Beyond Mapping III

Topic 4 – Calculating Effective Distance (Further Reading)

 

Book_GeoTec

 

Map Analysis book

 

 

(Calculating Simple and Effective Proximity)

Use Cells and Rings to Calculate Simple Proximity — describes how simple proximity is calculated (May 2005)

Calculate and Compare to Find Effective Proximity — describes how effective proximity is calculated (July 2005)

Taking Distance to the Edge — discusses advance distance operations (August 2005)

 

(Deriving and Analyzing Travel-Time)

Use Travel-Time Buffers to Map Effective Proximity — discusses procedures for establishing travel-time buffers responding to street type (February 2001)

Integrate Travel-Time into Mapping Packages — describes procedures for transferring travel-time data to other maps (March 2001)

Derive and Use Hiking-Time Maps for Off-Road Travel — discusses procedures for establishing hiking-time buffers responding to off-road travel (April 2001)

Consider Slope and Scenic Beauty in Deriving Hiking Maps — describes a general procedure for weighting friction maps to reflect different objectives (May 2001)

Accumulation Surfaces Connect Bus Riders and Stops — discusses an accumulation surface analysis procedure for linking riders with bus stops (October 2002)

 

(Use of Travel-Time in Geo-Business)

Use Travel Time to Identify Competition Zones — discusses the procedure for deriving relative travel-time advantage maps (March 2002)

Maps and Curves Can Spatially Characterize Customer Loyalty — describes a technique for characterizing customer sensitivity to travel-time (April 2002)

Use Travel Time to Connect with Customers — describes techniques for optimal path and catchment analysis (June 2002)

GIS Analyzes In-Store Movement and Sales Patterns — describes a procedure using accumulation surface analysis to infer shopper movement from cash register data (February 1998)

Further Analyzing In-Store Movement and Sales Patterns — discusses how map analysis is used to investigate the relationship between shopper movement and sales (March 1998)

Continued Analysis of In-Store Movement and Sales Patterns — describes the use of temporal analysis and coincidence mapping to enhance shopping patterns (April 1998)

 

(Micro-Terrain Considerations and Techniques)

Confluence Maps Further Characterize Micro-terrain Features — describes the use of optimal path density analysis for mapping surface flows (April 2000)

Modeling Erosion and Sediment Loading — illustrates a GIS model for assessing erosion potential and sediment loading (May 2000)

Identify Valley Bottoms in Mountainous Terrain — illustrates a technique for identifying flat areas connected to streams (November 2002)

 

(Surface Flow Considerations and Techniques)

Traditional Approaches Can’t Characterize Overland Flow — describes the basic considerations in overland flow (November 2003)

Constructing Realistic Downhill Flows Proves Difficult — discusses procedures for characterizing path, sheet, horizontal and fill flows (December 2003)

Use Available Tools to Calculate Flow Time and Quantity — discusses procedures for tracking flow time and quantity (January 2004)

Migration Modeling Determines Spill Effect — describes procedures for assessing overland and channel flow impacts (February 2004)

 

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(Calculating Simple and Effective Proximity)


Use Cells and Rings to Calculate Simple Proximity

(GeoWorld, May 2005)  

(return to top of Topic)

 

Earlier discussions in Topic 4 established that proximity is measured by a series of propagating rings emanating from a starting location—splash algorithm.  Since the reference grid is a set of square grid cells, the rings are formed by concentric sets of cells.  In figure 1, the first “ring” is formed by the three cells adjoining the starting cell in the lower-right corner.  The top and side cells represent orthogonal movement while upper-left one is diagonal.  The assigned distance of the steps reflect the type of movement—orthogonal equals 1.000 and diagonal equals 1.414. 

 

As the rings progress, 1.000 and 1.414 are added to the previous accumulated distances resulting in a matrix of proximity values.  The value 7.01 in the extreme upper-left corner is derived by adding 1.414 for five successive rings (all diagonal steps).  The other two corners are derived by adding 1.000 five times (all orthogonal steps).  In these cases, the effective proximity procedure results in the same distance as calculated by the Pythagorean Theorem.

 

Topic25_2a

 

Figure 1.  Simple proximity is generated by summing a series of orthogonal and diagonal steps emanating from a starting location.

 

Reaching other locations involve combinations of orthogonal and diagonal steps.  For example, the other location in the figure uses three orthogonal and then two diagonal steps to establish an accumulated distance value of 5.828.  The Pythagorean calculation for same location is 5.385.  The difference (5.828 – 5.385= .443/5.385= 8%) is due to the relatively chunky reference grid and the restriction to grid cell movements. 

 

Grid-based proximity measurements tend to overstate true distances for off-orthogonal/diagonal locations.  However, the error becomes minimal with distance and use of smaller grids.  And the utility of the added information in a proximity surface often outweighs the lack of absolute precision of simple distance measurement. 

 

Topic25_2b

 

Figure 2.  Simple distance rings advance by summing 1.000 or 1.414 grid space movements and retaining the minimal accumulated distance of the possible paths.

 

Figure 2 shows the calculation details for the remaining rings.  For example, the larger inset on the left side of the figure shows ring 1 advancing into the second ring.  All forward movements from the cells forming the ring into their adjacent cells are considered.  Note the multiple paths that can reach individual cells.  For example, movement into the top-right corner cell can be an orthogonal step from the 1.000 cell for an accumulated distance of 2.000.  Or it can be reached by a diagonal step from the 1.414 cell for an accumulated distance of 2.828.  The smaller value is stored in compliance with the idea that distance implies “shortest.” 

 

If the spatial resolution of the analysis grid is 300m then the ground distance is 2.000 * 300m/gridCell= 600m.In a similar fashion, successive ring movements are calculated, added to the previous ring’s stored values and the smallest of the potential distance values being stored.  The distance waves rapidly propagate throughout the project area with the shortest distance to the starting location being assigned at every location. 

 

Topic25_2c

 

Figure 3.  Proximity surfaces are compared and the smallest value is retained to identify the distance to the closest starter location.

 

If more than one starting location is identified, the proximity surface for the next starter is calculated in a similar fashion.  At this stage every location in the project area has two proximity values—the current proximity value and the most recent one (figure 3).  The two surfaces are compared and the smallest value is retained for each location—distance to closest starter location.  The process is repeated until all of the starter locations representing sets of points, lines or areas have been evaluated.    

 

While the computation is overwhelming for humans, the repetitive nature of adding constants and testing for smallest values is a piece of cake for computers (millions of iterations in a few seconds).  More importantly, the procedure enables a whole new way of representing relationships in spatial context involving “effective distance” that responds to realistic differences in the characteristics and conditions of movement throughout geographic space.

 

 

Calculate and Compare to Find Effective Proximity

(GeoWorld, July 2005)  

(return to top of Topic)

 

The last couple of sections have focused on how effective distance is measured in a grid-based GIS.  Basic to this expanded view of distance is the conceptualization of the measurement process as waves radiating from a location(s) — analogous to the ripples caused by tossing a rock into a pond.  As the wave front moves through space, it first checks to see if a potential “step” is passable (absolute barrier locations are not).  If not passable, the distance is set to infinitely far away.  If passable, the wave front moves there and incurs the “cost” of such a movement identified on the Friction Map (relative barrier values of impedance).  As the wave proceeds, all possible paths are considered and the shortest distance assigned to every location in a project area (least total impedance from the starting point). 

 

Topic25_4a

 

Figure 1.  Effective proximity is generated by summing a series of steps that reflect the characteristics and conditions of moving through geographic space.

 

Figure 1 shows the effective proximity values for a small portion of the results forming the proximity surface discussed previous section.  Manual Measurement, Pythagorean Theorem and Simple Proximity all report that the geographic distance to the location in the upper-right corner is 5.071 * 300meters/gridCell= 1521 meters.  But this simple geometric measure assumes a straight-line connection that crosses extremely high impedance values, as well as absolute barrier locations—an infeasible route that results in exhaustion and possibly death for a walking crow.

 

The shortest path respecting absolute and relative barriers is shown as first sweeping to the left and then passing around the absolute barrier on the right side.  This counter-intuitive route is formed by summing the series of shortest steps at each juncture.  The first step away from the starting location is toward the lowest friction and is computed as the impedance value times the type of step for 3.00 *1.000= 3.00.  The next step is considerably more difficult at 5.00 * 1.414= 7.07 and when added to the previous step’s value yields a total effective distance of 10.07.  The process of determining the shortest step distance and adding it to the previous distance is repeated over and over to generate the final accumulated distance of the route.

 

It is important to note that the resulting value of 49.70 can’t be directly compared to the 507.1 meters geometric value.  Effective proximity is like applying a rubber ruler that expands and contracts as different movement conditions reflected in the Friction Map are encountered.  However, the proximity values do establish a relative scale of distance and it is valid to interpret that the 49.7 location is nearly five times farther away than the location containing the 10.07 value. 

 

If the Friction Map is calibrated in terms of a standard measure of movement, such as time, the results reflect that measure.  For example, if the base friction unit was 1-minute to cross a grid cell the location would be 49.71 minutes away from the starting location.  What has changed isn’t the fundamental concept of distance but it has been extended to consider real-world characteristics and conditions of movement that can be translated directly into decision contexts, such as how long will it take to hike from “my cabin to any location” in a project area.  In addition, the effective proximity surface contains the information for delineating the shortest route to anywhere—simply retrace to wave front movement that got there first by taking the steepest downhill path over the accumulation surface.  

 

The calculation of effective distance is similar to that of simple proximity, just a whole lot more complicated.  Figure 2 shows the set of movement possibilities for advancing from the first ring to the second ring.  Simple proximity only considers forward movement whereas effective proximity considers all possible steps (both forward and backward) and the impedance associated with each potential move. 

 

For example, movement into the top-right corner cell can be an orthogonal step times the friction value (1.000 * 6.00) from the 18.00 cell for an accumulated distance of 24.00.  Or it can be reached by a diagonal step times the friction value (1.414 * 6.00) from the 19.00 cell for an accumulated distance of 30.48.  The smaller value is stored in compliance with the idea that distance implies “shortest.”  The calculations in the blue panels show locations where a forward step from ring 1 is the shortest, whereas the yellow panels show locations where backward steps from ring 2 are shorter. 

 

The explicit procedure for calculating effective distance in the example involves:

 

Step 1) multiplying the friction value for a step

Step 2) times the type of step (1.000 or 1.414)

Step 3) plus the current accumulated distance

Step 4) testing for the smallest value, and

Step 5) storing the minimum solution if less than any previously stored value.

 

Extending the procedure to consider movement characteristics merely introduces an additional step at the beginning—multiplying the relative weight of the starter. 

 

Topic25_4b

 

Figure 2.  Effective distance rings advance by summing the friction factors times the type of grid space movements and retaining the minimal accumulated distance of the possible paths.

 

The complete procedure for determining effective proximity from two or more starting locations is graphically portrayed in figure 3.  Proximity values are calculated from one location then another and stored in two matrices.  The values are compared on a cell-by-cell basis and the shortest value is retained for each instance.  The “calculate then compare” process is repeated for other starting locations with the working matrix ultimately containing the shortest distance values, regardless which starter location is closest.  Piece-of-cake for a computer.

 

Topic25_4c

 

Figure 3. Effective proximity surfaces are computed respecting movement weights and impedances then compared and the smallest value is retained to identify the distance to the closest starter location.

 

 

Taking Distance to the Edge

(GeoWorld, August 2005)  

(return to top of Topic)

 

The past series of sections have focused on how simple distance is extended to effective proximity and movement in a modern GIS.  Considerable emphasis was given to the calculations involving a propagating wave of increasing distance (algorithm) instead of our more familiar procedures of measuring with a ruler (manual) or solving the Pythagorean Theorem (mathematical). 

 

While the computations of simple and effective proximity might be unfamiliar and appear complex, once programmed they are easily and quickly performed by modern computers.  In addition, there is a rapidly growing wealth of digital data describing conditions that impact movement in the real world.  It seems that all is in place for a radical rethinking and expression of distance—computers, programs and data are poised.

 

However, what seems to be the major hurdle for adoption of this new way of spatial thinking lies in the experience base of potential users.  Our paper map legacy suggests that the “shortest straight line between two points” is the only way to investigate spatial context relationships and anything else is disgusting (or at least uncomfortable). 

 

This restricted perspective has lead most contemporary GIS applications to employ simple distance and buffers.  While simply automating traditional manual procedures might be comfortable, it fails to address the reality of complex spatial problems or fully engage the potential of GIS technology. 

 

Topic25_5a

 

Figure 1.  Extended list of advance distance operations.

 

The first portion of figure 1 identifies the basic operations described in the previous sections.  Our traditional thinking of distance as the “shortest, straight line between two points” is extended to Simple Proximity by relaxing the assumption that all movement is just between two points.  Effective Proximity relaxes the requirement that all movement occurs in straight lines.  Weighted Proximity extends the concept of static geographic distance by accounting for different movement characteristics, such as speed. 

 

The result is a new definition of distance as the “shortest, not necessarily straight set of connections among all points.”  While this new definition may seem awkward it is more realistic as very few things move in a straight line.  For example, it has paved the way for online driving directions from your place to anywhere …an impossible task for a ruler or Pythagoras.  

 

In addition, the new procedures have set the stage for even more advanced distance operations (lower portion of figure 1).  A Guiding Surface can be used to constrain movement up, down or across a surface.  For example, the algorithm can check an elevation surface and only proceed to downhill locations from a feature such as roads to identify areas potentially affected by the wash of surface chemicals applied.

 

The simplest Directional Effect involves compass directions, such as only establishing proximity in the direction of a prevailing wind.  A more complex directional effect is consideration of the movement with respect to an elevation surface—a steep uphill movement might be considered a higher friction value than movement across a slope or downhill.  This consideration involves a dynamic barrier that the algorithm must evaluate for each point along the wave front as it propagates.

 

Accumulation Effects account for wear and tear as movement continues.  For example, a hiker might easily proceed through a fairly steep uphill slope at the start of a hike but balk and pitch a tent at the same slope encountered ten hours into a hike.  In this case, the algorithm merely “carries” an equation that increases the static/dynamic friction values as the movement wave front progresses.  A natural application is to have a user enter their gas tank size and average mileage into MapQuest so it would automatically suggest refilling stops along your vacation route.

 

A related consideration, Momentum Effects, tracks the total effective distance but in this instance it calculates the net effect of up/downhill conditions that are encountered.  It is similar to a marble rolling over an undulating surface—it picks up speed on the downhill stretches and slows down on the uphill ones.  In fact, this was one of my first spatial exercises in computer programming in the 1970s.  The class had to write a program that determined the final distance and position of a marble given a starting location, momentum equation based on slope and a relief matrix …all in unstructured FORTRAN.

 

The remaining three advanced operations interact with the accumulation surface derived by the wave front’s movement.  Recall that this surface is analogous to football stadium with each tier of seats being assigned a distance value indicating increasing distance from the field.  In practice, an accumulation surface is a twisted bowl that is always increasing but at different rates that reflect the differences in the spatial patterns of relative and absolute barriers. 

 

Stepped Movement allows the proximity wave to grow until it reaches a specified location, and then restart at that location until another specified location and so on.  This generates a series of effective proximity facets from the closest to the farthest location.  The steepest downhill path over each facet, as you might recall, identifies the optimal path for that segment.  The set of segments for all of the facets forms the optimal path network connecting the specified points. 

 

The direction of optimal travel through any location in a project area can be derived by calculating the Back Azimuth of the location on the accumulation surface.  Recall that the wave front potentially can step to any of its eight neighboring cells and keeps track of the one with the least “friction.”  The aspect of the steepest downhill step (N, NE, E, SE, S, SW, W or NW) at any location on the accumulation surface therefore indicates the direction of the best path through that location.  In practice there are two directions—one in and one out for each location.  

 

An even more bazaar extension is the interpretation of the 1st and 2nd Derivative of an accumulation surface.  The 1st derivative (rise over run) identifies the change in accumulated value (friction value) per unit of geographic change (cell size).  On a travel-time surface, the result is the speed of optimal travel across the cell.  The second derivative generates values whether the movement at each location is accelerating or decelerating.

 

Chances are these extensions to distance operations seem a bit confusing, uncomfortable, esoteric and bordering on heresy.  While the old “straight line” procedure from our paper map legacy may be straight forward, it fails to recognize the reality that most things rarely move in straight lines. 

 

Effective distance recognizes the complexity of realistic movement by utilizing a procedure of propagating proximity waves that interact with a map indicating relative ease of movement.  Assigning values to relative and absolute barriers to travel enable the algorithm to consider locations to favor or avoid as movement proceeds.  The basic distance operations assume static conditions, whereas the advanced ones account for dynamic conditions that vary with the nature of the movement.

 

So what’s the take home from this series describing effective distance?  Two points seem to define the bottom line.  First, that the digital map is revolutionizing how we perceive distance, as well as how calculate it.  It is the first radical change since Pythagoras came up with his theorem about 2,500 years ago.  Secondly, the ability to quantify effective distance isn’t limited by computational power or available data; rather our difficulties in understanding accepting the concept.  Hopefully the discussions have shed some light on this rethinking of distance measurement.

 

 

 

(Deriving and Analyzing Travel-Time)


Use Travel-Time Buffers to Map Effective Proximity

(GeoWorld, February 2001)  

(return to top of Topic)

 

The ability to identify and summarize areas around a map feature (a.k.a. buffering) is a fundamental analysis tool in most desktop mapping systems.  A user selects one or more features then chooses the buffering tool and specifies a reach.  Figure 1 shows a simple buffer of 1-mile about a store that can be used to locate its “closest customers” from a geo-registered table of street addresses.

 

This information, however, can be misleading as it treats all of the customers within the buffer as the same.  Common sense tells us that some street locations are closer to the store than others.  A proximity buffer provides a great deal more information by dividing the buffered area into zones of increasing distance.  But construction of a proximity buffer in a traditional mapping system involves a tedious cascade of commands creating buffers, geo-queries and table updates.

 

T33_4a

 

Figure 1.  A simple buffer identifies the area within a specified distance.

 

Yet even a proximity buffer lacks the spatial specificity to determine effective distance considering that customers rarely travel in straight lines from their homes to the store.  Movement in the real world is seldom straight but our traditional set of map analysis tools assumes everything travels along a straightedge.  As most customers travel by car we need a procedure that generates a buffer based on street distances.

 

Figure 2 outlines a grid-based approach for calculating an effective buffer based on travel-time along the street network.  The first step is to export the store and street locations from the desktop mapping system to a grid-based one.  Inset (a) depicts the superimposition of a 100-column by 100-row analysis grid over an area of interest.  In effect, the data exchange “burns” the store location into its corresponding grid cell (inset b).  Similarly, cells containing primary and residential streets are identified (inset c) in a manner analogous to a branding iron burning the street pattern into another grid layer.  

 

Inset (d) shows a travel-time buffer derived from the two grid layers.  The Store map identifies the starting location and the Streets map identifies the relative ease of travel.  Primary streets are the easiest (.1 minute per cell), secondary streets are slower (.3 minute) and non-road areas can’t be crossed at all (infinity).  The result is a buffer that looks like a spider’s web with color zones assigned indicating travel-time from 0 to 9.5 minutes away (buffer reach).

 

T33_4b

 

Figure 2.  An effective buffer characterizes travel-time about a map feature.

 

While the effective proximity buffer contains more realistic information than the simple buffer, it isn’t perfect.  The calibration for the friction surface (inset c) assumed a generalized “average speed” for the street types without consideration of one-way streets, left-turns, school zones and the like.  Network analysis packages are designed for such detailed routing.  Grid analysis packages, on the other hand, are not designed for navigation but for map analysis.  As in most strategic planning it involves a statistical representation of geographic space.

 

Network and grid-based analysis both struggle with the effects of artificial edges.  Some of the streets within the analysis window could be designated as infinitely far away because their connectivity is broken by the window’s border.  In addition if the grid cells are large, false connections can be implied by closely aligned yet separate streets.

 

Generally speaking, the analysis window should extend a bit beyond the specific area of interest and contain cells that are as small as possible.  The rub is that large grid maps exponentially affect performance.  While the 10,000-cell grid in the example took less than a second to calculate, a 1,000,000-cell grid could take a couple of minutes.  The larger maps also require more storage and adversely affect the transfer of information between grid systems and desktop mapping systems.  A user must weigh the errors and inaccuracies of a simple buffer against the added requirements of grid processing.  However as grid software matures and computers become increasingly more powerful, the decision tips toward the increased use of effective proximity.

 

T33_4c

 

Figure 3.  The reach of the travel-time buffer can be extended to the entire analysis grid.

 

Figure 3 extends the reach to encompass the entire analysis grid.  Note that the farthest location from the store appears to be 26 minutes and is located in the northwest corner.  While the proximity pattern has the general shape of concentric circles, the effects of different speeds tend to stretch the results in the directions of the primary streets. 

 

The information derived in the grid package is easily transferred to a desktop mapping system as standard tables, such as ArcView’s .SHP or MapInfo’s .TAB formats.  In a sense, the process simply reverses the “burning” of information used to establish the Store and Street layers (see figure 4).  A pseudo grid is generated that represents each cell of the analysis grid as a polygon with the grid information attached as its attributes.  The result is polygon map with an interesting spatial pattern—all of the polygons are identical squares that abut one another. 

 

 

T33_4d

 

Figure 4.  The travel-time map can be imported into most generic desktop mapping systems by establishing a pseudo grid.

 

Classifying the pseudo grid polygons into travel-time intervals generated the large display in figure 4.  Each polygon is assigned the appropriate color-fill and displayed as a backdrop to the line work of the streets.  More importantly, the travel-time values themselves can be merged with any other map layer, such as “appending” the file of the store’s customers with a new field identifying their effective proximity… but that discussion is reserved for the next section.  

 

 

Integrate Travel-Time into Mapping Packages

(GeoWorld, March 2001)  

(return to top of Topic)

 

The previous section described a procedure for calculating travel-time buffers and entire grid surfaces.  It involves establishing an appropriate analysis grid then transferring the point, line or polygon features that will serve as the starting point (e.g., a store location) and the relative/absolute barriers to travel (e.g., a street map).  The analytical operation simulates movement from the starting location to all other map locations and assigns the shortest distance respecting the relative/absolute barriers.  If the relative barrier map is calibrated in units of time, the result is a Travel-Time map that depicts the time it takes to travel from the starting point to any map location. 

 

This month’s discussion focuses on how travel-time information can be integrated and utilized in a traditional desktop mapping system.  In many applications, base maps are stored in vector-based mapping system then transferred to a grid-based package for analysis of spatial relationships, such as travel-time.  The result is transferred back to the mapping system for display and integration with other mapped data, such as customer records.

 

T33_5a

 

Figure 1.  Travel-time and customer information can be joined to append the effective distance from a store for each customer.

 

The small map in the top-left of figure 1 is a display of the travel-time map developed last month.  The discussion described a procedure for transferring grid-derived information (raster) to desktop mapping systems (vector).

 

Recall that in a vector system this map is stored as a “pseudo grid” with a separate polygon representing each grid cell—100 columns times 100 rows= 10,000 polygons in this example.  While that is a lot of polygons they are simply contiguous squares defined by four lines and are easily stored.  The cells serve as a consistent parceling of the study area and any information derived during grid processing is simply transferred and appended as another column to the pseudo grid’s data table.

 

But how is this grid information integrated with the data tables defining other maps?  For example, one might want to assign a computed travel-time value to each customer’s record identifying residence (spatial location) and demographic (descriptive attributes) information.  The small map in the bottom-left of figure 1 depicts the residences of the customers of Kent’s Emporium’s as point locations derived by address geo-coding.  At this point we have separate maps containing a set of polygons (grid cells) with travel-time information from Kent’s and a set points locating its customers.

 

Most desktop mapping systems provide a feature for “spatially joining” two tables.  For example, MapInfo’s “Update Column” tool can be used for the join as specified as “…where object from table <Sville100> contains object from table< Residences>”— Sville100 is the pseudo grid and Residences is the point map (see figure 2).  The procedure determines which grid cell contains a customer point then appends the travel-time information for that cell (K_TTime) to the customer record.  The process is repeated for all of the customer records and the transferred information becomes a permanent attribute in the Residences table.

 

T33_5b

 

Figure 2.  A “spatial join” identifies points that are contained within each grid cell then appends the information to point records.

 

The result is shown in the large map on the right side of figure 1.  The stars that identify customers’ residences are assigned “colors” depicting their distance from the store.  The “info tool” shows the specific distance that was appended to a customer’s record.  At this point, the derived travel-time information is fully available in the desktop mapping system for traditional thematic mapping and geo-query processing.

 

For example, the updated residence table can be searched for customers that are far from the store and have more than three children.  The dialog box in the lower right corner of figure 3 shows the specific query statement. 

 

The result is a selection table that contains just the customers who satisfy the query.  The map display in figure 3 plots these customers and shows a “hot link” between the selection table and one of the customers with three children who live 10.6 minutes from the store.

 

The ability to easily integrate travel-time information greatly enhances traditional descriptive customer information.  For example, large families might be a central marketing focus and segmenting these customers by travel-time could provide important insight for retaining customer loyalty.  Special mailings and targeted advertising could be made to these distant customers.

 

T33_5c

 

Figure 3.  The appended travel-time information can be utilized in traditional geo-query and display.

 

Applications that benefit from integrating grid-analysis and geo-query are numerous.  However traditionally, the processing capability was limited to large and complex GIS systems requiring custom application development.  Recent extensions to desktop mapping systems have begun to bridge the processing gap.  Special-purpose buttons based on raster data, such as density mapping, spatial interpolation and 3-D display are cropping-up in most PC products.  Modules, such as ESRI’s Spatial Analyst, raise the stakes by providing a wealth of grid-processing tools within a desktop mapping environment. 

 

As awareness of grid-analysis capabilities increases and applications crystallize, expect to see more map analysis capabilities and a tighter integration between the raster and vector worlds.  In the not so distant future all PC systems will have a travel-time button and wizard that steps you through calculation and integration of the derived mapped data.

 

 

Derive and Use Hiking-Time Maps for Off-Road Travel

(GeoWorld, April 2001)  

(return to top of Topic)

 

Travel-time maps are most often used within the context of a road system connecting people with places via their cars.  Network software is ideal for routing vehicles by optimal paths that account for various types of roads, one-way streets, intersection stoppages and left/right turn delays.  The routing information is relatively precise and users can specify preferences for their trip—shortest route, fastest route and even the most scenic route. 

 

In a way, network programs operate similar to the grid-based travel-time procedure discussed in the last two columns.  The cells are replaced by line segments, yet the same basic concepts apply—absolute barriers (anywhere off roads) and relative barriers (comparative impedance on roads). 

 

However, there are significant differences in the information produced and how it is used.  Network analysis produces exact results necessary for navigation between points.  Grid-based travel-time analysis produces statistical results characterizing regions of influence (i.e., effective buffers).  Both approaches generate valid and useful information within the context of an application.  One shouldn’t use a statistical travel-time map for routing an emergency vehicle.  Nor should one use a point-to-point network solution for site location or competition analysis within a decision-making context.

 

Neither does one apply on-road travel-time analysis when modeling off-road movement.  Let’s assume you are a hiker and live at the ranch depicted in figure 1.  The top two “floating” map layers on the left identify Roads and Cover_type in the area that affect off-road travel.  The Locations map positions the ranch and a nearby cabin. 

 

T34_3a

 

Figure 1.  Maps of Cover Type and Roads are combined and reclassified for relative and absolute barriers to hiking.

 

In general, walking along the rural road is easiest and takes about a minute to traverse one of the grid cells.  Hiking in the meadow takes twice as long (about two minutes).  Hiking in the dense forest, however is much more difficult, and takes about five minutes per cell.  Walking on open water presents a real problem for most mortals (absolute barrier) and is assigned zero in the Hiking_friction map on the right that combines the information.

 

Now the stage is set for calculating foot-traffic throughout the entire project area.  Figure 2 shows the result of simulating hiking from the Ranch to everywhere using the “splash” procedure described in the previous two columns.  The distance waves move out from the ranch like a “rubber ruler” that bends, expands and contracts as influenced by the barriers on the Hiking_friction map—fast in the easy areas, slow in the harder areas and not at all where there is an absolute barrier. 

The result of the calculations identifies a travel-time surface where the map values indicate the hiking time from the Ranch to all other map locations.  For example, the estimated time to slog to the farthest point is about 62 minutes.  However, the quickest hiking route is not likely a straight line to the ranch, as such a route would require a lot of trail-whacking through the dense forest.

 

T34_3b

 

Figure 2.  The hiking-time surface identifies the estimated time to hike from the Ranch to any other location in the area.  The protruding plateaus identify inaccessible areas (absolute barriers) and are considered infinitely far away.

 

The surface values identify the shortest hiking time to any location.  Similarly, the values around a location identify the relative hiking times for adjacent locations.  “Optimal” movement from a location toward the ranch chooses the lowest value in the neighborhood—one step closer to the ranch.

 

The “not-necessarily-straight” route that connects any location to the ranch by the quickest pathway is determined by repeatedly moving to the lowest value along the surface at each step—the steepest downhill path.  Like rain running down a hillside, the unique configuration of the surface guides the movement.  In this case, however, the guiding surface is a function of the relative ease of hiking under different Roads and Cover_type conditions. 

 

Actually, the optimal path retraces the effective distance wave that got to a location first—the quickest route in this case.  The 3D display in figure 3 isolates the optimal path from the ranch to the cabin.  The surface value (36.5) identifies that the cabin is about a 36-minute hike from the ranch. 

 

T34_3c

 

Figure 3.  The steepest downhill path from a location (Cabin) identifies the “best” route between that location and the starter location (Ranch).

 

The 2D map in the center depicts the route and can be converted to X,Y coordinates that serve as waypoints for GPS navigation.  The color zones along the route show estimated hiking times for each “cell-step”… -ideal for answering that nagging question, “Are we there yet?”  In the next section we’ll take the analysis a step further to investigate the effects of other friction surfaces and the concept of “optimal path density.”  See you then.

________________________

 

Author’s Note: The following is a flowchart and command macro of the processing steps described in above discussion.  The commands can be entered into the MapCalc Learner educational software for a hands-on experience in deriving hiking-time maps.

 

 

 

 

Consider Slope and Scenic Beauty in Deriving Hiking Maps

(GeoWorld, May 2001)  

(return to top of Topic)

 

Keep in mind that “it’s the second mouse that gets the cheese.”  While effective proximity and travel-time procedures have been around for years, it is only recently that they are being fully integrated into GIS applications.  So why is there a time lag from the innovator’s use to the current “born again” use?  Two factors seem most likely—the new generation of software makes the procedures much easier, and a growing consciousness of new ways of doing things.  

 

Distance measurement as the “shortest, straight line between two points” has been with us for thousands of years.  The application of the Pythagorean Theorem for measuring distance is both conceptually and mechanically simple.  However in the real world, things rarely conform to the simplifying assumptions that all movement is between two points and in a straight line. 

 

The discussion in the previous section described a procedure for calculating a hiking-time map.  The approach eliminated the assumption that all measurement is between two points and evolved the concept of distance to one of proximity.  The introduction of absolute and relative barriers addressed the other assumption that all movement is in a straight line and extended the concept a bit further to that of effective proximity.  The discussion ended with how the hiking-time surface is used to identify an optimal path from any location to the starting location—the shortest but not necessarily straight route. 

 

T34_4a

 

Figure 1.  Hiking friction based on Cover Type and Roads is updated by terrain slope with steeper locations increasing hiking friction.

 

Now the stage is set to take the concept a few more steps.  The top right map in figure 1 is the friction map used last time in deriving the hiking-time surface.  It assumes that it takes 1 minute to hike across a road cell, 2 minutes for a meadow cell, and 3 minutes for a forested one.  Open water is assigned 0 as you can’t walk on water and it takes zero minutes to be completely submerged.  But what about slope?  Isn’t it harder to hike on steep slopes regardless of the land cover?

 

The slope map on the left side of the figure identifies areas of increasing inclination.  The “Renumber” statement assigns a weight (figuratively and literally) to various steepness classes— a factor of 1.0 for gently sloped areas through a factor 3.0 for very steep areas.  The “Compute” operation multiplies the map of Hiking_friction times the Slope_weights map.  For example, a road location (1 minute) is multiplied by the factor for a steep area (3.0 weight) to increase that location’s friction to 3.0 minutes.  Similarly, a meadow location (2 minutes) on a moderately step slope (2.5 weight) results in 5.0 minutes to cross. 

 

The effect of the updated friction map is shown in the top portion of figure 2.  Viewing left to right, the first map shows simple friction based solely on land cover features.  The second map shows the slope weights calibrated from the slope map.  The third one identifies the updated friction map derived by combining the previous two maps.

 

T34_4b

 

Figure 2.  Hiking movement can be based on the time it takes move throughout a study area, or a less traditional consideration of the relative scenic beauty encountered through movement.

 

The 3D surface shows the hiking-time from the ranch to all other locations.  The two tall pillars identify areas of open water that are infinitely far away to a hiker.  The relative heights along the surface show hiking-time with larger values indicating locations that are farther away.  The farthest location (highest hill top) is estimated to be 112 minutes away.  That’s nearly twice as long as the estimate using the simple friction map presented last month—those steep slopes really take it out of you.

 

The lower set of maps in figure 2 reflects an entirely different perspective.  In this case, the weights map is based on aesthetics with good views of water enhancing a hiking experience.  While the specifics of deriving a “good views of water” map are reserved for later discussion, it is sufficient to think of it as analogous to a slope map.  Areas that are visually connected to the lakes are ideal for hiking, much like areas of gentle terrain.  Conversely, areas without such views are less desirable comparable to steep slopes.

 

The map processing steps for considering aesthetics are identical—calibrate the visual exposure map for a Beauty_weights map and multiply it times the basic Hiking_friction map.  The affect is that areas with good views receive smaller friction values and the resulting map surface is biased toward more beautiful hikes.  Note the dramatic differences in the two effective proximity surfaces.  The top surface is calibrated in comfortable units of minutes.  But the bottom one is a bit strange as it implies accumulated scenic beauty while respecting the relative ease of movement in different land cover.

 

The pair of hiking paths depicted in figure 3 identify significantly different hiking experiences.  Both represent an optimal path between the ranch and the cabin, however the red one is the quickest, while the green one is the most beautiful.  As discussed last month, an optimal route is identified by the “steepest downhill path” along a proximity surface.  In this case the surfaces are radically different (time vs. scenic factors) so the resulting paths are fairly dissimilar.

 

The table in the figure provides a comparison of the two paths.  The number of cells approximates the length of the paths—a lot a longer for the “Time path” route (30 vs. 23 cells).  The estimated time entries, however, show that the “Time path” route is much quicker (73 vs. 192 minutes).  The scenic entries in the table favor the “Scenic path” (267 vs. 56).  The values in parentheses report the averages per cell. 

 

T34_4c

Figure 3.  The “best” routes between the Cabin and the Ranch can be compared by hiking time and scenic beauty.

 

But what about a route that balances time and scenic considerations?  A simple approach would average the two weighting maps, and then apply the result to the basic friction map.  That would assume that time loss in very steep areas is compensated by gains in scenic beauty.  Ideally, one would want to bias a hike toward gently sloping areas that have a good view of the lakes. 

 

How about a weighted average where slope or beauty is treated as more important?  What about hiking considerations other than slope and beauty?  What about hiking trail construction and maintenance concerns?  What about seasonal effects?  …that’s the beauty of GIS modeling—it starts small and then expands.

____________________________________

 

 

Command macro of the processing steps described in above discussion.  The commands can be entered into the MapCalc Learner educational software for a hands-on experience in deriving hiking-time maps.

 

 

Accumulation Surfaces Connect Bus Riders and Stops

(GeoWorld, October 2002)  

(return to top of Topic)

 

Several online services and software packages offer optimal path routing and point-to-point directions.  They use network analysis algorithms that connect one address to another by the “best path” defined as shortest, fastest or most scenic.  The 911 emergency response systems implemented in even small communities illustrate how pervasive these routing applications have become.

 

However, not all routing problems are between two known points.  Nor are all questions simply navigational.  For example, consider the dilemma of matching potential bus riders with their optimal stops.  The rider’s address and destination are known but which stops are best to start and end the trip must be determined.  A brute-force approach would be to calculate the routes for all possible stop combinations for home and destination addresses, then choose the best pair.  The algorithm might be refined using simple proximity to eliminate distant bus stops and then focus the network analysis on the subset of closest ones. 

 

T37_5a

 

Figure 1.  Base maps identifying riders and stops.

 

An alternative approach uses accumulation surface analysis to identify the connectivity.  Figure 1 sets the stage for an example analysis.  The inset on the left identifies the set of potential riders with a spatial pattern akin to a shotgun blast with as many as eight riders residing in a 250-foot grid cell (dot on the map).  The inset on the right shows a bus route with six stops.  The challenge is to connect any and all of the riders to their closest stop while traveling only along roads (primary= red, secondary= green). 

 

While the problem could keep a car load of kids with pencils occupied for hours, a more expedient procedure is the focus.  An accumulation “travel-time” surface is generated by iteratively moving out from a stop along the roads while considering the relative ease in traversing primary and secondary streets.  The left inset in figure 2 is a 3D display of the travel-time values derived—increasing height equates to locations that are further away.  The 2D map on the right shows the same data with green tones close to a stop and red tones further away. 

 

The ridges radiating out from the stops identify locations that are equidistant from two stops.  Locations on either side of a ridge fall into catchment areas that delineate regions of influence for each bus stop.  In a manner analogous to a watershed, these “travel-sheds” collect all of the flow within the area and funnel it toward the lowest point—which just happens to be one of the bus stops (travel-time from a stop equals zero).

 

T37_5b

 

Figure 2.  Travel surface identifying relative distance from each of the bus stops to the areas they serve.

 

Figure 3 puts this information into practice. The 3D travel surface on the left is the same one shown in the previous figure.  However, the draped colors report the flow of optimal paths between a stop and its dispersed set of potential riders—greens for light flow through reds for heavy flow.

 

The inset in the upper-left portion of the figure illustrates the optimal path for one of the riders.  It is determined as the “steepest downhill path” from his or her residence to the closest bus stop.  Now imagine thousands of these paths flowing from each of the rider locations (2D map in the lower-left) to their closest stop.  The paths passing though each map location are summed to indicate overall travel flow (2D map in the upper-right). 

 

Like a rain storm in a watershed, the travel flow map tracks the confluence of riders as they journey to the bus stop.  The series of matrices on the right side of figure 3 identifies the influx of riders at each stop.  Note that 212 of the 399 riders approach stop #1 from the west—that’s the side of the street for a hot dog stand.  Also note that each bus stop has an estimated number of riders that are optimally served—total number of riders within the catchment area.

 

In a manner similar to point-to-point routing, directions for individual riders are easily derived.  The appropriate stops for the beginning and ending addresses of a trip are determined by the catchment areas they fall into.  The routes to and from the stops are traced by the steepest downhill paths from these addresses that can be highlighted on a standard street map. 

 

T37_5c

 

Figure 3.  Relative flows of riders from their homes to the nearest bus stop.

 

However, the real value in the approach is its ability to summarize aggregate ridership.  For example, how would overall service change if a stop was eliminated or moved?  Which part of the community would be affected?  Who should be notified?  The navigational solution provided by traditional network analysis fails to address these comprehensive concerns.  The region of influence approach using accumulated surface analysis, on the other hand, moves the analysis beyond simply mapping the route.  

_________________

 

Author's Notes: All of the data in these examples are hypothetical.  See…www.innovativegis.com/basis, select Map Analysis for the current online version and supplements.   See www.redhensystems.com/mapcalc, for information on MapCalc Learner software and “hands-on exercises” in this and other GIS modeling topics described in the Beyond Mapping column. 

 

 


 

(Use of Travel-Time in Geo-Business)

 

Use Travel Time to Identify Competition Zones

(GeoWorld, March 2002)  

(return to top of Topic)

 

Does travel-time to a store influence your patronage?  Will you drive by one store just to get to its competition?  What about an extra fifteen minutes of driving?  … Twenty minutes?  If your answer is “yes” you are a very loyal customer or have a passion for the thrill of driving that rivals a teenager’s. 

 

If your answer is “no” or “it depends,” you show at least some sensitivity to travel-time.  Assuming that the goods, prices and ambiance are comparable most of us will use travel-time to help decide where to shop.  That means shopping patterns are partly a geographic problem and the old real estate adage of “location, location, location” plays a roll in store competition.

 

Targeted marketing divides potential customers into groups using discriminators such as age, gender, education, and income then develops focused marketing plans for the various groups.  Relative travel-time can be an additional criterion for grouping, but how can one easily assess travel-time influences and incorporate the information into business decisions?

 

Two map analysis procedures come into play—effective proximity and accumulation surface analysis.  Several previous Beyond Mapping columns have focused on the basic concepts, procedures and considerations in deriving effective proximity (February and March, 2001) and analyzing accumulation surfaces (October and November, 1997).

 

The following discussion focuses on the application of these “tools” to competition analysis.  The left side of figure 1 shows the travel-time surface from Kent’s Emporium.  Recall that it is calculated by starting at the store then moving out along the road network like waves propagating through a canal system.  As the wave front moves, it adds the time to cross each successive road segment to the accumulated time up to that point. 

 

The result is the estimated travel-time to every location in the city.  The surface starts at 0 and extends to 24.4 minutes away.  Note that it is shaped like a bowl with the bottom at the store’s location.  In the 2D display, travel-time appears as a series of rings—increasing distance zones.  The critical points to conceptualize are 1) that the surface is analogous to a football stadium (continually increasing) and 2) that every road location is assigned a distance value (minutes away).  

 

The right side of figure 1 shows the travel-time surface for Colossal Mart with its origin in the northeast portion of the city.  The perspective in both 3D displays is constant and Kent’s surface appears to “grow” away from you while Colossal’s surface seems to grow toward you.

 

T37_1a

 

Figure 1.  Travel-time surfaces show increasing distance from a store considering the relative speed along different road types.

 

Simply subtracting the two surfaces derives the relative travel-time advantage for the stores (figure 2).  Keep in mind that the surfaces actually contain geo-registered values and a new value (difference) is computed for each map location.  The inset on the left side of the figure shows a computed Colossal Mart advantage of 6.1 minutes (22.5 – 16.4= 6.1) for the location in the extreme northeast corner of the city.

 

T37_1b

 

Figure 2.  Two travel-time surfaces can be combined to identify the relative advantage of each store.

 

Locations that are the same travel distance from both stores result in zero difference and are displayed as black.  The green tones on the difference map identify positive values where Kent’s travel-time is larger than its competitor’s—advantage to Colossal Mart.  Negative values (red tones) indicate the opposite—advantage to Kent’s Emporium.  The yellow tone indicates the “combat zone” where potential customers are about the same distance from either store—advantage to no one. 

 

Figure 3 displays the same information in a bit more intuitive fashion.  The combat zone is shown as a yellow valley dividing the city into two marketing regions—peaks of strong travel-time advantage.  Targeted marketing efforts, such as leaflets, advertising inserts and telemarketing might best be focused on the combat zone.  Indifference towards travel-time means that the combat zone residents might be more receptive to store incentives.

 

T37_1c

 

Figure 3.  A transformed display of the difference map shows travel-time advantage as peaks (red) and locations with minimal advantage as an intervening valley (yellow).

 

At a minimum the travel-time advantage map enables merchants to visualize the lay of the competitive landscape.  However the information is in quantitative form and can be readily integrated with other customer data.   Knowing the relative travel-time advantage (or disadvantage) of every street address in a city can be a valuable piece of the marketing puzzle.  Like age, gender, education, and income, relative travel-time advantage is part of the soup that determines where we shop… it’s just we never had a tool for measuring it.

 

 

Maps and Curves Can Spatially Characterize Customer Loyalty

(GeoWorld, April 2002)  

(return to top of Topic)

 

The previous discussion introduced a procedure for identifying competition zones between two stores.  Travel-time from each store to all locations in a project area formed the basis of the analysis.  Common sense suggests that if customers have to travel a good deal farther to get to your store versus the competition it’ll be a lot harder to entice them through your doors.

 

The competition analysis technique expands on the concept of simple-distance buffers (i.e., quarter-mile, half-mile, etc.) by considering the relative speeds of different streets.  The effect is a mapped data set that reaches farther along major streets and highways than secondary streets.  The result is that every location is assigned an estimated time to travel from that location to the store.

 

Comparing the travel-time maps of two stores determines relative access advantage (or disadvantage) for each map location.  Locations that have minimal travel-time differences define a “combat zone” and focused marketing could tip the scales of potential customers in this area. 

 

The next logical step in the analysis links customers to the travel-time information.

Figure 1 locates the addresses of nearly 1600 respondents to a reader-survey of “What’s Best in Town” appearing in the local newspaper.  Colossal Mart received 823 votes for the best discount store while Kent’s Emporium received 764 votes.  

 

T37_2a

 

Figure 1.  Respondents indicating their preference for Kent’s Emporium or Colossal Mart.

 

More important than who won the popularity contest is the information encapsulated in spatial patterns of the respondents.  The insets on the right of the figure split the respondents into those favoring Colossal Mart and those favoring Kent’s Emporium.  The data is imported into the same “grid analysis frame” that was used in last month’s competition analysis—100 rows by 100 columns of 250-foot grids.  Note the clustering of respondents around each store with some analysis grids containing as many as seven respondents.

 

The next step is to link the travel-time estimates to the respondents.  A few months ago (see “Integrate Travel Time into Mapping Packages,” GEOWorld, March, 2001, page 24) a procedure was discussed for transferring the travel-time information to the attribute table of a desktop mapping system.  This time, however, we’ll further investigate grid-based spatial analysis of the data.

 

T37_2b

 

Figure 2.  Travel-time distances from a store can characterize customers.

 

The top map on the right of figure 2 (Kent’s_TTime) shows a series of increasing travel-time zones emanating from Kent’s Emporium.  The bottom map (Kent’s_Customers) identifies the locations of the store’s customers.  Since the maps are geo-registered their coincidence can be easily summarized.

 

The 2-D map on the right shows the results of a region-wide summary where the total number of customers is computed for each travel-time zone.  The procedure is similar to taking a cookie-cutter (Kent’s_ TTime zones) and slamming it down onto dough (Kent’s Customers data) then working with the material captured within the cookie cutter template– compute the total number of customers within each zone.

 

The table in the center of figure 3 identifies various summaries of the customer data falling within travel-time zones.  The shaded columns show the relationship between the two stores’ customers and distance—the area-adjusted average number of customers within each travel-time zone.

 

T37_2c

 

Figure 3.  Tabular summaries of customers within each travel-time zone can be calculated.

 

The two curves on top depict the relationship for each store’s own customers.  Note the characteristic shape of the curves—most of the customers are nearby with a rapid trailing off as distance increases.  Ideally you want the area under the curve to be as much as possible (more customers) and the shape to be fairly flat (loyal customers that are willing to travel great distances).  In this example, both stores have similar patterns reflecting a good deal of sensitivity to travel-time.

 

The lower two graphs characterize the travel distances for the competitor’s customers—objects for persuasion.  Ideally, one would want the curves to be skewed to the left (your lower travel-time zones).  In this example, it looks like Colossal Mart has slightly better hunting conditions, as there is a bit more area under the curve (total customers) for zones 1 through 4 (not too far away).  In both cases, however, there looks like a fair number of competition customers in the combat zone (zones 4 through 6)—let the battle begin.

 

 

Use Travel Time to Connect with Customers

(GeoWorld, June 2002)  

(return to top of Topic)

 

Several recent Beyond Mapping columns have dealt with travel-time and its geo-business applications (see GeoWorld issues for February-March, 2001 and March-April, 2002).  This section extends the discussion to “Optimal Path” and “Catchment” analysis. 

 

As a review, recall that travel-time is calculated by respecting absolute and relative barriers to movement throughout a project area.  For most vehicles on a trip to the store, the off-road locations represent absolute barriers—can’t go there.  The road network is composed of different types of streets represented as relative barriers—can go there but at different speeds. 

 

T37_4a

 

Figure 1.  The height on the travel-time surface identifies how far away each location is and the steepest downhill path along the surface identifies the quickest route.

 

In assessing travel-time, the computer starts somewhere then calculates the time to travel from that location to all other locations by moving along the road network like a series of waves propagating through a canal system.  As the wave front moves, it adds the time to cross each successive road segment to the accumulated time up to that point.  The result is estimated travel-time to every location in a city.

 

For example, the upper-left inset in figure 1 shows a 2D travel-time map from Kent’s Emporium and its corresponding 3D travel-time surface.  Note that the farthest away location is 24.4 minutes from Kent’s and that all other street locations have a travel-time value.  The surface indicates increasing travel time as rising height and forms a bowl-like structure with Kent’s Emporium at the basin—0 minutes away from itself.  The colors from blue to red show 3-minute travel-time contours, analogous to increasing buffer distances from the store.  However in this instance, distance is measured in time instead of simple geographic distance that assumes customers travel “as-the-crow-flies” to the store.

 

The lower-right inset in the figure depicts the quickest route that a customer in the northeast edge of the city would take to get to the store.  The algorithm starts at the customer’s location on the travel-time surface, and then takes the “steepest downhill path” to the basin (Kents’ Emporium).  The roller-coaster like strip shows the optimal path (i.e. quickest route) as a series of decreasing steps getting closer and closer to the store.  The route was computed as the “steepest downhill path” along the travel-time surface—like sliding down a playground slide (enlarged portion of the strip). 

 

T37_4b

 

Figure 2.  The optimal path (quickest route) between the store and any customer location can be calculated then transferred to a standard desktop mapping system.

 

The upper-left inset of figure 2 shows the 3D depiction of the optimal path in the grid-based analysis system used to derive the travel-time information.  The height of the customer’s location on the surface (15.2 minutes) indicates the estimated travel-time to Kent’s. 

 

At each step along the optimal path the remaining time is equal to the height on the surface.  The inset in the lower-right of the figure shows the same information transferred to a standard desktop mapping system.  If the car is GPS-equipped, the console could show a dot of the current position and a continuously updated reading of the remaining time to get to the destination—a perfect answer to the “…are we there yet?” question from the kids. 

 

If fact, that is how many emergency response systems work.  An accumulation surface is constructed from the police/hospital/fire station to all locations.  When an emergency call comes in, its location is noted on the surface and the estimated time of arrival at the scene is relayed to the caller.  As the emergency vehicle travels to the scene it appears as a moving dot on the console that indicates the remaining time to get there.

 

Another use of travel-time and optimal path is to derive catchment areas from a set of starting locations.  For example, the left-side of figure 3 shows the travel-time surface from six ATM machines located throughout a city.  Conceptually, it is like tossing six stones into a canal system (road network) and the distance waves move out until they crash into each other.  The result is a series of bowl-like pockmarks in the travel-time surface with increasing travel-time until a ridge is reached (equidistant) then a downhill slide into locations that are closer to the neighboring ATM machine.

 

T37_4c

 

Figure 3.  The region of influence, or Catchment Areas, is identified as all locations closest to one of a set of starting locations (basins).

 

The 2D display in the upper-right inset of figure 3 shows the travel-time contours around each of the ATM locations—blue being closest through red that is farthest away.  The lower-right inset shows the same information transferred to a desktop mapping system.  Similar to the earlier discussion, any customer location in the city corresponds to a position on the pock-marked travel-time surface—height identifies how far away to the nearest ATM machine and the optimal path shows the quickest route. 

 

This technique is the foundation for a happy marriage between GIS and wireless telecommunications.  As cell phones become “location aware” (GPS-enabled) it can locate itself on a travel-time surface and therefore knows “how far away it is and the best way to get there” for any point.

 

In the not too distance future you will be able to call your “cell-phone agent” and leave a request to be notified when you are within a five minute walk of a Starbucks coffee house.  As you wander around the city your phone calls you and politely says “…there’s a Starbucks about five minutes away and, if you please, you can get there by taking a right at the next corner then…”  For a lot of spatially-challenged folks it beats the heck out of unfolding a tourist map, trying to locate yourself and navigate to a point.

 

 

GIS Analyzes In-Store Movement and Sales Patterns

(GeoWorld, February 1998)  

(return to top of Topic)

 

There are two fundamental types of people in the world: shoppers and non-shoppers.  Of course, this distinction is a relative one, as all of us are shoppers to at least some degree.  How we perceive stores and what prompts us to frequent them form a large part of retail marketing’s GIS applications.  Shoppers are seen as linked to stores by either simple buffers (as-the-crow flies distances), or more realistically as effective distances along a network of roads.  Relative accessibility is a major ingredient in Competition Analysis and Targeted Marketing, and has received considerable attention in the GIS literature. 

Movement within a store is conceptually similar, but the geographic factors and basic approach are different.  The analysis scale collapses from miles along a road network, to feet through a maze of aisles and fixtures.  Since the rules of the road and fixed widths of pavement don’t exist, shoppers can (and do) move through capricious routes that are not amenable to traditional network analysis.  However, at least for me, the objective is the same—get to the place(s) with the desired products, then get out and back home as easily as possible.  What has changed in the process isn’t the concept of movement, but how movement is characterized.

 

T26-1a

 

Figure 1.  Establishing Shopper Paths.  Stepped accumulation surface analysis is used to model shopper movement based on the items in a shopping cart.

 

The floor plan of a store is a continuous surface with a complex of array of barriers strewn throughout.  The main aisles are analogous to mainline streets in a city, the congested areas are like secondary streets, and the fixtures form absolute barriers (can’t climb over or push aside while maintaining decorum).  Added to this mix are the entry doors, shelves containing the elusive items, cash registers, and finally the exit doors.  Like an obstacle race, your challenge is to survive the course and get out without forgetting too much.  The challenge to the retailer is to get as much information as possible about your visit. 

For years, the product flow through the cash registers has been analyzed to determine what sells and what doesn’t. Data analysis originally focused on reordering schedules, then extended to descriptive statistics and insight into which products tend to be purchased together (product affinities).  However, mining the data for spatial relationships, such as shopper movement and sales activity within a store, is relatively new.  The left portion of figure 1 shows a map of a retail superstore with fixtures (green) and shelving nodes (red).  The floor plan was digitized and the fixtures and shelving spaces were encoded to form map features similar to buildings and addresses in a city.  These data were gridded at a 1-foot resolution to form a continuous analysis space. 

The right portion of figure 1 shows the plausible path a shopper took to collect the five items in a shopping cart.  It was derived through stepped accumulation surface analysis described in last month’s column.  Recall that this technique constructs an effective proximity surface from a starting location (entry door) by spreading out (increasing distance waves) until it encounters the closest visitation point (one of the items in the shopping cart).  The first leg of the shopper’s plausible path is identified by streaming down the truncated proximity surface (steepest downhill path).  The process is repeated to the establish the next tier of the surface by spreading from the current item’s location until another item is encountered, then streaming over that portion of the surface for the next leg of the path.  The spread/stream procedure is continued until all of the items in the cart have been evaluated.  The final leg is delineated by moving to the checkout and exit doors. 

T26-1b

 

Figure 2.  Shopper Movement Patterns.  The paths for a set of shoppers are aggregated and smoothed to characterize levels of traffic throughout the store.

 

Similar paths are derived for additional shopping carts that pass through the cash registers.  The paths for all of carts during a specified time period are aggregated and smoothed to generate an accumulated shopper movement surface.  Although it is difficult to argue that each path faithfully tracks actual movement, the aggregate surface tends to identify relative traffic patterns throughout the store.  Shoppers adhering to “random walk” or “methodical serpentine” modes of movement confound the process, but their presence near their purchase points are captured. 

 

The left portion of figure 2 shows an aggregated movement surface for 163 shopping carts during a morning period; the right portion shows the surface for 94 carts during an evening period of the same day.  The cooler colors (blues) indicate lower levels of traffic, while the warmer colors (yellow and red) indicate higher levels.  Note the similar patterns of movement with the most traffic occurring in the left-center portion of the store during both periods.  Note the dramatic falloff in traffic in the top portion. 

The levels for two areas are particularly curious.  Note the total lack of activity in the Women’s Wear during both periods.  As suspected, this condition was the result of erroneous codes linking the shelving nodes to the products.  Initially, the consistently high traffic in the Cards & Candy department was thought to be a data error as well.  But the data links held up.  It wasn’t until the client explained that the sample data was for a period just before Valentine’s Day that the results made sense.  Next month we will explore extending the analysis to include sales activity surfaces and their link to shopper movement.   
__________________________
Author’s Note:  the analysis reported is part of a pilot project lead by HyperParallel, Inc., San Francisco, California.  A slide set describing the approach in more detail is available on the Worldwide Web at www.innovativegis.com

 


Further Analyzing In-Store Movement and Sales Patterns

(GeoWorld, March 1998)  

(return to top of Topic)

 

The previous section described a procedure for deriving maps of shopper movement within a store by analyzing the items a shopper purchased.  An analogy was drawn between the study of in-store traffic patterns and those used to connect shoppers from their homes to a store’s parking lot… aisles are like streets and shelving locations are like street addresses.  The objective of a shopper is to get from the entry door to the items they want, then through the cash registers and out the exit.  The objective of the retailer is to present the items shoppers want (and those they didn’t even know they wanted) in a convenient and logical pattern that insures sales.   

 

Though conceptually similar, modeling traffic within a store versus within a town has some substantial differences.  First the vertical component of the shelving addresses is important as it affects product presentation.  Also, the movement options in and around store fixtures (verging on whimsy) is extremely complex, as is the characterization of relative sales activity.  These factors suggest that surface analysis (raster) is more appropriate than the traditional network analysis (vector) for modeling in-store movement and coincidence among maps.

 

Path density analysis develops a “stepped accumulation surface” from the entry door to each of the items in a shopper’s cart and then establishes the plausible route used to collect them by connecting the steepest downhill paths along each of the “facets” of the proximity surface. 

 

Figure 1 illustrates a single path superimposed on 2-D and 3-D plots of the proximity surface for an item at the far end of the store.  The surface acts like mini-staircase guiding the movement from the door to the item.

 

T26-2a

 

Figure 1.  A shopper’s route is the steepest downhill path over a proximity surface.

 

The procedure continues from item to item, and finally to the checkout and exit.  Summing and smoothing the plausible paths for a group of shoppers (e.g., morning period) generates a continuous surface of shopper movement throughout the store— a space/time glimpse of in-store traffic.  The upper left inset of figure 2 shows the path density for the morning period described last time.

OK, so much for review.  The lower left inset identifies sales activity for the same period.  It was generated by linking the items in all of the shopping carts to their appropriate shelving addresses and keeping a running count of the number of items sold at each location.  This map summarizing sales points was smoothed into a continuous surface by moving a “roving window” around the map and averaging the number of sales within a ten-foot radius of each analysis grid cell (1 square foot).  The resulting surface provides another view of the items passing through the checkouts— a space/time glimpse of in-store sales action.   

The maps in the center identify locations of high path density and high sales activity by isolating areas exceeding the average for each mapped variable.  As you view the maps note their similarities and differences.  Both seem to be concentrated along the left and center portions of the store, however, some “outliers” are apparent, such as the pocket of high sales along the right edge and the strip of high traffic along the top aisle.  However, a detailed comparison is difficult by simply glancing back and forth.  The human brain is good at a lot of things, but summarizing the coincidence of spatially specific data isn’t one of them.    

The enlarged inset on the right is an overlay of the two maps identifying all combinations.  The darker tones show where the action isn’t (low traffic and low sales).  The orange pattern identifies areas of high path density and high sales activity— what you would expect (and retailer hopes for).  The green areas are a bit more baffling.  High sales, but low traffic means only shoppers with a mission frequent these locations— a bit inconvenient, but sales are still high.   

T26-2b

 

Figure 2.  Analyzing coincidence between shopper movement/sales activity surfaces.

 

The real opportunity lies in the light blue areas indicating high shopper traffic but low sales.  The high/low area in the upper left can be explained… entry doors and women’s apparel with the data error discussed last time.  But the strip in the lower center of the store seems to be an “expressway” simply connecting the high/high areas above and below it.  The retailer might consider placing some end-cap displays for impulse or sale items along the route.   

Or maybe not.  It would be silly to make a major decision from analyzing just a few thousand shopping carts over a couple of days.  Daily, weekly and seasonal influences should be investigated.  That’s the beauty of in-store analysis— its based on data that flows through the checkouts every day.  It allows retailers to gain insight into the unique space/time patterns of their shoppers without being obtrusive or incurring large data collection expenses.  

The raster data structure of the approach facilitates investigation of the relationships within and among mapped data.  For example, differences in shopper movement between two time periods simply involve subtracting two maps.  If a percent change map is needed, the difference map is divided by the first map and then multiplied by 100.  If average sales for areas exceeding 50% increase in activity are desired, the percent change map is used to isolate these areas, then the values for the corresponding grid cells on the sales activity map are averaged.  From this perspective, each map is viewed as a spatially defined variable, each grid cell is analogous to a sample plot, and each value at a cell is a measurement—all just waiting to unlock their secrets.  Next time we will investigate more “map-ematical” analyses of these data.
__________________________
Author’s Note:  the analysis reported is part of a pilot project lead by HyperParallel, Inc., San Francisco, California.  A slide set describing the approach in more detail is available on the Worldwide Web at www.innovativegis.com.

 

 

Continued Analysis of In-Store Movement and Sales Patterns

(GeoWorld, April 1998)  

(return to top of Topic)

 

The first part of this series described a procedure for estimating shopper movement within a store, based on the items found in their shopping carts.  The second part extended the discussion to mapping sales activity from the same checkout data and introduced some analysis procedures for investigating spatial relationships between sales and movement.  Recall that the raster data structure (1-foot grids) facilitated the analysis as it forms a consistent “parceling” of geographic space.  Within a “map-ematical” context, each value at a grid cell is a measurement, each cell itself is analogous to a sample plot, and each gridded map forms a spatially defined variable.   

From this perspective, the vast majority of statistical and mathematical techniques become part of the GIS toolbox.  For some, the thought of calculating a correlation coefficient or deriving a regression equation between two maps is as disgusting as it is intimidating.  The graphical heritage of traditional mapping casts a colorful, yet qualitative, hue on spatial data processing.  The thematic mapping and geo-query procedures of desktop mapping extends database management capabilities, but emphasizes the “repackaging” of information about predefined, discrete map objects.  

The GIS procedures illustrated in this series touches on the vast potential of analytical capabilities for uncovering spatial relationships within data normally thought to be non-spatial.  Until recently, analytic applications of GIS have been a trickle compared to the flood of mapping and data management applications.  However, with the maturation of the technology and more powerful processors at ever lower costs, GIS modeling is beginning to capture the imagination of people outside its traditional realms.   

 

The recognition that maps are data as well as pictures fuels this “data mining” perspective.  Cognitive abstractions of data coupled with physical features for geographic reference form new and useful views of the spatial relationships within a data set.  For example, the insets in figure 1 show three “snapshots” of an animated sequence of the surfaces depicting shopper movement (left side) and sales activity (right side).  The checkout data for a twenty-four hour period was divided into hourly segments and the movement and sales surfaces generated were normalized, and then assigned a consistent color ramp for display.   

 

T26-3a\

 

Figure 1.  Snapshots from a movie of hourly maps of shopper movement and sales activity.

 

When viewed in motion, the warmer tones (reds) of higher activity appear to roll in and out like wisps of fog under the Golden Gate Bridge.  The similarities and miss-matches in the ebb and flow provide a dramatic view (and new insights) of the spatial/temporal relationships contained in the data.  Data visualization techniques, such as animation and 3-D datascapes, render complex and colorless tables of numbers into pictures more appropriate for human consumption. 

Although the human brain is good at many things, detailed analysis of mapped data is not one of them.  Visualizing the hourly changes provides a general impression of the timing and patterns in shopper movement and sales activity.  However, additional insight results from further map-ematics identifying locations of “significant” difference at each time step.  This is accomplished by subtracting two surfaces (e.g., movement at midnight minus movement at 1am), calculating the mean and standard deviation of the difference surface, then isolating and displaying the locations that are more than one standard deviation above and below the mean.  When animated, the progression of th pockets of change around the store forms yet another view of the checkout data. 

Segmentation of a data set forms the basis of many of the extended data mining procedures.  In addition to time (e.g., hourly time steps) the data can be grouped through spatial partitioning.  For example, each department’s “footprint” can be summarized into an index of shopper “yield” as a ratio of its average sales to its average movement—calculated hourly shows which departments are performing best at each time step.  

A third way to segment a data set is by data characteristics.  For example, traditional product “affinity” analysis that notes which items tended to be purchased together can be extended to its spatial implications.  Common sense suggests that items with a high product affinity, such as shampoo and conditioner, should have a high spatial affinity (shelved close together).  Proximity analysis is used to determine effective distance between items, normalized to an affinity index, and then compared to the pair’s product affinity index.  Miss-matches identify inconveniently shelved items—similar products shelved far apart, or dissimilar products close together.  The affinity information also assists in optimizing the shelving of impulse and sales items for frequently changed action aisle and end-cap displays.

 

T26_3b

 

Figure 2.  Departmental comparison of shopper movement patterns.

 

Figure 2 shows another data characteristics segmentation analysis.  The top left map summarizes all of the shopper paths that contained items from Department 5 (Electronics delineated by the dotted rectangle).  Note the concentration of paths within the vicinity of the Department indicating that purchasers of these items tended not to venture into other departments.  The bottom left inset is a similar map for Department 3 (Card & Candy).  Note the larger number and greater dispersion of paths compared to Department 5. 

 

The large map on the right shows areas of large differences in path density between shopping carts containing items from Departments 3 (orange) and 5 (blue).  It is expected that the areas within the departments (dotted rectangles) show large differences.  The blue areas at the top, however, show more shoppers purchasing electronics traveled to men’s wear that those purchasing cards & candy… a bit of common sense verified by empirical data.  It leads one to wonder what insights might be gained from analysis of the orange area (more cards & candy traffic) or other departmental comparisons.
__________________________
Author’s Note:  the analysis reported is part of a pilot project lead by HyperParallel, Inc., San Francisco, California.  A slide set describing the approach in more detail is available on the Worldwide Web at www.innovativegis.com.


 

 

(Micro-Terrain Considerations and Techniques)

 

Confluence Maps Further Characterize Micro-terrain Features

(GeoWorld, April 2000)  

(return to top of Topic)

 

Earlier discussion focused on terrain steepness and roughness (March 2000 BM column).  While the concepts are simple and straightforward, the mechanics of computing them are a bit more challenging.  As you hike in the mountains your legs sense the steepness and your mind is constantly assessing terrain roughness.  A smooth, steeply-sloped area would have you clinging to things, while a rough steeply-sloped area would look more like stair steps. 

 

Water has a similar vantage point of the slopes it encounters, except given its head, water will take the steepest downhill path (sort of like an out-of-control skier).  Figure 1 shows a 3-D grid map of an elevation surface and the resulting flow confluence.  It is based on the assumption that water will follow a path that chooses the steepest downhill step at each point (grid cell "step") along the terrain surface.   

 

In effect, a drop of water is placed at each location and allowed to pick its path down the terrain surface.  Each grid cell that is traversed gets the value of one added to it.   As the paths from other locations are considered the areas sharing common paths get increasing larger values (one + one + one, etc.).  

T31_4a

 

Figure 1.  Map of surface flow confluence.


The inset on the right shows the path taken by a couple of drops into a slight depression.  The inset on the left shows the considerable inflow for the depression as a high peak in the 3-D display.  The high value indicates that a lot of uphill locations are connected to this feature.  However, note that the pathways to the depression are concentrated along the southern edge of the area.   

Now turn your attention to figure 2.  Ridges on the confluence density surface (lower left) identify areas of high surface flow.  Note how these areas (darker) align with the creases in the terrain as shown on the draped elevation surface on the right inset.  The water collection in the "saddle" between the two hills is obvious, as are the two westerly facing confluences on the side of the hills.  The 2-D map in the upper left provides a more familiar view of where not to unroll your sleeping bag if flash floods are a concern. 

 

The various spatial analysis techniques for characterizing terrain surfaces introduced in this series provide a wealth of different perspectives on surface configuration.  Deviation from Trend, Difference Maps and Deviation Surfaces are used to identify areas that "bump-up" (convex) or "dip-down" (concave).  A Coefficient of Variation Surface looks at the overall disparity in elevation values occurring within a small area.  A Slope Map shares a similar algorithm (roving window) but the summary of is different and reports the "tilt" of the surface.  An Aspect Map extends the analysis to include the direction of the tilt as well as the magnitude.  The Slope of a Slope Map (2nd derivative) summarizes the frequency of the changes along an incline and reports the roughness throughout an elevation surface.  Finally, a Confluence Map takes an extended view and characterizes the number of uphill locations connected to each location.   

T31_4b

 

Figure 2.  2-D, 3-D and draped displays of surface flow confluence.

 

The coincidence of these varied perspectives can provide valuable input to decision-making.  Areas that are smooth, steep and coincide with high confluence are strong candidates for gully-washers that gouge the landscape.  On the other hand, areas that are rough, gently-sloped and with minimal confluence are relatively stable.  Concave features in these areas tend to trap water and recharge soil moisture and the water table.  Convex features under erosive conditions tend to become more prominent as the confluence of water flows around it. 

Similar interpretations can be made for hikers, who like raindrops react to surface configuration in interesting ways.  While steep, smooth surfaces are avoided by all but the rock-climber, too gentle surfaces tend to provide boring hikes.  Prominent convex features can make interesting areas for viewing—from the top for hearty and from the bottom for the aesthetically bent.  Areas of water confluence don't mix with hiking trail unless a considerable number of water-bars are placed in the trail.   

These "rules-of-thumb" make sense in a lot of situations; however, there are numerous exceptions that can undercut them.  Two concerns in particular are important— conditions and resolution.  First, conditions along the surface can alter the effect of terrain characteristics.  For example, soil properties and the vegetation at a location greatly effects surface runoff and sediment transport.  The nature of accumulated distance along the surface is also a determinant.  If the uphill slopes are long steep, the water flow has accumulated force and considerable erosion potential.  A hiker that has been hiking up a steep slope for a long time might collapse before reaching the summit.  If that steep slope is southerly oriented and without shade trees, then exhaustion is reached even sooner. 

In addition, the resolution of the elevation grid can effect the calculations.  In the case of water drops the gridding resolution and accurate "Z" values must be high to capture the subtle twists and bends that direct water flow.  A hiker on the other hand, is less sensitive to subtle changes in elevation.  The rub is that collection of the appropriate elevation is prohibitively expensive in most practical applications.  The result is that existing elevation data, such as the USGS Digital Terrain Models (DTM), are used in most cases by default.  Since the GIS procedures are independent of the gridding resolution, inappropriate maps can be generated and used in decision-making.   

The recognition of the importance of spatial analysis and surface modeling is imperative, both for today and into the future.  Its effective use requires informed and wary users.  However, as with all technological things, what appears to be a data barrier today, becomes routine in the future.  For example, RTK (Real Time Kinematic) GPS can build elevation maps to centimeter accuracy— it's just that there are a lot of centimeters out there to measure.  

The more important limitation is intellectual.  For decades, manual measurement, photo interpretation and process modeling approaches have served as input for decision-making involving terrain conditions.  Instead of using GIS to simply automate the existing procedures our science needs to consider the new micro-terrain analysis tools and innovative approaches they present.
_______________________
Author's Note: The figures presented in this series on "Characterizing Micro-Terrain Features" plus several other illustrative ones are available online as a set of annotated PowerPoint slides at the "Column Supplements" page at http://www.innovativegis.com/basis.

 


Modeling Erosion and Sediment Loading

(GeoWorld, May 2000)  

(return to top of Topic)

 

Previous discussions suggested that combining derived maps often is necessary for a complete expression of an application.  A simple erosion potential model, for example, can be developed by characterizing the coincidence of a Slope Map and a Flow Map (see the previous two columns in this series).  The flowchart in the figure 1 identifies the processing steps that form the model— generate slope and flow maps, establish relative classes for both, then combine.

 

While a flowchart of the processing might appear unfamiliar, the underlying assumptions are quite straightforward.  The slope map characterizes the relative "energy" of water flow at a location and the confluence map identifies the "volume" of flow.  It's common sense that as energy and volume increases, so does erosion potential.   

The various combinations of slope and flow span from high erosion potential to deposition conditions.  On the map in the lower right, the category "33 Heavy Flow; Steep" (dark blue) identifies areas that are steep and have a lot of uphill locations contributing water.  Loosened dirtballs under these circumstances are easily washed downhill.  However, category "12 Light Flow; Moderate" (light green) identifies locations with minimal erosion potential.  In fact, deposition (the opposite of erosion) can occur in areas of gentle slope, such as category "11 Light Flow; Gentle" (dark red).   

T31_5a

 

Figure 1.  A simple erosion potential model combines information on terrain steepness and water flow confluence.

 

Before we challenge the scientific merit of the simplified model, note the basic elements of the GIS modeling approach— flowchart and command macro.  The flowchart is used to summarize the model's logic and processing steps.  Each box represents a map and each line represents an analysis operation.  For example, the first step depicts the calculation of a SlopeMap from a base map of Elevation.  The actual command for this step, "Slope Elevation for SlopeMap," forms the first sentence in the command macro (see author's note).   

The remaining sentences in the macro and the corresponding boxes/lines in the flowchart complete the model.  The macro enables entering, editing, executing, storing and retrieving the individual operations that form the application.  The flowchart provides an effective means for communicating the processing steps.  Most "GIS-challenged users" are baffled by the detailed code in a command macro but readily relate to flowchart logic.  In developing GIS applications, the user is the expert in the logic (domain expertise) while the developer is the expert in the code (GIS expertise).  The explicit linkage between the macro and the flowchart provides a common foothold for communication between the two perspectives of a GIS application. 

 

It provides a starting place for model refinement as well.  Suppose the user wants to extend the simple erosion model to address sediment loading potential to open water.  The added logic is captured by the additional boxes/lines shown in figure 2.  Note that the upper left box (Erosion_classes) picks up where the flowchart in figure 1 left off. 

 

T31_5b

 

Figure 2.  Extended erosion model considering sediment loading potential considering intervening terrain conditions.

 

A traditional approach would generate a simple buffer of a couple of hundred feet around the stream and restrict all dirt disturbing actives to outside the buffered area.  But are all buffer-feet the same?  Is a simple geographic reach on either side sufficient to hold back sediment?  Do physical laws apply or merely civil ones that placate planners?   

Common sense suggests that the intervening conditions play a role.  In areas that are steep and have high water volume, the setback ought to be a lot as erosion potential is high.  Areas with minimal erosion potential require less of a setback.  In the schematic in figure 2, a dirt disturbing activity on the steep hillside, though 200 feet away, would likely rain dirtballs into the stream.  A similar activity on the other side of the stream, however, could proceed almost adjacent to the stream. 

The first step in extending the erosion potential model to sediment loading involves "calibrating" the intervening conditions for dirtball impedance.  The friction map identified in the flowchart ranges from 1 (very low friction for the 33 Heavy Flow: Steep condition) to 10 (very high friction for 11 Light Flow; Gentle).  A loose dirtball in an area with a high friction factor isn't going anywhere, while one in an area of very low friction almost has legs of its own.   

The second processing step calculates the effective distance from open water based on the relative friction.  The command, "SPREAD Water TO 50 THRU Friction OVER Elevation Uphill Across For Water_Prox," is entered simply by completing a dialog box.  The result is a variable-width buffer that reaches farther in areas of high erosion potential and less into areas of low potential.  The lighter red tones identify locations that are effectively close to water from the perspective of a dirtball on the move.  The darker green tones indicate areas effectively far away. 

But notice the small dark green area in the lower left corner of the map of sediment loading potential.  How can it be effectively far away though right near a stream?  Actually it is a small depression that traps dirtballs and can't contribute sediment to the stream— effectively infinitely far away. 

Several other real-world extensions are candidates to improve model.  Shouldn't one consider the type of soils?  The surface roughness?  Or the time of year?  The possibilities are numerous.  In part, that's the trouble with GIS— it provides new tools for spatial analysis that aren't part of our traditional procedures and paradigms.  

 

Much of our science was developed before we had these spatially-explicit operations and is founded on simplifying assumptions of spatial independence and averaging over micro conditions.  But now the "chicken or egg" parable is moot.  Spatial analysis is here and our science needs updating to reflect the new tools and purge simplifying assumptions about geographic relationships.

 

Identify Valley Bottoms in Mountainous Terrain

(GeoWorld, November 2002)  

(return to top of Topic)

 

On occasion I am asked how I come up with ideas for the Beyond Mapping column every month for over a dozen years.  It’s easy—just hang around bright folks with interesting questions.  It’s also the same rationale I use for keeping academic ties in GIS for over three decades—bright and energetic students.

For example, last section’s discussion on “Connecting Riders with Their Stops” is an outgrowth of a grad student’s thesis tackling an automated procedure for routing passengers through alternative public transportation (bike, bus and light rail).  This month’s topic picks up on another grad student’s need to identify valley bottoms in mountainous terrain. 

 

The upper-left inset in figure 1 identifies a portion of a 30m digital elevation model (DEM).  The “floor” of the composite plot is a 50-meter contour map of the terrain co-registered with an exaggerated 3D lattice display of the elevation values.  Note the steep gradients in the southwestern portion of the area.

T31_6a

 

Figure 1.  Gentle slopes surrounding streams are visually apparent on a 3D plot of elevation.

 

The enlarged 3D grid display on the right graphically overlays the stream channels onto the terrain surface.  Note that the headwaters occur on fairly gentle slopes then flow into the steep canyon.  While your eye can locate areas of gentle slope surrounding streams in the plot, an automated technique is needed to delineate and characterize the valley bottoms for millions of acres.  In addition, a precise rule set is needed to avoid inconsistencies among subjective visual interpretations.

Like your eye, the computer needs to 1) locate areas with gentle slopes that are 2) connected to the stream channels.  In evaluating the first step the computer doesn’t “see” a colorful 3D plot like you do.  It “sees” relative elevation differences—rather precisely—that are stored in a matrix of elevation values.  The slope algorithm retrieves the elevation value for a location and its eight surrounding values then mathematically compares the subset of values.  If the nine elevation values were all the same, a slope of zero percent (flat) would be computed.  As the elevation values in one portion of the 3x3 window get relatively large compared to another portion, increasing slope values are calculated.  You see a steep area on the 3D plot; the computer sees a large computed slope value.

 

Figure 2 shows the slope calculation results for the project area.  The small 3D grid plot at the top identifies terrain steepness from 0 to 105% slope.  Gently sloped areas of 0-6% are shown in green tones with steeper slopes shown in red tones.  The gently sloped areas are the ones of interest for deriving valley bottoms, and as your eye detected, the computer locates them primarily along the rim of the canyon.  But these areas only meet half of the valley bottom definition—which of the flat areas are connected to stream channels? 

 

T31_6b

 

Figure 2.  Slope values for the terrain surface are calculated and gently sloped areas identified.

 

Figure 3 identifies the procedure for linking the two criteria.  First the flat areas are isolated for a binary map of 0-6% slope=1 and greater slopes=0.  Then an effective distance operation is used to measure distance away from streams considering just the areas of gentle slopes.  The enlarged inset shows the result with connected valley bottom as far away as 900 meters. 

 

While the prototype bottoming technique appears to work, several factors need to be considered before applying it to millions of areas.  First is the question whether the 30 meter DEM data supports the slope calculations.  In figure 2 the horizontal stripping in the slope values suggests that the elevation data contains some inconsistencies.  In addition what type of slope calculation (average, fitted, maximum, etc) ought to be used?  And is the assumption of 0-6% for defining valley bottoms valid?  Should it be more or less?  Does the definition change for different regions?

T31_6c

 

Figure 3.  Valley bottoms are identified as flat areas connected to streams.

 

Another concern involves the guiding surface used in determining effective proximity—distance measurement uphill/downhill only or across slopes?  Do intervening soil and vegetation conditions need to be considered in establishing connectivity?  A final consideration is designing a field methodology for empirically evaluating model results.  Is there a strong correlation with riparian vegetation and/or soil maps?

That’s the fun of scholarly pursuit.  Take a simple idea and grind it to dust in the research crucible—only the best ideas and solutions survive.  But keep in mind that the major ingredient is a continuous flow of bright and energetic minds.
_________________
Author's Note:  Sincerest thanks to grad students Jeff Gockley and Dennis Staley with the University of Denver-Geography for inspiration…the icing is easy but the pound cake of research awaits.
  

 

 

 


 

(Surface Flow Considerations and Techniques)

 

Traditional Approaches Can’t Characterize Overland Flow

(GeoWorld, November 2003)  

(return to top of Topic)

 

Common sense suggests that “water flows downhill” however the corollary is “…but not always the same way.”  Similarly, overland flow modeling in a GIS is a bit more complicated than simply choosing the steepest downhill path. 

 

The pipeline industry has been mandated to determine the flows that would occur if a release were to happen at any location along a pipeline route—that could be from Wyoming to Missouri or Texas.  However, the GIS solution, in many ways, is as challenging from a modeling perspective as it is from its awesome geographic breadth. 

 

T40_1a

 

Figure 1.  Spill mitigation for pipelines identifies high consequence areas that could be impacted if a spill occurs anywhere along a pipeline.

 

Figure 1 outlines the major steps of an Overland Flow model for tracking potential spill migration.  The first step positions a pipeline on an elevation surface.  Then a spill point along the pipeline is identified and its overland flow path (downhill) identified.  In an iterative fashion, successive spill points and their paths are identified. 

 

High Consequence Areas (HCAs) are delineated on maps prepared by the Office of Pipeline Safety.  These include areas such as high population concentrations, drinking water supplies and critical ecological zones.  The HCAs impacted by individual spills are identified and recorded in a database table.  The final step identifies where paths enter streams or lakes and passes the information to a Channel Flow module (subject for future discussion).      

 

The centerline of the pipeline usually is stored as a series of vector lines in an existing corporate database.  USGS’s National Elevation Data (NED) data set is available for the entire U.S. as 30-meter grid of elevation values.  Merging the data sets involves vector to raster conversion of the pipeline to form a consistent 30-meter database for analysis.  Keep in mind that this is a bit of a task as thousands of miles of pipeline often are involved.  Developing a database design that seamlessly traverses gigabytes of grid cells in an efficient manner is quite a challenge.

 

Developing a realistic model of overland flow is just as challenging.  Real world flows are complex and need to consider differences in terrain slopes, product types and intervening conditions.  In addition, information on the timing and quantity of flow as the path progresses is invaluable in spill migration planning.

 

T40_1b

 

Figure 2.  Overland flow can be characterized as both distance traveled and elapsed time.

 

The top portion of figure 2 shows the spill patterns for three different locations along a pipeline assuming perfectly flat terrain.  The jagged edges of the patterns result from approximating circles through grid-based proximity analysis.  The progressively larger rings are analogous to slowly dripping coffee on your desk …first a small spill, then growing a little larger and a little larger, etc. 

 

Now let’s add a bit reality.  The middle series of maps identify the elevation surface for the area.  The insets on the right show the downhill locations from each of the three spill points.  The colored bands identify increasing distance with red tones identifying locations close to a spill.

 

A final bit of reality recognizes that not all downhill locations affect flow in the same manner.  The Flow Impedance map at the lower left incorporates the effects of terrain slope on flow velocity.  In flat or gently sloped areas (<2% slope), flow is gradual and can take several minutes to traverse a 30 meter cell.  In steep areas, on the other hand, the same distance can take far less than a minute.

 

This information is taken into account to generate maps at the bottom-right of figure 2.  The results show a downhill flow “reach” of several hours for the three simulated spill points.  Note that most of the flow occurs on very gentle slopes (cyan and light grey on the Flow Impedance map) so progress isn’t very fast or far.

 

T40_1c

 

Figure 3. Effective downhill proximity from a pipeline can be mapped as a variable-width buffer.

 

Figure 3 depicts the processing flowchart and results for simulating overland flow from all locations defining the pipeline.  The procedure is analogous to tossing a stick shaped like the pipeline into a pond.  Ripples move outward indicating increasing distance.  However in this instance, the waves can’t go uphill and the shortest elapsed time to reach any location is calculated. 

 

The grey areas on the resultant map identify uphill locations (infinitely far away).  The red tones identify areas that are relatively close to the pipeline.  They progress to green tones identifying locations that are several hours away.

 

As we’ll see in the next section, things get even more complex as various terrain conditions (path, sheet, flat flow and pooling) and product properties (viscosity, release amount, etc.) come into play.  The bottom line is that the traditional approach of choosing just the steepest downhill path for characterizing overland flow doesn’t hold water. 

 


Constructing Realistic Downhill Flows Proves Difficult

(GeoWorld, December 2003)  

(return to top of Topic)

 

The instinct of a herd of rain drops is unwavering.  As soon as they hit the ground they start running downhill as fast as they can.  But not all downhill options are the same.  Some slopes are extremely steep and call the raindrops like a siren.  Other choices are fairly flat and the herd tends to spread out.  Depressions in the terrain cause them to backup and pool until they can break over the lip and start running downhill again.

 

In overland flow modeling these conditions are termed path, sheet, flat and pooling flows.  Figure 1 depicts two downhill paths over a terrain surface that is displayed in its raw form as grid cells raised to the relative height of their elevation values.  A starting point on the surface is identified and the computer simulates the downhill route.

 

As shown in the enlarged inset on the right, a location along the path could potentially flow to any of its neighboring cells.  Uphill possibilities with larger elevation values are immediately eliminated (educated raindrops).  The steepest downhill step is determined and path flow moves to that location.  The process is repeated over and over to identify the steps along the steepest downhill path.

 

This procedure works nicely until reality sets in.  What happens when a flat areas are encountered?  No longer is there a single steepest downhill step because all surrounding elevation values are equal or larger.  Obviously the flow doesn’t stop; it simply spreads out into the flat area.  In this instance the algorithm must follow the raindrop’s lead and incorporate code that continues spreading as shown in the figure.  The “steepest downhill path, then stop” approach isn’t sufficient.  Nor is a path that simply shoots a straight line across the flat area a realistic solution.

 

T40_2a

 

Figure 1.  Surface flow takes the steepest downhill path whenever possible but spreads out in flat areas and pools in depressions.

 

However, realistic flow modeling is even more subtle than that.  Areas of very gentle slope but not perfectly flat tend to exhibit sheet flow and spread out to all of the slight downhill locations.  Figure 2 depicts the different conditions for path, sheet and flat flow.

 

T40_2b

 

Figure 2.  Surface inclination and liquid type determine the type of surface flow—path, sheet or flat.

 

The upper-left inset (a) shows the steepest downhill path in areas of steep terrain.  Inset (b) shows the sheet flow widening to all downhill locations when inclination is slight. 

 

Inset (c) depicts the flow going in all directions on perfectly flat terrain.  As an empirical test, the next time you are doing the dishes hold a cutting board under the faucet and watch the water pattern change as you tilt the board from horizontal to steeper inclinations—flat, sheet then increasingly narrow path flows. 

 

Incorporating sheet flow into the algorithm inserts a test that determines if the steepest downhill step is less than a specified angle—if so, then steps to all of the downhill locations are taken.  Another confounding condition occurs when there are equally steep downhill possibilities.  In this instance both steps are taken and the flow path broadens or splits.

 

That is the same procedure the computer algorithm uses.  It searches the neighboring cells for the smallest elevation, fills to that level, and then steps to that location.  The procedure of filling and stepping is repeated until the lip of the depression is breached and flow downhill can resume. 

 

T40_2c

 

Figure 3.  Pooling of surface flow occurs when depressions are encountered.

 

By far the trickiest flow for a computer to simulate is pooling.  Figure 3 shows a path that seemingly stops when it reaches a depression.  In this instance, all of the elevation values around it are larger and there are no downhill or across steps to take.  As more and more raindrops backup in confusion they start filling the depression.  When they reach the height of the smallest elevation surrounding them they flow into it. 

 

Another possibility is that the quantity of flowing liquid is exhausted and the path is terminated at a pooling depth that fails to completely fill the depression.  The idea of tracking flow quantity, as well as elapsed time, along a flow path is an important one, particularly when modeling pipeline spill migration.  That discussion is reserved for the next section.

 

 

Use Available Tools to Calculate Flow Time and Quantity

(GeoWorld, January 2004)  

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The past couple of sections have investigated overland flow modeling with a GIS.  The basic approach was introduced and some of the extended procedures needed to simulate realistic flows were discussed. While the steepest downhill path is a raindrop’s first choice, path flow becomes sheet flow when inclination is minimal and flat flow in perfectly flat terrain.

 

A fourth type of flow—pooling—occurs when a depression is encountered.  In this instance flow continues rising until it fills the depression and can proceed further downhill or the available quantity of liquid is trapped. 

 

The introduction of flow quantity and timing are important concepts in modeling pipeline spill events.  It’s common sense that a 100 barrel release won’t travel as far as a 1000 barrel release from the same location.  Similarly, a “gooey” liquid takes longer to flow over a given distance than a “watery” one.

 

So how does the computer track retained quantity and elapsed time along a spill path?  Several factors come into play involving cell size, properties of the liquid, terrain configuration and intervening conditions.  Viscosity and specific gravity determine the “gooeyness” of flowing liquid and the effective depth of the flow. 

 

This, plus the steepness of the terrain, determines the amount of liquid that is retained on the surface at each location.  Add an infiltration factor for seepage into the soil and you have a fairly robust set of flow equations.  In mathematical terms, this relationship can be generalized as—

 

   Quantity Retained = fn [cellsize, flow depth, slope angle, soil permeability]

 

   Flow Velocity = fn [gravitational constant, viscosity, specific gravity, flow depth, slope angle]

 

Implementing the cascading flow in a GIS requires map-ematically solving fully defined equations at each step along the path.  The user specifies the physical properties of the product, the local soil map determines the permeability and the elevation surface derives the slope angles.

 

In terms of pipeline spill mitigation, the quantities of jet fuel (thin) or crude oil (thick) that are retained along a flow path can be dramatically different.  Equally striking are the differences in quantities that seep into dissimilar soil types.  Also, if the spill occurs when the soil is saturated or frozen, infiltration will be minimal with nearly all of the quantity continuing along the path.  Coding for all of these contingencies is what makes a spatially-specific model particularly challenging.  

 

T40_3a

 

Figure 1.  Overland flow is calculated as a series of time steps traveling downhill over an elevation surface.

 

Figure 1 shows the overland flow from a simulated spill.  It is a conservative estimate as the simulation assumes sheet/flat flow at minimal inclinations, no soil infiltration and an unlimited quantity of liquid.  In addition, the flow is measured in units of time by successively adding the time to cross each grid cell (time= cell length / flow velocity) as the flow proceeds. 

 

The lower inset in the figure depicts an animation series of flow progress in 20 minute time steps.  Note that the simulated release starts in relatively steep terrain of about 6 percent but quickly fans out as more gentle terrain is encountered.  The maximum extent within the project area occurs at the northern portion and is reached in a little over five hours.

 

Figure 2 compares the flow times for two different liquid types over the same terrain.  Louisiana crude oil (right side) is more viscous than water (left side) and only travels about two-thirds of the path distance in the same five hour period.  Also note the differences in the shape of the wave fronts with a much smoother appearance for the more viscous crude oil flow. 

 

In Mr. Wizard terms, it means if you pour a cup of water on a tilted cutting board most of it runs off almost instantly.  However, if you pour a cup of honey on the same board it takes much longer to flow down and a relatively larger portion sticks to the board. 

 

The quantity and velocity equations quantitatively account for these common sense characteristics of overland flow.  While neither the equations nor the data are perfect, the extension of the cutting board example to the grid cell element provides a radically new approach to modeling overland flow.

 

T40_3b

 

Figure 2.  Flow velocity is dependent on the type of liquid and the steepness of the terrain.

 

Research into the equations has been ongoing for decades.  However, in real-world applications the effects of slope angle could not be adequately modeled until the advent of map analysis tools and extensive data.  Today, we have seamless elevation data for the contiguous fifty states (National Elevation Dataset) that can be purchased for about $1500.  The pieces are in place—equations, technology and data—for realistic modeling of overland flow.  As we’ll see next in the next section the same holds for modeling channel flows. 

 

 

Migration Modeling Determines Spill Effect

(GeoWorld, February 2004)  

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Overland flow careens downhill and across flat areas in a relentless pursuit of beach front property.  Previous discussion has focused on the important factors in the flow mechanics (path, sheet, flat and pooling) and major considerations (quantity and velocity) behind the calculations.  The characteristics of the liquid (viscosity and specific gravity) and the terrain (slope angle and soil type) are the dominant influences on the velocity of flow and the quantity retained at each location.

 

The ability to effectively model overland flow is critical to understanding the impacts of potential pipeline spills.  For example, an Impact Buffer can be generated that identifies the minimum time for a spill to reach any impacted location.  The process involves aggregating the results from repeated simulation of release points (left side of figure 1).  

 

T40_4a

 

Figure 1.  An Impact Buffer identifies the minimum flow time to reach any location in the impacted area—areas that are effectively close to the pipeline.

 

Each spill point generates a path identifying the elapsed time to reach locations within its impacted area.  The stack of simulated flow maps is searched for the minimum time at each grid location.  The result is an overall map identifying the effected area (colors from red to green) comprised of a series of contours estimating how close each location is in terms of flow time.  Such a map can be invaluable in emergency response planning.

 

In a similar manner, the individual simulation maps can be summarized to identify the estimated quantity retained or the portions of the impacted area that are affected by specific sections of the pipeline.  For example, the inset in the figure identifies the spill numbers for each impacted location (blue for just spill 3; yellow for spills 2 and 3; red for spills 1, 2, and 3).  Such a map can be useful in characterizing pipeline risk. 

 

Another important component in risk assessment is the occurrence of high consequence areas within the impacted area.  It is like the age old question “If a tree falls in the forest and no one is around to hear it, does it make a sound?”  If a spill occurs and doesn’t impact high consequence areas then, while the spill hazard might be great, the risk is relatively small. 

 

The left side of figure 2 shows the spatial coincidence between the impacted area and a map identifying the Other Populations HCA.  The top two insets identify the input maps and the bottom one depicts the coincidence as the extreme northern portion of the impacted area.  The inset on the right shows a much larger portion of the impact area occurs within the Drinking Water HCA.  Tabular statistics relating potential spill locations and HCA’s are generated and can be used to characterize risk along the entire length of the pipeline.

 

T40_4b

 

Figure 2.  Identification of High Consequence Areas (HCAs) impacted by a simulated spill is automatically made when a flow path encounters an HCA.

 

However, overland flow is only part of the total solution.  When the path encounters flowing water entirely different processes take over and the GIS solution changes from raster to vector.  Figure 3 outlines the four basic steps in Channel Flow modeling. 

 

The first step involves structuring the stream network so each line segment reflects the flow time it takes to traverse it.  In most applications this is calculated as the flow velocity based on the stream size multiplied times the segment length.  Stationing along the network is established by beginning at a base point and accumulating flow times for each vertex moving toward the head waters.

 

The second step links the overland flow time and remaining quantity to the entry point in the stream network. In the example in the figure the entry point time is proportioned between 12.10 and 12.82 hours and set as 12.46 hours from the base point.

 

The next step determines the entry and exit times for impacted HCA’s.  This is derived by subtracting the HCA entry time from overland flow entry time to calculate the flow time along the stream (12.46 – 11.46 = 1.0 hours).  The final step adds the stream flow time to the overland flow time for the total elapsed time from the spill to the HCA (1.0 + 2.5 = 3.5 hours). 

 

The procedure is repeated for all of the impacted HCA’s along the channel flow route.  Implementation is very fast as all of the information on coincidence and accumulated flow time is stored predefined tables.  Spatial intersection of streams and HCA’s is computed just once with all subsequent processing involving table manipulation.

 

T40_4c

 

Figure 3. Channel flow identifies the elapsed time from the entry point of overland flow to high consequence areas impacted by surface water.

 

The result of spill migration modeling identifies and characterizes all of the potentially effected HCA’s by both overland and channel flows.  That’s quite a feat when analyzing a hundreds of miles of pipeline.  But that’s what GIS is supposed to do—not simply inventory physical features but to provide information within the context of complex spatial issues.   

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