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As Rossel noted, these different behaviours suggest that mantids, like humans, possess at least two distinct forms of stereopsis [103]. To stretch the analogy further, in both species, one stereo system seems to be suitable for getting the eyes into the right position (turning to fixate the target, in the case of mantis saccades) and the other for subsequent depth perception (releasing the strike).

Figure 14, reproduced from [44], shows how a model animal would respond to targets with a range of sizes and distances, if its probability of striking at any moment is proportional to the instantaneous activity of this simple binocular neuron. The three dashed lines compare data from real mantises. Remarkably, this very simple, single-neuron model is able to reproduce the qualitative features of real mantis behaviour. The most strikes are elicited for stimuli of approximately 10 diameter, approximately 2.5 cm from the animal. The number of strikes falls off very rapidly with changes in distance (halving or doubling the distance produces less than half the number of strikes), and less rapidly with changes in size (halving or doubling the size reduces the number but not by half). The model even reproduces the interaction between size and disparity: larger angular sizes are preferred when stimuli are more distant (the opposite direction from that which would produce a constant preference for physical size, in centimetres). In the model, this occurs because of false matches made between the leading and trailing edges of the moving target (see [44] for details).

Size and disparity tuning of the model sketched in figure 13, reproduced from [44] but correcting an error in the empirical results as plotted in that publication. Solid lines show the mean number of strikes elicited from the model animal by a moving target at the distance indicated by the colour, and with the diameter indicated on the horizontal axis. Dashed lines show corresponding empirical results with praying mantises [111]. In the model, the mean number of strikes elicited by each trial is taken to be proportional to the time-averaged activity of the binocular neuron. (Online version in colour.)

Schematic drawing showing model proposed by Kral & Prete [42] for mantis stereo-guided strikes. LGMD, lobula giant movement detector; DCMD, descending contralateral movement detector. Redrawn from fig. 3.15 of [42]. (Online version in colour.)

As shown above, the single-sensor model gives a good account of current data on mantis striking behaviour, including the preference for size, vertical and horizontal disparity, and the lack of response to ghost matches. If so much is achieved by a single disparity sensor, why does the mantis brain have more than one? Most obviously, mantids do not strike solely at objects directly ahead of them. Having multiple disparity sensors, at different azimuths and elevations, could enable the animal to trigger strikes targeted towards the appropriate direction [113]. Secondly, a single disparity sensor necessarily confounds size and disparity, and indeed other stimulus dimensions like contrast or speed: for example in figure 14, the sensor is activated equally by a target at the preferred size but sub-optimal distance as by a target of sub-optimal size but preferred distance. Rossel [6,101] has provided compelling evidence that mantids do not confound size and disparity in this way. For example, when disparity indicates that a virtual object is very close, mantids may switch from attacking to defensive strikes [6]. Detailed measurements in one mantis showed that it systematically adjusted its strike trajectory depending on disparity, even when size is fixed ([101], figure 17). Importantly, the extent of the strike trajectory increases monotonically with distance, while the strike rate varies non-monotonically, which is not consistent with the idea that a single sensor is controlling both behaviours. This behaviour could be accounted for by multiple disparity sensors with different preferred disparities (and perhaps also sizes). The strike would be triggered by whichever sensor was most strongly activated and the strike trajectory would reflect the properties of the sensor triggering it.

Mantids tailor strike trajectories according to stereoscopic disparity, for a given angular size. Reproduction of figure 3b from [101] showing data for a single mantis. The origin is the centre of the mantis head and the y-axis indicates the direction of the target. Curves show the path of the femur tip, each curve averaged over 30 strikes, for targets at stereoscopic distances of 25, 35, 45, 55 mm. The target was physically always at 55 mm with an angular diameter of 20; nearer distances were simulated with prisms. Fifty-five millimetres is out of range and so no prey contact occurred during any of the strikes. I have superimposed the average strike rates for each distance, taken from of fig. 5 of [101]. These are the average over six animals, and it is not known whether these included the animal whose strike trajectories are plotted here.

Next, I considered a system suitable for triggering predatory strikes when prey is in the catch range. Here, we could assume that the head-saccade system has already ensured that the prey is already roughly directly ahead of the animal. For triggering strikes, greater accuracy is required, since mantids rarely strike at monocular stimuli or at prey which is out of their catch range [6,28,105,106]. Here, we found that we did need a disparity sensor which achieves weak correspondence: our model fitted a strong expansive output nonlinearity (raising to the power of 5). As well as greatly enhancing the response to optimal stimuli, this also boosts the average response to matching stimuli, relative to non-matching stimuli with the same average monocular value. This is formally very similar to the binocular simple cell, the building-block of current models of primate stereopsis. However, monocular processing before binocular combination renders the mantis disparity sensor insensitive to properties of the stimulus which are fundamental to primate stereopsis, such as the direction of local motion or the sign of contrast (bright versus dark) [34,35]. This again seems very poor design from the point of view of primate stereopsis and conventional machine stereo.

Pure Shot promises to let FIFA fans feel what it is like to connect with the perfect strike while a brand new ball physics system called Real Ball Physics ensures the trajectory of the ball behaves as it would in real life. With Teammate Intelligence in FIFA 14, players have better decision-making and teams play smarter on both the attack and defense to bring the beauty of the game to life.

UFC Undisputed 2010 is the only mixed martial arts (MMA) videogame this year that delivers the action, intensity and prestige of the Ultimate Fighting Championship. Players navigate a roster of more than 100 prolific UFC fighters, each fully rendered to convey a photorealistic appearance. Prominent UFC personalities, including commentators Joe Rogan and Mike Goldberg, veteran voice of the Octagon Bruce Buffer, the Octagon Girls, referees, trainers and more, return to showcase an authentic and memorable UFC videogame experience. Enhanced combat offers players a new Sway System with full upper body and head movement that allows for the dodging of attacks. On the ground, a new Posture System enables players to deliver stronger, fight-ending strikes from every position. In addition, players manage Octagon control with new strikes, submissions, transitions and cage positions, as well as experience added realism with the introduction of Southpaw stance. Players also enjoy customizable freedom with created fighters by combining moves from numerous MMA disciplines, including new moves taken from Sambo, Karate and Greco-Roman Wrestling, to become true mixed martial artists. [THQ]

Tom Clancy's Ghost Recon Advanced Warfighter 2 builds off of the events in the first game and places gamers in control of the U.S. military's elite fighting unit, the Ghosts. In the year 2014, the rising conflict between Mexican loyalists and insurgent rebel forces has thrown Mexico into full-scale civil war. Under the command of Captain Scott Mitchell, the Ghosts are called upon to face an imminent threat to the United States. The fate of two countries now lies in the hands of the Ghosts as they fend off an attack on U.S. soil. Equipped with the most cutting-edge weaponry and technology, the Ghosts must battle on both sides of the border to neutralize the escalating rebel threat. The Ghosts will battle enemies in mountain terrains, barren deserts and even on their home turf in El Paso, Texas. Each environment presents its own benefits and challenges and will call for fresh tactical approaches. Vastly Improved Artificial Intelligence (AI): Watch your back as rebels send their own team members to flank your position or gain vantage points by utilizing vertical gameplay to pick you off from the rooftops above. Improved squad-mate AI will now feed you more of the information you need with descriptive commands. The revolutionary new Cross-Com 2.0 will give the player more information than ever before. You will be able to see what your friendly forces see in the top left display and the click of a button will expand that to full-screen view for a clearer and more precise picture. Command lethal air strikes with jet fighters, gain mobile cover for otherwise impassable situations and replenish armaments on the battlefield using an unmanned artillery MULE. Players can now heal their team on the battlefield, including squad leader Scott Mitchell, with an all-new Medic class of soldier. [Ubisoft]


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