Cartographic issues in the design and application of
geospatial virtual environments
Proceedings of the 19th International Cartographic Conference, August 14-21, 1999, Ottawa, Canada. (forthcoming)
Alan M. MacEachren
GeoVISTA Center, Department of Geography, Penn State University
302 Walker, University Park, PA 16802 USA
maceachren@psu.edu; www.GeoVISTA.psu.edu
Menno-Jan Kraak
ITC, Department of Geoinformatics
P.O. Box 6 - 7500 AA Enschede - the Netherlands
kraak@itc.nl
Edward Verbree
Delft University of Technology, Geodetic Engineering
Thijsseweg 11, 2629 JA Delft - The Netherlands
E.Verbree@geo.tudelft.nl
Methods and tools for design of virtual environments have the potential to fundamentally change the role of maps in science and society. Virtual Reality (VR) technology produces a more complete perceptual experience than traditional (carto)graphic representation. At the same time, centuries of map use provides considerable evidence that cartographic abstraction is an effective tool for understanding environments and relations among phenomena in those environments. In addition, cartographic research of the past half century offers a rich body of knowledge that can be drawn upon in our efforts to adapt VR technology for applications in geographic representation, going beyond simple simulation of everyday places to the production of multivariate geoinformation environments.
In this paper, we begin by discussing the characteristics of VR and the virtual environments it enables. A distinction is made here between immersive 3D environments experienced from within and non-immersive 3D environments experienced from an external vantage point. Building from this base, we consider the issues raised when cartographic methods are combined with VR technology for application to the representation of georeferenced data. In this discussion, we distinguish between application of VR to modeling the physical form of the environment, at the spatial and temporal scale of human behavior (applications for which the virtual environment signifies the tangible components of the real world iconically B e.g., for transportation planning), and application of VR to abstract geoinformation visualization, at spatial and temporal scales exceeding those of human behavior (applications for which the virtual environment signifies referents abstractly B e.g., time series of national mortality statistics or results of data mining applied to regional and global climate data). Examples from prototype environments being built in our laboratories are used to explicate the research questions prompted by an integration of cartographic representation with VR and to illustrate the application of Geospatial Virtual Environments in a variety of contexts.
Introduction
In this paper, we consider the integration of cartographic and virtual reality (VR) methods for representing geospatial information B within geospatial virtual environments (GeoVE). We define a GeoVE as any virtual environment used to represent geospatial information (either measured or simulated). Thus GeoVEs are virtual environments that represent characteristics of the world (or possible worlds) at scales from the experiential (e.g., a neighborhood) to the global.
Integration of cartography and VR within GeoVE offers exciting possibilities for enhancing the understanding of our world. At the same time, this integration generates a tension between maps as abstractions of reality and VR as simulations of (or replacements for) reality, thus as iconic Asign vehicles@ for aspects of the real world (or for worlds we can only imagine). Success in cartographic design for GeoVE is likely to be a function of our ability to capitalize on this tension (melding advantages from both perspectives), rather than allowing the tension to result in competition among environment components and, thus, confusion on the part of users. Our goal in this short paper is to outline some key issues to be considered in a research program directed to cartographically enhanced virtual environments and to use some examples from our own work as a base for discussing these issues.
The paper contains three sections, dealing with: (a) characteristics of virtual environments used to represent geospatial phenomena (with distinction between immersive and non-immersive environments), (b) application of GeoVE (with distinction between use to represent geographic scale places and tangible aspects of the experiential world and use to represent geospatial information and non-tangible aspects of the world -- aspects that can be made accessible through visual abstractions of data), and (c) discussion of future research.
Characteristics of virtual environments
Virtual Reality is a widely used term with a broad range of interpretations (Heim 1998). The common thread that seems to link developments labeled VR is that VR applications involve computer-generated three-dimensional representations supporting dynamic change in user viewpoint. Viewpoint manipulation, as one kind of interactivity, corresponds to one of the four AI@s of GeoVR proposed by MacEachren, et al., (1999) -- who adapted and extended the Athree I=s of VR.@ first proposed by Heim, (1998). The four AI@s are defined as:
Interactivity B system or user controlled manipulation of scene viewpoint (e.g., panning, zooming, rotating) and other parameters (e.g., selecting symbology, querying the scene, setting visibility of features);
Immersion -- the sensation of Abeing in@ the environment, a sensation derived from a complex mix of factors;
Information intensity B the detail with which objects and features of a virtual environment are represented;
Intelligence of display objects B the extent to which components of the environment exhibit context-sensitive Abehaviors@ that can be characterized as exhibiting some level of Aawareness.@
MacEachren, et al., (1999) contend that each of these factors, together or separately, contributes to the virtuality of virtual environments (i.e., to the correspondence with our experience of a real environment).
Here, with emphasis on the first two factors above, we distinguish two primary categories of virtual environment: (a) viewable/manipulable 3D worlds experienced from the outside (generally non-immersive with only manual control of viewpoint B such as web-based VRML, see: Brutzman 1998) and (b) experiential 3D worlds that users can enter and explore from the inside (generally at least semi-immersive with both manual and automatic viewpoint control, the latter using head, eye, or body tracking B such as those achieved through virtual workbenches, head-mounted displays/HMD or CAVEs, see: Cruz-Neira, Sandin, and DeFanti 1993). To simplify discussion below, we use non-immersive and immersive as shorthand labels for these categories. [While we simplify discussion here by distinguishing two categories and emphasizing one factor in these labels, we recognize that a full typology of GeoVE will be much more complex that this dichotomy implies B involving all four factors identified above with each being a composite of several subfactors. For example, immersion has, at a minimum, a separate component representing each human sense.]
Non-immersive B viewable/manipulable (external) virtual worlds
The presentation of real world environments (e.g., cities or landscapes) as three-dimensional representations is quite familiar to most cartographers. Cartographers have, in fact, struggled with depicting the third dimension in 2D displays since maps were first created. With the advent of advanced computer technology, cartographers became able, increasingly, to handle the third dimension directly rather than indirectly (Kraak 1993). Although 3D perspective maps have a long tradition, the objects seen in a static three-dimensional view frequently obscure others. Being able to change the viewpoint dynamically is, therefore, an important aspect of 3D map functionality. When such interaction is possible (manual dynamic control of viewpoint was first implemented within computer cartography in the late 1970s), 3D cartographic representation fits within our non-immersive GeoVE category (as defined above). Thus, although VR is seen as something new (which in many respects is true), the problems encountered while building 3D geoenvironments have been studied before (see Moellering 1980 for an early study of user manipulation of terrain representation in real time).
Depending on the kind of environments to be depicted, past 3D cartographic representations have been created using different methods. To model the built environment, CAD packages have been used (even though they, at least in the past, did not include an ability to deal with geo-referencing). CAD software, however, could generate attractive 3D depictions of buildings and other aspects of the built environment. The natural environment has typically been captured in digital terrain models, often georeferenced and based on existing maps. Digital terrain models were visualized with early computer mapping and GIS packages. The maturing of GIS has brought approaches to representation of the built and natural environments together, but has also increased the demand for 3D data manipulation (Raper 1989) and 3D visualization.
With respect to 3D map-based visualization, Kraak (1994) described the functionality required for an interactive modelling environment for 3D maps. Some of the functions called for by Kraak (1994) (and implemented a few years ago with custom workstation-based routines) can be found in the GeoVRML worlds that are used currently to disseminate three-dimensional representations over the World Wide Web (see MacEachren, 1998). Fairbairn and Parsley (1997) describe an integration of CAD, cartography, and VRML to produce a representation of the built environment. The project resulted in a model of their university campus through which users can explore the campus layout as well as enter virtual buildings. Dykes, et al, (in press) focus on integration of cartography, GIS, and VRML methods for web-based dynamic representation of the natural environment B as part of their efforts to design a virtual field course for study of physical geography.
Immersive experiential (internal) virtual worlds
Immersion is itself a multifaceted factor in VR (as noted above). It can be stimulated by a range of perceptual and kinesthetic cues, including: stereoscopic display, sound, real time interaction, and direct coupling of viewing position with the image on the display. An HMD provides a sense of immersion while effectively isolating users from the real environment and from other individuals, making communication with other users difficult. A better approach (particularly for multi-user environments) may be the CAVE (Cruz-Neira, Sandin, and DeFanti 1993). This is a multiple screen projection display system that offers stereoscopic surround projection to several users simultaneously. Below, we describe use of this kind of environment. Immersive VR gives the user the illusion of being part of the projected geo-world. As a result, the illusion of 'immersiveness' also depends of the the actual position of the user in the GeoVE. For a full sense of immersion, the user must obtain the impression of being in a natural position with respect to the scene (e.g. 1.80 m above street level in a simulation of the built environment). In their discussion of GeoVE developments, Neves and Camara (1999) contend that the ability to >feel= results of particular actions, achieved through immersion, leads to a clearer and more natural understanding of those actions.
In an immersive GeoVE that represents the large-scale built environment, interaction with the scene will usually be limited to navigating and simple queries. At this scale, manipulation of objects is not expected to be useful (e.g., being able to pick up and rotate a building that appears to be real-world size is not an intuitive operation). In contrast, when a GeoVE is used to represent small-scale natural environments, the position of the user can be compared with a bird=s-eye view. In this case, the built-up environment will be abstracted to simple 3D-objects that resemble toy replicas situated on or above the abstracted DTM or TIN of the surface. Research has shown that when natural environments are represented from the bird=s eye perspective, a full range of cartographic tools and techniques can be used to give the user a better idea about the presented information (Kraak 1994). Interactivity within a virtual environment should make it possible, not only to manipulate the scene viewpoint and other parameters, but also to manipulate objects within the scene and the data-to-display mappings that determine presence and appearance of these objects. Such manipulable toy world style representations should Aafford@ actions applied to objects in them, such as being picked up, turned around, and moved. We anticipate that semi-immersive Virtual Workbenches and ImmersaDesks have advantages over non-immersive GeoVRML or fully immersive CAVEs for this kind of visualization and interaction.
Application of GeoVE B experiences and research questions
Here we propose a distinction between two fundamental categories of GeoVE application: (a) GeoVE that simulates the tangible world (a goal of which is to allow users to exerience places distant in space and/or time -- e.g., students in the U.S. could experience a Brazilian rainforest environment or urban planners could experience potential implications of their planning decisions), and (b) GeoVE to represent non-tangible (non-visible) aspects of the world B thus an environment to enhance cartographic abstractions (a goal of which is to allow users to explore complex multivariate relationships in geospatial information B e.g., in a context such as integrated regional assessment in which economic, social, and environmental factors must be integrated).
Simulating the tangible world
The terms virtual reality an virtual environment both suggest a simulation of real environments. The prototypical virtual environment for many people may be the fictional Aholodeck@ from the Star Trek television show and movies. Typical Star Trek holodeck applications fit the definition of GeoVE provided above). The goal in design of such an environment (whether geographic or architectural in scale) is to simulate, as accurately as possible, characteristics of tangible objects in the real world, or that might exist in some real, or imagined, world (e.g., (Bishop and Karadaglis 1994)). Ultimate success in design would be a virtual environment so compelling that users could not tell it apart from the real thing.
The built environments represented with GeoVE have been relatively large scale, and realism is often enhanced by photographs of real world objects draped onto building models (Neves et al. 1997). The natural environments represented by GeoVE have been relatively small scale, and are enhanced by draping satellite imagery over digital terrain models (Rhyne and Fowler 1996). These efforts counter traditional cartographic assumptions that a symbolic (abstract) representation of an environment will be a better source of information about that environment than providing users with an ability to wander through a copy of the environment. Empirical evidence is needed to help determine the relative advantages of cartographic abstraction and realism in different contexts (as well as to consider what might be gained from integration).
We contend that, at least in the context of large-scale depiction of the built environment for application to planning, a multiple view approach with both abstract and realistic representations will provide advantages over either form of representation alone. As an example of this integrated approach, consider the use of GIS in the process of design planning for a new railway track. This application consists of three stages: problem orientation (plan study), modeling (plan development) and presentation of alternatives (decision making). Each of these three design stages (figure 1) needs a different mode for representing and exploring alternatives (Verbree et al. in press). A plan view helps orient designers and others to the broad spatial context, representing the data as a conventional cartographic map. The plan view can be suitably displayed in a window on a standard monitor. A model view is particularly suited to use by a specialist involved in developing alternative options. This view provides a 3D bird's-eye perspective on a partly symbolic and simplified 3D representation of the scene. A model view could be rendered using a GeoVRML application, thus desktop display is adequate. The preferred display system here, however, is expected to be the virtual workbench, that depicts the scene in stereo and allows multiple users to gather around and discuss options. A world view simulates what the result of a planning decision will look like in the actual environment. It will be most effective (particularly for non-specialists) if full immersive and photo-realistic 3D display is used, thus it is best viewed within a CAVE (or similar display form).

Figure 1. Views associated with the three stages in the planning process
http://karma.geo.tudelft.nl/.
In the sequence of stages outlined, the representation of geospatial data shifts from 2D (plan view), to 2.5 D (model view) to full 3D (world view). Each real-world object presented in these views should, therefore, have a complete geographical and topological structure for each dimension. This kind of data representation is well developed in standard GIS applied to 2D and 2.5D small-scale environments, but is not well developed for 3D large-scale environments (as presented in the world view). A work-around is to incorporate 3D-CAD objects in the world view. These objects are assigned a georeferenced position based on their abstracted 2D-GIS footprint.
Abstract representation of non-tangible geospatial information
Simulation of the built or natural environment is an obvious application of GeoVE. Beyond depicting what can be seen in the environment, however, GeoVE has the potential to extend from the base provided by traditional thematic maps, to represent any georeferenced phenomena (whether tangible or not). The representations of the built environment discussed above hold time constant and use generally iconic representation of both location and attributes. The three spatial dimensions of the display are used to represent the location and size of buildings and other structures and characteristics of those structures (e.g., color, texture) are depicted in ways that resemble their real world appearance.
When we move beyond use of GeoVE for simulating tangible characteristics of the environment, to use of GeoVE for depicting information about non-tangible phenomena (those without visible form, such as air temperature or average income), representations created will, of necessity, be more abstract. Representation of non-tangible phenomena in GeoVE requires that three sets of choices must be made concerning abstractness/iconicity of representation, choices related to abstractness with which location, time, and attributes are signified. [These are choices that also exist for other cartographic representations, but ones that are particularly important with GeoVE due to user expectation that a virtual environment will be an iconic representation of a real environment.]
An initial category of abstract GeoVE involves use of space to represent space, time to represent time, and graphic variables to represent attributes abstractly (a category that corresponds to typical 2D animated maps of temporal information B such as animation of disease diffusion, see: MacEachren and DiBiase 1991). An example of this category of GeoVE would be a VRML world in which the three spatial dimensions are used to depict space (e.g., in the form of a 3D terrain representation), display time is used to depict real world time through which change occurs (e.g., in land use across that terrain), and color hue is used to depict each land use. The result is a 3D (or 2.5D) dynamic thematic map that is enhanced by interactivity (particularly in relation to user control of viewpoint), and intelligence of display objects (that change their level of detail or provide additional information when the user gets close to them B thus a map enhanced through application of two of the factors in virtuality noted above). GeoVRML used in this way corresponds to the Amodel view,@ described above for use in depicting the tangible environment. An example corresponding to the Aworld view@ is development of flow visualization methods implemented in immersive or semi-immersive environments, (e.g., the Virtual Chesapeake Bay, a semi-immersive virtual environment for understanding interaction between hydrologic and biotic systems in the Bay, Wheless et al. 1996).
The extreme in non-iconic representation within a GeoVE would be an environment in which geospatial data are mapped to the display in such a way that all three spatial axes represent non-spatial attributes (e.g., a 3D scatterplot of average income, level of education, and death rate due to heart disease), display time is used to represent a non-temporal attribute (e.g., for sequencing of classes resulting from data mining of the available attributes), and a trivariate color scheme applied to the points in the scatterplot is used to depict location and time coordinates). This abstract representation could be implemented in the equivalent of model or world views -- in non-immervive environment such as VRML or an immersive environment such as a CAVE. We know very little at this point about the understandability of abstract multidimensional representations such as this or about the relative impact on that understandability of each factor in virtuality of a GeoVE. For example, does being immersed in a 3D scatterplot and being able to walk through it aid or hinder understanding?
Between the two extremes detailed above, are many combinations of spatial, temporal, and attribute abstractness/iconicity that can be used in a GeoVE (space does not allow us to develop the full typology here). One combination that we have had some success with uses two spatial dimensions of the GeoVE to represent geographic location (latitude and longitude) and the third to represent both geographic location (elevation) and time. This is accomplished by mapping elevation to a small subset of the z-axis, with time mapped (linearly) to the remainder of this axis. Into this space-time cube, attributes are mapped using a variety of abstract representation forms that include use of color and location (the latter in the form of isosurfaces). One of our research groups (the Apoala Project within the GeoVISTA Center at Penn State) has implemented this form of representation in a semi-immersive ImmersaDesk environment (figure 2). [An ImmersaDesk uses a large format screen, 3D projection, and head tracking of the Adriver@ to provide users with a limited sense of being Ain@ the environment and its size allows small groups to use the system for same-time same-place collaboration.]

Figure 2. A scene from a demonstration project in which one of our research teams (the Apoala Project B see acknowledgments for url) 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 AInternet2 Day@ on the Penn State University Campus in November, 1998 B an activity designed to illustrate the potential of high speed Internet connections for supporting science and education (see: MacEachren et al. 1998). The data used in the Penn State component of the demonstration, shown here, 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. Among the features that the resulting dynamic environment highlights are the relationship of temperature with both topography and precipitation B one of the more dramatic is substantially reduced temperature across the basin following Hurricane Agnes, as the huge quantities of water dumped on the region slowly evaporated.
Future Directions
Our future research plans involve a wide range of issues that include semiotic and cognitive analysis of design and use of GeoVE, work on collaborative visualization facilitated by GeoVE, and many other topics. In the short space available here, we highlight one issue, interaction styles for GeoVE.
To interact with virtual environments requires a good set of interface tools. One key distinction here is between those tools needed to navigate the environment and those needed to work in that environment. The first category should include options to move through the virtual environment by manipulating the user viewpoint, thus tools to allow 'walking,' 'flying,' >teleporting,= etc. As a complement to tools that enable movement, tools that facilitate orientation are also important. It is relatively easy to get lost in three-dimensional environments. Different options for orientation aids are possible. A multiple view approach were the user can see the environment from different perspectives seems particularly promising.
A GeoVE in which interaction is restricted to navigating the scene will only be suitable for a limited group of users. Such a restricted GeoVE compares to an animation played in a media player that restricts control to start, stop, forward, and backward buttons. A flight simulator is a more sophisticated example of a navigation-only GeoVE. To support data and information visualization, interaction must go well beyond navigation through the space. Users should be able to ask questions by interacting with objects seen in the environment (through active map legends or by direct manipulation of the objects). In collaborative spaces, support must be provided for joint manipulation of data to display mappings. How to incorporate these functions in the interface of an immersive GeoVE is a key question for subsequent research.
GeoVirtual Environments pose a major research challenge for cartography B as well as a challenge to the traditional map as a form of representation and communication. We believe that a key component of this challenge is to find ways to productively integrate abstract and iconic forms of representation.
Acknowlegements
Parts of this work were carried out within the Apoala Project, supported by: the U.S. Environmental Protection Agency (grant # R825195-01-0 B Donna J. Peuquet and Alan M. MacEachren, Co-PIs) (www.geog.psu.edu/apoala). Support of the Penn State Center for Academic Computing is also appreciated. We also would like to acknowledge contributions to examples described here made by: Robert Edsall, Daniel Haug, George Otto, Raymon Masters, and Liujian Qian at Penn State and Gert van Maren, Rick Germs, and Frederik Jansen at Delft University.
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