chapter 5: spatial cognition
DESCRIPTION
Chapter 5: Spatial Cognition. Slide Template. FRAMES OF REFERENCE. Cognitive Representation of Space. Egocentric versus exocentric. . Frame of Reference (FOR) Transformation in 2D Mental Rotation. Mental rotation costs as a function of angle . - PowerPoint PPT PresentationTRANSCRIPT
Chapter 5: Spatial Cognition
Slide Template
FRAMES OF REFERENCE
Cognitive Representation of Space
• Egocentric versus exocentric.
Frame of Reference (FOR) Transformation in 2D Mental Rotation
• Mental rotation costs as a function of angle.
Frame of Reference (FOR) Transformation in 2D Mental Rotation
• “You Are Here” maps.
3D Mental Rotation: The General FORT Model
• Performance costs for 3D images.• 3D frames of reference transformations.• Challenges of multiple FORT transformations.
3D Mental Rotation: The General FORT Model
3D Mental Rotation: The General FORT Model
2D or 3D• Immersed view vs. avatar• Costs of keyhole properties and line of sight
ambiguities of 3D displays.• Global Situation Awareness advantage of 3D
displays.• Costs and benefits of task and display frame of
reference.
2D or 3D
Solutions for FOR Problems
• Design: Multiple Maps. – Visual momentum and synthetic-vision-system
display.• Training: Stages of Navigational Knowledge. – Landmark, Route and Survey Knowledge.
APPLICATIONS TO MAP DESIGN
Design of 2D Maps
• Heading up maps. • Multiple coplanar 2D views for precise vertical
information.
Design of 3D Maps
• The coupling of two maps• Principle of visual momentum
Map Scale
• Small scale map vs. large scale map• Geometric field of view (GFOV).– Task dependent: small scale for global
understanding and large scale for navigation
Role of Clutter in Map Search
• Causes of map clutter. – Search or numerosity clutter• Adding more information. • Scale.
– Proximity or readout clutter• More items. • Display miniaturization. • Database overlay.
Role of Clutter in Map Search
• Database overlay. – Greater legibility problems– Proximity compatibility principle
Role of Clutter in Map Search
• Clutter solutions. – Highlighting. – De-cluttering tools.
ENVIRONMENTAL DESIGN
Environmental Design
• Canonical orientation• Landmark prominence• Rectilinear normalization
Principles of Good Environmental Design
• Landmark prominence and discriminability• Consistency of orientation• Consistency of elements• Consistency of rectilinear normalization
INFORMATION VISUALIZATION
Tasks in Visualization
• Search tasks• Comparison tasks• Insight
Principles of Visualization
• Compatible mapping of dimensions. Relationship between data representation and display representation.
Principles of Visualization
• Compatible mapping of data structure.
Principles of Visualization
• Data type compatibility.
Principles of Visualization
• Parallel coordinate graph.
Principles of Visualization
• Multiple views. – Global overview and local view– Keyhole phenomenon. – Fisheye view.
Principles of Visualization
Principles of Visualization
• Interaction. – Direct vs. indirect travel
Principles of Visualization
• Proximity compatibility.– Mesh for connecting the points– Integrate spatially separate elements– Ego-location within a local and global view
• Animation
VISUAL MOMENTUM
Basic Guidelines
• Use consistent representations.• Use graceful transitions.• Highlight anchors.• Display continuous world maps.
TRACKING, TRAVEL AND CONTINUOUS MANUAL OPERATION
Tracking
• Control device and system output. • Closed-loop tracking. • Target movement and disturbance. • System dynamics and complexity of the
tracking system
Tracking to a Fixed Target
• Fitt’s Law and Index of Difficulty.
Tracking a Moving Target
• Examples
What Makes Tracking Difficult?
• Bandwidth• Gain• System Lag. – Control order.
• Instability
What Makes Tracking Difficult?
What Makes Tracking Difficult?
• Prediction. – Predictive displays.
Multi-Axis Tracking and Control
• Difficulties • Automation
VIRTUAL ENVIRONMENTS AND AUGMENTED REALITY
Virtual Environment Characteristics
• Immersion and presence.• Three-dimensional viewing• Dynamic• Closed-loop interaction• Ego-centered frame of reference• Head or eye motion tracked• Multi-modal interaction• Objects and agents
Uses of Virtual Environments
• Training applications. – Haptic projection– E-Learning.
• Online Comprehension– Immersive journalism.
• Therapeutic Applications. – Phobias and stroke rehabilitation.
Uses of Virtual Environments
• Social Applications– Gaming, Multi-Agent Environments, and
Collaborative Networking. – Telepresence.
• Ubiquitous Computing. – Working within everyday environments – table top
display.
Augmented Reality
• Virtual ruler. • Figure 5.16.
Augmented Reality
• Augmented virtuality and mixed reality.• Problems for virtual and augmented reality
environments. – Cost, lag, biases and distortions, lostness and
disorientation, and cybersickness
Augmented Reality