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.
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was developed [Piper and Ishii, 01, unpublished] in order to allow changes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.
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.
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.
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 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.
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.
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.
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