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By Juan Gabriel Estrada Alvarez

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1 By Juan Gabriel Estrada Alvarez
PERCEPTION By Juan Gabriel Estrada Alvarez

2 The Papers Presented Perceptual and Interpretative Properties of Motion for Information Visualization, Lyn Bartram, Technical Report CMPT-TR , School of Computing Science, Simon Fraser University, 1997 To See or Not to See: The Need for Attention to Perceive Changes in Scenes, Rensink RA, O'Regan JK, and Clark JJ. Psychological Science, 8: , 1997 Internal vs. External Information in Visual Perception Ronald A. Rensink. Proc. 2nd Int. Symposium on Smart Graphics, pp 63-70, 2002

3 The Papers Presented Perceptual and Interpretative Properties of Motion for Information Visualization, Lyn Bartram, Technical Report CMPT-TR , School of Computing Science, Simon Fraser University, 1997 To See or Not to See: The Need for Attention to Perceive Changes in Scenes, Rensink RA, O'Regan JK, and Clark JJ. Psychological Science, 8: , 1997 Internal vs. External Information in Visual Perception Ronald A. Rensink. Proc. 2nd Int. Symposium on Smart Graphics, pp 63-70, 2002

4 Perceptual and Interpretative Properties of Motion for Information Visualization
(Static) Graphical representations (eg. Shape, symbols, size, colour, position) are very effective in infovis because they exploit the preattentive process of the human visual system when used well Nonetheless, when the perceptual capacity to assimilate all the combinations of codes and dimensions is exceeded, more cognitive effort is required

5 Introduction Complex systems such as those used in supervisory control and data acquisition are characterized by large volumes of dynamic information which don’t reasonably fit into a single display The interface of such systems should not only display the data reasonably, they should also: Signal the user when important changes take place Indicate clearly when data are associated or related in some way

6 The Bandwidth Problem Data acquisition capabilities of control systems have increased: the operator’s role has evolved from low-level manual control to high-level management and supervision Thus the complexity of the underlying information space and the volume of data used in the operator’s tasks has “ballooned” The display capacity can be increased, but there are limits in the user’s perceptual capacity

7 Bandwidth Problem Most common display dimensions for coding value and state are colour, position and size. Symbols and icons are heavily used But the number of symbols which can be perceptually decoded is limited to about 33 (process and network displays use much larger symbol sets) Similarly, color is over-used in most systems (fully saturated hue is the dominant code, when we can distinguish only 7-10 hues) Most common indication of fault (alarm) is blinking or flashing the relevant display element Most displays are densely populated and the subscribed display dimensions over-used. Thus flashing or blinking causes data overload Since the interfaces of these complex systems suffer from the above, we get too much direct data and not enough “information” The first challenge we find is to appropriately design the display. There is an over-use of perceptual coding dimensions The second challenge is that substantial cognitive effort is required to recognize, retrieve and integrate information from different data in different representations and displays

8 Insufficient Information
Current systems are deficient in 3 areas: Effective representation of how the system changes; the most crucial requirement to understanding a dynamic system. This is too difficult with static graphical representations Integration of data across displays; “inviting all the right pieces of info to the party” Representation of data relationships; no well-established techniques to display the dynamic relations between elements (association, dependencies, sequence/order, causality)

9 Issues in the design of complex system displays

10 Perceptual Principles for Visualization
Proximity compatibility: depends on two dimensions Perceptual proximity: how close together 2 display channels are in the user’s perceptual space (i.e. how similar they are) Processing proximity: the extent to which sources are used as part of the same task Emergent Features are useful for integrative tasks “properties inherent in the relations between raw data encoding which serve as a direct cue for an integration task which would otherwise require computation or comparison of the individual data values.” Directed Attention The user should be able to pick up signals without losing track of current activities Such a signal should carry enough partial info for the user to decide whether to shift attention to the signaled area The representation should be processed with no cognitive effort

11 Ecological Approach Ecological Perception: “We perceive our environment directly as ecological entities and movement” The composition and layout of objects in the environment constitute what they can afford to the observer Ecological Interface Design: represent higher-order function, state and behaviour information of a system as task-relevant variables integrated over lower-level system data Affordances are the posibilities, opportunities or meaning of objects in the environment

12 The Design Challenge Two directions must be followed to minimize info overload in the user interfaces to complex systems: Explore new perceptually effective ecological representations to increase info dimensionality (and hence interface bandwidth) Determine whether these new coding dimensions can extend the integrative effect across displays and representations separated by space and time

13 3 Reasons to believe in Motion
Perceptually efficient at a low level Motion perception is a preattentive process, and it degrades less than spatial acuity or colour perception in the “periphery” Human visual system is good at tracking and predicting movement (“intuitive physics”) We use motion to derive structure, animacy and emotion

14 3 Reasons to believe in Motion
It has a wide interpretative scope “Motion is cognitively and ecologically rich… motions are ecological events to do with the changes in the layout and formation of objects and surfaces around us” Motion affords behaviour and change Drama, dance and music map very complex emotions on to gestures and movement Motion is under-used and thus available as a “channel” of information

15 Motion as a Display Dimension
“What are the salient perceptual features of motion? What are the emergent and behavioural properties? Can they be “tuned” to influence/alter its meaning?” “What do motions “mean”? Is there any inherent tendency to assign any semantic association to types of motion? Can motion semantics be divorced from those of the moving object?”

16 Motion as Meaning Roughly classify the perceptual and interpretative characteristics of movement that may convey meaning as giving insight into Basic Motion: relating to perceptual properties (basic parameters that affect the meaning somehow e.g. velocity, frequency, etc.) Interpretative Motion: the type of motion produced by basic motion parameters together represents the behaviour and meaning (state) of the system (a complex motion may be a combination of several types) Compound Motion: a combination of two or more movement sequences which elicits the effect of a single perceptual and interpretative event (e.g. an event that causes another event to be triggered - causality) Interpretative: to understand recall that animation animation can convey meaning and emotion, therefore this idea is not far fetched

17 The prototype taxonomy

18 Questions to be answered
“What is the “coding granularity” of motion? How many different motions can be used together for coding without interfering with each other? What other modalities reinforce/countermand the effects of motion?” “What can motion afford in the virtual ecology of the complex system interface, and how can we best exploit these affordances?” Coding granularity: how many distinct meanings, or separate codes can be efficiently perceived

19 Potential Applications
Annunciation and signalling: “ensure that users notice, comprehend and respond appropriately to alarms and system messages in a reasonable response time” Grouping and integration: foster the immediate recognition of associated elements scattered across the visual field Communicating data relationships: combine the “movements of separate elements in their existing displays and representations in a way that elicits the immediate perception of how the data are related” 2. Perception of groups is a natural emergent feature of multiple similar motions.

20 Potential Applications
Data display and coding: represent dynamic data (e.g. internet communication traffic ) Represent change (e.g. animate a data representation to convey a recent change, and the nature of the movement to convey to what degree it did so) Drawing attention or perception to a desired area 2. Perception of groups is a natural emergent feature of multiple similar motions.

21 Implementation Issues
We must watch out for perceptual artifacts such as Motion After-Effect (MAE), Induced motion and Motion parallax Guarantee smooth motion (12-14 frames per sec.) and correct synchronization of movements Realistic motion based on dynamics, etc. is computationally expensive Forward kinematics (take into account only geometric and movement properties) can be carried out in real time. There is evidence that we employ kinematic principles for perception MAE: occurs after constant observation of a moving patter for 15 or more seconds, when motions stops the pattern will seem to move slowly in the opposite direction. Cancelled by a small counter movement prior to motion end Induced motion: effect that set of moving objects exerts on the perceived velocity of another object (eg a moving frame containing a stationary dot gives the impression of the dot moving) Motion parallax: objects which move faster appear to be closer, even in a 2D display

22 Conclusions Motion is perceptually efficient, interpretatively powerful and under-used It is a good candidate as a dimension for displaying information in user interfaces to complex systems It can display data relationships and higher-order system behaviour that static graphical methods cannot There is little knowledge to guide its application to information displays An initial taxonomy of motion properties and application has been developed as a framework for further empirical investigation into motion as a useful display dimension

23 Critique The pros The cons
Clearly did an extensive research on the literature Made reference to several examples as evidence of the views presented The idea is indeed promising The cons Nonetheless the examples were too many, perhaps some of them unnecessary Absolutely no figures to help the user understand the examples or ideas. With that many examples, hardly anybody would want to read all of the cited papers to hunt for such figures A lot of redundancy. The paper could have been shorter It did not take into account the problem of change blindness, as we will see in the next two papers

24 The Papers Presented Perceptual and Interpretative Properties of Motion for Information Visualization, Lyn Bartram, Technical Report CMPT-TR , School of Computing Science, Simon Fraser University, 1997 To See or Not to See: The Need for Attention to Perceive Changes in Scenes, Rensink RA, O'Regan JK, and Clark JJ. Psychological Science, 8: , 1997 Internal vs. External Information in Visual Perception Ronald A. Rensink. Proc. 2nd Int. Symposium on Smart Graphics, pp 63-70, 2002

25 To See or Not to See: The Need for Attention to Perceive Changes in Scenes
Consider a driver whose mind wanders during driving. He can often miss important road signs, even when these are highly visible. The information needed for perception is available to him. Something, however, prevents him from using this information to see the new objects that have entered the field of view. Hypothesis: the key factor is attention. A change is perceived in the visual field only if attention is being given to the part being changed To support this view, experimentation was performed

26 Change blindness The phenomenon has been previously encountered in two different experimental paradigms The first experiment (concerned with visual memory) investigated the detection of change in briefly presented array of simple figures or letters The second experiment (concerned with eye-movement studies) examined the ability of observers to detect changes in an image made during a saccade. First experiment: an initial display was presented for ms, followed by a brief interstimulus interval, followed by a second display in which ones of the items was removed or replaced on half the trials, and observers had to respond whether a change had occurred. Observers did poor at detecting change if old and new displays were separated by an ISI of more than 60 to 70 ms. Detection was not completely at chance, it corresponded to monitoring 4-5 randomly selected items (the max. that can be simultaneously attended) Second experiment: a variety of stimuli were tested, ranging from arrays of letters to real world scene images. In all cases, observers were found to be quite poor at detecting change. The view was that saccade specific mechanisms were to blame for this.

27 Flicker paradigm Developed to test whether both types of change blindness were due to the same attentional mechanism, and whether said mechanism could lead to change blindness under more normal viewing conditions Basically, alternate an original image A with a modified image A’, with brief blank fields placed between successive images

28 Flickering Paradigm Differences between original and modified images can be of any size and type (here chosen to be highly visible) The observer freely views the flickering display and hits a key when change is perceived, reporting the type of change and the part of the scene where change occurred This paradigm allows combination of the techniques, conditions and criteria used in both previous experiments All experiments used the same set of 48 color images of real-world scenes. A single change – color, location, or presence/absence – was made to an object or area in each. To test influence of higher-level factors, changes were further divided according to the degree of interest in the part of the scene being changed. Central Interests CI were defined as objects or areas mentioned often, Marginal Interests MI were objects or areas not mentioned at all. 10 naïve observers participated.

29 Experimentation Change blindness with brief display techniques might have been caused by insufficient time to build an adequate representation of the scene Saccade-contingent change might have been caused by disruptions due to eye movements Both factors are removed from this experiment. Therefore if they are the cause, perception of change should now be easy However, if attention is key factor, a different outcome will be obtained The flicker caused by the blank fields would swamp the local motion signals due to the image change, preventing attention from being drawn to its location, so observers would fail to see large changes under extended free viewing, even when these changes are not synchronized to saccades

30 Experiment 1 As previously described, to discover if flicker paradigm could induce change blindness MI changes were on avg. over 20% larger than CI changes changes in MIs were extremely difficult to see, requiring an average of 17.1 alternations (10.9 s) before being identified; indeed, for some images observers required over 80 alternations (50 s) to identify a change that was obvious once noticed. Changes in CIs were noticed much more quickly, with an average of 7.3 alternations [4.7 seconds]. To confirm that the changes in the pictures were indeed easy to see when flicker was absent, the experiment was repeated with the blanks in the displays removed. A completely different pattern of results now emerged: identification required only 1.4 alternations (0.9 s) on average, showing that observers quickly noticed the changes.

31 Experiment 2 Perhaps old and new scene could not be compared due to time limitations. Fill in the 80ms blank with a presentation of the “surrounding” images for total of 560ms per image, no blanks. If memory processing were the limiting factor, the longer display of the images should now allow consolidation to take place, and so cause the changes to be much more easily seen. The results (Fig. 3b), however, show that this did not occur. Although there was a slight speedup for MI changes, this was not large; indeed, response times for MIs and CIs for all three kinds of change were not significantly different from their counterparts in Experiment 1. Error bars indicate one standard error; horizontal gray bars standard error of comparison conditions.

32 Experiment 3 Perhaps the flicker reduces the visibility of the items in the image making them difficult to see. Repeat experiment 1, but this time with verbal cues (single words or word pairs) Two different cueing conditions were used. In the partially-valid condition, cues were divided equally into valid cues (naming the part of the scene changed) and invalid cues (naming some other part). In the completely-valid condition, cues were always valid. If visibility is indeed the limiting factor, no large effect of cueing should occur—the target will simply remain difficult to find. Otherwise, performance should be greatly sped up by valid cues, and be relatively unaffected (or even slowed down) by invalid ones.

33 Conclusions Under flicker conditions, observers can take a long time to perceive large changes This is not due to a disruption of the information received or to a disruption of its storage. It depends largely on the significance of the part changed Much of the blindness to saccade-contingent change is due to a disruption of the retinal image during a saccade that causes swamping of the local motion signals that draw attention (similarly for the blindness in brief-display studies)

34 Proposal “Visual perception of change in an object occurs only when that object is given focused attention” “In the absence of such attention, the contents of visual memory are simply overwritten by subsequent stimuli, and so cannot be used to make comparisons”

35 Critique The pros The cons
Ideas are nicely laid out and straightforward Hypothesis supported by empirical evidence Experiments were nicely setup The cons The study was done only on 10 subjects, giving rise to questions about the results

36 The Papers Presented Perceptual and Interpretative Properties of Motion for Information Visualization, Lyn Bartram, Technical Report CMPT-TR , School of Computing Science, Simon Fraser University, 1997 To See or Not to See: The Need for Attention to Perceive Changes in Scenes, Rensink RA, O'Regan JK, and Clark JJ. Psychological Science, 8: , 1997 Internal vs. External Information in Visual Perception Ronald A. Rensink. Proc. 2nd Int. Symposium on Smart Graphics, pp 63-70, 2002

37 Internal vs. External Information in Visual Perception
When we look around us, we get the impression that we see all the objects simultaneously and in great detail People believed then that we represent all these objects at the same time, with each having a description that is detailed and coherent The description could be formed by accumulating information in an internal visual buffer, and all subsequent visual processing would be based on this buffer

38 Change blindness But a number of recent studies (including the previously discussed paper) argue against such an idea Change blindness can be induced in many ways (eye blinks, movie cuts, etc.) Its generality and robustness suggest it involves mechanisms central to our visual experience of the world

39 Coherence theory If there’s no buffer, how is it possible to see change? Propose coherence theory, based on the proposal of the last paper, and 3 related hypotheses Low-level proto objects. 3. After focused attention is released, the object loses its coherence and dissolves back into its constituent proto objects. Little or no after effect of having been attended. Only one coherence file can be setup at a time, it collapses as soon as attention is withdrawn. Since only a few items can be attended at any time, most items in the scene will not have a stable, detailed representation. If change happens to one of them, it is unlikely to be attended to and change blindness happens

40 Virtual representation
The representation proposed is very limited in the information it can contain. Why do we not notice these limitations? Virtual representation: create only a coherent, detailed representation only of the object needed for the task at hand If attention can be coordinated such that the representation is created whenever needed, all the objects will appear to be represented in great detail simultaneously This representation has all the power of a real one, using much less memory and processing resources The observation for the idea: although we may need to represent various aspects of a scene, we may never need a detailed representation of more than one of the objects in it at any time

41 Virtual Representation
For the virtual representation to successfully operate Only a few objects need to have a coherent representation at any time Detailed info about any object must be available upon request Thus perception involves a partnership between the observer and their environment. No need to build an internal recreation of the incoming image, the observer simply uses the visual world as an external memory whenever needed

42 Triadic architecture For successful use of the virtual representation in human vision, eye movements and attentional shifts must be made to the appropriate object at the right time How to direct these movements and shifts? How do these systems interact? Setting system: (i) The abstract meaning (or gist) of a scene e.g., whether the scene is a harbor, city, or picnic. Gist can be obtained very rapidly, probably without attention [3]. It could provide a useful way to prioritize attention, directing it to the objects that are most important for the task at hand. (ii) Perception of the spatial arrangement (or layout) of objects in the scene. This could rely on a nonvolatile representation of the locations of several (nondetailed) structures, which could then be used when attention is to be directed to particular objects in the scene. Note that although layout information is nonvolatile, it is not detailed relatively little information is stored concerning each item. Interaction: When a scene is viewed, rapid low-level processes provide a constantly-regenerating sketch of the properties visible to the observer. • Gist is determined by a subset of these, with subsequent processes attempting to verify the schema invoked. • Items consistent with the schema need not be encoded in detail, since verification may involve a simple checking of expected features. • If an unexpected structure in the image is encountered, attentional processes could form a coherent representation of its structure, attempt to determine its semantic identity, or reevaluate the gist. Meanwhile, the layout could be used to check the current interpretation, as well as help guide attention to a requested object.

43 Nonattentional perception
The architecture is based on a nontraditional view Attention is just one of several concurrent streams (the stream concerned with conscious perception of coherent objects) The other streams don’t rely on attention and thus operate independently of it Little is known about these nonattentional streams One example is subliminal perception Mindsight: observers watching a flicker display sense that a change is occurring, but they don’t have a visual experience of it. subliminal (or implicit) perception. When a stimulus is masked almost immediately after being presented, it can cause priming (i.e., an increased sensitivity to the subsequent occurrence of the same stimulus), even though the observer was unaware of it

44 How this view could be used in displays
For attentional pickup of information Coherence theory establishes that attention acts via a coherence field that links 4-5 proto-objects to a single nexus. The nexus collects the few attended properties of those proto-objects along with a coarse description of the overall shape of the item Therefore any proto-object can be attentionally subdivided and the links assigned to its parts. Conversely, the links could be assigned to several separate proto-objects, forming a group that corresponds to an object We should create then active displays (graphics and user interfaces) that output visual information that matches this style of information pickup The information in the nexus essentially describes the whole object perceived at any given moment, with the links providing connections to its parts. As such, this representation is a "local hierarchy", with only two levels of description (object- and part-level).

45 How this view could be used in displays
For visual transitions Change blindness makes invisible unattended transitions that could interfere with an observer’s awareness Such invisibility can be good when we want to eliminate noninformative transitions in graphics But we must make sure it doesn’t happen in user interfaces where we want the user to not miss important changes in the system

46 How this view could be used in displays
For attentional coercion The display can take control of attentional allocation to make the observer see (or not see) any given part of the display This coercion has long been used in films to focus the attention on elements that should not be missed It could be used by interfaces to ensure that important events will not be missed by the user by directing his/her attention to the appropriate item at the right time Could speed up overall operation of the user directing attention to required locations or items

47 How this view could be used in displays
For nonattentional pickup of information Nonattentional streams are capable of having an effect on observer’s behaviour. Thus, new kinds of effects in displays could be created In graphics, we could induce effects on a viewer that are not experienced in a direct way (e.g. might be experienced as a sixth sense) We could imagine user interfaces that aid the user in doing “the right thing” without the user being aware he/she is being guided (like a sixth sense) Mindsight may prove to be a reliable way of creating such 6th sense experiences. I think we all agree TV is full of this stuff. Example: arrives, an a nonattentional stream picks up the alert. User feels that has arrived, but his/her job of monitoring a changing display is not interrupted.

48 Critique The pros Neutral
All ideas are expressed intuitively and facilitates understanding The figures (shown also in this presentation) are an effective aid in understanding the views proposed Provides guidelines as to how to integrate motion into infovis (that were being sought in the first paper) Neutral No practical software examples of the theory in action are provided

49 Questions?


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