Ware:Vislab:CCOM Basic Vision+ The process and what stands out CH1 – CH2 + supplimentary.
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Transcript of Ware:Vislab:CCOM Basic Vision+ The process and what stands out CH1 – CH2 + supplimentary.
Ware:Vislab:CCOMWare:Vislab:CCOM
Basic Vision+Basic Vision+ The process and what The process and what
stands outstands out
CH1 – CH2 + supplimentary
Ware:Vislab:CCOMWare:Vislab:CCOM
2D Scalar
Arctic Sea Ice Volume (1D Scalar)
Ware:Vislab:CCOMWare:Vislab:CCOM
17.5K
~3K
Ware:Vislab:CCOMWare:Vislab:CCOM
Data Classes
Scalar Field• 1D• 2D• 3D
Vector Field• 1D• 2D• 3D
Time Varying• All of the above
Discrete• 1D• K-dimensional
Nominal• Overlapping sets of data
with multiple nominal attributes
Graph G = {V,E}• Tree• Directed acyclic• Weighted graph• Hyper graph
What is a map?
Human Visual Field
aa
100
80
60
LEFT RIGHT
40
20
Visual Angle
dr
h
1 diopter: a lens that focuses at 1 meter.
45d Cornea
~15d Lens
d = 1/f
Acuities
Vernier super acuity (10 sec)
Grating acuityTwo Point acuity (0.5 min)
What is the ideal resolution
CAVE
Resolution problems Light scattering problems
iPhone
960x640 5 cm
1280x1280
CAVE
Resolution problems Light scattering
problems
iPhone
960x640 5 cm
1280x1280128 pixels/degree
14 pixels/deg
16,000 pixels/ deg2196 pixels/ deg2
Human Spatial Acuity
Cutoff at 50 cycles/deg.
Receptors: 20 sec of arc Pooled over larger and larger areas 100 million receptors 1 million fibers to brain A desktop screen may have 30 pixels/cm
– need about 4 times as much. I phones better. VR displays have 5 pixels/cm
Aliasing and Anti aliasing
Input pattern
Output pattern
Pixel matrix
Temporal Aliasing
Human Flicker fusion 50 Hz Temporal aliasing occurs with moving
targets Must compute motion blur to fix the
problem
Acuity Distribution
aaa
10 30 50103050
Distance from Fovea (deg.)
100
80
60
40
20
Brain Pixels
Ware:Vislab:CCOMWare:Vislab:CCOM
Ware:Vislab:CCOMWare:Vislab:CCOM
Visual search
a
VisualSearch orMonitoringStrategy
EyeMovementControl
Useful VisualField of View
The Process of Visual Thinking
Ware:Vislab:CCOMWare:Vislab:CCOM
Spotfire product
What we can easily find :CH2
Visual search depends on• Salience (low level properties)• Tuning of low level properties• Search skills (knowledge)
Ware:Vislab:CCOMWare:Vislab:CCOM
V1 processing
Ware:Vislab:CCOMWare:Vislab:CCOM
Pre-Attentive Processing
a
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Color is Pre-Attentive (Pops out)
aa
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33
33
Generic Pre-Attentive Experiment
a
3 6 12
Number of distractors
500
700
900 Number of irrelevant items varies
Pre-attentive 10 msec per item or better.
Color
Orientation
Motion
Size
Simple shading
Conjunction (does not pop out)
Semantic Depth of Field
Channels = perceptual dimensions
Ware:Vislab:CCOMWare:Vislab:CCOM
Symbol Coding
ColorChannel
FormChannel
MotionChannel
HueSatLuminance
SizeOrientElong
VerticalHorizontalBlinking
Relevance
Symbol design (nominal coding) Highlighting, - search guidance. Glyph design (quantititive symbols)
Ware:Vislab:CCOMWare:Vislab:CCOM
Mapping data to display variablesData glyphs
Position (2) Orientation (1) Size (spatial frequency) Motion (2)++ Blinking? Color (3)
Note we have the problem of heterogeneity – There is no good solution
Star glyphMethod
Starplot glyph
How many dimensions?
Ware:Vislab:CCOMWare:Vislab:CCOM
Surplus Data into Art?
Ware:Vislab:CCOMWare:Vislab:CCOM
Symbols
Ware:Vislab:CCOMWare:Vislab:CCOM
Redundant codingOutliers on feature dimensions
are more easily seen
Ware:Vislab:CCOMWare:Vislab:CCOM
A symbol set designed for rapid search
Ware:Vislab:CCOMWare:Vislab:CCOM
Asymmetries in search
Ware:Vislab:CCOMWare:Vislab:CCOM
Highlighting methods
Add something rather than subtract something
Motion Highlighting
Ware:Vislab:CCOMWare:Vislab:CCOM
We are very sensitive to motion in theperiphery. (Peterson and Dugas, 1972)
How to make a reminder-emergence (Hillstrom and Yanti, 1994)
Ware:Vislab:CCOMWare:Vislab:CCOM
Search as a process
Ware:Vislab:CCOMWare:Vislab:CCOM
Search as a process
Ware:Vislab:CCOMWare:Vislab:CCOM
Heirarchical designaids search
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The process (again)
Ware:Vislab:CCOMWare:Vislab:CCOM