National Repository of Grey Literature 74 records found  beginprevious52 - 61nextend  jump to record: Search took 0.01 seconds. 
Literature and the inhuman. Alain Robbe-Grillet and posthumanist criticism
Sýkora, Ondřej ; Bílek, Petr (advisor) ; Vojvodík, Josef (referee)
The work has launched out from reading Alain Robbe-Grillet texts within the framework of Posthumanist criticism in literature and the arts. It reaches, however, beyond the enclosed context of the "Nouveau Roman", toward broader aesthetic and philosophical nexus: French Structuralism and Post-Structuralism in particular. The work falls into two parts, representing two approaches that reflect and complement each other. The first part, "Viewpoint and Non-Human Object of Art", critically approaches humanism, existentialism, and visual aspects of Robbe-Grillet's texts. Robbe-Grillet's critique of anthropomorphic metaphor and Barthes' "Writing Degree Zero" are linked with Ortega y Gasset's modernist concept of "The Dehumanization of Art". Comparison of Jealousy with Sartre's Nausea expounds Robbe-Grillet's approach of impersonal description. Consequently, the paper discusses the relation between speech, rhetoric and ontology (in Foucault's interpretation of Roussel), Deleuze's "structure of the Other", the reading process, and the technique of literary and cinematic angle and image. Final chapter interprets Robbe-Grillet's "stage", comparing it to Duchamp's Etant donées as a strongly visualized object that changes the perception and attitude toward a text. The second part, "Literature, death, technique" discusses...
Artificial intelligence for real-time strategic games
Sýkora, Ondřej ; Kryl, Rudolf (referee) ; Brom, Cyril (advisor)
Among the computer game players, real-time strategy games (RTS) are one of the most popular genres. Despite of this fact, there is a very low number of publications concerning this genre. In this thesis we study the problem of an action selection in the real-time strategy games using methods based on Markov decision processes. In the first chapters we introduce the genre of real-time strategy games from the game designer's perspective as well as from the view of an artificial intelligence researcher. We give an introduction to the Markov decision processes and to methods designed to solve them. We propose a solution of the problem of an action selection based on Markov decision problem solving using a discrete-event simulation of the real-time strategy game. We test the clarity of the proposed method and its properties.
Dynamic Kohonen maps and their strusture
Křižka, Radek ; Sýkora, Ondřej (referee) ; Mrázová, Iveta (advisor)
My diploma thesis deals with one of the most widely used model of artificial neural network named self-organizing Kohonen neural network. We can find there a detailed description of several thoroughly analyzed mutually compared models of Kohonen map. We will verify their functionality, robustness and generalisation rates on artificial input data. Their real applicability and properties are tested on real data of traffic accident frequency. We will focus on the detection of significant input data attributes. The possibilities of solving the interesting questions and aspects of road transport are examined by means of Kohonen maps. At the end of the work there is presented a summarized review of the results and there are mentioned possible options of modifications that could improve the properties of these models.
Real-time simulation of physics on mobile devices
Mocný, Ondřej ; Dvořák, Tomáš (referee) ; Sýkora, Ondřej (advisor)
In the presented work I discuss possible options of implementing a physical simulation that can be run on today's mobile phones. I describe several approaches from which I choose one and discuss it in more depth. Next, I talk about general methods of optimizing programs targeted to mobile phones and how they apply to the implemented physical simulation. Finally, I show a very simple game which demonstrates the power of the simulator and it's usability in praxis.
Artificial intelligence for strategy games
Hubík, Tomáš ; Hric, Jan (referee) ; Sýkora, Ondřej (advisor)
In the present work I devote to simple turn-based strategic game design and implementation of a platform for testing algorithms for this game. Another part of the work is implementation of various types of algorithms for this platform. I have implemented one algorithm based on map and game environment analysis without any prediction or searching the game state space. Next two algorithms are based on searching the game state and making decisions using modified Minimax algorithm. The last two algorithms are inspired by method called Monte Carlo Planning.
Model V1 s realistickou distribucí funkčních typů neuronů v rámci kortikálních vrstev
Moudřík, Josef ; Sýkora, Ondřej (referee) ; Brom, Cyril (advisor)
There have been identified two functionally different neuron classes in the primary visual cortex (V1), so-called simple and complex cells. These cells differ in reactions to various stimuli and their development has been successfully simulated in one computational model of V1. This model, however, simulates both classes in separate layers corresponding to layers 4C and 2/3 in V1. On the contrary, experiments have shown that both categories are - in different proportions - present in both layers. In this thesis, a computational model with a realistic distribution of complex and simple cells is presented. To increase its authenticity, I incorporate long-range excitatory and short-range inhibitory lateral cortical connections as found in animals, overcoming one drawback of previous models that used long-range inhibition. To assess my model, two measures of orientation selectivity - circular variance and orientation bandwidth - were computed for each simulated neuron. Using this measures, I compared my model with data from macaque monkey. In line with biological findings, my model develops a wide diversity of orientation selectivity. Moreover, it develops maps of orientation preference and realistic receptive fields.
Egocentric module for episodic memory
Vyhnánek, Jan ; Sýkora, Ondřej (referee) ; Brom, Cyril (advisor)
The present research in cognitive psychology concerns with the issue of how human beings remember positions of objects in space - and what mental representation of space they create. Scientists infer from experiments that human beings create several spatial representations which differ in accuracy and rate of forgetting and which are specified with respect to different spatial frames of reference. However, we do not know how exactly these representions work. As far as we know there is no computational model concerning with this issue, which would be useful for understanding of these representations. The goal of this work is to extend the model of episodic-like memory developed at MFF UK with a mechanism of creating spatial representations. We will examine how the representations are created and which representations are the most important for orientation of a human-like agent. The model was tested on simulations of a psychological experiment and it partially predicted its results. The goal of the model is not to give a full answer to this problem. It is supposed to be an attempt for starting research in the area which has not been researched this way yet. The results of this work may contribute to better understanding of how human beings represent positions of objects and it may be useful for designing...
Taktická hra pre viacej hráčov
Kis, Ján ; Sýkora, Ondřej (referee) ; Brom, Cyril (advisor)
The tactics single-player games like UFO from Altar Interactives are quite popular in these days. The most notable feature of UFO is that the actions of game units can be planned in advance by the player while the game is paused. During the recent boom of multiplayer games a question arose of what should a multiplayer to a game such as UFO look like. This project addresses the question and discusses several possibilities of the multiplayer design to such a game. The main contribution of the project is the actual game prototype which tests the viability and entertainment of the multiplayer design introduced by the thesis.
Pixelart
Sýkora, Ondřej ; Raudenský, Martin (advisor) ; Arbanová, Linda (referee)
This thesis is analyzing a sample of computer graphics from late eighties and early nineties of 20th century. It consists of brief introduction into methods of producing bitmap graphics in low resolution on IBM PC. It is also mentioning art techniques used for creating bitmap graphics, and changes of those techniques in dependence on technology development. The aim is to find connections between low resolution graphics, computer game industry and cyberculture. Thesis is giving examples of contemporary pixelart and graphic design as a proof of cultural impact of described historic period. It also provides examples of an didactic applications of previous findings in the educational part.
Strucutre and disturbance regime of the natural spruce mountain forests in the Fagaras Mts. in Romania
Sýkora, Ondřej ; Svoboda, Miroslav (advisor) ; Janda, Pavel (referee)
There is a large natural disturbance in spruce stands at the present moment in many European countries. Therefore understanding of the long-term natural processes and the impact of disturbances on the structure have a key role in the management of spruce forests. For this purpose, we have studied the structure and the historical regime mountains, which is one of the best preserved forest ecosystems in the Europe. Between 2011 and 2013 years we have founded nearly 50 research spots in the four valleys where we collected data on the structure of the forest. For purposes of reconstruction of disturbances history samples from almost 3 500 individuals of Norway spruce (Picea Abies) were taken. Data were analyzed with dendrochronological methods and descriptive statistics. Partial synchronization of disturbances with the valleys and the subsequent rise in the regeneration was detected, which shows the influence of disturbances evoked by wind and then, probably, by the increasing population of bark beetles. We noticed the importance of the disturbances (weak - strong), which directly influences the structure and creates the mosaic diversity of vegetation. The history of the oldest areas goes back for 400 years, and for the youngest - for 100 years. The volume of the deadwood in the valleys was approximately 135 m3. Overall, on the investigated spots 1380 individuals of regeneration with dominating recovery of Norway spruce (Picea Abies) were recorded, with the proportion of 76 %. Our results show that the disturbances are partially synchronized with the landscape level and also on the level of each valley, and have a major impact on the structure and dynamic of the forest. Natural disturbances are the main factor affecting the natural regeneration of spruce forests.

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