Compiled with assistance from Matt McGranaghan, University of
Hawaii
NOTES
UNIT 49 - VISUALIZATION OF SPATIAL DATA
Compiled with assistance from Matt McGranaghan, University of
Hawaii
A. INTRODUCTION
Maps
- are limited to two-dimensions
- must show 3-D data projected onto a flat surface
- give a distorted impression of spatial distributions
on the globe
- are static, cannot show change through time or animate
- have difficulty showing interactions or flows between
places
- are limited by the tools used to make maps
- pens of constant width
- constant color or tone
- the airbrush adds flexibility but is difficult to
use, control
- have difficulty showing uncertainty in data
- give a false impression of accuracy
Computer-generated displays
- include screens, plots, printer output
- include raster and vector
- can be animated
- can show continuous gradations of color, texture, tone
- can show 3-D using stereoscopic technology and pairs of
images
- the computer is a powerful tool for visualizing spatial
information
- this unit looks at some of the issues involved in
combining the knowledge of cartography with the
power of digital technology
- all too often these issues are ignored when output
maps and displays are created from GIS
- although GIS display and mapping has much to learn
from principles of cartographic design, it also
provides entirely new possibilities
B. CARTOGRAPHIC BACKGROUND
- must consider the objective of display
Visualization
- process for putting (complex) images into minds
- examples:
- the shape of a mountain - poorly conveyed by
contours
- pattern of growth of an urban area - may need
animation to show changes through time effectively
- air-flows over a patch of terrain - needs 3-D
capabilities plus animation to show true pattern of
directions, speeds of flow
- movements of people in an area - needs ability to
generalize individual movements into meaningful
aggregate patterns
- components of visualization system:
- database containing information
- hardware device used to generate display
- human visual system
- processing of perceived image in the brain
- correct perception depends on functioning of all of
these components
What is the image supposed to show?
- what impressions does the analyst wish to create in the
mind?
- what relationship do these have with the contents of the
database?
- database contents are abstract version of
geographical reality
- system should create an impression of reality, not
of the contents of the database
- aspects of relationship between database and
reality, e.g. accuracy, should be important part of
display
- geography is complex
- display is a filter removing unwanted complexity to
show trends, patterns
- display must show level of detail required by user,
from general overview to detailed insights
To whom?
- effective visualization may require familiarity with
symbols on the part of the user
- some people may never master skills of map-reading,
i.e. using maps to visualize geography
- how much familiarity should be assumed?
- it may generally be better to assume low familiarity
- people can learn to work with complex displays, but
may lose interest and look for alternative sources
of information
Ideal display
- communicates intended message perfectly to all users
- offers complete design flexibility
- put any symbol anywhere, at any size, etc.
C. GRAPHIC VARIABLES
- classes of symbols correspond to classes of objects
- visual differences among map symbols convey information
1. Location
- where the symbol is
- determined primarily by geography
- the primary means of showing spatial relations
- the brain computes relations like "is within", "crosses"
on the fly from the eye's perceived image of the map
- compare GISs
- some compute these relationships on the fly, others
store them in the database to avoid the processing
required to compute them
- compared to the brain, current GIS technology is
amazingly crude
2. Value
- lightness or darkness of a symbol
- very important visually - the eye tends to be led by
patterns of light and dark
- usually used to represent quantitative differences
- tradition suggests darker symbols should mean "more" -
however this may reverse on dark backgrounds which are
common on computer displays - on dark backgrounds,
lighter may mean "more"
3. Hue
- color
- important aesthetically
- usually represents qualitative differences - continuous
grading of color is difficult and expensive to achieve on
printed maps
4. Size
- how large the symbol is
- conveys quantitative difference
- brain has difficulty inferring quantity accurately from
the size of a symbol
- if proportional circles are used to portray city
population, doubling the radius of a circle
(quadrupling its area) is perceived as indicating
more than twice the population, but not four times
- i.e. the brain infers population from some
mixture of the radius and the area of the
symbol
5. Shape
- geometric form of the symbol
- used to differentiate between object classes
- used to convey nature of the attribute, e.g. population
indicated by images of people, housing by house symbols
6. Spacing
- arrangement, density of symbols in a pattern
- used to show quantitative differences, e.g. dot density
to show population
7. Orientation
- of a pattern, to show qualitative differences
- of a linear symbol, to show quantitative (directional
differences)
D. PERCEPTUAL AND COGNITIVE LIMITATIONS
- symbol differences must be perceptible to be of use
- JND - just noticeable difference - the smallest
difference which can be reliably perceived between
symbols, sizes, colors, shapes etc.
- LPD - least practical difference - the smallest
difference which can be produced by the cartographic
process
- eye's sensitivity to various graphic codes
- some codes "get through" better
- e.g. use of yellow for fire trucks allows them
to stand out better in the visual field
- sensitivity varies across visual field
- "peripheral vision" is enhanced by movement,
varies among individuals
- cognitive aspects
- indications that perception is dependent on
cognition - knowledge understanding of phenomena
- color categories/nameability - certain colors may
have associations with names, concepts
E. GRAPHIC LIMITS
- digital devices provide finite resolution
- spatial - where symbols might be and their shapes
- display device has a set screen or paper size
- display pixels have a set size, finite number of
spatial locations
- aliasing - line (or point) mapped onto closest
pixel(s)
- produces stepped (straight) lines
- color - what colors things might be
- limit on number of colors available (palette) -
plotter may have only 8 pen colors - screen may have
millions of possible colors
- limit on range of luminance and contrast
- how many colors displayable at one time - 2n where n
is the number of bit planes
- what the colors are
- temporal limits
- data retrieval from mass storage or from core
memory?
- how much data processing needed to compute display?
- writing to the display device
- speed limited by communication overhead & bus
contention (competition from other activities)
- these factors may preclude using some types of
display image
- animation requires fast through-put
- complex images require fast data retrieval
- acceptable response time
- people don't like to sense a pause in the
system
- typical goal: maximum of two seconds for
complex operations, instantaneous for all
others
- how long should something remain visible to be
noticed?
F. REPRESENTING UNCERTAINTY
- have to use SOME graphic code
- don't want its meaning confused with something else
- e.g. line drawn wide to represent uncertain
position confused with wide highway or braided
stream
Explicit uncertainty codes
- mark things which are uncertain with a color
- e.g. red or yellow to suggest caution in using the
information
Graphic ambiguity
- use graphic ambiguity to create cognitive/visual
ambiguity
- e.g. multiple positions for an uncertainly located
item
- dot density or color could be used to show varying
probability, e.g. a cloud with highest density in the
center
- absence of "hard" lines or edges where they are uncertain
Examples
- show uncertain area with a red tint overlay
- show uncertain lines as multiple lines (like a braided
stream)
- fuzzy line
- vary the value or saturation of the line across its
width
- blending between adjacent areas to show zones of
transition
- blend the colors
- choose such that the blend works psychologically
- red &LT-> purple &LT-> blue
- blue &LT-> aqua &LT-> green
- NOT red &LT-> yellow &LT-> orange
- large set of possible colors are needed to show the
appearance of a smooth transition
- transition can be simulated with a small set of
colors by spatially blending pixel colors
("dithering")
G. TEMPORAL DEPENDENCE
Basic strategies
- static maps
- show a single slice of time
- show several states at once by careful choice of
symbols
- indicate amount or rate of change
- dynamic maps
- real time is compressed or scaled into changing
display
- non-moving occurrences - events added and deleted at
places through time
- moving objects - movement is animated on the screen
- symbol is deleted at one location, regenerated at
adjacent location
H. SHOWING A THIRD DIMENSION
Contours
- calculated contours (calculated by contouring algorithms)
- starting with a grid of elevations, thread contours
and display the lines
- visual contours with elevation grid cells (contours are
perceived but not computed explicitly)
- given a sufficiently dense raster of elevations
- shade pixels according to the elevation value of the
central point using specified elevation ranges
- result is apparently (not analytically) a contour map
Hypsometric mapping
- set each pixel to a color dependent on its height
- this is easily implemented as table look-up
- range of colors is conventional - dark green for low
elevations, through green, yellow, brown, then white at
highest elevations
Simulating oblique views of surface
- each pixel's illumination computed from its slope
relative to simulated "sun"
- sun must be placed at top of image for correct
visual perception - if sun is at bottom, eye sees
surface inverted
- requires assumptions about reflectance of surface
- lakes, ice, some building materials produce
highlights
- single light source makes the surface too "stark"
- assume light source infinitely far away from surface
- may assume viewer is also infinitely far away to
avoid complex perspective calculations
- with TINs or coarse grids, edges of plane patches may be
visible because of sharp change of slope
- discontinuities can be eliminated by varying
intensity of illumination continuously over facets
- many 3-D display systems supply this capability -
called Gouraud rendering
REFERENCES
Standard texts on map design:
Cuff, D.J., and Mattson, M.T., 198. Thematic Maps: Their
design and Production, Methuen, New York.
Dent, B.D., 1985. Principles of Thematic Map Design. Addison-
Wesley, New York.
Tufte, E.R., 1983. The Visual Display of Quantitative
Information. Graphics Press, Cheshire, CT. A
fascinating discussion including many cartographic
examples.
Texts on computer graphics:
Durrett, H.J. ed., 1987. Color and the Computer. Academic
Press, New York.
Foley, J.D., and Van Dam, A., 1982. Fundamentals of
Interactive Computer Graphics. Addison-Wesley, New York.
Myers, R.E., 1982. Microcomputer Graphics. Addison-Wesley,
Reading, MA.
Design for digital maps:
Monmonier, M., 1982. Computer-Assisted Cartography:
Principles and Prospects. Prentice-Hall, Englewood
Cliffs NJ.
Techniques for displaying topography:
Kennie, T.J.M., and McLaren, R.A., 1988. "Modelling for
digital terrain and landscape visualisation,"
Photogrammetric Record 12(72):711-45.
EXAM AND DISCUSSION QUESTIONS
1. Summarize the ways in which digital displays offer
greater flexibility for visualizing spatial data.
2. The visual system is not the only way in which spatial
information might be conveyed to a user. Discuss the
prospects for using other methods of communication, either
alone or in combination with visual methods. What kind of
user interface would be appropriate for a GIS for visually
impaired users, and what applications might such a system
have?
3. Review the methods of visualization available in any GIS
to which you have access. How limited are they, and how
could they be improved?
4. How would you adapt the concept of an atlas to a digital
system with capabilities for animation?
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