@article{CamargoSchirrmannLandwehretal.2021, author = {Camargo, Tibor de and Schirrmann, Michael and Landwehr, Niels and Dammer, Karl-Heinz and Pflanz, Michael}, title = {Optimized deep learning model as a basis for fast UAV mapping of weed species in winter wheat crops}, series = {Remote sensing / Molecular Diversity Preservation International (MDPI)}, volume = {13}, journal = {Remote sensing / Molecular Diversity Preservation International (MDPI)}, number = {9}, publisher = {MDPI}, address = {Basel}, issn = {2072-4292}, doi = {10.3390/rs13091704}, pages = {19}, year = {2021}, abstract = {Weed maps should be available quickly, reliably, and with high detail to be useful for site-specific management in crop protection and to promote more sustainable agriculture by reducing pesticide use. Here, the optimization of a deep residual convolutional neural network (ResNet-18) for the classification of weed and crop plants in UAV imagery is proposed. The target was to reach sufficient performance on an embedded system by maintaining the same features of the ResNet-18 model as a basis for fast UAV mapping. This would enable online recognition and subsequent mapping of weeds during UAV flying operation. Optimization was achieved mainly by avoiding redundant computations that arise when a classification model is applied on overlapping tiles in a larger input image. The model was trained and tested with imagery obtained from a UAV flight campaign at low altitude over a winter wheat field, and classification was performed on species level with the weed species Matricaria chamomilla L., Papaver rhoeas L., Veronica hederifolia L., and Viola arvensis ssp. arvensis observed in that field. The ResNet-18 model with the optimized image-level prediction pipeline reached a performance of 2.2 frames per second with an NVIDIA Jetson AGX Xavier on the full resolution UAV image, which would amount to about 1.78 ha h(-1) area output for continuous field mapping. The overall accuracy for determining crop, soil, and weed species was 94\%. There were some limitations in the detection of species unknown to the model. When shifting from 16-bit to 32-bit model precision, no improvement in classification accuracy was observed, but a strong decline in speed performance, especially when a higher number of filters was used in the ResNet-18 model. Future work should be directed towards the integration of the mapping process on UAV platforms, guiding UAVs autonomously for mapping purpose, and ensuring the transferability of the models to other crop fields.}, language = {en} } @phdthesis{Przybylla2018, author = {Przybylla, Mareen}, title = {From Embedded Systems to Physical Computing: Challenges of the "Digital World" in Secondary Computer Science Education}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-418339}, school = {Universit{\"a}t Potsdam}, pages = {xvii, 277}, year = {2018}, abstract = {Physical computing covers the design and realization of interactive objects and installations and allows learners to develop concrete, tangible products of the real world, which arise from their imagination. This can be used in computer science education to provide learners with interesting and motivating access to the different topic areas of the subject in constructionist and creative learning environments. However, if at all, physical computing has so far mostly been taught in afternoon clubs or other extracurricular settings. Thus, for the majority of students so far there are no opportunities to design and create their own interactive objects in regular school lessons. Despite its increasing popularity also for schools, the topic has not yet been clearly and sufficiently characterized in the context of computer science education. The aim of this doctoral thesis therefore is to clarify physical computing from the perspective of computer science education and to adequately prepare the topic both content-wise and methodologically for secondary school teaching. For this purpose, teaching examples, activities, materials and guidelines for classroom use are developed, implemented and evaluated in schools. In the theoretical part of the thesis, first the topic is examined from a technical point of view. A structured literature analysis shows that basic concepts used in physical computing can be derived from embedded systems, which are the core of a large field of different application areas and disciplines. Typical methods of physical computing in professional settings are analyzed and, from an educational perspective, elements suitable for computer science teaching in secondary schools are extracted, e. g. tinkering and prototyping. The investigation and classification of suitable tools for school teaching show that microcontrollers and mini computers, often with extensions that greatly facilitate the handling of additional components, are particularly attractive tools for secondary education. Considering the perspectives of science, teachers, students and society, in addition to general design principles, exemplary teaching approaches for school education and suitable learning materials are developed and the design, production and evaluation of a physical computing construction kit suitable for teaching is described. In the practical part of this thesis, with "My Interactive Garden", an exemplary approach to integrate physical computing in computer science teaching is tested and evaluated in different courses and refined based on the findings in a design-based research approach. In a series of workshops on physical computing, which is based on a concept for constructionist professional development that is developed specifically for this purpose, teachers are empowered and encouraged to develop and conduct physical computing lessons suitable for their particular classroom settings. Based on their in-class experiences, a process model of physical computing teaching is derived. Interviews with those teachers illustrate that benefits of physical computing, including the tangibility of crafted objects and creativity in the classroom, outweigh possible drawbacks like longer preparation times, technical difficulties or difficult assessment. Hurdles in the classroom are identified and possible solutions discussed. Empirical investigations in the different settings reveal that "My Interactive Garden" and physical computing in general have a positive impact, among others, on learner motivation, fun and interest in class and perceived competencies. Finally, the results from all evaluations are combined to evaluate the design principles for physical computing teaching and to provide a perspective on the development of decision-making aids for physical computing activities in school education.}, language = {en} } @unpublished{GrapentinHeidlerKorschetal.2014, author = {Grapentin, Andreas and Heidler, Kirstin and Korsch, Dimitri and Kumar Sah, Rakesh and Kunzmann, Nicco and Henning, Johannes and Mattis, Toni and Rein, Patrick and Seckler, Eric and Groneberg, Bj{\"o}rn and Zimmermann, Florian}, title = {Embedded operating system projects}, number = {90}, editor = {Hentschel, Uwe and Richter, Daniel and Polze, Andreas}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-296-4}, issn = {1613-5652}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-69154}, pages = {xi, 87}, year = {2014}, abstract = {In today's life, embedded systems are ubiquitous. But they differ from traditional desktop systems in many aspects - these include predictable timing behavior (real-time), the management of scarce resources (memory, network), reliable communication protocols, energy management, special purpose user-interfaces (headless operation), system configuration, programming languages (to support software/hardware co-design), and modeling techniques. Within this technical report, authors present results from the lecture "Operating Systems for Embedded Computing" that has been offered by the "Operating Systems and Middleware" group at HPI in Winter term 2013/14. Focus of the lecture and accompanying projects was on principles of real-time computing. Students had the chance to gather practical experience with a number of different OSes and applications and present experiences with near-hardware programming. Projects address the entire spectrum, from bare-metal programming to harnessing a real-time OS to exercising the full software/hardware co-design cycle. Three outstanding projects are at the heart of this technical report. Project 1 focuses on the development of a bare-metal operating system for LEGO Mindstorms EV3. While still a toy, it comes with a powerful ARM processor, 64 MB of main memory, standard interfaces, such as Bluetooth and network protocol stacks. EV3 runs a version of 1 1 Introduction Linux. Sources are available from Lego's web site. However, many devices and their driver software are proprietary and not well documented. Developing a new, bare-metal OS for the EV3 requires an understanding of the EV3 boot process. Since no standard input/output devices are available, initial debugging steps are tedious. After managing these initial steps, the project was able to adapt device drivers for a few Lego devices to an extent that a demonstrator (the Segway application) could be successfully run on the new OS. Project 2 looks at the EV3 from a different angle. The EV3 is running a pretty decent version of Linux- in principle, the RT_PREEMPT patch can turn any Linux system into a real-time OS by modifying the behavior of a number of synchronization constructs at the heart of the OS. Priority inversion is a problem that is solved by protocols such as priority inheritance or priority ceiling. Real-time OSes implement at least one of the protocols. The central idea of the project was the comparison of non-real-time and real-time variants of Linux on the EV3 hardware. A task set that showed effects of priority inversion on standard EV3 Linux would operate flawlessly on the Linux version with the RT_PREEMPT-patch applied. If only patching Lego's version of Linux was that easy... Project 3 takes the notion of real-time computing more seriously. The application scenario was centered around our Carrera Digital 132 racetrack. Obtaining position information from the track, controlling individual cars, detecting and modifying the Carrera Digital protocol required design and implementation of custom controller hardware. What to implement in hardware, firmware, and what to implement in application software - this was the central question addressed by the project.}, language = {en} }