Detailed Information on Publication Record
2018
VISUAL ELEMENTS IN VIRTUAL ENVIRONMENTS: FINDING PARALLELS BETWEEN CGI VISUALIZATIONS AND HUMAN PERCEPTION
UGWITZ, Pavel and Zdeněk STACHOŇBasic 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.