Here is my depiction of what I think helps to illustrate, more correctly this time, the 'locate' view:
Locate ViewThe subtle difference between this one and the 'interact' view is that here the front direction rotates into the 4th direction; whereas in the 'interact' view the left-right direction rotates into the 4th direction. If you look at the above animation you should be able to see that left and right stay where they were but it is the front direction that rotates into the 4th direction now. I could have drawn parallel back-front planes to illustrate this more but hopefully this shows the idea.
I guess that even makes sense now that one view should rotate the left-right into the 4th direction and the other view would rotate the back-front into the 4th direction.
So when rotating, whilst in the 'locate' view, objects to the left and right stay to the left and right but objects off in the 4th direction rotate down or up into our 3D plane.
This allows us to easily locate and move towards objects that aren't in our current 3D plane.
To reiterate, from previous posts, the following helps to illustrate the other view; the 'interact' view:
Interact ViewWhen rotating, whilst in the 'interact' view, objects to the very front stay in front and rotation into the 4th direction allows us to look at them through their ana and kata angles for more intimate searching and interaction with those objects.
I'm thinking that switching between the two views won't actually change the view you see. So switching views wouldn't actually produce any landscape change before you.
Instead, it will change how the scene will rotate, with respect to the 4th direction, when rotating into it: that is either objects rotating directly in front of you, or else objects moving from out of the 4th direction into your front view.
Time to try and draw an example I think. I will give it a try now with the 'road bends ahead' sign.
Hopefully this will show us an example of what we would see when we combine the rotation and projection methods.