The Ecological Approach to Visual Perception
By J. Gibson. 1979
Subfields: Cognitive Science & Psychology
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In Cognitive Science & Psychology
- Pierre-Yves Oudeyer
- Vittorio Gallese †
- Karl J. Friston
- Gianluca Baldassarre
- J. Good
- Randall D. Beer
- Lorraine E. Bahrick
- Giovanni Pezzulo
Citations in the corpus
- SWAG: A Large-Scale Adversarial Dataset for Grounded Commonsense Inference (2018, background): “Making such inference necessitates a rich understanding about everyday physical situations, including object affordances (Gibson, 1979) and frame semantics (Baker et al., 1998).”
- Learning to See by Moving (2015, background): “It is believed that biological agents developed perceptual systems for obtaining sensory information about their environment that can aid them in performing actions required for accomplishing their goals [16, 12].”
- Towards a Definition of Disentangled Representations (2018, background): “For instance, J. J. Gibson in his classic work on the ecological approach to visual perception [34] wrote: Four kinds of invariants have been postulated: those that underlie change of illumination, those that underlie change of the point of observation, those that underlie overlapping samples, and…”
- Learning human activities and object affordances from RGB-D videos (2012, background): “Lopes and Santos-Victor (2005) use context from objects in terms of possible grasp affordances to focus the attention of their action recognition system and reduce ambiguities.”
- DeepDriving: Learning Affordance for Direct Perception in Autonomous Driving (2015, background): “In this paper, we propose a direct perception approach [7] for autonomous driving – a third paradigm that falls in between mediated perception and behavior reflex.”
- Gibson Env: Real-World Perception for Embodied Agents (2018, background): ““We must perceive in order to move, but we must also move in order to perceive” – JJ Gibson [36] ∗Authors contributed equally.”
- Anticipating Human Activities Using Object Affordances for Reactive Robotic Response (2013, background): “Therefore, we can anticipate the future by observing the sub-activities performed in the past and reasoning about the future based on the structure of activities and the functionality of objects being used (also referred to as object affordances [10]).”
- From Lifestyle Vlogs to Everyday Interactions (2017, background): “At the motivational level, the work is about affordances, or opportunities for interaction with the world [10].”
- Understanding Human Hands in Contact at Internet Scale (2020, background): “Human-object interaction, and understanding the af-fordances (opportunities for interaction [16]) has been a long-term interest of computer vision.”
- Appraisal Theories of Emotion: State of the Art and Future Development (2013, background): “Appraisal does not consist primarily of abstract cognitive principles, and often involves the recognition of action affordances in perceived events (Gibson, 1979)—the perception that an event invites or suggests what one can do with it, or what it prevents one from doing.”
- Visual learning by imitation with motor representations (2005, background): “Also, if we observe other people manipulating objects, we can learn the most likely grasps or functions, for a given class of objects, the affordances [17] associated to a certain object.”
- Principles of Situation Research: Towards a Better Understanding of Psychological Situations (2015, background): “…thus believed to possess ‘affordances’ that are ‘objective properties of situations inasmuch as they exist even without being perceived by any particular observer’ (Krahé, 1995/2010, p. 76; for detailed discussions, see Chemero, 2001, 2003; Gibson, 1977, 1979; Stoffregen, 2000a, 2000b, 2003, 2004).”
- Hierarchical Active Inference: A Theory of Motivated Control (2018, background): “In the control domain, these correspond to affordances [13,35], namely, sensory con fi gurations that elicit natural responses (e.g., food may induce an automatic approach).”
- Revisiting active perception (2016, background): “Keywords Sensing · Perception · Attention · Control”
- The multiple dimensions of video game effects. (2011, background): “This is analogous to how perceiver motion allows for the detection of new perceptual information and the discovery of new affordances (Gibson, 1979).”