Attractions and Repulsions
A Gravity-based Animated Microworld
for Exploration of Dynamical Systems
Jeffrey Ventrella
Visible Language Workshop
The Media Lab, MIT
December 9, 1993
This paper is about an animated exploration tool. It can be described in three ways:
1) It is a toy
2) It is a simple animated cartoon with many possible stories
3) It is a microworld for learning about motion
How is it like a toy?
Well, what makes it NOT like a toy in the traditional sense is that it runs on a Silicon Graphics
IRIS workstation - the kind that can cost as much as a small house. What makes it LIKE a toy is that
it is fun to play with.
How is it like an animated cartoon?
It features a set of characters (three
shapes and a deformable box, analogous to a room) which move around and interact in a variety of
ways, giving rise to a number of scenarios. These shapes are easily personified due to the nature
of their motions. Names can be attached to the shapes to "customize" them to represent personal
friends and foes (or even abstract concepts which relate to one another).
How is it a microworld?
First, what is a microworld? A microworld is a tool with which one can learn about some aspect of
the world and also about him or herself. An effective microworld encourages exploration, manipulation,
and some degree of designing. Microworlds can model scenes from the real world in simple form -
like animals, people, things - or they can even model collections of ideas, which can be
manipulated and explored. In any case, a microworld is a tool which lets one enter into a place -
visual or cyber - and to learn things in a bricolage fashion.
The microworld I am describing was
designed so as to motivate one to step in, to explore, play, and learn about motion styles and the
way physical bodies can interact. This motivation is through a syntonic relation to the characters -
they seem to exhibit a psychology all their own, and a way of moving around reminiscent of our own
(even though the components of their behaviors are very simple - thus they are tractable).
This brings to mind Braitenberg's "Vehicles" [Braitenberg], simple robots with wheels which, through
primitive sensors and actuators, can exhibit psychological states. Braitenberg calls this
phenomenon, "synthetic psychology".
Creatures of Habit
This microworld can be compared to the
"Creatures of Habit" [Pea], (also influenced by Braitenberg), which was designed to enhance
scientific thinking in students about system dynamics. In this system, as well as the one
I have developed, triangles, squares, and circles interact according to attracting and
repelling forces in controllable ways to comprise a simple "ecosystem". This ecosystem may
have biological analogies, or references to physical laws, molecular affinities, and other
domains. Creatures of Habit is a more extensive system in that it allows the user to specify
many creatures to interact and be displayed at once. It also allows a number of different
rule-settings to be initiated, for exploration of different domains.
Origins
This
microworld was developed over a short period (about a month) and began as an exploration in
how dynamics from computer algorithms used for modeling gravity could be applied to modeling
simple psychological states and dynamics. The original version, consisting of only two shapes
(a male and female symbol) was the result of a computer bug. I had originally attempted to
show two "planets" orbiting a "sun", but with repulsions from each other. An accidental "-"
where a "+" should have been caused the two planets to chase each other around the solar
system like a pair of cartoon characters. The effect of this simple program, and this
serendipitous bug, was so amusing, and depicted so much "character", that I decided to
develop it into a microworld, where a user could tweak the "+", and "-" values. These
variables constitute the fear and desire knobs in the present system.
The Basic Scene
Here
I will describe the computer interface to the scene. The illustration below shows the
components of this microworld.
The three shapes (shown in the middle, blurred from motion) have attracting and
repelling forces between each other and also with the box (the double-lined rectangle in the middle). These forces
can be altered by adjusting the controls on the lower left of the screen. As one adjusts the
forces, one sees immediately the results on the screen. This immediate feedback enables one to
"tune" the behaviors of each shape rather quickly to develop a scenario. Sometimes these
scenarios are regular and periodic. At other times, they can be very unpredictable and complex,
and in most cases, they tend to tell "micro-stories" - little tales of interactions which tend to
repeat themselves over a short period of time.
Some stories have already been pre-designed as
force-interaction settings and initial positions of the shapes and of the room-object. These
stories (there are four) can be run by selecting one of the story buttons. This feature allows
one to observe the variety of scenarios possible with this system, and to inspire ideas for
novel settings.
Styles of Motion
Force is determined by the inverse square law - familiar
to students of the analysis and modeling of electromagnetic phenomena. For shape A's relation
to shape B, the following is done for each frame in the animation:
1) calculate the
distance between A and B
2) square it
3) take the "emotion" of shape A, and divide it
by the squared distance
4) this is used to accelerate A
Other styles of motion have not
been implemented in a systematic way so as to allow one to switch from one to the other, as in
the Creatures of Habit System. The addition of this feature would be useful in a future
version my system.
Giving Names
Any sympathy one may have for a shape is multiplied a
hundred times when that person's name appears beneath the shape. Another feature of this
system is the ability to attach names (words, numbers, etc..) to each shape, so that they can
symbolize something other than "I am a shape that likes another shape", for instance. The use
of text can be very effective for turning an otherwise bland object into an icon of a concept or
of intentionality.
Party Planner
This microworld has been compared to the Party Planner
[Dewdney], a game-like system by Richard Goldstein, in which one can explore a simple model of
social dynamics by setting up the components of a party, and letting it run. In my system,
the room-object can be used to represent a place where a shape can feel safe, a place where
it does not want to go, it can be expanded to a large proportion, or shrunk down. A shape
can be designed to exhibit ambivalence by making it desire another shape which occupies the
room, yet it is afraid to go near the room. Many varieties of scenarios, some quite amusing,
are possible with the inclusion of the room-object.
Questions and Problems
Some questions
arising from this system have to do with interface design. How, for instance, how should
the control panels (lower left of the illustration) be designed to maximize user understanding
of what can be controlled? Should the controls be consolidated into one panel? And, more
importantly, how should the panel look when more shapes are added to the scene, like fifty
or a hundred? The Visible Language Workshop is dedicated to such questions, and other design
problems of this sort. This would be explored in depth, if and when the system is developed
further.
Other questions have to do with the educational value of the system. Currently,
there is a button in the interface which opens up a window with a short explanation of the
microworld, and some suggestions for scenarios to try to generate, starting with simple ones,
and becoming more complex. This is presented as a list of "tests". Each test describes the
behavior to achieve, but not the way to achieve it. The idea is that the user of the system
is encouraged to try out settings and initial states to generate the desired behaviors. But
questions exist in terms of how effective this can be as an educational tool. Would the user
be too tempted to just play with the story buttons? These give one the option to watch the
pre-designed scenarios and may discourage one from tweaking things and designing one's own
settings Could this encourage something analogous to "channel-surfing"? Certainly,
bringing subjects in to explore the system, and reporting on their reactions and motivations
would contribute to how I would approach further development, and to develop this as a more
effective educational tool.
References
Braitenberg, V. Vehicles 1984 MIT Press,
Cambridge.
Dewdney, A. K. Computer Recreations - Diverse personalities search for social
equilibrium at a computer party. Scientific American (issue and date not available)
Pea,
Roy (New York University), Michael Eisenberg, Franklyn Turbak (MIT). Creatures of Habit - A
Computational System to Enhance and Illuminate the Development of Scientific Thinking