D 2018

VISUAL ELEMENTS IN VIRTUAL ENVIRONMENTS: FINDING PARALLELS BETWEEN CGI VISUALIZATIONS AND HUMAN PERCEPTION

UGWITZ, Pavel and Zdeněk STACHOŇ

Basic information

Original name

VISUAL ELEMENTS IN VIRTUAL ENVIRONMENTS: FINDING PARALLELS BETWEEN CGI VISUALIZATIONS AND HUMAN PERCEPTION

Authors

UGWITZ, Pavel (203 Czech Republic, belonging to the institution) and Zdeněk STACHOŇ (203 Czech Republic, belonging to the institution)

Edition

SOFIA, 7TH INTERNATIONAL CONFERENCE ON CARTOGRAPHY AND GIS, VOLS 1 AND 2, p. 500-506, 7 pp. 2018

Publisher

BULGARIAN CARTOGRAPHIC ASSOC

Other information

Language

English

Type of outcome

Stať ve sborníku

Field of Study

10500 1.5. Earth and related environmental sciences

Country of publisher

Bulgaria

Confidentiality degree

není předmětem státního či obchodního tajemství

Publication form

printed version "print"

References:

RIV identification code

RIV/00216224:14310/18:00117910

Organization unit

Faculty of Science

ISSN

UT WoS

000526176700056

Keywords in English

Virtual Environments; Computer-Generated Imagery (CGI); Graphics Pipelines; Visualization Engines; Visual Perception; Visual Cognition; Visual Elements

Tags

Tags

International impact, Reviewed
Změněno: 20/1/2021 09:48, Mgr. Marie Šípková, DiS.

Abstract

V originále

As outlined by various comparative studies, there's an ongoing question of suitability of certain (cartographic) visualizations & visualization elements for tasks at hand - be it specialized cases, unique visualization interfaces, etc. However it may be, in the end, a recipient always processes such "suitability" through human visual perception and cognition. In this paper, our approach was to take a step back from the comparative research, and to offer a theoretical overview of visual cognition and graphics pipelines instead. I.e., we put together a working model for each, followed by our comparison of the two. Specifically: we revisited notable cognitive psychology theories on processing visual stimuli, and from these, we extracted a hierarchical working model; as for computer graphics, we reviewed existing 3D graphics pipelines, along with contemporary visualization engine implementations. The purpose of this theoretical detour was to provide grounding for research that is to follow. Not only do our findings unveil potential experimental cases, they also prove an insight on what is feasible in the context of today's visualization engines and hardware.