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Unit-II
•Foundations for visualization:
• Visualization stages • Semiology of Graphical Symbols • The Eight Visual Variables • Historical Perspective • Taxonomies • Experimental Semiotics based on Perception Gibson‘s Affordance theory • A Model of Perceptual Processing Foundations for visualization
• Mappings for visualization. choose most
appropriate visualization from options within your toolset , e.g. scatter plot versus bar chart (depends on the data type of the axes). ... • Before creating visualizations, you should thoroughly analyze your data to understand its structure, relationships, and any patterns or trends. • Foundations for visualization refer to the fundamental principles, concepts, and techniques that underlie the creation and effective use of visual representations of data and information • Visualization is a powerful tool for understanding complex data, identifying patterns, and communicating insights. Foundations for visualization
• We have now covered the start and the end
of the visualization pipeline , namely getting data into the computer, and, on the human side, how perception and cognition help us interpret images. • We have looked at one fundamental visualization, namely the scatter plot. • There are many other visualization techniques and systems some. • To make sense of them we need to organize methods into categories or taxonomies. • This is necessary for us to structure our study of the field. • We first review the visualization pipeline and then discuss various ways to view the multitudes of techniques and systems that have been developed to date The Visualization Process in Detail
• Let’s review the steps that need to be taken
to define a visualization of data. It is our reference visualization process. • Most visualization pipelines and systems map easily to these stages. Any transformation or computation can be placed at any of the stages. • We now focus on the transformations and processes that alter the data. This is necessary for us to structure our study of the field. • user interaction ideally takes place at any point in this pipeline. Each link is a many-to-many mapping. • many visualization systems have multiple visualizations at the same time on the screen, and thus have multiple representation mappings and corresponding renderings. I. Visualization stages
•process of creating effective data
visualizations typically involves several stages, each with its own objectives and considerations. •These stages help ensure that the visualization effectively communicates insights and information. Stages 1. Data preprocessing and transformation 2. Mapping for visualizations 3. Rendering transformations 4. Expressiveness 5. Effectiveness Data preprocessing and transformation The starting point is to process the raw data into something useable by the visualization system. ❖ make sure that the data are mapped to fundamental data types. ❖ dealing with specific application data issues such as missing values, errors in input, and data too large for processing. Missing data may require interpolation. Large data may require sampling, filtering, aggregation, or partitioning. Poor use of a bar chart. Better use of a scatter plot Mapping for visualizations • Once the data are clean, we can decide on a specific visual representation. This requires representation mappings: geometry, color, and sound, for example. It is easy to simply develop a nonsense visualization, or one that conveys the wrong information. • Crucial influences on the visualization of data sets are expressiveness and effectiveness Rendering transformations • The final stage involves mapping from geometry data to the image. This includes interfacing with a computer graphics Application Programmer’s Interface (API). • We need to select the viewing parameters, shading technique if 3D, device transformations (for display, printers, . . . ). Expressiveness
• An expressive visualization presents all the
information, and only the information. • Expressiveness thus measures the concentration of information. • If the information displayed is less than that desired to be presented, then Mexp < 1. If Mexp > 1, we are presenting too much information. • We have 0 ≤ Mexp ≤ 1. If Mexp = 1, we have ideal expressiveness. If the information displayed is less than that desired to be presented, then Mexp < 1. If Mexp > 1, we are presenting too much information. Effectiveness
• A visualization is effective when it can be
interpreted accurately and quickly and when it can be rendered in a cost-effective manner. • Effectiveness thus measures a specific cost of information perception. • We can define a measure of effectiveness Meff as some ratio similar to that for expressiveness. •What we want is a measure such that for small data sets we measure interpretation time (since rendering is usually very fast) and when that time increases, either due to the increasing complexity or the size of the data set, Meff decreases, emphasizing the rendering time. •Meff=1/(1+interpret+render). •We then have 0<Meff≤1. •The larger Meff is,the greater the visualization’s effectiveness. If Meff is small, then either the interpretation time is very large,or the rendering time is large.If Meff is large(close to1),then both the interpretation and the rendering time are very small. II. Semi logy of Graphical Symbols • a visual object called a graphical symbol. • A symbol must be easily recognized. E.g, a red octagon is universally understood as a stop sign. If you use a symbol that requires a key-to-meaning mapping or reference, interpretation will be slowed and therefore efficiency is reduced. • a graphical object or representation can be well designed, and how it is perceived. • The science of graphical symbols and marks is called semiology. • Every possible construction in the Euclidean plane is a graphical representation made up of graphical symbols. • This includes diagrams, networks, maps, plots, and other common visualizations. • 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 is visible for human consumption. • There are numerous characteristics of visualizations, of images, or of graphics made up of symbols. 1.Symbols and Visualizations •Figure (a) contains an image that is universally recognizable. •Such images become pre attentively recognizable with experience. •Figure (b), on the other hand, requires a great deal of attention to understand; Symbols and Visualizations
•The first steps are to recognize patterns
within that figure. •The first identifies the major elements of the image, with the second identifying the various relationships between these. •With attentive effort, the symbols are perceived (transferred from long-term memory). • Important: Without external (cognitive) identification, a graphic is unusable. • The external identification must be directly readable and understandable. • Since much of our perception is driven by physical interpretations, meaningful images must have easily interpretable x-, y-, and z- dimensions and the graphics elements of the image must be clear. •Discovery of relations or patterns occurs through two main steps. •The first is a mapping between any relationship of the graphic symbols and the data that these symbols represent. Symbols and Visualizations
• Symbols are abstract or conventional signs
that can help you emphasize and annotate important or interesting aspects of your data visualization. • For example, you can use symbols to highlight outliers, trends, or patterns in your data, such as arrows, lines, dots, or asterisks. Symbols and Visualizations
(a) Symbol with obvious. (b) Representation with complex meaning.
meaning. •In other words, any pattern on the screen must imply a pattern in the data. If it does not, then it is an artifact of the selected representation. •any perceived pattern variation in the graphic or symbol cognitively implies such a similar variation in the data. •Any perceived order in graphic symbols is directly correlated with a perceived corresponding order between the data, and vice versa. • similarity in data structure ⇐⇒ visual similarity of corresponding symbols; • order between data items ⇐⇒ visual order between corresponding symbols. 2.Features of Graphics • Matrix representation of a set of relationships between nodes in a graph. • The size represents the strength of the relationship. Features of Graphics
• Graphics have three (or more) dimensions.
• a matrix with points of various sizes within each cell. • Every point of the graphic can be interpreted as a relation between a position in x and a position in y. • The points vary in size, providing a third dimension or variable to interpret. In effect, this can be considered a value in z. • This produces a one-to-one correspondence between a 3D view with height and a 2D view with size, thus different interpretations for the z value. • The set of all points either in the 2D or 3D image represents the totality of the relations among the three dimensions x, y, and z, and any patterns present imply a pattern in the data. • We identify the tree as the dominant feature of this image, rather than the individual parts that make up the tree. • When looking at Figure Below, we immediately see two tree branches. • The eye sees either branch independent from the number of its leaves. • The graphic can contain a very large number of single data items, themselves graphics, with the only possible limitations being technical ones, such as making sure that the various graphic symbols are distinguishable from each other. •But even then, perhaps the texture resulting from the en masse number of symbols may produce an object of interest. •The eye can pre attentively see the various distributions of symbols. 3.Rules of a graphic
• All graphics are represented on the screen.
• All objects will be interpreted as flat (in 2D) or as physical objects (in 3D). • So 3D is the medium by which we need to interpret the graphic. • We can identify some fundamental rules: 1. The aim of a graphic is to discover groups or orders in x, and groups or orders in y, that are formed on z-values; 2. (x, y, z)-construction enables in all cases the discovery of these groups; 3. Within the (x, y, z)-construction, permutations and classifications solve the problem of the upper level of information; 4. Every graphic with more than three factors that differs from the (x, y, z)- construction destroys the unity of the graphic and the upper level of information; and 5. Pictures must be read and understood by the human. Analysis of a graphic
• When analyzing a graphic, we first perceive
groups of objects. • Finally, we examine special cases not within the groups or relationships between the groups (combination of both). • This process can be done at many levels and with many different visualizations. • Supporting analysis plays a significant role. III. The Eight Visual Variables • The application of graphics to communicate information requires an understanding of graphic primitives and their properties. • For the most part, all graphic primitives will be termed marks. • Marks can vary in size, can be displayed using different colors, and can be mapped to different orientations, all of which can be driven by data to convey information. • In total there are eight ways in which graphical objects can encode information, i.e., eight visual variables. 1.Position 2.Shape 3.Size 4.Brightness 5.Color 6.Orientation 7.Texture 8.Motion • Eight variables can be adjusted as necessary to maximize the effectiveness of a visualization to convey information. • Position: The first and most important visual variable is that of position, the placement of representative graphics within some display space, be it one, two-, or three-dimensional. • Position has the greatest impact on the display of information, because the spatial arrangement of graphics is the first step in reading a visualization. • The maximization of the spread of representational graphics throughout the display space maximizes the amount of information communicated, to some degree. • The visualization display with the worst case positioning scheme maps all graphics to the exact same position; consequently, only the last-drawn graphic is seen, and little information is exchanged. • The best positioning scheme maps each graphic to unique positions,such that all the graphics can be seen with no overlaps. Displayed here is the minimum price versus the maximum •Mark: The second visual variable is the mark or shape: points, lines, areas, volumes, and their compositions. Marks are graphic primitives that represent data. • Any graphical object can be used as a mark, including symbols, letters, and words. Several examples of different marks or glyphs that can be used • When using marks, it is important to consider how well one mark can be differentiated from other marks. • Within a single visualization there can be hundreds or thousands of marks to observe; therefore, we try not to select marks that are too similar. This visualization uses shapes to distinguish between different car types in a plot comparing highway MPG and horsepower. Clusters are clearly visible, as well as some outliers. • Size (Length, Area, and Volume) : • The previous two visual variables, position and marks, are required to define a visualization. • The third visual variable and first graphic property is size. • Size easily maps to interval and continuous data variables, because that property supports gradual increments over some range. • And while size can also be applied to categorical data, it is more difficult to distinguish between marks of near similar size, and thus size can only support categories with very small cardinality. • when marks are represented with graphics that contain sufficient area, the quantitative aspects of size fall, and the differences between marks becomes more qualitative. • Example sizes to encode data. •Brightness : • The fourth visual variable is brightness or luminance. • Brightness is the second visual variable used to modify marks to encode additional data variables. • While it is possible to use the complete numerical range of brightness Values. Brightness scale for mapping values to the display. • human perception cannot distinguish between all pairs of brightness values. • brightness can be used to provide relative difference for large interval and continuous data variables, or for accurate mark distinction for marks drawn using a reduced sampled brightness scale. •Color : The fifth visual variable is color; • While brightness affects how white or black colors are displayed, it is not actually color. • Color can be defined by the two parameters, hue and saturation. • Hue provides what most think of as color. • the dominant wavelength from the visual spectrum. •Saturation is the level of hue relative to gray, and drives the purity of the color to be displayed. Microsoft hue/saturation color selector. • The use of color to display information requires mapping data values to individual colors. • The mapping of color usually entails defining color maps that specify the relationship between value ranges and color values • Color maps are useful for handling both interval and continuous data variables, since a color map is generally defined as a continuous range of hue and saturation values . Example colormap that can be used to encode a data variable •Orientation : • The sixth visual variable is orientation or direction. Orientation is a principal graphic component behind iconographic stick figure displays, and is tied directly to pre attentive vision. • This graphic property describes how a mark is rotated in connection with a data variable. • Clearly, orientation cannot be used with all marks; for instance, a circle looks the same under any rotation. • The best marks for using orientation are those with a natural single axis; the graphic exhibits symmetry about a major axis. • These marks can display the entire range of orientations. • Example orientations of a representation graphic, where the lowest value maps to the mark pointing upward and increasing values rotate the mark in a clockwise rotation. • Texture: The seventh visual variable is texture. • Texture can be considered as a combination of many of the other visual variables, including marks , color , and orientation. • Dashed and dotted lines, which constitute some of the textures of linear features, can be readily differentiated, as long as only a modest number of distinct types exist. • Varying the color of the segments or dots can also be perceived as a texture. • Texture is most commonly associated with a polygon, region, or surface. • In 3D, a texture can be an attribute of the geometry, such as with ridges of varying height, frequency, and orientation. Example • Six possible example textures that could be used to identify different data values. • geometric textures can be readily emulated with color textures, with color variations similar to those obtained via lighting effects. • Finally, the distribution and orientation of marks themselves can form regions of texture. • Motion: • The eighth visual variable is motion. Infect, motion can be associated with any of the other visual variables, since the way a variable change saver time can convey more information. • One common use of motion is in varying the speed at which a change is occurring. • The eye will be drawn to graphical entities based not only on similarities in behavior, but also on outliers. Effects of Visual Variables • Different visual variables can serve different purposes. • We can categorize these purposes in a variety of ways. 1.Selective visual variables 2.Associative visual variables 3.Ordinal visual variables 4.Proportional visual variables 5.Separating visual variables •Selective visual variables. • After coding with such variables, different data values are spontaneously divided by the human into distinguished groups (e.g., for visualizing nominal values). • Size (length, area/volume); • Brightness; • Sample/texture; • Color (only primary colors): varies with the brightness value; • Direction/orientation. •Associative visual variables. • All factors have same visibility (e.g., for visualizing nominal values). • Sample/texture • Color • Direction/orientation • Shape •Ordinal visual variables. • After coding with such variables, different data values are spontaneously ordered by the human (e.g., for visualizing ordinal and quantitative data). • Sample/texture; • Size; • Brightness. Example associative variables: (a) textures; (b) colors; (c) direction; (d) shape Example of separating texture •Proportional visual variables. • In addition, these variables obtain a direct association of the relative size (e.g., for visualizing ordinal and quantitative data). • Size (length, area/volume); • Direction/orientation; • Brightness. •Separating visual variables. • All elements are visible (the rest are not visible). • Sample/texture ; • Color; • Direction/orientation; • Shape. IV. Historical Perspective
• The art of visualization, the principles of
graphics and their comprehension, is generally understood. But as a science, we have yet to define a consistent formalism for general visualizations, or even just for the class of data visualizations. • Researchers are now starting to look into such an idea through the development of various models; • Robertson first proposed this need for formal models as a foundation for visualization systems . a number of efforts over the years to formalize the field of visualization. • The following section contains descriptions of some taxonomies of visualization techniques. 1 Bertin (1967) Semiology of Graphics V. Taxonomies • A taxonomy is a means to convey a classification. • Often hierarchical in nature, a taxonomy can be used to group similar objects and define relationships. • In visualization, we are interested in many forms of taxonomies, including data, visualization techniques, tasks, and methods for interaction. • Keller and Keller, classify visualization techniques based on the type of data being analyzed and the user’s task(s). Taxonomy of Visualization Goals (Keller and Keller):
• Keller and Keller, classify visualization techniques
based on the type of data being analyzed and the user’s task(s). • The data types they consider are: • scalar (or scalar field); • nominal; • direction (or direction field); • shape; • position; • spatially extended region or object (SERO). • The authors also define a number of tasks that a visualization user might be interested in performing. • While some of the tasks seem interrelated, their list is a useful starting position for someone setting out to design a visualization for a particular application. Their task list consists of: • identify—establish characteristics by which an object is recognizable; • locate—ascertain the position (absolute or relative); • distinguish—recognize as distinct or different (identification is not needed); • categorize—place into divisions or classes; • cluster—group similar objects; • rank—assign an order or position relative to other objects; • compare—notice similarities and differences; • associate—link or join in a relationship that may or may not be of the same type; • correlate—establish a direct connection, such as causal or reciprocal. Data Type by Task Taxonomy (Shneiderman)(1996) • His list of data types was somewhat different from Keller and Keller’s, and included more types from the information visualization field. • List of data types consisted of • one-dimensional linear; • two-dimensional map; • three-dimensional world; • temporal; • multidimensional; • tree; • network. •Task set consisted of the following • Overview. Gain an overview of the entire collection, e.g., using a fisheye strategy for network browsing. • Zoom. Zoom in items of interest to gain a more detailed view, e.g., holding down a mouse button to enlarge a region of the display. •Filter. Filter out uninteresting items to allow the user to reduce the size of a search, e.g., dynamic queries that can be invoked via sliders. •Details-on-demand. Select an item or group and get details when needed, e.g., a pop-up window can show more attributes of a specific object on the screen. • Relate. View relationships among items, e.g., select a particular object that can then show all other objects related to it. •History. Keep a history to allow undo, replay, and progressive refinement, such as allowing a mistake to be undone, or a series of steps to be replayed. •Extract. Extract the items or data in a format that would facilitate other uses, i.e., saving to file, sending via e-mail, printing, or dragging into another application (statistical ). •Shneider man suggested that an effective visual exploration tool should support most or all of the se tasks in an easy-to-use manner. Keim(2002) Information Visualization Classification • Keim designed a classification scheme for visualization systems based on three dimensions: data types, visualization techniques, and interaction/distortion methods. • Classification of Data Types. 6 types of data exist: 1.One-dimensionaldata—e.g. Temporal data, news data, stock prices, text documents 2.Two-dimensionaldata—e.g., maps, charts, floorplans,newspaperlayouts 3.Multidimensionaldata—e.g., spread sheets, relational tables 4.Text and hypertext—e.g. New articles,web documents 5.Hierarchiesandgraphs—e.g., telephone/networktraffic,systemdynamicsmodels. 6.Algorithm and software—e.g. Software,executiontraces,memorydumps. Classification of information visualization techniques Classification of Visualization Techniques
• 5classes of visualization techniques exist:
1.Standard2D/3Ddisplays—e.g. X,y- or x,ys,z-plots , bar charts , line graphs; 2.Geometrically transformed displays—e.g., land scapes,scatter plot matrices, projection pursuit techniques, prosection views, hyper slice, parallel coordinates; 3.Iconic displays— e.g.,Chernofffaces,needleicons,staricons,stickfigurei 4.Dense pixel displays—i.e., recursive pattern, circle segments, graph sketches; 5. Stacked displays—i.e., dimensional stacking, hierarchical axes, worlds-within- worlds, tree maps, cone trees. Classification of Interaction & Distortion Techniques
• 5 classes of interaction techniques exist:
1. Dynamic projection—i.e., grand tour system, XGobi, XLispStat, ExplorN; 2. Interactive filtering—i.e., Magic Lenses, InfoCrystal, dynamic queries, Polaris; 3. Interactive zooming—i.e., TableLens, PAD+ +, IVEE/Spotfire, DataSpace, MGV and scalable framework; 4.Interactive distortion—i.e., hyperbolic and spherical distortions, bifocal displays, perspective wall, graphical fisheye views, hyperbolic visualization, hyper box; 5. Interactive linking and brushing—i.e., multiple scatterplots, bar charts, parallel coordinates, pixel displays and maps, Polaris, scalable framework, S-Plus, XGobi, XmdvTool, DataDesk. VI. Experimental Semiotics Based on perception Gibson’s Affordance Theory • Perception is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment.
• All perception involves signals that go through the nervous system,
which in turn result from physical or chemical stimulation of the sensory system.
• Vision involves light striking the retina of the eye;
• smell is mediated by odor molecules; and
• hearing involves pressure waves.
Gibson's Affordance Theory
• Gibson's Affordance Theory:
• The great perception theorist J.J. Gibson brought about radical changes in how we think about perception with his theories of ecological optics, affordances, and direct perception. • --We begin with affordance theory (Gibson, 1979). • --Gibson assumed that Perception is designed for action. • This theory is clearly attractive from the perspective of visualization, because the goal of most visualization is decision making. • Thinking about perception in terms of action is likely to be much more useful than thinking about how two adjacent spots of light influence each other's appearance. • Much of Gibson's work was in direct opposition to the approach of theorists who reasoned that we must deal with perception from the bottom up, as with geometry. • The pre-Gibsonian theorists tended to have an atomistic view of the world. • They thought we should first understand how single points of light were perceived, and then we could work on understanding how pairs of lights interacted and gradually build up to understanding the vibrant, dynamic visual world in which we live. • Gibson took a radically different, top - down approach.
• He claimed that we do not perceive points of light; rather, we
perceive possibilities for action. • We perceive surfaces for walking, handles for pulling, space for navigating, tools for manipulating, and so on. • In general, our whole evolution has been geared toward perceiving useful possibilities for action. In an experiment that supports this view, Warren (1984) showed that subjects were capable of accurate judgments of the "climb ability" of staircases. • These judgments depended on their own leg lengths. • Gibson's affordance theory is tied to a theory of direct perception.
• There are three problems with Gibson's direct perception in
developing a theory of visualization. • The first problem is that even if perception of the environment is direct, it is clear that visualization of data through computer graphics is very indirect. Typically, there are many layers of processing between the data and its representation. • In some cases, the source of the data may be microscopic or otherwise invisible. The source of the data may be quite abstract, such as company statistics in a stock – market database. • Direct perception is not a meaningful concept in these cases. • Second, there are no clear physical affordances in any graphical user interface. To say that a screen button " affords " pressing in the same way as a flat surface affords walking is to stretch the theory beyond reasonable limits. • In the first place, it is not even clear that a real -world button affords pressing. • Clearly, the use of buttons is arbitrary; we must learn that buttons, when pressed, do interesting things in the real world. • Things are even more indirect in the computer world; we must learn that a picture of a button can be "pressed" using a mouse, a cursor, or yet another button. This is hardly a direct interaction with the physical world. VII. A Model of Perceptual Processing • The classic model of information processing for understanding the flow of sensory information, from the low level pre-attentive to the higher cognitive levels . • This model highlights that memory is involved in post processing, but this is known to be only partially correct. • Perception can be intrinsic and uncontrolled (preattentive) or controlled (attentive). • Automatic or pre attentive perception is fast and is performed in parallel, often within 250ms. • Some effects pop out and are the result of preconscious visual processes.
• Attentive processes (or perception) transform these early vision
effects into structured objects. • Attentive perception is slower and uses short-term memory. It is selective and often represents aggregates of what is in the scene.
• Low-level attributes are rapidly perceived and then converted to
higher-level structured ones for performing various tasks, such as finding a door in an emergency. Perceptual Processing
• The perceptual process allows you to take in
this sensory information and convert it into a signal that your brain can recognize and act upon. 1. Pre attentive Processing
• Researchers have been investigating how the
human visual system analyzes images. • An important initial result was the discovery of a limited set of visual properties that are detected very rapidly and accurately by the low-level visual system. • These properties were initially called preattentive, since their detection seemed to precede focused attention. • (b)Target is absent.
• (a) Target is present in a sea of blue circle distractors.