Evolving Sandscapes:

Emergent Traces of Being through Digital Spaces and Tangible Elements

Chris Dodge and Nitin Sawhney

MIT Media Lab
E15-344, 20 Ames Street
Cambridge, MA 02139 USA
{cdodge, nitin}@media.mit.edu

Installation Proposal for ISEA '97

Thematic Background

Our environment is constantly evolving and shifting at both micro and macro scales. The geological motions of the earth, the carving of canyons by a patient flow of water, the shifts of economic wealth, take place over time-scales too long for us to observe. The world is in constant motion and we remain subjective participants at a localized scale, unable to observe these processes from an objective distance. We can only perceive the results of such processes, not the inner workings. Conversely in our digital environment today, the rapid changes in the network activity, shifts of digital bits across continents, and the growth in electronic data, are not easily perceived. The dynamics of the digital community remains even more mystical then the shifts in the physical environment. We propose an abstract and aesthetic integration of electronic activity in digital spaces with tangible elements in physical environments.

By utilizing a natural landscape, we wish to form a computational metaphor that we term “sandscapes.” In such an interactive environment, spatio-temporal forces are applied to the malleable and persistent medium of sand. This creates a naturalistic interface that enables the communication of emergent behaviors. The surface of sand permits a four-dimensional display of information over space and time. The resulting sandscape is a dynamic sculpture that encodes abstract expression through its shape, form, and texture. The microcosm of the human body embodies the elements of matter, air, light and water. As multiple users affect the macrocosm of the sandscape through digital and physical forces (air, water and light) over time, their “traces of being” emerge through the tensions manifested by their distributed group activity.

Installation

The sandscape is embodied by a large physical environment and distributed digital interfaces. The interplay between participants interacting with elements in each space creates a tension represented as physical displacements and electronic intrusions. The physical space of the sandscape is coupled with remote digital portals, providing a symbolic unity between the actions of participants as abstract tangible forces.

The Physical Environment

The physical environment is a miniature sandscape formed by sand-dunes, shorelines, and water-bodies. The sandscape is in constant motion via changes in wind, water, sand and projected lighting. In this environment, sandscapes are formed as the tangible result of air or water interacting with sand. The wind and sea act as global and patterned forces that form large structures in sand, such as the soft shorelines, dunes, and valleys. The dynamics of the light projected on the sand casts shadows and indicates temporal variations in the environment.

Figure 1: An overview of the physical layout of the sandscape installation

The physical sandscape consists of regions that act as both tactile input mechanisms and display surfaces. The environment is structured as a peninsula in a 3x4' rectangular space. It is surrounded by water on most of the 3 sides and a sand-shore on the outer edge of the peninsula. This arrangement entices and constrains the physical participants to interact with the sand and water in the outer edges of the peninsula. The body of water can also be physically manipulated by the hands of a participant, as well as remotely by a wave-generator. Participants can stroke their fingers through the sand on the shoreline, creating patterns and leaving traces of their thoughts, their presence. Beyond the shoreline, past pebbles and rocks, a landscape of dunes will be manipulated by digitally patterned forces of wind and movement of the earth. Here remote interaction will influence subtle changes in the dunes via fan-blowers installed around the sandscape and pneumatic forces (air-controlled balloons) under the sand. A mechanical arm moving in the x-y plane will be used to create directed patterns on the sand, acting as a digital sand plotter. Focused lights projected on the sand will illuminate aspects of the environment and provide a sense of passage of time. In addition specific video projections will be used to create abstract patterns or shadows in the sand dunes, complementing the granular texture of the sand.

Figure 2: A cross-sectional view of the sandscape installation

The Digital Space

The tangible forms of the physical sandscape are integrated with the immaterial presence of remote users. A network of electronic terminals will allow distributed individuals to sense and affect the natural elements of air, water, light and sand. Different Java-based applets (Client Elements) running on remote machines will be used to represent each element in the physical environment. Each individual may login with a different role influencing and shaping one of the elements. The remote participants will have abstract experiences of the environment based on their thematic control, i.e. minimalist visual and sonic representations of one of the natural elements of air, water, light and wind. Hence, an element such as water will be depicted by overlapping and electronically textured waves with floating sounds. Abstract controls in the applet will permit subtle changes in the speed and direction of the waves in the physical environment. The waves of water would gradually shape the form and surface of the sandy shoreline. In addition, changes in each element as well as physical interactions in the sandscape will impact the state of other elements. Water would have a different impact on the sand if the forces of wind are stronger. These dynamic tensions between the natural and digital elements will be conveyed in the electronic representations for remote participants. Tiny microphones embedded in various places in and around the sandscape would amplify the subtle sounds of movements in the environment to large speakers in the space as well as transmit them over the network.

A central Java-based Environment Control Server (ECS) will coordinate the activities of each Java client and pass digital interactions to the mechanical devices in the physical space as well as physical representations of changes to the networked Java clients. Individuals logged in as "observers" will be able to view the overall dynamic patterns in the sandscape (via live images) and the actions of the physical and remote participants.

Overall the interaction of live human and remote digital participants would create a shared abstract representation of memories and experiences on the sandscape. This will be coupled with live data from the Internet (weather, data traffic etc.) to provide a sense of dynamism in the sandscape, over time, via emergent patterns. The theme of remote and physical participants interacting together via granular shifts in sand and digital bits provides a compelling means of supporting an abstract community activity.

Required Equipment

Artists Biography

Chris Dodge - Born Jan. 15th, 1969 in Maine, U.S.A. Graduated with honors from New York University, 1991, B.A. Film/Video, Music Composition, and Computer Science. 1991-1993 Digital Signal Processing Software Developer, Ariel Corp., 1994 - 1995 Artist-in-Resident at Zentrum fŸr Kunst und Medientechnologie (ZKM), Karlsruhe, Germany, 1995 - 1997 M.S. Graduate student and Media Art and Technology researcher, Media Lab, M.I.T. Creative and technical collaborator for the Brain Opera: a world-wide touring electronic operatic performance with an interactive lobby experience, created by Tod Machover of the Media Laboratory, 1996/1997. Interactive computer vision researcher, Mitsubishi Electric Research Laboratories (MERL), Summer 1996.

Nitin Sawhney completed an M.S. in Information Design and Technology in the school of Literature, Communication and Culture, at Georgia Tech. He worked on hypermedia, mobile computing, experimental video and interactive sound. Nitin recently presented a paper, "HyperCafe: Narrative and Aesthetic Properties of Hypervideo" which received the first Doug Engelbart best paper award at Hypertext ‘96. His work has also been showcased at MILIA’97 in Cannes, France. He has worked with the GVU Lab at Georgia Tech and the Fuji-Xerox Research Labs in Palo Alto. Nitin is currently a graduate student in the Media Arts and Sciences program at the MIT Media Laboratory. His research interests include audio environments, tangible media, spatial and temporal media aesthetics, and audio-based wearable computing.