TY - JOUR A1 - Hurley, Andrew Wright A1 - Schwarz, Anja T1 - "The greatest son of our Heimat": reading German Leichhardts across the National Socialist era JF - Journal of Australian studies N2 - The article discusses German commemorations of Ludwig Leichhardt (1813-1848) in the National Socialist era when officials, journalists, educators and writers, spurred by the double anniversary of the explorer's 125th birthday and the 90th anniversary of his disappearance, began to re-imagine the explorer's life and fate in the light of the ideological imperatives of the day. Our analysis of this period pays particular attention to how these reimagined Leichhardts emphasise or neglect some of the key elements that make up his story to this day, among them: Leichhardt's ethnicity; his sense of attachment to place and home; his homosocial relationships; his evasion of Prussian military service; his role in the British colonial project; and finally, his engagements with Aborigines. On the one hand, our analysis reveals, how Leichhardt was portrayed first on the local and, later, the national level in ways that increasingly sought to elide ambiguous aspects of his life and deeds. However, it also uncovers some of the ideological labour required to render him useful to the National Socialist cause. Often enough, these re-imagined Leichhardts escaped party politics, and cast up some of the logical inconsistencies and limits to key terms in National Socialist thinking. KW - Ludwig Leichhardt KW - National Socialism KW - exploration KW - German colonialism KW - memory studies Y1 - 2015 U6 - https://doi.org/10.1080/14443058.2015.1076025 SN - 1444-3058 SN - 1835-6419 VL - 39 IS - 4 SP - 529 EP - 545 PB - Routledge, Taylor & Francis Group CY - Abingdon ER - TY - JOUR A1 - Ley-Cooper, Alan Yusen A1 - Viezzoli, Andrea A1 - Guillemoteau, Julien A1 - Vignoli, Giulio A1 - Macnae, James A1 - Cox, Leif A1 - Munday, Tim T1 - Airborne electromagnetic modelling options and their consequences in target definition JF - Exploration geophysics : the bulletin of the Australian Society of Exploration Geophysicists N2 - Given the range of geological conditions under which airborne EM surveys are conducted, there is an expectation that the 2D and 3D methods used to extract models that are geologically meaningful would be favoured over ID inversion and transforms. We do after all deal with an Earth that constantly undergoes, faulting, intrusions, and erosive processes that yield a subsurface morphology, which is, for most parts, dissimilar to a horizontal layered earth. We analyse data from a survey collected in the Musgrave province, South Australia. It is of particular interest since it has been used for mineral prospecting and for a regional hydro-geological assessment. The survey comprises abrupt lateral variations, more-subtle lateral continuous sedimentary sequences and filled palaeovalleys. As consequence, we deal with several geophysical targets of contrasting conductivities, varying geometries and at different depths. We invert the observations by using several algorithms characterised by the different dimensionality of the forward operator. Inversion of airborne EM data is known to be an ill-posed problem. We can generate a variety of models that numerically adequately fit the measured data, which makes the solution non-unique. The application of different deterministic inversion codes or transforms to the same dataset can give dissimilar results, as shown in this paper. This ambiguity suggests the choice of processes and algorithms used to interpret AEM data cannot be resolved as a matter of personal choice and preference. The degree to which models generated by a ID algorithm replicate/or not measured data, can be an indicator of the data's dimensionality, which perse does not imply that data that can be fitted with a 1D model cannot be multidimensional. On the other hand, it is crucial that codes that can generate 2D and 3D models do reproduce the measured data in order for them to be considered as a plausible solution. In the absence of ancillary information, it could be argued that the simplest model with the simplest physics might be preferred. KW - airborne KW - electromagnetics KW - exploration KW - inversion KW - target Y1 - 2015 U6 - https://doi.org/10.1071/EG14045 SN - 0812-3985 SN - 1834-7533 VL - 46 IS - 1 SP - 74 EP - 84 PB - CSIRO CY - Clayton ER - TY - THES A1 - Taeumel, Marcel T1 - Data-driven tool construction in exploratory programming environments T1 - Datengetriebener Werkzeugbau in explorativen Programmierumgebungen N2 - This work presents a new design for programming environments that promote the exploration of domain-specific software artifacts and the construction of graphical tools for such program comprehension tasks. In complex software projects, tool building is essential because domain- or task-specific tools can support decision making by representing concerns concisely with low cognitive effort. In contrast, generic tools can only support anticipated scenarios, which usually align with programming language concepts or well-known project domains. However, the creation and modification of interactive tools is expensive because the glue that connects data to graphics is hard to find, change, and test. Even if valuable data is available in a common format and even if promising visualizations could be populated, programmers have to invest many resources to make changes in the programming environment. Consequently, only ideas of predictably high value will be implemented. In the non-graphical, command-line world, the situation looks different and inspiring: programmers can easily build their own tools as shell scripts by configuring and combining filter programs to process data. We propose a new perspective on graphical tools and provide a concept to build and modify such tools with a focus on high quality, low effort, and continuous adaptability. That is, (1) we propose an object-oriented, data-driven, declarative scripting language that reduces the amount of and governs the effects of glue code for view-model specifications, and (2) we propose a scalable UI-design language that promotes short feedback loops in an interactive, graphical environment such as Morphic known from Self or Squeak/Smalltalk systems. We implemented our concept as a tool building environment, which we call VIVIDE, on top of Squeak/Smalltalk and Morphic. We replaced existing code browsing and debugging tools to iterate within our solution more quickly. In several case studies with undergraduate and graduate students, we observed that VIVIDE can be applied to many domains such as live language development, source-code versioning, modular code browsing, and multi-language debugging. Then, we designed a controlled experiment to measure the effect on the time to build tools. Several pilot runs showed that training is crucial and, presumably, takes days or weeks, which implies a need for further research. As a result, programmers as users can directly work with tangible representations of their software artifacts in the VIVIDE environment. Tool builders can write domain-specific scripts to populate views to approach comprehension tasks from different angles. Our novel perspective on graphical tools can inspire the creation of new trade-offs in modularity for both data providers and view designers. N2 - Diese Arbeit schlägt einen neuartigen Entwurf für Programmierumgebungen vor, welche den Umgang mit domänenspezifischen Software-Artefakten erleichtern und die Konstruktion von unterstützenden, grafischen Werkzeugen fördern. Werkzeugbau ist in komplexen Software-Projekten ein essentieller Bestandteil, weil spezifische, auf Domäne und Aufgabe angepasste, Werkzeuge relevante Themen und Konzepte klar darstellen und somit effizient zur Entscheidungsfindung beitragen können. Im Gegensatz dazu sind vorhandene, traditionelle Werkzeuge nur an allgemeinen, wiederkehrenden Anforderungen ausgerichtet, welche im Spezialfall Gedankengänge nur unzureichend abbilden können. Leider sind das Erstellen und Anpassen von interaktiven Werkzeugen teuer, weil die Beschreibungen zwischen Information und Repräsentation nur schwer auffindbar, änderbar und prüfbar sind. Selbst wenn relevante Daten verfügbar und vielversprechende Visualisierungen konfigurierbar sind, müssten Programmierer viele Ressourcen für das Verändern ihrer Programmierumgeben investieren. Folglich können nur Ideen von hohem Wert umgesetzt werden, um diese Kosten zu rechtfertigen. Dabei sieht die Situation in der textuellen Welt der Kommandozeile sehr vielversprechend aus. Dort können Programmierer einfach ihre Werkzeuge in Form von Skripten anpassen und kleine Filterprogramme kombinieren, um Daten zu verarbeiten. Wir stellen eine neuartige Perspektive auf grafische Werkzeuge vor und vermitteln dafür ein Konzept, um diese Werkzeuge mit geringem Aufwand und in hoher Qualität zu konstruieren. Im Detail beinhaltet das, erstens, eine objekt-orientierte, daten-getriebene, deklarative Skriptsprache, um die Programmierschnittstelle zwischen Information und Repräsentation zu vereinfachen. Zweitens ist dies eine skalierbare Entwurfssprache für Nutzerschnitt-stellen, welche kurze Feedback-Schleifen und Interaktivität kombiniert, wie es in den Umgebungen Self oder Squeak/Smalltalk typisch ist. Wir haben unser Konzept in Form einer neuartigen Umgebung für Werkzeugbau mit Hilfe von Squeak/Smalltalk und Morphic umgesetzt. Die Umgebung trägt den Namen VIVIDE. Damit konnten wir die bestehenden Werkzeuge von Squeak für Quelltextexploration und ausführung ersetzen, um unsere Lösung kontinuierlich zu verbessern. In mehreren Fallstudien mit Studenten konnten wir beobachten, dass sich VIVIDE in vielen Domänen anwenden lässt: interaktive Entwicklung von Programmiersprachen, modulare Versionierung und Exploration von Quelltext und Fehleranalyse von mehrsprachigen Systemen. Mit Blick auf zukünftige Forschung haben wir ebenfalls ein kontrolliertes Experiment entworfen. Nach einigen Testläufen stellte sich die Trainingsphase von VIVIDE als größte, und somit offene, Herausforderung heraus. Im Ergebnis sind wir davon überzeugt, dass Programmierer in VIVIDE direkt mit greifbaren, interaktiven Darstellungen relevanter Software-Artefakte arbeiten können. Im Rahmen des Werkzeugbaus können Programmierer kompakte, angepasste Skripte schreiben, die Visualisierungen konfigurieren, um Programmieraufgaben spezifisch aus mehreren Blickwinkeln zu betrachten. Unsere neuartige Perspektive auf grafische Werkzeuge kann damit sowohl das Bereitstellen von Informationen, als auch den Entwurf interaktiver Grafik positiv beeinflussen. KW - programming KW - tool building KW - user interaction KW - exploration KW - liveness KW - immediacy KW - direct manipulation KW - scripting languages KW - Squeak/Smalltalk KW - Programmieren KW - Werkzeugbau KW - Nutzerinteraktion KW - Exploration KW - Lebendigkeit KW - Direkte Manipulation KW - Skriptsprachen KW - Squeak/Smalltalk Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-444289 ER -