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02.10

Quack, Quack?

By Donald Christiansen

“If it walks like a duck and quacks like a duck, it must be a duck.” So goes the popular paraphrase of the classic quotation attributed to John Whitcomb Riley.

Wait a minute. What was very likely true in days of yore is no longer the case in the oxymoronic world of virtual reality. Consider the incident related by MIT professor Sherry Turkle of sailing on the Mediterranean when her daughter was eight. Spotting a sea creature the youngster excitedly remarked “Look, Mommy, a jellyfish! It’s so realistic!” Her standard of comparison, of course, was the many aquatic creatures she had seen on the computer screen. The real world had become secondary to its simulation.

In her book Simulation and Its Discontents, Turkle goes on to describe situations in which simulation might beguile but mislead—particularly in the case of architects and design engineers.

Architectural students in the 1980s were encouraged to rely on “defaults,” predrawn architectural elements that avoided the need to design from scratch. Even today some veteran professors and senior architects feel the overuse of defaults discourages individual ingenuity and subverts creativity. The process of moving ideas from the designer’s brain to the hand (creating architectural sketches and detailed renderings) and then to the physical model has been disrupted. Today the pencil has pretty much disappeared as an important tool of the architect.

Some experienced designers decry the black-boxing of analytic and design elements in computer programs. Such “cook-book” techniques, they say, mask problems and challenges that the designer might otherwise confront and overcome with ingenious new solutions.

Today’s sophisticated simulation techniques can emulate reality in such extreme detail as to sometimes seem more “real” than that encountered in nature. Such a “hyperreal” simulated design might not work in practice. Architectural critics have noted that some buildings conceived in this way should not have been built.

Academic Simulation                                                       

In many university laboratories, hands-on experiments have been phased out in favor of simulated experiments. Chemistry students at MIT in the 1980s were divided on the values of simulated vs “wet” experiments. Simulations are less odoriferous, and several students explained why they preferred the simulated experiments. Simulation enabled them to see things “actually happen,” they said. Of course it does not. A more accurate statement would have been that simulation helped them better understand what actually happens. It does so rapidly, smoothly, and without the chance of experimental error.

Not all physics professors are as enamored of simulated demonstrations, feeling that the very notion of physics demands direct experience with physical things, including the intimate knowledge of laboratory equipment and instrumentation.

In the 1980s, thought by some to represent simulation’s dark ages, professors often identified “simulation free” zones. Civil engineering faculty warned of the dangers of trusting computer programs for structural analyses. Others cited the dangers of computer pedagogy that overlook the factors of estimation, scale, and error.

Engineers and Simulation

While the foundations of civil and mechanical engineering were based on physical structures and their graphic depiction, electrical and computer engineers have always been much more comfortable with abstractions—for example the machinations of the invisible and often elusive electron. I recall an incident when, in an undergraduate circuit-design class, as a few of us were attempting to understand the underlying physics of a particular circuit action, one of the top students said “I never worry about that. If it checks out mathematically, I’m satisfied.” Historically, EEs could readily embrace the capacitor, the vacuum tube, the transistor, and ultimately the computer chip as building blocks, and thus the evolution from breadboard to CAD was accepted as a natural progression. The identification of simulation-free zones may never have existed for us as it did for other design disciplines.

Even so, some of the concerns relating to design by simulation may be worthy of our attention. Professor Turkle observes that simulation produces paradoxical effects. It offers the possibility of multiple design iterations, yet in practice it often turns out that “the first idea wants to be the last idea.” This is particularly true in architecture. There is also a difference between design logic and computer logic, an MIT student noted in 2005, stating that the codification instinct intrinsic to computer logic inhibited his creative (design) thinking.

Contemporary scientists and engineers have few reservations about the advantages of simulation, its shortcomings notwithstanding. Four distinct areas that benefit from simulation are design, operations, research, and entertainment. In the realm of design, simulation is based on the known physical world and thus can be exploited with great confidence. Code can be written that accurately reflects established design techniques, avoids re-invention, saves time, and cuts costs. The same advantages apply to operational simulation. Flight trainers are a well-known example. In another, the U.S. Navy is developing an LCS (Littoral Combat Ship) training simulation, so that the actual ship can be actively deployed while replacement crews are trained ashore, saving fuel, reducing transit time to operational locations, and more efficiently deploying new crew members. In this latter example, however, one retired Navy captain cautions that an important “socialization factor” cannot occur until the new crew is actually aboard the ship and working together.

In the case of the Apollo lunar landing, the astronauts had undergone training in a months-long series of simulated failures prior to liftoff. During the actual landing process, contact with the ground was intermittent, requiring astronaut Buzz Aldrin to make manual adjustments to the automatic antenna control system. In the course of receiving limited information on Aldrin’s actions, one ground controller could not resist remarking “This is just like a simulation!”

The area of simulation in which much development is still needed is that of exploratory science. In the life sciences, simulated structures are themselves experimental models, not to be trusted except as steps toward the better understanding of reality. Therefore young investigators (and sometimes even more experienced ones) must be reminded of this, or they begin to believe that screen objects are real. They are abetted in this misplaced confidence because they can so readily manipulate the structures, and they are no longer familiar with the shortcomings of the underlying code.

In the entertainment field, on the other hand, the ability to misrepresent the real is widely exploited, but I will leave that for another time. Meanwhile, it seems safe to conclude that avatars, sociable robots, hyperreal jellyfish, and quacking but featherless ducks are with us to stay.

Resources

Turkle, S., Simulation and Its Discontents, MIT Press, 2009.

Baudrillard, J., and J. Nouvel, The Singular Objects of Architecture (trans. R. Bonanno), University of Minnesota Press, 2009.

Baudrillard, J., Simulacra and Simulations (trans. S. F. Glaser), University of Michigan Press, 1994.

Erwin, S. I., “Sailors Move From Classrooms to Shipboard Simulators,” National Defense, December 2004.

Ludwick, P.M., “New LCS Training Process Allows Crew Members to Man Ship Anytime, Anywhere,” 2006 (U.S. Navy Official Website).

Mindell, D., Digital Apollo: Human and Machine in Spaceflight, MIT Press, 2008.

Pine, A., "Simulation: The (Almost ) Real Thing," Proceedings U.S. Naval Institute, Dec. 2009.

Holmes, N., "The Varieties of Reality," Computer (IEEE), Jan. 2010.

 

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Donald Christiansen is the former editor and publisher of IEEE Spectrum and an independent publishing consultant. He is a Fellow of the IEEE. He can be reached at donchristiansen@ieee.org.


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