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BITS: Browsing In Time and Space

Antonio Eduardo Dias, Joao Pedro Silva and Antonio S. Camara

Environmental Systems Analysis Group
New University of Lisbon
2825 Monte de Caparica
PORTUGAL
aed@fct.unl.pt
jps@fct.unl.pt
asc@mail.fct.unl.pt

© ACM

Abstract:

Virtual ecosystems are virtual worlds representing real ecosystems. Humans have a limited perception of space and time and are poorly equipped to handle the flow of information generated in such environments. This paper focuses on the creation of an interface, BITS (Browsing In Time and Space), that allows users to browse through such a complex virtual world, interact with its objects and take notes. The pen and note-pad metaphor is used in an intuitive way, replicating a real pen and note-pad. A new concept of the use of this metaphor arises with the use of the space and time sliders.

Keywords:

Virtual reality, Pen-based input, Metaphors, User interface components, Virtual ecosystems, Browsing in time and space.

Introduction

Humans have a limited perception of time and space, which means that only a limited amount of information can be processed during a certain period of time. Therefore, when immersed in a virtual world, important information can be missed or forgotten by the user (Stytz et al., 1993).

BITS (Browsing in Time and Space) is being developed to facilitate the user exploration of two different virtual ecosystems: Coast, a sensory ecological model (Dusenbery, 1992) of a coastal ecosystem (Fig. 1), and Virtual Tejo, a macro exploration of an estuary. These two projects are intended for EXPO'98, an Universal Exposition which will take place in Lisbon.

VIRTUAL ECOSYSTEMS

Virtual ecosystems are virtual worlds representing real ecosystems. They have the following properties:

  1. There is a background of land (or water), described by a three dimensional terrain model with appropriate textures representing land uses.
  2. There is a collection of man-made objects that may be polluters or environmental protection facilities represented by three-dimensional quasi-realistic models.
  3. There is a collection of natural objects including fauna and flora species described by three-dimensional quasi-realistic models.
  4. There is a set of rules representing the behavior and the interactions among the background, man-made and natural objects through time and three dimensional space (Camara et al., 1990).
  5. The user interface should enable the user to travel in time and space, manipulate the objects, and feel (at least see and hear) as natural objects do, and be able to recollect all the information generated with the virtual exploration of the ecosystem.

FIGURE 1: Using BITS in the Coast project.

THE BITS INTERFACE

BITS (Figure 2) includes four main distinct features: a time slider, a space slider, object manipulation and note taking capabilities.

BITS relies upon the use of a real pen and a real note-pad. Their positions and orientations are tracked using attached Polhemus sensors. The use of a real pen and note-pad increases the realism of the metaphor, which allows the use of the system even by unenlightened users (Hinkley et al., 1994). The virtual pen will never get through the virtual note-pad as the system is using a real note-pad and pen to manipulate the virtual ones. Another possible solution would be to use force feedback devices and = an accurate collision detection, which would be a considerably more expensive solution.

Traveling in Time

Often, the user arrives at a certain location and needs to know the simulation results for that place, at an earlier step. This can be easily achieved by moving the lock switch to the space position and using the time slider to travel in time while staying at the same place.

Traveling in Space

In environmental systems modeling it is often necessary to know the simulation results in different areas during the same simulation step. The complexity of these models does not enable the observation of the global phenomena (Stytz et al., 1994). Thus, it is required to have a tool to travel through space and register local effects of the simulation, during the same time step.

One has two alternatives to achieve this goal, both requiring the lock switch to be turned to the time position: navigate through the virtual ecosystem using the Vball, a virtual six degrees of freedom (6 DOF) device, as described in the next subsection, or return to previously visited locations by moving the space slider.

Traveling in Time and Space

To navigate through the virtual ecosystem, the user inserts the pen in the Vball and uses it as a 6 DOF joystick.

The ability to repeat operations and interactions facilitates learning. When the lock switch is off, the proposed time and space sliders enable the user to go back in the simulation, repeat it, and even take different actions during the repetition.

Object Manipulation

The user can select any object by activating the pick button and using the pen as a pointer. Using the pen inserted in the Vball it becomes possible to manipulate the selected object.

FIGURE 2: The BITS interface.

Note Taking

Logging is a normal activity in the editing and/or analysis of time coded documents (e.g., video and audio editing). Real time annotation systems for the analysis of video (Weber and Poon, 1994) and audio documents (Whittaker et al., 1994) have already proved to be useful for those purposes.

In virtual reality simulation, unlike the above mentioned systems, there are four dimensions: time (t) and the three space axes (x, y, z). Therefore, annotation must be done in all of the four dimensions (t and x, y, z) to assist the user in accessing tagged key steps of the simulation process. BITS (Fig. 2) was developed to answer these requirements.

To allow the user to take notes in real time two options were considered, either through keyboard or pen interface. Although most users type quickly with a keyboard and it is easy to conduct searches through the notes, handwritten notes provide the user with the ability of easily drawing symbols and sketches (Whittaker et al., 1994).

At any time, the user can go back to a key simulation step simply by using the corresponding time and space referenced notes.

FUTURE WORK

Extensive usability testing of BITS will be made as well as an attempt to generalize its principles to non-environmental applications. One important improvement will be to provide the user with the possibility of taking video shots and voice annotations during the simulation. We also intend to let the user see and hear like the natural objects under observation (Downer, 1988).

Acknowledgments

The work of Antonio Eduardo Dias is funded by Junta Nacional de Investigacao Cientifica e Tecnologica (JNICT) through a PhD fellowship. The project is funded by JNICT grant no. PEAM/C/GAG/143/93.

References

Camara, Antonio, Ferreira, Francisco, Loucks, Daniel P. and Seixas, Julia Multidimensional Simulation Applied to Water Resources Management, in Water Resources Research, 26, 6 (1990), AGU, pp. 1877-1886.

Downer, John (Writer & Producer) Supersense. BBC, London, 1988 (Video).

Dusenbery, David Sensory Ecology, W.H. Freeman and Company , New York, 1992.

Hinckley, Ken, Pausch, Randy, Goble, John C. and Kassell, Neal F. Design Hints for Spatial Input, in Course Notes CD-ROM SIGGRAPH '94 (Orlando, Florida, July 24-29, 1994), ACM, course 2, pp. 191-199.

Stytz, Martin R., Block, Elizabeth and Soltz, Brian Providing Situation Awareness Assistance to Users of Large-Scale, Dynamic, Complex Virtual Environments, in Presence, 2, 4 (1993), MIT Press, pp. 297-313.

Weber, Karon and Poon, Alex Marquee: A Tool For Real-Time Video Logging, in Proc. CHI=B494 Human Factors in Computing Systems (Boston, April 24-28, 1994), ACM Press, pp. 58-64.

Whittaker, Steve, Hyland, Patrick and Wiley, Myrtle Filochat: Handwritten Notes Provide Access to Recorded Conversations, in Proc. CHI=B494 Human Factors in Computing Systems (Boston, April 24-28, 1994), ACM Press, pp. 271-277.