National Repository of Grey Literature 748 records found  1 - 10nextend  jump to record: Search took 0.02 seconds. 
Visualization Tool for a Drone Pilot in HoloLens Headset
Komárek, Jakub ; Beran, Vítězslav (referee) ; Bambušek, Daniel (advisor)
The aim of this thesis is the creation of a modern tool to facilitate the operation of drones, especially in professional sphere. The tool created by the author aims to facilitate the planning routine of the usual missions drones and help in its safe execution. The tool was also created with regard to the legislative restrictions on drone operations and contributes to their correct compliance. The author has addressed the issue with the help of a client-server application created in an augmented reality environment in HoloLens 2. The assistance in piloting is to be provided by a "heads up display" component that moves along with the drone and displays flight variables around it along with the video feed from the drone's camera. To facilitate mission planning, a 3D mini-map is implemented that provides information about the planned mission is projected onto the world around the pilot. The thesis is experimental in nature and has to determine the applicability of augmented reality in the professional operation of the drone. The results of the work are evaluated from data collected during extensive user testing, which included Comparison of the existing Litchi application with the developed application in the prepared test environment scenarios. The results showed that the interface is usable and can compete reasonably current conventional solutions. In some aspects the existing interface outperforms.
Genetic Algorithms Based Game in Unity
Bábek, Radomír ; Beran, Vítězslav (referee) ; Vlnas, Michal (advisor)
This thesis focuses on the areas of game development and genetic algorithms. It describes the design and implementation of the game PlantEVO, which features special fighting plants. The player's task is to understand the workings of the genetic algorithm and to use it as efficiently as possible in breeding his plants. After then the strength of his plants is tested in online battles against other players. The battles are designed in a turn-based strategy combat style. The game uses a client-server architecture. The client is programmed in the Unity game engine, the server uses the REST API architecture.
Automatic Construction of a Terrain Map by a Drone
Kapsa, Jan ; Bambušek, Daniel (referee) ; Beran, Vítězslav (advisor)
This thesis focuses on how UAV mapping functions with the focus on methods working in real-time. The process of image stitching is thoroughly explained and 2 methods based on it are designed. Together with these methods dataset is built containing different situations. Maps of the terrain are created by these methods, which are then compared and scored.
Research and Development of Communication Infrastructure for Q Sorting
Krajňák, Sebastián ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
V dynamickom prostredí spolupráce pri vývoji softvéru sa požiadavky na interakciu v reálnom čase a zefektívnenie procesov nasadenia stala nevyhnutnosťou. Táto práca sa zameria na vylepšenie aplikácie nášho kolegu Michala Janu o funkciu spolupráce v reálnom čase prostredníctvom WebSocket spojenia. Táto funkcia umožní viacerým používateľom spolupracovať na jednom Q-sorte. Okrem toho na zefektívnenie procesu softvérového projektu pre viacerých vývojárov, ktorého je táto práca súčasťou, nastavíme CI/CD postup využívajúci Dokcer kontajnery, Jenkins a nakoniec webový server Nginx používaný na hostovanie aplikácií každého vývojára.
Administrativní rozhraní pro Q řazení
Kováčik, Jakub ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
This thesis focuses on the development of an administrative interface in the form of a web application that allows the creation and management of card decks for Q-methodology, while enabling efficient research management. Q-methodology is a research approach used in the social sciences to analyse the subjective perspectives of participants. The application allows the management of multiple versions of card decks and the implementation of repeated research cycles with the ability to send email notifications to participants, supporting a dynamic and iterative approach to research. The application allows the sharing of card decks and research, which greatly supports collaboration and knowledge sharing between users.
Algorithms and Methods of Statistical Processing of Q Sorting
Burešová, Zuzana ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The goal of this bachelor thesis was to learn about Q-methodology, create a Q-sort for test data extraction, convert test data into JSON format, experiment with data visualization and evaluation, and create a library for evaluating and visualization of the Q-sort data. The paper includes a report on the technologies used and a description of each tool implemented in the developed library. My main focus was on data visualization, where I experimented with different graphs and visualization libraries. With this library, the user can easily evaluate and visualize the data obtained from the Q-sort.
Use of Physiological Data to Analyze and Improve the User Experience
Štefeková, Nina ; Beran, Vítězslav (referee) ; Materna, Zdeněk (advisor)
This thesis is concerned with the research of the physiological symptoms of stress, the design and execution of an experiment that can induce short-term stress. Subsequently, the goal was to create a dataset from the experimentally obtained data and use it to train a machine learning model. Stress detection by such a model can be used to analyze the user experience. The proposed experiment uses a combination of stimuli, consisting of a relaxation part, a Stroop test and a web game that deliberately uses an unfriendly user interface. During it, data was recorded using an Empatica E4 device and then processed by an implemented application into the final dataset. A machine learning model that can detect short-term stress was then trained and evaluated. The KNN algorithm model evaluated by cross-validation achieves an accuracy of 84\% when the subject of the is known prior to the model. For an unknown subject, it is on average 78\%. The thesis provides this model and the resulting dataset, for further use. These results show that short-term stress detection is more challenging without prior knowledge of the subject.
Interaktivní nástroj pro bike fitting využívající počítačové vidění
Kocman, Matej ; Hradiš, Michal (referee) ; Beran, Vítězslav (advisor)
Bike fitting is the adjustment of a cyclist’s pose on the bike often with the help of video analysis with the aim of increasing comfort, preventing injury and performance optimisation. The goal of this thesis was to create a prototype application for bike fitting, which would follow up on existing applications of its kind and would offer a working solution for chosen problems. The application offers functionality for increased keypoint detection accuracy, lowering the number of position iterations needed for optimal bike setup and optimal pose setup for a bike with limited setup options. The application was tested on users and contributed towards reaching an ideal position after a few iterations already. The application is a useful tool for bike fitting at home and the thesis propositions ways of improving it further.
Optimalizace řízení podmínek v inteligentním skleníku
Vilimovský, Dan ; Beran, Vítězslav (referee) ; Bažout, David (advisor)
The work focuses on finding ways to optimize the operation of a smart greenhouse by reducing operating costs and facilitating the sustainability of an ideal environment for plant development in the greenhouse. The aim is to model the conditions in the greenhouse using a developed neural network model that is able to predict the values of environmental parameters such as temperature and humidity. This model is trained on real data obtained from long-term measurements in a test facility. Furthermore, the thesis deals with the possibility of using this neural network model to optimize the control of the greenhouse operation so that ideal development conditions for the plants grown or reduced electricity consumption used for the operation of appliances can be ensured in the future.
Interaktivní manuál v rozšířené realitě
Přichystal, Filip ; Beran, Vítězslav (referee) ; Kapinus, Michal (advisor)
The goal of this thesis is to create mobile application, that provides interactive manuals in augmented reality. Users can create manuals by placing interactive objects in the space. These can further move, rotate and edit their information. The manual thus created is saved and user is able to view it in the application. The application was implemented in the Unity game engine. The thesis includes a description of the design of the application, the implementation procedure and its testing. Based on the testing, a possible direction for future development was made.

National Repository of Grey Literature : 748 records found   1 - 10nextend  jump to record:
See also: similar author names
8 BERAN, Václav
4 Beran, Vlastimil
9 Beran, Vojtěch
1 Beran, Vratislav
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2 Beran, Vítězslav
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