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This paper is a summary of the creation and data usage of an autonomous model vehicle which was recreated in CarMaker[1]. The simulation data come to use when following students of this semester project will develop algorithms and simulations which are impractical to test or train in real life. This paper starts with a summary of the background information around the model vehicle and the software CarMaker[1], then reproduces the construction process, digs deeper in ROS[6] and finishes with the extraction of the data.
A real time object detection system is an essential core feature of any autonomous driving car. With the variety of models and data sets available, there is great opportunity to train a model that meets the high requirements of autonomous vehicle. In this paper we want to present an object detection model for traffic signs and lights implemented on a NVIDIA Xavier board [7] using the robot operating system (ROS) [9]. Furthermore we explain how to create and evaluate a data set as well as to test the accuracy and performance of the implemented detector. In regards to pattern recognition with neural networks, the performance and accuracy must also be weighed up. The goal is to achieve one without sacrificing the other. Considering all these aspects, we decided to train a YOLOv4 Standard and a YOLOv4 Tiny configuration [2]. While the accuracy of the YOLOv4 network exhibited a very high accuracy rate on high and mediocre resolutions but the performance is too poor to be used in a real time object detection system. On the other hand, the YOLOv4 tiny network reached the strived for performance even on the highest resolution scales tested, but at the cost of accuracy.
Stereotypes support a high-level software comprehension by implying roles and responsibilities of classes in software systems. We propose the idea of using stereotypes as design patterns for serious games to enhance object oriented software comprehension. These design patterns can reduce the complexity of software systems and encode software knowledge into game mechanics. We provide examples of possible game mechanics and discuss the application of the proposed design patterns.
Viele der Maßnahmen zur Eindämmung der Coronapandemie betreffen Kinder und Jugendliche. Dazu gehören die Umwandlung des Präsenzunterrichtes zu Online-Veranstaltungen, die zeitweise Schließung von Kindergärten,
Schulen, Universitäten, Sportvereinen sowie Freizeit- und Kultureinrichtungen, partielle Ausgangssperren, Feierverbote, der Zwang zum Tragen von Mund-Nasen-Bedeckungen und quantitative Kontaktbeschränkungen. Der Artikel betrachtet und bewertet diese Maßnahmen aus spielpsychologischer Sicht. Er kommt aufgrund eines deduktiven Transfers bestehender Studien und Experimente zum Schluss, dass die Maßnahmen das spätere Sozialverhalten der Heranwachsenden negativ beeinflussen und irreversible Prosopagnosien hinsichtlich der Mund-Mimik erzeugen könnten.
In the field of computer science, Continuous Practices enable companies to frequently and instantly provide new software and products to customers and stakeholders. With a growing interest in these practices, some secondary literature has been published within this research area. However, there are still open questions when it comes to teaching such practices to computer science students. With more and more companies demanding these skills from graduated students, educating them the required knowledge and skills is necessary. This systematic literature review follows the methodology of Kitchenham and analyses which of these practices are taught in higher computer science education. Along with the kind of courses that use them, it is reviewed how they are taught in higher computer science education and how these approaches differ from each other. The systematic literature review points out, that there are currently different teaching approaches described in literature. The review might help educators to gain new ideas of how to develop an own course to teach such practices or how to implement such contents into existing courses.
Scrum LPC
(2021)
To foster students´ agile process of learning in team and to pervade their own self-regulated and self-reflecting thriving process by value-based Scrum Learning Process Coaching is the motivation of the author as researcher and practitioner in both software engineering and other STEM-education. This article describes the introduction the most famous Framework Scrum as an agile methodology, partic-ular with regard to increase awareness of values. As a first step, it appears rele-vant to find out whether there exists a positive effect on the learning outcomes of participants in value-based scrum and what are the impacts of value-based sup-port. The research question is as follows: Do team values in the frame of value-based Scrum Learning Process Coaching influence the performance of the stu-dents’ team? In order to answer the question an experimental study was conduct-ed with students in German higher education of Software Engineering (N=78). The research is qualified by using mixed methods. The authors use both ques-tionnaires of the Team Climate Inventory for value education in teamwork and semi-structured interviews. Therefore, we research the impacts of using value-based Scrum Learning Process Coaching as a framework of agile self-regulated and more self-motivated learning. The results show that groups with dedicated values benefit from their intensive teamwork with higher performance and better grades. This study consider many articles describing the use of scrum teaching in Software Engineering establishing a virtual or real capstone project. However, there is no awareness, that Scrum Framework could be a sustainable self-development tool for an agile thriving mindset.
This article deals with measuring indirect control in complex corporate shareholding networks using the concept of power indices from cooperative game theory. We focus on the approaches by Mercik-Łobos and Stach-Mercik which measure the control power of all firms involved in shareholding networks with algorithms based on the raw Johnston index. We point out how these approaches can be generalized replacing the raw Johnston index by various other power indices in a modular fashion. We further extend the algorithmic framework by investigating more than one regression and present requirements for software and modelling. Finally, we test the new framework of generalized implicit power indices for a network with 21 players and discuss how properties of the underlying power index like efficiency or null player removability influence the measurements of indirect control.
The aim of the article is to propose a new method of valuation of a company, considering its ownership relations with other companies. For this purpose, the concept of the Shapley value from cooperative game theory is used as the basis for assessing such dependent companies. The paper presents proposals for Shapley value calculation algorithms for our model. We expand our model by discussing personal relations in addition to ownership relations and point out how intuitionistic fuzzy sets may be helpful in this context. As a result, we propose two new expanded models. In the first probabilistic model, we apply Pearson’s correlation coefficient, in the second, we use a correlation coefficient between intuitionistic fuzzy sets to determine the personal relationships. Finally, we present and interpret results for a real-world economic network with 17 companies.