Problem
Humans live in three dimensions, but navigate in two. Gravity constrains
us to the ground plane.
Generalised VR navigation systems typically allow unconstrained movement
in three dimensions, leading to user disorientation [Clarke-Willson, 1998].
Flight is problematic; humans need training to navigate in three dimensions.
Unless performing aerobatics, even pilots navigate in two dimensions,
constraining themselves to level flight. Changes of altitude are considered
as separate manæuvres from two-dimensional steering.
It is important to provide a simpler navigation system in order to facilitate
non-expert use of the system. |
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Solution
Lessons from game design show us that navigating 3D space can be simple
and effective if users are given appropriate affordances and constraints.
Therefore: constrain navigation to two dimensions. Change in altitude
should be accomplished with a separate control.
Task flow
Proximity to the planet is closely linked to user task flow. The following
modes are being developed:
- High Orbit. Rotate globe to select an area of interest.
- Satellite. Nadir-facing (looking straight down),
users can move across the surface of the planet.
- Aerial. Corresponds to aerial photography. Nadir-facing
with lateral movement. This mode is appropriate for locality-based information
seeking.
- Flight. Like a low-flying helicopter. Initially
facing diagonally down, but with control of view angle, users can fly
at a constant height above the ground. This terrain-following flight
view is appropriate for exploring the environment, selecting nodes for
detailed information discovery, and placing geometry.
- Walk. Viewpoint is at eye level, and now faces horizontally.
Lateral movement follows terrain, simulating gravity. Vertical motion
that mirrors real-world constraints has been shown to increase immersion
in game worlds. A slight bobbing up and down of the viewpoint during
forward movement simulates the motion of walking, and also provides
extra occlusion and parallax cues, heightening the 3D feel.The availability
of a Jump button has the same effect.
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From orbit, the view frustrum (in yellow) is locked to the centre
of the Earth. Navigation is constrained to the orbital sphere. Following
the standard set by PC games, movement can be controlled with the
mouse, with the cursor keys, or with the numeric keypad.

At any point the user can zoom up or down a vector from orbit toward
the earth's centre, terminating at the planetary surface. The view
snaps to logical positions along the vector, with a single keystroke
to zoom from high orbit to satellite
to aerial view (Z zooms in, A zooms out). At any
given altitude, navigation is constrained to that altitude.

From aerial, the user can zoom down to flight
view, and then down to walk mode. During this stage
of the descent the view angle automatically tilts up from vertical
(nadir-facing) to horizontal. |
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