Urs Meister, Michel Grandjean, Energie für Wirtschaft und Wohlstand: Woher die Energie kommt, wer sie verbraucht und warum sie für unseren Wohlstand so wichtig ist, 2009. (Studies and Reports Commissionned)
Energie gilt als wichtige Grundlage für die wirtschaftliche Entwicklung und den Wohlstand und wird häufig als dritter Produktionsfaktor neben der menschlichen Arbeit und dem Kapital betrachtet. Energie stellt daher für jede Volkswirtschaft eine strategische Ressource dar. Deren Verfügbarkeit und Preis bestimmen die Leistungs- und Konkurrenzfähigkeit eines Landes im internationalen Standortwettbewerb.
Die vorliegende Publikation zeigt Zusammenhänge auf und liefert interessante Daten. In einem ersten Teil werden Fragen in Bezug auf die Entwicklung des weltweiten Energieverbrauchs, der fossilen Reserven und der Energieeffizienz beantwortet. Im zweiten Teil wird der Fokus auf die Schweiz gelegt und deren Gesamtenergieverbrauch, ihre Energieimporte und die Wichtigkeit der Energie für die Wirtschaft analysiert. In einem dritten Teil wird die Stromwirtschaft der Schweiz betrachtet. Hier werden Themen wie Produktion, erneuerbare Energien, Geräteeffizienz, Strompreise und Stromhandel behandelt. |
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Urs Meister, Philipp Ischer, Glasfaser im Wettbewer : Die Zukunft des Telekommarktes zwischen Innovation und Regulierung, Avenier Suisse, Zürich, 2009. (Book/Research Monograph)
Mit der Verlegung des Glasfasernetzes bis in die Haushalte vollzieht die Schweiz einen bedeutenden Schritt beim Ausbau ihrer Telekom-Infrastruktur. Dabei stellen sich Fragen bezüglich des künftigen Wettbewerbs- bzw. Regulierungsregimes, zumal die geltende Gesetzgebung keinen regulierten Netzzugang bei Glasfaser vorsieht. Zwar planen neben Swisscom auch zahlreiche städtische Elektrizitätswerke Investitionen in Glasfasernetze, doch ist damit ein stabiler und effektiver Infrastrukturwettbewerb nicht mit Sicherheit gewährleistet.
Die Studie von Avenir Suisse schlägt einen differenzierten Regulierungsansatz vor, welcher grundsätzlich von einem funktionierenden Infrastrukturwettbewerb ausgeht und von einem regulierten Netzzugang absieht. Werden jedoch die Voraussetzungen für effektiven Wettbewerb nicht oder nicht mehr erfüllt, erfolgt ein regulierter Netzzugang auf regionaler Ebene. Die Effektivität dieses Ansatzes wird entscheidend gestärkt, wenn der Regulator auf die Gestaltung der Investitionspartnerschaften zwischen Swisscom und den Elektrizitätswerken Einfluss nehmen kann. Ausserdem würde die Funktionsfähigkeit des Wettbewerbes nachhaltig verbessert, wenn die Elektrizitätswerke eine gemeinsame Netzgesellschaft bildeten. |
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Stephan Nüesch, Are Demographic Diversity Effects Spurious?, Economic Analysis and Policy, 2009. (Journal Article)
The substantial literature on the relationship between demographic diversity and team
performance yields weak and/or inconsistent results. Using match-level data of all games
played in the German soccer league Bundesliga over six seasons, this paper analyzes
age, race and tenure diversity of the fielded team under different model specifications
to test the robustness of demographic diversity effects. The empirical results reveal
that the correlations between demographic diversity and the outcome of the game are
confounded by mean values of the demographic attributes and contextual covariates. |
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L R R Gianotti, Daria Knoch, Ernst Fehr, Tonic activity level in the right prefrontal cortex predicts individuals' risk taking, Psychological Science, 2009. (Journal Article)
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Egon Franck, Helmut Max Dietl, Julia Hillebrandt, Corporate Social Responsibility in Professional Team Sports – UEFA Champions League (UCL) versus National Football League (NFL), In: Social Responsibility and Sustainability in Sports, Ediciones de la Universidad de Oviedo, Gijón, p. 59 - 80, 2009. (Book Chapter)
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Egon Franck, Arnold Picot zum 65. Geburtstag, Schmalenbachs Zeitschrift für betriebswirtschaftliche Forschung (zfbf), Vol. 61, 2009. (Journal Article)
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Hugo Gravato Marques, Owen Holland, Architectures for Functional Imagination, Neurocomputing, Vol. 72, 2009. (Journal Article)
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Gunnar Harboe, Elaine May Huang, Noel Massey, Crysta Metcalf, Ashley Novak, Guy Romano, Joe Tullio, Getting to know social television: One team's discoveries from library to living room, In: Social Interactive Television: Immersive Shared Experiences and Perspectives, Hershey, Pennsylvania, p. 158 - 186, 2009. (Book Chapter)
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Elaine May Huang, Koji Yatani, Khai Truong, Julie Kientz, Shwetak Patel, Understanding the situated sustainability of mobile phones: The influence of local constraints and practices on transferability, IEEE Pervasive Computing, 2009. (Journal Article)
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Hung Vu Quy, Novel design of a small field robot with multi-active crawlers capable of autonomous stair climbing, Journal of Mechanical Science and Technology, Vol. 24 (1), 2009. (Journal Article)
Mobile robots often encounter complex obstacles during their operation, not the least of which are stairs. Suitable mechanical structures and adequate control algorithms are both equally important in stair climbing. This paper proposes a novel design for a multi-active crawler robot (MACbot) capable of autonomous stair climbing. The MACbot has four track modules for extended mobility and a recovery arm that facilitates self-rescue capabilities. By adopting the proposed smart clutch mechanism, the MACbot can provide a variety of motions with a minimum number of motors. This paper presents a static analysis for the mechanical design and details the stability analysis for an autonomous stair climbing algorithm. A series of experiments show that the MACbot can autonomously climb stairs reasonably well. |
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Sarah Mennicken, PersonalChef – Cooking Guidance Through an Interactive Multi-display Kitchen Counter, RWTH Aachen University, Computer Science, 2009. (Master's Thesis)
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Silvio Meier, Aspect-oriented requirements modeling, University of Zurich, Faculty of Economics, Business Administration and Information Technology, 2009. (Dissertation)
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K Wahler, A framework for integrated process and object life cycle modeling, University of Zurich, Faculty of Economics, Business Administration and Information Technology, 2009. (Dissertation)
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N E Fuchs, K Kaljurand, T Kuhn, ACE can be described by itself, In: Searching Answers: Festschrift in honour of Michael Hess on the occasion of his 60th birthday, Monsenstein und und Vannerdat, Münster, Germany, p. 45 - 48, 2009. (Book Chapter)
Attempto Controlled English (ACE) is a mature and expressive knowledge representation language. To test the limits of ACE's expressivity we describe ACE and its associated tools in ACE itself. While this abstract and the reference section use unconstrained English, the rest of the article is expressed in ACE and can be submitted to the Attempto Parsing Engine (APE). The plain text version of the content of this paper and the lexicon needed to parse it can be found online. |
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Advances in visual computing, Edited by: G Bebis, R Boyle, B Parvin, D Koracing, Y Kuno, J Wang, Renato Pajarola, P Lindstrom, A Hinkenjann, D Coming, C T Silva, M L Encarncao, Springer, Berlin / Heidelberg, 2009. (Edited Scientific Work)
The two volume set LNCS 5875 and LNCS 5876 constitutes the refereed proceedings of the 5th International Symposium on Visual Computing, ISVC 2009, held in Las Vegas, NV, USA, in November/December 2009.
The 97 revised full papers and 63 poster papers presented together with 40 full and 15 poster papers of 7 special tracks were carefully reviewed and selected from more than 320 submissions. The papers are organized in topical sections on computer graphics; visualization; feature extraction and matching; medical imaging; motion; virtual reality; face processing; reconstruction; detection and tracking; applications; and video analysis and event recognition. The 7 additional special tracks address issues such as object recognition; visual computing for robotics; computational bioimaging; 3D mapping, modeling and surface reconstruction; deformable models: theory and applications; visualization enhanced data analysis for health applications; and optimization for vision, graphics and medical imaging: theory and applications. |
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J L De Coi, N E Fuchs, K Kaljurand, T Kuhn, Controlled English for Reasoning on the Semantic Web, In: Semantic Techniques for the Web: The REWERSE Perspective, Springer, Berlin / Heidelberg, Germany, p. 276 - 308, 2009. (Book Chapter)
The existing Semantic Web languages have a very technical focus and fail to provide good usability for users with no background in formal methods. We argue that controlled natural languages like Attempto Controlled English (ACE) can solve this problem. ACE is a subset of English that can be translated into various logic based languages, among them the Semantic Web standards OWL and SWRL. ACE is accompanied by a set of tools, namely the parser APE, the Attempto Reasoner RACE, the ACE View ontology and rule editor, the semantic wiki AceWiki, and the Protune policy framework. The applications cover a wide range of Semantic Web scenarios, which shows how broadly ACE can be applied. We conclude that controlled natural languages can make the Semantic Web better understandable and more usable. |
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Tsuyoshi Ito, Das Evolutionäre Lernspiel-Konzept: Eine Kombination aus Game-based Learning und Web 2.0, University of Zurich, Faculty of Economics, Business Administration and Information Technology, 2009. (Dissertation)
Der kontinuierliche Wissenserwerb, das sogenannte Lebenslange Lernen, wird in unserer heutigen Gesellschaft als unverzichtbar angesehen, um sowohl während der Ausbildung wie auch im Beruf dauerhaft konkurrenzfähig bleiben zu können. Dafür werden nach einhelliger Meinung pädagogischer Forscher neue Lernmethoden benötigt, welche die Lernenden zukünftig besser unterstützen als klassische Lernmethoden. Eine solche innovative Lernmethode ist das Game-based Learning, welches den Lernenden durch spielerische Komponenten intrinsisch motiviert, sich mit dem Lerninhalt auseinanderzusetzen. Die Entwicklung und Herstellung solcher Lernspiele gilt jedoch als sehr kostspielig und noch nicht etabliert. Dies führt nicht selten zu Qualitätseinbussen, welche auf zu kleine Budgets für die Umsetzung oder die oberflächliche Zusammenarbeit zwischen Lerninhaltsproduzenten und Spieldesignern zurückzuführen sind.
In dieser Arbeit wird darum ein Konzept vorgestellt und evaluiert, welches im Stile aktueller Webplattformen das Konzept der benutzergenerierten Inhalte, Feedback- und Bewertungsfunktionen in ein Lernspiel integriert, um einerseits die Kosten für die Entwicklung zu senken und andererseits emergente Unterhaltung zu schaffen. Letzteres entsteht durch die Kreativität der aktiven Nutzer. Dieses Konzept wurde durch Mitchel Resnick’s konstruktivistischen Lifelong Kindergarten Approach inspiriert und basiert auf der Idee, dass Lernende durch die Erstellung von Inhalten den Lerninhalt verstehen und anwenden können. |
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J Novak, Gerhard Schwabe, Designing for reintermediation in the brick-and-mortar world: towards the travel agency of the future, Electronic Markets, Vol. 19 (1), 2009. (Journal Article)
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Christian Bird, Nachiappan Nagappan, Premkumar Devanbu, Harald Gall, Brendan Murphy, Does distributed development affect software quality? an empirical case study of Windows Vista, Communications of the ACM, Vol. 52 (8), 2009. (Journal Article)
Existing literature on distributed development in software engineering, and other fields discusses various challenges, including cultural barriers, expertise transfer difficulties, and communication and coordination overhead. Conventional wisdom, in fact, holds that distributed software development is riskier and more challenging than collocated development. We revisit this belief, empirically studying the overall development of Windows Vista and comparing the post-release failures of components that were developed in a distributed fashion with those that were developed by collocated teams. We found a negligible difference in failures. This difference becomes even less significant when controlling for the number of developers working on a binary. Furthermore, we also found that component characteristics (such as code churn, complexity, dependency information, and test code coverage) differ very little between distributed and collocated components. Finally, we examine the software process used during the Vista development cycle and examine how it may have mitigated some of the difficulties of distributed development introduced in prior work in this area. |
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Sazzadul Alam, Sandro Boccuzzo, Richard Wettel, Philippe Dugerdil, Harald Gall, Michele Lanza, EvoSpaces - Multi-dimentional Navigation Spaces for Software Evolution, In: Human Machine Interaction, Springer, Berlin, p. 167 - 192, 2009. (Book Chapter)
In software development, a major difficulty comes from the intrinsic complexity of software systems and the size of which can easily reach millions of lines of code. But software is an intangible artifact that does not have any natural visual representation. While many software visualization techniques have been proposed in the literature, they are often difficult to interpret. In fact, the user of such representations is confronted with an artificial world that contains and represents intangible objects. The goal of our EVOSPACES project was to investigate effective visual metaphors (i.e., analogies) between natural objects and software objects so that we can exploit the cognitive understanding of the user. The difficulty of the approach is that the common sense expectations about the displayed world should also apply to the world of software objects. To solve this common sense representation problem for software objects our project addressed both the small-scale (i.e., the level of individual objects) and the large-scale (i.e., the level of groups of objects). After many experiments we decided for a "city" metaphor: at the small scale we included different houses and their shapes as visual objects to cover size, structure and history. At the large-scale level we arrange the different types of houses in districts and include their history in diverse layouts. The user then is able to use EVOSPACES virtual software city to navigate and explore all kinds of aspects of a city and its houses: size, age, historical evolution, changes, growth, restructuring, and evolution patterns such as code smells or architectural decay. For that we have developed a software environment named EVOSPACES as a plug-in to Eclipse so that visual metaphors can quickly be implemented in an easily navigable virtual space. Due to the large amount of information we complemented the flat 2D world with full-fledged immersive 3D representation. In this virtual software city, the dimensions and appearance of the buildings can be set according to software metrics. The user of the EVOSPACES environment can then explore a given software system by navigating through the corresponding virtual city. |
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