As
virtual reality (a computer-generated physical environment that
simulates the real world) evolves, demand increases for structures that
are not restricted to 2D or 3D spaces. These self-imposed constraints
challenge the developers of computer graphics. Nevertheless, mapping
information to complex grids in virtual reality is valuable to
engineers, artists, and other users because interactive navigation is
then internalized. In other words, the interaction engages the user to
maneuver the environment to gain further knowledge of, and experience
with, complex spaces.
Current
work in higher dimensions (those involving four dimensions and above)
involves change over time, or database swapping, which forces users to
destroy the relationships they seek to investigate. Although both
mathematicians1 and artists suggest the
possibility of higher dimensional spatial modeling, they have not seen
virtual reality as a malleable spatial structure. However, combining
design principles and virtual reality in these higher dimensions
generates complex and more integrated environments.
In
the past, designers have become familiar with how projections affect 3D
objects in two dimensions. I postulate that it is possible to gain
familiarity with variations that occur while moving through higher
dimensions2 if such dimensions are reflected on a recognizable structure that is affected by perspective.
To
make four dimensions visible, a shadow of a tesseract (cubes in four
dimensions) grid is assembled in virtual reality. By tracking the
orientation of the user's hand, the result becomes a 3D structure of
surfaces that self intersect as the grid rotates in four dimensions.
Figure 1. The tracked wand rotates the four dimensional (4D) plane, which results in the stretching the cells of the tesseract grid.
To
see the grid and enhance the relative position of its cells, a 2D
texture is assigned to all semi-transparent surfaces of the tesseracts.
The texture arrangement creates a superposition of colors and images.
The image intersection and superimposition is familiar because of
similar phenomena in the real world, specifically when shadows,
reflections, and imprints are used to understand and navigate space. In
the real world, patterns and forms inscribed on a grid are used for
measurement and continuity. Thus, the same design principles used for
designing 2D and 3D worlds are used for navigation in higher
dimensional grids.
Interaction with the 4D structure is facilitated by using body motion (see Figures 1 and 2).
Human limbs move as a whole but also move independently so the degrees
of freedom of an arm and hand, for example, control the projection of a
4D rotation. The motion of the user becomes an articulated
point-of-view, and the higher dimensional grid references the user's
position relative to it. In other words, the user learns how motion
inputs affect the grid, thus recognizing a correlation between the
input and the transformations.
The
application operates in the CAVE®, a multi-person, room-sized virtual
reality system, or in other similar systems such as the configurable
wall (C-Wall), a single wall version of the CAVE. The Electronic
Visualization Laboratory (EVL) at the University of Illinois at Chicago
designed both systems, which allow multiple users move around in a
structure physically while also allowing them to interact virtually by
maneuvering a tracked sensor in each hand.
The
idea of higher dimensional spaces holding more information than three
dimensions challenges current assumptions about design and
architecture. Such a possibility opens up a world to language and space
that exists only as a reaction to body actions.
The
creation of higher dimensional space is a design challenge in
electronic imaging just as the rendering of three dimensions into two
dimensions was a challenge in the past. However, advancements in
computer graphics further connect mathematics with higher dimensional
space. Consequently, designers within electronic imaging are developing
complex structures that use as many dimensions as needed to represent
various complicated situations.
Figure 2. The user navigates the grid by aligning walls that share the same orientation.
CAVE is a registered trademark of the Board of Trustees of the University of Illinois at Chicago.