DataCloud 2.0 research Navigation and interaction

A text by Anne Nigten about the Datacloud 2.0 research (2001-2002).

GENERAL SURVEY

The DataCloud 2 interface reflects the spatial arrangement of objects after the knowledge-map and mental-map methods have been applied. A connection is first established between the inserted objects and the 'scientific' representation of data. The dynamic, virtual environment of DataCloud incorporates elements of studies into conceptual spaces (known from scientific visualisation) combined with direct representations of data-objects (media including references and context) and their interrelation. The DataCloud 2 research focuses on some major topics deemed relevant to enhanced audience participation. Inspiration for the spatial organisation of the objects in DataCloud 2 has come from research in the fields of design, architecture, scientific representation of atom structures, games, virtual reality, and 3-D mapping.

PREMISE FOR NAVIGATION AND USER INTERACTION

In the DataCloud, participants can browse, explore, move, drag and drop, and participate in various modes. Exploring and navigating the DataCloud involves several steps in content discovery. Remote objects reflect the media-objects, which are represented as textures; approaching an object reveals more information and context in several steps; zooming close to an object reveals the object in its original form. When a media-object is revealed in its original form, a shift takes place from 3-D to 2-D representation.

VIEWPOINTS

The general view of the DataCloud starts from a 'third-person' perspective. The computer screen functions as a camera viewfinder through which objects are viewed. The user can interact continuously using camera functions like zooming, riding, gliding, and panning, etc. However, co-authoring the dynamic map of the DataCloud using this mode of operation - familiar from games, flight simulators and 3-D panoramas - wouldn't work from a third-person perspective or spectator's point of view. The DataCloud editing and (co)-authoring actions require a first-person perspective. The shift from third- to first-person perspective can be understood as an extension of the spatial or temporal navigation in order to achieve personal involvement.

In the current phase of the project, a trajectory that relates the authoring section and the 2-D planes is being considered. A fluid change of perspective could support all interactions. A simple mechanism allows the content to be browsed and explored and a set of media controllers facilitates editing and adding content. This will most likely result in a mixture of known mechanisms from older media (photography) and new media controllers that do not have equivalents in the physical world.

Mechanisms derived from older media like film could offer the DataCloud user a 3-D and third-person perspective, and the new media controllers could supply the tools needed for first-person participation. The latter requires easy-to-use, functional tools (mostly 2-D) that support media-based pictures, text, sound, etc. A separate GUI section for auditing or collecting material will be considered for the final version of DataCloud 2.

ABSTRACTION AND REPRESENTATION

The survey of conceptual spaces and scientific visualisations, as opposed to the direct representation of the media-objects, in the DataCloud raised interesting questions regarding symmetry and consistency, and 'make-believe' scenarios for the user. Special emphasis was put on an abstract 3-D interface concept to avoid a reliance on inadequate or inappropriate metaphors borrowed from the physical world. This should be considered as a logical progression from DataCloud 1 DWHW, which was based on 2-D Shockwave.

The atom-like structures deployed for the visualisation of abstract scientific research and processes formed the starting point for the representation of media-objects. Besides rapid performance, this reduced form of representation provides insight into the DataCloud structure, its configuration, and how the objects relate to one another.

A sample of the media-object is used as a texture on the 'outside' of the atom. This texture provides a first glimpse of information and allows the objects in the DataCloud to be distinguished from one another. The meta-data is available around the media-object representation. After zooming close to an object, this level of abstraction ceases and the user can view the object in its original form.

Document Actions
Mailinglist: Subscribe to the English or Dutch version.

Follow usfacebook_16.png twitter_16.png youtube_16.png Favicon Vimeo googleplus
Related Items
DataCloud 2.0

"DataCloud 2.0" (2001-2002) was a large software research project at V2_lab.

Expert Meeting DataCloud 2.0 Aug 30, 2001 01:00 PM

An expert meeting about mapping, organised in relation to the project Datacloud 2.0.

Anne Nigten

Anne Nigten (NL) is Director of the Patching Zone.

DataWolk Hoeksche Waard

DataWolk Hoeksche Waard (1998) is an experimental Internet site about the landscape design for the ...

Capturing Unstable Media

Capturing Unstable Media was a research project conducted by V2_ in 2003 on archiving and ...

DataWolk Hoeksche Waard Nov 22, 1998 01:00 PM

An AIR Workshop at DEAF98 connected to the project DataWolk Hoeksche Waard.

V2_Website

Text about the V2_website of 2000. The V2_website was part of the DEAF00 exhibition.

DataCloud 2.5

DataCloud 2.5 (2003) is an update of DataCloud 2.0, an information space which investigates the ...

V2_ Themes

Some descriptions of research themes from the past of V2_ and V2_lab.

Tools & Creators Nov 28, 2003 02:00 PM

A workshop that examines the tools available for the creation of interactive and non-linear media, ...

V2_Jam

The research project V2_Jam (2002) investigates mixing media and mixing softwares.

Jan Misker

Project Manager at V2_Lab

V2_OS

V2_OS is a open source operating system, created by V2_Lab in 1999.

CodeZebra

"CodeZebra" (2002) is a kind of chat in a visual 3D space. It was developed by Sara Diamond as a ...

Jheronimus Bosch internet game

Jheronimus Bosch (2001) is an internet game based on painting by Jheronimus Bosch.

StreamStudio

StreamStudio is a streaming multimedia system intended for non-technical people.

more ...
 
Personal tools
Log in