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Considering multiscale scenes to elucidate problems encumbering three-dimensional intellection and navigation

Published online by Cambridge University Press:  12 October 2011

Michael Glueck*
Affiliation:
Autodesk Research, Toronto, Canada
Azam Khan
Affiliation:
Autodesk Research, Toronto, Canada
*
Reprint requests to: Michael Glueck, Autodesk Research, 210 King Street East, Toronto, ON M5A1J7, Canada. E-mail: michael.glueck@autodesk.com
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Abstract

Virtual three-dimensional (3-D) environments have become pervasive tools in a number of professional and recreational tasks. However, interacting with these environments can be challenging for users, especially as these environments increase in complexity and scale. In this paper, we argue that the design of 3-D interaction techniques is an ill-defined problem. This claim is elucidated through the context of data-rich and geometrically complex multiscale virtual 3-D environments, where unexpected factors can encumber intellection and navigation. We develop an abstract model to guide our discussion, which illustrates the cyclic relationship of understanding and navigating; a relationship that supports the iterative refinement of a consistent mental representation of the virtual environment. Finally, we highlight strategies to support the design of interactions in multiscale virtual environments, and propose general categories of research focus.

Information

Type
Special Issue Articles
Copyright
Copyright © Cambridge University Press 2011
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Fig. 1. Examples of multiscale virtual three-dimensional environments. (Left) A digital model of Seattle combining geographic information system (GIS), computer-aided design (CAD), and building information modeling data (Parsons Brinckerhoff). (Right) A screenshot of the Visible Body interactive Website (http://www.visiblebody.com). [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 1

Fig. 2. The interrelation of intellection and navigation in a virtual three-dimensional (3-D) environment is dependent on many contributing factors. In virtual 3-D environments, intellection requires a user to assimilate information from several concurrent sources. The user task and scene geometry can be seen as inputs into this system. A user experiences a virtual environment through a graphical display, on which a 2-D projection of scene geometry is shown. Along with artificial depth cues, this rendering communicates the spatial layout of the scene geometry. The user's frame of reference can be either egocentric, in the first person, or exocentric, in the third person. This frame of reference, along with feedback from navigation, is used to combine this information into a cognitive collage of the virtual environment. Modifying navigation by changing the control display, or C-D ratio, in addition to applying constraints can prevent users from arriving at confusing and disorientating points of view. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 3. A graph depicting the effectiveness of real-world depth cues. Adapted from J.E. Cutting and P.M. Vishton, Perceiving layout and knowing distances: the integration, relative potency, and contextual use of different information about depth. In Handbook of Perception and Cognition. Volume 5: Perception of Space and Motion (Epstein, W., & Rogers, S., Eds.), 1995. Copyright 1995 Academic Press. Adapted with permission.

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Fig. 4. Frames of reference. (Left) Egocentric navigation, such as looking. (Right) Exocentric navigation, such as orbiting. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 5. Without a surrounding context, a turntable view of an object can be interpreted ambiguously. (Left) The object is perceived as moving while the observer is stationary. (Right) The object is seen as stationary, while the observer moves around the object. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 6. Schematic and visual comparison of projection types. (Top) In perspective projection, a point (x0, y0, z0) in three-dimensional (3-D) space is projected onto plane π as (x, y, z) when viewed from camera position (a, b, c). (Bottom) In parallel projection, a point (x0, y0, z0) in 3-D space is projected onto plane π as (x, y, z) when viewed from direction <a, b, c>. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 7. The trouble of switching projections. Example of a model of a car in perspective, moving inside the car in perspective, a possible confusing view of the car after switching to parallel projection, and moving “outside” in parallel projection. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 8. Clipping planes are used to see “inside” geometry shells. (Left) A perspective projection can give the user a sense that they are fully inside a model, the closer the viewport is to the camera position (a, b, c). (Right) A parallel projection cannot provide the user with the same effect due to the lack of foreshortening. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 9. A multiscale grid can be used to anchor scene geometry to a common reference plane. Reprinted from M. Glueck, K. Crane, S. Anderson, A. Rutnik, and A. Khan, Multiscale 3D reference visualization. Proc. 2009 Symp. Interactive 3D Graphics and Games, I3D '09, 2009. Copyright 2009 ACM. Reprinted with permission. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 10. Overview techniques provide context. (Left) A world in miniature overview in a traditional virtual environment provides global context. Reprinted from R. Stoakley, M.J. Conway, and R. Pausch, Virtual reality on a WIM: interactive worlds in miniature. Proc. SIGCHI Conf. Human Factors in Computing Systems (Katz, I.R., Mack, R., Marks, L., Rosson, M.B., & Nielsen, J., Eds.), 1995. Copyright 1995 ACM Press/Addison–Wesley. Reprinted with permission.(Right) Multiscale environments can have multiple relevant contexts at different scales; point A, the local context of an organ and, point B, the global context of the human body. Reprinted from R. Kopper, T. Ni, D.A. Bowman, and M. Pinho, Design and evaluation of navigation techniques for multiscale virtual environments. Proc. IEEE Conf. Virtual Reality, VR, 2006. Copyright 2006 IEEE Computer Society. Reprinted with permission. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 11. The scale in a scene is all relative to how large a user believes they are. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 12. Depending on a user's task, they can see themselves as outside an object, inside an object, or both inside and outside different objects. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 13. Examples of the depth of field miniaturization effect (left: Gregkeene, Wikimedia commons; right: Vincent Laforet, www.vincentlaforet.com). [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 14. Explicit contexts help indicate relative size. (Left) Scale models in architecture (GPI Models, Boston and Desroches Photography, Boston). (Right) Default “human-sized” geometry in Google SketchUp. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 15. Transparency versus obfuscation. Displaying a normally hidden Pivot ball allows users to better conceptualize navigation tools, such as orbit. Reprinted from G. Fitzmaurice, J. Matejka, I. Mordatch, A. Khan, and G. Kurtenbach, Safe 3D navigation. Proc. 2008 Symp. Interactive 3D Graphics and Games, I3D '08, 2008. Copyright 2008 ACM. Reprinted with permission. (Left to right) The pivot ball in front of scene geometry, on the surface of scene geometry, and inside scene geometry. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 16. (Top) An x–y–z axis triad may be too abstract for users to leverage. (Bottom) The ViewCube makes the same information more accessible. Reprinted from A. Khan, I. Mordatch, G. Fitzmaurice, J. Matejka, and G. Kurtenbach, ViewCube: a 3D orientation indicator and controller. Proc. 2008 Symp. Interactive 3D Graphics and Games, I3D '08, 2008. Copyright 2008 ACM. Reprinted with permission. Clicking on the ViewCube animates the camera position to the selected orientation. [A color version of this figure can be viewed online at journals.cambridge.org/aie]