Lecture 3 Human Visual System Recap Human Visual

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Lecture 3 Human Visual System – Recap Human Visual System – Gestalt Principles –

Lecture 3 Human Visual System – Recap Human Visual System – Gestalt Principles – Motion Perception – – – Space Perception Lighting Model Depth Cues – Relative Importance © Anselm Spoerri

Human Visual System – Recap Sensory vs. Cultural Sensory Representations Effective because well matched

Human Visual System – Recap Sensory vs. Cultural Sensory Representations Effective because well matched to early stages of neural processing – – Understanding without training Perceptual Illusions Persist Physical World Structured – – – Smooth Surfaces and Motion Temporal Persistence Structured Light + Law of Gravity Stages of Visual Processing 1 Rapid Parallel Processing – – Feature Extraction: Orientation, Color, Texture, Motion Bottom-up processing Popout Effects Segmentation Effects: Edges & Regions 2 Slow Serial Goal-Directed Processing – – Object Recognition: Visual attention & Memory important. Top-down processing © Anselm Spoerri

Parallel Processes Serial Processes Parallel Processing • • Orientation Texture Color Motion Detection •

Parallel Processes Serial Processes Parallel Processing • • Orientation Texture Color Motion Detection • Edges • Regions • 2 D Patterns Serial Processing • Object Identification • Short Term Memory 5 ± 2 = 3 to 7 Objects © Anselm Spoerri

Spatial Frequency Acuity Contrast Sufficient Contrast for Fine Details Need Spatial Freq. © Anselm

Spatial Frequency Acuity Contrast Sufficient Contrast for Fine Details Need Spatial Freq. © Anselm Spoerri

Human Visual System – Recap (cont. ) Eye is NOT a light meter –

Human Visual System – Recap (cont. ) Eye is NOT a light meter – Designed to detect CHANGES Not good for detecting Absolute Values – Designed to extracts Surface Information – Discounts Illumination Level & Color of Illumination – Sensitive over 9 orders of magnitude Mechanisms 1 Adaptation – Receptors bleach and become less sensitive with more light – Takes up to ½ hour to recover sensitivity 2 Simultaneous Contrast © Anselm Spoerri

Human Visual System – Recap Luminance Channel Detail Form Shading Motion Stereo (cont. )

Human Visual System – Recap Luminance Channel Detail Form Shading Motion Stereo (cont. ) Color Channels Surfaces of Things Sensitive to Small Differences Rapid Segmentation Categories (about 6 -10) Not Sensitive to Absolute Values Unique Hues: Red, Green, Yellow, Blue Small areas = high saturation Large areas = low saturation Luminance More Important than Color © Anselm Spoerri

Pre-Attentive - Summary © Anselm Spoerri

Pre-Attentive - Summary © Anselm Spoerri

Human Visual System – Recap (cont. ) 900 Pre-Attentive Processing 700 Important for Design

Human Visual System – Recap (cont. ) 900 Pre-Attentive Processing 700 Important for Design of Visualizations 500 Pre-Attentive Properties can be perceived immediately 3 6 12 Number of distractors Pre-Attentive Demo by Christopher Healey Laws of Pre-Attentive Display Must Stand Out in Simple Dimension Position Color Simple Shape = orientation, size Motion Depth Pre-Attentive Conjunctions Position + Color Position + Shape Position + Form Color + Stereo Color + Motion Design of Symbols Simple Visual Attributes Distinct – (or combination thereof) Use different visual channels for different types of information © Anselm Spoerri

Human Visual System – Recap (cont. ) Mapping Data to Display Variables – –

Human Visual System – Recap (cont. ) Mapping Data to Display Variables – – – Position (2) Orientation (1) Size (spatial frequency) Motion (2)++ Blinking? Color (3) Accuracy Ranking for Quantitative Perceptual Tasks Position More Accurate Length Angle Slope Area Volume Less Accurate Color Density © Anselm Spoerri

What do you see? © Anselm Spoerri

What do you see? © Anselm Spoerri

What do you see? © Anselm Spoerri

What do you see? © Anselm Spoerri

Gestalt Laws Max Westheimer, Kurt Koffka and Wolfgang Kohler (1912) Proximity Similarity Continuity Symmetry

Gestalt Laws Max Westheimer, Kurt Koffka and Wolfgang Kohler (1912) Proximity Similarity Continuity Symmetry Closure Relative Size Figure and Ground © Anselm Spoerri

Gestalt Laws – Proximity © Anselm Spoerri

Gestalt Laws – Proximity © Anselm Spoerri

Gestalt Laws – Proximity © Anselm Spoerri

Gestalt Laws – Proximity © Anselm Spoerri

Gestalt Laws – Similarity © Anselm Spoerri

Gestalt Laws – Similarity © Anselm Spoerri

Gestalt Laws – Similarity Separable dimensions Integral dimensions © Anselm Spoerri

Gestalt Laws – Similarity Separable dimensions Integral dimensions © Anselm Spoerri

Gestalt Laws – Continuity Visual objects tend to be smooth and continuous © Anselm

Gestalt Laws – Continuity Visual objects tend to be smooth and continuous © Anselm Spoerri

Gestalt Laws – Continuity Connections using smooth lines © Anselm Spoerri

Gestalt Laws – Continuity Connections using smooth lines © Anselm Spoerri

Gestalt Laws – Continuity & Connectness © Anselm Spoerri

Gestalt Laws – Continuity & Connectness © Anselm Spoerri

Gestalt Laws – Symmetry © Anselm Spoerri

Gestalt Laws – Symmetry © Anselm Spoerri

Gestalt Laws – Symmetry © Anselm Spoerri

Gestalt Laws – Symmetry © Anselm Spoerri

Gestalt Laws – Closure © Anselm Spoerri

Gestalt Laws – Closure © Anselm Spoerri

Gestalt Laws – Closure © Anselm Spoerri

Gestalt Laws – Closure © Anselm Spoerri

Gestalt Laws – Relative Size Smaller components tend to be perceived as objects Prefer

Gestalt Laws – Relative Size Smaller components tend to be perceived as objects Prefer horizontal and vertical orientations © Anselm Spoerri

Gestalt Laws – Figure and Ground Rubin’s Vase – Competing recognition processes © Anselm

Gestalt Laws – Figure and Ground Rubin’s Vase – Competing recognition processes © Anselm Spoerri

Contour Finding © Anselm Spoerri

Contour Finding © Anselm Spoerri

Motion Phenomena – Motion Capture demo – Kinetic Depth demo – Anthropomorphic Form from

Motion Phenomena – Motion Capture demo – Kinetic Depth demo – Anthropomorphic Form from Motion demo Demo Source: George Mather Motion is Highly Contextual – Moving objects are grouped in hierarchical fashion Use Simple Motion Coding – – – Phase, Frequency, or Amplitude Causality Urgency Communication Emotion © Anselm Spoerri

Motion Patterns Limitation due to Frame Rate Increase Correspondence by using additional symbols ©

Motion Patterns Limitation due to Frame Rate Increase Correspondence by using additional symbols © Anselm Spoerri

Michotte’s Causality Perception © Anselm Spoerri

Michotte’s Causality Perception © Anselm Spoerri

Recommendations Gestalt Laws useful as Design Guidelines Luminance Contrast – Patterns should be present

Recommendations Gestalt Laws useful as Design Guidelines Luminance Contrast – Patterns should be present in luminance Size + Scale Contrast – Patterns should be the appropriate size Motion under-researched but evidence suggest its power Use Simple Motion Coding – – Causality Urgency Communication Emotion © Anselm Spoerri

What do you see? © Anselm Spoerri

What do you see? © Anselm Spoerri

What do you see? © Anselm Spoerri

What do you see? © Anselm Spoerri

Space Perception Depth Cues Shape-from-Shading Shape-from-Texture Shape-from-Contour Shape-from-Motion © Anselm Spoerri

Space Perception Depth Cues Shape-from-Shading Shape-from-Texture Shape-from-Contour Shape-from-Motion © Anselm Spoerri

Perception of Surface Shape Simple Lighting Model Light from above and at infinity Diffuse,

Perception of Surface Shape Simple Lighting Model Light from above and at infinity Diffuse, Specular and Ambient Reflection Oriented Texture enhances Shape Perception © Anselm Spoerri

Standard Lighting Model Ambient Illumination Specular Refection Diffuse Reflection = Lambertian © Anselm Spoerri

Standard Lighting Model Ambient Illumination Specular Refection Diffuse Reflection = Lambertian © Anselm Spoerri

Standard Lighting Model Diffuse Lambertian (cont. ) Specular Ambient Shadows © Anselm Spoerri

Standard Lighting Model Diffuse Lambertian (cont. ) Specular Ambient Shadows © Anselm Spoerri

Examples © Anselm Spoerri

Examples © Anselm Spoerri

Examples © Anselm Spoerri

Examples © Anselm Spoerri

Shape-from-Shading Specular reveals fine detail © Anselm Spoerri

Shape-from-Shading Specular reveals fine detail © Anselm Spoerri

Textures for Surface Orientation © Anselm Spoerri

Textures for Surface Orientation © Anselm Spoerri

Depth Cues – Occlusion strongest depth cue © Anselm Spoerri

Depth Cues – Occlusion strongest depth cue © Anselm Spoerri

Perspective © Anselm Spoerri

Perspective © Anselm Spoerri

Depth Cues – Perspective © Anselm Spoerri

Depth Cues – Perspective © Anselm Spoerri

Perspective (Cockburn and Mc. Kenzie) Position Occlusion Perspective © Anselm Spoerri

Perspective (Cockburn and Mc. Kenzie) Position Occlusion Perspective © Anselm Spoerri

Depth Cues – Shadows © Anselm Spoerri

Depth Cues – Shadows © Anselm Spoerri

Depth Cues – Shape-from-Motion Optical Flow Fields and Their Structure © Anselm Spoerri

Depth Cues – Shape-from-Motion Optical Flow Fields and Their Structure © Anselm Spoerri

Stereo Vision Basics P a n u m 's F u s i o

Stereo Vision Basics P a n u m 's F u s i o n a l A r e a S c reen R i g h t ey e d i sp a rity a = a - b b L ef t ey e © Anselm Spoerri

Depth Cues – Relative Importance Depth Contrast 0. 001 Motion parallax Occlusion 0. 01

Depth Cues – Relative Importance Depth Contrast 0. 001 Motion parallax Occlusion 0. 01 Relative size 0. 1 Binocular disparity Convergence accommodation 1. 0 1 Aerial 10 100 Depth (meters) © Anselm Spoerri

Depth Cues – 3 D Options Vergence Motion Parallax Shape-from Shading or Texture Focus

Depth Cues – 3 D Options Vergence Motion Parallax Shape-from Shading or Texture Focus Stereo Perspective Occlusion © Anselm Spoerri