993 resultados para Technische Universität München
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The knowledge about processes concerning perception and understanding is of paramount importance for designing means of communication like maps and charts. This is especially the case, if one does not want to lose sight of the map-user and if map-design is to be orientated along the map-users needs and preferences in order to improve the cartographic product's usability. A scientific approach to visualization can help to achieve useable results. The insights achieved by such an approach can lead to modes of visualization that are superior to those, which have seemingly proved their value in praxis - so-called "bestpractices" -, concerning their utility and efficiency. This thesis shows this by using the example of visualizing the limits of bodies of waters in the Southern Ocean. After making some introductorily remarks on the chosen mode of problem-solution in chapter one, which simultaneously illustrate the flow of work while working on the problem, in chapter two the relevant information concerning the drawing of limits in the Southern Ocean is outlined. Chapter 3 builds the theoretical framework, which is a multidisciplinary approach to representation. This theoretical framework is based on "How Maps Work" by the American Cartographer MacEachren (1995/2004). His "scientific approach to visualization" is amended and adjusted by the knowledge gained from recent findings of the social sciences where necessary. So, the approach suggested in this thesis represents a synergy of psychology, sociology, semiotics, linguistics, communication theory and cartography. It follows the tradition of interdisciplinary research getting over the boundaries of a single scientific subject. The achieved holistic approach can help to improve the usability of cartographic products. It illustrates on the one hand those processes taking place while perceiving and recognizing cartographic information - so-called bottom-up-processes. On the other hand it illuminates the processes which happen during understanding this information in so-called top-down-processes. Bottom-up- and top-down-processes are interdependent and inseparably interrelated and therefore cannot be understood without each other. Regarding aspects of usability the approach suggested in this thesis strongly focuses on the map-user. This is the reason why the phenomenon of communication gains more weight than in MacEachren's map-centered approach. Because of this, in chapter 4 a holistic approach to communication is developed. This approach makes clear that only the map-user can evaluate the usability of a cartographic product. Only if he can extract the information relevant for him from the cartographical product, it is really useable. The concept of communication is well suited to conceive that. In case of the visualization of limits of bodies of water in the Southern Ocean, which is not complex enough to illustrate all results of the theoretical considerations, it is suggested to visualize the limits with red lines. This suggestion deviates from the commonly used mode of visualization. So, this thesis shows how theory is able to ameliorate praxis. Chapter 5 leads back to the task of fixing limits of the bodies of water in the area of concern. A convention by the International Hydrographic Organization (IHO) states that those limits should be drawn by using meridians, parallels, rhumb lines and bathymetric data. Based on the available bathymetric data both a representation and a process model are calculated, which should support the drawing of the limits. The quality of both models, which depends on the quality of the bathymetric data at hand, leads to the decision that the representation model is better suited to support the drawing of limits.
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El trabajo se ha centrado en la reconstrucción arquitectónica de Munich tras la Segunda Guerra Mundial, para estudiar la aceptación o no del pasado mediante una clasificación de varios ejemplos. Las ruinas de muchos lugares fueron debate fundamental en la reconstrucción, apareciendo distintas y contrarias soluciones. Este debate enfrentó a dos movimientos; la corriente tradicionalista y la modernista. La primera evidenció su rechazo absoluto hacia los acontecimientos recién sucedidos. Arquitectos como Karl Meitinger quisieron borrar el pasado, empleando la recuperación integral de la arquitectura en su estado anterior, sin continuidad temporal en la historia del edificio. La segunda, promovida por arquitectos de la Technische Universität München (TUM) como Hans Döllgast, buscó la lectura completa del edificio, atendiendo a sus diferentes etapas cronológicas, relatando distintos capítulos de la historia y permitiendo que el objeto de trabajo transmita por sí solo el recuerdo, respetando siempre los patrones compositivos del edificio original. Se produjo, por tanto, un borrado de huellas históricas en la recreación de muchos espacios destruidos, pero hubo otros cuyo objetivo fue dar a conocer la historia, aceptando las circunstancias del pasado, recuperándolo en la lectura de una fachada o en los paseos de los espacios públicos, haciendo que la ciudad de Munich se convirtiera en un buen ejemplo de reconstrucción arquitectónica que ha tenido en cuenta el recuerdo, defendiendo que el pasado traído al presente de la obra arquitectónica genera emoción en el espectador
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CODE, the Center for Orbit Determination in Europe, is a joint venture of the following four institutions:Astronomical Institute, University of Bern (AIUB), Bern, Switzerland; Federal Office of Topography swisstopo, Wabern, Switzerland; Federal Agency of Cartography and Geodesy (BKG), Frankfurt a. M., Germany; Institut für Astronomische und Physikalische Geodäsie, Technische Universität München (IAPG, TUM), Munich, Germany. It acts as a global analysis center of the International GNSS Service (IGS). The operational computations are performed at AIUB using the latest development version of the Bernese GNSS Software. In this context a final solution series is generated considering all active GPS and GLONASS satellites. It is published in daily files with a delay of about two weeks.
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Thesis (doctoral)--Technische Universität München, 1907.
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"Urkunden": v.2, p. 3-480.
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Eine Anfang 2002 erfolgte Umfrage im Historicum der Ludwig-Maximilians-Universität München zur Akzeptanz elektronischer Informationsressourcen in Forschung und Lehre zeigte, dass das Interesse an elektronischer Literatur- und Informationsversorgung in den Geschichts- und Altertumswissenschaften als durchaus groß zu bewerten ist, selbst wenn dem Printbereich weiterhin ein sehr hoher Stellenwert eingeräumt wird. Ferner erbrachte die Umfrage, dass der bibliothekarischen Öffentlichkeitsarbeit im Sinne einer offensiven Werbung für den kostenintensiven E-Mediensektor ein viel größeres Augenmerk zu schenken ist, als dies bislang von der Universitätsbibliothek München vermutet wurde.
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Smart antenna receiver and transmitter systems consist of multi-port arrays with an individual receiver channel (including ADC) and an individual transmitter channel (including DAC)at every of the M antenna ports, respectively. By means of digital beamforming, an unlimited number of simultaneous complex-valued vector radiation patterns with M-1 degrees of freedom can be formed. Applications of smart antennas in communication systems include space-division multiple access. If both stations of a communication link are equipped with smart antennas (multiple-input-multiple-output, MIMO). multiple independent channels can be formed in a "multi-path-rich" environment. In this article, it will be shown that under certain circumstances, the correlation between signals from adjacent ports of a dense array (M + ΔM elements) can be kept as low as the correlation between signals from adjacent ports of a conventional array (M elements and half-wavelength pacing). This attractive feature is attained by means of a novel approach which employs a RF decoupling network at the array ports in order to form new ports which are decoupled and associated with mutually orthogonal (de-correlated) radiation patterns.
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Stereo visual odometry has received little investigation in high altitude applications due to the generally poor performance of rigid stereo rigs at extremely small baseline-to-depth ratios. Without additional sensing, metric scale is considered lost and odometry is seen as effective only for monocular perspectives. This paper presents a novel modification to stereo based visual odometry that allows accurate, metric pose estimation from high altitudes, even in the presence of poor calibration and without additional sensor inputs. By relaxing the (typically fixed) stereo transform during bundle adjustment and reducing the dependence on the fixed geometry for triangulation, metrically scaled visual odometry can be obtained in situations where high altitude and structural deformation from vibration would cause traditional algorithms to fail. This is achieved through the use of a novel constrained bundle adjustment routine and accurately scaled pose initializer. We present visual odometry results demonstrating the technique on a short-baseline stereo pair inside a fixed-wing UAV flying at significant height (~30-100m).
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This thesis presents social requirements and design considerations from a study evaluating interactive approaches to social navigation and user-generated information sharing in urban environments using mobile devices. It investigates innovative ways to leverage mobile information and communication technology in order to provide a social navigation platform for residents and visitors in and for public urban places. Through a design case study this work presents CityFlocks, a mobile information system that offers an easy way for information-seeking new residents or visitors to access tacit knowledge from local people about their new community. It is intended to enable visitors and new residents in a city to tap into the knowledge and experiences of local residents in order to gather information about their new environment. Its design specifically aims to lower existing barriers of access and facilitate social navigation in urban places. In various user tests it evaluates two general user interaction alternatives – direct and indirect social navigation – and analyses which interaction method works better for people using a mobile device to socially navigate urban environments. The outcomes are relevant for the user interaction design of future mobile information systems that leverage the social navigation approach.
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Technological advances have led to an influx of affordable hardware that supports sensing, computation and communication. This hardware is increasingly deployed in public and private spaces, tracking and aggregating a wealth of real-time environmental data. Although these technologies are the focus of several research areas, there is a lack of research dealing with the problem of making these capabilities accessible to everyday users. This thesis represents a first step towards developing systems that will allow users to leverage the available infrastructure and create custom tailored solutions. It explores how this notion can be utilized in the context of energy monitoring to improve conventional approaches. The project adopted a user-centered design process to inform the development of a flexible system for real-time data stream composition and visualization. This system features an extensible architecture and defines a unified API for heterogeneous data streams. Rather than displaying the data in a predetermined fashion, it makes this information available as building blocks that can be combined and shared. It is based on the insight that individual users have diverse information needs and presentation preferences. Therefore, it allows users to compose rich information displays, incorporating personally relevant data from an extensive information ecosystem. The prototype was evaluated in an exploratory study to observe its natural use in a real-world setting, gathering empirical usage statistics and conducting semi-structured interviews. The results show that a high degree of customization does not warrant sustained usage. Other factors were identified, yielding recommendations for increasing the impact on energy consumption.
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The goal of this project was to develop a mobile application for the iOS platform, that would support the partner of this project, the Brisbane City Council, in stronger engage citizens in participating in urban planning and development projects. The resulting application is an extended version of FixVegas, a system that allows citizens to report maintenance request to the Brisbane City Council through their smartphone. The new version of the system makes all incoming requests publicly available within the application, allows users to support, comment or disapprove of these. As an addition, the concept of the idea has been introduced. Citizens can submit suggestions for improving the city to the municipality, discuss them with other fellow citizens and, ideally, also with Council representatives. The city officials as well are provided with the ability of publishing development project as an idea and let citizens deliberate it. This way, bidirectional communication between these two parties is created. A web interface complements the iPhone application. The system has been developed after the principle of User Centered Design, by assessing user needs, creating and evaluating prototypes and conducting a user study. The study showed that FixVegas2 has been perceived as an enhancement compared to the previous version, and that the idea concept has been received on a positive note. Indepth questions, such as the influence the system could have on community dynamics or the public participation in urban planning projects could only hardly investigated. However, these findings can be achieved by the alternative study designs that have been proposed.
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Due to the numerous possibilities of voicing concerns and the flood of data we are exposed to, local issues are at a risk of being overlooked. Following a research agenda proposed by Foth et al. (2013), this thesis explored the possible contributions of situated digital and tangible media for communicating local issues. Making use of the location of an issue could thereby not only allow to reach the targeted audience but also for a deeper involvement of citizens. Through the development of a design intervention in public space, called Local Commons, the benefits of this approach were investigated. Therefore, the intervention combined digital and tangible media in order to engage the public to contribute and debate different perspectives on a given local issue. The interaction with the intervention was thereby twofold. First, the intervention invited the audience to submit images of their perspectives on the issue, which were displayed on a public screen. Via tangible buttons in front of the screen, the audience then had the possibility to agree or disagree to the displayed perspectives, creating a space for deliberation. In a field study, the concept was subsequently tested and evaluated. The results of this study, although not generalisable, supported the chosen approach of this thesis.
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Technological advances have led to an ongoing spread of public displays in urban areas. However, they still mostly show passive content such as commercials and digital signage. Researchers took notice of their potential to spark situated civic discourse in public space and have begun working on interactive public display applications. Attracting people’s attention and providing a low barrier for user participation have been identified as major challenges in their design. This thesis presents Vote With Your Feet, a hyperlocal public polling tool for urban screens allowing users to express their opinions. Similar to vox populi interviews on TV or polls on news websites, the tool is meant to reflect the mindset of the community on topics such as current affairs, cultural identity and local matters. It shows one Yes/No question at a time and enables users to vote by stepping on one of two tangible buttons on the ground. This user interface was introduced to attract people’s attention and to lower participation barriers. Vote With Your Feet was informed by a user-centred design approach that included a focus group, expert interviews and extensive preliminary user studies in the wild. Deployed at a bus stop, Vote With Your Feet was evaluated in a field study over the course of several days. Observations of people and interviews with 30 participants revealed that the novel interaction technology was perceived as inviting and that Vote With Your Feet can spark discussions among co-located people.
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Tangible User Interfaces increasingly gain attention for their supportive potential in cognitive processes. More and more often the terms e-Learning and tangible interaction are been referred to in one word as Tangible e-Learning. This paper gives a general overview on the topic in reference to development history, research and effectiveness. It explains how epistemology, together with its idea that physicality enhances learning and that the cognitive process can happen in expressive or exploratory manner, motivates the emerging of TUIs and acts as a basis for the classification of Tangible e-Learning Systems. The benefits of TUIs in comparison to classical GUIs in terms of their contribution to the learning process, engagement, enjoyment and collaboration are empirically proven, although poorly. Nevertheless, it is not known whether TUIs have stronger potential than common Physical User Interfaces that are not electronically augmented. Still, TUIs that support learning have a strong potential to be integrated into real world scenarios.
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The rise of the mobile Internet enables the creation of applications that provide new and easier ways for people to organise themselves, raise issues, take action and interact with their city. However, a lack of motivation or knowledge often prevents many citizens from regularly contributing to the common good. Therefore, this thesis presents DoGood, a smartphone app, that aims at motivating citizens to carry out civic activities. The thesis asks what kinds of activities citizens consider to be civic and to what extent gamification can motivate users in this context. The DoGood app uses gamified elements to encourage citizens to submit and promote their civic activities as well as to join the activities of others. Gamification is sometimes criticized for simply adding a limited number of game elements, such as leaderboards, on top of an existing experience. However, in the case of the DoGood app, the process of game design was an integral part of the development, and the gamified elements target the user’s intrinsic motivations instead of providing them with an external reward. DoGood was implemented as hybrid mobile app and deployed to citizens of Brisbane in a five weeks long user study. The app successfully motivated most of its users to do more civic activities and its gamified elements were well received. Based on the results of the user study, civic activities can be defined as activities that give citizens the opportunity to become involved and improve life in their local community.