Exciting news! The short story is that there’s a new Processing Plug-in for Eclipse, and you can learn about it here.
The long story is that Chris Lonnen contacted me in the spring about applying for the Google Summer of Code (SoC) program, which I promptly missed the deadline for. But we eventually managed to put him to work anyway, via Fathom (our own SoC army of one, with Chris working from afar in western New York) with the task of working on a new editor that we can use to replace the current Processing Development Environment (the PDE).
After some initial work and scoping things out, we settled on the Eclipse RCP as the platform, with the task of first making a plug-in that works in the Eclipse environment (everything in Eclipse is a plug-in), which could then eventually become its own standalone editor to replace the current PDE.
Things are currently incomplete (again, see the Wiki page for more details), but give it a shot, file bugs (tag with Component-Eclipse when filing), and help lend Chris a hand in developing it further. Or if you have questions, be sure to use the forum. Come to think of it, might be time for a new forum section…
I wasn’t going to post this one, but I can’t get it out of my head. In the image below, the squares marked A and B are the same shade of gray.
The image is from Edward H. Adelson at MIT, and you can find my original source here. More details (proof, etc) on Adelson’s site here, which includes this explanation:
The visual system needs to determine the color of objects in the world. In this case the problem is to determine the gray shade of the checks on the floor. Just measuring the light coming from a surface (the luminance) is not enough: a cast shadow will dim a surface, so that a white surface in shadow may be reflecting less light than a black surface in full light. The visual system uses several tricks to determine where the shadows are and how to compensate for them, in order to determine the shade of gray “paint” that belongs to the surface.
The first trick is based on local contrast. In shadow or not, a check that is lighter than its neighboring checks is probably lighter than average, and vice versa. In the figure, the light check in shadow is surrounded by darker checks. Thus, even though the check is physically dark, it is light when compared to its neighbors. The dark checks outside the shadow, conversely, are surrounded by lighter checks, so they look dark by comparison.
A second trick is based on the fact that shadows often have soft edges, while paint boundaries (like the checks) often have sharp edges. The visual system tends to ignore gradual changes in light level, so that it can determine the color of the surfaces without being misled by shadows. In this figure, the shadow looks like a shadow, both because it is fuzzy and because the shadow casting object is visible.
The “paintness” of the checks is aided by the form of the “X-junctions” formed by 4 abutting checks. This type of junction is usually a signal that all the edges should be interpreted as changes in surface color rather than in terms of shadows or lighting.
As with many so-called illusions, this effect really demonstrates the success rather than the failure of the visual system. The visual system is not very good at being a physical light meter, but that is not its purpose. The important task is to break the image information down into meaningful components, and thereby perceive the nature of the objects in view.
(Like the earlier illusion post, this one’s also from my mother-in-law, who should apparently be writing this blog instead of its current—woefully negligent—author.)
Casey and I are in Chicago this weekend for the Processing+Android conference at UIC, organized by Daniel Sauter. In our excitement over the event, we posted revision 0191 last night (we tried to post from the back of Daniel’s old red Volvo, but Sprint’s network took exception). The release includes several Android-related updates, mostly fixed from Andres Colubri to improve how 3D works. Get the download here:
+ Fixed a bug in the camera handling. This was a quite urgent issue, since affected pretty much everything. It went unnoticed until now because the math error canceled out with the default camera settings. http://forum.processing.org/topic/possible-3d-bug
+ Also finished the implementation of the getImpl() method in PImage, so it initializes the texture of the new image in A3D mode. This makes the CubicVR example to work fine.
Visualizing Data is my book about computational information design. It covers the path from raw data to how we understand it, detailing how to begin with a set of numbers and produce images or software that lets you view and interact with information. Unlike nearly all books in this field, it is a hands-on guide intended for people who want to learn how to actually build a data visualization.
The text was published by O’Reilly in December 2007 and can be found at Amazon and elsewhere. Amazon also has an edition for the Kindle, for people who aren’t into the dead tree thing. (Proceeds from Amazon links found on this page are used to pay my web hosting bill.)
The book covers ideas found in my Ph.D. dissertation, which is basis for Chapter 1. The next chapter is an extremely brief introduction to Processing, which is used for the examples. Next is (chapter 3) is a simple mapping project to place data points on a map of the United States. Of course, the idea is not that lots of people want to visualize data for each of 50 states. Instead, it’s a jumping off point for learning how to lay out data spatially.
The chapters that follow cover six more projects, such as salary vs. performance (Chapter 5), zipdecode (Chapter 6), followed by more advanced topics dealing with trees, treemaps, hierarchies, and recursion (Chapter 7), plus graphs and networks (Chapter 8).
This site is used for follow-up code and writing about related topics.