WEBVTT

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[RUSTLING]

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[CLICKING]

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JOSH MCDERMOTT:
Today, we're going

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to talk about texture
perception, which we started

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talking about last time.

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So remember, this
distinction between things,

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like objects and stuff.

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So objects are things.

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They're kind of individuated.

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We often think of
the goal of vision

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as being object recognition.

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But the world also
has a lot of stuff.

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When you have lots of
objects all together,

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they create what
we call a texture,

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and it's got a
certain appearance

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and you can discriminate it.

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And we use it for all
kinds of different things.

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You can use texture to tell
about material, about shape,

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to segment scenes.

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And we're pretty
good at detecting

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boundaries between textures.

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And what we initially talked
about last time was the fact

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that when you look at
these texture boundaries,

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in some cases, they're really
easy to see, and in other cases,

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they're are very
subtle and nonobvious

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and don't really pop out at you.

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So we saw lots of
examples of this.

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So each of these
things has got kind

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of a region in the middle
that is a different texture

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than the surround.

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In some cases, it's obvious,
in some cases, it's not.

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Each of these has
a texture boundary.

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Some of them are obvious,
some of them are not.

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And we spent some
time talking about

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whether we can account for the
salience of texture boundaries

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using pretty standard
models of early vision,

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like the stuff that
we kind of learned

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about earlier in the class.

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So this is an example
of a texture image.

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So there's a region
in the middle.

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It's a different
texture than the rest.

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You convolve it with these two
Gabor-like filters, stand-ins

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for filters in V1, this is
the result of the convolution.

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Remember, the convolution
means that the filter kind of

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gets placed down at every
possible location in the image.

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And then we can view the
convolution as an image.

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You can think of this as the
response of a big population

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of neurons that all have the
same type of receptive field,

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just positioned position
at different places

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in the visual field.

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And so the filter responses are
different in the center region

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than in the surround.

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And we talked
about how you might

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be able to make
that more explicit

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by performing some
simple operations

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on the output of the filter.

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So this is just the raw
filter output, the convolution

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of the filter with the image.

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And this is a
horizontal slice there.

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If you square the
filter response,

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you can make
everything positive.

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And then if you average
over local regions,

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you get this quantity that's
a lot like the energy measure

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that we talked about as being
a good model of complex cells.

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And in this case,
the energy measure

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has a different value kind of in
the surround than in the center.

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So it kind of makes
explicit the idea

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that there's a
different kind of stuff

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in the center region of the
image than in the surround.

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So these energy measures can
predict some texture boundaries.

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And this is that energy
measure displayed

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as a convolution-like operation.

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And it captures this idea
that texture is really

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defined by the average
properties of a local image

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region.

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So what makes a
texture a texture

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is what it's like on average.

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So in this case,
there's some kind

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of orientation energy in
one part of the image,

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and a different type in another.

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So then we asked whether
we could potentially

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account for the perception
of texture boundaries

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in some of these more
complicated textures

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with these similarly
simple models,

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and saw a bunch of
examples that kind indicate

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that they do a pretty good job.

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So specifically, we can
look at a whole bunch

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of different images
of this nature,

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and the extent to
which you really

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see a salient
region in the middle

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is kind of mirrored
by the extent

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to which these simple
mechanisms show

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differences in their responses.

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So here's a case where the
center region is really obvious

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and you see a really
big difference.

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Here's a case where the
little elements in the texture

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have been scaled.

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And at this particular
relative scale,

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the difference doesn't
really pop out at you,

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and it's also not really evident
in this energy-based mechanism.

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So then we kind of pivoted
to this question of whether

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or not these kind of
very simple models that

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are based on the
ingredients that we think

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of as being present in V1,
whether they can actually

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account for the way
that textures look.

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And the critical idea
that we discussed is that

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if we've correctly identified
the brain's representation

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of texture, then if we
measure that representation,

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for some example
natural texture--

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some image that you give me--

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and then we generate
synthetic textures that

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have the same values
of that representation,

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well, then the
synthetic textures,

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they should look
like the example.

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They should look like
the same type of texture.

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So that's the principle that
we're working with here.

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And so the key notion here is
that a given type of texture

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can be present in a lot
of different examples.

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So there's lots of examples
of any given texture.

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And we looked at
the carpet, and you

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could look at different
regions of the carpet.

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They're all the
same kind of texture

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even though they're
slightly different images.

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So textures kind of consist
of an equivalence class

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of all these different
images that share

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some kind of property.

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And in this particular
case, there's

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an equivalence class
of all the things

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that are generated by the
same physical process that

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kind of created carpet,
for instance, or leaves.

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But if we're really interested
in how textures look,

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then what really
matters to us is

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whether textures are
perceptually equivalent,

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so whether they'll look the
same to a human observer.

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And so the game that
we're going to play

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is to try to
synthesize images that

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will have the same values of
some candidate representation

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that embodies a theory of what
is represented in your head

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when you look at a texture.

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And then we're going
to look at the textures

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and actually see whether
they look the same.

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So the idea is that we're
going to take noise images,

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and then try to alter
them in various ways

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to actually cause them to
reside in this part of the space

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that's got the same
representation as some example.

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So this was a case where maybe
we got part of the way there,

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but not all the way there.

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And so the initial example
that we talked about--

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and this is where
we ended last time--

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was this initial attempt at
implementing this methodology

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using a candidate
representation of texture

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that consists of marginal
histograms of filter responses,

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so the distribution of
the filter responses.

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And so this is
the representation

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that this is based on.

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So we're taking an image.

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We convolve it with
a big set of filters

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that are tuned in orientation
and spatial frequency,

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and you get a bunch
of convolutions.

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These are often
referred to as subbands.

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And so the model of
texture perception

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will be to represent textures
with the distribution

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of the activity in these
different subbands, which

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we take as simulations of the
responses of oriented, spatial

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frequency tuned neurons.

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So we talked about the idea that
this is often called a pyramid

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representation of an image.

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So we've got different
spatial scales of images,

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and when the spatial
scale is coarse,

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the image can be downsampled.

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And so that's what these
things are up here.

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These are the low spatial
frequencies of the image.

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And they can be represented
with a smaller pixel array.

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So that's why it's called
a pyramid representation.

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So you have these big
subband representations here,

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and then they get smaller
as you move up the pyramid.

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So it's kind of a classic image
processing-based representation.

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And so remember that
the representation

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we're trying to
evaluate here is one

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where you take each of these
subband representations

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and you form a histogram.

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So the histogram is
just the distribution

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of the values in this array.

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So it's like throwing
all the values into a bag

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and then seeing what
the distribution is.

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So you're throwing out all
of the spatial organization

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of the image.

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And so this is
really just capturing

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the average properties
of that subband,

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in this case averaged
across space.

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So it captures the variance
as well as other as well as

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all other marginal statistics.

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So that's the proposal.

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So what we want to do is
to take some candid image,

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generate the subband
in representation,

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and then generate
these histograms.

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And then we want to take a
noise image, and then mess

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with the image so that it
has the same histograms

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in these subbands in
the filter responses.

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And so in this
particular case, there

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was a pretty simple trick
to do this called histogram

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equalization.

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So all that you
do is you generate

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the cumulative histogram
for an image or a subband.

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And then there's just a simple
kind of mapping function

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where you take a given
pixel in the noise image,

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and then you change
its value depending

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on where it falls in the
cumulative histogram.

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So in this particular
case, this intensity value

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gives you this
probability value.

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So you map that over
here, and that tells you

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that this thing
is going to be 1.

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And so in this case,
we're just doing

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this on the pixel intensities,
and so the noise image

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ends up getting turned into
this thing that's kind of mostly

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white with a little bit
of black because that's

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the pixel intensity
histogram that you have

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in this original test image.

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So now we're going to do the
same thing with the histograms

00:10:03.910 --> 00:10:05.470 align:middle line:90%
of the subbands.

00:10:05.470 --> 00:10:09.670 align:middle line:84%
So this original texture
has subband histograms that

00:10:09.670 --> 00:10:11.630 align:middle line:90%
have these very long tails.

00:10:11.630 --> 00:10:15.110 align:middle line:84%
The noise image has something
that's a lot more Gaussian.

00:10:15.110 --> 00:10:17.190 align:middle line:84%
And so we do histogram
equalization,

00:10:17.190 --> 00:10:20.810 align:middle line:84%
and the noise subband gets
kind of altered in this way,

00:10:20.810 --> 00:10:22.870 align:middle line:84%
so that it's got
a histogram that

00:10:22.870 --> 00:10:25.710 align:middle line:84%
looks a lot more like
the original one.

00:10:25.710 --> 00:10:29.030 align:middle line:84%
So we do this for all of
the different subbands.

00:10:29.030 --> 00:10:32.930 align:middle line:84%
And then this subband
representation can be inverted.

00:10:32.930 --> 00:10:36.190 align:middle line:84%
You can take it and then
essentially add these things

00:10:36.190 --> 00:10:39.390 align:middle line:84%
back up in order to
get an original image.

00:10:39.390 --> 00:10:42.310 align:middle line:84%
So this is the result showing
you that histograms are all

00:10:42.310 --> 00:10:43.440 align:middle line:90%
matched.

00:10:43.440 --> 00:10:47.840 align:middle line:84%
So we do this, and we've
now taken this noise image,

00:10:47.840 --> 00:10:50.880 align:middle line:84%
and we've altered
it so that it now

00:10:50.880 --> 00:10:55.360 align:middle line:84%
matches the representation
for some natural texture.

00:10:55.360 --> 00:10:58.800 align:middle line:84%
And remember, the whole
point of doing this

00:10:58.800 --> 00:11:01.880 align:middle line:84%
is to actually test whether
that representation that we're

00:11:01.880 --> 00:11:05.640 align:middle line:84%
matching is a good
model for the texture

00:11:05.640 --> 00:11:07.480 align:middle line:90%
representation in our brain.

00:11:07.480 --> 00:11:10.175 align:middle line:84%
So if the texture
representation that we're

00:11:10.175 --> 00:11:11.800 align:middle line:84%
doing the matching
with captures what's

00:11:11.800 --> 00:11:13.340 align:middle line:84%
in our brain's
representation of texture,

00:11:13.340 --> 00:11:14.715 align:middle line:84%
then the synthetic
examples ought

00:11:14.715 --> 00:11:16.140 align:middle line:84%
to look like the
original texture.

00:11:16.140 --> 00:11:18.080 align:middle line:84%
Now, there's one other
little detail here

00:11:18.080 --> 00:11:20.280 align:middle line:84%
that I'll tell you
about, which is

00:11:20.280 --> 00:11:24.560 align:middle line:84%
that we're going to actually
see this done on color images.

00:11:24.560 --> 00:11:26.880 align:middle line:84%
So color images
are slightly more

00:11:26.880 --> 00:11:28.680 align:middle line:84%
complicated than the
black and white image

00:11:28.680 --> 00:11:31.620 align:middle line:84%
that I just showed you because
there are three color channels.

00:11:31.620 --> 00:11:33.600 align:middle line:84%
Remember, because
there are three cones,

00:11:33.600 --> 00:11:36.240 align:middle line:84%
three color channels are
sufficient to recreate

00:11:36.240 --> 00:11:37.860 align:middle line:90%
the perception of all colors.

00:11:37.860 --> 00:11:41.160 align:middle line:84%
And so there's a
little trick that's

00:11:41.160 --> 00:11:43.680 align:middle line:84%
used to actually do this
on color images, which

00:11:43.680 --> 00:11:46.880 align:middle line:84%
is that you do this in
the principal component

00:11:46.880 --> 00:11:49.220 align:middle line:90%
space of the RGB values.

00:11:49.220 --> 00:11:53.240 align:middle line:84%
So you essentially work
with color axes that

00:11:53.240 --> 00:11:55.560 align:middle line:90%
are orthogonal or uncorrelated.

00:11:55.560 --> 00:11:58.720 align:middle line:84%
And that means that you can mess
with them independently and then

00:11:58.720 --> 00:12:00.120 align:middle line:90%
add them back up.

00:12:00.120 --> 00:12:02.700 align:middle line:90%
So that's a small detail.

00:12:02.700 --> 00:12:08.440 align:middle line:84%
But the big picture here is to
inspect these pairs of images.

00:12:08.440 --> 00:12:11.500 align:middle line:84%
One of these is the original,
so that's the one on the left.

00:12:11.500 --> 00:12:13.960 align:middle line:84%
And the right image
is a synthetic image

00:12:13.960 --> 00:12:18.240 align:middle line:84%
that was generated from
noise just by matching

00:12:18.240 --> 00:12:20.440 align:middle line:90%
the subband histograms.

00:12:20.440 --> 00:12:23.720 align:middle line:84%
And so you can see
that in some cases,

00:12:23.720 --> 00:12:26.820 align:middle line:84%
this produces actually pretty
good-looking textures right.

00:12:26.820 --> 00:12:28.540 align:middle line:90%
So that one looks pretty good.

00:12:28.540 --> 00:12:31.280 align:middle line:90%


00:12:31.280 --> 00:12:33.020 align:middle line:84%
That one maybe
looks pretty good.

00:12:33.020 --> 00:12:34.815 align:middle line:84%
In some cases, they
don't look perfect.

00:12:34.815 --> 00:12:36.440 align:middle line:84%
You can definitely
see some things that

00:12:36.440 --> 00:12:39.400 align:middle line:90%
are kind of funny about them.

00:12:39.400 --> 00:12:41.410 align:middle line:84%
But there are a lot
that look pretty good.

00:12:41.410 --> 00:12:44.370 align:middle line:84%
Here's some other examples
that look pretty reasonable.

00:12:44.370 --> 00:12:46.370 align:middle line:84%
So maybe you can
get something that

00:12:46.370 --> 00:12:49.750 align:middle line:84%
looks like a leaf or some
kind of carpet or something.

00:12:49.750 --> 00:12:53.585 align:middle line:90%


00:12:53.585 --> 00:12:55.890 align:middle line:84%
But there's a lot of other
cases where the synthesis

00:12:55.890 --> 00:12:57.270 align:middle line:90%
pretty clearly fails.

00:12:57.270 --> 00:13:00.350 align:middle line:90%
So for instance, what is this?

00:13:00.350 --> 00:13:03.170 align:middle line:90%


00:13:03.170 --> 00:13:05.222 align:middle line:90%
What material is this?

00:13:05.222 --> 00:13:05.930 align:middle line:90%
AUDIENCE: Marble.

00:13:05.930 --> 00:13:06.990 align:middle line:90%
JOSH MCDERMOTT: Marble, exactly.

00:13:06.990 --> 00:13:08.110 align:middle line:90%
Everyone recognizes this.

00:13:08.110 --> 00:13:08.670 align:middle line:90%
It's marble.

00:13:08.670 --> 00:13:10.250 align:middle line:90%
It looks like marble.

00:13:10.250 --> 00:13:11.670 align:middle line:90%
This does not look like marble.

00:13:11.670 --> 00:13:16.730 align:middle line:84%
So it just has a very
different appearance.

00:13:16.730 --> 00:13:18.370 align:middle line:90%
What is this?

00:13:18.370 --> 00:13:19.250 align:middle line:90%
AUDIENCE: Hay.

00:13:19.250 --> 00:13:20.170 align:middle line:90%
JOSH MCDERMOTT: Yep.

00:13:20.170 --> 00:13:23.092 align:middle line:90%
That is not hay.

00:13:23.092 --> 00:13:24.550 align:middle line:84%
I don't know what
these things are.

00:13:24.550 --> 00:13:30.290 align:middle line:84%
Something more exotic, but it
also doesn't look the same.

00:13:30.290 --> 00:13:31.770 align:middle line:90%
So what does this tell us?

00:13:31.770 --> 00:13:36.090 align:middle line:84%
Well, this tells us that when
you are looking at these images,

00:13:36.090 --> 00:13:39.300 align:middle line:84%
your brain is generating
a representation that

00:13:39.300 --> 00:13:42.220 align:middle line:84%
differs from the
one that we used

00:13:42.220 --> 00:13:44.120 align:middle line:90%
to do this matching process.

00:13:44.120 --> 00:13:47.660 align:middle line:84%
So you're representing
something above and beyond

00:13:47.660 --> 00:13:50.120 align:middle line:90%
these subband histograms.

00:13:50.120 --> 00:13:53.560 align:middle line:90%


00:13:53.560 --> 00:13:54.260 align:middle line:90%
So what's wrong?

00:13:54.260 --> 00:13:56.080 align:middle line:90%
Like what's missing here?

00:13:56.080 --> 00:13:57.680 align:middle line:84%
So one thing that
you might notice--

00:13:57.680 --> 00:13:59.600 align:middle line:84%
so when you look at the
marble, for instance,

00:13:59.600 --> 00:14:02.100 align:middle line:84%
the marble kind of
has these long--

00:14:02.100 --> 00:14:04.040 align:middle line:90%
these elongated things in it.

00:14:04.040 --> 00:14:08.603 align:middle line:84%
Some function of the composition
of marble causes that to happen.

00:14:08.603 --> 00:14:10.020 align:middle line:84%
I don't know what,
but that's just

00:14:10.020 --> 00:14:11.720 align:middle line:84%
part of what makes
marble look like marble.

00:14:11.720 --> 00:14:13.700 align:middle line:84%
And then when you look
at the synthetic image,

00:14:13.700 --> 00:14:14.700 align:middle line:90%
that's kind of missing.

00:14:14.700 --> 00:14:16.720 align:middle line:84%
And you get the same
issue with the hay.

00:14:16.720 --> 00:14:19.620 align:middle line:84%
The hay has got all
these strands of hay,

00:14:19.620 --> 00:14:21.240 align:middle line:84%
and those are
missing in the image.

00:14:21.240 --> 00:14:23.900 align:middle line:90%


00:14:23.900 --> 00:14:27.420 align:middle line:84%
And so one of the things
that characterizes

00:14:27.420 --> 00:14:29.180 align:middle line:84%
these kind of long,
elongated structures

00:14:29.180 --> 00:14:31.980 align:middle line:84%
is that there are these
statistical dependencies

00:14:31.980 --> 00:14:35.923 align:middle line:84%
between orientation energy
at different locations.

00:14:35.923 --> 00:14:37.340 align:middle line:84%
And this is a
little bit like what

00:14:37.340 --> 00:14:39.340 align:middle line:84%
we talked about
when we were talking

00:14:39.340 --> 00:14:42.460 align:middle line:84%
about the statistical basis for
grouping by good continuation,

00:14:42.460 --> 00:14:47.668 align:middle line:84%
where you can measure
the dependencies

00:14:47.668 --> 00:14:49.960 align:middle line:84%
between orientations at
different positions and images.

00:14:49.960 --> 00:14:52.020 align:middle line:90%
And so edges tend to--

00:14:52.020 --> 00:14:53.960 align:middle line:84%
natural images have a
lot of elongated edges.

00:14:53.960 --> 00:14:56.060 align:middle line:84%
So you have an
orientation here, you tend

00:14:56.060 --> 00:14:57.353 align:middle line:90%
to have an orientation here.

00:14:57.353 --> 00:14:59.520 align:middle line:84%
And so some of these textures
have those properties,

00:14:59.520 --> 00:15:03.580 align:middle line:84%
and that's not
really being captured

00:15:03.580 --> 00:15:06.540 align:middle line:84%
And so one way that
you might imagine

00:15:06.540 --> 00:15:08.900 align:middle line:84%
being able to capture
that is by measuring

00:15:08.900 --> 00:15:12.500 align:middle line:84%
the correlation between,
say, a filter response here,

00:15:12.500 --> 00:15:14.200 align:middle line:90%
and a filter response here.

00:15:14.200 --> 00:15:16.080 align:middle line:84%
And this representation
doesn't do that.

00:15:16.080 --> 00:15:17.940 align:middle line:84%
So what does this
representation do?

00:15:17.940 --> 00:15:20.340 align:middle line:84%
Well, it measures--
the filter response

00:15:20.340 --> 00:15:22.220 align:middle line:90%
is across this whole image.

00:15:22.220 --> 00:15:23.220 align:middle line:90%
So you get some numbers.

00:15:23.220 --> 00:15:24.940 align:middle line:84%
And then it just
throws them in a bag.

00:15:24.940 --> 00:15:28.060 align:middle line:84%
And you get the
distribution of the bag.

00:15:28.060 --> 00:15:31.260 align:middle line:84%
So whether or not like this
is active at the same time

00:15:31.260 --> 00:15:33.720 align:middle line:84%
as this is active is
lost in that process.

00:15:33.720 --> 00:15:35.910 align:middle line:90%
So it's a marginal distribution.

00:15:35.910 --> 00:15:38.190 align:middle line:84%
You don't really
have any information

00:15:38.190 --> 00:15:40.030 align:middle line:84%
about the relationship
between responses

00:15:40.030 --> 00:15:43.270 align:middle line:84%
at, say, different points in
space or different orientations.

00:15:43.270 --> 00:15:46.130 align:middle line:90%


00:15:46.130 --> 00:15:49.070 align:middle line:90%
So big picture here.

00:15:49.070 --> 00:15:51.970 align:middle line:84%
This was a very influential
initial attempt at this.

00:15:51.970 --> 00:15:55.550 align:middle line:84%
It was really like
the first instance

00:15:55.550 --> 00:15:57.710 align:middle line:90%
of the use of texture synthesis.

00:15:57.710 --> 00:16:01.630 align:middle line:84%
It's very simple and
elegant, but it's not

00:16:01.630 --> 00:16:06.490 align:middle line:84%
great as a theory of
texture perception.

00:16:06.490 --> 00:16:11.590 align:middle line:84%
So as I said, the intuitive
explanation of the failure

00:16:11.590 --> 00:16:14.750 align:middle line:84%
is that there are these
higher-order statistical

00:16:14.750 --> 00:16:18.830 align:middle line:84%
properties that are present
in these natural textures

00:16:18.830 --> 00:16:20.990 align:middle line:84%
that we might plausibly
be sensitive to that

00:16:20.990 --> 00:16:23.870 align:middle line:90%
are missing from this model.

00:16:23.870 --> 00:16:25.770 align:middle line:90%
So what if we include them?

00:16:25.770 --> 00:16:31.510 align:middle line:84%
So what is shown here is a
picture that you've seen before.

00:16:31.510 --> 00:16:35.120 align:middle line:84%
This is a canonical
model of early vision.

00:16:35.120 --> 00:16:36.940 align:middle line:84%
So you start with
an image up there,

00:16:36.940 --> 00:16:40.892 align:middle line:84%
and then you have several
stages of simple operations.

00:16:40.892 --> 00:16:42.600 align:middle line:84%
So there's some center
surround filtering

00:16:42.600 --> 00:16:44.160 align:middle line:84%
kind of like what
we think happens

00:16:44.160 --> 00:16:45.680 align:middle line:90%
in the retina and the LGN.

00:16:45.680 --> 00:16:48.960 align:middle line:84%
There's some spatial frequency
tuned and orientation tuned

00:16:48.960 --> 00:16:51.880 align:middle line:84%
filtering here, like what
we think happens in V1.

00:16:51.880 --> 00:16:55.360 align:middle line:84%
And then there's what's called
envelope extraction, which is

00:16:55.360 --> 00:16:56.780 align:middle line:90%
sort of like an energy measure.

00:16:56.780 --> 00:16:59.760 align:middle line:84%
So that's like a complex
cell kind of stage.

00:16:59.760 --> 00:17:03.860 align:middle line:84%
So this is the energy
kind of measure.

00:17:03.860 --> 00:17:05.859 align:middle line:84%
So this is our standard
model of early vision.

00:17:05.859 --> 00:17:09.560 align:middle line:84%
And the little, red circles
that are stuck on top of it

00:17:09.560 --> 00:17:11.240 align:middle line:84%
are different
statistics that are

00:17:11.240 --> 00:17:12.859 align:middle line:90%
computed from different stages.

00:17:12.859 --> 00:17:16.900 align:middle line:84%
So the word M stands for
a Marginal statistic,

00:17:16.900 --> 00:17:20.160 align:middle line:84%
so the average or the
variance, things like that.

00:17:20.160 --> 00:17:21.920 align:middle line:84%
And then the things
that have a C in them

00:17:21.920 --> 00:17:24.260 align:middle line:84%
are different types
of Correlations.

00:17:24.260 --> 00:17:26.880 align:middle line:84%
So AC is an
Autocorrelation, so that's

00:17:26.880 --> 00:17:29.840 align:middle line:84%
a correlation between
different points in space.

00:17:29.840 --> 00:17:32.490 align:middle line:84%
And then these other
Cs are correlations

00:17:32.490 --> 00:17:37.690 align:middle line:84%
between different orientations
or different spatial scales.

00:17:37.690 --> 00:17:39.810 align:middle line:84%
So it's measuring
the joint dependence

00:17:39.810 --> 00:17:44.670 align:middle line:84%
of the responses along
these different dimensions.

00:17:44.670 --> 00:17:47.590 align:middle line:84%
But essentially, it's just
a big set of statistics.

00:17:47.590 --> 00:17:51.290 align:middle line:84%
And all of them are kind of
capturing the average properties

00:17:51.290 --> 00:17:55.930 align:middle line:84%
over space of the image
viewed through a certain type

00:17:55.930 --> 00:17:57.150 align:middle line:90%
of representation.

00:17:57.150 --> 00:18:00.270 align:middle line:90%


00:18:00.270 --> 00:18:04.430 align:middle line:84%
So what we'd like to do now
is the same kind of thing.

00:18:04.430 --> 00:18:07.950 align:middle line:84%
So we'd like to test this
idea using synthesis.

00:18:07.950 --> 00:18:11.770 align:middle line:84%
So what's shown here
is a model whereby you

00:18:11.770 --> 00:18:13.710 align:middle line:90%
can measure these statistics.

00:18:13.710 --> 00:18:16.110 align:middle line:84%
So you take your
model of early vision,

00:18:16.110 --> 00:18:17.870 align:middle line:84%
and then we can measure
these statistics.

00:18:17.870 --> 00:18:21.050 align:middle line:84%
They're just mathematical
functions of this.

00:18:21.050 --> 00:18:25.090 align:middle line:84%
And so what we want to do
is now generate a new image

00:18:25.090 --> 00:18:27.250 align:middle line:84%
starting from some
random image that's going

00:18:27.250 --> 00:18:30.290 align:middle line:90%
to match these statistics.

00:18:30.290 --> 00:18:33.510 align:middle line:84%
And so because of the fact
that we're using correlations,

00:18:33.510 --> 00:18:38.930 align:middle line:84%
we can't use the sort of simple
trick of histogram equalization.

00:18:38.930 --> 00:18:42.210 align:middle line:84%
So instead, people use
gradient-based optimization,

00:18:42.210 --> 00:18:43.870 align:middle line:84%
which nowadays is
like super standard,

00:18:43.870 --> 00:18:45.630 align:middle line:90%
and like pretty easy to do.

00:18:45.630 --> 00:18:48.670 align:middle line:84%
So you could even think of
this as a neural network.

00:18:48.670 --> 00:18:51.370 align:middle line:84%
This is the output of
the neural network.

00:18:51.370 --> 00:18:55.970 align:middle line:84%
And what you're going to do is
solve an optimization problem

00:18:55.970 --> 00:18:58.530 align:middle line:84%
where you want to
minimize the difference

00:18:58.530 --> 00:19:02.147 align:middle line:84%
between the statistics of a
synthetic texture-- which is not

00:19:02.147 --> 00:19:03.730 align:middle line:84%
shown here, so that
would be something

00:19:03.730 --> 00:19:07.370 align:middle line:84%
that's initialized as noise--
and those of a natural texture.

00:19:07.370 --> 00:19:10.610 align:middle line:84%
So the natural texture, you
get this set of numbers.

00:19:10.610 --> 00:19:13.190 align:middle line:84%
And you can then write
down a loss function,

00:19:13.190 --> 00:19:16.130 align:middle line:84%
which tells you about the
difference between the numbers

00:19:16.130 --> 00:19:17.850 align:middle line:84%
from this image and
the numbers that you

00:19:17.850 --> 00:19:21.290 align:middle line:84%
would get from a noise image
passed through that same model.

00:19:21.290 --> 00:19:23.970 align:middle line:84%
And then you can compute the
gradient of that loss function

00:19:23.970 --> 00:19:25.978 align:middle line:90%
with respect to the noise image.

00:19:25.978 --> 00:19:27.770 align:middle line:84%
And that's going to
tell you-- the gradient

00:19:27.770 --> 00:19:30.740 align:middle line:84%
is going to tell you how to
change the noise image so as

00:19:30.740 --> 00:19:32.440 align:middle line:90%
to minimize that loss function.

00:19:32.440 --> 00:19:35.660 align:middle line:84%
That is, to make the statistics
of the noise image become

00:19:35.660 --> 00:19:40.198 align:middle line:84%
similar to those of
the natural image.

00:19:40.198 --> 00:19:42.240 align:middle line:84%
So it's a different method
of doing the matching,

00:19:42.240 --> 00:19:44.920 align:middle line:84%
but the scientific purpose
is really the same.

00:19:44.920 --> 00:19:48.180 align:middle line:84%
You're trying to
synthesize an image that

00:19:48.180 --> 00:19:52.300 align:middle line:84%
has the same values of this
candidate representation, which,

00:19:52.300 --> 00:19:57.000 align:middle line:84%
in this case is a bunch of
statistics measured on the image

00:19:57.000 --> 00:20:01.372 align:middle line:84%
You can think of these that--
when we talk about correlations

00:20:01.372 --> 00:20:03.080 align:middle line:84%
and stuff, it may
sound kind of abstract,

00:20:03.080 --> 00:20:06.100 align:middle line:84%
but you can think about building
this into a pretty neurally

00:20:06.100 --> 00:20:07.560 align:middle line:90%
plausible model.

00:20:07.560 --> 00:20:11.940 align:middle line:84%
So this is showing several--
a few different stages

00:20:11.940 --> 00:20:14.360 align:middle line:84%
by which you could compute
these correlations.

00:20:14.360 --> 00:20:16.180 align:middle line:84%
So you've got these
original images.

00:20:16.180 --> 00:20:20.540 align:middle line:84%
You convolve it with a
set of V1-like filters.

00:20:20.540 --> 00:20:23.860 align:middle line:84%
And then you could measure
products between these filters,

00:20:23.860 --> 00:20:26.100 align:middle line:84%
and then average
those over space,

00:20:26.100 --> 00:20:28.410 align:middle line:84%
and that will give
you a correlation.

00:20:28.410 --> 00:20:31.270 align:middle line:84%
So correlation is like
the average between

00:20:31.270 --> 00:20:34.550 align:middle line:84%
is the average of a product
between two variables,

00:20:34.550 --> 00:20:38.580 align:middle line:84%
maybe with the mean
subtracted out.

00:20:38.580 --> 00:20:40.070 align:middle line:84%
And so we're going
to, again, try

00:20:40.070 --> 00:20:42.112 align:middle line:84%
to minimize the difference
between the statistics

00:20:42.112 --> 00:20:44.470 align:middle line:84%
of a synthetic texture and
those of a natural texture.

00:20:44.470 --> 00:20:46.370 align:middle line:84%
So again, it's an
optimization problem.

00:20:46.370 --> 00:20:51.962 align:middle line:84%
And nowadays, we have lots
of ways to solve this.

00:20:51.962 --> 00:20:53.670 align:middle line:84%
Back when this was
originally introduced,

00:20:53.670 --> 00:20:56.710 align:middle line:84%
this was a little
bit harder to do.

00:20:56.710 --> 00:20:58.510 align:middle line:84%
And so what I'm going
to show you here

00:20:58.510 --> 00:21:01.710 align:middle line:84%
are a bunch of examples
of synthetic textures

00:21:01.710 --> 00:21:03.590 align:middle line:90%
that are generated in this way.

00:21:03.590 --> 00:21:06.550 align:middle line:90%
So here is an original texture.

00:21:06.550 --> 00:21:11.230 align:middle line:84%
This is synthesized just using
these the marginal histograms

00:21:11.230 --> 00:21:14.110 align:middle line:84%
of Heeger and Bergen, so
it doesn't look that great.

00:21:14.110 --> 00:21:17.230 align:middle line:84%
And this is synthesized with
this newer version from Portilla

00:21:17.230 --> 00:21:20.590 align:middle line:84%
and Simoncelli that
incorporates correlations

00:21:20.590 --> 00:21:22.790 align:middle line:84%
and other statistics, and
it looks like a little bit

00:21:22.790 --> 00:21:23.990 align:middle line:90%
of a better match.

00:21:23.990 --> 00:21:27.790 align:middle line:90%
And here's a bunch of examples.

00:21:27.790 --> 00:21:31.210 align:middle line:84%
So the top row here shows
you three original images.

00:21:31.210 --> 00:21:34.310 align:middle line:84%
And the bottom row shows
you synthetic textures

00:21:34.310 --> 00:21:36.950 align:middle line:84%
that result from matching the
statistics that are measured

00:21:36.950 --> 00:21:38.570 align:middle line:90%
from the original image.

00:21:38.570 --> 00:21:43.430 align:middle line:84%
And they look
really pretty good.

00:21:43.430 --> 00:21:47.590 align:middle line:84%
So you get this thing out that's
got all these plus signs in it.

00:21:47.590 --> 00:21:50.350 align:middle line:84%
You get a pretty
respectable-looking brick wall

00:21:50.350 --> 00:21:51.255 align:middle line:90%
texture.

00:21:51.255 --> 00:21:52.630 align:middle line:84%
And if you look
very closely, you

00:21:52.630 --> 00:21:57.850 align:middle line:84%
can see that it's not
completely faithful.

00:21:57.850 --> 00:22:00.850 align:middle line:84%
But at a glance, they look
really, really similar.

00:22:00.850 --> 00:22:04.710 align:middle line:90%


00:22:04.710 --> 00:22:07.070 align:middle line:90%
Here's some others.

00:22:07.070 --> 00:22:11.710 align:middle line:84%
And so in particular, you can
see that the synthetic textures

00:22:11.710 --> 00:22:14.190 align:middle line:84%
that you get out here,
it has a lot more

00:22:14.190 --> 00:22:17.910 align:middle line:84%
of these elongated
contours that were missing

00:22:17.910 --> 00:22:19.430 align:middle line:90%
from the original model.

00:22:19.430 --> 00:22:23.340 align:middle line:84%
So that's one of the things
that those correlations buy you.

00:22:23.340 --> 00:22:24.920 align:middle line:90%
Again, it's not perfect.

00:22:24.920 --> 00:22:30.400 align:middle line:84%
So the beans don't
quite look like beans.

00:22:30.400 --> 00:22:32.620 align:middle line:84%
But again, at a glance,
it might look pretty good.

00:22:32.620 --> 00:22:36.440 align:middle line:90%


00:22:36.440 --> 00:22:41.000 align:middle line:84%
And so these models, like one of
the strengths of this approach

00:22:41.000 --> 00:22:43.940 align:middle line:84%
is that you can do this
on any sort of image

00:22:43.940 --> 00:22:47.600 align:middle line:90%
and you'll get something out.

00:22:47.600 --> 00:22:51.280 align:middle line:84%
And so you can ask, well, what
would the texture representation

00:22:51.280 --> 00:22:52.700 align:middle line:90%
be for a crowd of people?

00:22:52.700 --> 00:22:54.880 align:middle line:84%
And it's like this, and
that seems like it's

00:22:54.880 --> 00:22:57.560 align:middle line:90%
kind of missing something.

00:22:57.560 --> 00:22:59.440 align:middle line:84%
There's definitely
cases where maybe it

00:22:59.440 --> 00:23:01.120 align:middle line:90%
doesn't work quite as well.

00:23:01.120 --> 00:23:04.622 align:middle line:84%
So you can see some of the
remaining inadequacies.

00:23:04.622 --> 00:23:06.080 align:middle line:84%
But it nonetheless
kind of accounts

00:23:06.080 --> 00:23:10.380 align:middle line:84%
for a lot of what we see
when we look at these images.

00:23:10.380 --> 00:23:13.840 align:middle line:90%


00:23:13.840 --> 00:23:17.520 align:middle line:84%
Here are some other examples
where the center thing is

00:23:17.520 --> 00:23:19.680 align:middle line:84%
like an actual
photo of a texture,

00:23:19.680 --> 00:23:22.000 align:middle line:84%
and then the surround
is synthesized

00:23:22.000 --> 00:23:25.090 align:middle line:84%
from the statistics of
the original constrained

00:23:25.090 --> 00:23:27.610 align:middle line:90%
to agree at the boundary.

00:23:27.610 --> 00:23:30.410 align:middle line:84%
So you can get this
endless New York apartment

00:23:30.410 --> 00:23:34.410 align:middle line:84%
building on the right,
and lots and lots

00:23:34.410 --> 00:23:39.170 align:middle line:84%
and lots of bell
peppers on the left.

00:23:39.170 --> 00:23:40.590 align:middle line:90%
Any questions about this?

00:23:40.590 --> 00:23:46.970 align:middle line:90%


00:23:46.970 --> 00:23:47.770 align:middle line:90%
Yeah.

00:23:47.770 --> 00:23:53.010 align:middle line:84%
AUDIENCE: Is this publicly
available software?

00:23:53.010 --> 00:23:53.910 align:middle line:90%
JOSH MCDERMOTT: Yes.

00:23:53.910 --> 00:23:57.990 align:middle line:84%
Although it's probably
only available in MATLAB.

00:23:57.990 --> 00:23:58.490 align:middle line:90%
Yeah.

00:23:58.490 --> 00:24:03.330 align:middle line:90%
So this particular method was--

00:24:03.330 --> 00:24:05.850 align:middle line:84%
the paper came out,
I think, in 1999.

00:24:05.850 --> 00:24:07.290 align:middle line:84%
So yeah, there's
a MATLAB toolbox

00:24:07.290 --> 00:24:09.870 align:middle line:84%
that you can download and
try this kind of stuff out.

00:24:09.870 --> 00:24:14.090 align:middle line:84%
And I mean, there's
more recent variants

00:24:14.090 --> 00:24:17.410 align:middle line:90%
of this that do similar things.

00:24:17.410 --> 00:24:19.610 align:middle line:90%
But yeah, you can try it out.

00:24:19.610 --> 00:24:23.490 align:middle line:84%
And I should emphasize that all
of this-- these kinds of things

00:24:23.490 --> 00:24:26.030 align:middle line:84%
have gotten much easier
to implement nowadays.

00:24:26.030 --> 00:24:29.450 align:middle line:84%
So one of the things that
deep learning has resulted in

00:24:29.450 --> 00:24:32.570 align:middle line:84%
is the widespread
availability of really pretty

00:24:32.570 --> 00:24:34.330 align:middle line:90%
good optimization tools.

00:24:34.330 --> 00:24:36.430 align:middle line:84%
So things like
computing gradients,

00:24:36.430 --> 00:24:38.410 align:middle line:84%
all that nowadays is
kind of automated.

00:24:38.410 --> 00:24:40.410 align:middle line:84%
It used to be you would
actually have to do math

00:24:40.410 --> 00:24:41.452 align:middle line:90%
if you wanted to do this.

00:24:41.452 --> 00:24:45.728 align:middle line:84%
Now, you just let the
computer do it for you.

00:24:45.728 --> 00:24:47.770 align:middle line:84%
So yeah, you could probably
code this up yourself

00:24:47.770 --> 00:24:52.690 align:middle line:84%
without an enormous
amount of effort.

00:24:52.690 --> 00:24:56.730 align:middle line:84%
So the key ideas that I want
you to take away from this

00:24:56.730 --> 00:24:59.410 align:middle line:84%
is the idea that
textures are believed

00:24:59.410 --> 00:25:01.050 align:middle line:84%
to be represented
with statistics

00:25:01.050 --> 00:25:03.410 align:middle line:84%
that capture their
average properties

00:25:03.410 --> 00:25:08.010 align:middle line:90%
over a region of an image.

00:25:08.010 --> 00:25:10.450 align:middle line:84%
These statistics
could plausibly be

00:25:10.450 --> 00:25:14.050 align:middle line:84%
computed by neurons that are
pooling the responses of neurons

00:25:14.050 --> 00:25:16.530 align:middle line:84%
that have smaller
receptive fields, like,

00:25:16.530 --> 00:25:19.500 align:middle line:84%
again, pooling over
some region of space.

00:25:19.500 --> 00:25:24.580 align:middle line:84%
And we can test theories
of texture using synthesis.

00:25:24.580 --> 00:25:26.460 align:middle line:84%
So that's kind of
an important idea.

00:25:26.460 --> 00:25:30.060 align:middle line:84%
So we started out the lecture
kind of just asking, well,

00:25:30.060 --> 00:25:32.140 align:middle line:84%
can we account
for the perception

00:25:32.140 --> 00:25:33.860 align:middle line:90%
of texture boundaries?

00:25:33.860 --> 00:25:36.123 align:middle line:84%
And that turns out to not
be that difficult to do,

00:25:36.123 --> 00:25:37.540 align:middle line:84%
like pretty simple
things actually

00:25:37.540 --> 00:25:39.060 align:middle line:90%
work pretty well for that.

00:25:39.060 --> 00:25:40.540 align:middle line:84%
But if you actually
want to account

00:25:40.540 --> 00:25:42.580 align:middle line:84%
for the appearance
of things, the way

00:25:42.580 --> 00:25:47.220 align:middle line:84%
that it looks, then having a
more complicated representation

00:25:47.220 --> 00:25:48.600 align:middle line:90%
seems to pay dividends.

00:25:48.600 --> 00:25:52.480 align:middle line:90%


00:25:52.480 --> 00:25:53.920 align:middle line:84%
What questions you
got about that?

00:25:53.920 --> 00:26:06.980 align:middle line:90%


00:26:06.980 --> 00:26:08.020 align:middle line:90%
Yep?

00:26:08.020 --> 00:26:10.020 align:middle line:84%
AUDIENCE: What
exactly do algorithms

00:26:10.020 --> 00:26:13.540 align:middle line:84%
like texture synthesis
actually recreate

00:26:13.540 --> 00:26:14.980 align:middle line:90%
what you would call texture?

00:26:14.980 --> 00:26:19.370 align:middle line:84%
Like say, for all the artifacts,
which is just the image itself.

00:26:19.370 --> 00:26:21.030 align:middle line:84%
But if you take a
picture of a person

00:26:21.030 --> 00:26:23.830 align:middle line:84%
and you run a texture
synthesis, how much of that

00:26:23.830 --> 00:26:27.150 align:middle line:84%
is actually texture,
and how much is it

00:26:27.150 --> 00:26:30.355 align:middle line:84%
just like a worse version
of the original picture?

00:26:30.355 --> 00:26:31.230 align:middle line:90%
JOSH MCDERMOTT: Yeah.

00:26:31.230 --> 00:26:35.110 align:middle line:84%
So that's a really
good question, is--

00:26:35.110 --> 00:26:36.990 align:middle line:84%
I think what you're
essentially asking

00:26:36.990 --> 00:26:41.630 align:middle line:84%
is like when we generate
the synthetic image,

00:26:41.630 --> 00:26:44.630 align:middle line:84%
is it possible that
we're essentially

00:26:44.630 --> 00:26:48.350 align:middle line:84%
like recreating
the original image?

00:26:48.350 --> 00:26:48.990 align:middle line:90%
Yeah.

00:26:48.990 --> 00:26:50.190 align:middle line:84%
So because essentially,
like what's

00:26:50.190 --> 00:26:51.690 align:middle line:84%
happening here is
that you can think

00:26:51.690 --> 00:26:54.050 align:middle line:84%
of this at an abstract level,
is you have this image,

00:26:54.050 --> 00:26:57.012 align:middle line:84%
you make a whole bunch
of measurements of that.

00:26:57.012 --> 00:26:58.470 align:middle line:84%
And now you're
generating something

00:26:58.470 --> 00:27:00.450 align:middle line:84%
that gives you the same
values of that measurement.

00:27:00.450 --> 00:27:02.030 align:middle line:84%
And you might
imagine that if there

00:27:02.030 --> 00:27:04.110 align:middle line:84%
was enough different
measurements,

00:27:04.110 --> 00:27:09.430 align:middle line:84%
that would essentially uniquely
specify the original image.

00:27:09.430 --> 00:27:13.270 align:middle line:84%
And I think it's true, that if
there were enough measurements,

00:27:13.270 --> 00:27:15.430 align:middle line:90%
that would happen.

00:27:15.430 --> 00:27:17.900 align:middle line:84%
This is not really
close to that regime.

00:27:17.900 --> 00:27:22.340 align:middle line:84%
I mean, one way to see
that is like these models--

00:27:22.340 --> 00:27:27.160 align:middle line:84%
I think this one probably
has maybe 700 parameters, 700

00:27:27.160 --> 00:27:29.680 align:middle line:84%
measurements, so
there's 700 statistics.

00:27:29.680 --> 00:27:34.160 align:middle line:84%
The pixel arrays here,
they're probably 256 by 256.

00:27:34.160 --> 00:27:35.498 align:middle line:90%
What's 256 times 256?

00:27:35.498 --> 00:27:36.040 align:middle line:90%
I don't know.

00:27:36.040 --> 00:27:39.320 align:middle line:90%
It's a lot more than 700.

00:27:39.320 --> 00:27:43.440 align:middle line:84%
But you can also just
see from inspection

00:27:43.440 --> 00:27:46.178 align:middle line:84%
that you're not getting
something that's

00:27:46.178 --> 00:27:47.220 align:middle line:90%
the same as the original.

00:27:47.220 --> 00:27:50.040 align:middle line:84%
The other thing that you
could do to test this

00:27:50.040 --> 00:27:53.240 align:middle line:84%
would be to do this procedure
with different samples of noise.

00:27:53.240 --> 00:27:56.360 align:middle line:84%
And different samples of noise
will give you different images.

00:27:56.360 --> 00:27:58.920 align:middle line:84%
So you can essentially
generate an infinite number

00:27:58.920 --> 00:28:01.320 align:middle line:90%
of these samples more or less.

00:28:01.320 --> 00:28:03.520 align:middle line:90%
Yeah.

00:28:03.520 --> 00:28:04.700 align:middle line:90%
That's a good question.

00:28:04.700 --> 00:28:05.740 align:middle line:90%
Any other questions?

00:28:05.740 --> 00:28:13.756 align:middle line:90%


00:28:13.756 --> 00:28:19.240 align:middle line:84%
So this is where we're going to
improvise some audio demos using

00:28:19.240 --> 00:28:20.260 align:middle line:90%
my microphone.

00:28:20.260 --> 00:28:25.080 align:middle line:84%
So so far, we've been talking
about visual textures,

00:28:25.080 --> 00:28:29.720 align:middle line:84%
but textures also
occur in sound.

00:28:29.720 --> 00:28:32.280 align:middle line:84%
In sound, textures
result from large numbers

00:28:32.280 --> 00:28:35.240 align:middle line:84%
of acoustic events, and
they include lots of things

00:28:35.240 --> 00:28:40.760 align:middle line:84%
that you hear all the time,
like rain and wind or birds

00:28:40.760 --> 00:28:41.573 align:middle line:90%
in a forest--

00:28:41.573 --> 00:28:42.240 align:middle line:90%
[AUDIO PLAYBACK]

00:28:42.240 --> 00:28:45.544 align:middle line:90%
[MULTIPLE BIRDS CHIRPING]

00:28:45.544 --> 00:28:48.376 align:middle line:90%


00:28:48.376 --> 00:28:49.040 align:middle line:90%
[END PLAYBACK]

00:28:49.040 --> 00:28:50.540 align:middle line:84%
JOSH MCDERMOTT:
--or running water--

00:28:50.540 --> 00:28:51.207 align:middle line:90%
[AUDIO PLAYBACK]

00:28:51.207 --> 00:28:54.498 align:middle line:90%
[WATER GURGLING]

00:28:54.498 --> 00:28:58.857 align:middle line:90%


00:28:58.857 --> 00:28:59.440 align:middle line:90%
[END PLAYBACK]

00:28:59.440 --> 00:29:01.093 align:middle line:90%
JOSH MCDERMOTT: --or insects.

00:29:01.093 --> 00:29:01.760 align:middle line:90%
[AUDIO PLAYBACK]

00:29:01.760 --> 00:29:04.694 align:middle line:90%
[MULTIPLE INSECTS CHITTERING]

00:29:04.694 --> 00:29:07.139 align:middle line:90%


00:29:07.139 --> 00:29:08.120 align:middle line:90%
[END PLAYBACK]

00:29:08.120 --> 00:29:10.564 align:middle line:84%
JOSH MCDERMOTT: Crowd
noise or applause--

00:29:10.564 --> 00:29:11.231 align:middle line:90%
[AUDIO PLAYBACK]

00:29:11.231 --> 00:29:13.586 align:middle line:90%
[APPLAUSE]

00:29:13.586 --> 00:29:14.530 align:middle line:90%
[END PLAYBACK]

00:29:14.530 --> 00:29:17.130 align:middle line:90%
JOSH MCDERMOTT: --or fire.

00:29:17.130 --> 00:29:19.750 align:middle line:84%
So these things are all over
the place in the real world,

00:29:19.750 --> 00:29:23.210 align:middle line:90%
just as they are for vision.

00:29:23.210 --> 00:29:27.250 align:middle line:84%
And like what we were talking
about when we discussed

00:29:27.250 --> 00:29:31.010 align:middle line:84%
the sense of hearing in the
first part of the class often

00:29:31.010 --> 00:29:33.590 align:middle line:84%
really had to do with
individual events.

00:29:33.590 --> 00:29:39.450 align:middle line:84%
So these are sound waveforms
of like two individual events.

00:29:39.450 --> 00:29:40.790 align:middle line:90%
I can't remember what this is.

00:29:40.790 --> 00:29:41.290 align:middle line:90%
[AUDIO PLAYBACK]

00:29:41.290 --> 00:29:41.650 align:middle line:90%
[SQUEAKING]

00:29:41.650 --> 00:29:42.010 align:middle line:90%
[END PLAYBACK]

00:29:42.010 --> 00:29:43.710 align:middle line:84%
JOSH MCDERMOTT: So
that's a baby toy.

00:29:43.710 --> 00:29:46.650 align:middle line:84%
So these sounds, like
they have a beginning

00:29:46.650 --> 00:29:49.070 align:middle line:84%
and they have an end, and they
have a temporal trajectory,

00:29:49.070 --> 00:29:51.670 align:middle line:84%
and that's what makes them
what they are in some sense.

00:29:51.670 --> 00:29:57.207 align:middle line:84%
By comparison, if we just
consider the sound of rain--

00:29:57.207 --> 00:29:57.874 align:middle line:90%
[AUDIO PLAYBACK]

00:29:57.874 --> 00:30:01.318 align:middle line:90%
[RAIN FALLING]

00:30:01.318 --> 00:30:02.302 align:middle line:90%


00:30:02.302 --> 00:30:03.290 align:middle line:90%
[END PLAYBACK]

00:30:03.290 --> 00:30:05.690 align:middle line:84%
JOSH MCDERMOTT: I mean, at
some point the rain started,

00:30:05.690 --> 00:30:07.090 align:middle line:84%
and hopefully, at some
point, it will end.

00:30:07.090 --> 00:30:08.290 align:middle line:84%
But the beginning
and the end, they're

00:30:08.290 --> 00:30:10.050 align:middle line:84%
not really what make
it sound like rain.

00:30:10.050 --> 00:30:12.092 align:middle line:84%
The qualities that make
it sound like rain there,

00:30:12.092 --> 00:30:14.580 align:middle line:90%
they're just there.

00:30:14.580 --> 00:30:18.860 align:middle line:84%
And so in this respect,
I mean, textures

00:30:18.860 --> 00:30:20.480 align:middle line:90%
are what we call stationary.

00:30:20.480 --> 00:30:23.920 align:middle line:84%
So the essential properties
don't change over time.

00:30:23.920 --> 00:30:26.652 align:middle line:90%


00:30:26.652 --> 00:30:29.100 align:middle line:84%
And so you can think
of sound textures

00:30:29.100 --> 00:30:32.907 align:middle line:84%
as the time analog
of image textures.

00:30:32.907 --> 00:30:34.740 align:middle line:84%
In the sense that we
think of image textures

00:30:34.740 --> 00:30:39.197 align:middle line:84%
as being defined by statistical
properties over space,

00:30:39.197 --> 00:30:40.780 align:middle line:84%
sound textures we
think of are defined

00:30:40.780 --> 00:30:43.520 align:middle line:84%
by statistical
properties over time.

00:30:43.520 --> 00:30:46.980 align:middle line:90%


00:30:46.980 --> 00:30:51.300 align:middle line:84%
So just to be concrete about
what we want to understand here,

00:30:51.300 --> 00:30:53.520 align:middle line:90%
here's another texture.

00:30:53.520 --> 00:30:54.478 align:middle line:90%
[AUDIO PLAYBACK]

00:30:54.478 --> 00:30:56.768 align:middle line:90%
[CHATTER]

00:30:56.768 --> 00:30:58.775 align:middle line:90%
[END PLAYBACK]

00:30:58.775 --> 00:31:00.400 align:middle line:84%
JOSH MCDERMOTT: And
here's another one.

00:31:00.400 --> 00:31:01.067 align:middle line:90%
[AUDIO PLAYBACK]

00:31:01.067 --> 00:31:03.357 align:middle line:90%
[CHATTER]

00:31:03.357 --> 00:31:03.940 align:middle line:90%
[END PLAYBACK]

00:31:03.940 --> 00:31:04.400 align:middle line:90%
JOSH MCDERMOTT: All right.

00:31:04.400 --> 00:31:05.897 align:middle line:84%
And it's probably
trivially obvious

00:31:05.897 --> 00:31:07.480 align:middle line:84%
that those are the
same kind of thing.

00:31:07.480 --> 00:31:09.022 align:middle line:84%
Those are just two
different excerpts

00:31:09.022 --> 00:31:12.620 align:middle line:84%
of the same recording of a
room full of people talking.

00:31:12.620 --> 00:31:15.260 align:middle line:84%
But the sound waveforms that
correspond to those excerpts

00:31:15.260 --> 00:31:16.540 align:middle line:90%
are totally different.

00:31:16.540 --> 00:31:20.860 align:middle line:84%
So there's some property that
those sounds share that you

00:31:20.860 --> 00:31:26.470 align:middle line:84%
immediately extract and
that causes you to recognize

00:31:26.470 --> 00:31:27.720 align:middle line:90%
that those are the same thing.

00:31:27.720 --> 00:31:30.260 align:middle line:84%
So we'd like to
know what that is

00:31:30.260 --> 00:31:32.553 align:middle line:84%
and what would be
different about, say--

00:31:32.553 --> 00:31:33.220 align:middle line:90%
[AUDIO PLAYBACK]

00:31:33.220 --> 00:31:35.140 align:middle line:90%
[BUZZING]

00:31:35.140 --> 00:31:36.100 align:middle line:90%
[END PLAYBACK]

00:31:36.100 --> 00:31:38.600 align:middle line:84%
JOSH MCDERMOTT: --which is a
very different kind of texture.

00:31:38.600 --> 00:31:40.660 align:middle line:84%
So what is it that
you store and--

00:31:40.660 --> 00:31:43.780 align:middle line:84%
what is it that you extract
and store about these waveforms

00:31:43.780 --> 00:31:47.440 align:middle line:84%
to recognize that they're
the same kind of thing?

00:31:47.440 --> 00:31:50.780 align:middle line:84%
So the key theoretical proposal,
and this is echoing what we just

00:31:50.780 --> 00:31:55.660 align:middle line:84%
talked about with images, is
that because they're stationary,

00:31:55.660 --> 00:31:58.580 align:middle line:84%
textures can be captured by
statistics, that, in this case,

00:31:58.580 --> 00:32:00.680 align:middle line:84%
are time averages of
acoustic measurements.

00:32:00.680 --> 00:32:04.140 align:middle line:84%
And so the proposal is that when
you recognize the sound of fire

00:32:04.140 --> 00:32:08.810 align:middle line:84%
or the sound of rain, you're
recognizing these statistics.

00:32:08.810 --> 00:32:11.670 align:middle line:84%
So what kinds of statistics
might we be measuring?

00:32:11.670 --> 00:32:14.630 align:middle line:84%
Well, it seems pretty plausible
that whatever statistics

00:32:14.630 --> 00:32:18.110 align:middle line:84%
the auditory system measures
are derived from auditory system

00:32:18.110 --> 00:32:18.970 align:middle line:90%
representations.

00:32:18.970 --> 00:32:20.805 align:middle line:84%
And this is one
pretty standard model

00:32:20.805 --> 00:32:22.430 align:middle line:84%
of the front end of
the auditory system

00:32:22.430 --> 00:32:25.810 align:middle line:84%
that you probably recall from
a month and a half ago or so.

00:32:25.810 --> 00:32:27.510 align:middle line:90%
So we've got a sound signal.

00:32:27.510 --> 00:32:29.190 align:middle line:90%
That's the input to the system.

00:32:29.190 --> 00:32:30.830 align:middle line:84%
There's a bank of
bandpass filters

00:32:30.830 --> 00:32:34.230 align:middle line:84%
that mimics the frequency
selectivity of the cochlea.

00:32:34.230 --> 00:32:37.190 align:middle line:84%
We then often think that
there's a process of extracting

00:32:37.190 --> 00:32:38.370 align:middle line:90%
the amplitude envelope.

00:32:38.370 --> 00:32:41.030 align:middle line:84%
There's compression that
happens in the cochlea.

00:32:41.030 --> 00:32:44.390 align:middle line:84%
And then there's often thought
to be a second set of filters

00:32:44.390 --> 00:32:47.110 align:middle line:84%
called modulation
filters that operates

00:32:47.110 --> 00:32:49.950 align:middle line:84%
on the envelope of
the cochlear filters.

00:32:49.950 --> 00:32:55.150 align:middle line:84%
And the output of that are what
you might call modulation bands.

00:32:55.150 --> 00:32:56.710 align:middle line:84%
So one idea is
like, well, maybe we

00:32:56.710 --> 00:33:00.270 align:middle line:84%
can take this pretty
standard model

00:33:00.270 --> 00:33:02.470 align:middle line:84%
of the front end of
the auditory system

00:33:02.470 --> 00:33:05.950 align:middle line:84%
and measure some statistics
from those representations.

00:33:05.950 --> 00:33:12.200 align:middle line:84%
And so here, again, the M
stands for Marginal statistics,

00:33:12.200 --> 00:33:13.960 align:middle line:84%
and particular
moments, so things

00:33:13.960 --> 00:33:16.040 align:middle line:90%
like the mean and the variance.

00:33:16.040 --> 00:33:17.900 align:middle line:90%
The C stands for Correlations.

00:33:17.900 --> 00:33:21.600 align:middle line:90%


00:33:21.600 --> 00:33:25.000 align:middle line:84%
So if these kinds
of statistics are

00:33:25.000 --> 00:33:29.152 align:middle line:84%
going to be useful for
recognizing sound textures,

00:33:29.152 --> 00:33:31.360 align:middle line:84%
minimally, they kind of need
to give different values

00:33:31.360 --> 00:33:32.600 align:middle line:90%
for different sounds.

00:33:32.600 --> 00:33:34.920 align:middle line:84%
And so we can just take
a look at a few of these

00:33:34.920 --> 00:33:38.160 align:middle line:84%
and get a sense of what
they might capture.

00:33:38.160 --> 00:33:40.520 align:middle line:84%
So let's take a look
at what you might

00:33:40.520 --> 00:33:45.680 align:middle line:84%
get from looking at
the marginal statistics

00:33:45.680 --> 00:33:49.880 align:middle line:84%
in this representation, so the
envelopes of cochlear frequency

00:33:49.880 --> 00:33:51.480 align:middle line:90%
channels.

00:33:51.480 --> 00:33:53.700 align:middle line:84%
So this is what we're
dealing with here.

00:33:53.700 --> 00:33:56.720 align:middle line:84%
So this is what we often
call a cochleagram.

00:33:56.720 --> 00:33:58.480 align:middle line:84%
So the y-axis
here, you can think

00:33:58.480 --> 00:34:02.000 align:middle line:84%
of as the cochlear channel, or
the place along the cochlea.

00:34:02.000 --> 00:34:06.040 align:middle line:84%
So remember, cochlea
is tuned for frequency.

00:34:06.040 --> 00:34:10.540 align:middle line:84%
What frequencies are transduced
near the base of the cochlea?

00:34:10.540 --> 00:34:15.670 align:middle line:90%


00:34:15.670 --> 00:34:16.364 align:middle line:90%
AUDIENCE: High.

00:34:16.364 --> 00:34:17.239 align:middle line:90%
JOSH MCDERMOTT: High.

00:34:17.239 --> 00:34:17.780 align:middle line:90%
Yes.

00:34:17.780 --> 00:34:18.679 align:middle line:90%
Good.

00:34:18.679 --> 00:34:21.760 align:middle line:84%
What frequencies are
transduced near the apex?

00:34:21.760 --> 00:34:22.679 align:middle line:90%
Low.

00:34:22.679 --> 00:34:23.280 align:middle line:90%
OK.

00:34:23.280 --> 00:34:23.780 align:middle line:90%
All right.

00:34:23.780 --> 00:34:27.360 align:middle line:84%
So we've got cochlea
laid out there.

00:34:27.360 --> 00:34:29.199 align:middle line:90%
Time is on the x-axis.

00:34:29.199 --> 00:34:33.239 align:middle line:84%
The gray level represents the
firing rate or the amplitude

00:34:33.239 --> 00:34:35.880 align:middle line:90%
in a frequency channel.

00:34:35.880 --> 00:34:39.120 align:middle line:84%
If we just take a horizontal
slice through the cochleagram,

00:34:39.120 --> 00:34:42.900 align:middle line:84%
we got the blue curve here,
which is like a subband.

00:34:42.900 --> 00:34:44.940 align:middle line:84%
So that's the response
of the filter.

00:34:44.940 --> 00:34:49.659 align:middle line:84%
And then the red curve here
is the envelope of the filter.

00:34:49.659 --> 00:34:54.000 align:middle line:84%
And so the marginal
statistics are

00:34:54.000 --> 00:34:57.680 align:middle line:84%
going to capture properties
of the marginal distribution

00:34:57.680 --> 00:34:58.460 align:middle line:90%
of the envelope.

00:34:58.460 --> 00:34:59.960 align:middle line:84%
The marginal
distribution, remember,

00:34:59.960 --> 00:35:02.960 align:middle line:84%
that's what you get if you
take all of these red values,

00:35:02.960 --> 00:35:05.010 align:middle line:84%
you throw them in
a bag, and then

00:35:05.010 --> 00:35:06.595 align:middle line:90%
you plot their distribution.

00:35:06.595 --> 00:35:07.970 align:middle line:84%
So this is plotting
the frequency

00:35:07.970 --> 00:35:10.610 align:middle line:84%
of occurrence of
different amplitudes here

00:35:10.610 --> 00:35:13.270 align:middle line:84%
of sound energy in this
particular frequency band.

00:35:13.270 --> 00:35:14.930 align:middle line:90%
And so what does this tell us?

00:35:14.930 --> 00:35:19.570 align:middle line:84%
Well, it says that on
average, the amplitude

00:35:19.570 --> 00:35:22.690 align:middle line:84%
is in this particular vicinity,
and sometimes it's lower,

00:35:22.690 --> 00:35:24.370 align:middle line:90%
and sometimes it's higher.

00:35:24.370 --> 00:35:26.330 align:middle line:84%
So that may not
seem super exciting,

00:35:26.330 --> 00:35:28.530 align:middle line:84%
but if you look at
these distributions

00:35:28.530 --> 00:35:30.950 align:middle line:84%
for different sounds, you
see that they look different.

00:35:30.950 --> 00:35:34.970 align:middle line:84%
So here, we have the
histogram of an envelope

00:35:34.970 --> 00:35:39.850 align:middle line:84%
for one particular frequency
channel at 220 hertz for three

00:35:39.850 --> 00:35:41.770 align:middle line:90%
different sounds.

00:35:41.770 --> 00:35:44.970 align:middle line:90%
So the red curve is for noise.

00:35:44.970 --> 00:35:46.970 align:middle line:90%
The blue curve is for a stream.

00:35:46.970 --> 00:35:50.393 align:middle line:84%
And the green curve is
for geese like honking

00:35:50.393 --> 00:35:51.310 align:middle line:90%
or-- what do geese do?

00:35:51.310 --> 00:35:52.370 align:middle line:90%
They quack?

00:35:52.370 --> 00:35:53.210 align:middle line:90%
Honk?

00:35:53.210 --> 00:35:53.370 align:middle line:90%
AUDIENCE: Honk.

00:35:53.370 --> 00:35:54.703 align:middle line:90%
JOSH MCDERMOTT: Yeah, they honk.

00:35:54.703 --> 00:36:01.210 align:middle line:84%
So that's geese honking And
so these particular examples,

00:36:01.210 --> 00:36:03.900 align:middle line:84%
they were chosen so
that they would have

00:36:03.900 --> 00:36:05.520 align:middle line:90%
about the same average value.

00:36:05.520 --> 00:36:07.720 align:middle line:84%
That's the little vertical
line segments at the top.

00:36:07.720 --> 00:36:09.660 align:middle line:84%
But you can see that
the distributions

00:36:09.660 --> 00:36:10.820 align:middle line:90%
have different shapes.

00:36:10.820 --> 00:36:14.220 align:middle line:84%
So in particular,
the natural sounds

00:36:14.220 --> 00:36:17.540 align:middle line:84%
like the stream and the geese,
the distributions are wider,

00:36:17.540 --> 00:36:19.500 align:middle line:90%
so they have higher variance.

00:36:19.500 --> 00:36:22.440 align:middle line:84%
And they also-- they vary
in how skewed they are.

00:36:22.440 --> 00:36:25.900 align:middle line:84%
So the green one is
very positively skewed.

00:36:25.900 --> 00:36:29.260 align:middle line:84%
And so if you look at the
cochleagrams of these sounds,

00:36:29.260 --> 00:36:32.140 align:middle line:84%
you can see where these
distributions are coming from.

00:36:32.140 --> 00:36:35.220 align:middle line:84%
So if you look at the
distribution for pink noise--

00:36:35.220 --> 00:36:37.740 align:middle line:84%
sorry, not the distribution,
the cochleagram.

00:36:37.740 --> 00:36:40.747 align:middle line:90%
The cochleagram is pretty gray.

00:36:40.747 --> 00:36:42.580 align:middle line:84%
So that means it doesn't
deviate a whole lot

00:36:42.580 --> 00:36:45.220 align:middle line:90%
from the average values.

00:36:45.220 --> 00:36:48.380 align:middle line:84%
Whereas the stream, you can
see more light and dark gray,

00:36:48.380 --> 00:36:50.040 align:middle line:90%
fluctuates more in amplitude.

00:36:50.040 --> 00:36:52.700 align:middle line:84%
And with the geese, there's a
fair bit of white and black.

00:36:52.700 --> 00:36:57.110 align:middle line:84%
So it's varying quite
a lot in amplitude.

00:36:57.110 --> 00:36:58.940 align:middle line:84%
And so in this
particular case, this

00:36:58.940 --> 00:37:02.590 align:middle line:84%
is an indication of the fact
that a lot of natural signals

00:37:02.590 --> 00:37:05.230 align:middle line:90%
are sparser than noise.

00:37:05.230 --> 00:37:08.310 align:middle line:84%
And the intuition here
is that natural sounds,

00:37:08.310 --> 00:37:12.550 align:middle line:84%
they contain events, like
raindrops or geese calls,

00:37:12.550 --> 00:37:15.210 align:middle line:84%
and these events are infrequent,
or relatively infrequent,

00:37:15.210 --> 00:37:17.750 align:middle line:84%
but when they occur, they
produce large amplitudes.

00:37:17.750 --> 00:37:21.190 align:middle line:84%
So you get these
pretty big swings

00:37:21.190 --> 00:37:23.030 align:middle line:90%
in the amplitude of the signal.

00:37:23.030 --> 00:37:26.670 align:middle line:84%
And critically-- so
that shows up here

00:37:26.670 --> 00:37:30.710 align:middle line:84%
in these relatively simple
statistical properties

00:37:30.710 --> 00:37:33.590 align:middle line:84%
of these distributions like
the variance and the skew,

00:37:33.590 --> 00:37:37.010 align:middle line:90%
which are examples of moments.

00:37:37.010 --> 00:37:39.048 align:middle line:84%
So the point is that
we could measure

00:37:39.048 --> 00:37:41.590 align:middle line:84%
some fairly simple things right,
just variance, for instance,

00:37:41.590 --> 00:37:47.008 align:middle line:84%
or skew, and differentiate
between these different sounds.

00:37:47.008 --> 00:37:48.550 align:middle line:84%
Let's take a look
at what information

00:37:48.550 --> 00:37:51.110 align:middle line:90%
you might get from correlations.

00:37:51.110 --> 00:37:54.030 align:middle line:84%
So we talked a little bit about
how correlations in images

00:37:54.030 --> 00:37:57.470 align:middle line:84%
might kind of capture
like elongated edges.

00:37:57.470 --> 00:37:58.570 align:middle line:90%
What about sound?

00:37:58.570 --> 00:38:03.070 align:middle line:84%
So this is a
cochleagram for fire.

00:38:03.070 --> 00:38:06.923 align:middle line:84%
So fire has lots of
crackles and pops.

00:38:06.923 --> 00:38:08.090 align:middle line:90%
This is what it sounds like.

00:38:08.090 --> 00:38:08.757 align:middle line:90%
[AUDIO PLAYBACK]

00:38:08.757 --> 00:38:11.810 align:middle line:90%
[FIRE CRACKLING]

00:38:11.810 --> 00:38:12.607 align:middle line:90%


00:38:12.607 --> 00:38:13.190 align:middle line:90%
[END PLAYBACK]

00:38:13.190 --> 00:38:14.273 align:middle line:90%
JOSH MCDERMOTT: All right.

00:38:14.273 --> 00:38:16.590 align:middle line:90%
Very crackly.

00:38:16.590 --> 00:38:20.790 align:middle line:84%
So those crackles and
pops are broadband events.

00:38:20.790 --> 00:38:22.290 align:middle line:90%
So they're like impulsive.

00:38:22.290 --> 00:38:24.770 align:middle line:84%
So they contain energy
at all frequencies.

00:38:24.770 --> 00:38:26.470 align:middle line:84%
And so they show up
in the cochleagram

00:38:26.470 --> 00:38:28.510 align:middle line:90%
as these vertical streaks.

00:38:28.510 --> 00:38:32.670 align:middle line:84%
And those vertical
streaks induce

00:38:32.670 --> 00:38:35.410 align:middle line:84%
dependencies between
different frequency channels.

00:38:35.410 --> 00:38:39.070 align:middle line:84%
So they mean that the
amplitude at one frequency

00:38:39.070 --> 00:38:41.150 align:middle line:84%
is going to be correlated
with the amplitude

00:38:41.150 --> 00:38:42.830 align:middle line:90%
at another frequency.

00:38:42.830 --> 00:38:47.970 align:middle line:84%
And so this is a matrix of all
those correlation coefficients.

00:38:47.970 --> 00:38:51.630 align:middle line:84%
So the axes here are
the cochlear channels.

00:38:51.630 --> 00:38:55.483 align:middle line:84%
And so the diagonal
here has got to be 1,

00:38:55.483 --> 00:38:57.400 align:middle line:84%
but the off-diagonals
can be kind of whatever.

00:38:57.400 --> 00:39:00.240 align:middle line:84%
But you can see that for fire,
especially kind of either

00:39:00.240 --> 00:39:03.640 align:middle line:84%
at the very low frequencies or
the relatively high frequencies,

00:39:03.640 --> 00:39:04.720 align:middle line:90%
there's a lot of red.

00:39:04.720 --> 00:39:06.700 align:middle line:84%
So things are pretty
strongly correlated.

00:39:06.700 --> 00:39:09.646 align:middle line:90%


00:39:09.646 --> 00:39:13.760 align:middle line:84%
And this is not
true of all sounds.

00:39:13.760 --> 00:39:16.840 align:middle line:84%
So in particular, a
lot of water sounds

00:39:16.840 --> 00:39:18.580 align:middle line:84%
are actually pretty
not correlated.

00:39:18.580 --> 00:39:20.320 align:middle line:90%
So here is a stream.

00:39:20.320 --> 00:39:21.980 align:middle line:84%
I don't have the
audio demo for that,

00:39:21.980 --> 00:39:23.420 align:middle line:90%
but I played you that earlier.

00:39:23.420 --> 00:39:25.000 align:middle line:84%
So this is a stream,
and you can see

00:39:25.000 --> 00:39:26.660 align:middle line:90%
that it's not quite as streaky.

00:39:26.660 --> 00:39:29.600 align:middle line:84%
And then if you look at the
correlation matrix for a stream,

00:39:29.600 --> 00:39:31.840 align:middle line:84%
you can see that
things are more green,

00:39:31.840 --> 00:39:35.940 align:middle line:84%
which corresponds to something
pretty close to zero.

00:39:35.940 --> 00:39:37.840 align:middle line:84%
So the point is that
this correlation

00:39:37.840 --> 00:39:39.920 align:middle line:84%
that you could measure between
different frequency channels

00:39:39.920 --> 00:39:42.462 align:middle line:84%
has got very different values
depending on what kind of sound

00:39:42.462 --> 00:39:43.822 align:middle line:90%
that you listen to.

00:39:43.822 --> 00:39:45.280 align:middle line:84%
So things that are
more crackly are

00:39:45.280 --> 00:39:48.480 align:middle line:90%
going to have more correlation.

00:39:48.480 --> 00:39:51.840 align:middle line:84%
Finally, just one
more example here.

00:39:51.840 --> 00:39:54.120 align:middle line:84%
Let's look at what
kind of information

00:39:54.120 --> 00:39:58.050 align:middle line:84%
you might get from measuring a
correlation between the outputs

00:39:58.050 --> 00:39:59.550 align:middle line:90%
of these modulation filters.

00:39:59.550 --> 00:40:02.410 align:middle line:84%
So this is kind of one stage
deeper in the auditory system.

00:40:02.410 --> 00:40:05.430 align:middle line:90%


00:40:05.430 --> 00:40:08.930 align:middle line:84%
So these correlations
are going to be measured

00:40:08.930 --> 00:40:14.730 align:middle line:84%
between a particular
modulation filter applied

00:40:14.730 --> 00:40:17.270 align:middle line:90%
to different frequency channels.

00:40:17.270 --> 00:40:20.290 align:middle line:90%
So this guy, and this guy.

00:40:20.290 --> 00:40:23.005 align:middle line:84%
And so you get these
correlation matrices,

00:40:23.005 --> 00:40:24.630 align:middle line:84%
but now you have a
whole bunch of them.

00:40:24.630 --> 00:40:28.970 align:middle line:84%
Each one kind of corresponds to
a particular modulation filter.

00:40:28.970 --> 00:40:31.370 align:middle line:84%
And the main thing to take
away from this is that here,

00:40:31.370 --> 00:40:35.130 align:middle line:84%
these statistics are plotted
for waves-- that's on the left--

00:40:35.130 --> 00:40:37.462 align:middle line:90%
and fire on the right.

00:40:37.462 --> 00:40:39.170 align:middle line:84%
And the main thing to
take away from this

00:40:39.170 --> 00:40:40.337 align:middle line:90%
is that they look different.

00:40:40.337 --> 00:40:45.210 align:middle line:84%
In particular, fire has got a
lot more of these correlations

00:40:45.210 --> 00:40:48.590 align:middle line:84%
at fast modulation rates,
like 50 hertz and 100 hertz,

00:40:48.590 --> 00:40:50.030 align:middle line:90%
whereas waves basically doesn't.

00:40:50.030 --> 00:40:52.770 align:middle line:84%
It's only got them at
the slow modulations.

00:40:52.770 --> 00:40:57.490 align:middle line:84%
So this is just a statistical
acoustic fact about these types

00:40:57.490 --> 00:40:58.710 align:middle line:90%
of natural sounds.

00:40:58.710 --> 00:41:03.430 align:middle line:90%


00:41:03.430 --> 00:41:07.250 align:middle line:84%
So the big picture here
is that this little tour

00:41:07.250 --> 00:41:09.650 align:middle line:84%
of these statistics
that we can measure

00:41:09.650 --> 00:41:12.970 align:middle line:84%
from our model of
the auditory system

00:41:12.970 --> 00:41:14.850 align:middle line:90%
capture variation across sound.

00:41:14.850 --> 00:41:18.390 align:middle line:84%
They got different values for
different types of sounds.

00:41:18.390 --> 00:41:20.450 align:middle line:84%
So now what we're
going to ask here

00:41:20.450 --> 00:41:23.010 align:middle line:84%
is whether they can
account for the perception

00:41:23.010 --> 00:41:24.730 align:middle line:90%
of real-world textures.

00:41:24.730 --> 00:41:26.490 align:middle line:84%
And so our key
methodological proposal,

00:41:26.490 --> 00:41:27.930 align:middle line:84%
again echoing what
we kind of just

00:41:27.930 --> 00:41:29.850 align:middle line:84%
talked about for
visual texture, is

00:41:29.850 --> 00:41:34.810 align:middle line:84%
that synthesis is a powerful
way to test a perceptual theory.

00:41:34.810 --> 00:41:38.290 align:middle line:84%
And so the logic here is that
if your brain represents sounds

00:41:38.290 --> 00:41:40.930 align:middle line:84%
with a set of
measurements, then signals

00:41:40.930 --> 00:41:43.330 align:middle line:84%
that have the same values
of those measurements

00:41:43.330 --> 00:41:46.090 align:middle line:90%
ought to sound the same to us.

00:41:46.090 --> 00:41:50.250 align:middle line:84%
And so in particular,
sounds that we synthesize

00:41:50.250 --> 00:41:53.100 align:middle line:84%
to have the same measurements
as some particular real-world

00:41:53.100 --> 00:41:56.320 align:middle line:84%
recording ought to sound like
that real-world recording

00:41:56.320 --> 00:41:59.580 align:middle line:84%
if the measurements that
we use to do the synthesis

00:41:59.580 --> 00:42:05.040 align:middle line:84%
are like the ones that the brain
is using to represent sound.

00:42:05.040 --> 00:42:08.380 align:middle line:84%
So I'm going to walk you through
a really simple example, just

00:42:08.380 --> 00:42:11.280 align:middle line:84%
to make sure everybody's on
board with the logic here.

00:42:11.280 --> 00:42:14.940 align:middle line:84%
So let's suppose that we
have the world's simplest

00:42:14.940 --> 00:42:16.900 align:middle line:84%
theory of texture
perception, which

00:42:16.900 --> 00:42:21.300 align:middle line:84%
is that our representation
of texture consists

00:42:21.300 --> 00:42:24.460 align:middle line:84%
of something that approximates
the power spectrum.

00:42:24.460 --> 00:42:26.943 align:middle line:84%
So the power spectrum is
a super standard thing

00:42:26.943 --> 00:42:27.860 align:middle line:90%
to measure with sound.

00:42:27.860 --> 00:42:29.402 align:middle line:84%
On some of your
earlier problem sets,

00:42:29.402 --> 00:42:31.740 align:middle line:84%
you actually plotted
the power spectrum.

00:42:31.740 --> 00:42:33.980 align:middle line:84%
In this model,
the power spectrum

00:42:33.980 --> 00:42:39.780 align:middle line:84%
is approximated by the mean
of each cochlear envelope.

00:42:39.780 --> 00:42:42.580 align:middle line:84%
So remember, we've got our
bank of cochlear filters.

00:42:42.580 --> 00:42:44.860 align:middle line:84%
The envelope is the
instantaneous amplitude.

00:42:44.860 --> 00:42:46.780 align:middle line:84%
And so if you just
average that over time,

00:42:46.780 --> 00:42:48.900 align:middle line:84%
it's going to tell you
about how much power

00:42:48.900 --> 00:42:51.030 align:middle line:84%
is in that particular
frequency channel.

00:42:51.030 --> 00:42:53.930 align:middle line:84%
So let's suppose we have
30 cochlear filters.

00:42:53.930 --> 00:42:58.610 align:middle line:84%
We're going to get 30 numbers,
one for each frequency channel.

00:42:58.610 --> 00:43:02.270 align:middle line:84%
So the procedure here, in order
to test this theory, is first,

00:43:02.270 --> 00:43:04.495 align:middle line:84%
we're going to
measure this quantity,

00:43:04.495 --> 00:43:05.870 align:middle line:84%
this proposed
representation-- so

00:43:05.870 --> 00:43:07.990 align:middle line:84%
in this case, the average
value of each envelope

00:43:07.990 --> 00:43:11.870 align:middle line:84%
in a real-world texture
like a recording of water.

00:43:11.870 --> 00:43:14.270 align:middle line:84%
We're then going to
synthesize a random signal

00:43:14.270 --> 00:43:19.850 align:middle line:84%
that's got the same values
for those envelope means.

00:43:19.850 --> 00:43:21.350 align:middle line:84%
And so in this
particular case, this

00:43:21.350 --> 00:43:22.950 align:middle line:90%
is actually pretty easy to do.

00:43:22.950 --> 00:43:24.870 align:middle line:84%
So we're going to
start with noise.

00:43:24.870 --> 00:43:28.310 align:middle line:84%
We will pass the noise through
a bank of bandpass filters

00:43:28.310 --> 00:43:31.510 align:middle line:84%
that mimics the cochlea,
so we get noise subbands.

00:43:31.510 --> 00:43:34.510 align:middle line:90%


00:43:34.510 --> 00:43:37.170 align:middle line:84%
We're then going to just
rescale each one of those

00:43:37.170 --> 00:43:40.350 align:middle line:84%
so that it's got the
correct average power.

00:43:40.350 --> 00:43:44.690 align:middle line:84%
And then we can add those back
up, and we can get a new signal

00:43:44.690 --> 00:43:48.158 align:middle line:84%
And there's a few little
details of the procedure

00:43:48.158 --> 00:43:50.450 align:middle line:84%
for doing this to do it
correctly that I'm leaving out.

00:43:50.450 --> 00:43:52.430 align:middle line:84%
You actually need to
do this iteratively,

00:43:52.430 --> 00:43:55.390 align:middle line:84%
but it's still
very, very simple.

00:43:55.390 --> 00:43:57.870 align:middle line:84%
So now what we want to do
is listen to the sounds,

00:43:57.870 --> 00:44:01.050 align:middle line:84%
and just ask ourselves whether
they sound like the real thing.

00:44:01.050 --> 00:44:04.030 align:middle line:84%
So I'm going to play you
some synthetic sounds that

00:44:04.030 --> 00:44:07.310 align:middle line:84%
are generated from noise just
by matching this proposed

00:44:07.310 --> 00:44:11.490 align:middle line:84%
representation to that
of each of the originals.

00:44:11.490 --> 00:44:13.218 align:middle line:90%
So here's what they sound like.

00:44:13.218 --> 00:44:13.885 align:middle line:90%
[AUDIO PLAYBACK]

00:44:13.885 --> 00:44:15.282 align:middle line:90%
[MID-FREQUENCY STATIC]

00:44:15.282 --> 00:44:15.865 align:middle line:90%
[END PLAYBACK]

00:44:15.865 --> 00:44:16.532 align:middle line:90%
[AUDIO PLAYBACK]

00:44:16.532 --> 00:44:19.242 align:middle line:90%
[LOWER-FREQUENCY STATIC]

00:44:19.242 --> 00:44:19.825 align:middle line:90%
[END PLAYBACK]

00:44:19.825 --> 00:44:20.492 align:middle line:90%
[AUDIO PLAYBACK]

00:44:20.492 --> 00:44:21.805 align:middle line:90%
[LOW-FREQUENCY STATIC]

00:44:21.805 --> 00:44:22.623 align:middle line:90%
[END PLAYBACK]

00:44:22.623 --> 00:44:23.290 align:middle line:90%
[AUDIO PLAYBACK]

00:44:23.290 --> 00:44:24.687 align:middle line:90%
[VERY LOW-FREQUENCY STATIC]

00:44:24.687 --> 00:44:25.270 align:middle line:90%
[END PLAYBACK]

00:44:25.270 --> 00:44:25.937 align:middle line:90%
[AUDIO PLAYBACK]

00:44:25.937 --> 00:44:27.745 align:middle line:90%
[MID-FREQUENCY STATIC]

00:44:27.745 --> 00:44:29.730 align:middle line:90%
[END PLAYBACK]

00:44:29.730 --> 00:44:32.030 align:middle line:84%
JOSH MCDERMOTT: Now each
of those sounded different,

00:44:32.030 --> 00:44:34.590 align:middle line:84%
and you may have
even actually been

00:44:34.590 --> 00:44:37.110 align:middle line:84%
able to convince yourself
that, yeah, that maybe sounds

00:44:37.110 --> 00:44:40.822 align:middle line:90%
a little bit like applause.

00:44:40.822 --> 00:44:44.163 align:middle line:84%
But they don't sound
like the real thing.

00:44:44.163 --> 00:44:44.830 align:middle line:90%
[AUDIO PLAYBACK]

00:44:44.830 --> 00:44:47.593 align:middle line:90%
[APPLAUSE]

00:44:47.593 --> 00:44:48.176 align:middle line:90%
[END PLAYBACK]

00:44:48.176 --> 00:44:48.654 align:middle line:90%
JOSH MCDERMOTT: Or--

00:44:48.654 --> 00:44:49.321 align:middle line:90%
[AUDIO PLAYBACK]

00:44:49.321 --> 00:44:51.044 align:middle line:90%
[WATER GURGLING]

00:44:51.044 --> 00:44:53.320 align:middle line:90%
[END PLAYBACK]

00:44:53.320 --> 00:44:56.040 align:middle line:84%
JOSH MCDERMOTT: So we have ruled
out the power spectrum theory

00:44:56.040 --> 00:44:58.920 align:middle line:90%
of texture with this exercise.

00:44:58.920 --> 00:45:01.830 align:middle line:90%
And now the question is--

00:45:01.830 --> 00:45:04.080 align:middle line:84%
so since this is not realistic,
everything pretty much

00:45:04.080 --> 00:45:05.160 align:middle line:90%
sounds like noise.

00:45:05.160 --> 00:45:09.080 align:middle line:84%
And the question is,
well, we can do better

00:45:09.080 --> 00:45:12.520 align:middle line:84%
with some additional
simple statistics?

00:45:12.520 --> 00:45:17.160 align:middle line:90%
So more of these red circles.

00:45:17.160 --> 00:45:19.440 align:middle line:84%
So just as kind of
was the case when

00:45:19.440 --> 00:45:21.300 align:middle line:84%
we were talking
about image textures,

00:45:21.300 --> 00:45:23.960 align:middle line:84%
so the fact that we're using
this big set of statistics

00:45:23.960 --> 00:45:25.760 align:middle line:84%
means that the
synthesis process has

00:45:25.760 --> 00:45:28.320 align:middle line:84%
to work a little
bit differently.

00:45:28.320 --> 00:45:31.340 align:middle line:84%
And it's, again, going to be
gradient-based optimization.

00:45:31.340 --> 00:45:33.360 align:middle line:84%
So there's this
initial step where

00:45:33.360 --> 00:45:34.960 align:middle line:84%
you take your
original sound, you

00:45:34.960 --> 00:45:36.680 align:middle line:84%
pass it through
your auditory model

00:45:36.680 --> 00:45:39.080 align:middle line:90%
and you measure its statistics.

00:45:39.080 --> 00:45:43.200 align:middle line:84%
And then there's a synthesis
procedure where you take a noise

00:45:43.200 --> 00:45:45.320 align:middle line:84%
signal, you initially
measure its statistics,

00:45:45.320 --> 00:45:47.110 align:middle line:84%
and you get an
error signal here.

00:45:47.110 --> 00:45:50.032 align:middle line:84%
So this is the loss function
you're trying to minimize,

00:45:50.032 --> 00:45:52.490 align:middle line:84%
which is the difference between
the statistics of the noise

00:45:52.490 --> 00:45:55.850 align:middle line:84%
and the statistics of rain
or fire or whatever it is.

00:45:55.850 --> 00:45:58.850 align:middle line:84%
And then you're going
to try to impose that

00:45:58.850 --> 00:46:02.690 align:middle line:84%
with the gradient on
the original thing

00:46:02.690 --> 00:46:06.980 align:middle line:84%
And again, back when we
originally did this stuff,

00:46:06.980 --> 00:46:09.230 align:middle line:84%
this was a little bit more
complicated than it is now,

00:46:09.230 --> 00:46:11.890 align:middle line:84%
and it's pretty
straightforward to do nowadays.

00:46:11.890 --> 00:46:14.690 align:middle line:84%
And there is MATLAB code for
this too if you're interested.

00:46:14.690 --> 00:46:18.990 align:middle line:84%
Lots of MATLAB code
from back in the day.

00:46:18.990 --> 00:46:21.850 align:middle line:84%
So the result of
this procedure is

00:46:21.850 --> 00:46:24.290 align:middle line:84%
that you get a signal
that shares the statistics

00:46:24.290 --> 00:46:25.470 align:middle line:90%
of some real-world sound.

00:46:25.470 --> 00:46:29.668 align:middle line:84%
And again, what we're interested
in is what they sound like.

00:46:29.668 --> 00:46:32.210 align:middle line:84%
And again, the reason that we
care about what they sound like

00:46:32.210 --> 00:46:35.350 align:middle line:84%
is that if the statistics
account for texture perception,

00:46:35.350 --> 00:46:38.257 align:middle line:84%
then the synthetic signals
that we synthesize in this way,

00:46:38.257 --> 00:46:40.590 align:middle line:84%
they ought to sound like new
examples of the real thing.

00:46:40.590 --> 00:46:42.890 align:middle line:84%
And so what I'm going
to play you here

00:46:42.890 --> 00:46:46.250 align:middle line:84%
are a whole bunch of
examples of synthetic sounds

00:46:46.250 --> 00:46:51.090 align:middle line:84%
that are generated from noise
just by causing the noise

00:46:51.090 --> 00:46:53.990 align:middle line:84%
to match the statistics
of each of these examples.

00:46:53.990 --> 00:46:59.543 align:middle line:84%
And in many cases, they
actually sound pretty good.

00:46:59.543 --> 00:47:00.210 align:middle line:90%
[AUDIO PLAYBACK]

00:47:00.210 --> 00:47:01.710 align:middle line:90%
[RAIN FALLING]

00:47:01.710 --> 00:47:02.710 align:middle line:90%
[END PLAYBACK]

00:47:02.710 --> 00:47:04.670 align:middle line:84%
JOSH MCDERMOTT: So
that's pretty good rain.

00:47:04.670 --> 00:47:05.337 align:middle line:90%
[AUDIO PLAYBACK]

00:47:05.337 --> 00:47:06.940 align:middle line:90%
[WATER GURGLING]

00:47:06.940 --> 00:47:07.850 align:middle line:90%
[END PLAYBACK]

00:47:07.850 --> 00:47:09.473 align:middle line:90%
JOSH MCDERMOTT: The stream.

00:47:09.473 --> 00:47:10.140 align:middle line:90%
[AUDIO PLAYBACK]

00:47:10.140 --> 00:47:11.595 align:middle line:90%
[BUBBLES POPPING]

00:47:11.595 --> 00:47:12.383 align:middle line:90%
[END PLAYBACK]

00:47:12.383 --> 00:47:13.050 align:middle line:90%
[AUDIO PLAYBACK]

00:47:13.050 --> 00:47:15.475 align:middle line:90%
[FIRE CRACKLING]

00:47:15.475 --> 00:47:16.450 align:middle line:90%
[END PLAYBACK]

00:47:16.450 --> 00:47:17.360 align:middle line:90%
JOSH MCDERMOTT: Fire.

00:47:17.360 --> 00:47:18.027 align:middle line:90%
[AUDIO PLAYBACK]

00:47:18.027 --> 00:47:20.889 align:middle line:90%
[APPLAUSE]

00:47:20.889 --> 00:47:21.850 align:middle line:90%
[END PLAYBACK]

00:47:21.850 --> 00:47:23.439 align:middle line:90%
JOSH MCDERMOTT: Applause.

00:47:23.439 --> 00:47:24.106 align:middle line:90%
[AUDIO PLAYBACK]

00:47:24.106 --> 00:47:27.034 align:middle line:90%
[WIND BLOWING]

00:47:27.034 --> 00:47:27.935 align:middle line:90%
[END PLAYBACK]

00:47:27.935 --> 00:47:28.810 align:middle line:90%
JOSH MCDERMOTT: Wind.

00:47:28.810 --> 00:47:30.124 align:middle line:90%
Here's insects.

00:47:30.124 --> 00:47:30.791 align:middle line:90%
[AUDIO PLAYBACK]

00:47:30.791 --> 00:47:33.518 align:middle line:90%
[MULTIPLE INSECTS CHITTERING]

00:47:33.518 --> 00:47:34.018 align:middle line:90%


00:47:34.018 --> 00:47:35.410 align:middle line:90%
[END PLAYBACK]

00:47:35.410 --> 00:47:36.789 align:middle line:90%
JOSH MCDERMOTT: Birds.

00:47:36.789 --> 00:47:37.456 align:middle line:90%
[AUDIO PLAYBACK]

00:47:37.456 --> 00:47:39.348 align:middle line:90%
[MULTIPLE BIRDS CHIRPING]

00:47:39.348 --> 00:47:40.517 align:middle line:90%
[END PLAYBACK]

00:47:40.517 --> 00:47:41.850 align:middle line:90%
JOSH MCDERMOTT: And crowd noise.

00:47:41.850 --> 00:47:42.517 align:middle line:90%
[AUDIO PLAYBACK]

00:47:42.517 --> 00:47:45.104 align:middle line:90%
[AMBIENT CROWD NOISE]

00:47:45.104 --> 00:47:46.940 align:middle line:90%
[END PLAYBACK]

00:47:46.940 --> 00:47:49.900 align:middle line:90%
JOSH MCDERMOTT: OK.

00:47:49.900 --> 00:47:54.680 align:middle line:84%
So with marginal moments and
these pairwise correlations,

00:47:54.680 --> 00:47:57.820 align:middle line:84%
the synthesis is often
pretty compelling.

00:47:57.820 --> 00:47:59.322 align:middle line:84%
It also works for
a lot of things

00:47:59.322 --> 00:48:01.280 align:middle line:84%
that you might consider
to be unnatural sounds.

00:48:01.280 --> 00:48:02.488 align:middle line:90%
I'll play you a few examples.

00:48:02.488 --> 00:48:03.728 align:middle line:90%
Here's rustling paper.

00:48:03.728 --> 00:48:04.395 align:middle line:90%
[AUDIO PLAYBACK]

00:48:04.395 --> 00:48:06.542 align:middle line:90%
[PAPER RUSTLING]

00:48:06.542 --> 00:48:07.125 align:middle line:90%
[END PLAYBACK]

00:48:07.125 --> 00:48:09.083 align:middle line:84%
JOSH MCDERMOTT: That's
holding a piece of paper

00:48:09.083 --> 00:48:10.380 align:middle line:90%
and going like that.

00:48:10.380 --> 00:48:12.673 align:middle line:90%
And the jackhammer.

00:48:12.673 --> 00:48:13.340 align:middle line:90%
[AUDIO PLAYBACK]

00:48:13.340 --> 00:48:15.690 align:middle line:90%
[JACKHAMMER HAMMERING]

00:48:15.690 --> 00:48:19.180 align:middle line:90%
[END PLAYBACK]

00:48:19.180 --> 00:48:19.680 align:middle line:90%
OK.

00:48:19.680 --> 00:48:24.460 align:middle line:84%
So the success of the synthesis
suggests that these statistics

00:48:24.460 --> 00:48:26.060 align:middle line:84%
could underlie
the representation

00:48:26.060 --> 00:48:29.593 align:middle line:90%
and the recognition of textures.

00:48:29.593 --> 00:48:34.260 align:middle line:84%
So there's also this kind of
interesting possibility, which

00:48:34.260 --> 00:48:38.040 align:middle line:84%
is that if we take
this idea seriously,

00:48:38.040 --> 00:48:41.870 align:middle line:84%
that texture is represented with
statistics that kind of capture

00:48:41.870 --> 00:48:44.990 align:middle line:84%
the time-averaged properties,
then if really, your brain

00:48:44.990 --> 00:48:48.790 align:middle line:84%
is just representing those
time-averaged statistics,

00:48:48.790 --> 00:48:51.630 align:middle line:84%
then I think the
conclusion that follows

00:48:51.630 --> 00:48:54.950 align:middle line:84%
from that is that different
exemplars of the same texture

00:48:54.950 --> 00:48:58.270 align:middle line:84%
should be difficult
to tell apart.

00:48:58.270 --> 00:49:02.670 align:middle line:84%
So these are two
different excerpts of fire

00:49:02.670 --> 00:49:05.750 align:middle line:84%
that were synthesized from two
different samples of noise.

00:49:05.750 --> 00:49:08.750 align:middle line:84%
If you look closely, you
can see that the patterns

00:49:08.750 --> 00:49:11.670 align:middle line:84%
of the vertical streaks,
so the clicks and the pops,

00:49:11.670 --> 00:49:13.610 align:middle line:84%
are different in
the two excerpts,

00:49:13.610 --> 00:49:15.870 align:middle line:84%
but they also kind of
look sort of the same.

00:49:15.870 --> 00:49:19.043 align:middle line:90%
They've got the same texture.

00:49:19.043 --> 00:49:27.230 align:middle line:84%
And so this is a graph that is
plotting the standard deviation

00:49:27.230 --> 00:49:29.972 align:middle line:90%
of one particular statistic--

00:49:29.972 --> 00:49:32.430 align:middle line:84%
you would see a similar graph
regardless of which statistic

00:49:32.430 --> 00:49:32.972 align:middle line:90%
you measured.

00:49:32.972 --> 00:49:35.230 align:middle line:84%
But this is one
example statistic

00:49:35.230 --> 00:49:39.310 align:middle line:84%
measured in different
excerpts of different lengths.

00:49:39.310 --> 00:49:43.920 align:middle line:84%
And so what this shows is that
if you take very short excerpts

00:49:43.920 --> 00:49:46.640 align:middle line:84%
of like 40 or 80
milliseconds, and you measure

00:49:46.640 --> 00:49:48.580 align:middle line:84%
the statistic in
different excerpts,

00:49:48.580 --> 00:49:50.400 align:middle line:90%
the standard deviation is high.

00:49:50.400 --> 00:49:52.200 align:middle line:84%
So the value of the
statistic that you

00:49:52.200 --> 00:49:55.440 align:middle line:84%
will measure from different
excerpts will be different.

00:49:55.440 --> 00:49:58.080 align:middle line:84%
Because you're getting these
small samples, and sometimes

00:49:58.080 --> 00:50:00.080 align:middle line:84%
maybe you have a couple of
clicks, and other times maybe

00:50:00.080 --> 00:50:01.080 align:middle line:90%
you don't, for instance.

00:50:01.080 --> 00:50:05.040 align:middle line:84%
But what this shows is that
as the excerpts become longer

00:50:05.040 --> 00:50:08.400 align:middle line:84%
and get out to a second or
two, the standard deviation

00:50:08.400 --> 00:50:10.160 align:middle line:90%
becomes quite small.

00:50:10.160 --> 00:50:13.800 align:middle line:84%
So what that means is that the
statistics that you measure

00:50:13.800 --> 00:50:16.240 align:middle line:84%
from these different
excerpts of a texture, they

00:50:16.240 --> 00:50:18.600 align:middle line:90%
converge to the same values.

00:50:18.600 --> 00:50:23.760 align:middle line:84%
So again, the idea is that
if you do an experiment where

00:50:23.760 --> 00:50:26.460 align:middle line:84%
you ask people to try to tell
these things apart, well,

00:50:26.460 --> 00:50:28.120 align:middle line:84%
the prediction here is that
if they're just representing

00:50:28.120 --> 00:50:29.720 align:middle line:84%
the statistics, they should
be able to tell them apart

00:50:29.720 --> 00:50:32.420 align:middle line:84%
when the excerpts are short,
but not when they're long.

00:50:32.420 --> 00:50:36.720 align:middle line:90%


00:50:36.720 --> 00:50:40.760 align:middle line:84%
So first, we're going to do
kind of a vanilla experiment,

00:50:40.760 --> 00:50:44.280 align:middle line:84%
just measuring the ability to
discriminate different textures.

00:50:44.280 --> 00:50:48.060 align:middle line:84%
So these are signals that have
different long-term statistics.

00:50:48.060 --> 00:50:49.460 align:middle line:90%
So here's the task.

00:50:49.460 --> 00:50:53.240 align:middle line:84%
So people are hear three
excerpts of sound--

00:50:53.240 --> 00:50:55.880 align:middle line:90%
examples are shown up top.

00:50:55.880 --> 00:50:57.980 align:middle line:84%
Two of the excerpts--
in this case,

00:50:57.980 --> 00:50:59.680 align:middle line:90%
it's the second and the third--

00:50:59.680 --> 00:51:02.100 align:middle line:84%
are different excerpts
of the same texture.

00:51:02.100 --> 00:51:03.740 align:middle line:90%
So it could be rain.

00:51:03.740 --> 00:51:06.480 align:middle line:84%
The third excerpt,
which in this case

00:51:06.480 --> 00:51:09.200 align:middle line:84%
is first, but it can
either go first or last,

00:51:09.200 --> 00:51:11.460 align:middle line:84%
is an excerpt of a
different texture.

00:51:11.460 --> 00:51:14.360 align:middle line:90%
So it could be fire.

00:51:14.360 --> 00:51:16.640 align:middle line:84%
And the task that the
person has to perform

00:51:16.640 --> 00:51:20.220 align:middle line:84%
is to say which sound was
produced by a different source.

00:51:20.220 --> 00:51:22.360 align:middle line:84%
In this case, the
answer would be first,

00:51:22.360 --> 00:51:24.720 align:middle line:84%
because it's a
different texture.

00:51:24.720 --> 00:51:27.760 align:middle line:84%
And this graph is going to show
you how accurately people can

00:51:27.760 --> 00:51:29.120 align:middle line:90%
perform this task.

00:51:29.120 --> 00:51:31.160 align:middle line:84%
So the y-axis plots
proportion correct

00:51:31.160 --> 00:51:35.760 align:middle line:84%
as a function of the duration
of the stimulus excerpts.

00:51:35.760 --> 00:51:38.290 align:middle line:84%
And what you see is
not super surprising,

00:51:38.290 --> 00:51:43.090 align:middle line:84%
is that as the excerpts get
longer, people get better.

00:51:43.090 --> 00:51:46.050 align:middle line:84%
It's not surprising in the sense
that as the stimulus excerpts

00:51:46.050 --> 00:51:49.090 align:middle line:84%
get longer, you're giving people
more information with which

00:51:49.090 --> 00:51:52.370 align:middle line:84%
to do the task in which to
tell that these two things have

00:51:52.370 --> 00:51:56.593 align:middle line:84%
something in common, and
that first one is different.

00:51:56.593 --> 00:51:58.010 align:middle line:84%
So this is kind
of standardly what

00:51:58.010 --> 00:52:00.650 align:middle line:84%
you would expect to get on
most psychophysical tasks,

00:52:00.650 --> 00:52:02.310 align:middle line:84%
is that when the
stimuli are longer,

00:52:02.310 --> 00:52:03.570 align:middle line:90%
people are going to be better.

00:52:03.570 --> 00:52:06.450 align:middle line:84%
And in this
particular case, it's

00:52:06.450 --> 00:52:07.970 align:middle line:84%
certainly consistent
with the idea

00:52:07.970 --> 00:52:11.730 align:middle line:84%
that people are using statistics
because, as the excerpt gets

00:52:11.730 --> 00:52:15.130 align:middle line:84%
longer, the statistics
of these two

00:52:15.130 --> 00:52:18.010 align:middle line:84%
will kind of converge
to the same values

00:52:18.010 --> 00:52:23.090 align:middle line:84%
and be reliably different from
the statistics of the first one.

00:52:23.090 --> 00:52:29.170 align:middle line:84%
So now, the really interesting
experiment is this one.

00:52:29.170 --> 00:52:32.450 align:middle line:84%
So in this particular
case, people

00:52:32.450 --> 00:52:36.820 align:middle line:84%
hear three excerpts
of the same texture.

00:52:36.820 --> 00:52:40.900 align:middle line:84%
Two of them, in this case,
it is the second and third,

00:52:40.900 --> 00:52:42.360 align:middle line:90%
are physically identical.

00:52:42.360 --> 00:52:45.940 align:middle line:84%
So it's the exact
same excerpt of rain.

00:52:45.940 --> 00:52:50.460 align:middle line:84%
The first one is a different
excerpt of rain, for instance.

00:52:50.460 --> 00:52:54.540 align:middle line:84%
And the task is just
to say which sound was

00:52:54.540 --> 00:52:56.220 align:middle line:90%
different from the other two.

00:52:56.220 --> 00:52:59.140 align:middle line:84%
So this is what's called
exemplar discrimination.

00:52:59.140 --> 00:53:02.460 align:middle line:90%


00:53:02.460 --> 00:53:07.180 align:middle line:84%
And so the idea here is that if,
when you listen to these texture

00:53:07.180 --> 00:53:11.740 align:middle line:84%
sounds, you're representing
them with statistics,

00:53:11.740 --> 00:53:15.260 align:middle line:84%
well, then, as the
excerpts get longer,

00:53:15.260 --> 00:53:17.500 align:middle line:84%
the statistics of
these three sounds

00:53:17.500 --> 00:53:20.320 align:middle line:84%
should all converge to
very similar values.

00:53:20.320 --> 00:53:22.780 align:middle line:84%
And it should be difficult
to tell which one is

00:53:22.780 --> 00:53:24.460 align:middle line:90%
different from the other two.

00:53:24.460 --> 00:53:29.420 align:middle line:84%
Whereas when the excerpts
are short, as we just saw,

00:53:29.420 --> 00:53:31.700 align:middle line:84%
the statistics will
tend to be different

00:53:31.700 --> 00:53:33.860 align:middle line:84%
because you have small
samples, and so you ought

00:53:33.860 --> 00:53:35.200 align:middle line:90%
to be able to tell them apart.

00:53:35.200 --> 00:53:40.300 align:middle line:84%
So there's this kind
of wacky prediction

00:53:40.300 --> 00:53:44.300 align:middle line:84%
that for this particular task,
if the hypothesis is correct

00:53:44.300 --> 00:53:47.760 align:middle line:84%
that you're representing these
sounds just with statistics,

00:53:47.760 --> 00:53:50.740 align:middle line:84%
then performance ought to
get worse as the sounds

00:53:50.740 --> 00:53:52.460 align:middle line:90%
increase in duration.

00:53:52.460 --> 00:53:55.680 align:middle line:84%
And that's, in
fact, what happens.

00:53:55.680 --> 00:53:59.260 align:middle line:84%
So you can see that people are
very good at this task at 90%

00:53:59.260 --> 00:54:02.038 align:middle line:84%
correct when the excerpts of
the textures are very short.

00:54:02.038 --> 00:54:04.080 align:middle line:84%
But then as they get
longer, up to a few seconds,

00:54:04.080 --> 00:54:05.600 align:middle line:90%
people get worse and worse.

00:54:05.600 --> 00:54:10.120 align:middle line:90%


00:54:10.120 --> 00:54:11.960 align:middle line:84%
So let's just think
about what this means.

00:54:11.960 --> 00:54:17.500 align:middle line:84%
So you might imagine
that you can't really

00:54:17.500 --> 00:54:19.940 align:middle line:84%
tell one example of rain
from another example,

00:54:19.940 --> 00:54:22.620 align:middle line:84%
just because they
all sound the same.

00:54:22.620 --> 00:54:24.780 align:middle line:84%
Maybe they don't actually
have discriminable detail

00:54:24.780 --> 00:54:26.500 align:middle line:84%
that you could use
to tell them apart.

00:54:26.500 --> 00:54:30.700 align:middle line:84%
But we can rule that out,
because when you just

00:54:30.700 --> 00:54:34.310 align:middle line:84%
give people these very, very
short excerpts of rain, or fire,

00:54:34.310 --> 00:54:38.190 align:middle line:84%
or whatever it is, people can
very accurately discriminate

00:54:38.190 --> 00:54:38.690 align:middle line:90%
them.

00:54:38.690 --> 00:54:40.857 align:middle line:84%
They can tell whether they're
the same or different.

00:54:40.857 --> 00:54:45.910 align:middle line:84%
So that says that these sounds
do contain discriminable detail.

00:54:45.910 --> 00:54:49.830 align:middle line:84%
It's just somehow, when
the duration gets long,

00:54:49.830 --> 00:54:52.510 align:middle line:90%
you're not able to access it.

00:54:52.510 --> 00:54:56.030 align:middle line:84%
You might also imagine that--
so this is a discrimination task

00:54:56.030 --> 00:54:59.470 align:middle line:90%
with 22.5 second-long stimuli.

00:54:59.470 --> 00:55:03.030 align:middle line:84%
You might think it's really hard
to do tasks with long stimuli.

00:55:03.030 --> 00:55:06.712 align:middle line:84%
But on the other hand, when it's
a texture discrimination task,

00:55:06.712 --> 00:55:08.670 align:middle line:84%
and one of the stimuli
has different statistics

00:55:08.670 --> 00:55:10.628 align:middle line:84%
from the other, people
are really good at that.

00:55:10.628 --> 00:55:13.750 align:middle line:84%
So it's not like there's
some issue with doing tasks

00:55:13.750 --> 00:55:16.430 align:middle line:90%
with things that are long.

00:55:16.430 --> 00:55:20.030 align:middle line:84%
Moreover, the fact that
performance on this texture

00:55:20.030 --> 00:55:23.550 align:middle line:84%
discrimination task gets
better with duration

00:55:23.550 --> 00:55:28.290 align:middle line:84%
indicates that the details that
are present in these sounds,

00:55:28.290 --> 00:55:30.200 align:middle line:90%
they do get accumulated.

00:55:30.200 --> 00:55:34.000 align:middle line:84%
So the longer the sound is,
the better you are at the task.

00:55:34.000 --> 00:55:38.840 align:middle line:84%
So all that details that's kind
of streaming into your ear,

00:55:38.840 --> 00:55:41.920 align:middle line:84%
you're able to use
that for performance

00:55:41.920 --> 00:55:43.700 align:middle line:84%
on a texture
discrimination task.

00:55:43.700 --> 00:55:46.120 align:middle line:84%
So it seems like they
contribute to your estimate

00:55:46.120 --> 00:55:47.180 align:middle line:90%
of the statistics.

00:55:47.180 --> 00:55:50.100 align:middle line:84%
And when the task is based
on differences in statistics,

00:55:50.100 --> 00:55:53.630 align:middle line:90%
you get better and better.

00:55:53.630 --> 00:55:58.240 align:middle line:84%
But it seems that those details
are not otherwise retained.

00:55:58.240 --> 00:56:02.120 align:middle line:84%
So that when you have different
excerpts of the same texture,

00:56:02.120 --> 00:56:05.820 align:middle line:84%
you have a hard time
telling them apart.

00:56:05.820 --> 00:56:09.040 align:middle line:84%
So all of this is
consistent with the idea

00:56:09.040 --> 00:56:11.760 align:middle line:84%
that when you hear
texture-like things,

00:56:11.760 --> 00:56:15.280 align:middle line:84%
your brain turns them into
a statistical representation

00:56:15.280 --> 00:56:17.760 align:middle line:84%
that kind of averages
information over time,

00:56:17.760 --> 00:56:19.820 align:middle line:84%
and you lose access
to the detail,

00:56:19.820 --> 00:56:23.300 align:middle line:84%
even though that detail is
used to compute the statistics.

00:56:23.300 --> 00:56:26.520 align:middle line:90%


00:56:26.520 --> 00:56:30.640 align:middle line:84%
What questions you
got about this?

00:56:30.640 --> 00:56:31.670 align:middle line:90%
Yeah.

00:56:31.670 --> 00:56:33.420 align:middle line:84%
AUDIENCE: Well, it's
about discrimination,

00:56:33.420 --> 00:56:36.720 align:middle line:84%
is it strictly decreasing
with the excerpt duration,

00:56:36.720 --> 00:56:41.160 align:middle line:84%
or is that supposed to be a
turning point where it initially

00:56:41.160 --> 00:56:44.200 align:middle line:84%
gets better and
then it gets worse?

00:56:44.200 --> 00:56:46.700 align:middle line:84%
JOSH MCDERMOTT: Yeah, I mean,
if you made this short enough,

00:56:46.700 --> 00:56:51.227 align:middle line:84%
you're going to get worse,
because at some point they'll--

00:56:51.227 --> 00:56:53.560 align:middle line:84%
like if they get short enough,
they'll probably all just

00:56:53.560 --> 00:56:55.360 align:middle line:84%
sound like clicks, is
my guess, and they'll

00:56:55.360 --> 00:56:57.200 align:middle line:90%
get harder to discriminate.

00:56:57.200 --> 00:56:57.820 align:middle line:90%
Yeah.

00:56:57.820 --> 00:57:00.160 align:middle line:84%
But the experiment didn't
go down that short.

00:57:00.160 --> 00:57:02.120 align:middle line:90%
Yeah.

00:57:02.120 --> 00:57:02.620 align:middle line:90%
Yeah.

00:57:02.620 --> 00:57:05.080 align:middle line:84%
I mean 40 milliseconds
is still--

00:57:05.080 --> 00:57:07.080 align:middle line:90%
that's like a blink of an eye.

00:57:07.080 --> 00:57:08.460 align:middle line:90%
So that's pretty brief.

00:57:08.460 --> 00:57:12.280 align:middle line:84%
But it's possible that if you
went down to 10, at some level,

00:57:12.280 --> 00:57:13.740 align:middle line:84%
if you just end up
with one sample,

00:57:13.740 --> 00:57:18.300 align:middle line:90%
they're all going to be clicks.

00:57:18.300 --> 00:57:22.320 align:middle line:84%
So you might also be worried
about that maybe what's going on

00:57:22.320 --> 00:57:25.980 align:middle line:90%
here is related to memory.

00:57:25.980 --> 00:57:28.890 align:middle line:84%
So this is what the
stimuli actually

00:57:28.890 --> 00:57:31.970 align:middle line:84%
look like on a
long-duration trial

00:57:31.970 --> 00:57:33.830 align:middle line:84%
versus a short-duration
trial right.

00:57:33.830 --> 00:57:37.265 align:middle line:84%
So if the inner stimulus
interval is the same,

00:57:37.265 --> 00:57:39.890 align:middle line:84%
you might worry about the fact
that, well, when the stimuli are

00:57:39.890 --> 00:57:43.250 align:middle line:84%
really long, the bits
that you have to compare

00:57:43.250 --> 00:57:45.390 align:middle line:84%
are kind of separated
like further in time,

00:57:45.390 --> 00:57:47.410 align:middle line:84%
and so maybe it's
hard to remember,

00:57:47.410 --> 00:57:50.170 align:middle line:90%
and that kind of messes you up.

00:57:50.170 --> 00:57:52.290 align:middle line:84%
So you can do a control
experiment where you just

00:57:52.290 --> 00:57:55.130 align:middle line:84%
kind of space the
short ones out in time,

00:57:55.130 --> 00:57:57.075 align:middle line:90%
and that has very little effect.

00:57:57.075 --> 00:57:58.450 align:middle line:84%
So you're still
much, much better

00:57:58.450 --> 00:58:02.320 align:middle line:84%
when they're short
than when they're long.

00:58:02.320 --> 00:58:06.730 align:middle line:84%
So the take-home message here
is that the results suggest

00:58:06.730 --> 00:58:08.850 align:middle line:84%
that people are using
a representation

00:58:08.850 --> 00:58:12.610 align:middle line:90%
of time-averaged statistics.

00:58:12.610 --> 00:58:15.130 align:middle line:84%
And again, based
on this phenomenon

00:58:15.130 --> 00:58:18.850 align:middle line:84%
that the statistics
will converge

00:58:18.850 --> 00:58:20.497 align:middle line:90%
as the sample size increases.

00:58:20.497 --> 00:58:22.830 align:middle line:84%
In this case, the sample size
is determined by duration.

00:58:22.830 --> 00:58:26.620 align:middle line:90%


00:58:26.620 --> 00:58:29.620 align:middle line:84%
So textures in the
real world are normally

00:58:29.620 --> 00:58:31.740 align:middle line:84%
generated from a
superposition of sources.

00:58:31.740 --> 00:58:34.680 align:middle line:84%
So you have rain, it consists of
a lot of raindrops, or insects,

00:58:34.680 --> 00:58:41.620 align:middle line:84%
it's a lot of insects, things
like that And so, for instance,

00:58:41.620 --> 00:58:43.353 align:middle line:90%
like here's one person talking.

00:58:43.353 --> 00:58:44.020 align:middle line:90%
[AUDIO PLAYBACK]

00:58:44.020 --> 00:58:46.485 align:middle line:90%
- [GERMAN]

00:58:46.485 --> 00:58:48.445 align:middle line:90%
[END PLAYBACK]

00:58:48.445 --> 00:58:50.320 align:middle line:84%
JOSH MCDERMOTT: And
here's 29 people talking.

00:58:50.320 --> 00:58:51.800 align:middle line:90%
This is a German cocktail party.

00:58:51.800 --> 00:58:52.467 align:middle line:90%
[AUDIO PLAYBACK]

00:58:52.467 --> 00:58:54.192 align:middle line:84%
[MULTIPLE CONVERSATIONS IN
GERMAN]

00:58:54.192 --> 00:58:55.140 align:middle line:90%
[END PLAYBACK]

00:58:55.140 --> 00:58:57.200 align:middle line:84%
JOSH MCDERMOTT: And
that's a texture.

00:58:57.200 --> 00:59:00.060 align:middle line:84%
So we can generate,
in principle,

00:59:00.060 --> 00:59:03.580 align:middle line:84%
kind of a continuum of
sounds, where on one end

00:59:03.580 --> 00:59:05.840 align:middle line:84%
you have a single source,
and on the other hand,

00:59:05.840 --> 00:59:07.880 align:middle line:90%
you have a lot of sources.

00:59:07.880 --> 00:59:12.340 align:middle line:84%
And we can ask,
well what happens

00:59:12.340 --> 00:59:15.740 align:middle line:84%
to this phenomenon of being
dependent on statistical

00:59:15.740 --> 00:59:20.020 align:middle line:84%
representations as a function of
the extent to which the sounds

00:59:20.020 --> 00:59:22.180 align:middle line:90%
are really texture-like?

00:59:22.180 --> 00:59:23.440 align:middle line:90%
And so here's what happens.

00:59:23.440 --> 00:59:26.130 align:middle line:84%
So this is a graph that--
it's the same task.

00:59:26.130 --> 00:59:30.820 align:middle line:84%
This is exemplar discrimination,
but with four types of signals.

00:59:30.820 --> 00:59:33.070 align:middle line:84%
So here, you have something
that's very texture-like--

00:59:33.070 --> 00:59:37.830 align:middle line:84%
it's 115 speakers
at this party--

00:59:37.830 --> 00:59:39.170 align:middle line:90%
all the way up to one speaker.

00:59:39.170 --> 00:59:41.650 align:middle line:84%
So the graph plots proportion
correct versus excerpt duration.

00:59:41.650 --> 00:59:43.858 align:middle line:84%
So here, there's just two
durations, one that's short

00:59:43.858 --> 00:59:45.430 align:middle line:90%
and one there's one that's long.

00:59:45.430 --> 00:59:47.310 align:middle line:84%
And so the black
curve is just kind

00:59:47.310 --> 00:59:49.670 align:middle line:84%
of a replication of the
thing that we saw previously

00:59:49.670 --> 00:59:53.230 align:middle line:84%
for textures, which is that you
have a hard time discriminating

00:59:53.230 --> 00:59:56.030 align:middle line:84%
excerpts when they're long,
consistent with the idea

00:59:56.030 --> 00:59:58.270 align:middle line:84%
that you become
reliant on statistics.

00:59:58.270 --> 01:00:02.110 align:middle line:84%
But what's pretty
interesting is that when

01:00:02.110 --> 01:00:05.070 align:middle line:84%
the density of this
mixture is varied,

01:00:05.070 --> 01:00:06.330 align:middle line:90%
the behavior really changes.

01:00:06.330 --> 01:00:08.950 align:middle line:84%
And so in the extreme case
where you have one speaker,

01:00:08.950 --> 01:00:13.150 align:middle line:84%
you actually get better at the
task as the duration increases.

01:00:13.150 --> 01:00:18.470 align:middle line:84%
So with a single speaker,
you're not completely

01:00:18.470 --> 01:00:20.323 align:middle line:84%
reducing the representation
to these time

01:00:20.323 --> 01:00:21.990 align:middle line:84%
average statistics,
which at some level,

01:00:21.990 --> 01:00:24.090 align:middle line:84%
is not very surprising,
because speech

01:00:24.090 --> 01:00:26.190 align:middle line:84%
has got a lot of
temporal structure,

01:00:26.190 --> 01:00:28.870 align:middle line:84%
and allows you to understand
what someone says,

01:00:28.870 --> 01:00:31.800 align:middle line:84%
is the temporal
sequence of the phonemes

01:00:31.800 --> 01:00:33.050 align:middle line:90%
and syllables that they utter.

01:00:33.050 --> 01:00:36.850 align:middle line:84%
But you can also see that
there's this gradual transition.

01:00:36.850 --> 01:00:38.990 align:middle line:84%
So as the thing becomes
more and more texture-like,

01:00:38.990 --> 01:00:42.830 align:middle line:84%
you seem to become
more and more dependent

01:00:42.830 --> 01:00:45.910 align:middle line:84%
on this statistical
representation.

01:00:45.910 --> 01:00:48.690 align:middle line:84%
And in all of the cases
at the short durations,

01:00:48.690 --> 01:00:54.200 align:middle line:84%
you're about equally good at
discriminating the sounds.

01:00:54.200 --> 01:00:56.370 align:middle line:84%
So we can ask whether this
is specific to speech.

01:00:56.370 --> 01:00:59.770 align:middle line:84%
So here's the same idea,
but with drum hits.

01:00:59.770 --> 01:01:03.490 align:middle line:84%
So this is a very sparse
sequence of drum hits.

01:01:03.490 --> 01:01:04.485 align:middle line:90%
[AUDIO PLAYBACK]

01:01:04.485 --> 01:01:06.960 align:middle line:90%
[SPARSE DRUM HITS]

01:01:06.960 --> 01:01:07.950 align:middle line:90%
[END PLAYBACK]

01:01:07.950 --> 01:01:09.950 align:middle line:84%
JOSH MCDERMOTT: And
here's, it's more dense.

01:01:09.950 --> 01:01:12.250 align:middle line:90%
[RAPID DRUM HITS]

01:01:12.250 --> 01:01:13.630 align:middle line:90%
[END PLAYBACK]

01:01:13.630 --> 01:01:16.330 align:middle line:84%
JOSH MCDERMOTT: And you
get the same phenomenon.

01:01:16.330 --> 01:01:19.950 align:middle line:84%
So the very sparse signal,
five hits per second,

01:01:19.950 --> 01:01:23.280 align:middle line:84%
shows an improvement in
this discrimination task

01:01:23.280 --> 01:01:28.280 align:middle line:84%
with duration, whereas the
dense ones show this decrease

01:01:28.280 --> 01:01:29.700 align:middle line:90%
in discrimination.

01:01:29.700 --> 01:01:32.740 align:middle line:90%


01:01:32.740 --> 01:01:34.958 align:middle line:84%
So in all these, cases,
again the same points apply.

01:01:34.958 --> 01:01:37.000 align:middle line:84%
So the high performance
with these short excerpts

01:01:37.000 --> 01:01:39.440 align:middle line:84%
indicates that
all of the stimuli

01:01:39.440 --> 01:01:41.840 align:middle line:90%
contain discriminable variation.

01:01:41.840 --> 01:01:45.800 align:middle line:84%
It's not the case that you
can't discriminate these things,

01:01:45.800 --> 01:01:48.600 align:middle line:84%
just because there isn't
discriminable detail that's

01:01:48.600 --> 01:01:49.960 align:middle line:90%
contained in the sound.

01:01:49.960 --> 01:01:52.200 align:middle line:84%
So they all contain
discriminable variation,

01:01:52.200 --> 01:01:55.480 align:middle line:84%
but the temporal detail
is not retained when

01:01:55.480 --> 01:01:57.680 align:middle line:90%
the signals are texture-like.

01:01:57.680 --> 01:02:03.040 align:middle line:84%
So that seems to be
a fundamental thing

01:02:03.040 --> 01:02:06.020 align:middle line:84%
about the representation
of textures.

01:02:06.020 --> 01:02:09.560 align:middle line:84%
And we think there's probably
similar principles that

01:02:09.560 --> 01:02:13.160 align:middle line:84%
would apply for visual
textures, but only across space.

01:02:13.160 --> 01:02:16.260 align:middle line:84%
So as the size of a
texture would increase,

01:02:16.260 --> 01:02:20.010 align:middle line:84%
you'd probably see similar
decreases in the ability

01:02:20.010 --> 01:02:22.410 align:middle line:90%
to discriminate examples.

01:02:22.410 --> 01:02:23.510 align:middle line:90%
Questions about that?

01:02:23.510 --> 01:02:30.390 align:middle line:90%


01:02:30.390 --> 01:02:32.970 align:middle line:84%
So one other question
you might wonder about

01:02:32.970 --> 01:02:35.390 align:middle line:84%
is, will any set
of statistics do?

01:02:35.390 --> 01:02:39.330 align:middle line:84%
So we just kind of made
up this set of statistics,

01:02:39.330 --> 01:02:44.730 align:middle line:84%
but it was based on our best bet
for a model of the early stages

01:02:44.730 --> 01:02:45.750 align:middle line:90%
of the auditory system.

01:02:45.750 --> 01:02:48.970 align:middle line:84%
So there are these three
stages of this model.

01:02:48.970 --> 01:02:52.250 align:middle line:84%
There are these filters that
are based on the cochlea.

01:02:52.250 --> 01:02:54.690 align:middle line:84%
There's this
compressive nonlinearity

01:02:54.690 --> 01:02:56.210 align:middle line:84%
that is motivated
by the compression

01:02:56.210 --> 01:02:57.650 align:middle line:84%
that we think
happens in the ear.

01:02:57.650 --> 01:02:59.830 align:middle line:84%
And then we've got these
modulation filters,

01:02:59.830 --> 01:03:01.290 align:middle line:90%
the second stage of filters.

01:03:01.290 --> 01:03:05.130 align:middle line:84%
And we could ask, well,
what happens if we actually

01:03:05.130 --> 01:03:08.290 align:middle line:84%
change this in a way to
make it less consistent

01:03:08.290 --> 01:03:10.330 align:middle line:90%
with what we know about biology?

01:03:10.330 --> 01:03:13.530 align:middle line:84%
So this is called a
log-spaced filter bank.

01:03:13.530 --> 01:03:16.130 align:middle line:84%
You all know that the
filter bank in the ear

01:03:16.130 --> 01:03:18.410 align:middle line:84%
is not exactly log
spaced, but so it's kind

01:03:18.410 --> 01:03:19.910 align:middle line:90%
of approximately log spaced.

01:03:19.910 --> 01:03:21.660 align:middle line:84%
But remember, the
filters in the ear, they

01:03:21.660 --> 01:03:24.090 align:middle line:84%
get broader at high frequencies
than at low frequencies.

01:03:24.090 --> 01:03:25.507 align:middle line:84%
So you can ask,
well, what happens

01:03:25.507 --> 01:03:28.730 align:middle line:84%
if we use an incorrect auditory
model where the filters are

01:03:28.730 --> 01:03:30.957 align:middle line:84%
linearly spaced, like they're
all the same bandwidth?

01:03:30.957 --> 01:03:32.790 align:middle line:84%
So this violates what
we know about the ear.

01:03:32.790 --> 01:03:35.370 align:middle line:90%


01:03:35.370 --> 01:03:39.330 align:middle line:84%
Similarly, we could take that
compressive nonlinearity that

01:03:39.330 --> 01:03:42.770 align:middle line:84%
happens in the ear
and get rid of that

01:03:42.770 --> 01:03:45.310 align:middle line:84%
and end up with different
auditory models,

01:03:45.310 --> 01:03:48.690 align:middle line:84%
measure their
statistics, and then ask

01:03:48.690 --> 01:03:52.090 align:middle line:84%
if it makes a difference
in how the textures sound.

01:03:52.090 --> 01:03:55.010 align:middle line:84%
And so this was measured
with an experiment where

01:03:55.010 --> 01:03:57.770 align:middle line:84%
people heard the original
texture, and then

01:03:57.770 --> 01:03:59.850 align:middle line:90%
two synthetic versions.

01:03:59.850 --> 01:04:01.610 align:middle line:84%
One of the synthetic
versions came

01:04:01.610 --> 01:04:05.178 align:middle line:84%
from the biologically correct
model, or at least our best bet

01:04:05.178 --> 01:04:06.470 align:middle line:90%
at what's biologically correct.

01:04:06.470 --> 01:04:09.630 align:middle line:84%
And the other one came
from an alternative model.

01:04:09.630 --> 01:04:11.690 align:middle line:84%
And so there were four
alternative models,

01:04:11.690 --> 01:04:13.610 align:middle line:84%
one where we got rid
of the compression, one

01:04:13.610 --> 01:04:15.627 align:middle line:84%
where we made the
cochlea linearly spaced,

01:04:15.627 --> 01:04:17.960 align:middle line:84%
one when we made the modulation
filters linearly spaced,

01:04:17.960 --> 01:04:19.580 align:middle line:84%
and the one where
we did all three.

01:04:19.580 --> 01:04:23.340 align:middle line:84%
And so the prediction here
is that it doesn't really

01:04:23.340 --> 01:04:24.980 align:middle line:84%
matter what model
you use and what

01:04:24.980 --> 01:04:26.560 align:middle line:90%
statistics you're measuring.

01:04:26.560 --> 01:04:29.420 align:middle line:84%
If you just need to measure
a big set of statistics,

01:04:29.420 --> 01:04:31.460 align:middle line:84%
then people shouldn't
have, on average,

01:04:31.460 --> 01:04:34.120 align:middle line:84%
a preference for the textures
from one model over another.

01:04:34.120 --> 01:04:36.740 align:middle line:84%
And so they should be right
at 50%, that dashed line.

01:04:36.740 --> 01:04:41.660 align:middle line:84%
But instead what happens
is that in every case,

01:04:41.660 --> 01:04:47.260 align:middle line:84%
people systematically prefer the
biologically plausible model.

01:04:47.260 --> 01:04:50.040 align:middle line:90%
And here's just a few examples.

01:04:50.040 --> 01:04:54.020 align:middle line:84%
So this is crowd noise generated
from the biologically plausible

01:04:54.020 --> 01:04:54.680 align:middle line:90%
model.

01:04:54.680 --> 01:04:55.347 align:middle line:90%
[AUDIO PLAYBACK]

01:04:55.347 --> 01:04:57.635 align:middle line:90%
[CROWD NOISE]

01:04:57.635 --> 01:04:58.560 align:middle line:90%
[END PLAYBACK]

01:04:58.560 --> 01:05:00.560 align:middle line:84%
JOSH MCDERMOTT: And from
the non-biological one.

01:05:00.560 --> 01:05:01.227 align:middle line:90%
[AUDIO PLAYBACK]

01:05:01.227 --> 01:05:03.790 align:middle line:90%
[DISTORTED CROWD NOISE]

01:05:03.790 --> 01:05:04.700 align:middle line:90%
[END PLAYBACK]

01:05:04.700 --> 01:05:06.325 align:middle line:84%
JOSH MCDERMOTT:
Probably here it sounds

01:05:06.325 --> 01:05:10.060 align:middle line:84%
kind of weird and a little
bit garbled or something.

01:05:10.060 --> 01:05:12.994 align:middle line:84%
And here's one more
example, a helicopter.

01:05:12.994 --> 01:05:13.661 align:middle line:90%
[AUDIO PLAYBACK]

01:05:13.661 --> 01:05:15.693 align:middle line:90%
[HELICOPTER WHIRRING]

01:05:15.693 --> 01:05:17.110 align:middle line:84%
JOSH MCDERMOTT:
Can you hear that?

01:05:17.110 --> 01:05:17.830 align:middle line:90%
AUDIENCE: Yeah.

01:05:17.830 --> 01:05:17.930 align:middle line:90%
[END PLAYBACK]

01:05:17.930 --> 01:05:19.970 align:middle line:84%
JOSH MCDERMOTT: And then here's
from the nonbiological model.

01:05:19.970 --> 01:05:20.637 align:middle line:90%
[AUDIO PLAYBACK]

01:05:20.637 --> 01:05:24.287 align:middle line:90%
[WARBLY HELICOPTER WHIRRING]

01:05:24.287 --> 01:05:24.870 align:middle line:90%
[END PLAYBACK]

01:05:24.870 --> 01:05:26.550 align:middle line:84%
JOSH MCDERMOTT: So you can hear
the modulations don't quite

01:05:26.550 --> 01:05:27.050 align:middle line:90%
sound right.

01:05:27.050 --> 01:05:29.092 align:middle line:84%
And that's probably because
the modulation filter

01:05:29.092 --> 01:05:31.610 align:middle line:84%
bank is kind of not spaced
in the way that ours is.

01:05:31.610 --> 01:05:33.710 align:middle line:84%
And so our sensitivity
to modulation

01:05:33.710 --> 01:05:38.320 align:middle line:84%
is mismatched with
that of the model.

01:05:38.320 --> 01:05:42.430 align:middle line:84%
And so the idea here
is that the procedure

01:05:42.430 --> 01:05:43.825 align:middle line:90%
is initialized with noise.

01:05:43.825 --> 01:05:45.450 align:middle line:84%
So we get a different
sound every time,

01:05:45.450 --> 01:05:47.470 align:middle line:84%
sharing only the
statistical properties.

01:05:47.470 --> 01:05:50.090 align:middle line:84%
And the statistics
define a class of sounds.

01:05:50.090 --> 01:05:52.450 align:middle line:84%
This is same idea we talked
about with visual textures.

01:05:52.450 --> 01:05:54.550 align:middle line:84%
There's an equivalence
class that's

01:05:54.550 --> 01:05:56.308 align:middle line:90%
defined by these statistics.

01:05:56.308 --> 01:05:58.350 align:middle line:84%
And so the idea is that
if the statistics measure

01:05:58.350 --> 01:06:00.910 align:middle line:84%
what the brain is
measuring, then the samples

01:06:00.910 --> 01:06:04.430 align:middle line:84%
should sound like another
example of the original sound.

01:06:04.430 --> 01:06:08.290 align:middle line:84%
But if the statistics
don't measure

01:06:08.290 --> 01:06:09.790 align:middle line:84%
what the brain is
measuring, then we

01:06:09.790 --> 01:06:11.443 align:middle line:84%
get a different
equivalence class.

01:06:11.443 --> 01:06:13.110 align:middle line:84%
So in this case, we
think the statistics

01:06:13.110 --> 01:06:14.710 align:middle line:84%
of that nonbiological
model, they

01:06:14.710 --> 01:06:16.630 align:middle line:84%
define a different
class of sound.

01:06:16.630 --> 01:06:18.850 align:middle line:84%
And when we run the
synthesis procedure--

01:06:18.850 --> 01:06:23.130 align:middle line:84%
so both sets of sounds, like the
set for what our brain is using,

01:06:23.130 --> 01:06:26.070 align:middle line:84%
which is symbolized in blue, and
the set for this incorrect model

01:06:26.070 --> 01:06:28.310 align:middle line:84%
in red, both of them
contain the original,

01:06:28.310 --> 01:06:31.390 align:middle line:84%
because the original defines
the set of statistics

01:06:31.390 --> 01:06:34.370 align:middle line:84%
along with the model
that defines that set.

01:06:34.370 --> 01:06:36.270 align:middle line:84%
And when we run the
synthesis, we're

01:06:36.270 --> 01:06:38.770 align:middle line:84%
pulling an example
from that set.

01:06:38.770 --> 01:06:40.952 align:middle line:84%
And so if we've got the
wrong set of statistics,

01:06:40.952 --> 01:06:42.410 align:middle line:84%
we get the wrong
equivalence class,

01:06:42.410 --> 01:06:46.430 align:middle line:84%
and you get something that
just doesn't sound right to us.

01:06:46.430 --> 01:06:48.230 align:middle line:84%
So the point is that
it does actually

01:06:48.230 --> 01:06:53.970 align:middle line:84%
kind of matter to use a model
that we think is correct.

01:06:53.970 --> 01:06:56.430 align:middle line:84%
Last thing I want
to show you, this

01:06:56.430 --> 01:07:00.950 align:middle line:84%
is an experiment where people
were played an original sound,

01:07:00.950 --> 01:07:04.870 align:middle line:84%
and then a synthetic sound, like
generated from the biologically

01:07:04.870 --> 01:07:05.637 align:middle line:90%
plausible model.

01:07:05.637 --> 01:07:07.470 align:middle line:84%
And they were just asked
to rate the realism

01:07:07.470 --> 01:07:11.440 align:middle line:84%
of the synthetic sound
like on a scale of 1 to 7.

01:07:11.440 --> 01:07:13.360 align:middle line:84%
And they did this
for 170 sounds.

01:07:13.360 --> 01:07:16.440 align:middle line:84%
So this is a histogram that
just plots the distribution

01:07:16.440 --> 01:07:19.460 align:middle line:84%
of the average realism ratings
for each one of those 170

01:07:19.460 --> 01:07:22.400 align:middle line:84%
sounds, like averaged across
a bunch of participants.

01:07:22.400 --> 01:07:24.800 align:middle line:84%
There's just two things
to take away from this.

01:07:24.800 --> 01:07:28.220 align:middle line:84%
The first is that there's a big
bump up here kind of at the top.

01:07:28.220 --> 01:07:29.680 align:middle line:84%
So that is
encouraging, because it

01:07:29.680 --> 01:07:31.680 align:middle line:84%
means that for a lot
of sounds, people

01:07:31.680 --> 01:07:34.560 align:middle line:84%
are saying that the synthesis
is fairly realistic.

01:07:34.560 --> 01:07:38.080 align:middle line:84%
But the second thing is that
there's this tail down here.

01:07:38.080 --> 01:07:40.200 align:middle line:84%
And this is quite
interesting because these

01:07:40.200 --> 01:07:44.360 align:middle line:84%
are cases where, despite the
fact that we have matched

01:07:44.360 --> 01:07:47.280 align:middle line:84%
these sounds along this
big set of statistics,

01:07:47.280 --> 01:07:49.280 align:middle line:84%
people are saying that
they don't sound anything

01:07:49.280 --> 01:07:50.220 align:middle line:90%
like the original.

01:07:50.220 --> 01:07:53.080 align:middle line:84%
So it means that our brain
is measuring something

01:07:53.080 --> 01:07:54.460 align:middle line:90%
that the model is not.

01:07:54.460 --> 01:07:55.960 align:middle line:84%
And so these failures,
again, always

01:07:55.960 --> 01:07:57.800 align:middle line:84%
give us kind of
interesting clues

01:07:57.800 --> 01:08:01.960 align:middle line:84%
for how we can make
our theories better.

01:08:01.960 --> 01:08:06.960 align:middle line:84%
And so this is a list
of the 15 or so sounds

01:08:06.960 --> 01:08:09.120 align:middle line:90%
that got the lowest rating.

01:08:09.120 --> 01:08:11.332 align:middle line:84%
And just to make it
easy on you, I'll

01:08:11.332 --> 01:08:13.290 align:middle line:84%
put some labels next to
them, because they tend

01:08:13.290 --> 01:08:17.352 align:middle line:90%
to have one of three things.

01:08:17.352 --> 01:08:19.810 align:middle line:84%
So they tend to either be sounds
that involve pitch, sounds

01:08:19.810 --> 01:08:22.050 align:middle line:84%
that have some kind
of rhythm, or sounds

01:08:22.050 --> 01:08:23.569 align:middle line:90%
that have reverberation.

01:08:23.569 --> 01:08:25.649 align:middle line:84%
And so I'll play you
both the original

01:08:25.649 --> 01:08:29.932 align:middle line:84%
and the synthetic version,
just to give you a flavor.

01:08:29.932 --> 01:08:30.599 align:middle line:90%
[AUDIO PLAYBACK]

01:08:30.599 --> 01:08:33.074 align:middle line:90%
[RAILROAD BELLS]

01:08:33.074 --> 01:08:33.892 align:middle line:90%
[END PLAYBACK]

01:08:33.892 --> 01:08:34.559 align:middle line:90%
[AUDIO PLAYBACK]

01:08:34.559 --> 01:08:38.024 align:middle line:90%
[DISTORTED RAILROAD BELLS]

01:08:38.024 --> 01:08:39.337 align:middle line:90%
[END PLAYBACK]

01:08:39.337 --> 01:08:40.004 align:middle line:90%
[AUDIO PLAYBACK]

01:08:40.004 --> 01:08:43.464 align:middle line:90%
[BANGING]

01:08:43.464 --> 01:08:43.964 align:middle line:90%


01:08:43.964 --> 01:08:45.277 align:middle line:90%
[END PLAYBACK]

01:08:45.277 --> 01:08:45.944 align:middle line:90%
[AUDIO PLAYBACK]

01:08:45.944 --> 01:08:49.409 align:middle line:90%
[DISTORTED BANGING]

01:08:49.409 --> 01:08:53.197 align:middle line:90%


01:08:53.197 --> 01:08:53.864 align:middle line:90%
[AUDIO PLAYBACK]

01:08:53.864 --> 01:08:56.834 align:middle line:90%
[TAPPING]

01:08:56.834 --> 01:08:58.642 align:middle line:90%
[END PLAYBACK]

01:08:58.642 --> 01:08:59.309 align:middle line:90%
[AUDIO PLAYBACK]

01:08:59.309 --> 01:09:02.774 align:middle line:90%
[DISTORTED TAPPING]

01:09:02.774 --> 01:09:03.764 align:middle line:90%


01:09:03.764 --> 01:09:05.078 align:middle line:90%
[END PLAYBACK]

01:09:05.078 --> 01:09:06.870 align:middle line:84%
JOSH MCDERMOTT: So
there's some taps there,

01:09:06.870 --> 01:09:09.420 align:middle line:90%
but the rhythm is kind of lost.

01:09:09.420 --> 01:09:12.300 align:middle line:84%
And I should emphasize
that it wasn't

01:09:12.300 --> 01:09:16.060 align:middle line:84%
really obvious before doing the
whole exercise of synthesizing

01:09:16.060 --> 01:09:18.859 align:middle line:84%
the sounds that these statistics
would not capture rhythm.

01:09:18.859 --> 01:09:21.359 align:middle line:84%
We actually thought there was
a good chance that they might.

01:09:21.359 --> 01:09:25.420 align:middle line:84%
But then you go and do it, and
you're forced to face the truth.

01:09:25.420 --> 01:09:27.353 align:middle line:84%
It really doesn't do a
great job with music.

01:09:27.353 --> 01:09:28.020 align:middle line:90%
[AUDIO PLAYBACK]

01:09:28.020 --> 01:09:31.317 align:middle line:90%
[MAMBO MUSIC]

01:09:31.317 --> 01:09:32.260 align:middle line:90%
[END PLAYBACK]

01:09:32.260 --> 01:09:33.700 align:middle line:90%
JOSH MCDERMOTT: And here you go.

01:09:33.700 --> 01:09:37.011 align:middle line:90%
[DISTORTED MAMBO MUSIC]

01:09:37.011 --> 01:09:38.430 align:middle line:90%


01:09:38.430 --> 01:09:41.899 align:middle line:90%
[END PLAYBACK]

01:09:41.899 --> 01:09:43.420 align:middle line:84%
JOSH MCDERMOTT:
So these failures

01:09:43.420 --> 01:09:44.899 align:middle line:84%
are kind of exciting
in the sense

01:09:44.899 --> 01:09:47.300 align:middle line:84%
that they point the
direction to things

01:09:47.300 --> 01:09:48.880 align:middle line:90%
that we need to understand.

01:09:48.880 --> 01:09:52.819 align:middle line:84%
And so this is the value
of having models that

01:09:52.819 --> 01:09:54.660 align:middle line:90%
can be applied to any sound.

01:09:54.660 --> 01:09:57.500 align:middle line:84%
That's what we aspire to
in perceptual science,

01:09:57.500 --> 01:10:00.113 align:middle line:84%
because they force
you to face the truth.

01:10:00.113 --> 01:10:00.780 align:middle line:90%
[AUDIO PLAYBACK]

01:10:00.780 --> 01:10:01.530 align:middle line:90%
[DISTORTED SPEECH]

01:10:01.530 --> 01:10:02.540 align:middle line:90%
[END PLAYBACK]

01:10:02.540 --> 01:10:05.460 align:middle line:84%
JOSH MCDERMOTT: So
take-home messages.

01:10:05.460 --> 01:10:08.220 align:middle line:84%
We talked about the
idea that synthesis

01:10:08.220 --> 01:10:11.040 align:middle line:84%
can help us test and explore
theories of perception,

01:10:11.040 --> 01:10:13.700 align:middle line:84%
and we saw that applied
to texture in both vision

01:10:13.700 --> 01:10:15.420 align:middle line:90%
and audition.

01:10:15.420 --> 01:10:17.300 align:middle line:84%
Variables that produce
compelling synthesis

01:10:17.300 --> 01:10:20.930 align:middle line:84%
are things that could
plausibly underlie perception.

01:10:20.930 --> 01:10:23.180 align:middle line:84%
Synthesis failures are really
interesting because they

01:10:23.180 --> 01:10:25.220 align:middle line:84%
point the way to
new variables that

01:10:25.220 --> 01:10:27.860 align:middle line:84%
might be important for
the perceptual system.

01:10:27.860 --> 01:10:29.740 align:middle line:84%
We saw evidence that
many natural sounds

01:10:29.740 --> 01:10:32.900 align:middle line:84%
may be recognized with
relatively simple statistics

01:10:32.900 --> 01:10:35.260 align:middle line:84%
of early auditory
representations.

01:10:35.260 --> 01:10:37.340 align:middle line:84%
So the very simplest
statistics capturing

01:10:37.340 --> 01:10:39.773 align:middle line:84%
things like the spectrum and
are not that informative,

01:10:39.773 --> 01:10:41.440 align:middle line:84%
but if you go a little
bit more complex,

01:10:41.440 --> 01:10:43.740 align:middle line:84%
you get representations
that are pretty powerful.

01:10:43.740 --> 01:10:46.780 align:middle line:84%
We saw evidence that for
sufficiently texture-like

01:10:46.780 --> 01:10:50.205 align:middle line:84%
sounds, statistics
may be all you have,

01:10:50.205 --> 01:10:51.580 align:middle line:84%
which actually
makes it difficult

01:10:51.580 --> 01:10:55.500 align:middle line:84%
to discriminate different
excerpts of different textures.

01:10:55.500 --> 01:10:58.700 align:middle line:84%
And I'll just highlight that
textures are one domain where

01:10:58.700 --> 01:11:01.660 align:middle line:84%
I think we have models that do
a pretty good job of accounting

01:11:01.660 --> 01:11:03.140 align:middle line:90%
for perception.

01:11:03.140 --> 01:11:06.990 align:middle line:84%
And we're not quite this far
in really any other aspect

01:11:06.990 --> 01:11:10.230 align:middle line:90%
of perception at this point.

01:11:10.230 --> 01:11:14.125 align:middle line:84%
So I'm going to end there, but
I'm happy to take questions.

01:11:14.125 --> 01:11:15.250 align:middle line:90%
What questions do you have?

01:11:15.250 --> 01:11:21.710 align:middle line:90%


01:11:21.710 --> 01:11:22.290 align:middle line:90%
Yeah.

01:11:22.290 --> 01:11:25.210 align:middle line:84%
AUDIENCE: This might be kind
of like a weird question,

01:11:25.210 --> 01:11:27.590 align:middle line:84%
but I feel like texture
makes a lot of sense

01:11:27.590 --> 01:11:30.610 align:middle line:84%
in the modalities of
like hearing and seeing,

01:11:30.610 --> 01:11:33.630 align:middle line:84%
but are there other
sensory textures?

01:11:33.630 --> 01:11:35.050 align:middle line:90%
Are there like touch textures?

01:11:35.050 --> 01:11:35.530 align:middle line:90%
JOSH MCDERMOTT: Oh yeah.

01:11:35.530 --> 01:11:36.890 align:middle line:84%
I mean, it's super
important for touch.

01:11:36.890 --> 01:11:38.770 align:middle line:84%
I mean, it's one of the
most important thing.

01:11:38.770 --> 01:11:44.043 align:middle line:84%
I mean, just think about
feeling different materials.

01:11:44.043 --> 01:11:45.710 align:middle line:84%
I mean, a lot of what
happens with touch

01:11:45.710 --> 01:11:49.990 align:middle line:84%
is you're sweeping
usually your fingertips

01:11:49.990 --> 01:11:56.070 align:middle line:84%
like over some surface, and
getting some statistical sense

01:11:56.070 --> 01:11:58.390 align:middle line:90%
of the textural properties.

01:11:58.390 --> 01:12:01.770 align:middle line:84%
Yeah, so texture is really
important for touch.

01:12:01.770 --> 01:12:04.480 align:middle line:90%


01:12:04.480 --> 01:12:07.620 align:middle line:84%
I mean, it's really important
for eating and drinking as well,

01:12:07.620 --> 01:12:09.620 align:middle line:84%
but that's also touched
just inside your mouth,

01:12:09.620 --> 01:12:14.280 align:middle line:84%
so maybe interacts with
flavor and taste in some kind

01:12:14.280 --> 01:12:16.120 align:middle line:90%
of complicated way.

01:12:16.120 --> 01:12:18.800 align:middle line:84%
But yeah, vision,
hearing, and touch, it's

01:12:18.800 --> 01:12:20.120 align:middle line:90%
important in all of them.

01:12:20.120 --> 01:12:22.200 align:middle line:90%
Yeah.

01:12:22.200 --> 01:12:23.840 align:middle line:84%
And I think all of
these same ideas,

01:12:23.840 --> 01:12:25.442 align:middle line:90%
they could be applied to touch.

01:12:25.442 --> 01:12:27.400 align:middle line:84%
It's just a lot harder
because it's much harder

01:12:27.400 --> 01:12:28.660 align:middle line:90%
to generate the stimuli.

01:12:28.660 --> 01:12:31.280 align:middle line:90%


01:12:31.280 --> 01:12:33.200 align:middle line:84%
And this is one of
many reasons why

01:12:33.200 --> 01:12:36.660 align:middle line:84%
there's lots of work on vision
and hearing and less on touch.

01:12:36.660 --> 01:12:39.320 align:middle line:84%
It's just like just
manipulating stimuli with touch

01:12:39.320 --> 01:12:41.720 align:middle line:90%
is challenging--

01:12:41.720 --> 01:12:45.040 align:middle line:90%
not impossible, but hard.

01:12:45.040 --> 01:12:46.460 align:middle line:90%
What other questions you got?

01:12:46.460 --> 01:12:51.560 align:middle line:90%


01:12:51.560 --> 01:12:52.280 align:middle line:90%
Yeah?

01:12:52.280 --> 01:12:55.020 align:middle line:84%
AUDIENCE: Can you play the
English one, the last one?

01:12:55.020 --> 01:13:03.376 align:middle line:90%


01:13:03.376 --> 01:13:04.360 align:middle line:90%
[AUDIO PLAYBACK]

01:13:04.360 --> 01:13:06.180 align:middle line:90%
- A boy fell from the window.

01:13:06.180 --> 01:13:07.700 align:middle line:90%
The wife helped her husband.

01:13:07.700 --> 01:13:09.620 align:middle line:90%
Big dogs can be dangerous.

01:13:09.620 --> 01:13:11.060 align:middle line:90%
Her shoes were very dirty.

01:13:11.060 --> 01:13:11.560 align:middle line:90%
The--

01:13:11.560 --> 01:13:12.347 align:middle line:90%
[END PLAYBACK]

01:13:12.347 --> 01:13:13.014 align:middle line:90%
[AUDIO PLAYBACK]

01:13:13.014 --> 01:13:16.360 align:middle line:90%
[DISTORTED SPEECH]

01:13:16.360 --> 01:13:18.010 align:middle line:90%


01:13:18.010 --> 01:13:18.727 align:middle line:90%
[END PLAYBACK]

01:13:18.727 --> 01:13:20.560 align:middle line:84%
JOSH MCDERMOTT: And
that's also interesting,

01:13:20.560 --> 01:13:23.080 align:middle line:84%
because on the one hand,
it's probably totally obvious

01:13:23.080 --> 01:13:25.960 align:middle line:90%
that is supposed to be speech.

01:13:25.960 --> 01:13:29.080 align:middle line:84%
So speech definitely has
distinctive properties

01:13:29.080 --> 01:13:30.900 align:middle line:84%
in this kind of
texture representation.

01:13:30.900 --> 01:13:33.040 align:middle line:84%
But it's also missing a
whole bunch of stuff that

01:13:33.040 --> 01:13:34.500 align:middle line:90%
is present in normal speech.

01:13:34.500 --> 01:13:38.200 align:middle line:84%
So speech and
music in particular

01:13:38.200 --> 01:13:40.140 align:middle line:84%
involve more complicated
measurements.

01:13:40.140 --> 01:13:42.328 align:middle line:84%
And I think if we
had the right model,

01:13:42.328 --> 01:13:44.120 align:middle line:84%
we could probably
generate speech and music

01:13:44.120 --> 01:13:46.750 align:middle line:90%
textures in the same way.

01:13:46.750 --> 01:14:01.000 align:middle line:90%