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Moving Motion Metaphors

Colin Ware

Faculty of Computer Science

University of New Brunswick

Box 4400, Frederiction, New Brunswick, Canada, E3B 5A3

cware@UNB.ca


ABSTRACT

A class of visual metaphors is introduced in which simple animation conveys meaning about motion metaphorically. Antecedents in the form of static metaphors for visually conveying motion are discussed, followed by two examples of moving motion metaphors. The second is an integral part of a new heads-up flying interface for navigating 3D environments. Some concluding remarks are made concerning the practical uses of moving motion metaphors.

KEYWORDS:

Metaphors, 3D Interaction

INTRODUCTION

Most user interface metaphors are static in their presentation and in the way that they convey metaphoric meaning, although there are a few that are animated, such as the busy indicator showing that a process is active. In this paper I present a kind of animated metaphor wherein the motion itself conveys meaning in a metaphoric way. An important element in calling something a motion metaphor is that the motion itself should adequately convey meaning. Thus an animated running figure might be used to represent processor activity, but the animation might not be the important component; the static form might work as effectively.

The inspiration for these metaphors comes from prior work by Kennedy and his co-workers, who described a number of ways in which static drawings can convey information about motion [3,4]. These are commonly used in cartoons. Figure 1 illustrates three examples.

Figure 1: Static lines used to metaphorically represent motion: a) wake lines, b) strobe lines, c) and d) stream lines.

Kennedy argues that the use of these lines is metaphoric because although wake lines are visible as a duck moves through water, they are not visible as an object moves through air. Of the three types of examples shown above, the strobe lines are the most questionable as metaphor, because they do not occur in nature. However, they may work either because we are familiar with strobe photography, or because the retina retains partial images.

A need to provide good visual feedback about self motion in interactive 3D envionments provided the motivation for the two of moving motion metaphors described here. The first solution was to show streamlines from a predictive navigation aid. This is previously described in detail in [2] but not in terms of the metaphor. Figure 2 shows the predictor with its streamline tails. These tails are computed by saving the sequence of positions as the predictor passes through the three dimensional space. They evoke the smoke streams from an aircraft or sky diver. The lines get longer with speed and curve to reveal the rate of turn.

Figure 2. The rectangular box is a predictive flying aid. The tails of the predictor indicate velocity.

The second solution is part of a new heads-up flying interface, also designed for data exploration. This is illustrated in Figure 3. The interface consists of a set of velocity control widgets located in the plane of the screen. The see-through design of this interface was partly inspired by Bier et al [1], and partly by the heads-up diplays used in fighter aircraft. In the center is a rotation widget, flanking it are two identical translation widgets used for translation at right angles to the line of flight, and below is a forward/backward velocity widget. To increase or decrease velocity on any of these widgets, the mouse button is depressed over the widget, and a dragging motion is made in the appropriate direction. For example, with the forward/backward widget dragging upward results in increased forward motion and dragging downward decreases the forward motion which eventually results in backward motion. Note that Figure 3d gives an exaggerated impression of the size of the widgets because it only shows a portion of the screen. Motion feedback is provided in the form of a metaphoric device adapted from Figure 1b. A series of dark and light bars are animated away from the arrowhead and as they move away they change from the black of the arrowhead to white. This motion might be thought to be paradoxical in so far as the actual animated motion is in the opposite direction to the direction indicated. However, the visual metaphor is an analogy with puffs of smoke being emitted from a moving train; the puffs of smoke move backward relative to the train, indicating its forward motion.

Figure 3. A heads-up flying interface with animated velocity feedback on each of the widgets.

It is worth pointing out that in the case of rotation, the animated motion is directly related to the rate of turn. However, in the case of translational motion, the rate of motion is the square root of the actual motion, so as to accomodate a wider range of velocities without temporal aliasing effects becoming a problem. When flying, any subset of these widgets can be activated. Each provides continuous visual feedback via the motion metaphor. Each widget also has a stop button, which instantly stops motion in that direction or about that particular axis. The animated motion metaphors appear to work well in providing direct visual feedback concerning rate and type of motion. It is difficult to imagine a static motion indicator that would be as effective or as easily understood.

CONCLUSION

This paper presents a new class of visual metaphors, termed moving motion metaphors, because they use animation to convey meaning about motion, in a metaphoric manner. These types of metaphors will become increasingly useful as interfaces become more animated. Other kinds of animated metaphors are certainly possible. One that is already common is a small turning disc that represents processor activity on computationally intensive tasks. An interesting idea would be to have icons jiggle up and down representing things that require attention, metaphorically expressing agitation.

An intriguing possibility for the future development of powerful moving metaphors is that they may convey causality more powerfully than any static representation. The work of Michotte [5] showed that simple motions involving one patch of light moving and apparently "hitting" another, can powerfully express a causal relationship. Thus, moving metaphors expressing actions such as pushing, pulling, and striking could be used to represent causal interdependencies between on-

screen objects.

REFERENCES

  1. Bier, E.A. Stone, M.C., Pier, K. Buxton,W. and DeRose, T. (1993) Toolglass and Magic Lenses: The See Through Interface. Proceedings of Siggraph' 93, Computer Graphics, ACM, 73-80.
  2. Chapman, D. and Ware, C. Manipulating the Future: Predictor Base Feedback for Velocity Control in Virtual Envoronment Navigation. 1992, Special Issue of Computer Graphics: ACM SIGGRAPH, 63-67.
  3. Kennedy, J.M. (1982) Metaphor in Pictures Perception, 11, 589-605.
  4. Kennedy, J.M. Green, C.D. and Vervaeke, J, (1993) Metaphoric Thought and Devices in Pictures, Metaphor and Symbolic Activity, 8(3) 243-255.
  5. Michotte, A. 1963, The Perception of Causality.