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Chapter 5: Spatial Cognition Slide Template. FRAMES OF REFERENCE.

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Presentation on theme: "Chapter 5: Spatial Cognition Slide Template. FRAMES OF REFERENCE."— Presentation transcript:

1 Chapter 5: Spatial Cognition Slide Template

2 FRAMES OF REFERENCE

3 Cognitive Representation of Space Egocentric versus exocentric.

4 Frame of Reference (FOR) Transformation in 2D Mental Rotation Mental rotation costs as a function of angle.

5 Frame of Reference (FOR) Transformation in 2D Mental Rotation “You Are Here” maps.

6 3D Mental Rotation: The General FORT Model Performance costs for 3D images. 3D frames of reference transformations. Challenges of multiple FORT transformations.

7 3D Mental Rotation: The General FORT Model

8

9 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.

10 2D or 3D

11 Solutions for FOR Problems Design: Multiple Maps. – Visual momentum and synthetic-vision-system display. Training: Stages of Navigational Knowledge. – Landmark, Route and Survey Knowledge.

12 APPLICATIONS TO MAP DESIGN

13 Design of 2D Maps Heading up maps. Multiple coplanar 2D views for precise vertical information.

14 Design of 3D Maps The coupling of two maps Principle of visual momentum

15 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

16 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.

17 Role of Clutter in Map Search Database overlay. – Greater legibility problems – Proximity compatibility principle

18 Role of Clutter in Map Search Clutter solutions. – Highlighting. – De-cluttering tools.

19 ENVIRONMENTAL DESIGN

20 Environmental Design Canonical orientation Landmark prominence Rectilinear normalization

21 Principles of Good Environmental Design Landmark prominence and discriminability Consistency of orientation Consistency of elements Consistency of rectilinear normalization

22 INFORMATION VISUALIZATION

23 Tasks in Visualization Search tasks Comparison tasks Insight

24 Principles of Visualization Compatible mapping of dimensions. Relationship between data representation and display representation.

25 Principles of Visualization Compatible mapping of data structure.

26 Principles of Visualization Data type compatibility.

27 Principles of Visualization Parallel coordinate graph.

28 Principles of Visualization Multiple views. – Global overview and local view – Keyhole phenomenon. – Fisheye view.

29 Principles of Visualization

30 Interaction. – Direct vs. indirect travel

31 Principles of Visualization Proximity compatibility. – Mesh for connecting the points – Integrate spatially separate elements – Ego-location within a local and global view Animation

32 VISUAL MOMENTUM

33 Basic Guidelines Use consistent representations. Use graceful transitions. Highlight anchors. Display continuous world maps.

34 TRACKING, TRAVEL AND CONTINUOUS MANUAL OPERATION

35 Tracking Control device and system output. Closed-loop tracking. Target movement and disturbance. System dynamics and complexity of the tracking system

36 Tracking to a Fixed Target Fitt’s Law and Index of Difficulty.

37 Tracking a Moving Target Examples

38 What Makes Tracking Difficult? Bandwidth Gain System Lag. – Control order. Instability

39 What Makes Tracking Difficult?

40 Prediction. – Predictive displays.

41 Multi-Axis Tracking and Control Difficulties Automation

42 VIRTUAL ENVIRONMENTS AND AUGMENTED REALITY

43 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

44 Uses of Virtual Environments Training applications. – Haptic projection – E-Learning. Online Comprehension – Immersive journalism. Therapeutic Applications. – Phobias and stroke rehabilitation.

45 Uses of Virtual Environments Social Applications – Gaming, Multi-Agent Environments, and Collaborative Networking. – Telepresence. Ubiquitous Computing. – Working within everyday environments – table top display.

46 Augmented Reality Virtual ruler. Figure 5.16.

47 Augmented Reality Augmented virtuality and mixed reality. Problems for virtual and augmented reality environments. – Cost, lag, biases and distortions, lostness and disorientation, and cybersickness

48 Augmented Reality


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