CHI 2018
Tangible Landscape: A Hands-on Method for Teaching Terrain Analysis
Garrett C. Millar, Payam Tabrizian, Anna Petrasova, Vaclav Petras, Brendan Harmon, Helena Mitasova, Ross K. Meentemeyer
Good morning everyone, and thank you for coming to my talk. I'll be presenting new ways to teach about landscape form and landscape processes using tangible geospatial user interfaces.
Embodied Interaction
Embodied cognition: a link between perception & action
Feeling, action, & thought are functionally integral to cognition
So why use tangible user interfaces to teach landscape form and processes?. Well, lets briefly discuss the theory that motivates the research to follow.
The notion of Embodied Cognition states that human cognition is shaped by
aspects of the entire body. This means feeling,
action, & thought are all functionally integral to cognition.
And Embodied interaction is when people interact both mentally & physically
with technology. So, the way someone interacts with technology can influence
how that system is perceived, processed, & understood.
Now that we know this, lets talk about spatial education, and why exactly
embodied interaction is of interest.
Spatial Education
Spatially-focused curricula = improved student success
Difficult for students to visualize complex landscape processes
Limits students’ success in geoscience classrooms
Why is this?
Recently, spatial education curricula have more frequently been incorporating
spatial thinking techniques to improve students’ problem-solving skills.
However, students still have difficulty with visualizing spatial relations
such as object shapes, relative locations, and how these change over time.
Coming from a cognitive scientist standpoint, we asked why exactly this may
be.
We propose that the difficulty students have when it comes to visualizing
spatial relations is from traditional teaching methods' misuse of 2D materials
(such as computers) to teach about complex 3D spatial concepts.
Teaching Methods for Terrain Analysis:
in-situ surveying
drawing contour maps
building physical models
Before we get into the misuse of 2D teaching materials, here are a few typical methods used to teach Terrain analysis: On-site Surveying, Drawing of Contour Maps, &
Building Physical Models.
However, only some directly teach students how to translate between 2D and 3D space.
Graphical User Interfaces (GUIs)
Inflexible in use, and inadequate for users to perceive & process spatial information
Limit ways geospatial data can be represented
Solution?
Spatial analyses are also typically carried out with computers, or Grahical
User Interfaces.
However, GUIs limit a users input to mouse & keyboards, and feedback to 2D
graphics
This means GUIs are inadequate for students to visualize & process complex
landscape processes and do NOT allow students to naturally associate spatial
data with 3D space.
Tangible User Interfaces (TUIs)
Offer more natural & intuitive mode of interaction
Allow users to cognitively grasp & physically manipulate 3D
data
Connect intention, thought, action, & feedback
Help students better explore, model, visualize, & think about
complex landscape processes
One solution may be Tangible User Interfaces, as they have been shown to
enhance spatial ability by affording embodied interaction & improving
perception through visual and haptic feedback.
TUIs are systems which allow users to interact with digital information
through user-performed physical (i.e., hands-on) input.
This more natural mode of interaction can allow students to associate 2D
field, map, and GIS data simultaneously with
complex, 3D landscape structures
Therefore, it is proposed that TUIs should help students better explore,
model, visualize, and learn about complex landscape processes.
Tangible Landscape:
A tangible user interface powered by open source GIS
One example of Tangible User Interfaces is Tangible Landscape, a system developed by my colleagues at the Center for Geospatial Analytics, at NC State University.
Tangible Landscape: Design & Concept
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With Tangible Landscape you can hold a GIS in your hands - feeling the shape of the earth, sculpting its topography, and directing the flow of water.
Tangible Landscape uses a physical representation of a landscape which
students can make changes to.
As students change the physical model, the changes are 3D scanned by the Kinect
sensor, georeferenced, and imported
into GRASS GIS.
GRASS uses this information to compute and update any kind of geospatial
analysis, model, and simulation.
The results of these analyses are then projected back onto the physical model
as feedback so students can see how their physical changes affect a
landscape's form and its simulated processes, ALL in REAL-TIME.
BECAUSE OF THIS: TL provides a much broader range of teaching opportunities
than other technologies.
Interactions
Students can physically interact with digital models and simulations by:
sculpting surfaces (hands)
carving surfaces (knife)
placing waypoints (markers)
drawing walking routes (laser)
establishing viewpoints (marker)
planting vegetation (felt)
Tangible Landscape is also unique in that it allows students to interact with a
landscape in many different ways such as building physical models with their hands or a wooden knife or even placing wooden markers as waypoints to design hiking routes.
These various modes of interaction enable students to immediately see how they
are changing terrain properties like contours, hillslope steepness, or water
flow.
Tangible Lessons
Water flow: flowpath, channeling, & ponding
Landforms: required participants to build & identify landforms
Cut & fill: participants changes landscapes based on provided contours
Using Tangible Landscape, we developed 3 tangible teaching lessons to teach
the concepts of hydrology (water flow), geomorphology (referenced to as Landforms), and grading (or, Earthwork / Cut & fill).
Water Flow
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Flowpath
(r.drain)
The first lesson is Water Flow, or Hydrology. It is split into 3 parts... or
"sub-tasks"
The first sub-task is FLOWPATH, where students have to find the highest source
point from which water will flow into the target point in the landscape.
Water Flow
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Channeling
(r.sim.water)
Second is CHANNELING, where students must modify the terrain surface to make
water flow from the given source point to the given target point.
Water Flow
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Ponding
(r.fill.dir)
And the last is PONDING, which requires students to build a damn on a stream
to impound the maximum volume of water.
Landforms
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(r.geomorphon)
The second Tangible Lesson is Landforms, which also contains 3 sub-tasks...
simple, compound, & complex landforms.
Each sub-task requires students to create and identify given landforms,
completed in 3 rounds of increasing difficulty, from simple, to compound, to
complex landforms.
SIMPLE: 1 depression (round 1); 1 ridge (round 2); & 1 valley (round 3)
COMPUND: 2 ridges & 1 valley (round 1); 1 peak, 1 valley, & 1 depression (round 2); 2 valleys & 1 depression (round 3)
COMPLEX: 3 ridges & 3 valleys (round 1); 3 peaks, 2 depression, & 2 ridges (round 2); 1 footslope & 1 spur (round 3)
Cut & Fill
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Basic
The third is Cut & Fill, or Grading, where students must try to change landscapes to match a desired elevation based on provided feedback.
This is made up of two parts, BASIC & ADVANCED.
With BASIC, students are provided with blue & red colors, with blue signifying where sand should be added, and red to signify where sand should be cut.
Cut & Fill
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Advanced
And in ADVANCED, students must match the desired elevation using only contour lines & grapical feedback (bar graph).
Pilot Study:
Teaching Landscape Form & Processes
Now, lets go through the actual research we conducted with Tangible Landscape.
Research Objectives
Test the effectiveness of a hands-on method for teaching spatial concepts
using Tangible Landscape by:
testing students’ acquisition & transfer of knowledge
examining students’ ratings of the system’s usability & user
experience
In efforts to test the effectiveness of using a TUI to teach spatial concepts (specifically Terrain Analysis),
these lessons (that were just shown) were used in a pilot study, where graduate Landscape
Architecture students were tested before & after each tangible lesson in order
to examine any increases in spatial learning.
Ratings of Tangible Landscape's usability were also collected.
Procedure
Three, one-week sessions
Contained tangible lessons for teaching fundamentals of grading,
geomorphology, & hydrology
Session format:
paper-based pretest
introduction explaining the lesson content
tangible lessons
paper-based posttest
So, the pilot study was carried out over three, 1-week sessions, each containing their own tangible lesson.
The sessions all followed the same format in that they began with testing the
students' knowledge of the to-be-taught concept, the lesson content was
introduced, students then completed the tangible lesson using Tangible
Landscape, and were finally tested again with a posttest to measure any
potential increases in spatial learning.
Participants
16 graduate students from a Landform, Grading, & Site Systems course
Age ranges:
18-24 (N = 10)
25-34 (N = 5)
35-44 (N = 1)
Voluntary participation during class time
Divided into pairs based on preference
The participants were 16 graduate students from a Landform,
Grading, & Site Systems course, who worked in pairs for the entire 3-week study.
Interaction, feedback, & example solutions
This graphic shows the type of interaction for each lesson, the feedback given to students, and the final solution for them to learn the correct answer (whether or not the task was completed correctly).
Looking at the first column on the left (showing the Drain Task from the Water Flow lesson), you can see the student placing the marker to denote the highest point from which water will flow into the target point,
the feedback presented to represent where the water would flow
and the solution showing the correct placement of the marker.
Materials & Scoring
Topographic Map Assessment (TMA)
Tangible Lesson Assessments
User Experience Survey
So to assess 3D spatial learning using TUIs, we used the following evaluation methods: the Topographic Map Assessment, 2 Tangible Lesson Assessments, and a User Experience Survey. And I will describe each in detail....
Topographic Map Assessment (TMA)
(Newcombe et al., 2015)
Pretest
Tangible Lesson
Posttest
Assessed students’ acquisition & transfer of spatial skills
So, to measure students' overall acquisition & transfer of spatial skills, we
administered the Topographical Map Assessment (developed by Newcombe &
colleagues) in the 1st session & 2 weeks after the last session
Overall, the TMA contains 3 types of topographic map test items:
(1) elevation items–require an understanding of how elevation is represented through contour lines;
(2) shape items–comprehension of 3D shapes within the represented terrain;
(3) shape and elevation items–contain both the aforementioned constructs.
Spatial Skills: understanding how elevation is encoded on topographic maps & how 3D terrain shape is represented on maps)
Tangible Lesson Assessments
Landforms Assessment
Pretest
Tangible Lesson
Posttest
Measured student’s knowledge specific to content in the landforms tangible lesson
Two Tangible Lesson Assessments were also administered, before & after each
tangible lesson.
These were developed by us, and more specifically measured
what students learned during each lesson.
Landforms assessment: had to identify & write the landform type (out of 5
types total) inside the boundary of a contour map of a mountainous area
Tangible Lesson Assessments
Cut & Fill Assessment
Pretest
Tangible Lesson
Posttest
Measured student’s knowledge specific to content in the cut & fill tangible lesson
Cut & fill assessment: had to highlight areas in the contour map that had
undergone cut & fill operationsand use 3D views & profiles to complete the
contour lines inside a demarcated blank region on the contour map.
User Experience Survey
(Ras et al., 2012)
Examined how students perceived and interacted with Tangible Landscape, & how they collaborated to solve a problem
Constructs:
Performance expectancy
Pragmatic quality:
physical objects (wooden carving tools, physical landscape model)
visual objects (projection, digital feedback)
Effort expectancy
User experience
Lastly, to examine how useful students found Tangible Landscape to be for
completing Terrain Analysis tasks, a User Experience Survey was given at the
end of the study.
The main constructs assessed with the survey were:
(1) Performance Expectancy: which refers to the degree a user thinks using a system will help them perform well on a task;
(2) Pragmatic Quality: Practicality of a system's use, in this case we refer to the physical objects (wooden carving tools, physical landscape model) and visual objects (projection, digital feedback) used during interaction.
(3) Effort Expectancy: known as a system’s perceived ease of use
(4) User Experience: focuses on overall satisfaction, comfort, and perceptions of the system’s effectiveness
Results
Knowledge Building: Tangible Lessons
Individual Scores
Mean Scores
Here we see the results from comparing students' pre- and post-test scores on
the Landforms & Cut-Fill Lesson Assessments.
On the left, is the distribution of participants' individual scores (out of
100%), and on the right is the overall mean scores.
After running paired t-tests for each lesson analysis, no significant
differences for the Landforms Assessment were shown,
HOWEVER, the analysis did
reveal significant differences for the Cut & Fill Assessment, which means
participants scored significantly higher on the Cut & Fill assessment after
completing the Cut & Fill tangible lesson.
Cut & Fill: (t(2.73), p = .016).
Pre (M = 53.25, SD = 19.27))
Post (M = 59.97, SD = 16.14))
Results
Knowledge Building: TMA
Individual Scores
Mean Scores
For the Topographical Map Assessment, analyses revealed no significant
differences in scored between Pre & Post.
(t(-0.66), p = .521).
Analyses split by TMA question type showed no significant differences
in response accuracy across multiple levels of geographic understanding.
Results
User Experience
All items rated above the neutral value of 4 (out of 7)
Most advantageous aspects of Tangible Landscape?
ability to explore various solutions for the given problems (e.g., water flow, landforms, cut and fill)
physical objects allowed students to change parameters (e.g., location of solution points) very quickly
projected visual feedback helped them better understand the effects of changing those parameters
For the User Experience Survey, it was shown that students rated all of the items above the neutral value of 4 (out of 7); meaning students rated the entire system positively.
Looking at the highest rated items from the survey, we identified Tangible Landscape's most advantageous aspects, which were:
READ SLIDE
Conclusion
Preliminary evidence for Tangible Landscape supporting improved user experience and marginal, task-specific
knowledge building
Knowledge building:
Ability to directly feel, grasp, and manipulate the various tangible materials
User Experience:
Students can try, see and feel, and directly experience multiple variations of a given solution
Our findings showed that participants performed significantly
better on the Cut & Fill (earth moving) assessment after having completed the analogous task with Tangible Landscape.
This can be explained by the ability to directly feel, grasp,
and manipulate the various tangible materials as well as the projected visual feedback which helped them better understand the effects of their changes.
Also, results from the User Experience Survey highlight how Tangible Landscape allows users to try, see & feel, and directly experience multiple variations
of a given solution.
Specifically, action is reversible with Tangible Landscape, and this encourages users to explore without risk of consequence.
Authors
Garrett C. Millar
PhD Student Geospatial Analytics
Payam Tabrizian
PhD Student College of Design
Anna Petrasova
Postdoctoral Scholar Center for Geospatial Analytics
Vaclav Petras
PhD Candidate Geospatial Analytics
Brendan Harmon
Assistant Professor Landscape Architecture Louisiana State University
Helena Mitasova
Associate Director of Geovisualization Center for Geospatial Analytics
Ross K. Meentemeyer
Director Center for Geospatial Analytics
I would like to thank my co-authors for their extraordinary contributions to this research, as it would not be possible without them.
Acknowledgments
We would like to thank Carla Delcambre of the Landscape Architecture department at North Carolina State University for working with us to implement this study in her course. We also thank the Landscape Architecture graduate students for participating in the study.
Open Source
Resources
Questions?
Thank you!
And with that, I thank you all. While I take any questions you may have, a recent development for TL will be shown in the background: it is the coupling of the physical landscape model with a Virtual Reality viewport. Here you see two users designing a park by first shaping the landscape and then placing colored felt pieces to represent different types of vegetation, placing wood markers to design walking paths, and establishing viewpoints to see what their designed park would look like from the 1st person POV.