DVT Unit - 2
DVT Unit - 2
There are many other visualization techniques and systems shown in the tables. We need to
organise methods into categories or taxonomies to structure the study of field.
• Most visualization pipelines and systems map easily to these stages and
transformation or computation can be placed at any of these stages.
• Two key points are:
1. User Interaction can take place at any point in this pipeline(nodes & links)
2. Each link is a many-to-many mapping.
• Steps that need to be taken to define a visualization of data, transformations
and processes that alter the data.
1. Data Pre-processing and Transformation.
2. Mapping for Visualization.
3. Rendering Transformations.
Measures of Visualizations
• Measures that define mathematically and modifications can be applied at all
stages of the pipeline.
❑Expressiveness
❑Effectiveness
• An Expressive visualization presents all the information and only the
information, that measures concentration of information.
• We measure it as Mexp of that information,divided by the information we
want to present it to the user.
0<=Mexp<=1
➢If Mexp = 1, Ideal Expressiveness.
➢If Mexp<1, the information displayed is less than that desired to be
presented.
➢If Mexp>1, presenting too much information.
• Effectiveness:
A visualization is effective when it can be interpreted accurately &
quickly and when it can be rendered in a cost-effective manner.
• Effectiveness thus measures a specific cost of information perception.
• If the interpretation time increases,either due to the increasing complexity or
the size of the dataset, Meff decreases, emphasizing the rendering time.
• We define
➢Meff = 1/(1+interpret+render)
➢0<Meff<=1
• The larger the Meff is, the greater the visualization’s effectiveness.
• If Meff is small,then either interpretation time is very large or the rendering
time is large.
• If Meff is large, then both the interpretation and the rendering time are very
small.
Semiology of Graphical symbols
• Every visual object is called a graphical symbol, which are easily recognised.
The science of graphical symbols and marks is called semiology.
• Semiology uses the qualities of the plane and objects on the plane to produce
similarity features,ordering features, and proportionality features of the data
that are visible for human consumption.
• Composition by union:
Combines marks using set union.
• Composition by transparency:
Manipulating the opacity values of marks.
• Composition by Intersection:
Computes the Intersection of visualization
techniques.
Golovchinsky AVE
• AVE(Automatic Visualization Environment) is an automatic graphical presentation systems
based on generative theory or diagram design.
• The resulting graphics are trees and graphs depicting nodes as rectangles and relationships
with lines or arrows.
• Spatial Substrate deals with the use of spatial positioning for encoding data
within the display, in this the structure is described as Axes and their
properties and presented four elementary types of Axes.
1. Unstructured(No axis)
2. Nominal(a region is divided into sub-regions)
3. Ordinal(the ordering of these sub-regions is meaningful),
4. Quantitative(a region has a metric, possibly an interval or ratio or specialized)
• Five techniques are described for the increasing the amount of information
that can be encoded by spatial positions.
• This table model came into existence by four research specific visualizations
techniques called survey plots, scatter plots, RadViz and parallel coordinates.
• Standard 2D/3D displays – x,y or x,y,z – • Dynamic projection – grand tour system,
plots, bar charts, line graphs. Xgobi
• Geometrically transformed displays – • Interactive filtering – Magic lenses,
landscapes, scatterplots matrices, infocrystal, dynamic queries, polaris
prosection views, hyperslice, parallel • Interactive Zooming - Tablelens, Dataspace,
coordinates MGV and scalable framework.
• Iconic displays – needle icons, star icons, • Interactive distortion – hyperbolic &
color icons, tile bars. spherical distortions, bifocal displays,
• Dense pixel displays – recursive patterns, graphical fisheye views.
circle segments, graph sketches. • Interactive linking & brushing – Multiple
• Stacked –displays – hierarchical axes, scatterplots, barcharts, parallel coordinates,
worlds-within-worlds, tree maps, cone trees pixel displays & maps.
Classification of Information Visualization Techniques
Gibson’s Affordance theory
• According to Gibson, affordances are physical properties of the Environment that we
directly perceive.
• We think perception as a very active process, brain deduces certain things about the
environment based on the available senses.
• Gibson concentrated on the visual system as a whole and not to break perceptual
processing into components n & operations.
• He described term “Resonating” to describe the way the visual system responds to
properties of the environment.
• There are three problems with Gibson’s direct perception approach in developing theories
of how visualizations work -
• First problem – Even if perception of the environment is direct , it is clear that
visualization of data through computer graphics is very indirect.
Many layers between data and its representation.
Source of the data may be microscopic
Source of the data may be abstract.
• Second problem – There are no clear physical affordances in any graphical user
interface.
Use of buttons is arbitrary, when pressed they do interesting things in the real
world.
Perception and action are linked in even more indirect ways when we use a
computer – learn that a picture of a button can be “pressed” using a mouse,
cursor or any other button.
• Third problem – Gibson’s rejection of visual mechanism is a problem.
Color is based on years of experimentation, analysis, and modelling of the
perceptual mechanisms. Color television and many other display technologies
are based on an understanding of these mechanisms.
Understanding of perceptual mechanisms is basic to providing visualization
designers with sound design principles.
A Model of Perceptual Processing
• A simplified information processing model of human visual perception.
• It gives a broad schematic overview of a three-stage model of
perception.
• In stage 1, information is processed in parallel to extract basic features of
the environment.
• In stage 2, active processes of pattern perception pull out structures and
segment the visual scene into regions of different color, texture, and
motion patterns.
• In stage 3, the information is reduced to only a few objects held in visual
working memory to form the basis of visual thinking.
Stage 1. Parallel processing to extract low-level properties
• Visual information is first processed by large neurons in the eye and in the primary visual
cortex at the back of the brain.
• Individual neurons are selectively tuned to certain kinds of information, such as orientation
of edges or the color of a patch of light.
• In stage 1 processing, billions of neurons work in parallel, extracting features from every part
of the visual field simultaneously.
• Important characteristics of stage 1 processing include:
➢ Rapid parallel processing
➢ Extraction of features, orientation, color, texture, and movement patterns.
➢ Transitory nature of information, which is briefly held in an iconic store.
➢ Bottom-up, data-driven model of processing
➢ Serving as the basis for understanding the visual salience of elements in displays
Stage 2. Pattern perception
• At the second stage of visual analysis, rapid active processes divide the visual
field into regions and simple patterns, such as continuous contours, regions of
the same color, and regions of the same texture.
• The pattern-finding stage of visual processing is extremely flexible, influenced
both by the massive amount of information available from stage 1 parallel
processing and b the top-down action of attention driven by visual queries.
• Important characteristic of stage 2 processing include:
• Slower serial processing
• Top-down attention being critical to the formation of objects and pattrns pulled
out from the feature maps.
• A small number patterns becoming bound and held for a second or two under
top-down attentional processes.
• Different pathways from object recognition and visually guided hand motion(the
perception and the action channels).
• There is a major fork in the pattern-processing pathway, with one branch
leading to object perception and the other branch leading to parts of the brain
involved in the control of actions.
• This is the basis for the two-visual-system theory:
➢One system for locomotion & action called action system
➢Another for object identification called the What system
Stage 3. Visual Working memory
• This is the highest level of perception , where the objects held in visual working
memory by the demands of active attention.
• For External visualization, we construct a sequence of visual queries that are
answered through visual search strategies.
• At this level, only a few objects can be held at a time,vconstructed from
available patterns that may provide answer to the visual query and from
information stored in long-term memory related to the task.
• For example , the road map to look for a route, the visual query will trigger a
search for connected red contours(representing major highways) between two
visual symbols(representing cities)