Full text: Proceedings of the Symposium "From Analytical to Digital" (Part 3)

  
AUTHORS: 
TITLE: 
DISCUSSION: 
  
P. Frederiksen, 0. Jacobi (Denmark) and K. Kubik 
(USA) 
OPTIMAL SAMPLE SPACING IN DIGITAL ELEVATION MODELS 
Torlegärd (Sweden): You have presented the classification of ter- 
  
Frederiksen: 
Förstner (FRG): 
  
Frederiksen: 
AUTHOR: 
TITLE: 
DISCUSSION: 
rain and it is all very nice and we understand 
that these are the tools that we can use. But how 
do they fit to real applications of digital elev- 
ation modelling? I mean, have you used this theory 
to predict the optimal accuracy and check the result 
afterwards and how well does it fit? 
Well, that is a different point, naturally. Well, 
it was used in Australia as I mentioned and a few 
checkings were carried out, but naturally as always 
too few. It seemed to be pretty good within 10-15$ 
of what we estimated. But I would like much more 
testing on it. It seems nice and smooth and you can 
carry it out without any problems, but more tests 
on it should be carried out, I think. 
Is it a two-dimensional approach taking the terrain 
characteristics in the different directions into 
account? 
It is a two-dimensional approach and we have only 
these two parameters, and observations in profiles. 
This is not sufficient really. We should do it in 
the surface and obtain a classification with more 
or multi-parameter classification. We have not been 
working on that. You have to introduce at least 
orientation parameters for the classification. 
know from geostatistics that normally the variogram 
is estimated in two directions perpendicular to 
each other and then the variation is within the 
difference of the two variograms. 
A. Óstman (Sweden) 
TERRAIN ANALYSIS BY KARHUNEN - LOEVE EXPANSION 
Ligterink (The Netherlands): Terrain classification by parameters 
  
was also what the former speaker Mr. Frederiksen 
did. I think it is a useful tool, but how do you 
solve these problems, or how do you make your de- 
scription by parameters, when you have terrains with 
many break lines and how do you solve the problem 
of break lines? 
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