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Claudia Knust

Bio: Claudia Knust is an academic researcher from Dresden University of Technology. The author has contributed to research in topics: Globe & Autostereoscopy. The author has an hindex of 5, co-authored 9 publications receiving 79 citations.

Papers
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Journal ArticleDOI
TL;DR: The article deals with the classification and explanation of the different true-3D visualisation techniques so far materialized for geodata at the Institute for Cartography of the Dresden University of Technology.
Abstract: In different scientific fields, the abbreviation ‘3D’ is used in a multitude of ways. Hence, one might easily lose track of what 3D means in a particular context. 3D is just a generic term which the authors are trying to classify into different groups. An overview of the technical status of 3D technologies serves to explain the importance of the three-dimensionality in cartography. Solid landscape embodiments as well as pseudo-three-dimensional and truly three-dimensional autostereoscopic visualisations on planar displays are treated. Starting with the reasons for the advantages and the necessities for true-3D representations the article deals with the classification and explanation of the different true-3D visualisation techniques so far materialized for geodata, in particular at the Institute for Cartography of the Dresden University of Technology.

23 citations

Book ChapterDOI
01 Jan 2013
TL;DR: For some years, lenticular-foil maps have been the most prominent examples of hardcopy 3D maps, However, softcopy displays have recently been undergoing a very dynamic development triggered by the TV and game industry.
Abstract: According to statistically indicative studies carried out by the first author in the 70s and 80s, more than 60 % of all users of topographic or hiking maps are not able to derive relief information spontaneously. Stereoscopic vision seems essential, for not only an optimised perception of relief but also for other spatial information. If the geodata visualisation is realised in a way that allows a three-dimensional observation beyond perspective viewing, we talk about “true-3D”. This term applies to both flat map-like displays and solid landscape embodiments. Both types belong to what is generally called the hardcopy branch of these products. For some years, lenticular-foil maps have been the most prominent examples of hardcopy 3D maps, However, softcopy displays have recently been undergoing a very dynamic development triggered by the TV and game industry. In North America, Europe and Japan various companies and research centres are competing in the realisation of large-format static and small-format portable computer-displays. They have the big advantage that, first, dynamic datasets (e.g. films) can also be displayed and, second, wireless Internet connections enable real-time access to databases. Very recently, physical landscape models of high photorealistic quality are also gaining increasing importance.

20 citations

Journal ArticleDOI
TL;DR: The results of an empirical study are presented, based on the test results achieved by 83 geography students who counted different map symbols in a series of 2D or 3D thematic maps of differing complexity, to improve cartographic communication by helping to increase the duration and accuracy of map reading.
Abstract: In recent years, True-3D representations such as lenticular visualization have entered the stage of analogue and, especially, digital cartography. The increase of 3D displays as products of mass media raises some fundamental questions about a new generation of 3D maps. Auto-stereoscopic displays allow cartographers to design 3D maps covering several information layers located at different positions along the depth axis. However, it remains unclear whether the opportunity to spread map information over different information depth layers can improve cartographic communication by helping to increase the duration and accuracy of map reading. This article presents the results of an empirical study, based on the test results achieved by 83 geography students who counted different map symbols in a series of 2D or 3D thematic maps of differing complexity. RESUME: Au cours des dernieres annees, les representations tridimensionnelles vraies comme la visualisation lenticulaire ont atteint le stade de l’analogie et particulierement la cartographie numerique. L’augmentation des affichages 3D dans les medias de masse souleve quelques questions fondamentales relatives a une nouvelle generation de cartes 3D. Les affichages auto-stereoscopiques permettent aux cartographes de dessiner des cartes 3D couvrant plusieurs couches d’informations se trouvant a differentes positions sur l’axe de la profondeur. Toutefois, on ne sait toujours pas avec certitude si la possibilite d’etaler les renseignements cartographiques sur differentes couches de profondeur peut ameliorer la communication cartographique en contribuant a l’augmentation de la duree et de l’exactitude de la lecture de la carte. Cet article presente les resultats d’une etude empirique realisee par 83 etudiants en geographie qui ont compte les resultats de differents tests dans une serie de cartes thematiques 2D ou 3D de complexite differente.

12 citations

Journal ArticleDOI
TL;DR: In this paper, the authors evaluate the use of lenticular foil technology for map design using multi-image models and find that it is necessary to position layers adequately along the z-axis of a 3D depiction to compensate the shortcomings in 2D maps.
Abstract: The current advent of autostereoscopic monitors and TV screens using lenticular foil technology proves the increasing desire to visualize movies, pictures, graphics or even maps in true-3D. These techniques could expand the cartographic ‘tool box’ drastically, implying that 3D is no longer limited to the well-known representation of landform characteristics. Major map design aspects of multi-image models have been analyzed and evaluated regarding their use in thematic cartography. For map design using lenticular foil technology empirical findings are necessary to position layers adequately along the z-axis of a 3D depiction. Hovering layers may generate additional information values, which seem to be able to compensate the shortcomings in 2D maps. Several parameters or dimensions of cartographic contents can be displayed simultaneously. True-3D display techniques must be implemented in a differentiated manner to achieve positive impacts on cartographic communication. However, lenticular foil technique ope...

10 citations

Journal ArticleDOI
01 Sep 2012
TL;DR: In this paper, an empirischen study is presented, dass Diagramme grundsatzlich lentikular aufbereitet werden konnen, sie machen aber deutlich dass die Verwendung echter 3D-Technik differenziert erfolgen muss, um Abbildungsvorteile zu erzielen.
Abstract: Nicht nur der Bereich des Home-Entertainments wird vom 3D-Boom erfasst. Auch in die Kartographie hat sie Einzug gehalten, wo 3D-Techniken bisher vor allem zur Visualisierung von Reliefverhaltnissen eingesetzt werden. Der nachfolgende Beitrag setzt sich mit Wahrnehmungsproblemen auseinander, die bei der Nutzung der Lentikulartechnik auf dem Gebiet der thematischen Kartographie auftreten. Im Mittelpunkt der Analyse steht die Effizienz unterschiedlicher Formen von Diagrammen, die charakteristische Kartenelemente in der thematischen Kartographie darstellen. Die Ergebnisse der empirischen Studie zeigen, dass Diagramme grundsatzlich lentikular aufbereitet werden konnen, sie machen aber deutlich, dass die Verwendung echter 3D-Technik differenziert erfolgen muss, um Abbildungsvorteile zu erzielen.

6 citations


Cited by
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Journal Article
TL;DR: In this article, the authors propose that the brain produces an internal representation of the world, and the activation of this internal representation is assumed to give rise to the experience of seeing, but it leaves unexplained how the existence of such a detailed internal representation might produce visual consciousness.
Abstract: Many current neurophysiological, psychophysical, and psychological approaches to vision rest on the idea that when we see, the brain produces an internal representation of the world. The activation of this internal representation is assumed to give rise to the experience of seeing. The problem with this kind of approach is that it leaves unexplained how the existence of such a detailed internal representation might produce visual consciousness. An alternative proposal is made here. We propose that seeing is a way of acting. It is a particular way of exploring the environment. Activity in internal representations does not generate the experience of seeing. The outside world serves as its own, external, representation. The experience of seeing occurs when the organism masters what we call the governing laws of sensorimotor contingency. The advantage of this approach is that it provides a natural and principled way of accounting for visual consciousness, and for the differences in the perceived quality of sensory experience in the different sensory modalities. Several lines of empirical evidence are brought forward in support of the theory, in particular: evidence from experiments in sensorimotor adaptation, visual \"filling in,\" visual stability despite eye movements, change blindness, sensory substitution, and color perception.

2,271 citations

Journal ArticleDOI
TL;DR: Eye tracking was employed to show differences of visual attention in pedestrian navigation between a 2D map (Google Map) and a 3D geo-browser (Google Earth), which indicated that benefits and drawbacks of 3D representations are task dependent.
Abstract: Despite the now-ubiquitous two-dimensional (2D) electronic maps, three-dimensional (3D) globe viewers, or 3D geo-browsers such as Google Earth and NASA World Wind have gained much attention. Howeve...

65 citations

Journal ArticleDOI
TL;DR: While GIS do not provide data models or data compatibility for direct visualization of GeoIVE on VR output devices, game engines can serve as middleware to fill this gap and a definition of geovisualization immersive virtual environments (GeoIVE) is formulated.
Abstract: Virtual reality (VR) is a frequently emphasized issue on the Digital Earth (DE) agenda. While current DE research is more engaged in the technical aspects of VR applications, this paper focuses on ...

64 citations

Journal ArticleDOI
01 Jan 2018
TL;DR: The project presented in this paper suggests a workflow of constructing an urban VR landscape without any costs for data and software, which is planned to be offered as a virtual orientation system for campus visitors, such as new geography/geomatics students trying to locate their cartography lecturers.
Abstract: In recent years, hardware and software innovations in the computer and video game industries have established affordable Virtual Reality (VR) systems as mass media products. Modern VR headsets, such as HTCVive and Oculus Rift, are used to play games at home, while being part of VR landscapes controlled via natural body movements transported from the real world. Moreover, users can download open source game engines and create their own virtual landscapes. These game engines are compatible with established cartographic 3-D modelling software. Cartographers can now build their own spatially precise and cartographic VR environments based on open data, open source modelling software and open source game engines. The project presented in this paper suggests a workflow of constructing an urban VR landscape without any costs for data and software. The final product is a VR application representing the campus of Ruhr-University Bochum (RUB), which is planned to be offered as a virtual orientation system for campus visitors, such as new geography/geomatics students trying to locate their cartography lecturers.

51 citations

Journal ArticleDOI
08 Jan 2021
TL;DR: In this article, the authors present several workflows to apply digital elevation data and 3D city model data from OpenStreetMap and the OpenNRW initiative to Unity-based 3D environments.
Abstract: Modern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly. In addition, recent advances of game engine capabilities enable effortless implementation of virtual reality (VR) compatibility. 3D environments created with VR compatibility can be experienced from an egocentric and stereoscopic perspective that surpasses the immersion of the ‘classical’ screen-based perception of 3D environments. Not only game developers benefit from the possibilities provided by game engines. The ability to use geospatial data to shape virtual 3D environments opens a multitude of possibilities for geographic applications, such as construction planning, spatial hazard simulations or representation of historical places. The multi-perspective, multimodal reconstruction of three-dimensional space based on game engine technology today supports the possibility of linking different approaches of geographic work more closely. Free geospatial data that can be used for spatial reconstructions is provided by numerous national and regional official institutions. However, the file format of these data sources is not standardized and game engines only support a limited number of file formats. Therefore, format transformation is usually required to apply geospatial data to virtual 3D environments. This paper presents several workflows to apply digital elevation data and 3D city model data from OpenStreetMap and the Open.NRW initiative to Unity-based 3D environments. Advantages and disadvantages of different sources of geospatial data are discussed. In addition, implementation of VR compatibility is described. Finally, benefits of immersive VR implementation and characteristics of current VR hardware are discussed in the context of specific geographic application scenarios.

41 citations