1
|
- Human Visual System Recap
- Human Visual System
- Gestalt Principles
- Motion Perception
- Space Perception
- Lighting Model
- Depth Cues
- θ Depth Cues Relative
Importance
|
2
|
- Sensory vs. Cultural
- Sensory Representations Effective
because well matched to early stages of neural processing
- Understanding without training
- Perceptual Illusions Persist
- Physical World Structured
- Smooth Surfaces and Motion
- Temporal Persistence
- Structured Light + Law of Gravity
- Stages of Visual Processing
- 1 Rapid Parallel Processing
- Feature Extraction: Orientation, Color, Texture, Motion
- Bottom-up processing
- Popout Effects
- Segmentation Effects: Edges & Regions
- 2 Slow Serial Goal-Directed
Processing
- Object Recognition: Visual attention & Memory important.
- Top-down processing
|
3
|
|
4
|
|
5
|
- Eye is NOT a light meter
- Designed to detect CHANGES
- Not good for detecting Absolute Values
- Designed to extracts Surface Information
- Discounts Illumination Level & Color of Illumination
- Sensitive over 9 orders of magnitude
- Mechanisms
- Adaptation
- Receptors bleach and become less sensitive with more light
- Takes up to ½ hour to recover sensitivity
- 2 Simultaneous Contrast
|
6
|
- Luminance Channel
- Detail
- Form
- Shading
- Motion
- Stereo
- Color Channels
- Surfaces of Things
- Sensitive to Small Differences
- Rapid Segmentation
- Categories (about 6-10)
- Not Sensitive to Absolute Values
- Unique Hues: Red, Green, Yellow, Blue
- Small areas = high saturation
- Large areas = low saturation
|
7
|
|
8
|
|
9
|
- Mapping Data to Display Variables
- Position (2)
- Orientation (1)
- Size (spatial frequency)
- Motion (2)++
- Blinking?
- Color (3)
|
10
|
|
11
|
|
12
|
- Max Westheimer, Kurt Koffka and Wolfgang Kohler (1912)
- Proximity
- Similarity
- Continuity
- Symmetry
- Closure
- Relative Size
- Figure and Ground
|
13
|
|
14
|
|
15
|
|
16
|
|
17
|
- Visual objects tend to be smooth and continuous
|
18
|
- Connections using smooth lines
|
19
|
|
20
|
|
21
|
|
22
|
|
23
|
|
24
|
- Smaller components tend to be perceived as objects
- Prefer horizontal and vertical orientations
|
25
|
- Rubins Vase
- Competing recognition processes
|
26
|
|
27
|
- Motion Phenomena
- Motion Capture demo
- Kinetic Depth demo
- Anthropomorphic Form from Motion
demo
- Demo Source: George Mather
- Motion is Highly Contextual
- Moving objects are grouped in hierarchical fashion
- Use Simple Motion Coding
- Phase, Frequency, or Amplitude
- Causality
- Urgency
- Communication
- Emotion
|
28
|
- Limitation due to Frame Rate
- Increase Correspondence by using additional symbols
|
29
|
|
30
|
- Gestalt Laws useful as Design Guidelines
- Luminance Contrast
- Patterns should be present in luminance
- Size + Scale Contrast
- Patterns should be the appropriate size
- Motion under-researched
- but evidence suggest its power
- Use Simple Motion Coding
- Causality
- Urgency
- Communication
- Emotion
|
31
|
|
32
|
|
33
|
- Depth Cues
- Shape-from-Shading
- Shape-from-Texture
- Shape-from-Contour
- Shape-from-Motion
|
34
|
- Simple Lighting Model
- Light from above and at infinity
- Diffuse, Specular and Ambient Reflection
- Oriented Texture enhances Shape Perception
|
35
|
|
36
|
|
37
|
|
38
|
|
39
|
- Specular reveals fine detail
|
40
|
|
41
|
|
42
|
|
43
|
|
44
|
|
45
|
|
46
|
- Optical Flow Fields and Their Structure
|
47
|
|
48
|
|
49
|
|