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Chapter 5: Spatial Cognition. Slide Template. FRAMES OF REFERENCE. Cognitive Representation of Space. Egocentric versus exocentric. . Frame of Reference (FOR) Transformation in 2D Mental Rotation. Mental rotation costs as a function of angle .
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Chapter 5: Spatial Cognition Slide Template
Cognitive Representation of Space • Egocentric versus exocentric.
Frame of Reference (FOR) Transformation in 2D Mental Rotation • Mental rotation costs as a function of angle.
Frame of Reference (FOR) Transformation in 2D Mental Rotation • “You Are Here” maps.
3D Mental Rotation: The General FORT Model • Performance costs for 3D images. • 3D frames of reference transformations. • Challenges of multiple FORT transformations.
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.
Solutions for FORProblems • Design: Multiple Maps. • Visual momentum and synthetic-vision-system display. • Training: Stages of Navigational Knowledge. • Landmark, Route and Survey Knowledge.
Design of 2D Maps • Heading up maps. • Multiple coplanar 2D views for precise vertical information.
Design of 3D Maps • The coupling of two maps • Principle of visual momentum
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
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.
Role of Clutter in Map Search • Database overlay. • Greater legibility problems • Proximity compatibility principle
Role of Clutter in Map Search • Clutter solutions. • Highlighting. • De-cluttering tools.
Environmental Design • Canonical orientation • Landmark prominence • Rectilinear normalization
Principles of Good Environmental Design • Landmark prominence and discriminability • Consistency of orientation • Consistency of elements • Consistency of rectilinear normalization
Tasks in Visualization • Search tasks • Comparison tasks • Insight
Principles of Visualization • Compatible mapping of dimensions. Relationship between data representation and display representation.
Principles of Visualization • Compatible mapping of data structure.
Principles of Visualization • Data type compatibility.
Principles of Visualization • Parallel coordinate graph.
Principles of Visualization • Multiple views. • Global overview and local view • Keyhole phenomenon. • Fisheye view.
Principles of Visualization • Interaction. • Direct vs. indirect travel
Principles of Visualization • Proximity compatibility. • Mesh for connecting the points • Integrate spatially separate elements • Ego-location within a local and global view • Animation
Basic Guidelines • Use consistent representations. • Use graceful transitions. • Highlight anchors. • Display continuous world maps.
Tracking • Control device and system output. • Closed-loop tracking. • Target movement and disturbance. • System dynamics and complexity of the tracking system
Tracking to a Fixed Target • Fitt’s Law and Index of Difficulty.
Tracking a Moving Target • Examples
What Makes Tracking Difficult? • Bandwidth • Gain • System Lag. • Control order. • Instability
What Makes Tracking Difficult? • Prediction. • Predictive displays.
Multi-Axis Tracking and Control • Difficulties • Automation
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
Uses of Virtual Environments • Training applications. • Haptic projection • E-Learning. • Online Comprehension • Immersive journalism. • Therapeutic Applications. • Phobias and stroke rehabilitation.
Uses of Virtual Environments • Social Applications • Gaming, Multi-Agent Environments, and Collaborative Networking. • Telepresence. • Ubiquitous Computing. • Working within everyday environments – table top display.
Augmented Reality • Virtual ruler. • Figure 5.16.
Augmented Reality • Augmented virtuality and mixed reality. • Problems for virtual and augmented reality environments. • Cost, lag, biases and distortions, lostness and disorientation, and cybersickness