Treeworld: A Conceptual Model for LargeScale Hypermedia
D.B. Skillicorn
Department of Computing and Information Science
Queen's University, Kingston, Canada
skill@cs.queensu.ca
Abstract: Existing interfaces to largescale hypermedia such
as the world wide web have poor conceptual models and poor rendering of
navigational and contextual information. New technologies that make it
cheaper to use threedimensional representations suggest the use of
richer conceptual models. We discuss criteria for assessing more powerful
conceptual models and design decisions that have to be made to exploit
richer interfaces. The Treeworld model is suggested as one attractive example
of such a model.
Keywords: conceptual model, navigation, world wide web, largescale
hypermedia, 3d glasses, search, relevance structuring, hierarchy,
focus + context, visualisation, teleportation, Treeworld.
Category: H.5 Information Interfaces and Presentation
1 Introduction
Most existing interfaces to largescale hypermedia have limited
conceptual models, with simple interfaces that implement them. In practice,
this means that someone trying to navigate such structures has limited
choices at any moment, has a limited view of the local context, and can
extract only minimal metainformation.
The aridity of a conceptual model of hypermedia systems such as the
world wide web arises from its limited link model and the wildly autonomous
control of content and structure on which it is based. At the same time,
interfaces are limited to flat screens of limited area that are required
to render both content and structure in the same setting.
We suggest a much richer conceptual model, based on normal human navigation
in a threedimensional world, a world that can now be replicated at
low cost for individual users via 3d glasses. This opens up the possibility
of separating hypermedia metaoperations from information processing
operations, making navigation through structure an explicit operation.
The approach is probably too computationally demanding to be feasible today,
but this might be expected to change rapidly as processing power increases.
2 Using LargeScale Hypermedia
There are five classes of activities that can be distinguished in largescale
hypermedia information systems such as the world wide web. They are:
- Find search for something in a given context.
- Find again recall something already encountered.
- Understand absorb the content of a set of nodes, which is almost
always significantly enhanced by awareness of the context in which they
occur.
- Browse wander through information structures in unplanned and
serendipitous ways (this is sometimes called `foraging').
- Interact perceive and respond to the actions of others using
the same information resources.
In hypermedia systems of moderate scale, the purpose for their existence
and the implicit contract between content providers and content users is
fairly explicit. For example, a help system exists for a welldefined
purpose, primarily related to the first two activities above, and this
guides many aspects of its design. In contrast, extremely large hypermedia
systems, of which the world wide web is only one, have multiple reasons
for existing and hence more diffuse relationships between content providers
and content users. For example, the world wide web has many characteristics
of a large billboard content is provided in the hope that it will
be noticed, but there is little control of who actually will encounter
that content (and therefore few plausible assumptions about their characteristics).
These diffuse relationships prevent the use of context from playing a major
role, although it will clearly become more significant. Note that some
context is already used downloading a software patch from the web
site of a major organisation is more likely than from an individual's home
page, and there are many attempts to use brands or pseudobrands to give
individual sites an imprimatur. The actions listed above have been expressed
from the perspective of content users, but each has its implications for
content providers as well (for example, in the presence of browsing, advertisers
work to make it likely that their sites will be visited from sites that
are popular based on their content advertisers are parasitic in their
approach).
Given these actions, it is natural to ask how easy a given hypermedia
system makes them. The answer depends on a number of characteristics of
such a system: content indexing, navigational techniques, model of arrangement
of content, rendering of metacontent and so on. We concentrate on the aspects
of navigation in its fullest sense, which has sometimes been called the
conceptual model of the hypermedia system.
3 Conceptual Models
Conceptual models are the metaphors that a given information system
presents to users. They have three components: the information itself,
the way in which the information is organised, and the navigation paradigm
by which new information can be discovered. The conceptual model determines
what actions are possible and helpful at an given time. Almost all of the
conceptual models for largescale information systems have an active
role for the user; they convey, to some degree or other, the idea that
a user moves to locations where data is to be found. This is a natural
outgrowth of the physically distributed nature of large information systems.
Some conceptual models (e.g. Deckscape [4, 5])
reflect more closely the physical reality: that all data is actually transferred
to the user's own computer. Nevertheless, what might
be called the `travelling user' paradigm seems to have been useful.
Note, however, that it is not usercentric, but rather locationcentric,
and so in fact organisationcentric. This may be a negative aspect
of such metaphors; indeed arguably the poor mechanisms for bookmarking
in most browsers are one consequence.
Three main kinds of conceptual models have been applied to largescale
information systems such as the world wide web.
The first is the default model of the web itself: nodes connected by
hardwired links inserted by authors, supplemented by search engines.
Finding information, although a subject of frequent complaint, is reasonably
effective. Finding information again is possible over short time scales,
but changes in the raw data available to search engines and their own internal
nondeterminism seriously limit this. Browsing is constrained to compositions
of paths envisaged by authors. The experience of finding and absorbing
information is a solitary one, and context for any given node is limited
to its URL which gives a small glimpse of one hierarchy in which it is
embedded. The limitations of this conceptual model are graphically shown
by work on modelling browsing. For example, Huberman et al. [8]
show that typical user browsing behaviour can be accurately modelled as
a sequence of moves that continue as long as sufficient prospect of value
is provided by each new document. As a result, actual hits on web pages
can be modelled using spreading activation based on documenttodocument
transition probabilities. In other words, a model based on random walks
accurately models measured hit rates in the web. Clearly, users are unable
to move around the web in ways that effectively satisfy their goals.
The second is the class of models that might be called relevance structuring,
or perpetual search [16]. In such models, each node is
connected on the fly to a list of successor nodes ordered by how much they
are relevant to the content of the current node. The process may be initialised
or primed by search terms. Finding is the basic operation of these models;
and finding again is probably easier than in the web model, although again
subject to the vagaries of the underlying engine. Browsing is natural in
such models, but can only be done on the basis of content. Once again,
the experience is a solitary one; and context is nonexistent apart
from the intellectual locality implied by relevance.
The third class of models are those that impose or infer metastructure
on nodes and present this higher level structure as a `map' through which
to navigate. There are a number of different alternatives depending on
how this metastructure is created. In the simplest case, it is simply
the graph structure of explicit links, perhaps rendered to try and show
certain structures to best advantage. An example of this are search engines
that consider the documents returned by a search to be a subgraph, and
which try to find sources and sinks in this subgraph. Such nodes tend to
be more useful than their pure content would suggest for example,
a document with many links to other documents returned by the same search
may be a tutorial. Potentially, this approach can be based on any kind
of metastructure which can be practically computed. (A major problem
is that individual nodes lack identification of their internal metacharacteristics,
so that it is hard to build on this weak foundation to infer relational
metastructure.)
Such models improve the ability to find information because they make
locality visible. Thus finding can use the combination of getting close
and then navigating to avoid the limitations of relevance and reliability.
Finding again is similarly helped by the presence of higherlevel structure
into which information
is fitted. Browsing is more flexible than in relevance structure models
because adjacency is based on properties other than simple content. The
rendering of an image of a metastructure allows, in principle at least,
the inclusion of the actions (and even the avatars) of others, so that
some sense of collective action is possible. Provided that the metastructures
used are appropriate, context is omnipresent.
Models of the third class are of increasing interest as devices used
for interacting with large information spaces become closer to virtual
reality. Such devices make it easy and cheap to represent complex information
visually, and hence to exploit metastructure. For example, iglasses
(www.i-glasses.com) allow two
or threedimensional presentation of a screen image in a pair of goggles
for about $US500. The vision of the novelist William Gibson of a worldwide
information system accessed visually is now costeffective.
4 Issues for MetaStructured Conceptual Models
A metastructuring model must decide how to extract metainformation
about nodes, how to model this information, and how to render the model
so that the combination is as effective as possible.
The following properties should be considered in deciding whether or
not a given metastructured conceptual model is attractive:
- Is the metastructure visible or implicit? Systems
may either display metastructures and allow them to be interacted
with directly; or insert extra links to make the navigational choices of
the metastructure available (for example, Hyperwave [10]).
- Does the metastructure make finding easy? For example,
it should be possible to reach the appropriate part of the metastructure
easily, and clear how to move from there to the precise node desired. At
present most systems rely on ancillary mechanisms such as search engines
for this functionality, but strongly hierarchical systems such as Hyperwave
and Yahoo provide it directly.
- Does the metastructure make finding again easy? For example,
is the metastructure static, and is the perspective on it repeatable
over time? (See especially [19] for a discussion of the
importance of this issue.) Very few systems address this functionality
at all, mostly because the freedom to create and destroy content in present
hypermedia systems is taken to be equivalent to license to do so arbitrarily.
- Does each node's context in the metastructure correspond
to at least the context assumed by its author when it was constructed?
([15]) This functionality is very clearly absent in the
world wide web: a page found via a search engine is often incomprehensible
because the author never envisaged it being accessed directly as a lone
object.
- Does the metastructure make browsing easy? For example,
are reasonable sequelae of the current node all visible?
- Are the actions of others visible in the metastructure?
There are a wide range of possibilities here, from visible avatars of other
users, to visibly denoting newlycreated, newlydeleted or busy
nodes. ([7])
- Does the metastructure use `screen' real estate well? Many web
sites, for example, try to cram as much content into as few pixels as possible.
Good use of screen real estate has to be much more aware of what is known
about the human visual system and human attention to provide better information
rather than dense content.
- Does the metastructure use a metaphor that is appropriate
and natural for humans? ([18])
- Where does the metastructure come from? Is it based on information
supplied (explicitly or implicitly) by the author, or is it generated from
the node data or metadata (for example, using latent semantic indexing
[3])? In either case, is the resulting structure rational?
([12, 16])
- Does the metastructure change and, if so, over what time
frame?
- Does the metastructure make effective use of size,
position, colour, and movement in rendering its information?
5 Existing Structured Conceptual Models
Several structured conceptual models exist:
- Hierarchies. Hierarchies arise naturally from the directory
structure used in most modern file systems, and from the structure of most
large organisations. Hierarchies are implicit structures even in the world
wide web. Several systems have attempted to extract, render, and use this
hierarchical structure. Systems such as Hyperwave (HyperG) [10]
make hierarchies of collections a navigational alternative by adding up
and down links to all pages served. Web portals such as Yahoo do the same
thing `manually' as an organising principle. Several systems also try to
extract hierarchy information and render it in helpful ways. The hierarchical
views approach uses this idea in a fundamental way [13,
14]; while many other systems use rendering techniques
such as cone trees [17], tree maps [9],
overlapped trees (Cheops) [2], and pyramids [1].
- Focus plus context. When a structure is too large to be presented
completely with enough resolution to exploit local information, it is natural
to use fisheye techniques to present a region in detail, with the remainder
rendered in a way that preserves its general character. This has been called
focus+context [11].
- Physical world analogues. Humans are used to navigating in the
real, physical world. It is therefore natural to exploit this by making
navigation in information systems resemble navigation in the real world.
This idea is very general and works out in a number of ways. Some hypermedia
systems allow nodes to be automatically organised into rings or tours in
which each node has a defined predecessor and successor. Other systems
treat clusters of data as buildings or rooms within buildings, with a navigational
metaphor of movement from place to place. Libraries are a popular metaphor
because we are used to searching and finding information in them. Some
information systems have even adopted the networks of caves common in some
adventure games as a natural way to structure information [6].
One of the biggest advantage of these approaches is that humans are accustomed
to remembering spatial relationships once experienced, so that finding
again may be easier in such systems.
- Existing link structures with clustering. Approaches that begin
with some particular metastructure in mind must generate or find it.
When data already exists in some other shape, such as explicitlyconnected
web pages, it may be difficult to do this. Rendering metastructure
from arbitrary graph structures can still be useful, but there cannot be
a predetermined form. Instead, systems render whatever structure they find,
typically with some form of abstraction, perhaps so that clusters can be
seen.
6 The Treeworld Conceptual Model
6.1 Basics
Buildings have attractive properties as natural maps of information
spaces. Indeed, as far back as Greek oratory, the layouts of buildings
were used to organise memory (although Greek buildings imposed a structure
which is quite different from that of modern buildings, whose basic structure
is hierarchical, and can often be closely mapped to organisational hierarchy).
Buildings are not an ideal metaphor for hypermedia because they are overconstrained
by the technology needed to construct them. For example, buildings have
only a few entry points from outside, primarily at a single level, and
they enclose their subspaces, so that moving to a lowlevel unit means
traversing many layers of access space. Both these attributes do not fit
well with the natural organisation of data.
However, consider what happens when a building is turned inside out.
The result is a tree, not a computer scientist's tree but a naturalist's
one, in which the main entrance is at the bottom of the trunk, each of
the regions of the building are branches, and this structure replicates
itself at smaller and smaller scales, with the leaves corresponding to
single rooms.
Thus trees represent the natural hierarchical structure that is present
in most information nodes (web sites) in the same way that buildings do.
But they also display their leaves on the outside of the structure,
making them natural targets for direct access. Representing an information
node as a tree allows it to be accessed hierarchically and directly with
equal ease and naturalness. In other words, trees have all of the structural
and navigational affordances of buildings but they have the extra affordance
of direct access to any node and they do not require the overheads of access
structures (lobby, elevators, hallways).
In the Treeworld model, each web site is rendered as a tree using the
directory structure of the files it contains. Thus a directory that contains
five subdirectories is rendered as a node with five branches going upward
from it to the nodes corresponding to these five directories. In the obvious
way, a file named index.html is associated with the node corresponding
to the directory in which it occurs. Other nondirectory documents
also form branches above the node corresponding to the directory in which
they occur. Figure 1 illustrates the mapping between directory contents
and the corresponding rendering. Browsing in a Treeworld setting, a user
sees a collection of trees, and may move about either by direct, apparentlyphysical
movement in the rendering, or by selecting the image of a node and moving
directly to it. A user can therefore be in one of two states: `inside'
a document, viewing its contents, or `outside' in the rendering of a location
in the metastructure representing a part of the hypermedia.
Each node in the structure has a natural navigational framework, with
two canonical directions: rootward and leafward, with multiple choices
in the leafward
Figure 1: Correspondence between directory and rendering. The
node labelled index corresponds to the directory home. The nodes
update and summary are leaves.
direction. However, unlike the world wide web, the other navigational
choice is not to follow a limited number of links determined by the current
node's author, but to move (jump) directly to any visible node. This flexibility
can be augmented by an authored set of choices that are represented, for
example, by explicit (visible) links, or sets of nodes which flash to indicate
their appropriateness as next to be visited.
Contextual information comes for free. Following the rootward and leafward
links carries with it an implicit sense of `movement' and hence accumulatively
of position. Following arbitrary links causes contextual information to
be displayed depending on the movementrendering paradigm chosen, but
a sense of location of a link target in the tree is a minimum context that
seems unavoidable.
Trees are also a natural way in which humans are accustomed to perceive
space. Exploiting 3d space allows some trees to be near, and others
to be occluded or distant while still presenting some visual clues of their
presence and characteristics. The shapes of entire trees carries information
about the branching structure of the information they contain, but cues
such as colour and shape of both branches and leaves can be used to render
further information.
Trees also have the advantage that they are fractal. It is thus essentially
irrelevant, for example, if the user's starting point is a collection of
trees or simply a branching point in a much larger tree (the World Wide
Tree, even).
Trees have both an inside and an outside, allowing further freedom to
label branches and leaves with their distance and orientation from the
tree's centre. For example, common but specialised entry points can be
placed on the outside of the tree, while their sequelae can be placed in
a positions that are visible from the nodes on the trees periphery, but
not necessarily from outside.
It is sometimes important to provide a sense of which information spaces
are popular. This could be done by representing realtime accesses
to individual pages, but this is computationally unappealing, and raises
privacy concerns. It is plausible, however, to represent the same information
in a way which avoids both of these problems. If a statistical model of
accesses to each page is known, it can be used to render typical traffic
patterns. Thus a user might see the movement of fictitious others to and
from nodes of trees; and their overall motion faithfully captures the way
nodes are actually being accessed.
To give some idea of how web sites appear when rendered in this style,
we illustrate the rendering of two real web sites. Figure
2 shows the web site of a small company selling a technical consumer
product, while Figure 3 shows the web site of a large
nonprofit technical organisation. Only the directory
structure is shown, with numbers indicating the number of content pages
above a node in some places. In the second figure, no unlabelled node has
more than 10 content pages above it. The two web sites contain about the
same number of total documents. However, the first is characterised by
being of low height, having a large branching factor, and being relatively
homogeneous. Its relatively simple structure is immediately evident in
the rendering. In contrast, the second web site is taller, with a much
smaller branching factor, and much less regular structure. This reflects
the much greater complexity of the second site. It is not shown in the
rendering, but the second site also has more frequent explicit links between
different branches.

Figure 2: Web site of a small technical company
6.2 Navigation
As we have seen, there are two modes of moving from one `location' to
another. If the user is located at a node in a tree, then the rootward/leafward
mode is the natural way to move corresponding to climbing around
the tree's branches. However, even in this situation it is natural to want
to move to different nodes within the tree directly, and to move to nodes
in different trees. The implementation of this is obvious a user
moves to a new node by clicking on its representation in the rendering.
However, this immediately raises the issue of what a user's field of
view is from moment to moment.
It is perhaps natural to begin with a view of a set of trees as if the
user were standing in a wood. However, once the user is conceptually at
a position inside a tree, it is less clear what view should be rendered.
An `outside' view would be of the same general sort as the initial view.
However, it may be necessary to allow an internal view (of the `inside'
of the tree), or even to allow generic panning of the view.
A move to a new node includes two possibilities: opening the new node
and placing the user `inside' it, i.e. viewing its content; or rendering
the view from the new node (i.e. remaining `outside' it). The question
then becomes how to represent the visual field during the transition. If
the visual representation is an approximation of virtual reality, then
effects such as vertigo must be taken into account. Using a motion to which
users are accustomed in the real world might be expected to help.

Figure 3: Web site of a nonprofit technical organisation
There are several plausible possibilities:
- The motion is represented as a pendulum swing (i.e. like Tarzan).
- The motion is represented as sliding down or up a straight line between
the current and new nodes.
- The motion is the parabolic curve of flight if fired from a cannon
at the current node and landing at the new node.
- The motion is represented as as jump from the current node to the new
node.
- The motion is represented as a helicopter ride between the two nodes.
A third, intrinsically different, form of navigation is required: teleportation,
allowing instantaneous movement to a completely different part of the metastructure.
This might be allowed freely, as hardwired links are permitted anywhere
in the world wide web today. However, there would seem to be advantages,
both for simplicity and flexibility, in placing teleporters at fixed, known,
locations such as the base of trees. Having a static network of teleporters
makes it possible to provide directory services in a predictable, repeatable
way. It has the further advantage that the number of entry points to a
region of the virtual space is limited, so that resources can be spent
precomputing the view at each one.
6.3 Larger Scale Structure
We have so far described a setting in which a user is placed in front
of a collection of trees. There are a number of important issues to do
with what this local
neighbourhood or `wood' should contain, and how such local neighbourhoods
change.
The first major issue is the global view of the hypermedia system. There
are two fundamentally different choices:
- There is a single global structure to the data which all users see
in the same way. This is essentially the structure of present world wide
web, although it is somewhat obscured by the sheer rate of change of web
pages, and by the autonomous ability to create new content.
- The global structure is usercentric and different users perceive
different arrangements of the data. This is the approach of the Hyperwave
system, and other hypermedia systems that use link bases. The links visible,
and hence the navigation possibilities, depend on each individual user's
status.
This basic choice affects how a number of subsidiary choices are made.
A single global structure. A single global structure is the norm
when the hypermedia system is under the control of a single organisation
or unit. It is emphatically not the norm in the current world wide web.
But even here there are elements of global structure, for example in the
way that domain names are administered. The chaotic churn of web pages
makes so many problems so hard that there is some pressure towards a more
controlled structure, although what it might be is hard to predict. In
any case, the only essential requirement for our use of a single global
structure is that it is common rather than generated, at least in part,
for each user.
The first issue is access: when users `enter' the hypermedia system,
where are they and what do they see? There are three kinds of solutions.
In the first, the global structure has a set of common portals which are
used by all users. An individual user can select which of these to use,
but access cannot be customised beyond this. In the second, there are common
portals but they are customised by user. The web shows a trend towards
a limited form of this kind of access, in which internet service providers
attempt to customise the initial page each user sees. In the third, each
user can select a point in the global structure to act as his or her personal
portal. The personal portal could be a particular point in the existing
global structure, or it could be an array of teleporters linking to multiple
points. A rudimentary form of this exists in the web in the concept of
a home page which is loaded on browser initialisation.
The second issue is navigation outside the viewable destinations at
any given location. There are two possibilities: common teleporters included
as part of the global structure, or individual teleporters created by users.
(Note that this corresponds to authored links versus usercreated links,
e.g. annotations, in existing hypermedia.)
Usercentric structure. When the structure rendered depends
on the individual user, issues of access and movement become straightforward.
However, a new class of issues arise having to do with how the user's local
view of structure is created and changes.
There are two main ways in which a user's local structure might arise.
First, it might be explicitly constructed by the user, perhaps starting
from one of a set of standard structures. This roughly corresponds to making
a bookmark file a starting point in the world wide web today. Second, it
might be based on the user's patterns of access in some frequencybased
way. For example, `trees' that
were often visited might migrate into each user's local wood; and they
might arrange themselves so that the most frequent trees were nearest to
the notional initial viewpoint.
The issue of how a user's local structure changes depends, to some extent,
on how it is constructed. The two alternatives for creating it can also
be used to alter it; explicitly, by user action, or implicitly, based on
usage. There is no need, even, for the same technique to be used for maintenance
as was used for construction. However, there is a third possibility
forbid routine changes to the structure other than growth at the edges.
The argument for this is that one of the reasons to use this style of conceptual
model is that it builds on humans skill at remembering spatial navigation.
Keeping the local structure relatively fixed allows spatial memory to play
its role in finding again. Forbidding changes is probably too strong;
but the essence is that making changes should be difficult enough to become
memorable so that they stick in the user's memory.
In the global structure case, the methodology for defining the global
structure defines how each local structure blends into the global structure.
When each local structure is individual and specialised, this question
becomes more difficult. Some of the obvious possibilities are: using organisational
or technical structures, so that each user's local structure is adjacent
to his or her natural neighbours; or using a loose global structure into
which each user can slot as desired (``trails through the forest'').
7 Assessing Treeworld
Is the metastructure visible or implicit? Treeworld's
main difference from other largescale hypermedia conceptual models
is that it provides an explicit metastructure. This introduces the
concepts of the inside and outside of a hypermedia document from
the outside, a rendering of the local neighbourhood is visible; from inside
the content of the document is visible.
Does the metastructure make finding easy? The advantage
of Treeworld over other hypermedia systems is that new documents can be
accessed by their proximity, position, and attributes in the rendering,
without the need for any explicit linking or metalinking via a search
engine.
Does the metastructure make finding again easy? Humans have
good memories for spatial navigation. The multitude of subtle cues provided
by shape, position, colour, and other attributes make it likely that previously
visited nodes will be remembered.
Does each node's context in the metastructure correspond
to at least the context assumed by its author when it was constructed?
The hierarchical structure of nested directories is one of the Unix ideas
that has migrated widely into information systems (and hierarchy is, in
any case, a natural human concept). Basing the rendering of a document's
context on its position in such a hierarchy catches part of the context
implied by the author. A wider context comes from the rendering of complete
web sites, and the way in which each site is placed relative to other sites.
Does the metastructure make browsing easy? Hypermedia systems
without metastructure limit browsing to whatever was conceived by
the author. In Treeworld, the rendering of the local environment makes
completely unrestricted
browsing possible. If the ability to move through the environment in
an unrestricted way is included, then the scope of browsing is unlimited.
Are the actions of others visible in the metastructure?
In existing hypermedia systems, each individual user is alone. The use
of social cues indicating, for example, interest levels in a particular
document are not naturally representable. A metastructured system
has a wide range of options in presenting the actions of others, from explicit
presence to abstractions. Balancing quality of representation and computational
cost are clearly important, and privacy may also be a concern, but Treeworld
permits the full range of options.
Does the metastructure use `screen' real estate well? Limited screen
real estate is best handled by some kind of focus+context approach (fish
eye, fractal) since it provides both directly accessible information and
a sense of what wider information is available. Trees (and woods) are an
example of this kind of representation because they are scale independent.
Apart from being recognisable at different scales, their shapes can also
be used to convey information.
Does the metastructure use a metaphor that is appropriate
and natural for humans? Spatial metaphors play to human perceptual strengths,
in recognition and memory, and are direct representations of the real world
and hence natural arenas for action. Treeworld uses the metaphor of a movement
in a wood, an almost universal human experience.
Where does the metastructure come from? There is increasing pressure
for hypermedia documents to announce their type to provide a foundation
for inferring metastructure. At present, type information is almost
completely absent. In Treeworld, we have suggested that the structural
information implicit in the url of each document serve directly to provide
the metastructure. This is rather weak, and perhaps even misleading,
but it is a reasonable compromise. As metainformation about individual
documents improves, more sophisticated schemes can be used.
Does the metastructure change and, if so, over what time
frame? The need to find again should exert a considerable brake on changes
to metastructures. In Treeworld, we anticipate that changes will take
place on relatively long time scales: perhaps days for individual nodes
in a tree, and months for changes in the position of tree themselves.
Does the metastructure make effective use of size, position,
colour, and movement in rendering its information? Since little rendering
of web metastructures has been done, almost nothing is known about
this area. Experiments with VRML have been disappointing both from the
point of view of the quality of the rendering and the cost of the computations
needed to generate it.
8 Conclusion
We have presented the Treeworld conceptual model for complex, largescale
hypermedia that merges developments in technology, such as cheap 3d
visualisation devices, with the way humans move around the real world to
produce a visual interface that is more flexible than current browsers
but more lightweight than virtual reality. Treeworld is a framework for
exploring the impact of design decisions about metastructure, navigational
metaphors, and visual interfaces. The computational needs of the model
and rendering needs of the interface outweigh the low cost of the interface
hardware at present, but computation has
been getting cheaper for a long time. The approach may well become practical
within a few years.
Acknowledgements
David Skillicorn is supported by the Natural Sciences and Engineering
Council of Canada. Kevin Brewer implemented a prototype Treeworld rendering
system.
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