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‘Window
Object Properties Encoding it
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Figure 3.5. The protomodel.
‘The Protomodel in Visual Object Identification When most people be-
gin to think about the problem of object identification, the first mechanism
they think of (and one of the first that was thought of historically; see Neisser
1967) is template matching. A template, in this sense, is a stored model of a
shape. The idea is that one has in memory a template of each familiar shape,
and when an object is seen its input image is compared to the templates; the
template that overlaps the most with the image is selected as the best match,
This approach was quickly ruled out when researchers considered our abil-
ity to identify objects when their shapes vary. For example, say you stored an
image of an open hand and matched input to it when later trying to identify
hands. This procedure might work well if the hands you saw were always
open. But what happens when you see a hand that is closed, gesturing with
tovo fingers, and so forth? Imagine that you had a photograph of the different
hands taken on transparent pieces of plastic, and placed them over the photo
of an open hand. If you measured the degree of overlap, you would find that
a hand balled into fist barely overlaps the open hand—in fact, it overlaps a
hand grenade better than a hand! '
One approach to solving this problem is to store a separate template
for each possible shape. The large number of necessary templates that are
required by this scheme is not such a terrible flaw; as will be discussed in
High evel Vision—o—'”°&7@&& & ;;”»
chapter 7, human memory has a truly awesome capacity to store information.
aeeomental problem with this approach is that we see novel shapes all
the time, and can identify them anyway. For example, you may Neve! have
are man squatting on one foot with both hands pointing to the sides of
Ha seck but you can identify the shape as a person nevertheless, As outlined
Tn the previous section, we can identify objects in an astounding range of
circumstances.
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