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Ware:Vislab:CCOM Basic Vision+ The process and what stands out CH1 – CH2 + supplimentary.

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Presentation on theme: "Ware:Vislab:CCOM Basic Vision+ The process and what stands out CH1 – CH2 + supplimentary."— Presentation transcript:

1 Ware:Vislab:CCOM Basic Vision+ The process and what stands out CH1 – CH2 + supplimentary

2 Ware:Vislab:CCOM 2D Scalar

3 Arctic Sea Ice Volume (1D Scalar) Ware:Vislab:CCOM 17.5K ~3K

4 Ware: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?

5 Human Visual Field

6 Visual Angle

7 1 diopter: a lens that focuses at 1 meter. 45d Cornea ~15d Lens d = 1/f

8 Acuities Vernier super acuity (10 sec) Grating acuity Two Point acuity (0.5 min) What is the ideal resolution

9 CAVE  Resolution problems  Light scattering problems iPhone 960x640 5 cm 1280x1280

10 CAVE  Resolution problems  Light scattering problems iPhone 960x640 5 cm 1280x1280 128 pixels/degree 14 pixels/deg 16,000 pixels/ deg 2 196 pixels/ deg 2

11 Immersion VR  HMD + head tracking  Data glove

12 Human Spatial Acuity

13 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

14 Aliasing and Anti aliasing

15 Temporal Aliasing  Human Flicker fusion 50 Hz  Temporal aliasing occurs with moving targets  Must compute motion blur to fix the problem

16 Acuity Distribution

17 Brain Pixels

18 Ware:Vislab:CCOM

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21 Visual search

22 The Process of Visual Thinking Ware:Vislab:CCOM

23 Spotfire product

24 What we can easily find :CH2  Visual search depends on Salience (low level properties) Tuning of low level properties Search skills (knowledge) Ware:Vislab:CCOM

25 V1 processing Ware:Vislab:CCOM

26

27 Pre-Attentive Processing

28 Color is Pre-Attentive (Pops out)

29 Generic Pre-Attentive Experiment  Number of irrelevant items varies  Pre-attentive 10 msec per item or better.

30 Color

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32 Orientation

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34 Motion

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36 Size

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38 Simple shading

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40 Conjunction (does not pop out)

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42 Semantic Depth of Field

43 Channels = perceptual dimensions Ware:Vislab:CCOM Symbol Coding Color Channel Form Channel Motion Channel Hue Sat Luminance Size Orient Elong Vertical Horizontal Blinking

44 Relevance  Symbol design (nominal coding)  Highlighting, - search guidance.  Glyph design (quantititive symbols) Ware:Vislab:CCOM

45 Mapping data to display variables Data 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 glyph Method

46 Starplot glyph

47 How many dimensions? Ware:Vislab:CCOM

48 Surplus Data into Art? Ware:Vislab:CCOM

49 Symbols Ware:Vislab:CCOM

50 Redundant coding Outliers on feature dimensions are more easily seen Ware:Vislab:CCOM

51 A symbol set designed for rapid search Ware:Vislab:CCOM

52 Asymmetries in search Ware:Vislab:CCOM Highlighting methods Add something rather than subtract something

53 Motion Highlighting Ware:Vislab:CCOM We are very sensitive to motion in the periphery. (Peterson and Dugas, 1972)

54 How to make a reminder -emergence (Hillstrom and Yanti, 1994) Ware:Vislab:CCOM

55 Search as a process Ware:Vislab:CCOM

56 Search as a process Ware:Vislab:CCOM

57 Heirarchical design aids search Ware:Vislab:CCOM

58 The process (again) Ware:Vislab:CCOM


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