On Growth and Form

Activities, Experiments, & Programs

The NSF Applications of Advanced Technology project On Growth and Form: Learning Concepts of Probability and Fractals by ``Doing Science'' led to a number of prototype hands-on activities, laboratory experiments, and interactive visualization programs for the Macintosh platform have been developed to demonstrate how fundamentally random microscopic events can give rise to fractal macroscopic patterns.

A more developed set of applications and curriculum is available at Patterns in Nature.

Click here to download Macintosh and Windows software to your host computer.

For further information on the following simulations, please contact us. Feedback would be most appreciated.


Jump to: Random Walks, Anthill, Deer, Many Walkers, Diffusion Chamber, Coastline, Fractal Dimension, Aggregation Kit, GasketMeister, Surface Analyzer, BlaZe, Forest, Hopfield, Lottery, Polymer, DNA Walk, or Chill Out.


Random Walks

Hands-on activities encourage students to predict the outcome of flipping a set of ten coins 1000 times. How many times would all ten coins come up heads? How many times would nine coins come up heads? etc. Then students flip coins for themselves and average results over the entire class. Students then are given a number line and a walker. Students place the walker in the center of the number line and move it left or right depending on the outcome of a coin flip.

The Random Walk program allows allows the student to flip a set of ten coins a large number of times quickly and summarizes in the form of a histogram the number of heads resulting from each trial. Another part of the program models the direction of a one dimensional random walker by the flip of a coin. Where the walker lands at the end of ten steps is compiled in a histogram at the bottom of the screen.

One of the simplest and clearest demonstrations of probabilistic phenomena is produced by dropping balls over an array of pins which form Pascal's Triangle. By being forced to go either left or right, the balls form a normal distribution in the catch bins at the bottom of the array. Repeated trials demonstrate a number of phenomena: averaging; statistical variation; etc. The combination of an actual physical model with the computer simulation that can then run many trials rapidly reinforces fundamental probabilistic concepts. In this way, students are slowly exposed to the basic rules and statistical properties which are necessary in order to explore diffusion processes in nature.


Anthill

This program allows the student to experiment with multiple two dimensional walkers. A large number of "ants" (walkers) start together in the center of the computer screen. Each ant moves independently, in a random walk, and the area covered by the ants grows. The student may change the relative probability that each ant moves in each direction: north, south, east, or west.

Diffusion in Gels experiment: Two rectangular slabs of gelatin, agar, or some other gel are placed in contact. One is clear gel. The other has concentrated food color added. Over a period of a few days students watch and measure the diffusion front of color as it moves through the clear gel into and through the clear gel.


Deer

The two dimensional random walkers in this program are deer. The deer move around a field of grass that they eat. The lives and movements of these deer are governed by a number of rules. How big are the deer? How old are the deer when they reproduce? How many steps can a deer take without food? Also, how long after it is eaten does the grass grow back? All of these variables are controlled by the student. The computer illustrates in the form of a chart the population of the deer and the amount of grass in the field. The goal? To get a stable population where neither the deer nor the grass overrun the field.

Liesegang Rings experiment: A crystal of copper sulfate is placed in the center of a gel containing dissolved potassium chromate. As the copper sulfate diffuses into the gel, copper chromate crystals precipitate out, creating a colored ring. Locally this depletes the chromate below the precipitation threshold. The copper must diffuse further to find chromate concentration above the precipitation threshold. As this process repeats, the result is a set of colored rings, developing in time, that illustrate diffusion.


Many Walkers

Many one dimensional random walkers are displayed in a vertical column. Each walker moves independently and after each step the computer displays a histogram of walker locations. The computer also displays the average value of X, where X is the displacement of walkers away from their initial position. Also shown is a graph of average X squared vs. the number of steps; in the limit of a large number of walkers, this graph approaches a straight line, a fundamental consequence of random walks.

Diffusion Chamber

This program demonstrates how molecules of two different substances starting at opposite ends of a tube diffuse along the tube in random walks. A white precipitate forms where the substances meet each other. The student controls the length of the tube and the step size of each substance to see the consequences for the location and speed of formation of the visible precipitate.

The Diffusion Chamber experiment: Two different gases are inserted at the opposite ends of a clear glass tube. (Typically these gases are NH3 and HCl). The gases diffuse through the tube and when they meet they form a white dust (NH4 Cl) part way along the tube. Students are asked to predict mathematically where the "dust" will form and how soon this will occur.


Fractal Coastline

The Coastline activity allows students to measure a given coast by "stepping it off" with calipers set to different lengths or by "covering" the coastline with different sized grids. Does a caliper set to five miles take twice as many steps along the coast as a caliper set to ten miles? No. Why not? It has something to do with the dimension of the coastline. Students collect data for various step sizes then plot their results on a log-log graph, finding from the slope the dimension of their coastline.

The Fractal Coastline program randomly generates coastlines based on conditions set by the student. Student measures the fractal dimension of the resulting coastline using the computer version of the methods employed in the hands-on activity: "walking" with rulers of different lengths or "covering" with grids of various sizes. The computer records the data and allows students to create graphs based on their data to find the dimension of their object.

Click here to see how one teacher has used these materials in his class.


Fractal Dimension

Students generate a "gasket" by folding pieces of paper and cutting out certain sections. When they have completed their "gasket" the students measure the dimension of their product by covering it with squares. Students graph the results of their measurements and uncover what exponent yields the straightest line plot. This exponent is the dimension of their "gasket". Students are introduced to logarithms as a tool to take the guesswork out of finding the dimension of an object. In the previous activity, Fractional Dimension, students had to plug in exponents until they got the straightest line. Use of a log-log plot yields the dimension directly from the slope, eliminating number plugging.

The Fractal Dimension program gives the student a variety of objects to measure to determine their dimension. The program offers two measuring methods: (1) the box method which covers the object with different sized boxes and records the number of boxes it takes to cover the object; and (2) the circle method which covers the object with concentric circles and records how much of the object is within each circle. The program graphs the results of its measurements and allows the student to choose which data points they want the computer to graph. Objects from the "real world" (including patterns grown in laboratory experiments) can be scanned into the computer and imported into this program for analysis.


Aggregation Kit

The Pattern Building hands-on activity allows students to model the movement of an ion in solution by charting the results of a two dimensional random walk. An ion starts on the outer edge of a circle and takes steps to complete a random walk. The direction of the steps can be determined by rolling a tetrahedral die or by following entries in a randomly generated table. If the ion reaches a structure previously grown from the center, it sticks to it; if the ion exits the circle before touching the center it is removed and replaced by a new random walker. After many walkers stick to the growing structure, they form a fractal pattern or "aggregate".

The Aggregation Kit program automates the student hands-on activity of pattern building. The student can generate computer aggregates by setting a number of variables. The program allows the student to split screens an observe two aggregates at once in order to determine the effect that changing variables has on the aggregate that grows. Aggregates generated by this program can be saved and transferred into the Fractal Dimension program to be analyzed.

Experiments which demonstrate fractal growth phenomena include Bacterial Colony Growth, Termite foraging, Electrochemical Deposition, Viscous Fingering, and Dielectric Breakdown patterns. The patterns for each of these experiments can be digitized and imported into the Fractal Dimension program for quantitative analysis.


GasketMeister

In the Chaos Game, students begin by placing three dots on a piece of paper and numbering them 1, 2, and 3. They also place a fourth dot, anywhere they choose inside the triangle drawn through the three numbered dots. Now they choose a numbered tile from a bag. They place a dot halfway between the fourth dot and the dot corresponding to the number they chose. They return the tile to the bag, shake, and choose again. This process is repeated a number of times. The class discusses what would result if they continued this process. Will the triangle be completely filled with dots? The GasketMeister program automates the hands-on activity. The student places the original three points and the computer rapidly carries out the process of adding new dots. What results from the process is not a solid triangle, but a triangle with empty spaces called a Sierpinski Gasket. The Sierpinski Gasket is a deterministic fractal that has infinite self-similarity. The student can experiment by placing starting dots in different geometric configurations, and setting the distance a new dot is placed from the starting dot, to see if a Gasket always results.

Surface Analyzer

This program gives students a variety of options for analyzing the roughness that is found in the world around us. A number of stored images allows students to discover the roughness exponent of such things as the "landscape" of a section of human DNA. Students may also choose to scan into the program images created from laboratory experiments of objects they find in the "real world".

Student laboratory experiments (i.e., Hele-Shaw Lichtenberg ) and real images taken from nature (i.e., leaf patterns, photographs of lightning) can be scanned into the computer or digitized through the use of a video camera and frame grabber. The programs are rich enough that they can also be used to create images from the numerical data of digital elevation maps developed by the NATIONAL GEOLOGICAL SURVEY (i.e., river patterns, canyon shapes, mountain ranges, and coastlines) as well as from satellite data collected by NASA's MAGELLAN MISSION of the surfaces of Venus.

See the ROUGH SURFACES MANUAL by undergraduate David Futer.


Blaze!

Can computer games, similar to the ever-popular Nintendo, be used to teach a concept? What format for the game is necessary to achieve this goal? This ambitious project has seen many versions of a game whose purpose is to teach about connected pathways, phase transitions, and their applications to real-world phenomena. A forest fire model was used to model how connectivity of pathways plays a crucial role in the formation of many substances (such as gels). In the Blaze! game, students must not only determine the critical concentration of trees which maximizes their profit but they are given control over the situation by flying a helicopter loaded with water to put out the fire. Due to the limited supply of water, students soon learn that they must drop their water at strategic places along pathways of burning trees. These places are called ``red bonds'' in percolation theory---a subject which students study more formally later.

Forest

A seed tree sits in the middle of a checkerboard. A pair of students takes a handful of pennies and lays one in each of the four squares adjacent to the dime, then looks to see if each penny laid down is a head or tail. Each head represents a new tree that grows; each tail represents a rock. In a second round, students lay pennies on the spaces adjacent to each new tree. Each new head means a tree that extends the new growth. Repeat the process again and again until the board is filled or all trees are surrounded by rocks. Now remove all ``rocks,'' i.e., the pennies showing tails. The process described here is called Leath percolation and resulting pattern of ``trees'' is a random fractal. The computer screen shows a square lattice with a seed tree in the center. As in the game, the student can place a tree or a rock randomly with equal probability in the four spaces adjacent to the seed tree, continuing the process until all trees are surrounded by rocks.

Hopfield

This program begins by looking at a simple molecular model for a certain class of disordered materials---spin glasses. We can think of the molecules in spin glasses as little bar magnets whose spins are either up or down. In trying to decide how these little magnets line up with one anothers, it was discovered that the way these systems change the lining up of magnets is quite similar to one important aspect of brain functioning, the so-called associative memory activity. Knowing the dynamics of spin glasses, one can make a program that actually learns a number of patterns (based on connections between spins) and to correctly classify a new pattern when it is loaded into it's "brain."

Lottery

Students flip coins until they get three heads in a row. When they get three heads in a row they predict the outcome of the next flip using one of three alternative strategies: "On a Winning Streak," "Running Out of Luck," or "Random." Students repeat this process a number of times. After several trials, students compare the success of their strategy with the alternative strategies employed by their classmates.

The Lottery program confronts misconceptions about "winning streaks" and the predictability of random events. This program flips coins until it gets four heads in a row. When fours heads in a row occur, the computer stops and allows the student to predict (bet) what the result of the next flip will be. The computer keeps track of the student's "score" by recording the number of times they correctly predict the next flip.


Polymer

A pattern of infinitely growing, self-avoiding, random walks in two dimensions is created on the screen. This pattern models a polymer chain in a good solvent. The program allows the student to calculate the fractal dimension of the pattern. The second part of the program simulates the dynamics of a polymer chain.

DNA WALK

This program is one of many that explain how a random walk is translated into a natural phenomenon. Here a random walker generates a landscape. The landscape created by the random walker is analyzed and compared to a similar "landscape" derived from the profile of amino acids found in the DNA of sample genes.

Chill Out!

The student can create and analyze a simulated aggregate, or choose to analyze an aggregate from the computer's files. The student is able to determine the effect energy has on the formation of the aggregate by experimenting with the program's options. For example, the force lines option draws force lines on the screen and allows the student to launch a single particle which will join the aggregate. The path the particle takes can be compared to the predicted lines of the force.

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