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Table of contents
- Cover
- Contentsv
- Figure Creditsxv
- Forewordxvii
- Prefacexix
- Chapter 1 Foundation for a Science of Data Visualisation1
- Visualization Stages4
- Experimental Semiotics Based on Perception5
- Semiotics of Graphics6
- Pictures as Sensory Languages8
- Sensory versus Arbitrary Symbols10
- Properties of Sensory and Arbitrary Representation13
- Testing Claims about Sensory Representations15
- Arbitrary Conventional Representations15
- The Study of Arbitrary Conventional Symbols17
- A Model of Perceptual Processing20
- Stage 1: Parallel Processing to Extract Low-Level Properties of the Visual Scene20
- Stage 2: Pattern Perception21
- Stage 3: Sequential Goal-Directed Processing22
- Types of Data23
- Entities23
- Relationships23
- Attributes of Entities or Relationships24
- Operations Considered as Data25
- Metadata26
- Conclusion27
- Chapter 2 The Environment, Optics, Resolution and the Display29
- The Environment30
- Visible Light30
- Ecological Optics30
- Optical Flow32
- Textured Surfaces and Texture Gradients33
- The Paint Model of Surfaces35
- The Eye38
- The Visual Angle Defined40
- The Lens41
- Optics and Augmented-Reality Systems42
- Optics in Virtual-Reality Displays45
- Chromatic Aberration45
- Receptors46
- Simple Acuities47
- Acuity Distribution and the Visual Field50
- Brain Pixels and the Optimal Screen53
- Spatial Contrast Sensitivity Function57
- Visual Stress62
- The Optimal Display62
- Aliasing63
- Number of Dots65
- Superacuities and Displays65
- Temporal Requirements of the Perfect Display66
- Conclusion67
- Chapter 3 Lightness, Brightness, Contrast and Constancy69
- Neurons, Receptive Fields, and Brightness Illusions70
- Simultaneous Brightness Contrast72
- Mach Bands74
- The Chevreul Illusion74
- Simultaneous Contrast and Errors in Reading Maps75
- Contrast Effects and Artifacts in Computer Graphics75
- Edge Enhancement77
- Luminance, Brightness, Lightness, and Gamma80
- Luminance81
- Brightness83
- Adaptation, Contrast, and Lightness Constancy84
- Contrast and Constancy86
- Perception of Surface Lightness87
- Lightness Differences and the Gray Scale88
- Monitor Illumination and Monitor Surrounds90
- Conclusion93
- Chapter 4 Color97
- Trichromacy Theory98
- Color Blindness99
- Color Measurement100
- Change of Primaries102
- CIE System of Color Standards103
- Chromaticity Coordinates104
- Color Differences and Uniform Color Spaces108
- Opponent Process Theory110
- Naming110
- Cross-Cultural Naming112
- Unique Hues112
- Neurophysiology113
- Categorical Colors113
- Properties of Color Channels113
- Color Appearance116
- Color Contrast117
- Saturation117
- Brown118
- Applications of Color in Visualization119
- Application 1: Color Specification Interfaces and Color Spaces119
- Application 2: Color for Labeling123
- Application 3: Color Sequences for Data Maps127
- Application 4: Color Reproduction138
- Application 5: Color for Exploring Multidimensional Discrete Data140
- Conclusion143
- Chapter 5 Visual Attention and Information that Pops Out145
- Searching the Visual Field146
- Useful Field of View146
- Tunnel Vision and Stress147
- The Role of Motion in Attracting Attention147
- Reading from the Iconic Buffer147
- Preattentive Processing149
- Rapid Area Judgments154
- Coding with Combinations of Features154
- Conjunctions with Spatial Dimensions155
- Highlighting156
- Designing a Symbol Set157
- Neural Processing, Graphemes, and Tuned Receptors159
- The Grapheme160
- The Gabor Model and Texture in Visualization161
- Texture Segmentation163
- Tradeoffs in Information Density: An Uncertainty Principle163
- Texture Coding Information164
- Primary Perceptual Dimensions of Texture164
- Generation of Distinct Textures166
- Spatial-Frequency Channels, Orthogonality, and Maps167
- Texture Resolution169
- Texture Contrast Effects170
- Other Dimensions of Visual Texture170
- Texture Field Displays172
- Glyphs and Multivariate Discrete Data176
- Restricted Classification Tasks177
- Speeded Classification Tasks178
- Integral–Separable Dimension Pairs180
- Monotonicity of Visual Attributes181
- Multidimensional Discrete Data182
- Stars, Whiskers, and Other Glyphs184
- Conclusion185
- Chapter 6 Static and Moving Patterns187
- Gestalt Laws189
- Proximity189
- Similarity190
- Connectedness191
- Continuity191
- Symmetry192
- Closure194
- Relative Size196
- Figure and Ground196
- More on Contours198
- Perceiving Direction: Representing Vector Fields200
- Comparing 2D Flow Visualization Techniques201
- Perception of Transparency: Overlapping Data205
- Pattern Learning206
- The Perceptual Syntax of Diagrams210
- The Grammar of Node–Link Diagrams210
- The Grammar of Maps215
- Patterns in Motion217
- Form and Contour in Motion219
- Moving Frames220
- Expressive Motion221
- Perception of Causality222
- Perception of Animate Motion223
- Enriching Diagrams with Simple Animation224
- Conclusion225
- Chapter 7 Visual Objects and Data Objects227
- Image-Based Object Recognition228
- Applications of Images in User Interfaces230
- Structure-Based Object Recognition233
- Geon Theory233
- Silhouettes233
- Faces237
- The Object Display and Object-Based Diagrams239
- The Geon Diagram241
- Perceiving the Surface Shapes of Objects243
- Spatial Cues for Representing Scalar Fields244
- Integration of Cues for Surface Shape247
- Interaction of Shading and Contour248
- Guidelines for Displaying Surfaces252
- Bivariate Maps: Lighting and Surface Color254
- Cushion Maps255
- Integration255
- Conclusion257
- Chapter 8 Space Perception and the Display of Data in Space259
- Depth Cue Theory259
- Perspective Cues260
- Pictures Seen from the Wrong Viewpoint263
- Occlusion265
- Depth of Focus266
- Cast Shadows266
- Shape-from-Shading268
- Eye Accommodation269
- Structure-from-Motion269
- Eye Convergence270
- Stereoscopic Depth271
- Problems with Stereoscopic Displays273
- Making Effective Stereoscopic Displays274
- Artificial Spatial Cues279
- Depth Cues in Combination280
- Task-Based Space Perception283
- Tracing Data Paths in 3D Graphs284
- Judging the Morphology of Surfaces and Surface Target Detection287
- Patterns of Points in 3D Space288
- Judging Relative Positions of Objects in Space289
- Judging the Relative Movement of Self within the Environment290
- Reaching for Objects291
- Judging the “Up” Direction292
- The Aesthetic Impression of 3D Space (Presence)293
- Conclusion294
- Chapter 9 Images, Worlds and Gestures297
- Coding Words and Images297
- The Nature of Language299
- Visual and Spoken Language301
- Images vs. Words303
- Links between Images and Words306
- Static Links307
- Gestures as Linking Devices309
- Deixis309
- Symbolic Gestures310
- Expressive Gestures311
- Visual Momentum in Animated Sequences311
- Animated Visual Languages312
- Conclusion315
- Chapter 10 Interacting with Visualizations317
- Data Selection and Manipulation Loop318
- Choice Reaction Time318
- 2D Positioning and Selection319
- Hover Queries320
- Path Tracing321
- Two-Handed Interaction321
- Learning322
- Control Compatibility322
- Vigilance324
- Exploration and Navigation Loop325
- Locomotion and Viewpoint Control325
- Frames of Reference333
- Map Orientation337
- Focus, Context, and Scale338
- Rapid Interaction with Data345
- Conclusion349
- Chapter 11 Thinking with Visualizations351
- Memory Systems352
- Visual Working Memory352
- Visual Working Memory Capacity355
- Rensink’s Model362
- Eye Movements363
- Accommodation364
- Eye Movements, Search, and Monitoring364
- Long-Term Memory366
- Problem Solving with Visualizations370
- Visual Problem Solving Processes371
- The Problem Solving Strategy372
- Visual Query Construction372
- The Pattern-Finding Loop373
- The Eye Movement Control Loop374
- The Intrasaccadic Scanning Loop374
- Implications for Interactive Visualization Design374
- Interfaces to Knowledge Structures379
- Creative Problem Solving383
- Conclusion385
- Appendix A Changing Primaries387
- Appendix B CIE Color Measurement System389
- Appendix C The Perceptual Evaluation of Visualization Techniques and Systems393
- Research Goals393
- Psychophysics394
- Detection Methods395
- Method of Adjustment397
- Cognitive Psychology397
- Structural Analysis398
- Testbench Application for Discovery398
- Structured Interviews399
- Rating Scales399
- Statistical Exploration400
- Principal Components Analysis400
- Multidimensional Scaling400
- Clustering401
- Multiple Regression401
- Cross-Cultural Studies401
- Child Studies401
- Practical Problems in Conducting User Studies402
- Experimenter Bias402
- How Many Subjects to Use?403
- Combinatorial Explosion403
- Task Identification404
- Controls404
- Getting Help404
- Bibliography405
- Subject Index451
- Author Index479
- About the Author485
Book details
- Vendor Elsevier S & T
- SKU 9781558608191
- ISBN-13 9780080478494
- Author Ware, Colin
- Edition 2nd
- Category Computers
- Subject User Interfaces
Do you have questions about this book?
Most designers know that yellow text presented against a blue background reads clearly and easily, but how many can explain why, and what really are the best ways to help others and ourselves clearly see key patterns in a bunch of data?
This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility, and persuasiveness. The book offers practical guidelines that can be applied by anyone: interaction designers, graphic designers of all kinds (including web designers), data miners, and financial analysts.
*First work to use the science of perception to help serious designers and analysts optimize understanding and perception of their data visualizations.
* Major revision of this classic work, with a new chapter on visual thinking, new sections on face perception and flow visualization, and a much expanded chapter on color and color sequences.
*New to this edition is the full color treatment throughout, to better display over 400 illustrations.
This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility, and persuasiveness. The book offers practical guidelines that can be applied by anyone: interaction designers, graphic designers of all kinds (including web designers), data miners, and financial analysts.
*First work to use the science of perception to help serious designers and analysts optimize understanding and perception of their data visualizations.
* Major revision of this classic work, with a new chapter on visual thinking, new sections on face perception and flow visualization, and a much expanded chapter on color and color sequences.
*New to this edition is the full color treatment throughout, to better display over 400 illustrations.
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