Exploring
the Potential of Virtual Environments for Geographic Visualization
Presented
at Annual Meeting of the Association of American Geographers. AAG, Honolulu,
HI, 23-27 March, Abstract, p. 371
Alan
M. MacEachren,1&2 Robert Edsall,1 Daniel Haug,1
Ryan Baxter,1 George Otto,2 Raymon Masters,2
Sven Fuhrmann, 1&3 and Liujian Qian 1
1.
ViSC - VR - Geovisualization
A
working hypothesis behind much of the research in ViSC (in the decade
since the McCormick report -- (1987)) is that the most successful representation
methods for scientific visualization will be ones that take the fullest
advantage of human sensory and cognitive systems developed for interacting
with the real world. As a result, emphasis in ViSC has been on 3D dynamic
displays and realism in the representation of objects, particularly
objects that have visible form in the real world (e.g., the human body,
aircraft wings, thunderstorms). Initial research in VR, not surprisingly,
focused on attempts to visually replicate individual objects (e.g.,
... ref), object assemblages (e.g., the human body, -- ref; machinery
-- ref), and environmental scenes (typically at scales from a room --
ref; to a city -- ref). This commonality of purpose resulted in many
of the initial applications of VR technology within ViSC being directed
to mechanical, aeronautical, or medical engineering (e.g., John Deere
-- ref; the virtual wind tunnel -- ref; med -- ref). Somewhat less attention
has been paid to the use of VR for data exploration, particularly with
data that do not represent discrete visible objects.
Within
geovisualization, perhaps due to roots in (and continued close ties with) cartography,
emphasis has been on extending cartographic, image analysis, and exploratory
data analysis methods -- methods that emphasize 2D and 2.5D geographic
display and highly abstract data representations (DiBiase et al. 1992,
Fisher 1994, MacEachren et al. 1998a, Mitas, Brown, and Mitasova 1997).
As a result, research in geovisualization lags behind that in ViSC more generally
in exploring the potential applications of VR technologies to data representation.
This situation is beginning to change, with recent attention to a range
of technologies for producing virtual environments (VEs) designed to
facilitate both the analysis of geospatial data and the understanding
of geographic phenomena. These technologies range from relatively ubiquitous
web-based VE tools, particularly use of the Virtual Reality Modeling
Language (VRML) (Fairbairn and Parsley 1997), through high-end systems
having limited availability, such as the CAVE (Verbree et al. in press).
1.1
Desktop Virtual GeoEnvironments
A
major interdisciplinary effort directed to desktop VE for geospatial
information representation involves the application of the Virtual Reality
Modeling Language (VRML) to geospatial data. A key event here was approval
in 1997 of the GeoVRML Working Group as an official sub-group within
the VRML Consortium (see Rhyne, 1998 -- www.). VRML represents one extreme
of VE technologies, creating 3D navigable "worlds" displayed on standard
computer monitors (using stand alone viewers or browser plugins). Like
early VE applications more generally, GeoVRML efforts thus far have
focused on depicting the experiential environment (e.g., (Dykes, Moore,
and Wood in press)).
1.2
Immersive Virtual GeoEnvironments
Immersive
VE methods have been applied to geographic representation, but examples
remain limited and typically developed by non-geographers. As with desktop
GeoVE, emphasis has been on depicting the experiential environment --
to facilitate tasks such as urban planning (Verbree et al. in press),
natural resources management (Bishop and Karadaglis 1994), or learning
an environment prior to a military action in that environment (Darken,
Allard, and Achille 1998). With immersive GeoVE, however, there have
been some efforts to explore abstract (non-visible) data. Wheless, et
al., (1996) for example, developed a virtual Chesapeake Bay to facilitate
understanding of the output from a coupled physical/biological model
of currents, wind, salinity, temperature, and other variables. While
this application retains a spatially iconic mapping of real world space
to display space, Cook (1997) and her colleagues have integrated geographical
and statistical representations in abstract VEs, to explore data on
the livability of US cities.

1.3
Our research directions
Part
of our longer term goal is to investigate, directly, the hypothesis
that virtual displays have advantages over 2D (more traditional cartographic)
displays for exploring complex multidimensional geospatial data. In
this context, a GeoVE can be used to depict more than the visible characteristics
of geographic environments -- to produce geospatial virtual "super environments"
in which users can not only see what would be visible in the real world,
but also experience the normally invisible and control what is usually
beyond human control. Testing a hypothesis that GeoVEs have advantages
over traditional geospatial display environments is not a simple problem,
since the display environments do not divide cleanly into categories
of virtual and non-virtual and, as is clear from the desktop-immersive
distinction above, there are multiple kinds of virtuality. A key step
in the process, then, is to begin by delineating the factors that make
a GeoVE virtual.
2.
Factors in virtuality
Here,
we propose a preliminary taxonomy of meta factors that (toegether or
separately) contribute to the "virtuality" of a GeoVE, factors that
these environments can share with real environments. This categorization
divides the factors into four groups associated with: immersion, interactivity,
information intensity, and intelligence of objects. The first three
of these are adapted from Heim (1998) who proposed immersion, interactivity,
and information intensity as the "three I's of VR." Our perspective
on interactivity is broader than that suggested by Heim and we have
added a fourth "I" to the list. Each category of factor in virtuality
is detailed below, briefly.
2.1
Immersion
Immersion
describes the sensation of "being in" the environment. Being in a real
world environment involves use of all our senses. Thus, it seems clear
that there will be degrees of immersion in a virtual environment that,
in part, are a function of which senses are stimulated in ways similar
to that experienced in the real world and, in part, are a function of
the fidelity of that stimulation.
2.2
Interactivity
Interactivity,
from Heim's (1998) perspective, refers to enabling a participant in
a virtual experience to change their viewpoint on the environment (e.g.,
through body and head movements and corresponding head-tracking) and
to change the relative position of their body (or body parts -- hands)
in relation to that of other objects (e.g., making it possible to interact
with a virtual object by picking it up and rotating it in the hand).
To this, we add kinds of interaction that allow a participant to manipulate
the characteristics of environment components (e.g., the color of objects
or which objects are visible -- interactions that, in the real world,
might be accomplished by physically painting a house, turning on a light
switch, or donning night vision or augmented reality goggles).
2.3
Information intensity
Information
intensity refers to the detail with which objects and features of the
GeoVE are represented. The virtualness of an environment will be enhanced
if its objects have sufficient detail to appear like real world objects
and features. This does not necessarily mean that the objects and the
features must look like real world objects. What is required is a level
of detail that corresponds to what we expect of real world objects at
particular distances. Additionally, increasing proximity to an object
should allow a participant to see increasing detail, as it does in the
real world (up to the focal length of human vision). Just as it is possible
to use a magnifying lens in the real world to see even more detail,
a virtualness of a GeoVE will be enhanced if zooming to scale beyond
those of normal vision continues to provide additional detail.
2.4
Intelligence of objects
Intelligence
of display objects refers to the extent to which components of the environment
exhibit context sensitive "behaviors" that can be characterized as exhibiting
"intelligence." The experiential world is, of course, not populated
exclusively by inanimate objects that lack intelligence. Achieving realism
in a virtual environment, then, will be enhanced if display objects
exhibit behaviors that correspond to those of animate objects in the
world. Particularly when the objects represent (potential) collaborators
in a task, rational behaviors appropriate to the situation will be expected.
3.
Case studies: exploring spatiotemporal data in virtual environments
- immersion & interactivity factors

We
focus here on the first two virtuality factors identified above -- drawing
upon our experiences with application of both non-immersive and immersive
interactive three-dimensional visualization tools to exploration and
analysis of spatiotemporal climate data. The immersive environment we
are working with is an ImmersaDesk (IDesk) from Pyramid Systems. Non-immersive
3D environments we have experimented with include Tcl/TK-IBM/DX, Tcl/Tk-VTK
and Java-VRML (the first two are emphasized here).
Among
the issues we are beginning to consider as we compare use of the environments
are: (1) applicability of each display form to visualization problems
in which representation of geospatial data is spatially iconic (i.e.,
geographic space is mapped to display space) through increasingly abstract
representations (i.e., with display dimensions all used for non-geographic
data dimensions); (2) metaphors for, and differences in, interface control
styles necessary for effective interaction in the varied display environments;
and (3) relative potential of different VSE forms for collaboration
among individuals (locally and remotely).
At
this point in our research, we can offer only preliminary observations
based on initial implementation of manipulable 3D representations of
climate and terrain data in three contexts: single user workstations,
a local multi-user IDesk, and remote collaboration among users at two
IDesks (one in Pennsylvania and one in Virginia) linked to facilitate
shared interaction at a distance.
3.1
spatially iconic to abstract representation
One
characteristic shared by the GeoVEs we are exploring is that each involves
use of 3D display. We are beginning to investigate the interactions
among several other factors that are not common across our applications:
VE virtualness, task for which the VE is used (see below), and spatial
iconicity in world-to-display mapping. The later refers to the extent
to which display dimensions are used to represent spatial dimensions
of the world. Discussion below is organized on the basis of that thrid
factor, to consider three categories: spatially iconic VEs, spatially
semi-iconic VEs (those VEs in which at least one display dimension is
used for geographic space and at least one is used for something other
than geographic space), and spatially abstract VEs.
3.1.1
spatially iconic VEs
Click on this image to see a spatially iconic VRML world of part of
the Spring Creek drainage basin in Central Pennsylvania.
A
spatially iconic GeoVE, one using the three dimensions of a VE to represent
the three dimensions of physical space, is expected to provide the most
intuitive environment for users. It is this mapping of 3-D world into
3-D display that is most typical in geospatial uses of VEs thus far.
Taking advantage of the naturalness of a space-to-space mapping between
real world and display, however, does not require that VEs replicate
reality (that they be representationally iconic in all respects) --
any more than traditional maps need to look just like a view from above
to take advantage of the space-to-space mapping in 2D. Just like an
unlabeled air photo does not function well as a map, an ultra-realistic
virtual environment (by itself) may not function well as a tool to explore
geospatial information. Thus, the same rules of abstraction and generalization
relied upon for successful cartographic representation in two dimensions
may apply in three. Symbolizing or eliminating unnecessary details (like
trees in a display of socio-economic information) combined with highlighting,
labeling, or enhancing otherwise-hidden information (like air temperature
or median household income) is vital for providing insight into the
phenomena represented. For example, though a realistic virtual 3D display
of a tornado might be visually compelling, true insight can only be
gained when wind direction, speed, and temperature are represented through
abstract visual symbology. Similarly, a geologist may find virtual exploration
of a realistically portrayed subterranean structure of a mountain range
fascinating, but the display becomes much more useful when the faults
and strata are labeled and highlighted.
A
spatially iconic GeoVSE, takes advantage of human perception and cognition
(developed to deal with the experiential world). Real world metaphors
should be easily adopted for taking action in these VSEs, such as "digging"
to the center of the earth and "flying" (in an instant) across a distance
measured in light-years.
3.1.2
spatially semi-iconic VEs
Though
the use of all three virtual space dimensions to represent geographic
space may be intuitive, a completely different set of insights can be
gained by using one or more of the VE axes to depict a none geographic
variable (e.g., time). In 2D cartography, a plot of space on one axis
and some non-spatial attribute on the other (e.g., a cross-sectional
geological profile) often supplements the standard map depiction. In
a 3-dimensional VE, this abstract use of a display dimension to depict
a non-spatial ordering or quantity can be merged with a space-to-space
2D mapping of the earth's surface.

This is an example of a Hovmöller plot with an isosurface encapsulating
high intensity rainfall events in space and time. In addition there
is a slice through the precipitation showing all precipitation values
at a given time.
Perhaps
the most familiar such semi-iconic VE (2D space + 1D attribute) representation
is a space-time volume where the third dimension is used to represent
time (termed a Hovmuller plot (Samtaney et al. 1994)). These space-time
solids can be populated with data colored (or glyphed) to represent
the presence or magnitude of some additional variable. Through use of
"isosurfacing" within these representations, space-time features can
be extracted from the visual display the Hovmöller plot (Samtaney et
al. 1994). Many of the representations we have developed within the
Apoala project have utilized this representation form in immersive and
non-immersive VEs (examples here: the teamJRM DX/FFT stuff, the Mexico
geoview, SRB Agnes rep -- www). Of course, time is only one of many
different attributes that might be plotted along the third dimension;
meteorologists are familiar with the transformation of the third dimension
from physical height above the earth's surface to atmospheric pressure,
a more telling variable than height for the modeling and visualization
of atmospheric flows.
3.1.3
spatially abstract VEs

This is an example of a 3d scatterplot. Click on the image to view a
VRML world.

A conceptual sketch of a Parallel Coordinate Plot with a 2D spatial
axis.
Geographic
information scientists are naturally inclined to preserve the spatiality
of a virtual display, but visualization specialists across many disciplines
have long understood the power of spatialization (the remapping of non-spatial
quantities into the space f a display) for human understanding of data.
Scatter plots, time series plots, parallel coordinate plots, and box
plots are only a few of many different representations where some abstract
non-spatial variable is transformed into space (on the page or screen)
in order to facilitate the understanding of that variable in relation
to another (or others). Since the introduction of the first mathematical
graphs, information "spaces" representing anything from correlation
among variables to interaction among individuals or companies to hierarchical
structures of languages or biological species have utilized spatial
schemata such as "up = high value" and "nearby = highly associated."
The same power can be (and is) exploited through the assignment of completely
abstract non-spatial data to all three dimensions of a virtual display:
multidimensional data observations sharing similar values in three different
variables will be clustered in a "data space" in which each axis represents
one of those three variables (e.g., 3D scatterplot).
Of
course, different applications require different levels of abstractness
in a virtual display. Interactive VEs for geographic information visualization
are, thus, likely to be most effective if the (re)assignment of space
(or time or attributes) to each (or all) of the dimensions of the environment
is a fundamental functionality of the system (i.e., is under user control).
3.2
metaphors and interactors for effective interaction
An
idea that comes quickly to mind, when working with a immersive GeoVE,
is: "Lets throw away my keyboard and mouse and interact directly with
the representation to change its characteristics." To a limited extend,
this is possible with our IDesk implementation. Head tracking updates
the view in response to the system "driver" movements and a laser-pointer
"wand" allows the user to point to objects in 3D and control their position.
While
direct manipulation of 3D objects sounds appealing, there is little
empirical evidence to help determine when (or if) a user interface for
3D+ environments should include 3D controls rather than 2D or a combination
of both. Considerable attention has been directed to design of 2D graphical
user interfaces for two-dimensional computer environments generally
(del Galdo and Nielsen 1996, Shneiderman 1992, Wood 1998), for 2D desktop
mapping/GIS (Medyckyj-Scott and Hearnshaw 1993, Nyerges et al. 1995),
and for 2D geovisualization (Edsall and Peuquet 1997, Howard 1998). As geovisualization displays
extend to 3- 4- or n-dimensions (by taking advantage of VE technologies),
we need to consider, directly, the relative advantages of 3D versus
2D controls for aspects of 3D GeoVEs.
A
key step in designing such interaction tools (and in research directed
toward better designs) is to categorize potential uses of a GeoVE. Shneiderman
(1992) distinguishes four primary applications in design, generally:
life-critical systems; industrial and commercial uses; office, home
and entertainment applications; and exploratory, creative, and collaborative
systems. Possible GeoVE examples of each are: visual simulation tools
that support flood and related disaster scenario testing; real-time
visualization of a telephone network to identify faults and bottlenecks;
interactive maps used for business geographics; and exploratory visualization
used to study human dimensions of global environmental change.
Our
focus has been on Shneidermans's fourth category, exploratory use of
a GeoVSE. The typical user of an exploratory, creative, and collaborative
system is described as being "a knowledgeable {expert} in the task domain
but a novice in the underlying computer concepts. {...} At best, designers
can pursue the goal of having the computer vanish as users become completely
absorbed in their task domain" (Shneiderman 1992, p. 21). The research
tasks suggested by this contention are to determine what characteristics
make interface controls "transparent" and to explore the implicit hypothesis
that "transparent" user interface controls are advantageous for exploratory
use of geovisualization.
If
transparency of interface controls is interpreted to mean controls that
the user can ignore because they take little cognitive effort to use,
then one approach to achieving the goal of transparency is to design
controls that take advantage of intuitive metaphors. The abstract nature
of information technology creates a need for metaphors in graphical
user interfaces, so that users can conceptualise and understand software
without having to master its technical workings. Graphical user interface
metaphors map familiar source concepts into abstract, computational
target domains (Kuhn 1995). They have become a key idea in designing
and assessing human-computer interaction (Kuhn 1996). The main role
of metaphors is to afford ways of interacting and to help the user in
mastering complex tasks. Interface metaphors are a conceptual, not only
a presentational device. They act as 'sense makers' - an indispensable
function for any user interface (Kuhn 1995).
In
a GeoVSE, many important graphical user interface operations, e. g.
navigation, orientation, identification in virtual environments could
be realised using metaphors, because relevant abstract concepts like
state, action, purpose, means, change, time and causation are mostly
described metaphorically (Gersmehl 1990, Lakoff 1992). Appropriate and
usable metaphors do not pop up by chance. In order to find and use good
metaphors for user interfaces, they need to be carefully designed and
tested for their usability in a certain user community. Designing usable
metaphors means
For
our GeoVSEs, we are looking for metaphors that are meaningful to scientists
in particular task domains. Some relevant metaphor candidates might
be found in everyday language, existing commonly used technology and
human experience in their environment. If we think about how graphical
interface metaphors could be designed and organised for higher-dimensional
geoscientific visualization environments we find that the most common
ground is "space". Space is very central in our to day to day human
activities, e. g. navigation, wayfinding, orientation, etc. In the coming
part of our ongoing research we will investigate and evaluate how spatial
metaphors can be used for effective, intuitive, and "transparent" interaction
tool design for GeoVSEs.
A
primary focus of our research is the development of methods for exploring
spatiotemporal data. Thus, time is a key component in our analysis and
our previous (non-VE) efforts have directed considerable attention to
developing interface methods for posing temporal queries and for manipulaing
temporal aspects of a visual analysis. In particular, we have focused
on design of interactors that support two complimentary conceptualizations
of time, as linear and cyclic (Edsall and Peuquet, 1996; Edsall, et
al., 1997).
Examples of cyclical (top) and linear (bottom) temporal legends.
We
are beginning to experiment with the adaptation of these interaction
forms for use in immersive VEs. A possible metaphor we are investigating
is that of a coil. Viewed end-on, this coil is seen as a time wheel
with which cyclic components of time can be explored. Viewed from the
side, the coil presents time in a primarily linear way, directing focus
to pans of time. Viewed obliquely, the interactor may support analysis
leading to an integration of cyclic and linear perspectives on time.

An example of a cyclical legend using a coil metaphor. At left it is
shown end-on, and at right it is viewed obliquely so the linear perspective
emerges.
3.3
collaboration among individuals

This picture illustrates collaboration between scientists and administrators
at Penn State, as well as scientists at Old Dominion University (not
pictured).
The
topic or collaboration in and among GeoVEs is a topic of collaboration.
Here, we do not attempt even an overview of the relevant issues. Instead,
we describe (briefly) a demonstration project in which we collaborated
with researchers at Old Dominion University to develop a same-time different-place
visual exploration of two environmental data sets using linked IDesks.
The demo was part of an "Internet2 Day" on the Penn State Campus in
November, an activity designed to illustrate the potential of high speed
Internet connections for supporting science and education.
As
an extension from the Apoala Project, we have begun collaborating with
environmental and computer scientists at Old Dominion University to
explore the potential of Immersive Virtual Reality (VR) technology and
high speed networking to facilitate collaboration among scientists at
remote locations as they explore complex spatiotemportal data (MacEachren
et al. 1998b). The specific virtual environments being used in our collaboration
are a pair of ImmersaDesks. An ImmersaDesk uses a large format screen,
3D projection, and head tracking of the "driver" to provide users with
a sense of being "in" the environment and allows small groups to use
the system at the same time. The data used in the Penn State component
of the demonstration are extracted from a much larger climate data set
for the Susquehanna River Basin of Pennsylvania, New York, and Maryland
-- specifically daily maximum temperature and precipitation extending
from May through July, 1972. The primary visualization method implemented
is dynamic manipulation of slices through a remapping of real world
time onto one of the spatial axes of our display space (to produce what
we call a space-time cube). In the demonstration, the lower portion
of this display space has a double mapping, with terrain elevation also
represented in the z-dimension. Among the features that the resulting
dynamic environment highlights are the relationship of temperature with
both topography and precipitation. With the latter, one of the more
dramatic relationships is substantially reduced temperature across the
basin following Hurricane Agnes, as the huge quantities of water dumped
on the region slowly evaporated.
The
technology used here is relatively new, and thus limited in functionality.
As a result, we have been forced to forego dynamic control many attributes
of the display (e.g., temporal aggregation, color schemes, etc.), controls
that are standard in our non-immersive development environments, for
the ability to see the display in stereo, fly around a space-time volume,
and interact with collaborators at remote locations. Over time, we expect
to focus attention on integrating methods of visualization possible
in collaborative immersive and non-immersive VEs with our related research
on methods for dynamic manipulation of geoinformation database query
and display parameters.
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