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Static and Moving Patterns Ware Chapter 6 Introduction • Title of Ware’s chapter: “Static and Moving Patterns” • Finding patterns, a kind of “insight” is key to visualization! • Investigation, exploration, discovery, … is often about finding patterns – – – – That were previously unknown, or That depart from the norm. Finding such patterns can lead to key insights • One of the most compelling reasons for visualization • Computing is about insight, not numbers, Hamming, 1973 Goals of insight: • Discovery • Decision making • Explanation • Expert knowledge is about understanding patterns • Example Questions: – – – – Patterns showing groups? Patterns showing structure? When are patterns similar? How should we organize information on the screen? Some memories … • From the first class … Visualization – Main Ideas • Definition: – “The use of computer-supported, interactive visual representations of data to amplify cognition.” • Card, Mackinlay Shneiderman ’98 • This is among the most widely accepted contemporary working definitions • Visuals help us think – Provide a frame of reference, a temporary storage area • Cognition → Perception • Pattern matching • External cognition aid – Role of external world in thinking and reason • Larkin & Simon ’87 • Card, Mackinlay, Shneiderman ‘98 When to use Visualization? • Many other techniques for data analysis – Data mining, DB queries, machine learning… • Visualization most useful in exploratory data analysis: – Don’t know (exactly) what you’re looking for … – Don’t have a priori questions ... – Want to know what questions to ask Data Analysis and Logical Analysis • Data Analysis – Data in visualization: • From mathematical models or computations • From human or machine collection – Purpose: • All data collected are (should be) linked to a specific relationship or theory • Relationships are detected as patterns in the data – Maybe call it insight – Relationship may either be functional (good) or coincidental (bad) – Data analysis and interpretation are functionally subjective • Logical Analysis – Applying logic to observations (data) creates conclusions (Aristotle) – Conclusions lead to knowledge (at this point data become information) – There are two fundamental approaches to generate conclusions: • Induction and Deduction • Equally “real” and necessary Mueller, 2003 Deduction vs. Induction • Deductive logical analysis probably the more familiar – Presented in detail since middle school • Formulate a hypothesis first, then test hypothesis – via experiment and accept/reject – data collection more “targeted” than in induction • i.e., only addressing “truth” (actually falseness) of hypothesis – only limited data mining opportunities Mueller, 2003 Deduction vs. Induction • Inductive logical analysis part of scientific process, and reasoning generally, but perhaps delineation if its elements less familiar • Like, where do the hypotheses come from? – Insight? • Make observations first, then draw conclusions – organized data survey (structured analysis, visualization) of the raw data provide the basis for the interpretation process – interpretation process will produce knowledge that is being sought – experience of individual scientist (observer) is crucial – important: selection of relevant data, collection method, and analysis method – data mining is an important knowledge discovery strategy – ubiquitious data collection, filtering, classification, and focusing is crucial Mueller, 2003 Ware refocus … • Ware notes that much of visualization is about “finding patterns” – And Ch. 6 “Static and Moving Patterns” starts new part of book in which low level parallel processing of features – … Is combined with other “higher level” processes for “deeper” analysis • Will examine the role of pattern perception – Mostly 2d processes occurring between feature analysis and full object perception – “flexible middle ground where objects are extracted from patterns of features” – Point where “bottom up” feature extraction meets “top down” object recognition processes • “Understanding pattern perception provides abstract design rules that can tell us much about how we should organize data so that important structures will be perceived” Recall … Model of Perceptual Processing What we do is design information displays! • An information processing (the dominant paradigm) model – “Information” is transformed and processed • – Gives account to examine aspects important to visualization – In spirit of visualization as evolving discipline, yet to develop its theories, laws, … • • • Here, clearly, many neural subsystems and mapping of neural to ip is pragmatic Stage 1: Parallel processing to extract low-level properties of the visual science Stage 2: Pattern perception – • Physical light does excite neurons, but at this “level of analysis” consider information Today, focus on first elements of this stage, things that “pop out” Stage 3: Sequential goal-directed processing Stage 2: Pattern Perception • Rapid, “active”, but not conscious processes • Specialized for object recognition – – • Specialized for interacting with environment – • Visual attention and memory • E.g., for recognition must match features with memory Task performing will influence what perceived • Bottom up nature of Stage 1, influenced by top down nature of Stage 3 E.g., tasks involving eye-hand coordination “Two-visual system hypothesis” – One system for locomotion and eye-hand coordination • – One system for symbolic object manipulation • • The “action system” The “what system” Both bottom up and top down – More emphasis on arbitrary aspects of symbols than Stage 1 Detail: Model of Object Perception • Stage 1: Parallel, fast extraction – – • Stage 2: Pattern Perception – – • Contours and boundaries form perceptually distinct regions Will study this “middle ground” today Stage 3: Object Identification – – • Form, motion, texture, color, stereo depth Contrast sensitivity, edge detection, as before Slower, serial identification of objects within scene Comparisons with working memory There is feedback – – Linear model is a simplification Later stage intentions affect earlier stage responses Parallel feature processing: orientation, texture, color, motion. … Detection of 2D patterns, contours, regions, … Object identification, working memory, … To Learn about Pattern Perception… • Will examine: – – – – – Gestalt laws Contour perception Perception of transparency: Overlapping data Perceptual syntax of diagrams Patterns in motion • Perception of Causality So, what’s this? • x Perception - Emergence • Local (small) regions of image not contain sufficient information to extract contours from noisy edges – E.g., front paw • Upon recognition of form (dog) contours are perceptually evident • But, there are no contours in senses we have discussed so far! – Rather, it is the filling in of voids that leads to contours – Clearly contours “constructed” • Dog perceived as a “whole” • And the perceived image (whole) is “more than the sum of its parts” Perception - Multistabilty • Necker cube – Which is the front face? • Shows multistability of perception – Perception not a sequential process from input to percept, – Is dynamic system - equilibrium state(s) represent final percept Perception - Constructive • Object perceived as having more spatial information than is actually present in image • Again, perception “fills in the blanks” • Subjective contour illusions illustrate • In perception, tend to order our experience in a manner that is regular, orderly, symmetric, and simple • Gestalt Gestalt Laws – Perception, Organization • First attempt to understand pattern perception • 1912, “Gestalt school of psychology” – Max Wertheimer, Kurt Koffka, and Wolfgang Kohler, 1930’s • Gestalt = pattern/form (in German) Max Wertheimer, 1880-1943 Kurt Koffka, 1886-1941 • Perceptual organizing principles • Patterns transcend visual stimuli that produced them • Got “laws”, or rules of pattern perception, essentially right, if not mechanisms – “Laws” still hold, different explantions Wolfgang Kohler, 1887-1967 Gestalt Laws – perception, organization • Robust “laws” easily translate into design principles: – Figure and Ground – Proximity – Similarity – Continuity (and Connectedness) – Symmetry – Closure – Relative Size – Common Fate (motion perception) Max Wertheimer, 1880-1943 Kurt Koffka, 1886-1941 Wolfgang Kohler, 1887-1967 Gestalt Law: Figure and Ground • What is foreground, what is background? – At right is there a black object on a white background, or – A white object on a black background? • Fundamental perceptual act in object identification according to Gestalt school • All other principles help determine this • Symmetry, white space, and closed contours contribute to perception of the figure Gestalt Law: Figure and Ground • Rubin’s Vase – Another “illusion” • What is figure what is ground? • Can they swap? – Suggests Competing recognition processes – Following slides illustrate 1 • Again 2 • And again 3 • And again 4 • And again One Last Figure Ground Example • A man playing saxophone or a woman’s head? Gestalt Law: (Spatial) Proximity a • Principle: Things close (physically) are grouped together – One of most powerful perceptual organizing principles • Spatial concentration principle – – Perceptually group regions of similar element density • We perceptually group regions of similar density – “Perceptually” means without conscious intervention – It is as if the “groupings” are inherent in environment • To a larger extent than they are, recall edges • E.g., Below dots clearly perceived as rows and columns, though difference in spacing is small x b Gestalt Law: Similarity • Principle: Things that are “similar”, by some criterion, are grouped together • Again, “perceptually” … • Visual groupings by similarity • Below, color or shape similarity groups by row a b Similarity: Integral and Separable Dimensions • Color or shape similarity groups by row a b • Separable dimensions enable alternate perception – E.g., in 6.5 integral dimensions on left, separable on right Separable dimensions Integral dimensions Integrable dimensions form stronger pattern Gestalt Law: Connectedness • Principle: Connectedness (association, grouping) can be shown explicitly – Stronger than proximity (a), color (b), size (c), and shape (d) – Assumed in Continuity – Connecting different graphical objects by lines is a powerful way of expressing that there is some relationship among them • E.g., node-link diagrams a c b d Gestalt Law: Continuity • Principle: More likely to construct visual entities out of visual elements that are smooth and continuous, rather than ones that contain abrupt changes of direction – As shown in examples a-c (top) • Visual entities tend to be smooth and continuous – “Good continuity” of elements • Connections using smooth lines facilitate perception continuity, as shown in a, b (below) a b Gestalt Law: Symmetry • Principle: Symmetry creates visual whole – Bilateral symmetry stronger than parallelism • Prefer symmetry – Symmetric shapes seen as more likely – Explains why cross shape so clearly perceived – vs. b • Make use of symmetry to enable user to extract similarity (next slide) Gestalt Law: Symmetry • Design principle: Make use of symmetry to enable user to extract similarity – Ex. Gestalt Law: Closure • Principle: A closed contour is seen as an object • Perceptual system will close gaps in contours – System “prefers” closed contours – E.g., tend to see a as a circle obscured by rectangle • Rather than a circle with a gap by a rectangle • Word “closure” has entered language with variety of meanings a b Gestalt Law: Closure • Contour separates world into “inside” and “outside” – Stronger than proximity – Venn diagrams from set theory • Closed contours to show set relationship – Closure and continuity both help • Closed rectangles strongly segment visual field – Provide frames of reference – Position of object judged based on enclosing frame • Design Principle: – Partial obscuration is okay – Especially for symmetric objects A B C D Gestalt Law: Closure • Ware: Extending Venn diagram – Adding color, texture, etc. facilitates “closure” and contour perception Gestalt Law: Relative Size • Principle: Smaller components of a pattern tend to be perceived as the object – E.g., black propeller on white background • Horizontal and vertical tend to be seen as objects • Plays into figure/ground principle • Design principle – Make dots the objects, rather than elements of a figure, e.g., “cheese grater” Contours • Contour: A Perceived continuous boundary between regions • Can be defined by: – Line (sharp change on both sides in intensity) – Boundary between regions of two colors – Stereoscopic depth – Patterns of motion – Texture – Even perceived where are none • E.g., illusory contour at right – Boundary of blobby shape • continuity & closure FYI: Perceiving Direction: Representing Vector Fields • How to represent vector (direction) fields? a – Frequent in scientific visualization – Need to represent: • Orientation • Magnitude b • When do contours jump gaps? – When a smooth curve can be drawn over gaps. • E.g., at right b (shifted next) is easier to see flow in that a – Straight lines are easiest – Quite wiggly is possible – Direct application to vector field display Perceiving Direction: Representing Vector Fields • Which direction? • Away from background (Opt.) 2D Flow Visualization Techniques • An experimental comparison – – – • But far from exhaustive Cf. Ware (labeled A-C 1st row, DF 2nd row) Figures: A. Arrows on a regular grid – fixed length B. “ jittered grid C. Triangle icons – size proportional to field strength D. Line integral convolution E. Large head arrows along a streamline, regular grid F. “ , constant spacing • Tasks: – – 0 magnitude, hardest with a & b Trajectories, f best, d worst (Opt.) 2d Flow Visualization • . Kirby, R.M., M.M. and D.H. Laidlaw. Visualizing Multivalued Data from 2D Incompressible Flows Using Concepts from Painting, IEEE Visualization 99, San Francisco, CA, IEEE Press, pp. 333-340, 1999. (Opt.) 2d Flow Visualization • Visual Thinking for Design, Ware (opt.) Perception of Transparency: Overlapping Data • Presentation of data in “layered” form common visualization technique – E.g., GIS – Common technique is to present one layer of data as if transparent layer over another – But, problems – x • contents of layers always interfere to some extent with others • Sometimes layers will fuse perceptually, so not possible to determine to which layer object belongs b a • Main determinants of perceived continuity: – Good continuity (a), and – Ratios of gray values (or colors) in different pattern elements (a) • x Rules for transparency to be perceived w y – Where x, y, z, w are gray values – x < y < z or x > y > z – y < z < w or y > z > w b a z (opt.) Perception of Transparency: Overlapping Data • Also, can represent layers of data by showing each as a see-through texture or screen pattern a • – – – a & b, clear layers c not d bistable, • • • Be careful with composites of texture c Many perceptual pitfalls – – – • sometimes two different Sometimes three, with -, | , and + elements Attempting to present multiple data layers – • b Experiment with right shows possibilities tested Different layers interfere with each other to some extent Sometimes layers will fuse perceptually into one Patterns similar in color, frequency, motion, etc. interfere more Design principle: – Make layers differ in at least one significant dimension d (Opt.) Perceptual Syntax of Diagrams • Diagrams are hybrids of: – Conventional (learned) elements • E.g., labeling codes such as math symbols – Perceptual elements • E.g., as shown in Gestalt laws, grouping • Graphs are natural and ubiquitous form of information display – “graph drawing algorithms”, subject of study in computer science • Quantitatively describing “good layout” is challenge – Nodes represent something,links represent something else • E.g., entity-relation diagrams – Can consider a graph a diagram • Ware suggests a “grammar of node-link diagrams” – Way of describing elts of diagrammatic use of graphs – I.e., to convey information • Four kinds of node-link diagrams used in software engineering – – (with text labels on nodes and arcs) A. code module diagram, B. data flow diagram, C. object modeling diagram, D. state transition diagram (opt.) Grammar of Node-Link Diagrams • Table expresses ways in which entities and relationships can be expressed using node-link diagrams • Visual grammar: – “Standardization” (or agreement) of interpretation of visual elements Graphical code Visual instantiation Semantics Graphical code 1. Closed contour Entity, object, node 8. Spatially ordered shapes A sequence 9. Linking line Relationship between 2. Shape of closed region Entity type 3. Color of enclosed region Entity type 4. Size of enclosed region Entity value Larger = more 5. Partitioning lines within Entitity partitions are enclosed region created e.g. treemaps. 6. Attached shapes contour Semantics entities 10. Linking line quality Type of relationship between entity 11. Linking line thickness Strength of relationship between entities 12. Tab connector A fit between components 13. Proximity Groups of components Attached entities Part_of relations 7. Shapes enclosed by Visual instantiation Contained entities (opt.) Visual Grammar of Map Elements • Similarly, a visual grammar exists for maps • Only three basic kinds of graphical marks are common to most maps: – Areas, line features, point features Graphical code Semantics Graphical code 1. Closed contour Geographic region 7. Dot in closed contour 2. Colored region Geographic region 3. Textured region Geographic region 4. Line Linear map features such as 5. Dot 6. Dot on line Visual Instantiation Visual Instantiation Semantics Point feature such as town located within a geographic region. 8. Line crosses closed Linear feature such as river, contour crossing geographic region. rivers, roads, etc. Depends region on scale. 9. Line exits closed A linear feature such as a Point features such as town, contour river terminates in a building. Depends on scale region geographic region. Point feature such as town 10. Overlapping contour, Overlapping geographically on linear feature such as colored regions, Defined areas. road. textured regions. Use in Design - Example • Visual Thinking for Design, Ware Patterns and Attention • “Visual Thinking for Design, Ware Patterns in Motion • So far, have discussed static patterns only – By far largest number of visualizations are static – Perception of dynamic patterns less well understood • Still, humans very sensitive to: – Motion generally – Patterns in motions • Will see examples and overviews – causality, why wagon wheel effect – Gestalt principle of “common fate” • But, it is complicated, and we’ll only touch on it • Next is an example Albert Michotte’s Motion Experiments, 1946 • Humans find order … • Humans ascribe causality … • Michotte’s demonstrations … – 4 + conclusion • http://cogweb.ucla.edu/Discourse/Narrative/michotte-demo.swf – Prepared by Warren Thorngate, Professor Perception of Causality • Michotte’s claim: Direct perception of causality • Task: – Vary time delay from time dot moves – Chart shows subjects’ perception of causal relationship 100% Direct Launching Delayed launching No causality 50% 100 Time (msec.) 200 Another Example • Another example – http://www.michaelbach.de/ot/mot_wagonWheel/index.html – https://www.youtube.com/watch?v=e_jKNlC2YKo Patterns in Motion, Example 2, 1 • How to represent data communication with animation? – Let graphical object represent each “data packet” – Then animate that package from information source to destination • Observe bottlenecks, bursts, etc. • For animation, with observer perceiving smooth motion, need to: – – – – Display element at point a Display element at point a’ Repeat (at a pretty fast frame rate) Sequence of static pictures is then perceived as smoothly moving object a • But, limitation on “throughput”, – i.e., how much data can be displayed per unit time – Here, amount that an object can be moved before it becomes confused with another object in the next frame • E.g., next spoke of the wagon wheel – Correspondence problem b Patterns in Motion, Example 2, 2 • … limitation on “throughput” … correspondence problem – how much data can be displayed per unit time – Amount that an obj can be moved before confused with another obj in next frame • Let = distance between pattern elements – The distance at which subsequent display of elements is “right on top of” the next / 2 (in practice minus a bit, /3 empirically) is maximum displacement/inter-frame movement for element before the pattern is more likely to be seen as moving in reverse direction than what intended • When elements identical, brain constructs correspondences based on object proximity in successive frames – “wagon-wheel” effect – With /3, frame rate = 60 fps, have upper bound of 20 messages per second a b c Form and Contour in Motion • Might use motion to code attributes, etc. • Patterns of dots moving in synchrony group together – Gestalt principle of “common fate • Demo http://tepserver.ucsd.edu/~jlevin/gp/time-example-common-fate/ • Contours seen in moving dot fields by motion alone – Rivals static contour detection • Phase of the motion seems most salient – Compared to frequency and amplitude a • Design Principle: – Consider animation for association of groups • Might also, group moving objects in hierarchical fashion – Moving frames, next slide b Moving Frames • Rectangular frame forms strong context – The stationary Dot is perceived as moving in (a). – The circle has no effect on this process in (b). a b • Groups of dots moving together form frame a b More About Motion • Motion Design Principles: – Use motion as strong cue for grouping – Add frame around group of related particles – Speed around a few cm per second • Speed up things that are much slower than this • Slow down things that are much faster • Other Motion Information – Motion can express causality – Motion of dots on human limbs immediately recognizable – Motion patterns can express emotion or behavior Perception of Animate Motion • Pattern of moving dots (captured from actor body) – Johansson – People can identify anger, gender, etc. – Today, motion capture at heart of animation development – http://www.mocapdata.com/ • Attach meaning to movements (Heider and Semmel) a b End • .