Rizzolatti Giacomo, Fogassi Leonardo, and Luppino Giuseppe
- Published in print:
- 2011
- Published Online:
- August 2013
- ISBN:
- 9780262015233
- eISBN:
- 9780262295444
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262015233.003.0021
- Subject:
- Neuroscience, Research and Theory
This chapter describes how visual information is transformed into motor acts. It examines the concept of two visual systems and illustrates that the dorsal stream is actually formed by two basically ...
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This chapter describes how visual information is transformed into motor acts. It examines the concept of two visual systems and illustrates that the dorsal stream is actually formed by two basically independent pathways. It also considers the issue of the role of different visual streams in perception. This chapter shows that V6 is an extrastriate area at the origin of a relatively direct visuomotor pathway, which conveys visual information to caudal superior parietal lobule (SPL) areas. It suggests that the two dorsal streams play a differential role in the organization of visuomotor behavior. It also demonstrates that the actions and space organization are the building blocks on which perception is built.Less
This chapter describes how visual information is transformed into motor acts. It examines the concept of two visual systems and illustrates that the dorsal stream is actually formed by two basically independent pathways. It also considers the issue of the role of different visual streams in perception. This chapter shows that V6 is an extrastriate area at the origin of a relatively direct visuomotor pathway, which conveys visual information to caudal superior parietal lobule (SPL) areas. It suggests that the two dorsal streams play a differential role in the organization of visuomotor behavior. It also demonstrates that the actions and space organization are the building blocks on which perception is built.
Dana Ballard and Nathan Sprague
- Published in print:
- 2007
- Published Online:
- March 2012
- ISBN:
- 9780195189193
- eISBN:
- 9780199847457
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195189193.003.0020
- Subject:
- Psychology, Cognitive Models and Architectures
Early research in artificial intelligence (AI) emphasized mechanisms of symbol processing with the goal of isolating an essential core of intelligent behavior. Although huge progress was made in ...
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Early research in artificial intelligence (AI) emphasized mechanisms of symbol processing with the goal of isolating an essential core of intelligent behavior. Although huge progress was made in understanding automated reasoning, an unsolved problem has been that of specifying the grounding of the symbols. More recently, it has been appreciated that the human body, largely neglected in symbolic AI, may be the essential source of this grounding. Graphics models that simulate extensive human capabilities can be used as platforms from which to develop synthetic models of visuomotor behavior. Research programs that focus on embodiment have been facilitated by the development of virtual reality (VR) graphics environments. These VR environments can now run in real time on standard computing platforms. The value of VR environments is that they allow for the creation of virtual agents that implement complete visuomotor control loops. Visual input can be captured from the rendered virtual scene, and motor commands can be used to direct the graphical representation of the virtual agent's body.Less
Early research in artificial intelligence (AI) emphasized mechanisms of symbol processing with the goal of isolating an essential core of intelligent behavior. Although huge progress was made in understanding automated reasoning, an unsolved problem has been that of specifying the grounding of the symbols. More recently, it has been appreciated that the human body, largely neglected in symbolic AI, may be the essential source of this grounding. Graphics models that simulate extensive human capabilities can be used as platforms from which to develop synthetic models of visuomotor behavior. Research programs that focus on embodiment have been facilitated by the development of virtual reality (VR) graphics environments. These VR environments can now run in real time on standard computing platforms. The value of VR environments is that they allow for the creation of virtual agents that implement complete visuomotor control loops. Visual input can be captured from the rendered virtual scene, and motor commands can be used to direct the graphical representation of the virtual agent's body.