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Chapter 5: Spatial Cognition

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

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  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. 3D Mental Rotation: The General FORT Model

  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 FORProblems • 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. Principles of Visualization • 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. What Makes Tracking Difficult? • 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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