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Visual Perception

CS 349 - User interfaces, LEC 001

7-18-2016

Elvin Yung

Slides

  • We want to talk about physical limitations of your body, particularly in your visual acuity, etc.
  • We care about this the most because most UIs are visual.

Psychophysics

  • Psychophysics is the idea that you are separate from the world.
  • Seems philosophical, but the essentially it means that your perception of the physical world isn't perfect.
  • Because your visual/audial perception isn't precise enough, we can do things like lossy compression, which lets us throw away data without noticing it.

Temporal Resolution

  • aka how you perceive the flickering of light
  • At about 45 Hz, an intermittent flickering light starts to seem continuous. This is called the critical flicker frequency (CFF).
  • This lets us do animation. Film is 24 fps, NTSC video is 60 fps, etc.
  • The Hobbit films were the first to be shot at 48 fps. Some people complained that it made the special effects look more fake.

The Human Eye

  • At the edges of the retina, you don't actually have very good resolution.
  • At the macula you have the best color depth, etc.

Spatial Resolution

Measuring Acuity

  • 20/20 vision: You can perceive lines at 1 arc minute distance
  • Implication: A dot pitch (i.e. pixel size) of 0.23 mm is sufficient for most people.

Color

  • Objective color: the actual math
  • Subjective color: what color we think something is
  • We agree on most subjective colors, but not all.
    • Remember the dress meme?

the Visible Spectrum

Additive Color Model

  • We mostly use this
  • Start with "nothing" (i.e. black), combine colored lights to combine white
  • Works particularly well for monitors
  • Variants: we use RGB for displays, HSV/HSB for color, YUV for human perception
    • YUV is biased towards things that the human eye can perceive well

Subtractive Color Model

  • Colored light is absorbed to create black.
  • Works well with printed pages
  • CMY/CMYK - common in printing

HSV/HSB

  • HSV stands for hue, saturation, and value/brightness.

  • It is the most common model that we use for colors.

  • Maps to visible spectrum.

  • Hue is the actual color.

  • Saturation is the richness of the color, i.e. from less hue to more hue.

  • Value or brightness is a fixed-saturation representation for

  • The model is represented spatially with hue going around, saturation extending out from the center, and brightness extending up.

  • You've probably seen HSV represented in a color picker, where you pick the hue in a separate widget, and then get a 2D grid of the saturation and brightness.

Perceiving Color

  • Two different light sensors in the eye:

    • 6-7 million cones that perceive color
    • 120 million rods that distinguish light from dark
  • Cones and rods are unevenly distributed.

  • Rods are mostly in the periphery of vision, cones are mostly in the middle (a lot are packed together in the fovea).

  • There's a tiny little blind spot in our vision, where our brains fill in the information.

  • Humans are trichromatic. There are three main types of cones:

    • Blue cones aren't good at picking up color.
    • Green cones are great, which means that humans can generally perceive a wide spectrum of green colors.
    • Interestingly, our red cones are better at picking out yellow colors.
  • Rods aren't great at picking out color, but they're better than nothing.

  • Remember though that it's not just one cone that's responsible for receiving colors, but rather a combination of lots of cones.

  • Color presentation matters.

  • It's hard to distinguish two colors under these conditions:

    • paleness: the colors are pale.
    • size: the object is small or thin
    • separation: the color patches are far apart.

Color-blindness

  • Precisely, color-blindness means that you're missing particular types of cones.
  • Monochromacy is when you're missing 2 or 3 types of cone. This is super rare!
  • Dichromacy:
    • Protanopia: missing red cones (~1% of males)
    • Deuteranopia: missing green cones (also ~1% of males)
    • Tritanopia: missing blue cones and blue sensitive rods. (super super rare)

Peripheral Vision

  • We are essentially blind in the periphery, but it's still good for:
    • Guiding the fovea, which helps with eye movement
    • Detecting motion
    • Helping us see light in the dark, because rods are more light sensitive.

Color and UI

To make messages visible:

  • Put messages where users are already looking.
  • Put the error message near what it refers to. (If this is in dispute with the above point, bias towards the above)
  • Use red for errors (but consider color-blindness)
  • Heavy artillery: pop-up alerts, sound, blink, motion, etc.

Displays

  • A pixel on a display is really made up of red, blue, and green components, which we call sub-pixels.
  • This is why we use RGB for colors: we want to dictate how the pixel is exactly displayed.
  • Bit-depth or color-depth in a display is the number of bits allocated to each pixel to specify the color.
    • e.g. 24 bits = 8 bits for each color, 16 bits = 5 red bits, 5 blue bits, 6 green bits (use 1 more bit for green because humans see green better)
    • 24 bits is about 16.7 million colors, which is generally enough.
    • We mostly do 32 bit displays, which lets us add an 8-bit alpha channel.

CRT

  • Phosphor coating on screen
  • Shoot at phosphor with an electron gun to make it emit light in different colors
  • Since the light is very temporary, we need to shoot at it very frequently.
  • Very bulky.

LCD

  • We gradually shifted from CRT to LCD, because it's more portable.
  • Use a layer of liquid crystal
  • Rigid crystal membrane in the middle
"LED"
  • Basically the same as an LCD display, except with an LED backlight.

OLED

  • Like LCD, but throw away the crystal membrane in the middle
  • We can build more flexible things with this display.
  • Currently super expensive, but getting cheaper!

tl;dr

  • The physical world is different from our visual perception of it.
  • When designing a UI, it's important to consider that difference.