Need for perceptual display hierarchies in visualization

Amit P. Sawant, C. Healey
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引用次数: 3

Abstract

The advent of computers with high processing power has led to the generation of large, multidimensional collections of data. Visualization lends itself well to the challenge of exploring and analyzing these information spaces by harnessing the strengths of the human visual system. Most visualization techniques are based on the assumption that the display device has sufficient resolution, and that our visual acuity is adequate for completing the analysis tasks. However, this may not be true, particularly for specialized display devices (e.g., PDAs or large-format projection walls). In this article, we propose to: (1) determine the amount of information a particular display environment can encode; (2) design visualizations that maximize the information they represent relative to this upper-limit; and (3) dynamically update a visualization when the display environment changes to continue to maintain high levels of information content. To our knowledge, there are no visualization systems that do this type of information addition/removal based on perceptual guidelines. However, there are systems that attempt to increase or decrease the amount of information based on some level-of-detail or zooming rules. For example, semantic zooming tags objects with "details" and adds or removes them as the user zooms in and out. Furnas's original fisheye lens system [9] used semantic details to determine how much zoom was necessary to include certain details. Thus, while zooming for detail, you see not only a more detailed graphic representation, but also more text details (e.g., more street names on the zoomed-in portion of a map). Level-of-detail hierarchies have also been used in computer graphics to reduce geometric complexity where full resolution models are unnecessary and can be replaced with low-detail models where the resulting error cannot be easily recognized. Our approach is motivated by all these ideas, but our key contribution is that we use human perception constraints to define when to add or remove information.
可视化中对感知显示层次的需求
具有高处理能力的计算机的出现导致了大量多维数据集合的产生。可视化通过利用人类视觉系统的优势,很好地应对了探索和分析这些信息空间的挑战。大多数可视化技术都是基于这样的假设:显示设备具有足够的分辨率,并且我们的视觉敏锐度足以完成分析任务。然而,这可能不是真的,特别是对于专门的显示设备(例如,pda或大幅面投影墙)。在本文中,我们建议:(1)确定特定显示环境可以编码的信息量;(2)设计可视化,使它们相对于这个上限所代表的信息最大化;(3)在显示环境发生变化时动态更新可视化,继续保持高水平的信息内容。据我们所知,目前还没有一种可视化系统能够基于感知准则进行这种类型的信息添加/删除。然而,也有一些系统试图基于某些细节级别或缩放规则来增加或减少信息量。例如,语义缩放用“细节”标记对象,并在用户放大和缩小时添加或删除它们。Furnas最初的鱼眼镜头系统[9]使用语义细节来确定需要多大变焦才能包含某些细节。因此,在放大细节时,您不仅可以看到更详细的图形表示,还可以看到更多的文本细节(例如,在地图的放大部分上可以看到更多的街道名称)。在计算机图形学中,细节层次结构也被用于降低几何复杂性,在这种情况下,全分辨率模型是不必要的,可以用低细节模型代替,而低细节模型产生的误差不容易识别。我们的方法是由所有这些想法驱动的,但我们的关键贡献是我们使用人类感知约束来定义何时添加或删除信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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