GEOM90007 Information Visualisation | UniMelb墨尔本大学 | CS代写

LECTURE 8
GEOVISUALISATION 2
Davood Shojaei
Slide courtesy Dr Katerina Pavkova
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▪ Visual thinking
▪ 2D representations of 3D
▪ Virtual Reality
▪ Augmented Reality
▪ Mixed Reality
OVERVIEW
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Referential connections between visual information and verbal or textual information
Dual coding theory (Paivio, 1987)
▪ Logogens
Mental representations of basic language information, although not the sounds of
the words. Logogens provide support for reading and writing, understanding and
producing speech, and logical thought.
▪ Imagens
Mental representations of basic visual information. Imagens are objects, natural
groupings of objects, and whole parts of objects (for example, an arm), together
with spatial information about the way they are laid out in a particular
environment, such as a room
VISUAL THINKING FOR EDA (Ware, 2004)
Image: Ware (2004) GEOM90007
VISUAL THINKING
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Depth cues
▪ The visual world provides many different sources of information about 3D space
These sources are usually called depth cues
▪ Multiple cues are OK, the brain is very flexible in weighing evidence from the different
depth cues
THREE-DIMENSIONS
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Monocular depth cues o Perspective • Size gradient • Texture gradient • Linear perspective o Occlusion related • Occlusion • Cast shadows o Other • Depth of focus • Aerial perspective • Shading • Motion
THREE
-DIMENSIONS
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Arise from relative changes in geometry
▪ Objects vary in size on the picture plane in inverse proportion to their distance
▪ Similar triangles in eye
Image: Ware (2004)
Ray tracing
PERSPECTIVE CUES
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Size gradients
▪ Same object at a distance appears
smaller
Texture gradients
▪ Texture elements become smaller with distance
Linear perspective:
▪ At least two parallel lines
converge to a single point
PERSPECTIVE CUES
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Data Mountain (1998)
http://dl.acm.org.ezp.lib.unimelb.edu.a
u/citation.cfm?id=288596
Use of perspective to show more information
2D vs. 3D virtual environments (2002, 2003)
http://dl.acm.org.ezp.lib.unimelb.edu.au/citatio
n.cfm?id=503413
Source: Cockburn and McKenzie (2002)
PERSPECTIVE USER INTERFACE
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TIME PROCESSING IN 3D
“3D effects make no difference to
the effectiveness of spatial
memory” (Cockburn and
McKenzie, 2002)
Source: Cockburn and McKenzie (2002)
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Source: http://www.op-art.co.uk/history/perspective/
Source: http://www.op-art.co.uk/history/perspective/
Beware using junk!
Curvilinear
perspective
(fish eye)
OTHER PERSPECTIVE CUES
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Two techniques result in a ‘depth hierarchy’ – valuable for design
▪ Occlusion
▪ Cast shadows
OCCLUSION RELATED
GEOM90007Image: Vitrite http://vitrite.vanmiddlesworth.org/vitrite/shot-full.png
Images: Ware (2004)
If one object overlaps or occludes another, it
appears closer to the observer (Ware, 2004)
Partial occlusion occurs when one object is
transparent/translucent
▪ Be careful however!*
OCCLUSION
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An indirect depth cue used to indicate height above a plane
▪ Very effective at small heights
▪ Very confusing at large heights with many shadows
Images: Ware (2004)
SHADOWS
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Physical movement to bring images of objects into sharp focus on the fovea

  • distant objects out of focus, closer ones in focus
    Images: Ware (2004)
    OTHER CUES
    Depth of focus
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    Simulates the effect of atmospheric particles
    absorbing light
    Closer objects appear brighter (with higher
    contrast), sharper and more saturated in colour
    than objects further away
    Can be artificially created using ‘atmospheric
    depth’
    Images: Wikimedia Commons
    (Ortega et al., 2016)
    Distant objects appear
    blurry and more blue
    AERIAL PERSPECTIVE
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    Shading can be used to indicate a shape that may have affordances
    Can be useful to signify where an interaction can occur
    e.g., buttons and widgets such as sliders
    More information: http://dspace.mit.edu.ezp.lib.unimelb.edu.au/bitstream/handle/1721.1/6885/AITR-232.pdf?sequence=2 Images: Apple iCal
    SHADING
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    A velocity gradient is applied to objects to represent varying distances
    Example: http://vimeo.com/50672419
    Image: Ware (2004)
    MOTION PARALLAX
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    MOTION PARALLAX
    http://mashable.com/2012/04/28/google-maps-parallax/#ldYYhzEI_mqR
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    The 3D structural form of an object can be perceived in 2D when the object is moving
    Example: A wire is bent into a complex 3D shape and then projected to a 2D plane
    Example video: https://www.youtube.com/watch?v=RrX2yTGJ6N0
    MOTION KINETIC
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    Binocular depth cue
    o Stereoscopic depth
    o Binocular disparity
    o Simulated depth cues
    REPRESENTING THREE-DIMENSIONS
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    Created from the fusing of two overlapping images called
    stereopsis
    The difference between the two images is called binocular
    disparity
    Vergence angle 𝜃 (convergence, divergence)
    Approximately 10-20% of the population has stereo blindness
    Binocular rivalry occurs when images can not be fused
    Image: www.forbestvision.com
    𝜃
    STEREOSCOPIC DEPTH
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    Image: Ware (2004)
    Real World
    A normal process arising from physical depth
    Display
    MagicEye or Stereoscopy
    STEREOSCOPIC DEPTH (disparity)
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    Frame cancellation
    If an object moves towards the edge of the display, it may become occluded in
    one image collapsing stereo, creating binocular rivalry
    Distance variation
    The stereoscopic depth cue is most useful for 30 meters or less from the viewer.
    Beyond this, disparities are too small to be resolved. May be optimal for objects
    held roughly at arm’s length.
    Stereo blindness
    Approximately 10-20% of the population
    PROBLEMS CREATING STEREO
    (Ware, 2004)
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    STEREOSCOPIC VISION
    https://www.youtube.com/watch?v=nKdUD8lIGJY
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    Image: Ware (2004)
    STEREOSCOPIC DEPTH
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    Drop Lines
    A line is dropped from each data
    point to the ground plane to assist
    with depth perception.
    Without these lines, only a 2D
    judgment of spatial layout is
    possible.
    With the lines, it is possible to
    estimate 3D position.
    ARTIFICIAL CUES
    (Ware, 2004)
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    Proximity luminance covariance
    Change colour of object depending
    on distance from the viewpoint
    Mirrors atmospheric depth
    ARTIFICIAL CUES
    (Ware, 2004)
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    A general theory of space perception should make it possible to determine which depth
    cues are likely to be most valuable
    Unfortunately, there is no single, widely accepted unifying theory of space perception.
    COMBINING CUES
    (Ware, 2004)
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    Scene parameters
  • Camera settings
  • Lightings and illumination
  • Shading and shadows
  • Atmospheric and Environmental effects

  • Considerations
  • Position, size, orientation > Not suitable (?)
  • Shape variable > Level of detail (LoD)
  • Brightness > Good (?)
  • Colour, texture > Excellent (?)
  • Motion > Further research required
    More reading:
    http://icaci.org/files/documents/ICC_proceedings/ICC2015/papers/31/243.html
    Careful not to change the
    object’s meaning!
    VISUALISING 3D SPATIAL OBJECTS
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    Virtual Reality (VR) and beyond
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    A fully immersive, interactive experience generated by a computer (Ryan, 2015)
    Key components:
  1. Immersion
  2. Interactivity
    Typically three (or four) dimensions, 360° view.
    Hardware + Software dependent
    VR
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  3. Immersion
    a. Physical
    b. Psychological (emotional)
    c. Cognitive
    Presence
    Real time and space ‘fade’ into the background of consciousness
    Flow
    Intrinsically motivating, energized focus, pleasurable, rewarding
    VR
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  4. Interactivity
    Dialogues for control in virtual environments (VE)
    e.g., walking or flying
    Low visual latency (instantaneous system feedback)
    VR
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  5. Head in jar
    Headseat tracking only
    High resolution OLED per eye
    Examples: Standard Oculus Rift, Samsung Gear VR
  6. Room-scale
    Headset + body tracking
    Greater interactivity using tracked controllers
    More immersive, as you can wander around in an area
    Example: HTC Vive
    CURRENTLY TWO TYPES OF VR
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    ▪ Nausea
    ▪ Oculomotor problems
    ▪ Disorientation
    Focus for designers:
  7. Accommodation-vergence conflict (e.g., eye strain)
  8. Perception-proprioception issues (e.g., fast VE)
    “In natural vision, binocular disparity and focus cues provide
    comparable signals about object distance… These two
    cues are involved in depth and distance perception.
    In stereoscopic displays, focus cues are, however, inconsistent with the displayed
    pattern of disparity because they signal a flat object”
    CYBERSICKNESS
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    Perception-proprioception issues
    During almost all natural forms of self-motion, there are several sensory systems that
    provide redundant information about the extent, speed, and direction of egocentric
    movement, the most important of which include dynamic visual information
    Self-motion perception is critical
    https://www.ncbi.nlm.nih.gov/books/NBK92853/
    VR
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    Classic CAVEs are virtual-reality rooms with stereoscopic 3D computer graphics rearprojected onto the walls and down-projected onto the floor
    CAVE2
    https://www.evl.uic.edu/entry.php?id=2016
    When exploring big data sets, understanding context and purpose is key when thinking
    about interaction
    VIRTUAL ENVIRONMENTS (VE)
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    Angkor Wat
    https://www.youtube.com/watch?v=4kU1TSLkMEk
    APPLICATIONS
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    AUGMENTED REALITY (AR)
    Augmented reality is an interactive
    experience by superimposing the
    virtual objects on the real world.
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    MIXED REALITY
    https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
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    EXAMPLE
    https://www.youtube.com/watch?v=_xpI0JosYUk
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    MIXED REALITY DEVICES
    Source: wired.com
    Source: nreal.ai
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    Self-contained holographic computer
    Electronic input:
    IMU, cameras, microphones, light sensors
    Spatial mapping
    Virtual objects interact with the real world
    Human input: Gaze, gestures, voice/sounds
    Example: https://www.youtube.com/watch?v=BMW2Pe6j6Bk
    MICROSOFT HOLOLENS
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    ▪ Visual thinking
    ▪ 2D representations of 3D
    ▪ Virtual Reality
    ▪ Augmented Reality
    ▪ Mixed Reality
    SUMMARY
    Thank you!

https://handbook.unimelb.edu.au/2023/subjects/geom90007