3.1              Introduction
 
This study considers the features available in the web-based VRML environment and applies some of them to create a demographic mapping environment.  First, this research focuses on the ability to use 3D representation of maps.  Next this study considers dynamic capabilities of VRML which allow for the inclusion of animation.  Finally, there is a focus on user interaction and navigation within a VRML world.
 
3.2       Setting
 
        This experiment was conducted on the University of Hawai`i at Manoa campus in the Geography Department Cartography computer lab.  The facility was chosen due to access to a computer with a Pentium® II 450 Megahertz processor with 256K memory, running Microsoft Windows NT® with a 17 inch (43 cm) monitor.  This computer, while not among the most powerful desktop computers available today, was the fastest one available and the most practical.  Furthermore, it was located in a corner attracting little attention during the experiment. 
        The participant group included a variety of people of different backgrounds, thirty in all, selected mostly because they were willing to participate and able to come to the facility.  Just over half the participants were related to the University of Hawai`i at Manoa Geography Department as either undergraduate or graduate majors, or else non-major students of Geography classes.  About one quarter of the participants were acquaintances of the researcher through the University of Hawai`i at Manoa Music Department.  The remaining participants had other backgrounds.  Personal details were not requested from the participants, whose ages ranged from about 20 to 60.  All participants who began the experiment completed it in one sitting.
 
3.3       Experimental Base Map
 
This study involves a series of 3D scenes, also known as worlds, modeled with VRML.  Central to each world is a contour map showing topographic lines of a region (Emerald Bay and surrounding area at Lake Tahoe, California) with varied terrain including flat land, hills and water bodies.  Figure 3.1 shows the map.  The map was taken from a website (http://www.microtopo.com/, [accessed September 13, 2000]) sponsored by Visualization Software LLC.  Note that graphics taken from Netscape Navigator® are restricted to a resolution of 72 dots per inch.  Due to the smaller size on paper, images do not show up as clearly in print as on the computer screen.
        The software used to view the worlds is Netscape Navigator 4.7® using VRML plug-in Cortona VRML Client version 3.1.  Cortona VRML Client shows the image in the main portion of the screen with optional navigation controls on narrow strips at the left and bottom of the screen.  The maps are presented from a viewpoint in front of the map, looking out across the landscape.  As a background to the maps, a basic sky color has been chosen to give the map a seemingly natural setting.  The light blue background gradually gets darker, higher on the screen.  On each of the four corners of the map is a legend in the form of rectangular gray boxes labeled with “(100)” on top to represent the height of the boxes.  In front of each of the four sides of the map is a worded direction, with the word “South” in front and “North” in back. 
 
Figure 3.1.  Picture of map used in experiment
 
This same map is presented in two forms - as a flat map and as a 3D image draped over elevated terrain.  Figure 3.2 shows the map along with the navigation toolbars.  The flat map is shown on top.  Below that is the 3D terrain map which has the image of the map draped over a VRML Elevation Grid.  The VRML Elevation Grid used to show this map topographically was created from United States Geological Survey Digital Elevation Model and Digital Raster Graphic. 
 
  Figure 3.2.  Map as presented in VRML with toolbars on left and bottom of screen;
flat map on top, 3D terrain map on bottom

 
3.4       Experimental Symbols
 
Placed atop each map are 3D cylinders which represent population data for the locations where they are placed.  These cylinders have a series of basic and dynamic characteristics.  Basic characteristics include height, diameter, color, location (x, y), and elevation (z).  The dynamic characteristics include rate and direction of rotation which is parallel to the base map.  Figure 3.3 shows a world with a flat map, and with the cylinders included, as used in the experiment.
 
Figure 3.3.  VRML world as used in the experiment showing cylinders placed atop the map
 
 
The cylinders are divided into two groups:  those being used as targets in the experiment, and those which are not, also known as distractors.  Distractors are used because a map may contain additional information besides that which is of focus.  To provide a constant in the experimental test, the target cylinders are all assigned the same color.  The distractors are assigned a variety of other colors.  The target cylinders all have the same diameter.  The distractors have a variety of diameters, some the same as the target cylinders.  The target cylinders are further split into two groups:  those that are rotating and those that are stationary.  The rotating target cylinders all rotate at the same rate in the same direction.  Height, location, and elevation are discussed along with all specific characteristics being used in the experimental design.
 
3.5       Experimental Design
 
            This is a within subjects, four factor, complete factorial design, with replication within the experimental conditions.  As indicated in Table 3.1, there are two levels of maps:  flat and 3D terrain.  There are also three different levels of user interaction which participants encounter:  static, pre-programmed fly-by, and participant controlled.  As a result, there are six experimental conditions possible. 
 
Table 3.1.  Complete factorial design of experiment
 
Map Type
User Interaction
Cylinder Height
Cylinder State
(2 Levels)
(3 Levels)
(5 Levels)
(2 Levels)
Flat
Static
50
Rotating
3D Terrain
Pre-Programmed Fly-by
80
Stationary
 
Participant Controlled
100
 
 
 
150
 
 
 
200
 
 
The first level of user interaction involves one static image of the world.  The user may only look at the static image to make the estimates.  The second user interaction level presents the user with a pre-programmed circular fly-by image of the world.  In other words, the user watches as the map seemingly moves in a continuous circle, clockwise in the center of the screen, which continuously changes the viewpoint.  The last user interaction level involves control by the user who has the ability to use the Cortona VRML Client dashboard to navigate anywhere within the world.  In this case Cortona VRML Client is presented in the basic “Study” mode, allowing the navigation tools to be visible. 
In addition to navigating individually to any desired viewpoint, the user may select from four pre-set viewpoints.  The pre-set viewpoints are from each of the four sides, at the same orientation and position to the map as the initial viewpoint.  To navigate individually, the user is instructed to use the plan, pan, or turn buttons (see Figure 3.4).  The plan button allows the user to zoom in or out of the scene.  The pan button allows the user to shift the whole scene as one image in any direction.  The turn button allows the user to rotate the image as seen on the screen.  The user may also use the align button to straighten the view, the view buttons and pull down menu to choose a pre-set viewpoint, or the restore button to return to the last selected viewpoint.  The numbers on top of the cylinders and legends are set to always face the viewer.
Within each experimental condition, there are two factors concerning the cylinders.  One factor is the height of the cylinders, with five relative levels:  50, 80, 100, 150, and 200.  The remaining factor is the cylinder state, with two different levels:  rotating and stationary.  All these levels result in 60 conditions.
 
Figure 3.4.  Cortona VRML Client navigation tool bars showing buttons used in experiment
 
Each world contains the same map with the same starting viewpoint which has been chosen so that most of the map and most cylinders are visible.  To avoid viewer learning of the cylinders within the maps, cylinder locations are varied.  In the two static worlds, all cylinders are visible.  In the two pre-programmed fly-by worlds, the viewpoint
moves along a circle, equidistant from the center of the map, so that all cylinders are visible during part of the fly-by.  In the two participant controlled worlds, a set of four viewpoints has been pre-programmed, one from the same relative location on each of the four sides of the map.  All cylinders are visible from at least one viewpoint.
Color is applied to all the cylinders so as to divide them into categorical groups.  A texture of color is used to show cylinder rotation effectively.  Because solid colors do not show the rotation, a texture of stripes was chosen which includes three stripes:  two shades of a color and white.  This texture is then draped on the cylinders so that the stripes go down the height of the cylinders and across the top.  The coloring of the reference and target cylinders are all the same, two shades of purple with white.  The coloring of the stripes of the eleven distractors are either shades of blue, green, yellow, or red.
The diameter of all target cylinders is the same.  The diameters of the eleven distractors are varied from 50 to 150% of the diameter of the target cylinders.
Half of the ten target cylinders to be estimated are rotating and half are stationary.  The rotating cylinders turn at the same speed, all in the clockwise direction.  The reference cylinder is also rotating in the clockwise direction, but at a slower speed than the five rotating target cylinders.  Accordingly, six of the distractors are rotating, at a variety of rates - slower, faster, or the same as the rotating target cylinders.  Three of the distractors rotate clockwise and three counter-clockwise. 
The locations and heights of all twenty-two cylinders are controlled.  There are three sets of cylinder placements used, one for each level of user interaction.  Therefore, for example, the two static worlds, one flat and one with 3D terrain, have the same placement of cylinders.  The main difference is that on the 3D terrain maps, the cylinders are placed on top of the location of the ground, which means that unlike the flat maps, they are not all seemingly at the same elevation.  The eleven distractor cylinders are all exactly the same in all six worlds, except for elevation.
Table 3.2 shows a list of the characteristics of the cylinders which vary within the VRML worlds, including the number of units within the world that each cylinder is located from the reference cylinder.  The image of the map is coded into a VRML IndexedFaceSet which places the map into a square face described in VRML world units
 

 
Table 3.2. Characteristics of cylinders within each world
 
Map Type
User Interaction
Cylinder Height
Cylinder State
Distance from Reference Cylinder (VRML World Units)
Identification Number of Cylinders
Flat
Static View
50
Rotating
56.57
1
Stationary
56.57
6
80
Rotating
36.06
3
Stationary
36.06
7
100
Rotating
31.62
5
Stationary
31.62
2
150
Rotating
69.64
8
Stationary
69.64
4
200
Rotating
82.46
10
Stationary
82.46
9
 
Pre-Programmed Fly-by
50
Rotating
56.57
8
Stationary
56.57
10
80
Rotating
36.06
1
Stationary
36.06
9
100
Rotating
31.62
4
Stationary
31.62
3
150
Rotating
69.64
5
Stationary
69.64
2
200
Rotating
82.46
6
Stationary
82.46
7
 
Participant Controlled
50
Rotating
56.57
6
Stationary
56.57
3
80
Rotating
36.06
5
Stationary
36.06
4
100
Rotating
31.62
1
Stationary
31.62
7
150
Rotating
69.64
8
Stationary
69.64
10
200
Rotating
82.46
8
Stationary
82.46
2

 
 


Table 3.2. (Continued) Characteristics of cylinders within each world
 
Map Type
User Interaction
Cylinder Height
Cylinder State
Distance from Reference Cylinder (VRML World Units)
Identification Number of Cylinders
3D Terrain
Static View
50
Rotating
56.57
10
Stationary
56.57
7
80
Rotating
36.06
6
Stationary
36.06
5
100
Rotating
31.62
2
Stationary
31.62
9
150
Rotating
69.64
1
Stationary
69.64
8
200
Rotating
82.46
3
Stationary
82.46
4