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http://www.comp.lancs.ac.uk/computing/users/dixa/papers/FADIVA/
===============================================================
hOOROO ;-)
uNCLE wALLY ;-)
--------------
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| User: "Su Zanadu" |
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| Title: Re: WHAT IS THE " TIME-SPACE CONTINUIM " ?!?!?!? |
08 Dec 2004 09:11:51 PM |
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Hey Unc!
Could you please be so kind as to click that link and then copy and
paste it for me? I'm soooo tired!
Thanks, yer a doll.
;)
SuZanne
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| User: "Uncle Wally s Truly Wondrous Wacky World ;-" |
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| Title: Re: WHAT IS THE " TIME-SPACE CONTINUIM " ?!?!?!? |
08 Dec 2004 09:35:37 PM |
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|
Here ya go, sweetie ;-)
Hooroo ;-)
Uncle Wally ;-)
---------------------------------------------------
The time-space continuum
After Einstein's theory of special relativity time and space can never
again be regarded as separate concepts. Instead we now see them as
different views of a single time-space continuum. In fact, one could
argue that this is not so much a revelation of the 20th century, but a
re-evaluation of the supposed objective nature of time born out of the
age of clocks and the ensuing mechanistic models of the universe. In
day-to-day life we continually experience the coupling of time and
space as we travel or send letters.
In preparing my talk for AVI this was brought home to me as I
considered the different world views engendered by different senses
which each take a different 'cut' through the time-space continuum:
vision - spatial, smell - temporal and sonar a mixture between the two.
In measuring the real world we often cannot get a 'snapshot' of time
and space simultaneously (in fact the very word snapshot suggests
measurement at only one time!). In my first job I worked on the
mathematical modelling of agricultural sprays. One of the aspects of
our work involved measuring the sizes of water droplets produced by
different kinds of spray nozzle. The results obtained by our group were
consistently different from those produced by another group. It turned
out that their equipment obtained a spatial sample of the droplets in a
given volume whereas ours used a temporal sample of the droplets
passing through a surface. Small droplets slow down and hence they
measured more small drops than we did.
Similar issues arise in measuring the statistical properties of air
movements: one can obtain equivalent results by using simultaneous
readings from several instruments at different locations or by looking
at a temporal record of readings at a single location. Indeed, my
desktop scanner works by moving a scan head under the document being
scanned - it builds a two-dimensional image from a time series of
one-dimensional scans.
Representing time in space
As the traditional medium of communication (paper) is static and
two-dimensional, we are used to seeing representations of time mapped
into space. In comic books and also technical manuals we see sequences
of images laid out giving an idea of temporal progression. Single comic
book images may use various forms of blurring, streamlines or other
ways of giving an impression of movement (even multiple images of the
same object in the same frame). These visual cues to movement are
increasingly being recognised by the computer graphics and HCI
communities. In the scientific community the most prevalent example of
embedding time into space is the graph where time is mapped directly
onto one of the spatial dimensions. It is important to note that
although this representation is to some extent a technological artefact
of the nature of paper, it also serves an important perceptual role, it
is easier to perceive trends in a spatial representation of the data
than if the same data were animated (with no graphical trace).
Using time
In a dynamic visualisation we can use time itself as part of the
representation.
First time can represent the passage of time itself. For example, we
may see an animation of the movement of an object. The mapping between
visualisation time and real time may not be one to one, just as spatial
representations may be at various scales. For example, we may see a
video sequence of continental drift which both scales the surface of
the earth to fit onto our TV screen, and runs at 10 million years per
second!
Second time can represent the change in some other parameter, in effect
allowing us to 'visualise' an extra dimension. An example of this are
the movies generated from the 'digital human body' images. One is shown
successive 2D images of different cross-sections across the body and
time represents distance along the body.
Finally time may map onto interaction - the users' own subjective time
as they manipulate various parameters themselves. Both the above
categories may be used in traditional pre-recorded media, but
interaction adds different aspect. In fact interactive visualisation
can be used with either of the previous two categories.
We'll return to interactive visualisation later.
3D visualisation?
Forgetting time for the moment (!), let's think about space. Ignoring
superstring theory, we live in three-dimensional approximately
Euclidean world. Many of the exciting visualisation techniques seen
over recent years take advantage of this and use 3D visualisations to
increase attractiveness and (debatably) utility. Of course, when we say
3D in this context we really mean (what is conventionally called) 2 1/2
D. Occlusion means that we can at best see one thing in any direction
and only the surface of things. Sight is literally a superficial sense.
Why can we only see in 2.5 D? Let's unpack the answer. All we really
see from an individual eye is 2D. Each eye gives us (in low-level
terms) a mapping from positions in a 2D space to some attributes
(colour, intensity, perhaps texture). That is each eye gives us:
D x D -> A.
With stereoscopic vision and other depth cues, we can do a bit better
and get an estimate of the distance of any object in any direction.
That is we can see:
D x D -> (A x D)
Notice however, that one of 'D's sits on the 'wrong' side of the
function arrow!
In the real world there is something (or perhaps nothing) at every
point of space. That is at every point in a 3D space there are some
physical attributes (let's say P). A reductionist view of the world is
therefore
D x D x D -> P.
The problem of vision is that this world must be mapped onto
D x D -> (A x D)
They don't fit! The fact that one of the 'D's of vision is on the wrong
side means that we can see at most one thing in each direction. In the
physical world this is the closest object. In a computer visualisation
this could be objects at a fixed distance, objects with certain
attributes, or even the furthest objects. However, all will be 2.5D in
one way or another. In fact the extra 1/2 D is so minimal it might be
more accurate to regard vision as really being 2.000001 D!
Some of the most successful 3D visualisation tools have been various
forms of molecular models. These are composed of lots of point objects,
so the chances of having more than one thing in the same direction is
small and hence, for this case 2.5D is effectively 3D. VR techniques
can win us an extra bit of dimension by allowing us to look around
objects, see what is behind and even perhaps go inside buildings etc.
However, even this only allows us to see the surfaces of objects, not
full 3D vector fields, such as internal temperatures, fluid densities
or flows. VR is perhaps 2.000002D. In fact, one way in which flows are
shown is by using tracers which give you a sparse sample of the full 3D
field. Because they are sparse, like molecules, they are 'open' enough
to see inside.
Time can be used to give the full extra dimension. This is precisely
what is happening in the videos of the digital human body mentioned
previously. In this case the data is of the form:
L x L x L -> A'
(using L for the length dimension and T for time as in traditional
dimensional analysis in physics) and the screen is of the form:
L x L -> A
However, we view the screen through time leading to a view of the form:
L x L x T -> A
Which can map directly onto the dimensions of the data. As well as half
(or 0.000001) spatial dimensions, one can also get partial time
dimensions in visual representations of time. This is precisely the
case when we look at footsteps in the sand. Footsteps can occur
anywhere on the sand, but there can only be one footstep at any place
(further footsteps obliterate what is below). Furthermore, on a breezy
day older footsteps are partly blown away, so by the sharpness of a
footstep we can tell how old it is. The view we get is therefore of the
form:
L x L -> (A x T)
The real history of the beach is that at various times people trod in
different places. That is, the real footstep history is of the form:
L x L x T -> A
Just as with normal vision this just doesn't fit. There is just too
little of the time dimension and all we see is the most recent
footstep. Just as we normally see only the closest object. Footsteps in
the sand are a 2L+1/2T visualisation!
Temporal fusion
The temporal dimension can be very important in bringing together
different aspects of data - that is data fusion.
(i) Successive images (discrete time multiplexed)
Seeing two images of different data sets one after (rapidly) can show
up similarities/differences and show up significant points. This is
especially likely where there is a common 2D/3D representation domain,
whether from the physical nature of the data or from some standard
representation (e.g. phase space). Such successive images make use of
the user's haptic memory. I have seen an illuminated globe which when
turned off gives you a political view of the world and when on you see
the physical view. It is hard to see the political boundaries clearly
when the light is one, but by turning the light on and off you can
relate the two viewpoints.
(ii) Moving images (continuous time multiplexed)
Imagine seeing the layers of rock gradually peeled away, or navigating
through 3D cross sections of a multi-dimensional function space. In
each case, the visual continuity allows one to make sense of a complex
domain. The simplest example of this is where time is used to map onto
one dimension of a 3D representation and each frame is a particular 2D
cross-section (as in the digital human body example).
(iii) Simultaneous change (time connected, space multiplexed)
Here we imagine several simultaneous displays of different aspects of
some data set. Moving through time we experience the change in those
data sets as some parameter changes. The simultaneous change enables us
to see patterns. For example, in Control Theory one uses Nyquist
diagrams to plot the locus of the complex (i.e., x+iy) transfer
function where the path parameter is frequency. However, this does not
tell us the value for any particular frequency. On the other hand, Bode
diagrams show us phase advance and log(gain) as a function of frequency
along the x axis. Each representation has its own advantages and
disadvantages. If we simultaneously plotted the movement of a point
over each curve this would allow the user to view them coherently and
gain an understanding deeper than each can give.
It is probably (ii) which immediately springs to mind when one
considers time, but it is not necessarily the most important or
prevalent.
Note that (iii) is often used in existing audio-visual teaching
material, especially where one part of the display represents an
animation of a physical system and the other a graph of its temporal
behaviour. Also (i) is used semi-statically with transparency/tracing
paper overlays. Temporary ghosting in temporal displays may aid feature
detection.
Interaction
All of the techniques for using time can be used in delivered media
such as television or videos, whether produced by computers or more
traditional animation techniques. In such pseudo-static (static in the
sense that any dynamic aspects are fixed into the product) one may be
able to interact with the media itself (turn the pages of a book, or
operate the controls on a VCR), but not with the data being represented
or the style of presentation. The real gain in using computer
visualisation is the ability to interact through the media, acting on
the data themselves and also with the parameters of the representation
of the data.
In fact interaction is central to our visual system itself. Many of the
hard cases for computer vision are those which are in some way boundary
cases. If one is allowed to change the viewing angle only slightly the
ambiguity is often resolved. Similarly, the strange camera angles used
in the 'can you guess what this is' photographs are only confusing
because we cannot move backwards and see the context of the photograph.
In fact, even our 2.5D vision is built only partly upon stereoscopic
cues. We use some other static cues such as the colour and clarity of
images (early Smalltalk systems half-toned the inactive windows,
perhaps on colour displays inactive windows ought to have reduced
contrast and be transformed to the blue end of the spectrum?). However,
we also rely strongly on parallax effects from our own movement to
determine distance. Furthermore, we don't simply look at things, but
examine them, look behind them, open them, walk inside them. To the
extent that we sense a 3D world it is not that we simply 'see' it, but
that by interacting with it we experience it.
This is of course the case in the electronic world also. VR systems are
only really immersive when they are interactive. Even fixed animations
are often most useful if one has VCR-style controls to move backwards
and forwards through the images. Also, compare a fixed video of the
digital human body, with an interface which allows you to select which
direction and cross-section to view using sliders. It is like the
difference between a medical student looking at cut-away pictures in an
anatomy textbook and actually dissecting a cadaver, or like an
archaeologist looking at a site plan compared to actually scrapping
away around the artefacts during the excavation. Of course the great
thing about the electronic world is that one doesn't just get to do
this once, but one can explore into an object, then 'put the bits back'
and start again form a different viewpoint.
In addition, interacting can allow us to trace a path in a
multi-dimensional space by simultaneously varying several parameters,
perhaps by using several limbs simultaneously as Bill Buxton has always
advocated. I have often wondered how well we can comprehend such higher
dimensional spaces (some mathematicians can do four dimensional
geometry in their heads).
The key points
Using time can allow us to have radically different representations
including real 3D visualisation - inside rather than just the surface
of things. However, interaction adds a qualitatively different aspect.
Traditionally we regard sensing as passive, but, in the real world we
sense dynamically - we don't just look at the world, but live in it.
The power of computer visualisation is most truly grasped when we take
advantage of this.
===================================
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| User: "R. Foreman" |
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| Title: Re: WHAT IS THE " TIME-SPACE CONTINUIM " ?!?!?!? |
08 Dec 2004 10:01:57 PM |
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|
"Uncle Wally 's Truly Wondrous Wacky World ;-)" <unclewallysworld@yahoo.ca>
Spat the Words
Here ya go, sweetie ;-)
Hooroo ;-)
Uncle Wally ;-)
---------------------------------------------------
The time-space continuum
After Einstein's theory of special relativity time and space can never
again be regarded as separate concepts. Instead we now see them as
different views of a single time-space continuum. In fact, one could
argue that this is not so much a revelation of the 20th century, but a
re-evaluation of the supposed objective nature of time born out of the
age of clocks and the ensuing mechanistic models of the universe. In
day-to-day life we continually experience the coupling of time and
space as we travel or send letters.
In preparing my talk for AVI this was brought home to me as I
considered the different world views engendered by different senses
which each take a different 'cut' through the time-space continuum:
vision - spatial, smell - temporal and sonar a mixture between the two.
In measuring the real world we often cannot get a 'snapshot' of time
and space simultaneously (in fact the very word snapshot suggests
measurement at only one time!). In my first job I worked on the
mathematical modelling of agricultural sprays. One of the aspects of
our work involved measuring the sizes of water droplets produced by
different kinds of spray nozzle. The results obtained by our group were
consistently different from those produced by another group. It turned
out that their equipment obtained a spatial sample of the droplets in a
given volume whereas ours used a temporal sample of the droplets
passing through a surface. Small droplets slow down and hence they
measured more small drops than we did.
Similar issues arise in measuring the statistical properties of air
movements: one can obtain equivalent results by using simultaneous
readings from several instruments at different locations or by looking
at a temporal record of readings at a single location. Indeed, my
desktop scanner works by moving a scan head under the document being
scanned - it builds a two-dimensional image from a time series of
one-dimensional scans.
Representing time in space
As the traditional medium of communication (paper) is static and
two-dimensional, we are used to seeing representations of time mapped
into space. In comic books and also technical manuals we see sequences
of images laid out giving an idea of temporal progression. Single comic
book images may use various forms of blurring, streamlines or other
ways of giving an impression of movement (even multiple images of the
same object in the same frame). These visual cues to movement are
increasingly being recognised by the computer graphics and HCI
communities. In the scientific community the most prevalent example of
embedding time into space is the graph where time is mapped directly
onto one of the spatial dimensions. It is important to note that
although this representation is to some extent a technological artefact
of the nature of paper, it also serves an important perceptual role, it
is easier to perceive trends in a spatial representation of the data
than if the same data were animated (with no graphical trace).
Using time
In a dynamic visualisation we can use time itself as part of the
representation.
First time can represent the passage of time itself. For example, we
may see an animation of the movement of an object. The mapping between
visualisation time and real time may not be one to one, just as spatial
representations may be at various scales. For example, we may see a
video sequence of continental drift which both scales the surface of
the earth to fit onto our TV screen, and runs at 10 million years per
second!
Second time can represent the change in some other parameter, in effect
allowing us to 'visualise' an extra dimension. An example of this are
the movies generated from the 'digital human body' images. One is shown
successive 2D images of different cross-sections across the body and
time represents distance along the body.
Finally time may map onto interaction - the users' own subjective time
as they manipulate various parameters themselves. Both the above
categories may be used in traditional pre-recorded media, but
interaction adds different aspect. In fact interactive visualisation
can be used with either of the previous two categories.
We'll return to interactive visualisation later.
3D visualisation?
Forgetting time for the moment (!), let's think about space. Ignoring
superstring theory, we live in three-dimensional approximately
Euclidean world. Many of the exciting visualisation techniques seen
over recent years take advantage of this and use 3D visualisations to
increase attractiveness and (debatably) utility. Of course, when we say
3D in this context we really mean (what is conventionally called) 2 1/2
D. Occlusion means that we can at best see one thing in any direction
and only the surface of things. Sight is literally a superficial sense.
Why can we only see in 2.5 D? Let's unpack the answer. All we really
see from an individual eye is 2D. Each eye gives us (in low-level
terms) a mapping from positions in a 2D space to some attributes
(colour, intensity, perhaps texture). That is each eye gives us:
D x D -> A.
With stereoscopic vision and other depth cues, we can do a bit better
and get an estimate of the distance of any object in any direction.
That is we can see:
D x D -> (A x D)
Notice however, that one of 'D's sits on the 'wrong' side of the
function arrow!
In the real world there is something (or perhaps nothing) at every
point of space. That is at every point in a 3D space there are some
physical attributes (let's say P). A reductionist view of the world is
therefore
D x D x D -> P.
The problem of vision is that this world must be mapped onto
D x D -> (A x D)
They don't fit! The fact that one of the 'D's of vision is on the wrong
side means that we can see at most one thing in each direction. In the
physical world this is the closest object. In a computer visualisation
this could be objects at a fixed distance, objects with certain
attributes, or even the furthest objects. However, all will be 2.5D in
one way or another. In fact the extra 1/2 D is so minimal it might be
more accurate to regard vision as really being 2.000001 D!
Some of the most successful 3D visualisation tools have been various
forms of molecular models. These are composed of lots of point objects,
so the chances of having more than one thing in the same direction is
small and hence, for this case 2.5D is effectively 3D. VR techniques
can win us an extra bit of dimension by allowing us to look around
objects, see what is behind and even perhaps go inside buildings etc.
However, even this only allows us to see the surfaces of objects, not
full 3D vector fields, such as internal temperatures, fluid densities
or flows. VR is perhaps 2.000002D. In fact, one way in which flows are
shown is by using tracers which give you a sparse sample of the full 3D
field. Because they are sparse, like molecules, they are 'open' enough
to see inside.
Time can be used to give the full extra dimension. This is precisely
what is happening in the videos of the digital human body mentioned
previously. In this case the data is of the form:
L x L x L -> A'
(using L for the length dimension and T for time as in traditional
dimensional analysis in physics) and the screen is of the form:
L x L -> A
However, we view the screen through time leading to a view of the form:
L x L x T -> A
Which can map directly onto the dimensions of the data. As well as half
(or 0.000001) spatial dimensions, one can also get partial time
dimensions in visual representations of time. This is precisely the
case when we look at footsteps in the sand. Footsteps can occur
anywhere on the sand, but there can only be one footstep at any place
(further footsteps obliterate what is below). Furthermore, on a breezy
day older footsteps are partly blown away, so by the sharpness of a
footstep we can tell how old it is. The view we get is therefore of the
form:
L x L -> (A x T)
The real history of the beach is that at various times people trod in
different places. That is, the real footstep history is of the form:
L x L x T -> A
Just as with normal vision this just doesn't fit. There is just too
little of the time dimension and all we see is the most recent
footstep. Just as we normally see only the closest object. Footsteps in
the sand are a 2L+1/2T visualisation!
Temporal fusion
The temporal dimension can be very important in bringing together
different aspects of data - that is data fusion.
(i) Successive images (discrete time multiplexed)
Seeing two images of different data sets one after (rapidly) can show
up similarities/differences and show up significant points. This is
especially likely where there is a common 2D/3D representation domain,
whether from the physical nature of the data or from some standard
representation (e.g. phase space). Such successive images make use of
the user's haptic memory. I have seen an illuminated globe which when
turned off gives you a political view of the world and when on you see
the physical view. It is hard to see the political boundaries clearly
when the light is one, but by turning the light on and off you can
relate the two viewpoints.
(ii) Moving images (continuous time multiplexed)
Imagine seeing the layers of rock gradually peeled away, or navigating
through 3D cross sections of a multi-dimensional function space. In
each case, the visual continuity allows one to make sense of a complex
domain. The simplest example of this is where time is used to map onto
one dimension of a 3D representation and each frame is a particular 2D
cross-section (as in the digital human body example).
(iii) Simultaneous change (time connected, space multiplexed)
Here we imagine several simultaneous displays of different aspects of
some data set. Moving through time we experience the change in those
data sets as some parameter changes. The simultaneous change enables us
to see patterns. For example, in Control Theory one uses Nyquist
diagrams to plot the locus of the complex (i.e., x+iy) transfer
Are you getting all this Suzanne? I'll expect a full summary
report on this article in the morning.
function where the path parameter is frequency. However, this does not
tell us the value for any particular frequency. On the other hand, Bode
diagrams show us phase advance and log(gain) as a function of frequency
along the x axis. Each representation has its own advantages and
disadvantages. If we simultaneously plotted the movement of a point
over each curve this would allow the user to view them coherently and
gain an understanding deeper than each can give.
It is probably (ii) which immediately springs to mind when one
considers time, but it is not necessarily the most important or
prevalent.
Note that (iii) is often used in existing audio-visual teaching
material, especially where one part of the display represents an
animation of a physical system and the other a graph of its temporal
behaviour. Also (i) is used semi-statically with transparency/tracing
paper overlays. Temporary ghosting in temporal displays may aid feature
detection.
Interaction
All of the techniques for using time can be used in delivered media
such as television or videos, whether produced by computers or more
traditional animation techniques. In such pseudo-static (static in the
sense that any dynamic aspects are fixed into the product) one may be
able to interact with the media itself (turn the pages of a book, or
operate the controls on a VCR), but not with the data being represented
or the style of presentation. The real gain in using computer
visualisation is the ability to interact through the media, acting on
the data themselves and also with the parameters of the representation
of the data.
In fact interaction is central to our visual system itself. Many of the
hard cases for computer vision are those which are in some way boundary
cases. If one is allowed to change the viewing angle only slightly the
ambiguity is often resolved. Similarly, the strange camera angles used
in the 'can you guess what this is' photographs are only confusing
because we cannot move backwards and see the context of the photograph.
In fact, even our 2.5D vision is built only partly upon stereoscopic
cues. We use some other static cues such as the colour and clarity of
images (early Smalltalk systems half-toned the inactive windows,
perhaps on colour displays inactive windows ought to have reduced
contrast and be transformed to the blue end of the spectrum?). However,
we also rely strongly on parallax effects from our own movement to
determine distance. Furthermore, we don't simply look at things, but
examine them, look behind them, open them, walk inside them. To the
extent that we sense a 3D world it is not that we simply 'see' it, but
that by interacting with it we experience it.
This is of course the case in the electronic world also. VR systems are
only really immersive when they are interactive. Even fixed animations
are often most useful if one has VCR-style controls to move backwards
and forwards through the images. Also, compare a fixed video of the
digital human body, with an interface which allows you to select which
direction and cross-section to view using sliders. It is like the
difference between a medical student looking at cut-away pictures in an
anatomy textbook and actually dissecting a cadaver, or like an
archaeologist looking at a site plan compared to actually scrapping
away around the artefacts during the excavation. Of course the great
thing about the electronic world is that one doesn't just get to do
this once, but one can explore into an object, then 'put the bits back'
and start again form a different viewpoint.
In addition, interacting can allow us to trace a path in a
multi-dimensional space by simultaneously varying several parameters,
perhaps by using several limbs simultaneously as Bill Buxton has always
advocated. I have often wondered how well we can comprehend such higher
dimensional spaces (some mathematicians can do four dimensional
geometry in their heads).
The key points
Using time can allow us to have radically different representations
including real 3D visualisation - inside rather than just the surface
of things. However, interaction adds a qualitatively different aspect.
Traditionally we regard sensing as passive, but, in the real world we
sense dynamically - we don't just look at the world, but live in it.
The power of computer visualisation is most truly grasped when we take
advantage of this.
===================================
.
|
|
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| User: "Su Zanadu" |
|
| Title: Re: WHAT IS THE " TIME-SPACE CONTINUIM " ?!?!?!? |
09 Dec 2004 06:03:23 AM |
|
|
R. Foreman wrote:
Are you getting all this Suzanne?
Awe.....HAIL NO!!!
I got completely lost when I got to "Nyquist diagrams to plot the locus
of the complex transfer".
WTF is a Nyquist diagram? Does it make you sleepy?
I'll expect a full summary report on this
article in the morning.
My next question to Unc was to ask him to dumb this down.....if at all
possible.
SuZanne :)
.
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| User: "R. Foreman" |
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| Title: Re: WHAT IS THE " TIME-SPACE CONTINUIM " ?!?!?!? |
09 Dec 2004 01:24:37 PM |
|
|
(Su Zanadu) Spat the Words
R. Foreman wrote:
Are you getting all this Suzanne?
Awe.....HAIL NO!!!
I got completely lost when I got to "Nyquist diagrams to plot the locus
of the complex transfer".
WTF is a Nyquist diagram? Does it make you sleepy?
So that's why you asked Wally for a print of this article. You
were looking for something to put you to sleep. You devious woman.
And Wally thought you were actually interested in the info he
was peddling.
You don't know what a Nyquist diagram is? Everybody knows
what those are. (just messing with you :)
Locus of the complex transfer... that is sooo easy.
I'll expect a full summary report on this
article in the morning.
My next question to Unc was to ask him to dumb this down.....if at all
possible.
SuZanne :)
.
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| User: "Tadapope" |
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| Title: Re: WHAT IS THE " TIME-SPACE CONTINUIM " ?!?!?!? |
10 Dec 2004 07:23:29 PM |
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|
It's all a loop like the dragon chasing its tail.
Tangents are infinite in all of nature in
all universes constantly and at random.
* D OUOSVAVV M *
Oh Joy!
Tom
The Psychedelic Pope
Patron Saint of the Internet
http://www.apple2.org.za/gswv/me/
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| User: "Tadapope" |
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| Title: Re: WHAT IS THE " TIME-SPACE CONTINUIM " ?!?!?!? |
10 Dec 2004 07:25:55 PM |
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|
TADA!
Time, Space and Interaction
Position paper for FADIVA workshop
Alan Dix At time of publication: HCI Group and Dept. of Computer Science,
University of York
Currently: School of Computing, Staffordshire University
alan@hcibook.com
Coming to the FADIVA group from the outside many of the things below may
already be well known, apologies for these, but I hope some things suggest new
perspectives.
The time-space continuum
After Einstein's theory of special relativity time and space can never again be
regarded as separate concepts. Instead we now see them as different views of a
single time-space continuum. In fact, one could argue that this is not so much
a revelation of the 20th century, but a re-evaluation of the supposed objective
nature of time born out of the age of clocks and the ensuing mechanistic models
of the universe. In day-to-day life we continually experience the coupling of
time and space as we travel or send letters.
In preparing my talk for AVI this was brought home to me as I considered the
different world views engendered by different senses which each take a
different 'cut' through the time-space continuum: vision - spatial, smell -
temporal and sonar a mixture between the two.
In measuring the real world we often cannot get a 'snapshot' of time and space
simultaneously (in fact the very word snapshot suggests measurement at only one
time!). In my first job I worked on the mathematical modelling of agricultural
sprays. One of the aspects of our work involved measuring the sizes of water
droplets produced by different kinds of spray nozzle. The results obtained by
our group were consistently different from those produced by another group. It
turned out that their equipment obtained a spatial sample of the droplets in a
given volume whereas ours used a temporal sample of the droplets passing
through a surface. Small droplets slow down and hence they measured more small
drops than we did.
Similar issues arise in measuring the statistical properties of air movements:
one can obtain equivalent results by using simultaneous readings from several
instruments at different locations or by looking at a temporal record of
readings at a single location. Indeed, my desktop scanner works by moving a
scan head under the document being scanned - it builds a two-dimensional image
from a time series of one-dimensional scans.
Representing time in space
As the traditional medium of communication (paper) is static and
two-dimensional, we are used to seeing representations of time mapped into
space. In comic books and also technical manuals we see sequences of images
laid out giving an idea of temporal progression. Single comic book images may
use various forms of blurring, streamlines or other ways of giving an
impression of movement (even multiple images of the same object in the same
frame). These visual cues to movement are increasingly being recognised by the
computer graphics and HCI communities. In the scientific community the most
prevalent example of embedding time into space is the graph where time is
mapped directly onto one of the spatial dimensions. It is important to note
that although this representation is to some extent a technological artefact of
the nature of paper, it also serves an important perceptual role, it is easier
to perceive trends in a spatial representation of the data than if the same
data were animated (with no graphical trace).
Using time
In a dynamic visualisation we can use time itself as part of the
representation.
First time can represent the passage of time itself. For example, we may see an
animation of the movement of an object. The mapping between visualisation time
and real time may not be one to one, just as spatial representations may be at
various scales. For example, we may see a video sequence of continental drift
which both scales the surface of the earth to fit onto our TV screen, and runs
at 10 million years per second!
Second time can represent the change in some other parameter, in effect
allowing us to 'visualise' an extra dimension. An example of this are the
movies generated from the 'digital human body' images. One is shown successive
2D images of different cross-sections across the body and time represents
distance along the body.
Finally time may map onto interaction - the users' own subjective time as they
manipulate various parameters themselves. Both the above categories may be used
in traditional pre-recorded media, but interaction adds different aspect. In
fact interactive visualisation can be used with either of the previous two
categories.
We'll return to interactive visualisation later.
3D visualisation?
Forgetting time for the moment (!), let's think about space. Ignoring
superstring theory, we live in three-dimensional approximately Euclidean world.
Many of the exciting visualisation techniques seen over recent years take
advantage of this and use 3D visualisations to increase attractiveness and
(debatably) utility. Of course, when we say 3D in this context we really mean
(what is conventionally called) 2 1/2 D. Occlusion means that we can at best
see one thing in any direction and only the surface of things. Sight is
literally a superficial sense.
Why can we only see in 2.5 D? Let's unpack the answer. All we really see from
an individual eye is 2D. Each eye gives us (in low-level terms) a mapping from
positions in a 2D space to some attributes (colour, intensity, perhaps
texture). That is each eye gives us:
D x D -> A.
With stereoscopic vision and other depth cues, we can do a bit better and get
an estimate of the distance of any object in any direction. That is we can see:
D x D -> (A x D)
Notice however, that one of 'D's sits on the 'wrong' side of the function
arrow!
In the real world there is something (or perhaps nothing) at every point of
space. That is at every point in a 3D space there are some physical attributes
(let's say P). A reductionist view of the world is therefore
D x D x D -> P.
The problem of vision is that this world must be mapped onto
D x D -> (A x D)
They don't fit! The fact that one of the 'D's of vision is on the wrong side
means that we can see at most one thing in each direction. In the physical
world this is the closest object. In a computer visualisation this could be
objects at a fixed distance, objects with certain attributes, or even the
furthest objects. However, all will be 2.5D in one way or another. In fact the
extra 1/2 D is so minimal it might be more accurate to regard vision as really
being 2.000001 D!
Some of the most successful 3D visualisation tools have been various forms of
molecular models. These are composed of lots of point objects, so the chances
of having more than one thing in the same direction is small and hence, for
this case 2.5D is effectively 3D. VR techniques can win us an extra bit of
dimension by allowing us to look around objects, see what is behind and even
perhaps go inside buildings etc. However, even this only allows us to see the
surfaces of objects, not full 3D vector fields, such as internal temperatures,
fluid densities or flows. VR is perhaps 2.000002D. In fact, one way in which
flows are shown is by using tracers which give you a sparse sample of the full
3D field. Because they are sparse, like molecules, they are 'open' enough to
see inside.
Time can be used to give the full extra dimension. This is precisely what is
happening in the videos of the digital human body mentioned previously. In this
case the data is of the form:
L x L x L -> A'
(using L for the length dimension and T for time as in traditional dimensional
analysis in physics) and the screen is of the form:
L x L -> A
However, we view the screen through time leading to a view of the form:
L x L x T -> A
Which can map directly onto the dimensions of the data. As well as half (or
0.000001) spatial dimensions, one can also get partial time dimensions in
visual representations of time. This is precisely the case when we look at
footsteps in the sand. Footsteps can occur anywhere on the sand, but there can
only be one footstep at any place (further footsteps obliterate what is below).
Furthermore, on a breezy day older footsteps are partly blown away, so by the
sharpness of a footstep we can tell how old it is. The view we get is therefore
of the form:
L x L -> (A x T)
The real history of the beach is that at various times people trod in different
places. That is, the real footstep history is of the form:
L x L x T -> A
Just as with normal vision this just doesn't fit. There is just too little of
the time dimension and all we see is the most recent footstep. Just as we
normally see only the closest object. Footsteps in the sand are a 2L+1/2T
visualisation!
Temporal fusion
The temporal dimension can be very important in bringing together different
aspects of data - that is data fusion.
(i) Successive images (discrete time multiplexed)
Seeing two images of different data sets one after (rapidly) can show up
similarities/differences and show up significant points. This is especially
likely where there is a common 2D/3D representation domain, whether from the
physical nature of the data or from some standard representation (e.g. phase
space). Such successive images make use of the user's haptic memory. I have
seen an illuminated globe which when turned off gives you a political view of
the world and when on you see the physical view. It is hard to see the
political boundaries clearly when the light is one, but by turning the light on
and off you can relate the two viewpoints.
(ii) Moving images (continuous time multiplexed)
Imagine seeing the layers of rock gradually peeled away, or navigating through
3D cross sections of a multi-dimensional function space. In each case, the
visual continuity allows one to make sense of a complex domain. The simplest
example of this is where time is used to map onto one dimension of a 3D
representation and each frame is a particular 2D cross-section (as in the
digital human body example).
(iii) Simultaneous change (time connected, space multiplexed)
Here we imagine several simultaneous displays of different aspects of some data
set. Moving through time we experience the change in those data sets as some
parameter changes. The simultaneous change enables us to see patterns. For
example, in Control Theory one uses Nyquist diagrams to plot the locus of the
complex (i.e., x+iy) transfer function where the path parameter is frequency.
However, this does not tell us the value for any particular frequency. On the
other hand, Bode diagrams show us phase advance and log(gain) as a function of
frequency along the x axis. Each representation has its own advantages and
disadvantages. If we simultaneously plotted the movement of a point over each
curve this would allow the user to view them coherently and gain an
understanding deeper than each can give.
It is probably (ii) which immediately springs to mind when one considers time,
but it is not necessarily the most important or prevalent.
Note that (iii) is often used in existing audio-visual teaching material,
especially where one part of the display represents an animation of a physical
system and the other a graph of its temporal behaviour. Also (i) is used
semi-statically with transparency/tracing paper overlays. Temporary ghosting in
temporal displays may aid feature detection.
Interaction
All of the techniques for using time can be used in delivered media such as
television or videos, whether produced by computers or more traditional
animation techniques. In such pseudo-static (static in the sense that any
dynamic aspects are fixed into the product) one may be able to interact with
the media itself (turn the pages of a book, or operate the controls on a VCR),
but not with the data being represented or the style of presentation. The real
gain in using computer visualisation is the ability to interact through the
media, acting on the data themselves and also with the parameters of the
representation of the data.
In fact interaction is central to our visual system itself. Many of the hard
cases for computer vision are those which are in some way boundary cases. If
one is allowed to change the viewing angle only slightly the ambiguity is often
resolved. Similarly, the strange camera angles used in the 'can you guess what
this is' photographs are only confusing because we cannot move backwards and
see the context of the photograph.
In fact, even our 2.5D vision is built only partly upon stereoscopic cues. We
use some other static cues such as the colour and clarity of images (early
Smalltalk systems half-toned the inactive windows, perhaps on colour displays
inactive windows ought to have reduced contrast and be transformed to the blue
end of the spectrum?). However, we also rely strongly on parallax effects from
our own movement to determine distance. Furthermore, we don't simply look at
things, but examine them, look behind them, open them, walk inside them. To the
extent that we sense a 3D world it is not that we simply 'see' it, but that by
interacting with it we experience it.
This is of course the case in the electronic world also. VR systems are only
really immersive when they are interactive. Even fixed animations are often
most useful if one has VCR-style controls to move backwards and forwards
through the images. Also, compare a fixed video of the digital human body, with
an interface which allows you to select which direction and cross-section to
view using sliders. It is like the difference between a medical student looking
at cut-away pictures in an anatomy textbook and actually dissecting a cadaver,
or like an archaeologist looking at a site plan compared to actually scrapping
away around the artefacts during the excavation. Of course the great thing
about the electronic world is that one doesn't just get to do this once, but
one can explore into an object, then 'put the bits back' and start again form a
different viewpoint.
In addition, interacting can allow us to trace a path in a multi-dimensional
space by simultaneously varying several parameters, perhaps by using several
limbs simultaneously as Bill Buxton has always advocated. I have often wondered
how well we can comprehend such higher dimensional spaces (some mathematicians
can do four dimensional geometry in their heads).
The key points
Using time can allow us to have radically different representations including
real 3D visualisation - inside rather than just the surface of things. However,
interaction adds a qualitatively different aspect. Traditionally we regard
sensing as passive, but, in the real world we sense dynamically - we don't just
look at the world, but live in it. The power of computer visualisation is most
truly grasped when we take advantage of this.
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maintained by Alan Dix
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All hail Alan Dix!
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