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Chapter 10 Interacting with Visualization 박기남

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Presentation on theme: "Chapter 10 Interacting with Visualization 박기남"— Presentation transcript:

1 Chapter 10 Interacting with Visualization 박기남 spknn@korea.ac.kr

2 Contents Interaction with Visualization Data Selection and Manipulation Loop Exploration and Navigation Loop 1 2 3

3 Abstract – Interacting with Visualization A Good Visualization - Is not just a static picture or a 3D virtual environment - A good visualization is something that allows us to drill-down and find more data about anything that seems important.. Interacting Visualization - At the lowest level is the data manipulation loop » Object are selected and moved using the basic skills eye-hand coordination - At an intermediate level is an exploration and navigation loop » An analyst finds his or her way in a large visual data space - At the highest level is problem-solving loop » An analyst forms hypotheses about the data and refine them through an augmented visualization process

4 - A simple mathematical model provide a useful estimation of the time taken to select a target that has a particular position and size Data Selection and Manipulation Loop Choice Reaction Time - Reaction times can be modeled by a simple rule called the Hick-Hyman law for choice reaction time - Speed-accuracy tradeoff » People respond faster if they are allowed to make mistakes occasionally 2D Positioning and Selection

5 Data Selection and Manipulation Loop Hover Queries - The hover query dispenses with the mouse click - When the mouse cursor passes over it - Function without a delay, making it very fast

6 Data Selection and Manipulation Loop Two-Handed Interaction - Guiard’s Kinematic chain theory - toolglass and magic lens - The magic lens could be programmed to be a kind of data X-ray, revealing normally invisible aspects of the data Learning - To encourage skill automation, the computer system should provide rapid and clear feedback of the consequences of user actions

7 - Some control movements are easier to learn than others, and this depends heavily on prior experience - Stimulus-Response Compatibility - Computer interfaces should evolve VR simulations of real-world tasks or even enhanced Go-Go Gadget-style interactions Control Compatibility Data Selection and Manipulation Loop

8 - View navigation is important in visualization when the data is mapped into an extended and detailed visual space Exploration and Navigation Loop Navigation

9 Locomotion and Viewpoint Control - We should find it easy to navigate through data presented in this way because we can harness our real-world spatial interpretation and navigation skills - Gibson, Locomotion is largely about perceiving and using the affordance offered for navigation by the environment Exploration and Navigation Loop

10 Spatial Navigation Metaphors - Interaction metaphor » C ognitive models for interaction that can profoundly influence the design of interface to data spaces Exploration and Navigation Loop

11 Spatial Navigation Metaphors - Four different navigation metaphors » World-in-hand » Eyeball-in-hand » Walking » Flying Exploration and Navigation Loop

12 Wayfinding, Cognitive, and Real Maps - Wayfinding » First, information about key landmarks is learned (declarative knowledge ) » Second, procedural knowledge about routes from one location to another is developed » Third, a cognitive spatial map is formed Exploration and Navigation Loop

13 Wayfinding, Cognitive, and Real Maps - Wayfinding » First, information about key landmarks is learned (declarative knowledge ) » Second, procedural knowledge about routes from one location to another is developed » Third, a cognitive spatial map is formed Exploration and Navigation Loop The functions of different kinds of landmarks in a VE

14 Each worldlet is a 3D representation of a landmark in a spatial landscape Exploration and Navigation Loop - a, A straight-on view of the landmark - b, The region extracted to create the W. - c, The worldlet from above - d, The worldlet from street level

15 Frames of Reference - Cognitive frames of reference often classified into egocentric and exocentric » Egocentric Exploration and Navigation Loop

16 Frames of Reference - Cognitive frames of reference often classified into egocentric and exocentric » Exocentric Exploration and Navigation Loop

17 Map Orientation - How should a map be displayed? Exploration and Navigation Loop

18 Map Orientation Exploration and Navigation Loop - Supporting Visualizations with Maps » Egocentric Overview maps should be provided when an information space is large » User location and direction of view within the map should be indicated » Imagery of key landmarks should be provided Focus, Context, and Scale - Spatial scale, Structure scale, Temporal scale

19 Exploration and Navigation Loop - Distortion Techniques

20 Exploration and Navigation Loop - Rapid Zooming Techniques » A large information landscape is provided

21 Exploration and Navigation Loop - Rapid Interaction with Data » It is important that the mapping between the data and its visual representation be fluid and dynamic

22 Exploration and Navigation Loop - Rapid Interaction with Data

23 Exploration and Navigation Loop - Rapid Interaction with Data


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