Map Analysis
Topic 14: Deriving and Using Travel-Time Maps |
© 2001 |
Creating Travel-Time Buffers — discusses procedures for establishing travel-time
buffers responding to street type. Integrating Travel-Time into
Mapping Packages — describes procedures for
transferring travel-time data to other maps. Considering Slope and Beauty in
Hiking Maps — describes a general
procedure for weighting friction maps to reflect different objectives. |
|
Author’s Note: The figures in this topic
used MapCalcTM software by Red Hen Systems, Inc. An educational CD with online text,
exercises and databases for “hands-on” experience in these and other grid
analysis procedures is available for US$21.95 plus shipping and handling (see www.redhhensystems.com).
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Creating Travel-Time Buffers (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.
Figure 1. A simple buffer identifies the area within a
specified distance.
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.
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. An effective buffer characterizes
travel-time about a map feature.
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).
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.
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.
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 next month.
Integrating Travel-Time into Mapping Packages (return to top of Topic)
Last
month’s column 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.
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.
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.
Figure 3. The appended travel-time information can be utilized in traditional geo-query and display.
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.
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 sakes 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.
Deriving and Using Hiking-Time Maps (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.
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 identify 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.
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.
Figure 3. The steepest downhill path from a location (Cabin) identifies the “best” route between that location and the starter location (Ranch).
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.
The
2D map 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?” Next time 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.
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.
Considering Slope and Scenic Beauty in
Hiking Maps (return to top of Topic)
“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 the 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 the 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.
Last
month’s column 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.
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.
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
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.
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 reflect 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 is reserved for next month, 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.
Figure 3. The
“best” routes between the Cabin and the Ranch can be compared by hiking time
and scenic beauty.
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.
But what about a route that balances time and scenic considerations? A simple approach would average the two weighting maps, 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 then expands.
The following is the 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.