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[back to main page](https://openscienceframework.org/project/dXJEO/wiki/home) <br> #Double RainBow Tie Display Concept# <BR> While the [Double Rainbow Display](https://osf.io/dxjeo/wiki/DoubleRainbowDisplay/) allows the user to see forward, kata/ana, and right/left simultaneously, each of those views are presented to the user as if they are coplanar. From anecdotal accounts, this can make difficult the user's establishment of proper conceptual relation among the lateral (i.e., kata/ana, left/right) views and the center forward views. One approach to easing this difficulty is to alter the apparent planes in which the lateral views are presented to the user. With the Double RainBow Tie Display Concept (<i>in search of a much better name...</i>[H-View?-BB]</i>), the user can see forward, kata/ana, and right/left simultaneously with perspective skewing of the lateral views. More research is required regarding ideal degrees of skew for task performance; design recommendation is for user-controlled skewing of lateral segments. The images below shows geom content from a 4D double helix animation displayed via the [Double Rainbow Display](https://osf.io/dxjeo/wiki/DoubleRainbowDisplay/) (top) and then the same geom content displayed via an admittedly crude approximation of the Double RainBow Tie Display (bottom). <BR><BR><i>Below the images is a brief discussion of a novel feature of the bow tie configuration and potential mechanisms of its advantage</i>. ![4D Double Helix via Double Rainbow Display and Double RainBow Tie Display Approximation][1] ![This image depicts an attempt to emulate the Double RainBow Tie Display concept using the extant angles of the walls in a rectilinear space as projection surfaces with the exception of where those walls meet; the center region of the display is projected on a planar surface that forms the shape of an open-ended triangular prism when its own shape is combined with that of the intersecting walls behind it.][2]<i>This image depicts an attempt to emulate the Double RainBow Tie Display concept using the extant angles of the walls in a rectilinear space as projection surfaces with the exception of where those walls meet; the center region of the display is projected on a planar surface that forms the shape of an open-ended triangular prism when its own shape is combined with that of the intersecting walls behind it.</i> <BR><br> Speculation regarding the potential advantage of skewed lateral segments ought include more than merely enhanced cueing regarding which lateral regions are distinct from which center ones and toward which segments of space they point. Rather, it should be noted that presentation of lateral display segments in perspective such that the points of the viewing field further from the center display segments appear closest to the user and the plane of the viewing field of the central display segments appears furthest from the user can engender the appearance of three faces of a three-dimensional rectangular prism. Whereas the Double Rainbow Display had no z-axis among the configuration of its display segments, the negative space along the z-axis of the Double RainBow Tie configuration appears as a space in which a hypothetical user or set of users may appear and be witnessed by the user proper. The user's ability to witness at a distance as per the proposed configuration may lend itself to the user interacting with the simulation by positing proxies of the user in the form of a hypothetical user or set of users in the negative space of the proposed configuration; the user may then attribute changes in display segment content to a process of third-person executive influence over those proxies rather than the exertion of first-person agency as per other more traditional interfaces that are perhaps more conducive to reports of user immersion. In this sense, the addition of the z-axis into the representational space of the display segment configuration suggests a metacognitive or symbolically mediated coregulative approach to synthesizing information from both the ana/kata and left/right axes. Such an approach, while abstract or non-immersive, may have value. It may be that it involves a means of developing the user's capacity for perceiving and navigating in fourspace by exploiting the user's capacity for perspective-taking, of adopting the mind-state of another. Two related lines of thought thus far regarding the significance of the display segment array when perceived by users as a three-dimensional prism or space demarcated by the planes of the display segments: 1. What role does first-person immersion in simulation play when it comes to integrating visual information from vertically stacked image displays? Does watching in third-person, as if from behind another user, help or hinder 4D navigation via multiple visual perspectives? If watching from a third-person display configuration is helpful for information processing with regard to 4D navigation, what other applications may it have? Are there indeed implications for metacognitive processing among them? 2. Thus far in the development of Hyperland, there has been no direct representation of the user in simulation. With this alternate display segment configuration, however, a user might conceptually project a sense of embodied selfhood as per the dimensionality suggested by the arrangement of the displays into the spatial manifold as that user conceives of it (e.g., the user supposes that s/he is traveling in fourspace via a three-dimensional prism or space demarcated by the planes of the display segments). How might self-representation for the sake of interactive 4D simulation and 4D visualization necessarily coexist? <br> [1]: https://ia601204.us.archive.org/1/items/20140222DoubleRainbowTie003/2014-02-22%20Double%20Rainbow%20Tie%20003.png [2]: https://ia902501.us.archive.org/29/items/DoubleRainBowTieProjected/DoubleRainBowTie%20Projected.jpg
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