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"SandScape"
is a tactile interface that utilizes various different computer
simulations to facilitate the understanding of the origination of
topographical landscapes. The projected landscape can be modified
interactively through the manipulation of a real sand model. The
results are analyzed and generated via computer in the simulation and
projected back in real time onto the sand surface. This project is part
of a series of research undertakings to come up with new computer
interfaces—"tangible user interfaces." It takes advantage of our
natural understanding of physical forms in order to make it easier to
work with computer models and do digital simulations.
"SandScape"
is a tangible interface for designing and understanding the landscape
through a variety of computational simulations. Users view these
simulations as they are projected on the surface of a sand model that
represents the terrain. The users can choose from a variety of
different simulations that highlight either the height, slope,
contours, shadows, drainage or aspect of the landscape model.
The
users can alter the form of the landscape model by manipulating sand
while seeing the resultant effects of computational analysis generated
and projected on the surface of the sand in-real time. This project
demonstrates an alternative form of computer interface (a Tangible User
Interface) that takes advantage of our natural ability to understand
and manipulate physical forms while harnessing the power of
computational simulation.
The system works by capturing the
surface geometry of the sand model. The model is lit from underneath
with a powerful source of infra-red (invisible) light. A monochrome
infra-red camera mounted above the model records the intensity of light
passing through the model. From the image of the sand model captured by
the infra-red camera it is possible to determine the surface geometry
of the model. This image is then used as the input to a variety of
image analyses functions that are used to calculate the height, slope,
contours, shadows, drainage and aspect of the model. This analysis is
projected back onto the surface of the sand.
History of origins
"SandScape"
was developed in the summer of 2002 in the Tangible Media Group at the
MIT Media Lab. It was based on the approach of a number of previous
research projects including the "Urban Planning Workbench", "CADcast",
and most significantly "Illuminating Clay".
The "Urban Planning
Workbench" (Underkoffler and Ishii, published CHI 99) took a similar
approach in using physical objects as the primary means of interacting
with computational simulations of the urban landscape. However, this
approach was limited by not allowing changes in the form of physical
objects to be detected by the system.
The concept of "CADcast"
was developed (Piper and Ishii, 01, unpublished) in order to allow
changes in physical form to be detected but it was not until a laser
scanner was used in "Illuminating Clay" (Piper, Ratti and Ishii,
published CHI 02) that this approach led to a working interface.
"Illuminating
Clay" allows the physical geometry of any form to be captured for the
purposes of analysis. However at around $45,000 the laser scanner
proved to be too expensive for the purposes of duplication so the
alternative and cheaper technology of back lit infra-red was developed
for "SandScape".
Concept
The aim of "SandScape" is to combine the power of computational simulation with the tangible immediacy of physical models. "SandScape" integrates many of the advantages of physical and digital representation.
The
physical sand model conveys spatial relationships in the landscape and
makes use of the designer's inherent abilities to create and manipulate
forms by hand. This approach allows users to quickly create and
understand highly complex topographies that would be time consuming and
require an inappropriate degree of precision if produced using
conventional CAD tools.
The projected graphics give the user a
real-time insight into how geometric changes in the landscape influence
complex systems such as drainage, sun lighting and slope conditions.
While other projects have taken a similar approach in combining
physical and digital representation, "SandScape" offers a new
contribution by using the surface geometry of the model itself to act
as the input and output juncture.
Computational Materiality
A
landscape designer has an intuitive understanding of earth, water,
wind, sunlight and other natural systems that is built up over a
lifetime of experience interacting with the physical world. However,
assumptions that are made about the behavior of a particular element
are based on interactions that occur on a human experiential scale. It
remains extremely difficult to intuitively predict the behavior of the
same elements at the scale of the landscape.
It is far more
effective to represent these non-human scales systems mathematically
and to apply analysys functions to these mathematical models. These
functions are generally controlled through a set of given variables
that can be adjusted in numerical terms. While this approach has the
benefits of accuracy and quantitative control, it does limit the value
of mathematicall models in the process of design.
"SandScape"
supports an intuitive interaction with mathematically modeled elements
of the landscape by allowing the designer to observe the results of a
direct manipulation on physical landscape models. Through a material
experience of mathematical models that react in real-time to tangible
manipulation, the user can build up an intuitive understanding of
non-human scale systems that are impossible to experience in the
physical world.
Social Interaction
Owing to the
scale of operation landscape design requires the collaboration of a
great number of experts. These include specialists in earth
engineering, water management, agrarian management, land economy, legal
policy and transport infrastructure to name just a few. "SandScape"
provides a platform for collaboration centered on the table workspace.
Numerous form of representation can be combined in a single design
environment offering the potential for greater cohesion between the
large numbers of specialists working on a given landscape design
problem.
In addition "SandScape" offers a means for non-experts
to have meaningful role in the design process. Landscape interventions
inevitably affect large numbers of people living perhaps on or near a
particular site. Owing to the simplicity and immediacy of the physical
landscape models used in "SandScape", non-experts can directly
collaborate with landscape designers in community based participatory
planning exercises.
The Contemporary Workplace
The
computer has been widely adopted as design aid in practically every
area of physical design. The forces that have led to this widespread
adoption are as related to the advantages of ‘being digital’ as they
are to the disadvantages of not ‘being digital’. If physical designers
do not follow their competitors in adopting the latest technologies
then they are likely to be replaced by those that do. This is
regardless of the quality of design or the wishes of individual
designers, since market-forces, efficiencies and economic saving are
currently the main proponents of technological development.
It
is now common for the contemporary designer to spend almost the entire
productive day operating a computer via a screen, keyboard and mouse.
While this has led to increased efficiency and production in the short
term, over a longer period it is clear that computer-aided design has
simply raised the level of expectation to the point where designers
must now work, faster, harder and more efficiently than ever before.
The physical effects on the body, not to mention the less quantifiable
effects on the mind are unnerving.
The rate of change in the
work environment is related to the rate of change of technology, which
has been shown to be exponential. Today much of the western workforce
operates in an environment that is in complete contrast to the
environment in which humans biologically evolved. The role of the body
in allowing people to move through and manipulate the physical world is
being superceded by technologies that allow portions of society to
exist merely through the manipulation of information.
While
this has brought many quantifiable riches to society it has reduced the
experiential quality of daily practice. "SandScape" is a step towards
the goal of designing computer interfaces around more qualitative
criteria by reinvesting the richness of the physical world into the
computer interface. It aims to address the specific requirements of one
user group - landscape designers - by increasing productivity and
efficiency while still meeting the wider aim of providing a tool that
is designed around the needs of its human users and provides a level of
satisfaction in its use.
Additional Analysis Functions
"SandScape"
demonstrates just a few landscape analysis functions that are publicly
available. This particular set was chosen to demonstrate the potential
of "SandScape" as a method for real-time interaction with computational
analysis and as such we have used greatly simplified functions.
Analyses
such as Local Drain Direction are highly inaccurate and at present are
only useful as a rough visualization of how water might flow through a
landscape. A future system architecture, incorporating a faster
analysis process, would allow a greater degree of precision and more
complex functions for simulating more challenging systems such as tidal
flow, erosion or deforestation patterns. Research into the
visualization of human activity in the landscape could also be
incorporated.
Other Application Domains
"SandScape"
was built in response to the needs of the landscape designer to project
dynamic topography based simulations onto the surface of physical
models. However, there are three significant ways in which the system
could be refined to open up possibilities for other applications.
First,
the current analysis functions only use the geometry of the physical
landscape model as an input yet there is a vast array of information
relating to the material of the landscape itself. It may be possible in
the future to input values for these material qualities such as the
water absorbency of different rock types, the known depth of water
tables or even the influence of man made artifacts that can have
significant impact on landscape systems.
Second, it would be
possible to produce a hybrid system that used some form of tagging to
describe object properties to different forms in the landscape. The
current system makes no distinction between the landscape terrain and
any object that is placed into it. There would be many advantages of
combining the continuous, laser scanning based interface with the power
of discreet object based recognition. For example a 'school' or
'factory' object could be associated with a particular level of energy
consumption or a 'forest' object could exhibit properties that affected
water tables, soil chemistry and other simulated factors.
Finally,
an interface could be developed for the exploration of digitally
represented volumes. Users could operate within an environment similar
to "SandScape" in order to explore 3-dimensional representations of
geological surveys, complex industrial design elements or the human
anatomy.
By tackling the problems of how to represent
materials, objects and volumes with in the "SandScape", the system
could be extended to provide a far greater range of potential uses.
Details on the artists/the institution
Ben Piper
Ben
Piper gained his MA in architecture at the University of Cambridge and
recently completed his MSc at the Massachusetts Institute of
Technology. He has been involved in a number of design and interactive
projects and is currently working as an architectural consultant in
Turin.
Carlo Ratti
An architect and civil
engineer by education, Dr. Carlo Carlo Ratti graduated from the Ecole
Nationale des Ponts et Chaussees in Paris and the University of
Cambridge. Having completed a post-doc at MIT, he has recently started
his architectural practice in Turin.
Assaf Biderman
Assaf
Biderman is currently an undergradute at the Massachusetts Institute of
Technology. He has been a sound engineer for a number of largescale
public performances and is currently involved in a number of interior
design projects in the Boston area.
Yao Wang
Yao
Wang has studied architecture at the Massachusetts Institute of
Technology and received M.S. degree in 2002. He continues his research
on tangible user interface for landscape design in the Department of
Urban Studies and Planning at MIT.
The Tangible Media Group
The
Tangible Media Group is concerned with the development of human
computer interfaces that take full advantage of our natural ability to
understand and manipulate physical objects. The group has been
responsible for the development of over forty interface prototypes and
has published widely with in the HCI community.
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