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ON DESIGNING A VISUAL SYSTEM
(Towards a Gibsonian computational model of vision)
Aaron Sloman
School of Computer Science,
The University of Birmingham, UK
http://www.cs.bham.ac.uk/~axs/
Originally published in
Journal of Experimental and Theoretical AI
1,4,
1989,
pp. 289-337.
Abstract
This paper contrasts the standard (in AI) "modular" theory of the
nature of vision with a more general (labyrinthine) theory of vision as
involving multiple functions and multiple relationships with other
sub-systems of an intelligent system.
1
The modular theory (e.g. as expounded by Marr)
treats vision as entirely, and permanently, concerned with the
production of a limited range of descriptions of visible surfaces, for a
central database; while the "labyrinthine" design allows any output that
a visual system can be trained to associate reliably with features of an
optic array and allows forms of learning that set up new communication
channels. The labyrinthine theory turns out to have much in common with
J.J.Gibson's theory of affordances, while not eschewing information
processing as he did. It also seems to fit better than the modular
theory with neurophysiological evidence of rich interconnectivity within
and between sub-systems in the brain. Some of the trade-offs between
different designs are discussed in order to provide a unifying framework
for future empirical investigations and engineering design studies.
However, the paper is more about requirements than detailed designs.
Contents
1 Introduction
2 What is vision?
2.1 Some key questions
2.2 Two opposing theories of vision
2.3 Sketch of the "modular" theory
2.4 Proponents of the modular theory
3 Must visual processing be principled?
3.1 Towards a "labyrinthine" theory
4 The innards of the "standard" visual module
5 Previous false starts
6 Interpretation vs analysis
7 What is, what should be, and what could be
8 Problems with the modular model
8.1 Higher level principles
8.2 Unprincipled inference mechanisms
8.3 Is this a trivial verbal question?
8.4 Interpretation involves "conceptual creativity"
8.5 The biological need for conceptual creativity
9 The uses of a visual system
9.1 Subtasks for vision in executing plans
9.2 Perceiving functions and potential for change
9.3 Figure and ground
9.4 Seeing why
9.5 Seeing spaces
9.6 Seeing mental states
9.7 Seeing through faces
9.8 Practical uses of 2-D image information
9.9 Triggering and controlling mental processes
10 Varieties of visual databases
11 Kinds of visual learning
12 Conclusion
1 Introduction
A squirrel, trying to get nuts in a bag hung up for birds, runs along
the branch, hangs down, precariously supported by hind feet with tail
curved round the branch, then, swaying upside down in the breeze, holds
the bag in its forepaws while nibbling at the nuts protruding through
the mesh. On seeing some fall to the ground, he swings up, runs further
along the branch, leaps onto a railing on a nearby balcony and by a
succession of runs and leaps descends to the nuts lying on the lawn
below.
From my window I gaze out at this scene, both entranced by the
performance, like a child watching a trapeze act, and also deeply puzzled
at the nature of the mechanisms that make a squirrel possible.
The squirrel sees things, and puts what it sees to excellent use in
selecting what to do next, controlling its actions, and picking up
information that it will use next time about where to find nuts. I see
things and enjoy and wonder at what I see, and try to think about the
problems of designing a squirrel like THAT.
How much is there in common between the squirrel's visual system and
mine? How much is different? How much would a robot with visual
capabilities have to share with either of us?
Why have we not yet been able to build machines with visual capabilities
that come close to those of human beings, squirrels, cats, monkeys, or
birds? It could simply be that the engineering tasks are very difficult,
e.g. because we can't yet make cheap highly parallel computers available
and we haven't solved enough of the mathematical or programming
problems. Alternatively, it could be because we don't yet know much
about human and animal vision and therefore don't really know what we
should be trying to simulate. It could be both. I suspect the latter is
the main reason - and that much improved hardware, better programming
languages and design tools, faster mathematical algorithms, or whatever,
would not in themselves bring us much closer to the goals of either
explaining or replicating natural vision systems. We need a theory of
what vision is for and how it relates to the other functions and
sub-functions of intelligent systems. That is the main topic of this
essay.
A good theory of human vision should describe the interface between
visual processes and other kinds of processes, sensory, cognitive,
affective, motor, or whatever. This requires some knowledge of the tasks
performed by the visual subsystem and how they relate to the tasks and
requirements of other subsystems. I shall attempt to analyse some uses
of human vision, in the hope of deriving some design constraints and
requirements for visual systems for intelligent agents, whether natural
or artificial - though I shall identify design requirements for which I
do not have design solutions. More precisely I shall point to trade-offs
between different sorts of designs rather than trying to prove that some
are better than others in absolute terms. A popular "standard" theory
implying that animals and robots should be designed in such a way that
vision forms a well-defined module will be identified and criticised as
too limited.
In principle this theoretical analysis should be tied in with detailed
surveys of empirical facts about of human and animal visual systems
(including their neurophysiology - cf. [Albus, 1981]),
but my objective at
present is not to establish a correct theory of human vision, so much as
to provide a general theoretical framework within which empirical and
design studies can be conducted.
Some time after writing an early version of this paper for a
workshop in 1986, I began to read J.J. Gibson's book
The Ecological Approach to Visual Perception,
and, somewhat to my surprise, found considerable overlap, despite
fundamental differences. I have therefore adopted some of his
terminology, including the notion he defined in his chapter 5 of an
"optic array", the array of information provided by light coming towards
a viewing location. I shall use this to define the problem domain and
formulate a set of key design questions.
2 What is vision?
In order to delimit the topic I assume, like Gibson, that vision is
concerned with deriving information about the environment from (possibly
changing) structure in one or more optic arrays. An optic array is
structured in the sense that information coming to a location is
different in different directions: different colours, intensities (and
patterns of change in colours and intensities) are transmitted from
different directions (mostly reflected but not always) towards any given
viewing point. It is a two-dimensional array in the sense that the
directions from which information comes vary in two dimensions, though
if the array is a changing one, time adds a third dimension. As Gibson
points out, a system does not need to have a retina onto which a 2-D
optical image is projected in order to take in and make use of the 2-D
structure of the optic array: compound eyes made of units aimed in
different directions can also do this, as could scanning systems.
Defining vision as extraction of information about the environment from
structure in optic arrays is not an attempt to legislate usage, or
define arbitrary terminology, but merely to identify an important range
of design issues addressed in this paper. For example, I am not concerned
with how a plant might use measurements of daily incident light to
determine when to bud or drop its leaves: this process does not (as far
as I know) make use of the two dimensional structure of the optic-array
to derive information about the structure and properties of the
environment. It lacks other interesting features of vision, described
below.
Despite this restriction, the concept of vision used here is very broad.
It leaves open what information is derived from the optic array, how it
is derived, what other information is used in the derivation, what the
derived information is used for, and how many other kinds of subsystems
there are in the total system of which vision is a part: enormous
variation is possible on all of these points, both in biological
organisms or present and future artefacts. For now I shall assume that
we are dealing with a total system that has many human-like and
squirrel-like capabilities, including a range of different sensory and
motor abilities, the ability to plan and control complex movements, to
acquire and store information about the environment for later use, to
pursue a variety of types of motives, and so on. This variety of
capabilities will be left vaguely specified for now. It has
architectural implications that will be mentioned later, as the
discussion of design issues unfolds.
The aim of the paper is not to put forward empirical theories but to
explore "architectural" design issues: that is questions about in what
way, and at what level of scale, an intelligent system needs to be
constructed from (or decomposable into) distinct components with
different clearly defined functions and interfaces. The theory to be
criticised takes a visual system to be a relatively large-scale module
with restricted input and output channels: I shall contrast it with a
theory postulating smaller components more richly connected with modules
outside the visual system. The components to be discussed need not be
physically separable: any more than the separate software modules in a
computing system have to map onto usefully separable physical
components. Some of the components in an information processing system
may be "virtual" structures, like the linked lists, networks, trees,
arrays and other structures created in a computer yet never to be found
by applying physical measuring instruments to their innards - rather,
such structures are abstract interpretations by programs (and by us) of
the physical state of the machine.
I am not contrasting "virtual" with "real" as Gibson does: the contrast
is with "physical". The virtual machine corresponding to a high level
programming language running on a computer is as real as the physical
machine running instructions in the low level machine
language.2
But it
is a different machine with different states, properties and
transitions, and different causal interactions. Similarly the components
of a visual system will be described at a fairly high level of
abstraction, leaving open the question whether the neurological basis of
human vision adds further design constraints to those considered here.
Whether human vision is exactly as I say does not matter as much (for
this paper) as whether systems could
be designed thus, and what the costs and benefits would be of these and
alternative designs. In other words, this essay is a partial exploration
of the space of possible designs for visual systems. It does not aim to
be a complete exploration: that is too big a task. Instead I shall focus
on a relatively small subspace close to how human beings appear to me to
be designed. Checking out whether humans or other animals really fit
into this subspace and if so exactly where they are located, is a task I
must leave to others with more detailed knowledge of human abilities and
their neurophysiological underpinnings. I shall also leave to others the
task of specifying mechanisms able to meet the requirements I'll
outline.
2.1 Some key questions
The discussion will revolve around the following key questions.
- What kind of information can or should a visual system derive from
the optic array?
-
Should the information be expressed in descriptions in some kind of
internal language?
-
If not, in what way can the information stored, or used?
-
Should the information be produced by a visual system in a single
general purpose form, leaving it to other modules to transform it to
suit their needs, or can a visual system directly produce forms of
information suited to other specific modules?
-
What other functions should a visual system have besides producing
information about the environment? E.g. is part of its function to
trigger or control processing in other subsystems? (This could be done
either by sending descriptions of the environment or optic array,
from which inferences about what to do would have to be drawn, or
by deriving control signals as well as descriptions from the optic array
and transmitting the control signals directly to the modules concerned.)
-
Are descriptions of (possibly changing) 3-D spatial structure and
location, the only descriptions that should be produced by a visual
system?
-
If not, what other kinds of descriptions should a visual system
produce? E.g. should descriptions of 2-D, time varying, image features
(or features of the optic array itself) be output? Should descriptions
of non-spatial properties of objects (e.g. functional or causal
properties) be produced by the visual system, or are they inferred from
the visual output, by separate modules?
-
What kinds of input should a visual system make use of? Is it purely,
or mainly, optical data, or do other data play a significant role, e.g.
data from other sensory subsystems, or data from higher level processes,
or prior knowledge about objects in the environment?
-
Is it possible to draw a sharp boundary between visual processing and
other kinds of processing, or is it best to design intelligent agents
around a richly interconnected processing system with increasingly
multi-modal or amodal layers of processing as information moves from
sensory transducers? In other words are there sharply distinguished
modules for vision, touch, hearing, reasoning, memory, etc., or are the
functional boundaries blurred and different subsystems closely
integrated with one another?
2.2 Two opposing theories of vision
Although truth is rarely extreme, I shall contrast two extreme theories:
the
modular
theory and the
labyrinthine
theory. The former treats a vision system as an integrated module with a
clearly defined and very limited set of inputs and outputs, while the
latter treats it as a collection of modules having a much wider, and
more changeable, collection of input and output links to other
sub-systems. I'll sometimes refer to the modular theory as the
"standard" theory since something like it is currently a sort of
orthodoxy among AI vision researchers and at least some cognitive
scientists, though there may not be any adherent of its most extreme
form. My arguments will mostly go against the modular theory, not on the
basis of empirical evidence that it is wrong, but because it puts
forward a poor design. Of course, that leaves open the possibility that
we are poorly designed, and the modular theory is empirically correct.
I believe that Gibson reached conclusions about vision as
multi-functional that are close to the labyrinthine theory, though he
had a different standpoint: he used excessively narrow and old-fashioned
concepts of "representation" and "processing" that led him wrongly to
reject the idea of visual mechanisms that use representations or process
information (as [Ullman, 1980] points out). He apparently thought of
representations as essentially picture-like objects, isomorphic with
things represented, and requiring something like perception for their
use. He seems to have had no conception of an abstract structured
internal store of information accessible via processes better described
as computational than as perceptual, and indeed so different from
perception that they are actually capable of playing a role in
explaining
perception.
He also seemed to think that theories of cognitive processing aim to
show how retinal images get mapped onto images in the brain, which are
operated on in various ways to produce states of consciousness (op.cit.
page 252), and he seems to have thought (op.cit. p. 238) that all
theories of cognitive processing relied on what he described as "old
fashioned mental acts" such as recognition, interpretation and
inference.
Gibson apparently had not learnt about work in Computer Science and
Artificial Intelligence that postulates better understood processes
invoked to explain mental acts. I am not claiming that current work in
AI, including connectionist AI, has got good explanations as yet, merely
that the space of possible explanatory designs acceptable for scientific
or engineering purposes is richer than Gibson seems to have thought of.
So, although I shall not dispute Gibson's assertion that vision is best
thought of as concerned with interpreting optic arrays rather than
retinal images, unlike Gibson, I do not rule out a prior process of
analysis and description of the input array as a 2-D structure: this
pre-processing of the optic array to reduce the information content may
be essential for reducing the combinatorics of mappings from the array
to other things. Gibson's own formula (p.169) "equal amounts of texture
for equal amounts of terrain" seems to depend on the assumption that the
amount of texture in various regions of the optic array can be detected
as a basis for inferring the sizes of the corresponding regions of
terrain. Moreover, for some purposes, e.g. drawing and painting, it is
clear that we need and use information about 2-D properties of the optic
array. So we have an existence proof of the possibility of deriving and
using such information, and this is consistent with (but does not prove)
the claim that it plays a role in intermediate stages of vision, even if
it is not part of the output of vision.
In fact, I shall suggest that one of the things that characterises a
visual system, as opposed to other kinds of photo-sensitive mechanisms,
is the use of internal representations that relate information to the
two dimensional structure of the optic array. This allows indexing to be
based on relationships in the array, such as direction and distance.
This use of one or more 2-D maps as information stores may provide the
only clear boundary between a visual system and the rest of the brain.
Consequently we need not stick with Gibson's mystifying and unanalysed
notions of direct information "pickup" (chapter 14) and "resonance" (p.
249), though I shall sketch a design for visual systems that has
distant echoes of these notions.
The notion of a representing structure can be generalised if we
think of it as a sub-state of a system that can simultaneously have
a collection of independently variable, causally interacting,
sub-states. Different kinds of variability and different kinds of causal
interaction of substates will lead to interestingly different
behavioural capabilities of the whole system. This notion subsumes both
the kinds of data-structures used as representations in conventional AI
and the kinds of information structures embedded in neural networks
studied by connectionists. A detailed analysis of the way in which such
substates can be interpreted as having semantics is beyond the scope of
this paper. A beginning is made in [Sloman, 1987b],
where I suggest that a
mixture of causal relations and Tarskian model theory (generalised to
cope with non-propositional representations) may suffice. The model
theory delimits the mathematically possible models for a given
representing structure and the causal relations select the portion of
the world forming the actual model (or the set of models in the case of
ambiguity or indeterminacy).
2.3 Sketch of the "modular" theory
Returning to the "modular" theory: it claims that vision is a clearly
bounded process in which optical stimuli (usually, though not always,
thought of as passively received via a retina) are interpreted in a
principled fashion in order to produce descriptions or representations
of (possibly time-varying) 3-D spatial structures. These descriptions
are then stored in some kind of database (perhaps a short term memory)
where they can be accessed by other sub-systems for a wide variety of
purposes, such as planning, reasoning, controlling actions, answering
questions, solving problems, selecting information for a long term
memory store, and so on.
On this standard view all processes that make use of visual input have
to go via this common database of descriptions of the spatial structure
of visible surfaces, which therefore provides an interface between
vision and everything else. It is possible for this database to be
shared between vision and other sensory modules, all feeding in their
own characteristic kind of information about the environment. There
could also be a collection of output modules controlling muscles or
motors, driven by plans or programs based on information from the
central store.
So on the modular theory we can think of an intelligent agent as having
an architecture something like a sunflower with radial florets attached
to the edge of a central disc. Each floret represents an input or output
module, or perhaps some other specific processing module such as a
planning module, while the central core is a store of information fed in
by sensory modules and expanded or interpreted by inference modules. An
extreme version of the theory would require all information to go from
one radial floret to another only via the central store. One of the
florets would correspond to the visual system, others to smell, taste,
touch, and various output modules, e.g. perhaps one for talking, one for
walking, one for manipulation with hands, etc. Something like this
modular theory is defended at length in [Fodor, 1983],
and is often
implicitly taken for granted by workers in AI.
2.4 Proponents of the modular theory
Perhaps the clearest statement of the modular theory, at least as far as
vision is concerned, is to be found on page 36 of David Marr's book
[Marr, 1982],
where he describes the `quintessential fact of human vision -
that it tells about shape and space and spatial arrangement.' He admits
that `it also tells about the illumination and about the reflectances of
the surfaces that make the shapes - their brightnesses and colours and
visual textures - and about their motion.' But he regards these things
as secondary `... they could be hung off a theory in which the main job
of vision was to derive a representation of shape'. This echoes old
philosophical theories distinguishing `primary' and `secondary'
qualities.
Something like this view, perhaps without the distinction between shape
as primary and other visual properties as secondary, underlies much
vision work in Artificial Intelligence, including the work of some of
the most brilliant researchers. It pervades John Frisby's excellent book
on seeing [Frisby, 1979],
partly inspired by Marr, and the same "standard" view
is expressed in the textbook on AI by Charniak and McDermott
[Charniak and McDermott, 1985],
who
write: `Unlike many problems in AI, the vision problem may be stated
with reasonable precision: Given a two-dimensional image, infer the
objects that produced it, including their shapes, positions, colors and
sizes'. If pressed, Charniak and McDermott would no doubt have included
`their motion'. A similar task definition is given by Longuet Higgins
`What the visual system ultimately has to do is to infer from a
(2+1)-dimensional image - or two such images - the spatio-temporal
structure of a (3+1)-dimensional scene' [Longuet-Higgins, 1987] pp
293-4. Although these authors apparently subscribe to something like
what I am calling the "modular" theory of vision, they don't necessarily
all embrace every aspect of the extreme version I've sketched.
So on this theory we have to think of the squirrel's visual system as
extracting information from the optic array, processing it in various
ways (outlined below) and storing descriptions of the (changing) 3-D
structure of branches, leaves, railings, peanuts, or whatever in some
central database, where it can be accessed by inference mechanisms and
planning mechanisms e.g. to work out what actions to produce and by motor
control mechanisms to ensure that the actions are performed correctly.
The standard theory leaves open precisely how motion and change are
dealt with. Swaying branches and other continuous changes perceived in
the environment might cause the descriptions in the central database to
be continuously changed. Or persisting descriptions from a succession of
snap-shots might be stored with some kind of time-stamp, until they are
no longer needed (or they `decay'). Alternatively instead of producing
only time-stamped descriptions of spatial structure the visual system
might produce descriptions of motion structure (e.g. "swaying"), in
which case a fixed description might correspond to a changing scene, as
unchanging differential equations can describe a changing physical
system.
3 Must visual processing be principled?
One attractive feature of the modular theory is that it holds out some
hope for a
principled
design of visual mechanisms. For example, if the task of vision is to
discover facts about the shape, location, colour and texture of visible
surfaces, then it is to be hoped that these facts can be inferred from
the optic array using principles of mathematics and physics, since the
optic array is a richly structured collection of information
systematically derived, via a well understood projection process, from
the shapes, locations and reflective properties of objects in the
environment, and the illumination falling on them. This notion of
principled inference from optic array to scene structure is close to
some of Gibson's ideas, though I shall end up using Gibsonian arguments
against it.
Early proponents in AI of a principled derivation of scene structure
from intensity discontinuities (from which a "line drawing" showing
visible edges was assumed to be derivable) were [Huffman, 1971]
and [Clowes, 1971]. They showed that in a world of trihedral polyhedra, only
certain interpretations of edge maps were consistent, work that was
later extended by other researchers to more general scenes including
shadows and curved objects. A different generalization came from Horn
who argued that a lot more information about shape could be inferred
from intensity changes (e.g. [Horn, 1977]). Marr (op.cit) also stressed the
need for a principled theory as a basis for image interpretation, and
inspired a considerable amount of relevant work. [Ballard and Brown, 1982]
present an introductory survey of relevant mathematical
techniques. Part IV of [Longuet-Higgins, 1987] is a collection of
mathematical studies of what can and cannot be inferred from two images
taken from different places or at different times.
If the visual mechanism is a principled solution to very specific
mathematically statable and solvable problems intimately bound up with
the geometry and optical properties of the environment, then a study of
visual mechanisms should always be related to the nature of the
environment. Yet it is interesting that many vision researchers are now
investigating trainable neural networks rather than mechanisms designed
from the start to work on principled algorithms that invert the supposed
projection process. Is this new work fundamentally flawed? Or might it
be justified because our visual system is not specifically geared only
to the geometry and physics of our environment, but can process whatever
it is trained to process? (I am not disputing that work on neural nets
is based on a principled theory: but it need not be a specific theory
about how to derive 3-D structure from 2-D optic array information.)
Might not a more general design of this kind be preferable in a world
where, besides spatial properties and relations, objects have very many
additional properties that are potentially relevant to a squirrel,
including for instance edibility, graspability, support strength, and
other causal properties not directly entailed by properties of the
optic array?
Fluent reading (including musical sight-reading) illustrates the
usefulness (at least for humans) of the ability of a visual system to be
trained to associate non-spatial information with information in the
optic array, where the association is arbitrary and unprincipled. But
I'll argue that this general capability is useful for many other
purposes that we share with other animals and could share with robots.
So the aesthetic advantage of the modular theory, namely that it
postulates a principled process of interpretation, may be outweighed by
the biological or engineering advantage of something more general.
It must be said that even if the mechanisms in natural visual systems
don't use principled algorithms for inferring geometrical structure but
simply learn useful associations, the mathematical study of what can and
what cannot be inferred in a principled way is still very worth while,
since it may help to define what is learnable, and it may provide
important algorithms for artificial vision.
3.1 Towards a "labyrinthine" theory
An alternative more labyrinthine theory can be based on the following
ideas.
- A well designed visual system should produce not just descriptions
of (changing) 3-D spatial structure but descriptions of a far wider
variety of features of the environment - in fact anything that can
be reliably detected and which is useful (compare Gibson's
"affordances"). In particular, some of the output of vision might be
partial
results of analysis of the optic array, rather than information about
the environment. (I'll give examples later.)
-
The outputs of a visual system should not simply be descriptions of
what has been detected or inferred, but might for example be motor
control signals fed directly to motor sub-systems as part of a feedback
loop.
-
Closely related to the previous point, a visual system should not
have a single output channel, but should be able to transmit descriptive
or control information directly to any module that needs it.
-
A visual system should not simply make use of the optic array
but should be able to use a wider variety of inputs, including low or
intermediate-level information from other sensory transducers and high
level conceptual information, as well as control information about
actions that change the information coming from the optic array (e.g.
information about eye or neck movements, or bodily motion).
-
A visual system should not have rigidly fixed channels of input and
and output, nor fixed limits on the kind of information that it can
produce, but instead should be capable of changing all of these as a
result of training. In particular, it should be possible to extend the
descriptive capabilities, and to set up a new information channel from
any intermediate stage of visual processing to some other sub-system
that can make good use of the intermediate information.
-
The interpretation processes employed by a visual system need not
be mathematically derivable from principles of physical optics and
projective geometry but may make use of any cues that are empirically
found to be useful: i.e. the process of extracting information from the
visual array need not be
principled,
even if it is the result of a principled learning process.
This labyrinthine theory admits that there is such a thing as a visual
module specially geared to processing optic arrays, but it does not
insist on fixed and sharp boundaries as the standard modular theory
does, like the single attachment point for each radial floret on a
sunflower. In particular, it does not assume a fixed type of output
restricted to descriptions of spatial structure and changes.
Discussion of such design options requires analysis of the uses of
vision. Part of my argument is that in order to do what the modular view
proposes, the visual system needs a type of mechanism that would in fact
enable it to do more than just produce spatial descriptions: for even
the more restricted modular type of visual system would require a
general-purpose associative mechanism. This is because it requires vision
to be conceptually creative, as we'll see.
4 The innards of the "standard" visual module
Let's look more closely at the "modular" theory of vision. Although it
conceives of the visual system as having a well defined boundary it is
not thought of as internally indivisible. Modular theorists often
postulate a collection of different internal sub-modules and databases
in which intermediate descriptions of various kind are stored, and used
within
the visual system in order to derive subsequent descriptions. (See
[Barrow and Tenenbaum, 1978], and [Nishihara, 1981]). For example, the
intermediate databases postulated include edge (or surface
discontinuity) maps, binocular disparity maps, depth maps, velocity flow
maps, surface orientation maps, histograms giving the distribution of
various kinds of features, descriptions of edges, junctions, regions and
so on. I use the word "map" here to suggest that the information is
stored more or less in registration (some at fine and some at coarse
resolution) with the optic array. (NOT with the retina: retinal images
change too rapidly during saccadic motion.) Some of these databases may
contain viewer-centered, others object-centred or scene-centred,
descriptions of objects, or fragments of objects, in the environment.
On the modular view, these internal data-bases are purely for use within
the visual subsystem. They contain information that is of use only as an
intermediate stage in computing information about 3-D spatial structure
and change. The only information available to other subsystems would be
the descriptions of objects and processes in the 3-D scene that are fed
from the visual module to the central store where other modules can make
use of them.
But why should a visual system be restricted to such a narrow function?
If the intermediate databases contain useful information why should it
not be made directly available to other non-visual modules, such as
motor-control mechanisms? It could be useful to have a system that can
perform a substantially wider range of functions than this monolithic,
rigidly restricted, spatial description transducer. In particular, since
the optic array is inherently ambiguous in several respects (e.g. as
regards hidden parts of objects, or non-geometrical properties such as
the strength of an object), it would be useful if a visual system could
at least sometimes make use of information from other sources to help
disambiguate the purely visual information. If this requires the use of
learnt associations that cannot be inferred from general principles,
then it is necessary to have a system that can be trained, and will
therefore change over time.
If it is possible to build a visual system that can extract useful
non-geometrical information about objects in the environment, e.g.
information about causal relations like support or rigidity, or
information about edibility, or information about the intentions of
other agents, then it would be worth giving those tasks to the visual
system
provided that
the information is derivable more easily, more quickly, or with greater
precision, or in a more useful form, from the optic array (or
intermediate stages of processing of optic arrays) than from
descriptions of 3-D structure and motion. In that case the visual system
might as well produce different sorts of information in parallel, rather
than requiring one to be derived from the other by a separate module.
Notice that I am not claiming that visual systems don't produce
geometrical information about the environment. Obviously they do.
Moreover geometrical descriptions produced in a principled way may be
part of the process of learning a less principled way: if non-rigidity
is first detected on the basis of changing shape, it may later, as a
result of learnt associations, be detected on the basis of the type
of material and its texture or colour.
The richer conception of vision as having many different purposes rather
than simply producing descriptions of the structure and motion of
visible surfaces, has implications both for the architecture of a visual
system and for the types of representations that it uses internally.
The architectural implication is that instead of a single input channel
from the retinas and a single output channel to the central store of
3-D information, a visual system may require far more connections, so
as to receive inputs from more sources and so as to be able to output
different kinds of information to other modules that need it. The
neat sunflower model would then have to be replaced by a tangled
network of interconnected modules.
5 Previous false starts
The modular theory of vision provides useful insights into some of the
sub-tasks of a visual system, but tells only a small part of the story,
like all the other `fashions' that have characterised AI work on image
analysis since the 1960s. The history of attempts to make machines with
visual capabilities includes several enthusiastic dashes down what
proved to be blind alleys, or at best led to small steps forward. Here
I'll list some of the over-simplifying assumptions that have proved
tempting, as an introduction to a more detailed analysis of the purposes
of vision.
- Vision is essentially a process of image enhancement: if only you can
make a computer produce a new image showing clearly where the edges of
objects are, or how portions of the image should be grouped into
regions, then you have solved the main problems of vision. However, the
production of images cannot be enough - for something would then have to
see what was in these new images. (This seems to be the most common trap
for engineers who start working on vision.)
-
Vision is pattern recognition: if only we could make machines
recognise patterns in images (or optic arrays), all the problems would
be solved. This ignores the need to perceive and negotiate complex
structures and situations not seen before: merely attaching a known
label naming a recognized pattern does not do this, although recognition
of known substructures and of relationships is
part
of the process of perceiving new structures.
-
Since optic arrays and retinal images are two dimensional, vision is a
process of analysing 2-D structures, for instance finding edges,
grouping the array into regions, describing relationships within the
image. Clearly this cannot be the whole story, even if it is a part of
the correct story, for the whole story must include perception of 3-D
structures. There may be some primitive organisms that need only 2-D
information. But the squirrel's actions have to be intricately related
to 3-D structure, distances, shapes, and so on. In short,
interpretation
is needed, as well as
analysis,
where interpretation includes mapping given structures to quite
different structures (e.g. mapping 2-D structures onto 3-D structures).
-
Vision is essentially a process of segmentation: if only images (or
optic arrays) could be segmented into parts belonging to different
objects, the rest would be easy. This is a tempting strategy if the 2-D
segmentation can somehow be made to correspond to boundaries between
objects in the environment. However, even if image segmentation may be
part of the story, it does not meet the need to describe 3-D
relationships between objects and parts of objects, and it doesn't
account for perception of smoothly varying shapes that have no clear
segmentation into parts, e.g. a human torso. (Though what such
perception amounts to remains untold.)
-
Vision is syntactic analysis - finding the hierarchical structure in
images, just as a parser finds structure in sentences. (This idea was
inspired by work in theoretical linguistics in the 1960s, and is
expounded at length in [Fu, 1977] and [Fu, 1982].)
However, this is simply a
more sophisticated variant of the previous erroneous views: it is not
enough to find and describe structures in images or optic arrays. In
order to work out a path from its branch to the nuts on the grass the
squirrel needs to grasp the structure in the environment, not in
viewpoint-centred 2-D patterns.
-
Vision is heterarchic (non-hierarchic) processing, mixing top-down and
bottom-up analysis: if only the right control structure is used, and
enough prior knowledge available about possible objects in the
environment, stored hypotheses about likely objects can be triggered by
cues in the input in order to control analysis and disambiguate
evidence. This view was partly inspired by Winograd's work [Winograd, 1972]
on heterarchy in language understanding and is
supported by many examples
of human abilities to see things in inherently ambiguous pictures and
views. However, it says nothing about the perception of shape, about the
ability to see quite unfamiliar structures (where top-down guidance is
therefore unavailable), and about the way in which vision relates to
other processes. Moreover, the claim that high level hypotheses can
influence low level analysis risks being defeated by the combinatorics,
except in special cases mentioned below: there are far too many ways of
mapping the hypothesis that an elephant is in front of you into detailed
hypotheses about edges, optical flow, intensity gradations, etc.
-
Vision is essentially a matter of getting 3-D information about the
environment: if only we could find a way of deriving from retinal images
or optic arrays a 3-D depth map of distances to the nearest surface in
various directions, the rest would be easy. However, a 3-D depth map is
just another unarticulated database, and, as will be shown later, it
would still require considerable processing in order to provide useful
descriptions of what is in the scene. In particular, it has the
unfortunate problem of being dependent on viewpoint, so that it captures
no viewpoint-independent facts about the scene, such as that there is a
table in the middle of the room with edges parallel to the walls.
-
Vision is highly parallel - if only we had powerful enough parallel
computing engines everything would be easy. This ignores the question of
what should be computed. For instance it would leave us with the problem
of how to represent spatial structure and how to derive it from optic
arrays. How to make use of massive computing power in vision remains a
problem that cannot be addressed properly until the purposes of vision
have been clarified.
-
Vision requires connectionist machines capable of doing parallel
distributed processing, as defined, for instance in
[McClelland et al., 1986]. Mechanisms of this sort seem to be good for learning
associations and then generalising by interpolation, and for rapid
detection of low level features like intensity discontinuities and
optical flow. It is not yet clear whether they can cope with tasks that
involve hierarchical structure description in unfamiliar situations
(seeing a new whole made of parts which are made of parts etc.)
Moreover, merely describing a general type of processing leaves
unanswered a host of specific questions about how vision works including
the question about what kind of information has to be extracted from
optic arrays or how it is to be used. In particular I see no reason (so
far) to believe that connectionist mechanisms will help us with the
hitherto intractable problem of representing arbitrary shapes in a
useful way.
So, for now, it seems sensible simply to regard connectionist (PDP)
mechanisms as part of the stock of design options, along with other
forms of computation, that need to be considered in designing
intelligent systems. We can then try to find out which mechanisms are
best suited to which subtasks. I shall identify a number of subtasks
involving mapping information from one domain into another, for which
connectionist mechanisms may be well suited.
6 Interpretation vs analysis
All this shows that there are several key ideas that are easily
forgotten. One is that visual perception involves more than one domain
of structures. This is acknowledged by those who claim that vision
involves going from 2-D structures to 3-D structures, which is why
analysis
is not enough. Besides analysing image structures, or the structures of
optic arrays, a visual system has to
interpret
them by mapping them into quite different structures. One strength of
the standard modular view is that it acknowledges this. Gibson's talk of
"affordances" also implicitly acknowledges this: the affordances that he
claims the organism "picks up" from the optic array are not properties
of the optic array but of the environment. The squirrel is interested in
nuts, not features of its optic array. I shall later describe some quite
abstract affordances that can be seen.
Of course, analysing and describing the 2-D structure of the optic array
could be an important
part
of the complete system, and might be an essential part of the
interpretation process. It cannot be the
whole
process, since that analysis does not produce all the required
information.
Another key idea that has played an important role in AI work,
especially the standard modular theory, is that vision involves the
production of
descriptions
or representations, in some kind of internal formalism. For instance, in
saying that image structures are mapped into 3-D structures it is often
assumed that the mapping involves producing descriptions of the 3-D
structures. Nobody knows exactly what sorts of descriptions are needed,
but at least it seems that vision produces at least hierarchical
descriptions of 3-D structures such as vertices, edges, surfaces,
objects bounded by surfaces, objects composed of other objects, and
spatial properties and relationships such as touching, above, nearer
than, inside, etc. So any system that merely produces data-bases of
measurements (e.g. a depth map), or that merely labels recognised
objects with their names, cannot be a complete visual system.
However, it can hardly be said that AI work or even work on
computer-aided design has produced anything like a satisfactory language
for describing shapes. Mathematical descriptions suffice for simple
objects composed of planes, cylinders, cones, and the like, but not for
the many complex, partly regular and partly irregular, structures found
in the natural world, such as oak trees, sea slugs, human torsos,
clouds, etc. Moreover, there are deep philosophical problems about what
it means for a mechanism to produce structures that it interprets as
referring to something else, though I shall not discuss them here, for
my main point is that even if all these gaps can be filled, what has
been said so far is not enough. Interpretation of the optic array
need not involve only the production of descriptions, and it need not
be restricted to extraction of information about 3-D spatial structures.
Not enough attention has been given to the fact that vision is part of a
larger system, and the results of visual processing have to be useful
for the purposes of the total system. It is therefore necessary to
understand what those purposes are, and to design explanatory theories
in the light of that analysis. The rest of this essay addresses this
issue. I'll try to show below that besides the domains of 2-D and 3-D
spatial structures, a truly versatile visual system should be able to
cope with yet more domains, interpreting 2-D optic arrays in terms of
abstract domains involving functional or causal relationships, and
perhaps even meanings of symbols and perceived mental states of other
agents. I'll outline some architectural principles for achieving this,
but will have little to say about the detailed sub-processes.
7 What is, what should be, and what could be
A methodological digression is necessary, in order to prevent
misunderstandings about this exercise. It is important to distinguish
three different sorts of question, empirical, normative and theoretical.
The empirical question asks what actual biological visual systems are
like and what they are used for. The normative question asks what sort
of visual system would be desirable for particular classes of animal or
robot (given certain objectives and constraints). The theoretical
question asks what range of possible mechanisms and purposes could exist
in intelligent behaving systems, natural or artificial and how they
might interact with other design options.
It is possible for these questions to have different answers. What actually
exists may be a subset of what is theoretically possible. It may also be
different from what might be shown to be optimal (relative to some global
design objectives).
I shall probably confuse my audience by mixing up all three sorts of
questions in the discussion that follows. This is because in discussing
design possibilities and trade-offs, my real concern in this paper, I am
occasionally tempted to express some empirical conjectures about
biological visual systems, including human ones, e.g. the conjecture
that they have a broader range of functions than the modular theory
admits. However, establishing this is not my main aim. I am
concerned only to make the weaker claim that alternative designs with
interesting trade-offs are possible and worth exploring. That this is
relatively weak does not make it trivially true or unimportant: it
provides a framework for formulating and exploring stronger theories.
Even if my empirical biological conjectures are false, the normative
claim about what designs would be best (in relation to certain
biological needs) might be correct: biological visual systems might be
sub-optimal.
Moreover, even if the empirical claim is false, and the normative
arguments about optimality are flawed, the theoretical claim that these
alternative designs are possible might be true and interesting. For
example, by analysing the reasons why a labyrinthine design is not
optimal we increase our understanding of the optimal design. Moreover,
by studying the biological factors that ruled out the alternative design
we may learn something interesting about evolution and about design
trade-offs.
My own interest is mainly in the theoretical design questions. This is
part of a long term investigation into the space of possible designs for
behaving systems with some of the attributes of intelligent systems,
including thermostats, micro-organisms, plants, insects, apes, human
beings, animals that might have evolved but didn't, and machines of the
future. Surveying a broad range of possibilities, studying the
implications of the many design discontinuities in the space, and
attempting to understand the similarities and differences between
different subspaces, and especially the design trade-offs, is a
necessary pre-condition for a full understanding of any one subspace,
including, for instance, the subspace of human-like designs.
8 Problems with the modular model
A well known problem with the view that 3-D scene descriptions are
derived from image data in a principled manner by a specialised visual
module is that the system can quickly reach definite interpretations even
when the information available at the retina from the optic array is
inherently ambiguous. A principled system would have to produce a
list of possible interpretations, or perhaps fail completely.
In particular, in many monocular static images it is easy to show, e.g.
using the Ames Room and other demonstrations described in [Gregory, 1970],
[Frisby, 1979] and even Gibson (op.cit. p.167), that human visual systems
rapidly construct a unique (possibly erroneous) 3-D interpretation even
though the particular optic array is mathematically derivable from a
range of actual 3-D configurations, and hence there is no unique inverse
to the process that projects scenes into images. Johansson's films with
moving points of light that we reconstruct as moving people, provide
another example. The ambiguity can be present even when the images are
rich in information about intensity, colour and texture, as shown by the
Ames room. More precisely, 3-D information about structure or motion is
often lost by being projected into 2-D, but that does not prevent human
visual systems rapidly and confidently coming up with 3-D
interpretations.
Notice that I am not drawing the fallacious conclusion criticised by
Gibson (op.cit. p 168) namely that normal visual perception has to rely
on information as ambiguous as the illusory contexts. My point is only
that the human visual system has the
ability
to form percepts that are not mathematically or geometrically justified
by the available information: and indeed are even mistaken sometimes. If
it has that capability, then perhaps the capability can be put to a
wider range of uses.
A similar problem besets optical characteristics of visible surfaces
other than shape and motion. Information about illumination, properties
of the atmosphere, surface properties and surface structure gets
compounded into simple measures of image properties, which cannot
generally be decomposed uniquely into the contributory factors. For
example there are well-known pictures which can be seen either as convex
studs illuminated from above or hollows illuminated from below. A
rooftop weather-vane seen silhouetted against the sky can also be
ambiguous as to its orientation. Yet the human visual system has no
difficulty in rapidly constructing unique interpretations for many such
inherently ambiguous images - often the wrong interpretation! So it
must, in such cases, be using some method other than reliance on a
principled correct computation of the inverse of the image-formation
process.
This is not to dispute that in some situations, or even most normally
occurring situations, a great deal of the scene structure may be
uniquely inferrable, e.g. from binocular disparity or especially from
changing structure in the optic array - a point stressed by Gibson. The
argument is simply that visual mechanisms seem to be able to deliver
clear and unambiguous interpretations even in
some
situations where they have no right to. So it follows that they are able
to use mechanisms
other
than principled inverse inferences from (changing) optic arrays to scene
structures. Moreover, from the point of view of a designer, having these
more general mechanisms is potentially more useful than being restricted
to geometrical transformations.
Theoreticians faced with uncomfortable evidence grasp at straws as
readily as squirrels grasp branches. A standard response to the problem
of explaining how unambiguous percepts come from ambiguous data is to
postulate certain general assumptions underlying the visual
interpretation process and constraining the otherwise unmanageable
inference from image to scene. Examples are:
.IN
.pp
o the "general viewpoint" assumption, (e.g. assume there are no
coincidences of alignment of vertices, edges, surfaces, etc. with viewpoint),
.pp
o the assumption that objects are locally rigid,
.pp
o assumptions about surfaces such as that they are locally planar,
mostly continuous, mostly smooth, not too steeply oriented to the
viewer, mostly lambertian, uniformly textured, etc. (Gibson's own rule
relating "equal amounts of texture" to "equal amounts of terrain" is
based on such an assumption of uniformity),
.pp
o assumptions about the source of illumination, for instance that it comes
from a remote point, or that it is diffuse, etc.
On the basis of such assumptions it is sometimes possible to make inferences
that would otherwise not be justified.
These assumptions may well be useful in certain situations, but all are
commonly violated, and a visual system needs to be able to cope with
such violations. Instead of rigidly making such assumptions, a visual
system has to find out the best way to make sense of currently available
information, and this may involve violating one or more of these
assumptions. For instance, if the size of texture elements on a
surface varies across the surface then Gibson's rule has to be violated.
([Scott, 1988]
criticises assumption-based approaches to solving the
problem of inferring structure from image correspondences.)
Another response is to postulate mutual disambiguation by context,
subject to some global optimising principle. Constraint violations are
dealt with by using designs in which different constraints are computed
in parallel, and violations of some of them are tolerated if this
enables
most
of the image to be interpreted in a convincing manner. (E.g. see
[Hinton, 1976] and
[Barrow and Tenenbaum, 1978]).
This requires the visual system to be designed as an optimiser (or
minimiser): interpretations are selected that optimise some global
property of the interpretation. Connectionist approaches to vision
extend this idea (e.g. see [Hinton, 1981]). The measure to be optimised
does not always seem to have any very clear semantics, as it depends
on the relative weights assigned to different sorts of constraint
violations and there does not seem to be any obviously rational way to
compare different violations - though perhaps some kind of learning
could account for this.
These "co-operative" network-based mechanisms may be part of the story
and may even hold out some promise of explaining how high level hints
(e.g. "look for the Dalmation" - see Frisby (1979) page 20) can help
to direct low level processing in situations where image information is
so radically ambiguous that there is no natural segmentation or
grouping. A suitably structured network could allow some high level
information to alter low level constraints or thresholds in such a way
as to trickle down through the net and change the stable patterns that
emerge from lower level processing.
The Ames demonstrations ([Gregory, 1970] [Frisby, 1979]), in which a
distinctly non-rectangular room viewed through a small opening is
perceived as rectangular, and a collection of spatially unrelated
objects is perceived as assembled into a chair, suggest that in some
situations what counts as globally optimal for the human visual system
is either what fits in with prior knowledge about what is common or
uncommon in the environment or what satisfies what might be regarded as
high level aesthetic criteria, such as a preference for symmetry or
connectedness. Note that a preference is not the same as an assumption:
preferences can be violated, and therefore require more complex
processing.
At any rate it begins to look as if vision, instead of using principled
inferences from the structure of the optic array, may be highly
opportunistic and relatively unprincipled. And why shouldn't it be, if
that works well? Moreover, there may be higher level principles at work.
8.1 Higher level principles
A co-operative optimisation strategy may well be partly principled, in that
the competing hypotheses are generated mathematically from the data, even if
the selection between conflicting hypotheses is less principled.
The process may also be principled at a different level, for instance if the
selection among rival interpretations of an ambiguous image is determined in
part by previous experience of the environment, using a principled learning
strategy, such as keeping records of previously observed structures and
preferring interpretations that involve recognised objects.
Another kind of principled design would be the use, in some circumstances,
of a mechanism that favoured
rapid
decisions, even at the cost of increased error rates. This would
be advantageous in situations where very rapid responses are required
for survival. The satisfaction of getting things right is not much
compensation for being eaten because you took too long to decide what
was rushing towards you.
Mechanisms that favour speed against reliability would also be useful in
situations where there is so much redundancy in images that quick and
unprincipled processes generally produce the right answer. If most
things that look approximately like branches are safely able to support
the squirrel on its travels it does not need to go through detailed
processes of analysis and interpretation that might be necessary to
distinguish safe from unsafe branches in a less friendly environment. So
for some purposes it may suffice to jump rapidly to conclusions (and
therefore to branches) from branch-like characteristics.
Moreover, in such a cognitively friendly environment where unprincipled
cues are statistically reliable guides, the processes controlling
actions following a decision (i.e. running along the branch) may be able
to make use of very rapid and partial visual analyses that guide motor
processes in a tight feedback loop, even though in a less friendly
environment they would be too unsafe. If many of the branches were dead
and fragile, slower and more cautious mechanisms that carefully analyse
the visual information would be needed, to reduce the occurrence of dead
and rotting squirrels.
Evidence that human vision takes rapid decisions in the basis of partial
analysis of the optic array takes many forms including undetected
misprints in reading, cases of false recognition that are spontaneously
corrected after the stranger is out of sight, and a host of accidents on
the road, in the home and in factories.
Another meta-level principle is that effects of inadequate algorithms or data
should be minimised. What this means is that the system should be designed so
that even if it can't always get things exactly right, it should at least
minimise the frequency of error, or be able to increase the chances of getting
the right result by collecting more data, or performing more complex
inferences. This is sometimes referred to as "graceful degradation" - not
often found in computing systems.
It is far from obvious that these different design objectives are all mutually
compatible. Further investigation of the trade-offs is required.
8.2 Unprincipled inference mechanisms
Even if it is true that working visual mechanisms do not use
mathematically principled methods for inferring scene structure
from optic array structure, this does not imply that mathematical
analysis of the problems by Horn, Longuet-Higgins, etc. is a waste of
time: on the contrary it is very important insofar as it helps to
clarify the nature of the design task and the strengths and weaknesses
of possible design solutions. This scientific role for rigorous
analysis is distinct from its role in working vision systems.
If a totally deterministic and principled mathematical derivation from
images to scene descriptions is not always possible, then the visual
system needs mechanisms able to make use of the less principled methods,
which may nevertheless satisfy the higher order principled requirements
sketched above. The most obvious alternative would be to use a
general-purpose associative mechanism that could be trained to associate
image features, possibly supplemented by contextual information, with
descriptions of scene fragments. This sort of mechanism could work at
different stages in processing: some of the associations might require
preliminary grouping of fragments. It could also work at different
levels of abstraction. The design of suitable mechanisms for such tasks
is the focus of much current research on neural computation, and will
not be pursued here.
If general associative mechanism are available at all in the
visual system, they could be put to far more extensive use than indicated so
far. For example,
the very same
visual mechanisms might be used to make inferences that go well beyond
spatial structures derivable from the physical properties of the optic
array. And indeed human vision seems to do that.
It is significant that the first example of vision mentioned in the
textbook on psychology [Lindsay and Norman, 1977] is `the conversion from
the visual symbols on the page to meaningful phrases in the mind'. Here the
detection of shape, colour and location of marks on paper is at most an
intermediate phase in the process: the important goal is finding the meaning.
On the modular theory (in its extreme form), finding meanings (or
meaning representations, in the sense defined in section 2.2) would be
done only
after
the visual system has done its general purpose interpretation of the
optic array and stored 3-D descriptions in some central database. Even
if this is what happens in a novice reader, it appears that in a
fluent reader the visual system itself has been trained to do new tasks,
so that it no longer merely stores the same spatial descriptions in the
same database. If a general associative mechanism can be trained to
set up direct associations between visual structures and abstract
meanings, why should it have to go through an indirect process, that
would presumably be more complex and slower?
There is plenty of evidence from common experience that visual phenomena
have a very wide range of effects besides providing new information
about 3-D structures. The effects include being physically startled,
reflexes such as saccades, or blinking, being aesthetically or sexually
moved, and subtle influences on motor control and posture. On the
modular theory, these effects would all be produced by non-visual
systems reacting to a central store of 3-D descriptions produced by
vision. The labyrinthine alternative offers a potentially more efficient
design by allowing a visual system to have a broader role than producing
descriptions of 3-D structures.
8.3 Is this a trivial verbal question?
It may appear that this is just a semantic issue concerning the
definition of the term `vision'. Defenders of the modular theory might
argue that the broader processes include two or more distinct
sub-processes, one being visual perception and the others including some
kind of inference, or emotional or physical reaction. In other words,
the labyrinthine theory is simply making the trivial recommendation that
the words `vision' `visual' `see' should be used to cover two or more
stages of processing, and not just the first stage.
This, however, misses the point. I am not recommending that we extend
the word "visual" to include a later stage of processing. Rather, I am
countering the conjecture that there has to be a single-purpose visual
module whose results are then accessed by a variety of secondary
processes, with the design proposal that the visual module itself, i.e.
the sub-system that produces 3-D spatial descriptions, should also be
able to produce a variety of non-spatial outputs, required for different
purposes. This is not a question about how to define words.
If the very mechanisms that perform the alleged `quintessential' task of
vision are capable of doing more, are used for more in humans and other
animals, and would be usefully designed to do more in machines, then far
from being quintessential, the production of 3-D descriptions could turn
out to be just a special case of a broader function. The design proposal
and the empirical conjecture can be supported by examining more closely
what is involved in deriving 3-D descriptions from optic arrays.
8.4 Interpretation involves "conceptual creativity"
It is not often noticed that on the modular model, the description of
scenes requires a much richer vocabulary than the description of images
or the optic array. This requires the visual system to have what we
might call "conceptual creativity": a richer set of concepts is required
for its output descriptions than for its input. This extra richness can
include both the mathematical property of admitting more syntactic
variability (as 3-D structures admit more variation than 2-D
structures), and also the semantic property of describing or referring
to a wider range of things.
A retinal image, or the optic array, can be described in terms of 2-D spatial
properties and relations, 2-D motion descriptors, and a range of optical
properties and relations concerned with colour or intensity and their changes
over space or time. Describing a scene, however, requires entirely new
concepts, such as distance from the viewer, occlusion, invisible surface,
curving towards or away from the viewer, reflectance and illumination.
None of these concepts is applicable to a retinal image or the optic
array itself. I.e. visual perception, even on the standard theory,
involves moving from one domain to another.
Conceptual creativity is characteristic of all perception, since the
function of perception is rarely simply to characterise sensory input. It
often includes the
interpretation
of that input as arising from something else. Hence descriptors suitable
for that something else, namely features of the environment, are needed,
and in general these go beyond any input description language.
This would not be the case if all that was required was classification
or recognition of sensory stimuli, or prediction of new sensory stimuli
from old. For classification and prediction, unlike interpretation and
explanation, are not processes requiring conceptual extrapolation beyond
the input description language. (I am here talking about classification
of features or structures in a retinal image or optic array, not
classification of objects depicted. The latter includes interpretation.)
This touches on a very old philosophical problem, concerning the origins
of concepts not directly abstracted from experience. How can visual
mechanisms go from a set of image descriptors to a significantly
enlarged set of descriptors? Closely related is the question how
scientists can go from observations to theories about totally
unobservable phenomena. More generally how can anything relate
manipulable structures to remote objects - i.e. assign a semantics to
symbols or representations? (I have discussed these general questions
elsewhere, e.g. [Sloman, 1987b].)
Production of 3-D descriptions on the basis of 2-D features requires a
mechanism with the following powers. When presented with stimuli which
it can analyse and describe in a particular formalism, it should somehow
associate them with a quite different set of descriptions, with
different semantic variability. We have already had reason to believe
that this association is not always a principled inference. It might,
for example, be based in part on training using an associative memory.
Evolutionary history would determine the precise mechanisms actually
used. For instance, a special-purpose visual mapping system might
somehow have evolved into a more general associative mechanism, or a
general associative mechanism might have became specialised for vision,
or there might have been parallel developments for a time after which
the two were combined.
8.5 The biological need for conceptual creativity
If a visual inference mechanism can make the conceptual leap from
2-D image descriptions to 3-D scene descriptions, is there any reason why
the very same mechanism
should not be capable of producing an additional set of biologically important
descriptors?
From a biological point of view it would be very surprising if a perceptual
mechanism of considerable potential were actually restricted to producing
purely geometrical descriptions of shapes and spatial arrangements of objects
and surfaces, perhaps enhanced by descriptions of optical properties. For,
although these properties are of importance to organisms, so also are many
other properties and relationships, such as hardness, softness, chewability,
edibility, supporting something, preventing something moving, being graspable,
movable, etc.
A powerful language for representing and reasoning about spatial
relations might be an applicative language, with explicit names for
spatial properties and relationships. The mechanisms for manipulating
such a language would work just as well if the symbols named non-spatial
properties and relationships. In fact, a representing notation is
neutral except in relation to an interpreter. What makes certain symbols
describe 3-D structures is the way in which they are interpreted and
used. A visual sub-system that produces such symbols may know nothing of
their interpretation if the semantics play a role only in higher level
processes. Similarly, a suitably trained (associative) visual system
could produce non-spatial descriptions which
it
couldn't interpret, but which `made sense' to the part of the brain that
received them, in virtue of the uses to which they were put there.
Biological evolution can be expected to search for general and flexible
visual processing mechanisms. One breakthrough would be a mechanism
which did not simply transform an input array of measurements to another
array of measurements (eg. a depth map, orientation map, or flow field)
but instead produced databases of descriptions of various sorts. Another
breakthrough, if the modular account ever was true, might involve the
ability to re-direct specialised output to other sub-systems, as
required, instead of always going through a single channel to a central
database. We'll return to these issues later. In order to provide a
context for the discussion, let's now look at ways of classifying
purposes of vision, in order to see what different outputs might be used
for.
9 The uses of a visual system
There are several different ways of classifying the purposes of vision.
For example, we can distinguish theoretical, practical and aesthetic
uses. We can also distinguish active and passive uses.
- Theoretical uses
Acquiring new information about the environment, forming new beliefs, or
modifying old ones, checking hypotheses, answering questions, removing
puzzles, generating new puzzles, correcting false beliefs, explaining
observations, suggesting generalisations, producing new concepts. The
beliefs affected by vision may be high-level conscious beliefs or low
level details about the world that are used unconsciously in producing
actions. Sometimes visual input gives an entirely new belief such as
that there is a person in the doorway. At other times it merely modifies
or amplifies a belief that was there already, for instance by providing
more detailed information about the object in question, such as its
precise shape, the speed at which it is moving, whether it is
accelerating, etc.
-
Practical uses
Using visual input in relation to actions, e.g. making plans or choosing
between options, monitoring and controlling execution, triggering new
actions (reflexes), generating new motives (e.g. the desire to help
someone or to eat a new visible tempting morsel), learning new skills
from perceived examples, communicating with other agents, controlling
other agents, e.g. by threatening them or visually indicating what is to
be done. There appear to be several practical applications of vision
that we are not conscious of, for instance using visual information to
control posture and balance, and using it to control eye-movements. In
many cases the practical use of vision requires not merely the
perception of structure but also the perception of functional
relationships and
potential for change,
as explained below.
-
Aesthetic uses
This is a very ill-understood function of vision, yet it seems to be
very important in human life and culture. It is not so evident whether
or to what extent this applies to other animals, since there is no
unambiguous behavioural manifestation of aesthetic appreciation.
Although aesthetic appreciation of objects is normally thought of as
peripheral to vision, Guy Scott has suggested in personal communications
that it may in fact be a basic function underlying other visual
processes. At any rate it is found in all known human cultures,
suggesting that it has some deep biological role.
Another way of classifying uses of vision is to distinguish active and passive
uses.
- Active uses of vision
These are cases where a goal is being pursued and the visual system is in some
way controlled or directed by processes involved in achieving the goal. This
includes searching for an object, attempting to answer a question, checking
whether a goal has been achieved, using vision for fine control of actions,
using vision to predict what will happen (e.g. extending a visible trajectory
of a moving object), comparing two items to see whether or how they
differ, attempting to understand or interpret something, copying something,
for example imitating a movement or making a sketch, learning how to do
something.
-
Passive uses of vision
In these cases, events occur under control of incoming data rather than
because they were brought about by a pre-existing goal or intention. This
includes both
noticing
an object or event, and a range of phenomena in which a visual experience
triggers
a new process, for instance saccadic reflexes, a startled reaction, the
occurrence of a thought or reminder, the production of a new motive, the
detection of a violated expectation, and many aesthetic experiences, sexual
reactions, reactions of disgust, and the like.
The distinction between active and passive uses is orthogonal to
the distinction between theoretical, practical and aesthetic uses. For
example an active practical use of vision would be the purposeful visual
monitoring of an action in order to obtain fine control, whereas a
passive practical use would be reacting to a totally unexpected and
unlooked-for event by rapidly moving out of danger.
If vision is capable of being used both actively and passively this imposes
global design requirements on the architecture of the system.
Most current AI work seems to treat vision as passive, though work on
movable cameras in robotics is an exception.
It is not always obvious how a visual system can function in active
top-down mode, though it may be straightforward in special cases, such
as checking how motion of an object under observation continues, since
the observed location and previous motion of the object constrains the
search for its "next" location (as in [Hogg, 1983]). In most cases,
however, there is no simple translation from a high level hypothesis or
question (such as "Where is the telephone?") to low level questions for
feature detectors, segmentation detectors, and the like. Perhaps the
most that can usually be done is to direct visual attention to an
appropriate part of the scene or optic array, then operate in bottom-up
mode, letting low level detectors, re-tuned if appropriate, find what
they can and feed it to intermediate level processes: this is simply
top-down selection of input for bottom up processes. It may also be
possible top-down to switch certain general kinds of processes on or
off, or change their thresholds, such as increasing sensitivity to
horizontal edges.
The human visual system seems to be capable of more direct and powerful
top down influences than this re-direction of passive processing:
very high level information can sometimes affect the way details are
seen or how segmentation is done. For instance, there are well known
difficult pictures that begin to make sense only after a verbal hint
has been given, and many joke pictures are like this. The mechanisms for
such abstract top down influence are still unknown. Some cases might be
handled by connectionist designs in which all processing is the result
of co-operative interactions, including both visual input and also
high-level expectations, questions, goals or preferences which provide
additional inputs. How this works in detail, though, remains to be
explained, especially as it presupposes a mapping from purposes,
expectations, etc. to patterns of neuronal stimulation suitable as input
to a neural net.
The different sorts of uses I've listed are not mutually exclusive. The
practical purpose of controlling actions may be served in parallel with the
theoretical purpose of acquiring information about the environment in order to
answer questions. A detective may enjoy watching the person he is shadowing.
Whilst performing a complex and delicate task one can simultaneously control
one's actions and be on the lookout for interesting new phenomena.
A full analysis of all the different uses and their requirements would need a
lengthy tome. For now I'll simply elaborate on some of the less obvious
points.
9.1 Subtasks for vision in executing plans
There are several different ways in which new information can be relevant to
an intelligent system carrying out some plan. At least the following tasks can
be distinguished:
- Checking achievement of goals and preconditions for actions.
Often it is important at the end of executing a plan, or sub-plan, to
check whether the effect has been achieved, or before starting a new
action to check whether its pre-conditions are satisfied. This means
that the visual system is given a particular question to answer: is the
nail head flat against the surface? Are the two parts lined up so that
the next step can be executed? Has the hand reached out far enough for
the grasping action to begin? Is the car far enough into the garage for
the door to be shut? Is the road clear enough to be safe to cross? Has
the squirrel reached the point on the branch above the bag of nuts? I've
already commented on the difficulty of accounting for such top-down
processing.
- Providing information about discrepancies.
If a goal has not been achieved, or a precondition is not satisfied,
then, instead of producing a full description of the situation, it may
suffice for the visual system to describe the nature of the discrepancy.
For example, in which direction should an object be moved, or how far
should motion continue? In some cases a 2-D projection of the
discrepancy is enough. This sort of restricted information may be much
simpler to compute than a complete description of the shapes of all the
objects involved and their spatial relationships. For example, checking
the visual distance between the edges of a pair of approaching surfaces
may be simpler than describing their shapes, their orientations in
space, and so on. Whilst trying to get a chair through a narrow doorway
by a combination of movements and rotations, it could be quite difficult
to represent the total 3-D situation and plan appropriate motion. An
easier task might be to make a plan involving getting successive parts
of the chair through the doorway, using perceived 2-D discrepancies to
control the action.
- Continuous monitoring and control.
A generalisation of static checking of goals, preconditions and
discrepancies is the use of vision to supply continuous feedback in a
motor control loop. Continuous feedback can lead to finer control and
robust execution of plans. A particularly common case is visual tracking
by the eye: here the result of the action controls its trajectory. The
squirrel running along the branch probably has to be continually making
fine adjustments to its acceleration and velocity. It is not at all
obvious what information is required for doing this, nor how it is used.
It might, for instance use the rate of change of some 2-D aspect of the
optic array rather than 3-D spatio-temporal changes.
Ordinary life teems with examples of visual control and monitoring, even
for those of us who don't leap through tree tops, for instance walking
or running on a narrow pathway, parking a car, pouring a liquid from one
container to another, running to catch or intercept a moving object,
controlling the motion of a pen, or a paint brush, aiming a hosepipe or
paint-spray, and so on.
If information comes too slowly in a feedback loop the result can be
"hunting", or even complete disaster, such as the car crashing into the
wall or a squirrel failing to catch a branch as it leaps through tree
tops. It is therefore particularly important to take advantage of any
opportunity to compute the minimum required, if that can improve the
speed of feedback. This speed requirement has important implications for
the design of the system. For example, speed may be traded for accuracy
and reliability in some situations: and when this works we can say that
the environment is `cognitively friendly', in the sense that it allows
partial processing to suffice. (There are several other dimensions of
cognitive friendliness.)
- Noticing unexpected relevant information.
During the course of executing a plan, new dangers, problems, and
opportunities may arise that need to be detected even though there is no
specific provision for them in the plan. Since by definition these are
not things that can be specifically predicted or looked for this is a
passive use of vision. Yet it may include setting up specific monitors
or "demons" operating on lower level descriptions instead of just
waiting for 3-D outputs.3
The extent to which this is done can vary, and
ordinary language indicates this by describing actions as involving more
or less care, attention or caution.
In some cases, simply lowering thresholds for lower level processes
(e.g. for `change detectors') might suffice for achieving greater
receptiveness to new information that might imply a need to change the
current plan or action. However people appear to be capable of being
trained to detect specific signs of danger, and this could involve the
creation of subroutines that can be turned on or off, rather than always
being active once learnt [Ullman, 1984]. In that case being more cautious
might involve turning on specific detectors relevant to the current
situation and current task, which then react passively to incoming
information.
9.2 Perceiving functions and potential for change
What kinds of information can be obtained from the optic array to serve
all these different purposes? I have previously discussed the need for
conceptual creativity, i.e. the ability to map structures in a 2-D image
or optic array onto objects or relationships in some totally different
domain, such as a domain of 3-D structures. In this section I shall
discuss more abstract domains of interpretation required for perception
of physical objects, and in a later section move on to even more
conceptually creative forms of perception, namely those required for
dealing with other intelligent agents. These all seem to be closely
related to Gibson's notion of perceivable affordances.
Although perception of 3-D structure is important, it is often equally
important to perceive potential for change and causal relationships,
including the kind of potential for change and causal relationships that
we describe as something having a certain function: for example seeing
the cutting capability of a pair of scissors requires seeing the
potential for relative motion of the two blades and the potential effect
on objects between them. Seeing A as supporting B involves seeing A as
blocking the potential for downward motion of B. By analogy with modal
logic, I call these facts modal facts about physical objects, and
descriptions of them modal descriptions.4
Not all the theoretical possibilities are usually perceived. For
example, every surface has, in principle, the mathematical potential for
all kinds of deformations, including developing straight, curved or
jagged cracks, becoming wrinkled or furrowed, folding, shrinking,
stretching, etc. However only a subset of these logical or mathematical
possibilities will be relevant to a particular perceiver in a particular
situation, and different subsets may require different kinds of
descriptive apparatus, some of it expressed in terms of changes that can
occur in the objects and some of expressed in terms of opportunities for
action or constraints on action by the perceiver.
These "functional" or causal aspects of physical structures are not
directly represented by the kinds of geometrical descriptions that are
typically used to represent shapes in a computer, for instance in terms
of coefficients in equations and topological relations between vertices,
edges and surfaces. It may be possible to
derive
the information about possibilities from the geometrical descriptions,
but the derivation is likely to be a complex process, and if a visual
system can be designed or trained directly to associate such information
with aspects of the 2-D input array, just as it appears to be able to
associate 3-D structure, then the direct association may be more
suitable for rapid processing than a two stage procedure in which the
3-D structures are first described and then the more abstract properties
and relationships computed.
This view has something in common with Gibson's notion that perception
of affordances is direct, though our accounts are subtly different.
Gibson means that vision is "a one-stage process for the perception of
surface layout instead of a two-stage process of first perceiving flat
forms and then interpreting the cues for depth" (op.cit. p 150). My use
of the word "direct", by contrast is intended to imply only that aspects
of the 2-D input array (not necessarily a flat image on a surface) can
be directly associated with abstract descriptions, instead of
always
depending on a prior process of production of 3-D descriptions. But this
does not rule out a prior stage of analysis of the 2-D structure of the
optic array. So I am simply saying that (some) non-spatial descriptions
can (sometimes) be computed as directly as 3-D spatial descriptions. I
am not saying that that process is as direct as Gibson suggests.
If it is true that our perception of causal and functional relations
does not have to depend on prior creation of 3-D descriptions, then this
might account for our natural tendency to say things like "I
see
that the plank is propping up the shelf (i.e. preventing realisation of
its potential for downward motion)", rather than "I
infer from what I see
that the plank is propping up the shelf". Gibson (op.cit. page 138)
quotes Koffka and Lewin as making similar remarks about the directness
of many forms of perception, though he criticises them for treating the
perceived `valences' as phenomenal or subjective. The potentialities and
relations between potentialities that I have been discussing are not
subjective.
Exactly what kind of language or representational formalism is suitable
for expressing these modal facts about spatial relationships, or, put
another way, what internal substates in an animal or robot can store the
information in a useful form, is a hard problem, and is likely to depend
both on the needs and purposes of the agent and also what it is able to
discriminate in the environment. But for now I shall simply assume that
some suitable language or representation or set of addressable
substates is available. The claim then is that it would be useful for a
visual system to be able to include such descriptions or representations
of modal facts in its outputs. This is just a special case of what
Gibson apparently meant by perceiving "affordances".
Seeing something as a window catch, or seeing a plank as holding a shelf
up, is potentially useful in selecting, synthesising or guiding actions:
the catch must be moved if the window is to be opened, and the plank
must be moved (or broken, etc) if the shelf is to be brought down.
[Brady, 1985]
uses the design of some familiar tools to illustrate our ability
to perceive the relationship between shape and function.
So in general it is not enough to perceive what is the case. We also need the
ability to perceive what changes in the situation are or are not
possible
and also
relations between possibilities.
For instance, in order to understand the window catch fully one must see
that whether movement of the window is possible depends on whether
rotation of the catch is possible. So perception of function sometimes
depends on perception of second order potentialities.
Both the examples involve seeing
potential for change
in the situation. This includes seeing the constraints on motion, the
possibilities left open by those constraints, and dependencies between
the possibilities. The shelf cannot move down but it would be able to if
the plank were not there. The plank would cease to be there if it were
slid sideways, which is possible. The catch can rotate, removing a
restriction on motion of the window.
This ability to detect and act on possible changes inherent in the
structure of the situation and the relationships between different
possibilities is not merely an adult human capability. However, it is
not always clear to what extent the perceived possibility is explicitly
represented, and to what extent combinations of goals and perceived
structures are mapped directly onto actions by stored associations
without going via explicit representation of modal facts.
Does a dog perceive the possibility of using a paw to restrict the
possibility of motion of the bone off which it is tearing meat, and does
the squirrel perceive the possibility of the branch supporting it upside
down as it attacks the bag of nuts, or do they simply `respond' to the
combination of current goal and detected 3-D structure in the situation,
using stored associations? Perception of possibilities seems to be
needed for planning action sequences in advance (as well as for other
tasks like explaining how something works). But it may be that for
"reflex" or trained actions the possibilities themselves are not
explicitly represented, and instead the result of visual processing is
direct control signals to motor-control systems.
A lot depends on task analysis: until we know in detail how certain tasks
could or could not be performed it is hard to speculate about other
animals. However, the process of assembling an intricately
constructed bird's nest looks as if it must involve at least local
planning on the basis of perception of possibilities for change.
Similarly I've watched a very young child accustomed to levering the lid
off a large can with the handle of a spoon, baffled one day by the lack
of a spoon, eventually see the potential in a flat rigid disk and use
that as a lever by inserting its edge under the lid. He saw the
potential for change in a complex structure and then knew exactly what
to do. Perhaps only a subset of animals can do that. Kohler's apes could
not do it in all his test situations.
People also see causal relations in changing situations: the billiard
cue is seen to cause the ball to move, the cushion is seen to cause the
ball to change direction. Michotte's studies of human responses to
displays of two squares moving in one dimension indicate that relatively
impoverished information about relative motion in the optic array can
determine a variety of different causal percepts, such as colliding,
launching, triggering, and passing through, with the interpretation
sometimes influenced by non-verbal context or by the visual fixation
point [Michotte, 1963].
All these examples of abstract perceptual capabilities raise the
question whether we are talking about a two stage process, one visual
one not. On the modular theory, vision would yield a description of
spatial structure, then some higher level cognitive process would make
inferences about possibilities and causal relations. Of course, this
sometimes happens: we perceive an unfamiliar structure and explicitly
reason about its possible movements. The alternative is that the visual
system
itself
is designed or can be trained to produce `directly' not only 3-D
structural descriptions, but also descriptions of possibilities and
causal relationships, so that the two sorts of interpretations are
constructed in parallel, in at least some cases. (I am not claiming that
all such affordances are detected infallibly.)
Whether this direct perception of modal facts ever occurs is an
empirical question. It is not easy to see how it could be settled using
behavioural evidence, though reaction times might give some indication,
if combined with detailed analysis of the task requirements for
different kinds of observed behavioural abilities. Anatomical and
physiological studies of how the brain works may also help by showing
some of the routes by which information flows. From a design point of
view the main advantage of the labyrinthine mechanism would be speed and
economy. It may be possible to avoid computing unnecessary detailed
descriptions of spatial structure in situations where all that is
required is information about potential for change inferrable directly
from fairly low level image data, perhaps with the aid of prior
knowledge and current goals.
One of the unanswered questions is how possibilities for change and
other abstractions should be represented. If the visual system is able
to represent actual velocity flow in a 2-D map of the optic array, as
many researchers assume it can, then a similar symbolism or notation
might be used for representing the spatial distribution of possible
movements.
Although the representation of potential for change, and other modal
information, appears to be of profound importance for intelligent
planning and control of actions, I know of no detailed investigation of
the kinds of representational structures that will support this, or
algorithms for deriving them from visual information.
A naive approach might be to try to represent all the different possible
situations that could or could not arise from small changes in the
perceived situation. How small should the changes be? The larger the
allowed time, the more vast the space of possibilities. In any
moderately complex scene explicit representation of all possible
developments will be defeated by a combinatorial explosion, since there
are so many different components that can move in different ways.
One strategy for avoiding the explosion is to compute only possibilities
and constraints that are relevant to current purposes. This requires
some "active" top-down control of the interpretation process. Another
strategy, also relevant to the description of empty spaces (see below),
is to use summary representations in which the different local
possibilities are represented by abstract labels, which can be combined
as needed for purposes of planning or prediction. For example,
describing an object as "pivoted at this edge" implies that it can rotate
about the edge in a plane perpendicular to that edge. Given this summary
description, it may not be necessary to represent explicitly all the
different amounts and speeds of rotation. It might be useful to build a
2-D map in which each visible scene fragment has a label summarising its
possible movements. (Topographic maps of the optic array are discussed
below.)
Representing possible
relative
motions is harder. Longuet-Higgins has suggested (op.cit. p306) that the
human visual system may possess channels tuned to four basic types of
relative motion. Activation of units associated with such channels when
the motion is absent might be one way of representing its possibility.
Representing IMpossibilities, like the impossibility of the shelf
falling while a plank is propping it up, is more complex: it requires
the representation of a possibility and something to indicate its
unachievability.
| |
Figure 1:
Caption: This can be seen as two faces, or as a vase,
or as a vase wedged between two faces.
|
| |
9.3 Figure and ground
It is often noticed that perception involves a separation of figure from
ground, as illustrated in figure 1. Exactly what this
means
is not easy to explain. It is more than just the perception of 2-D or
3-D structure. My suspicion is that it involves quite abstract
relationships analogous to the modal relations just discussed, including
the notion that the image elements forming the figure in some sense
belong together. The concept of being part of the same object is a deep
concept often used without analysis in designing segmentation
algorithms. For example part of the concept seems to involve the
possibility of common motions and restrictions on possibilities of
independent motions. A full study would require detailed analysis of the
concept of an "object", a concept that is generally taken for granted,
yet fundamental to intelligent thought and perception.
Evidence for the general lack of understanding of the concept of figure
ground separation is the often repeated claim that in the vase/faces
figure it is possible to see either the vase as figure and the rest as
ground, or the two faces as figure and the rest as ground, but never
both at once. This is just untrue: people who try can easily see the
picture as depicting two faces with a vase wedged between them. The
lines in the picture then depict cracks between adjacent figures, rather
than occluding edges. This, incidentally is an example of the way
top-down suggestions can make a difference to how things are seen.
The notion of figure, therefore, is not inseparably tied to the notion
of a "background" to the figure. If it were then the alleged
impossibility would exist, since it is impossible for A to be nearer to
B at the same time as B is nearer than A. How does the concept work
then? Part of the answer is that figure ground separation is related to
the concept of an enduring object. The "figure" is conceived of as an
object composed of portions capable of moving as a whole, without the
rest of the scene. One implementation for this might be treating an
object as an entity to which labels describing potential for change can
be attached, with related labels attached to the different parts,
indicating the mutual constraints on possibility of movement.
So it may be that even perception of the environment as composed of
distinct objects sometimes requires the production not only of
descriptions of spatial structure and motion, but also of far more
abstract relationships between possibilities and impossibilities in
parts of the scene. The full semantics of such descriptions will be
determined by the limitations on how they are used by the agent, e.g.
how they affect planning, reasoning, predictions and motor control.
I am not claiming that the idea of common possibilities for motion
suffices to define the concept of an "object" or "figure". This is just
a special case of a more general role for segmented objects, namely that
they can enter as wholes into relationships and have properties ascribed
to them. In other words they can occur in articulated representations,
described below. What counts as a "whole", or how segmentation is to be
done, will depend on internal and external context. Whether a portion of
water is seen as a whole can depend on whether it forms a puddle in the
road or an undifferentiated part of a lake, or whether it is the
intended target for a diver poised on a diving board.
9.4 Seeing why
Closely related to perception of function, constraints, and potential for
change is the use of vision to provide
explanations.
Very often one knows some fact, such as that an object is immobile, or
that when one thing moves another does, but does not know
why
this is so. Knowing why can be important for a whole range of tasks, including
fixing things that have stopped working, or changing the behaviour of
something so that it works differently. Vision is often a powerful source of
explanatory insight.
A verbal description of the mechanism of a clock would be quite hard to
follow, whereas seeing the cogs, levers, weights, chains, etc. can make
the causal connections very much clearer, and can give insight relevant
to controlling and predicting behaviour. Similarly, it is possible to
fold a sheet of paper into the form of a bird with the entertaining
property that it flaps its wings when the tail is pulled. Close visual
examination explains why, whereas describing the structure and
relationships in words is quite hard. There is something about the
visual presentation of information, including not just geometrical
information, but also causal and functional information, that seems to
make use of powerful cognitive mechanisms for spatial reasoning in
humans, a fact that is increasingly being used in human-computer
interfaces. Graphs, charts, trees, diagrams, maps etc. have long been
preferred to tables of numbers, equations or lists of facts, for some
purposes.
A possible way of thinking about this is to note that all reasoning, whether
logical or visual, requires symbolic structures to be built, compared,
manipulated. It may be the case that mechanisms have evolved for manipulating
the spatial representations created at various stages in visual processing and
that some of these manipulations are useful both for the interpretation of
images (which requires inference) and for other tasks, generally thought of as
more cognitive, or more central, such as predicting the behaviour of others,
or understanding how things work. If this (often re-invented) idea is correct
then instead of being a self-contained module separate from cognitive
processes, the visual system must be inextricably linked with higher forms of
cognition.
One indirect piece of evidence often cited for this is the prevalence of
spatial metaphors for talking about difficult non-spatial topics. For
example, programmers often use flow charts to represent algorithms.
Another commonplace example is talk about a "search space" and its
structure. We can also think about different search algorithms in
spatial terms, and use diagrams and other spatial representations for
them, for example when we talk about depth-first and breadth first
searching. Similarly physicists talk about "phase spaces". Computer
programmers often use relationships between spatial and abstract
structures, for instance the fact that depth first search corresponds to
a last-in/first-out STACK of options, whereas breadth first search
corresponds to a first-in/first-out QUEUE of options. Another example is
the relationship between two nested "for" loops and a path through a 2-D
array. (The generalisation to higher dimensions is harder for people to
visualise.)
Alas, the increasing use of microelectronics means that we can make less and
less use of our biological endowments to understand the machines around us,
and we have to depend increasingly on abstract logical and mathematical
explanations.
9.5 Seeing spaces
Another aspect of the practical role of vision involves the perception
not of objects but of empty yet structured spaces. A simple example is
perception of a hole or doorway capable of being used as a way in to an
object or room. A more complex case is perception of a possible route
across a cluttered room, where the route is constructed from a
succession of spaces through which it is possible to walk or clamber.
Seeing gaps, holes, spaces and routes is closely bound up with seeing
the potential for change in a situation. There are toys that help
children learn to see such relationships - seeing the relationship
between the shape of an opening and the action required to insert a
tight-fitting object is not innate in humans and apparently does not
develop for several months. Yet for adults the relationship is
blindingly obvious: what has changed? Perhaps this uses the same
mechanisms as learning to read, after which the meanings of written
words cannot be ignored when we see them.
It might be useful if complex abstract descriptions of potentiality for
motion, and constraints on motion, could be collapsed into single
functional labels, something like "hole", "furrow", "exit", "opening",
etc. Perhaps practical need trains the visual system to create and apply
such labels on the basis of low level cues, leaving other subsystems to
interpret them. But how? These are not simply geometrical descriptors
but provide pointers to functional or causal information about what can
happen or be done. From general labels relating possible changes and
causal relationships it is a short step to functional descriptions like
"lever" "pivot" "support" "wall", "container, "lid", etc. which
summarise a combination of possibilities and constraints on motion.
These are still all very sketchy design conjectures and much work
remains to be done, classifying different sorts of compact functional
and modal descriptions and showing (a) how the need for them might be
learnt, (b) how they can be derived from images and (c) how they can be
used for planning and the control of actions. Let's now look at yet more
abstract visual descriptions.
9.6 Seeing mental states
|
Figure 2:
The "flip" in this figure is describable in purely geometric terms
(e.g. "nearer", "further", "sloping up", etc.)
|
|
|
|
Figure 3:
The "flip" in this figure is not a purely geometric one: it
faces in different directions, and parts change their functions.
|
I shall try to show that we can use well known kinds of visual
ambiguities as pointers to wide variations in the kinds of information
handled by visual systems, though as always the arguments are suggestive
rather than conclusive.
Compare figure 2,
the Necker cube, with figure 3, the duck-rabbit
picture. Both are standard examples of visual ambiguity. In both cases the
picture can `flip' between two interpretations, where each interpretation
corresponds to a distinct visual experience. If people are asked to describe
what is different about the two views of the same figure, then in the case of
figure NECKER, the answer supports the standard modular view of vision, for the
two experiences differ in terms of how the lines are mapped into three
dimensional spatial structures and relations. Before the flip one square face
appears nearer the viewer, and after the flip it is further. Similarly the 3-D
orientations of lines flip between sloping up and sloping down. These changes
in perceived 3-D structure are what one might expect on the modular view
of vision as concerned with the production of descriptions of spatial
structure.
The visual `flips' that people experience with figure 3
are very
different. There is no significantly different perceived spatial
structure in the two views. Instead, parts are given different
functional
descriptions in the two views: ears flip to become the duck's bill. A mark
flips from being meaningless to being the rabbit's mouth. It is as if the
labelling of parts as having a function is somehow `painted' into the image:
`bill' or `ears'. More subtly, the front and back of the animal flip over. The
rabbit faces one way, the duck the other way. It is hard to explain what
this means, but I think it can be expressed in terms of perceived
possibilities for action and perception in another agent.
The notions of "front" and "back" are linked both to the direction of
likely motion and also to what the creature can see. For intelligent
perceivers both of these characterisations of a perceived agent could be
very important. It is often useful to know which way prey or enemies are
likely to move and what they can see. If the visual system, by virtue of
its ability to store arbitrary useful associations, is capable of
producing abstract descriptions of the possibilities for change in
purely mechanical systems, then perhaps the same mechanisms could be
made to produce descriptions of potential movements and potential
percepts of other agents.
Of course, I am not suggesting that the information is encoded as we
might describe it in English, any more than information about shape, or
possibilities for motion are necessarily encoded in words or any other
propositional form. All that is required is that information-rich
sub-states be created that are accessible by other processes that need
the information. The theoretical design of suitable forms of encoding of
all this information, and empirical investigation to see which are used
by people and animals are still difficult tasks that lie ahead. My
conjecture is that in visual processing information is stored in a form
that makes it accessible via some kind of map or index based on the 2-D
structure of the optic array. This is what makes us say the two views
look
different, rather than simply saying that the image reminds us of
different things, or that we can infer different things from it.
On this theory the "flip" between duck and rabbit percepts might involve
something like different "visible by X" labels being planted into the
scene map just as orientation labels, or depth labels are planted in the
case of the Necker cube, and labels describing functions or modal facts
in the cases of perceived causal relations discussed earlier.
If this is correct, the processing would occur within the visual system,
since it would require access to the intermediate visual databases. This
use of vision, like labelling directions of potential movement, would be
useful for planning actions or predicting what a perceived agent will do
next. For example if you are attempting to collaborate with someone it
may be important to know where you should put something so that he can
see it, and if you wish to catch prey it will be useful to know where to
move in order not to be seen.
By contrast, on the modular view, high level inference mechanisms would
need to reason from 3-D scene descriptions plus prior knowledge that the
duck can see certain things rather than others. This sort of reasoning,
like a detective's deductions, would not produce the characteristic
"feel" of a change in how a picture is
seen.
It would probably take longer too.
So it is neither accident nor error that so many text books on vision
include both the cube and the duck-rabbit as examples of the same kind
of thing: a
visual
flip, rather than treating one as a visual ambiguity and the other as an
intellectual non-visual puzzle, as it would have to be on the
standard modular theory.
9.7 Seeing through faces
| |
Figure 4: Is the perception of of happiness or sadness in a face
visual, or is it a post-visual inference?
|
| |
This ability to see which way another agent is looking could be just one
among a large variety of ways in which vision is used to provide
information about mental states of other agents, just as it provides
information about unobserved physical states like rigidity and causal
relations. Visual perception of other agents also illustrates another
theme of this paper, namely that besides producing descriptions visual
processes may produce control information that is somehow fed directly
to other sub-systems.
Visual experiences are capable of being very moving. A delightful and
disturbing fact of human existence is the richness of emotional
interaction produced in face-to-face situations. Sometimes it is almost
as if we see through the spatial aspects of physiognomy to some of the
underlying mental states. The two appearances of the duck-rabbit as
looking left or right are special cases of this more general ability to
see more than physical structure. This is apparently a deep-rooted
feature of human vision. For example, it is difficult to see images like
those in figure 4 as merely spatial structures.
It is as if we see the happiness or sadness in a face as directly as we
see the concavity in a surface or the fact that two dots are inside a
circle. So perhaps descriptions of at least some mental states are part
of the output language of the visual system, rather than an additional
inference from perceived shape. This is very similar to the experience
of fluent reading. These abstract visual capabilities are puzzling only
if you forget that being able to output information about 3-D structure
on the basis of information in one or more changing 2-D optic arrays is
no less puzzling. Both require conceptual creativity.
Moreover, in perceiving faces, we not only get factual information about
the state of the other agent, we also seem to have a large collection of
automatic and largely unconscious responses (including eye movements and
facial expressions), that play an important and very subtle role in the
management of interpersonal relationships. The powerful effect of an
infant's smile on doting parents is just the beginning of a complex
feed-back loop that develops over the years, sometimes disastrously.
We sometimes see mental states and processes even in the absence of
human or even animal faces and bodies. The experiments
of [Heider and Simmel, 1944] using moving geometrical patterns show that
many people
spontaneously interpret patterns of movement of triangles, circles and
squares, in terms of intentions and even emotional states of agents.
This kind of thing is used to good effect in some of the more abstract
cartoon films.
Of course, I am not able to say
how
these processes work - what precisely the features of the optic array
are which can have these effects, nor how they are detected, how the
information is encoded, what kind of associative mechanism relates the
geometrical features to the mental descriptions, at what stage in the
processing the information flows from the visual system to other
systems, which processes are innate and which learnt, how exactly other
systems use the information, and so on. All these are questions for
further investigation.
9.8 Practical uses of 2-D image information
So far I have been arguing that in addition to spatial information a
well designed visual system should be able to produce descriptions of
non-spatial facts. It is also worth pointing out that for some purposes
it is not 3-D scene structure that the visual system should produce but
rather descriptions of 2-D structure in the optic array. So not all
geometric output of vision has to be concerned with 3-D scene structure.
For example someone sighting a gun uses co-incidence in the retinal
image or optic array rather than information about the 3-D relationship
between gun and target. For many sorts of continuous control, it may be
far simpler and quicker to use 2-D relationships, such as keeping the
line of motion central relative to edges of a road or path-way, or
moving towards a target by keeping in line with two "sighting posts" (an
example suggested to me by Christopher Longuet-Higgins). A 2-D
discrepancy measure may be easier and quicker to compute for the purpose
of controlling action than the full 3-D discrepancy.
Perhaps this effective use of 2-D relationships is part of the
squirrel's secret: for instance the task of remaining upright while
moving at speed along a thin branch might use the direction of optical
flow at the visible contours of the branch. If there is a component of
flow to the right at the left and right edges of the branch, then the
squirrel is falling to the right and should compensate by tilting to the
left. (For crooked branches a more complex story is required.) For
animals that mostly leap from branch to branch, like some monkeys and
apes, or fly between them, like nest-building birds, different aspects
of the visual field may figure in the control of motion. A gibbon (or
Tarzan) in mid air, arm outstretched towards the fast approaching
branch, may do best to use the 2-D projection along the line of sight,
of the relationship between hand and upper edge of the branch.
I am not talking about introspectively accessible 2-D information: in
fact most of the kinds of information produced by a visual system do not
need to be accessible to consciousness, since what we need to be able to
reflect on and talk about, for instance in analysing failures or making
plans, may be very different from what is required for normal ongoing
interaction with the environment. Often people cannot consciously access
2-D image structure without special training. People see the corners of
a table as rectangular and may find it very hard to attend to the acute
and obtuse 2-D angles. Painters need access to such 2-D structure in the
visual field in order to produce a convincing depiction, and they often
have to learn to attend to the required information. But the important
thing is that it
can
be done: so the visual system
can,
at least sometimes, output information about the 2-D structure in the
projection of a scene to a viewpoint, when it is useful.
I am not disputing that full 3-D descriptions are useful for many
purposes. If, however, intermediate, 2-D information is also useful
output, that suggests that the visual system should not be construed as
an inaccessible black box, whose output always takes a certain form.
Instead it may be possible for a range of different processes to access
intermediate data-stores. In fact it seems likely that some reflex
responses do just that, for example the blinking response to an object
rapidly approaching the eye, or the posture-controlling reflexes that
seem to react to optical flow patterns. Muscular control of balance
could depend on global patterns of optical flow which provide
information about one's own forward or backward motion. Experiments
reported in
[Lee and Lishman, 1975] suggest that even when people are unconscious
of experimentally manipulated global flow changes they react with
muscular changes, and can even be made to lose their balance without
knowing why.
Although further investigation is required, it is possible that (a)
this process makes use of 2-D flow patterns and (b) the information goes
direct to posture control mechanisms rather than having to go through a
central general purpose database recording a change in distance to the
wall ahead. The latter design would require extra stages of processing
and might therefore provide slower feedback to posture control
mechanisms, a serious problem for inherently unstable upright two-legged
animals or fast-moving squirrels.
Moreover, it is far from obvious that the most effective design for the
purposes of recognising 3-D objects is always to use general methods to
infer 3-D structure (describable in an "object-centred" frame),
and then
attempt recognition, rather using recognition of 2-D structure as a cue
into information specific to the object. The latter requires that a
range of viewpoint-dependent 2-D views of the object should be stored,
and is therefore costly in storage, but has the advantage that 2-D
structure matching is inherently less complex than 3-D structure
matching. So we have a space-time trade-off here that could favour 2-D
structures when speed is important, though neither strategy should be
adopted exclusively.
Which is better will depend on task-relative trade-offs. For example, if
an object has a relatively small number of distinct views that have a
common structure adequate for discriminating it from other objects in
the environment (like a fairly flat star-fish), or has features that
project into distinctive 2-D patterns (like a Zebra?) then using 2-D
structure will be useful, unlike the case where the only way to use 2-D
information reliably for recognition would be to use a very large
collection of different views all generated from an invariant 3-D
structure. I suspect that inferring 3-D structure and topology prior to
matching is likely to be the best strategy with non-rigid objects, like
sweaters, which can generate a huge variety of 2-D projections when
crumpled, folded, worn, etc.
The usefulness of using stored 2-D views will also depend on how often the
objects have to be perceived, how quickly they have to be recognised or
discriminated, and what the costs of delay are. We probably learn to recognise
a range of 2-D views of people we are close to, just as we learn to recognise
their footsteps and all manner of indications of their presence or actions.
Similarly a boxer may have to learn to react to a variety of 2-D cues in
order to be able to take very rapid evasive action, though in this
case it is not just descriptions that are required from the visual
processing, but direct control signals to produce the necessary
response.
9.9 Triggering and controlling mental processes
Besides triggering physical responses visual stimulation can trigger new
mental processes. During conventional processes of learning to read
text there is a first stage of learning to discriminate and recognise written
marks (e.g. letters or letter clusters) and associating them with sounds
(either portions of words or whole words, depending on the teaching
strategy). The sounds, or combinations of sounds, being previously
understood, are then used to make the links to meanings. By contrast,
fluent reading, as remarked previously, seems to involve direct
stimulation of complex processes that manipulate semantic information
about whatever is represented in the text, by-passing phonetic
representations. The process also seems to by-pass recognition
and checking of printed characters or words.
This suggests that combinations of low-level features may be directly
associated with lower-level units in non-visual non-motor modules in
the brain. Direct stimulation of such modules could invoke non-visual
processes, such as the construction of sentence interpretations, and
many other mental processes.
There are several other examples from ordinary experience. One is being
reminded of something: seeing one thing makes you think of another
related thing. Often what is triggered is a new motive, for example a
desire: seeing food, or a picture of food, can make you want to eat,
seeing someone in distress can make you want to help. In many animals
perceived displays apparently produce sexual desires. Visual stimuli
can also have powerful aesthetic effects. Some visual reflexes seem to
be part of the machinery involved in human and animal emotions
[Sloman, 1987a].
In addition to initiating or triggering a new mental process, the visual
system seems to be capable of ongoing control of enduring mental
processes, as for example during the reading of a story: this can even
take on some aspects of experiencing the events related, including joy,
and sorrow sufficient for tears. A different case is the use of an
external structure to store information about and control reasoning
about some abstract problem. The use of diagrams in geometrical
reasoning has something of this character, as does visual examination of
an object, or a picture of an object, or a working model of the object,
in order to gain an understanding of how or why it behaves as it does.
The existence of these phenomena is not controversial. What is at issue
is whether all these responses go via a central database of scene
descriptions as the modular theory would imply, or whether some of them
are produced more directly. If there are mechanisms for direct
triggering of physical reflexes, without going through a general
purpose database of descriptions, it is at least possible that similar
mechanisms could directly trigger or control other mental processes, in
some cases after appropriate training (discussed below). Exactly which
kinds of human mental processes are directly driven by special-purpose
output from the visual system is an empirical question.
10 Varieties of visual databases
I have argued that there is no reason to restrict the output of a visual
system to be descriptions of spatial structure and change, and have
suggested that (after suitable training if necessary) information of
arbitrarily abstract kinds may be produced along with concrete
geometrical information. However, there do seem to be some kinds of
processing that are characteristic of vision, and have to do with the
fact that the bulk of the information, and certainly most of the fine
detail, comes via 2-D optic arrays. This is the basis of the idea put
forward by [Barrow and Tenenbaum, 1978] that visual systems produce a
collection of different databases of information in registration with
input images. Others have referred to these as `topographic maps', e.g.
[Barlow, 1983].
This does not necessarily mean that the databases are arranged as
regular rectangular arrays as commonly happens in computer models: for
they might be hexagonal, or concentric rings (Young 1989), or simply
irregular. As Vaclav Hlavac has pointed out to me, a visual mechanism
might learn to make use of an irregular system for sampling the optic
array. The precise form of connectivity and addressing modes within
visual databases can vary as long as useful relationships like relative
closeness and (approximate) direction are preserved. This indexing by
2-D spatial relationships allows questions like these to be answered
relatively efficiently:
Is there an X near here?
If I start here and scan in this direction will I find an X?
Doing this in relation to a 2-D index is a good heuristic for cutting
down the search space for the corresponding 3-D questions.
It may be useful now to sketch out some of the typical kinds of
intermediate information that appear to be useful during visual
processing, including some that are not indexed by location in the optic
array, but in other `spaces', e.g. histograms associating features with
numbers of locations that have the feature.
I'll start my list with the most highly processed structures, of kinds
that might be output on the modular theory, and continue through some
less obvious kinds of intermediate databases. On the standard modular
theory these would be used only
within
the visual system, as part of the process of producing descriptions of
3-D shape and motion. On the labyrinthine theory, their contents might be
available to other modules that can make good use of the information.
- Descriptive databases
In these, structures of arbitrary complexity, either in the image or in
the scene are given explicit labels and are explicitly related to their
properties, their parts, and their relationships to other labelled
structures, the parts, properties and relationships also having explicit
labels. A parse tree is a typical example of such a structure, though,
for vision, networks generally seem more useful than trees. Logical
languages and semantic nets are examples of formalisms for constructing
such databases. Descriptive databases can serve a variety of purposes
including reducing the amount of information to be processed during
recognition, planning, or control; providing a viewpoint-independent
representation of the scene; allowing generalisations to be made by
abstracting from individual components; making general purpose inference
mechanisms applicable for combining new specific information to general
information, and so on.
2-D maps of optic array information could include pointers to nodes in
these high level descriptions, and the descriptions could include
pointers back to the maps. However, when the viewpoint changes, the
whole structure would have to be re-built, which could be very
inefficient since the environment does not change. Further the links to
the maps would need to be updated rapidly, a non-trivial processing
task. The complexity of the task would be reduced if there are good
strategies for systematically transforming the maps and their links on
the basis of knowledge about the viewer's trajectory through space,
instead of continually re-building the maps and derived structures from
scratch. This would be an example of the way in which information about
the agent's own motion and previous percepts could be important inputs
for visual processing.
-
Articulated but implicit descriptions
In this kind of database, structures are linked together, and new nodes
formed to represent linked wholes, and these have links to their parts
and to other related structures. But there are no labels categorising
the nodes. Instead, all the information about what the structures are
is implicit in the ways things are linked together. For example
three points and three lines suitably related would constitute a
triangle, and a triple consisting of a point and two lines ending at
that point would constitute a vertex of that triangle.
An unlabelled parse tree for a sentence would be another example of an
articulated implicit description.
Construction of the network of links, i.e. the articulation of the
information derived from the optic array, would normally be an important
step towards the recognition and labelling of larger scale
structures and their relationships, although in some ambiguous images
the higher level recognition might be required in order to set up the
low level links.
If the components that are linked are themselves made of linked
structures, the database is hierarchical-articulated, otherwise
flat-articulated.
-
Semi-articulated databases
Structures are formed by linking things together if they belong to the
same larger whole, but there is not necessarily any label or pointer to
a whole that is accessible outside the linked structure. It may be
possible to traverse a set of linked elements by starting from any of
its parts and following links to their neighbours. But as there is
nothing representing the whole linked structure, there is no way of
relating it to another such complete linked structure, so the
structuring is all at one level.
For example, if edge points in an image are linked to neighbouring edge
points with a similar orientation (and linked to at most two neighbours
as a result of a `competitive process'), then clusters of linked edges
would form line segments. But in an unarticulated database there could
be no link from one
set
of edges (a line) to another, since this would
presuppose some explicit representation of the higher level structures.
The production of unarticulated databases is useful if local information
and relationships provide evidence for linking things. Region growing
and line growing algorithms can work like this, but will tend to get out
of control and produce very messy results in complex images, if there is
no feedback from higher level structures: one of the motivations for
so-called `heterarchic' processing.
-
Pre-articulated databases
In these, elements of the image or scene description have been labelled
in some way to indicate implicitly which ones belong together, but they
are not yet linked together, and there are no names for larger
structures. For instance, if points of discontinuity in the optic array
(edge points) have known locations and orientation discontinuities, then
this represents a potential for linking edge points into lines, though
not necessarily unambiguously. Similarly, if local elements of the optic
array are labelled according to properties like colour, intensity,
texture density, optic flow, etc. then this represents a potential for
linking them into regions, again not necessarily unambiguously.
In a pre-articulated database, from each element it is possible to
discover what its features are but not possible to go directly from
features back to the elements or from elements to others with the same
or related features. Indexing elements by location, as in 2-D image
maps, is one way of constraining the search for relevant elements to
link, in order to build up a semi-articulated database.
-
Non topographic transforms
There are many kinds of transforms from an image to a database where
spatial location is lost. Examples would be histograms recording numbers
of optic array locations with a particular colour, intensity, intensity
gradient, texture, optical flow, etc., or recording numbers of points
falling within a range of values. Closely related are Hough transforms
(explained in [Ballard and Brown, 1982]),
in which each element of the original is
mapped into a set of functions of properties of the element.
Histograms provide a means of accumulating spatially disparate evidence
in support of conflicting interpretations.
If a histogram contains only measures of how many elements map onto each
possible value then it gives no information about which parts of the
image have contributed. If each `bucket' contains descriptive,
articulated, semi-articulated or pre-articulated information about the
contributing portions of the image, it then turns into a separate
mini-database linking items which are similar in certain respects.
For example, it may be useful to map detected image features
into an orientation histogram. If, instead of simply counting
contributions, each orientation record keeps a list of edge features
with that orientation, this constitutes a database of information about
(roughly) parallel image fragments. The Hough transform is often used to
make a finer discrimination that stores information about collinear
fragments. (I am ignoring problems about quantisation of orientations
and other measures.)
Storing such pointers in histograms makes it possible to search for
neighbours in a variety of abstract spaces while interpreting visual
data: one process by which pre-articulated databases may be created.
-
Feedback and spatial indexes
If labels are created for the more abstract objects and relationships
found during the interpretation process then it is possible for those
labels to be "planted" back into the lower level representations such as
pre-articulated databases or topographic maps. This may also be done by
creating new "pseudo-images" in registration with the original array.
This sort of (frequently re-invented) strategy seems to be what Marr
referred to as the use of `place-tokens' ([Marr, 1982], p.51), and what
Barrow and Tenenbaum described as a collection of `intrinsic images in
registration'. The advantages of doing this were discussed above, e.g.
it provides a useful spatial index for finding things during active
visual processing, for example, working out what a moving object is
likely to hit first, by projecting its trajectory into such a map.
-
Object specific indexing structures
In addition to linking information in topographic maps in register with
the structure of the optic array and grouping items in more abstract
histograms and databases, it may, for certain purposes, be necessary
also to use specialised maps tailored to the perception of known types
of objects. For example, when perceiving well known type of object that
is not rigid it may be useful to have a topological map of its
structure, into which is projected some of the detailed information
about the particular individual: such as what the parts are like and
what they are doing. Then subsequent searches for related information
may not be bogged down by the problems of coping with the ever-changing
2-D projection of a non-rigid body.
This object-related indexing of information is more or less what is
currently known as "model-based" vision ([Ballard and Brown, 1982] p.217ff,
[Hogg et al., 1984]
[Hogg, 1988]). If the maps have a simple enough structure,
they can be manipulated (e.g. searched) using mechanisms similar to
those that work on topographic maps. However, more general operations on
topological models, for instance looking to see whether one network is a
sub-network of another, are potentially combinatorially explosive, and
this restricts their usefulness.
-
Topographic maps of visible surfaces.
It may also be useful to construct a collection of separate 2-D
databases for different perceived surfaces. For example the floor of the
room will often provide a useful spatial indexing function. If most of
the floor is visible it would map systematically into a part of the
optic array - so this sort of structure can be closely related to the
2-D image structure. Other surfaces, for instance table tops, walls, or
landscapes may also be treated this way. One benefit of building maps
tied to scene surfaces rather than simply optic array maps (or retinal
maps) is that some of these maps can be preserved while the optic array
changes, because the viewer rotates or moves to a new location. If the
motion is controlled by the agent and has known properties, then the
relationship between the object-based maps and the optic-array-based
maps can be continually updated, giving the perception of an unchanging
environment that endures through changing experiences of it.
Another use of object-based maps would be to provide a useful way
of preserving information about a moving object instead of constantly
having to re-compute it from new locations in the optic-array.
All of the above types of representations may contain information about
2-D structures, 3-D structures, or more abstract objects, properties or
relations, such as causal relations or potential for change. The
descriptions may be either relative to the viewer (e.g. depth,
visibility), or relative to frameworks defined by individual objects
(which may, for instance, have a major axis), or relative to some global
framework in the environment, such as the walls of the room.
If the 2-D maps and mechanisms that operate on them are accessible by
higher-level cognitive processes, this might account for the pervasive
use of spatial reasoning in human thought: even the congenitally blind
might use this kind of visual processing.
Different information stores are useful for different purposes.
Viewer-centred descriptions are specially useful for fine control of
actions. Object-centred descriptions are useful for recognising objects
seen from different viewpoints. Descriptions based on more global
frameworks are useful for large scale planning, especially plans
involving several objects or agents. Moreover, different scales of
resolution will also be relevant to different tasks.
Offset against different merits are different demands made by various
information stores. For example, they vary according to how long they
take to derive from image data, how much space they require, how
sophisticated the interpretative algorithms need to be, how sensitive
they are to noise or slight changes in the scene, whether they
engender combinatorial searches and so on.
11 Kinds of visual learning
The labyrinthine theory permits far more possibilities for visual
learning and training than does the modular theory. This is because
it allows:
- more kinds of output (descriptions of more kinds of things, along with
control information, including control of mental processes),
-
more output routes (i.e. descriptive or control information may be
sent to wherever it is needed),
-
more kinds of input (information from other sensory subsystems, or
from higher level information stores),
-
more ways of deriving output from input: the output does not have
to be derived by means of general principles of optics and geometry, but
can use arbitrary but useful learned associations.
If learning is the production of long term change in knowledge and
abilities, then many kinds of learning are possible: new particular
facts, new generalisations and associations, new concepts for expressing
information, new skills. There are also forms of learning that don't
change qualitative capabilities but simply increase speed or
reliability.
Even the modular theory presupposes that vision uses descriptive
languages sufficiently general to allow the conceptual creativity
required for going from optic array features to characterisations of 3-D
shape and motion, with explicit information about parts, properties and
relationships at different levels of abstraction. I suggested above that
mechanisms providing this kind of representational capability could also
support the representation of information not included in the modular
theory. The syntax of representing structures with this kind of power
would enable yet more descriptors to be introduced, adding to the
conceptual creativity of the system: a powerful visual learning
capability. Exactly what sort of mechanism would enable this to occur as
a result of training or experience remains a topic for further
theoretical and empirical investigation.
Common experience demonstrates that, at least in humans, several
varieties of visual learning can occur e.g. learning to read text or
music, learning to discriminate the colours named in one's culture,
learning to discriminate plants or animals, learning to see tracks in
forests, learning to tell good from bad meat in a butcher's shop,
learning to judge when it is safe to cross the road despite oncoming
traffic etc. (My informal observations suggest that it is not until
after the age of eight or nine years that children learn to discriminate
the combinations of speed, distance and size of approaching vehicles
adequately.)
The task of distinguishing identical twins provides an interesting
example. Many people have had the experience of meeting twins and being
unable to distinguish them at first, then finding several months later
that they look so different that it is hard to imagine anyone confusing
them. The same thing happens sometimes whilst getting to know people
from another ethnic group. It is as if the frequent need to distinguish
certain classes of individuals somehow causes the visual system to
enrich its analysis capabilities and descriptive output so that it
includes new features helpful for the particular discrimination task.
Exactly how this is done requires further investigation: it may be that
there is some modification of
general
shape description processes to extract more detailed information
from the optic array, or it may be that a
specialised
face recognition module is trained to make new uses of
previously
available low level shape descriptors.
There are many kinds of high-level learning, such as learning new faces
or the names of new kinds of objects, situations, or processes (e.g.
dance movements). This may or may not involve consciously associating a
name with the object. (What is meant by "conscious" or "consciously", or
even whether these are coherent concepts, is another large question not
addressed here.) Recognition is often thought of as involving the
production of a name. But this is just one kind of response to
recognition. Reflex physical responses tailored to the fine structure of
the situation, but without the intervention of explicit recognition or
description are another kind.
The need for speed in dangerous fast-changing situations suggests a
design in which the triggering of a response is done as directly as
possible, that is without the intermediate formation of an explicit
description of what is happening, which then interacts with inference
mechanisms to form a new motive or plan or set of motor-control signals.
Using a faster, more direct, process may require new connections between
sub-systems to be set up, through learning.
Many sporting activities seem to involve both development of new
discriminative abilities and linking them to new control routes. A boxer
has to learn to detect and react to incipient movements that indicate
which way the next punch is coming. Cricket batsmen and tennis players
have to learn to see features of the opponent's movements that enable
appropriate actions to be initiated at an even earlier stage. I do not
know how much of the squirrel's ability to judge where to put its feet
next is learnt and how much innate. In all these cases, detection is not
enough: rapid initiation of appropriate action is also required, which
could be facilitated by developing new control connections from lower
levels of visual processing, if those levels can be trained to make the
relevant discriminations and store appropriate output mappings.
These forms of conceptual learning go beyond the kind of rule-guessing
processes studied by psychologists and AI workers under the title of
"concept formation". New combinations of old concepts (e.g. an X is
something that is A or B but not C) will not always suffice: it may be
necessary in visual learning as in the development of science to create
new concepts not definable in terms of old ones, or new descriptive
capabilities, a more general and powerful form of learning.
Connectionist processing models may be able to account for this, but for
now precisely how it is done is not my concern. A harder question is how
new undefined symbolic structures get their semantics: part of the
problem mentioned above and answered sketchily in terms of generalised
Tarskian models plus causal embedding.5
Some of these forms of learning seem to be slow, gradual and painful.
Others can happen as a result of a sudden re-organisation of one's
experience, perhaps influenced by external prompts, like seeing a
pattern or structure in an obscure picture with external verbal help,
after which one sees it without help. Whether the former learning is
inherently slow because of the nature of the task, or whether we just
don't have very good learning mechanisms is a topic for further
investigation.
Learning would be
inherently
slow if it involved setting up new associations between relatively low
level viewpoint-sensitive 2-D optic array descriptors and appropriate
actions. For any 3-D scene there will be indefinitely many significantly
different 2-D views, so that far more descriptions would have to be
analysed to find commonalities and set up associations than if
viewpoint-independent descriptions of objects and events were used. The
actual number will depend on what differences are significant, or how
the continuous variation is quantised.
The trade-off is that as the level of abstraction goes up, the simpler
the descriptions and the smaller their number, but the less detailed
information is preserved. So part of the visual learning task is to find
the highest level of abstraction that preserves sufficient information
to make discriminations required for the needs and purposes driving the
learning: optimising the space/information trade-off.
However, what satisfies this criterion may not be fast enough for some
dangerous situations. So discrimination may have to happen at a
lower level of processing, therefore requiring more different
associations to be learnt, and new information routes from lower levels
of the visual system to be set up. Thus a longer learning or training
period would be required to improve speed within a fixed level of
discriminatory performance. It is possible that good sports coaches have
some kind of intuitive grasp of this and select training situations that
help this process.
A similar trade-off applies to action planning and control mechanisms,
which need to select the appropriate level of action description to
generate a response: a high level plan may be more generally applicable,
but it requires a complex interpreter to generate appropriate motor
control signals in the light of the current situation. If the control
signals associated with particular situations are lower level, they will
be more complex and detailed, as required, but a larger number
of different combinations will have to be learnt and stored, and it will
therefore take longer to learn them. Moreover, if part of the learning
process is finding the right level of abstraction to meet both
requirements of specificity of description and speed of processing, then
the search space to be explored can be very large and learning will be
inherently slow.
Frisby's book includes some random dot stereograms that are quite hard
to fuse into 3-D percepts (because they represent continuously varying
3-D surfaces, not sharp edges). But after exposure to some of them
people seem to get better at those particular ones. This may be because
something has been learnt about the vergence angles they require, or for
more subtle reasons to do with storing higher level information that
controls the detection of binocular disparity. However random dot
stereograms have so little in common with ordinary optic arrays that the
slow processes they require for binocular fusion and depth perception may
have little to do with normal vision.
Fine control of physical movements (like painting a picture or catching
moving insects) is another kind of use where it might be advantageous in
some cases to have a direct link from lower or intermediate stages of
the visual system to whichever part of the brain is executing the
action, instead of going through a central database of geometrical
descriptions. There are at least three possible reasons for this: (a) the
lower-level descriptions may contain more information of the kind
required for fine control (b) it may be easier to compute corrections on
the basis of perceived 2-D discrepancies than on the basis of relations
in 3-D (c) the extra time required for going via the higher level
descriptions may introduce feed-back delays that produce clumsy and
irregular movements. (This would be relevant to the effects of some
kinds of brain damage.)
Learning to sight-read music could make use of the same mechanisms. The
experience of an expert sight-reader suggests that the visual stimulus
very rapidly triggers movements of hands, diaphragm, or whatever else is
needed (e.g. feet for an organist), by-passing the cognitive system that
might otherwise interpret the musical score and plan appropriate
movements to correspond to it. It is as if the visual system can be
trained to react to certain patterns by interpreting them not in terms
of 3-D spatial structures but in terms of instructions for action
transmitted directly to some portion of the brain concerned with rapid
performance. This does not imply that the patterns themselves are
recognised as unstructured wholes: there must be some parsing
(structural analysis), for otherwise a pattern never seen before could
not have any sensible effect, whereas the whole point about
sight-reading is that the music has not been seen before, except at the
very lowest level of structure.
Learning to read fluently seems to illustrate both making new visual
discriminations and categorisations and also sending the output direct
to new sub-systems in the brain. If full 3-D structural descriptions of
the printed page contain information that is not particularly suited to
the purposes of fluent reading, then it may be more efficient to "tap"
the visual information before the stage at which descriptions of 3-D
spatio-temporal structures are constructed.
There is also some evidence that visual information can be used in early
stages of processing of other sensory sub-systems. A striking illustration
is the fact that what we hear can be strongly influenced by what we
see. In particular, how people hear a particular acoustic signal can be
strongly influenced by perceived motions of a face on a video screen
[McGurk and MacDonald, 1976].
Another very interesting process capable of being driven by vision is
the learning of skills by example. Often a complex skill cannot be imparted by
describing it, or even by physically moving the learner's limbs in the fashion
of a trainable robot, yet can be conveyed by an expert demonstration, though
not necessarily instantaneously. This is often used in teaching dancing or the
playing of a musical instrument requiring rather subtle physical
co-ordination, such as a violin.
The process of learning by watching an expert may be connected with the
involuntary physical movements that sometimes accompany watching
sporting events, as if our visual systems are directly connected to
motor-control mechanisms. This ability to learn by seeing would
obviously be of biological value as a way of passing on skills from
adults to the young. However, it requires a different kind of processing
from any described above, because the motion of another agent, initially
represented from a different viewpoint, would have to be transformed
into motion from the perceiver's own viewpoint, and then mapped on to
motor control information by the perceiver.
Whether this mapping (during learning) has to go via a
viewpoint-independent 3-D structural description is an interesting
question. It may be that, as mentioned above in listing intermediate
databases, we have a specialised representing structure related to the
topology of the human form, because of its potential general usefulness
in vision (as in model-based computer vision systems). In that case the
use of this specialised map to store detailed motion information about
perceived agents could facilitate transfer of the relevant information
to a map of the perceiver's own body, and from there to relevant motor
control units.
If specialised maps are useful for indexing during visual processing,
then another kind of visual learning may be the discovery of useful
maps. As ever there will be tradeoffs: the more abstract mapping
structures will be more generally applicable and will require less
storage space and perhaps faster searching and matching, whereas the
more detailed ones will have more useful information, but will require
larger numbers to be stored as well as being slower to search or match.
For high level recognition and planning tasks the more abstract
structures will be more useful. For more detailed perception, planning
and control, the lower level ones may be more useful. (Whether matching
high level structures is faster or slower than low level ones depends
on the kind of matching. Parsing a sentence, i.e. matching against a
grammar, can be much slower than comparing two sentences word for word.)
Resolution of empirical questions about the extent to which human vision
conforms to the labyrinthine design may have to await substantial
advances in our understanding of the functional organisation of the
brain. However, from a theoretical point of view we can see that this
design allows processing advantages and permits more generally
applicable learning possibilities.
If the different kinds of learning sketched above really do exist in
humans, then we should expect to find different ways in which learning
can go wrong as a result of brain damage or other problems. For
instance, the discussion implies that reading may go wrong because the
ability to access the relevant 2-D descriptions is lost so that reading
has to go via the 3-D descriptions rather than using only the faster
lower-level visual processes, or because the specialised links between
this visual processing and abstract semantic representations are lost.
In the latter case other capabilities relying on the intermediate 2-D
information would be preserved. Similarly, because a boxer has to learn
both to discriminate different kinds of incipient movements and to route
the visual information to appropriate motor sub-systems either type of
learning might be impaired, though the second cannot work without the
first, and either type of skill might be damaged after it has been
acquired.
Another empirical question is how much variability there is in
routes available for linking two sub-systems. If there is only one route
available then if that gets damaged after it has developed, then
re-training will not produce a cure. Whether alternative routes are
available depends on empirical facts about the underlying physical
mechanisms, which are not the topic of this paper.
[Selfe, 1977]
describes an autistic child with amazing drawing abilities
between the ages of 3 and 7 years, for instance capturing horse and
rider superbly foreshortened in motion towards the viewer. The ability
appeared to be considerably reduced after she began to learn to talk in
later years. Selfe conjectured that brain damage prevented the
development of normal higher-level processing of a kind required for
language and this somehow facilitated compensatory development of other
capabilities. These other capabilities, according to the theory sketched
here, might have been concerned with analysis of relatively low level
structure in the optic array, and associating such structure with
relatively low level control of actions required for drawing.
For normal children the requirement to draw well is of far less
significance than the ability to form and relate higher level perceptual
and action schemata: a child can get on well without being able to
draw, but being unable to communicate or make plans is a more serious
disability. So, in normal children, the pressure to optimise the
space/information/speed trade-offs discussed above would lead to
construction of more general-purpose links at higher levels of
abstraction. Perhaps the learning processes that drive this construction
compete for resources with those that create the lower level links? Or
perhaps the higher level links, once created, somehow mask the lower
level ones so that they can no longer be used? This would be more
consistent with Nadia's reduced drawing ability after beginning to learn
to talk. However, the change might have been motivational, rather than a
change in her abilities. Only when we have far more detailed theories
about possible mechanisms will we be able to make progress interpreting
such evidence.
12 Conclusion
I have contrasted the modular theory of vision (as one floret on a
sunflower) with a possible "labyrinthine" design in which a wider, and
extendable, variety of functions is performed by a visual sub-system
composed of smaller modules using a wider variety of input and output
links to other systems. On the labyrinthine model the inputs to vision
may include information from other sensors and from long-term
information stores, in conjunction with hints, questions, or tasks
specified by planners and other higher level cognitive mechanisms. The
outputs may comprise both descriptions (including 2-D image structure,
modal, functional and causal descriptions, descriptions of mental states
of agents, the meanings of printed text and other abstract
interpretations) and also control signals and stimulation of other
modules that may need to react quickly to produce either physical
responses or new mental processes. Moreover, the range of descriptive
and control outputs and the range of connections to other sub-systems
can be modified by training, rather than being rigidly fixed.
An obvious objection can be posed in the form of a rhetorical question:
What makes this a
visual
system, as opposed to yet another general computing system that takes in a
range of information, computes with it, and produces some outputs, possibly
after communicating with other systems?
The answer to this lies partly in the nature of the primary input,
namely the optic array with its changing 2-D structure, and
partly in the way information is organised during processing. Very
roughly, in a visual system, input data and intermediate partial results
of the interpretation process, are all indexed according to location in
a two dimensional field corresponding to the 2-D structure of the optic
array. In other words, information of various kinds derived from the
optic array is indexed (in part) by means of location in a network of
2-D topographic maps, an example of what I have elsewhere called
`analogical' representations (e.g.
[Sloman, 1975], [Sloman, 1978]). This does
not rule out simultaneous use of other non-topographic maps and more
abstract databases of information.
The `optically-registered' databases are not necessarily tied closely to
the retina, since rapid eye movements can constantly change which
portions of the optic array are sampled by which portions of the retina.
It seems more useful to have the databases in registration with the
optic array itself, as this is less changeable.
Not all the information created or used by the visual system need be
stored in optically registered databases. Various abstract
`non-topographic' databases, such as histograms and Hough transforms,
may also be useful, including the abstract non-topographic mappings
postulated by [Barlow, 1983] and
[Treisman, 1983]. Nevertheless, the
central use of databases whose structure is closely related to the
structure of the incoming optic array is, I suggest, what makes a
process visual as opposed to just a cognitive process. Even if some of
the databases are not structured in this way, if their contents point
into the image-registered databases and are pointed to by such databases
then they can be considered part of the visual system. Of course, this
characterisation does not define a sharp boundary between visual and
non-visual mechanisms: nor is there any reason why nature should have
sharp divisions corresponding to the labels we use. (Where, precisely,
are the boundaries of a valley?)
There is still much that is vague about the model sketched here. It will
have to be fleshed out by describing in detail, and building computer
models of, some of the important components, especially the kind of
trainable associative mechanism that can map image features to the
required descriptions. Moreover, a complete design for a visual
mechanism will require a general account of how spatial structure and
motion can be represented in a manner that is adequate to all the uses
of vision. We are still a long way from knowing how to do that, though
we share with squirrels and other animals a rich intuitive grasp of
spatial structure and motion.
This paper has two main objectives. First I have compared two abstract
hypothetical design-schemas pointing out that if they can both be
implemented then one of them may have some advantages over the other.
This abstract analytical discussion says nothing definite about how any
biological visual system works or how any practical robot should be
designed, for there may be additional design constraints arising from
the underlying physical mechanisms used.
Second, and far more tentatively, I have produced some fragments of
evidence suggesting that human perceptual systems can be construed as
using the labyrinthine design. I do not claim to have established this
empirical thesis. At the very most some questions have been raised which
may perhaps lead to further empirical investigations of how both human
and (other) animal visual systems work. This is a task for specialists
with more detailed knowledge than I have. My concern is primarily with
the design suggestion that, in at least some cases, the multi-connection
multi-function labyrinthine design will actually be useful for practical
engineering purposes. This could turn out false in practice. However, at
least some neurophysiologists interpret available evidence as suggesting
that different sensory and motor sub-systems are linked in a manner that
involves much richer interconnectivity than assumed by the modular
theory, with "overlapping hierarchies that become increasingly
interrelated and interconnected with each other at the higher levels"
([Albus, 1981] - see also his figures 7.1 and 7.2). The neat sunflower
gives
way to a messy spiders web.
As for the squirrel, I think its versatility and speed will far
outclass anything we know how to design and build, for many years.
Acknowledgements
Some of the work reported here was supported by a fellowship from the
GEC Research Laboratories and a grant from the Renaissance Trust. This
paper expands ideas put forward in [Sloman, 1978] and [Sloman, 1983],
later presented at a Fyssen Foundation workshop in 1986. I am grateful
to Chris Darwin and David Young for references to some relevant
empirical research results. The latter first pointed out the overlap
with Gibson's work. The ideas reported here have been influenced by
discussions over many years with colleagues at Sussex University,
especially Steve Draper (now at Glasgow), Geoffrey Hinton (now in
Toronto), David Hogg, Christopher Longuet-Higgins, Guy Scott (now in
Oxford), and David Young. Chris Fields made very useful editorial
comments on an early draft, and Kelvin Yuen and Vaclav Hlavac kindly
read and commented on a nearly final draft.
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Footnotes:
1This paper was
a sequel to some earlier papers on vision, and built on, but
did not repeat all their contents, including:
(1) A.Sloman,
Chapter 9 of The Computer Revolution in Philosophy
*5mmhttp://www.cs.bham.ac.uk/research/projects/cogaff/crp/chap6.html
(2) Sloman, A., (1983), Image interpretation: The Way Ahead?, in
Eds. O.J. Braddick and A.C. Sleigh,
Physical and Biological Processing of Images, Berlin,
Springer-Verlag.
The labyrinthine theory proposed that in addition to providing
factual information about the environment (e.g. for use in
reflective,
deliberative and communicative processes) visual mechanisms
could also provide control
information, e.g. in visual servoing and
posture control. Around that time, unknown to me, the theory became
popular that there are two visual pathways (ventral and dorsal)
associated with `what' and `where' processing. When I later learnt
that these pathways were thought to separate out processing concerning
objects and locations, I thought that was incoherent. Later I believe
Goodale and Milner reached a similar conclusion and proposed a theory
much closer to the one suggested here, explained in their paper
summarising their book The Visual Brain in Action (1995),
available here
*5mmhttp://psyche.cs.monash.edu.au/v4/psyche-4-12-milner.html
2Note added 2006: for more on this see
http://www.cs.bham.ac.uk/research/projects/cogaff/talks/#inf
3This was suggested in chapter 6 of
[Sloman, 1978], available online here
http://www.cs.bham.ac.uk/research/projects/cogaff/crp/chap6.html
4Footnote added in
2006: there is another use of `modal' mean linked to a particular
sensory modality, and `amodal' meaning not linked to any particular
sensory modality.
5Note added in 2006: this
paper rejected symbol-grounding theory before it became popular.
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School of Computer Science
The University of Birmingham
Last updated: 1 Jan 2008