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

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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)

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17.5K

~3K

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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

Immersion VR

HMD + head tracking Data glove

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

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Visual search

a

VisualSearch orMonitoringStrategy

EyeMovementControl

Useful VisualField of View

The Process of Visual Thinking

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Spotfire product

What we can easily find :CH2

Visual search depends on• Salience (low level properties)• Tuning of low level properties• Search skills (knowledge)

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V1 processing

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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

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Symbol Coding

ColorChannel

FormChannel

MotionChannel

HueSatLuminance

SizeOrientElong

VerticalHorizontalBlinking

Relevance

Symbol design (nominal coding) Highlighting, - search guidance. Glyph design (quantititive symbols)

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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?

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Surplus Data into Art?

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Symbols

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Redundant codingOutliers on feature dimensions

are more easily seen

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A symbol set designed for rapid search

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Asymmetries in search

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Highlighting methods

Add something rather than subtract something

Motion Highlighting

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We are very sensitive to motion in theperiphery. (Peterson and Dugas, 1972)

How to make a reminder-emergence (Hillstrom and Yanti, 1994)

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Search as a process

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Search as a process

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Heirarchical designaids search

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The process (again)

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