ThresholdFrictionSaccadeController Class Reference

Threshold-limited friction-damped controller. More...

#include <Neuro/SaccadeControllers.H>

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List of all members.

Public Member Functions

 ThresholdFrictionSaccadeController (OptionManager &mgr, const SaccadeBodyPart bodypart)
 Constructor.
virtual ~ThresholdFrictionSaccadeController ()
 Destructor.

Protected Member Functions

virtual void doEvolve (SimEventQueue &q)
 evolve one time step
virtual void computeWhenNewPercept (SimEventQueue &q)
 This method is called each time a new percept has arrived.
virtual void computeWhenResetPos (SimEventQueue &q)
 This method is called each time a reset is made.
virtual Point2D< int > computeWhenNewDecision (SaccadeState &sacstate, bool &blinkstate, SimEventQueue &q)
 This method is called each time a new decision is requested.

Protected Attributes

OModelParam< SimTimeitsMaxIdle
 max time (in s) before we return to IEP

Detailed Description

Threshold-limited friction-damped controller.

ThresholdFrictionSaccadeController combines the features of ThresholdSaccadeController and FrictionSaccadeController.

The ThresholdSaccadeController determines when a new saccade is warranted. The FrictionSaccadeController is fed with the average covert location over the duration of the percept queue of the Threshold controller. It then is responsible for inducing slow drifts of overt attention towards that average, in between two saccades. In addition, this controller will return to the center of the image if it does not move in some time.

Definition at line 284 of file SaccadeControllers.H.


Constructor & Destructor Documentation

ThresholdFrictionSaccadeController::ThresholdFrictionSaccadeController ( OptionManager mgr,
const SaccadeBodyPart  bodypart 
)

Constructor.

See the two base classes for parameters.

Parameters:
maxidle max time (in seconds) before we naturally return to the center of the image. This will happen if the covert shifts are so chaotic that we never decide to follow them overtly.
part As this controller may be used either for the eye or for the head (as part of bigger controllers that include both eye and head), this should be either SaccadeBodyPartEye or SaccadeBodyPartHead and will determine which model options we use for our internal parameters (eye or head)

Definition at line 457 of file SaccadeControllers.C.

References ModelComponent::addSubComponent().

ThresholdFrictionSaccadeController::~ThresholdFrictionSaccadeController (  )  [virtual]

Destructor.

Definition at line 478 of file SaccadeControllers.C.


Member Function Documentation

Point2D< int > ThresholdFrictionSaccadeController::computeWhenNewDecision ( SaccadeState sacstate,
bool &  blinkstate,
SimEventQueue q 
) [protected, virtual]
void ThresholdFrictionSaccadeController::computeWhenNewPercept ( SimEventQueue q  )  [protected, virtual]

This method is called each time a new percept has arrived.

Implements SaccadeController.

Definition at line 493 of file SaccadeControllers.C.

References SaccadeController::getPreviousPercept(), Point2D< T >::isValid(), and WTAwinner::p.

void ThresholdFrictionSaccadeController::computeWhenResetPos ( SimEventQueue q  )  [protected, virtual]

This method is called each time a reset is made.

Implements SaccadeController.

Definition at line 519 of file SaccadeControllers.C.

References SaccadeController::getPreviousPercept(), and WTAwinner::p.

void ThresholdFrictionSaccadeController::doEvolve ( SimEventQueue q  )  [protected, virtual]

evolve one time step

Implements SaccadeController.

Definition at line 482 of file SaccadeControllers.C.


Member Data Documentation

max time (in s) before we return to IEP

Definition at line 320 of file SaccadeControllers.H.

Referenced by computeWhenNewDecision().


The documentation for this class was generated from the following files:
Generated on Sun May 8 08:26:16 2011 for iLab Neuromorphic Vision Toolkit by  doxygen 1.6.3