indicating that we work in a stable region of "design space." The parameters have to strike a compromise between, on the one hand, to "see" as many targets at the same time as possible. One important conclusion is that simple reflex-based navigation can be surprisingly efficient. Additionally, performance in a global task (foraging) depends strongly on local parameters such as visual direction tuning, position of the eyes and paddles, and so forth. Behavior and habitat "mold" the body, and the body geometry strongly influences performance. The resulting platform enables further testing of foraging strategies or vision and locomotion theories stemming either from biology or from robotics.

Animals↗