National Repository of Grey Literature 22 records found  previous11 - 20next  jump to record: Search took 0.01 seconds. 
Application for Support of Calibration of a Piston Pipette
Vospěl, Bohumír ; Stružka, Jaroslav (referee) ; Orság, Filip (advisor)
This thesis occupies itself with the partial automation of the workflow for calibration of piston pipettes. It analyses the possibilities of the use of the current laboratory gauges, and focuses particularly on the connecting of these devices with a personal computer and their remote control. It also enables the exportation of the measured values into Microsoft Excel application and suggests a complete solution of these problems.
Detection of Interrupted Friction Ridges of a Fingerprint and Their Reconstruction
Cejpek, Tomáš ; Dvořák, Radim (referee) ; Stružka, Jaroslav (advisor)
This Bachelor thesis describes creating application with graphical user interface for editing a fingerprint ridges. They are interrupted due to dry fingerprint. The proposed algorithm uses Gabor filter for editing fingerprint ridges. He is implemented in C++ and uses a library aimed at work with images OpenCV and Qt application for creating graphical user interface. The thesis is also about testing and evaluating the results of a proposed algorithm for editing fingerprint ridges.
Graphical Simulator of Shooting Tasks
Sabela, Otmar ; Váňa, Jan (referee) ; Stružka, Jaroslav (advisor)
This bachelor thesis decribes a development of graphical simulator of shooting tasks. It manages the display of shooting range, evaluates shots and displays results of fire. Editor of shooting tasks is included. This simulator makes it possible to train shooters in much safer, cheaper and more space efficient manner. System analysis and design is made with UML language. The 3D setup is rendered by OpenGL, user interface is implemented with Qt framework. This application is written in programming language C++.
Virtual Interactive Walk through Scenery
Halas, Petr ; Dvořák, Radim (referee) ; Stružka, Jaroslav (advisor)
This bachelor's thesis describes the issues of modelling a scenery in OpenGL. It contains theoretical principle of 3D displaying with OpenGL functions and description of some of the technologies made for realistic objects and efects modelling. These technologies are demonstrated on an application modelling an interactive walk through scenery, which is eventually tested with questionnaires, filled by a group of volunteers.
Network Application of the Game Canasta
Němeček, Patrik ; Kněžík, Jan (referee) ; Stružka, Jaroslav (advisor)
This bachelor thesis focuses on the analysis, the design, the implementation and the testing of the network application of the game Canasta. It is a card game for 2 to 4 players playing over the network. In this Bachelor thesis you can find the description and the use of the model client/server, the network protocols TCP/IP and the self-proposed communication protocol for the sending of messages between client and server parts. The application is implemented in the programming language C++ with the use of Qt framework. The final application is multiplatform.
Implementation of Algorithm for Recognition of Eye Retina
Ondroušek, Jan ; Stružka, Jaroslav (referee) ; Hájek, Josef (advisor)
Vessel structure is a very important element in medical sience for diagnosis of eye and cardiovascular diseases. Therefore, its automatic segmentation is very important too. In introduction there is a short description of eye retina. After that, method of implementation is presented according to Ing. Jan Odstrčilík's thesis - Analyze of colour retinal images aimed to segmentation of vessel structures created under the auspices of Brno University of Technology - Faculty of Electrical Engineering and Communication, Department of Biomedical Engineering in 2008. This method is based on filtering input image with properly designed filtering masks, followed by thresholding with properly calculated value and finally cleaning result image from artefacts. Algorithm was written in C++ language. All important functions were implemented for purpose of given method with consideration on speed and accuray. Main sections of source code with description of user interface are introduced next in this thesis. At the end, the implementation was tested on real images from ÚBMI and DRIVE databases, results were recorded, expansions and adjustments possibilities of implementation were debated.
Electronic Remote Household Control
Altrichter, Jan ; Stružka, Jaroslav (referee) ; Kubát, David (advisor)
The thesis describes the creation of an electronic remote household control system and intelligent household. It focuses on security of the guarded object and simple remote control of connected devices. Devices are connected to FITkit which is used as the central control unit; an Ethernet module is used for communication. The created system is developed for Microsoft Windows operating system. One part of the thesis is created by the physical model of the system.
Network Application of the Card Game Magic: The Gathering
Stonavský, Jakub ; Kubát, David (referee) ; Stružka, Jaroslav (advisor)
This thesis describes the design and implementation of online trading card game Magic: The Gathering. Developed application is client-server based and implemented in C ++ using the Qt framework. Network models ISO / OSI, TCP / IP and client-server based applications are also explained.
Recognition by Retina
Stružka, Jaroslav ; Orság, Filip (referee) ; Fiala, Jiří (advisor)
This thesis deals with recognition by retina (identification, verification). In introduction we describe information about human eye, its diseases with focus on retina impact. Further (in main part) we conduct SW analyses based on biometry retina requirements and design of SW application for retina recognition. It is based on processing pipeline design (sequential application of image filters). This pipeline mostly contains filters focused on edge detection, adaptive threshold and skeletonisation. Finally, basic SW functions includes users registration (enroll), identification, verification. In conclusion we discuss experimental results and success of designed SW in practical application.
Carcassonne Board Game Artificial Intelligence
Černohub, Jan ; Lodrová, Dana (referee) ; Stružka, Jaroslav (advisor)
The aim of the thesis is to design, build, test and evaluate a virtual adaptation of popular board game Carcassonne for personal computers, including artificial intelligence algorithms for opponents. The core revolves around analysis of the game's rules, goals and gaming strategies in regards to general principles put forward by the game theory and probability, these also include description of chosen data format, procedural behavior and graphical user interface. Thesis concludes upon reflection on future possible development and improvement of the application in the areas of advanced artificial intelligence algorithms such as neural network programming.

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