Národní úložiště šedé literatury Nalezeno 16 záznamů.  1 - 10další  přejít na záznam: Hledání trvalo 0.01 vteřin. 
Artificial intelligence and politeness: a small-scale experimental study
Finkevich, Dzmitryi ; Smutný, Milan (oponent) ; Sučková, Magda (vedoucí práce)
This study aims to verify the hypothesis that an AI application provides better responses when given polite prompts. Based on the established politeness theories by Brown and Levinson (1987) and Leech (1983, 2014), an experiment was designed and conducted, in which ChatGPT, popular chatbot based on the conversation with users, was prompted using positive and negative politeness strategies and without them. The generated responses are analysed and then compared in terms of content and language means. Drawing from the experiment’s findings, this paper provides a set of practical recommendations for users to optimize AI prompts to achieve more accurate results.
3D printing with silver and its use in jewellery
Thomas, Marek ; Langerová, Petra (oponent) ; Sučková, Magda (vedoucí práce)
The main goal of this bachelor's thesis is to determine what type of 3D printer is the most suitable for silver jewellery additive printing. The thesis is divided into sections which aim to familiarize the reader with various types of additive printers (FDM, SLA, DMLS, etc.), their practical applications, and the physical and chemical behaviour of silver in additive printing. A particular emphasis is placed on the practical application of these specialized 3D printers, especially in the fields of electronics and jewellery making. The final section discusses the question of whether it is technically and economically feasible to assemble and safely operate such a 3D printer in small businesses or in a household setting.
Artificial Intelligence in Science Fiction
Zatloukal, Petr ; Sučková, Magda (oponent) ; Kotásek, Miroslav (vedoucí práce)
This Bachelor thesis should serve as a vessel in which the reader travels through evolution of science fiction (SF) literature, focusing on a subject matter concerned with artificial intelligence (AI) and its interactions and relationships with humans. AI technologies and robotics are quickly advancing and are slowly becoming a common phenomenon, it is rather fitting to analyse and comment on numerous instances of human- AI relations in SF literature, as they may as well resemble real world situations potentially coming in the near future. The thesis firstly discusses a play R.U.R. by Czech writer Karel Čapek, this part describing the origin of the word robot, first utilized in this play, had, and still has a huge cultural and social significance. R.U.R. carries even more significance as it was one of the first literary works featuring artificial beings. Further, thesis continues with a basic description of three literary movements connected to SF literature, namely: the Golden Age, New Wave, and Cyberpunk. Each literary movement is accompanied by a literary work featuring AI. Every book features a delicate a description of its plot synopsis, accompanied with a description of moments featuring human-AI interactions and relationships, with their subsequent analysis, commentary, and view focusing on these interactions and relationships. Books featured chronologically: I, Robot, Do Androids Dream of Electric Sheep?, and Neuromancer. Last chapter features a comparison of the aforementioned literary works with instances of real world applications in robotics and AI. Hopefully, this thesis may provide inspiration to its readers, especially to experts in various scientific fields, who can use this thesis, which is discussing vast number of human-AI interactions with no limitations on a particular field of expertise, as a starting ground for their own work concerning human-AI relationships and interactions either in SF or in the real world, with focus on a one specific field of analysis.
Comparative analysis of professional texts on computer science
Chufarov, Evgeny ; Sučková, Magda (oponent) ; Zmrzlá, Petra (vedoucí práce)
The aim of this bachelor’s thesis is to provide a comparative analysis of professional texts on computer science. VxLAN technology, which is most often used in data centers, was chosen as the topic for the materials. The first text chosen for the analysis is a web journal article, the second is the technical documentation Request for Comments (RFC), the third is a video lecture. The main goal of this work is to examine the selected materials from different perspectives and to determine the extent to which the texts, written and spoken, differ in their use of language and what common features they have. To achieve this goal, the materials are investigated in terms of several discourse features, including language functions, style and genre, cohesion and coherence, and deixis. The work also tries to define whether the analyzed materials are typical examples of their genres and styles.
The Language of Patent Documentation
Gubernát, Tomáš ; Sučková, Magda (oponent) ; Smutný, Milan (vedoucí práce)
The subject of intellectual property can be very complicated. This bachelor’s thesis focuses mainly on intellectual property from a scientific and industrial standpoint and the discourse of patent documentation. This thesis aims to provide an overview and a quick guide for any potential applicants for patents or any other types of intellectual property described in this thesis - be they from the public or scholarly. This thesis is further focused on the analysis of the language of the patent documentation, which is very nuanced, and caveats encountered during the creation of patent application, during the grant procedure, or even after the patent was granted.
Řečové akty ve videohrách
Šurýn, David ; Zmrzlá, Petra (oponent) ; Sučková, Magda (vedoucí práce)
Tato bakalářská práce poskytuje nový pohled na klasifikaci interakcí ve videohrách založený na producentovi a adresátovi a obsahuje analýzu řečových aktů ve hrách Life Is Strange a Call of Duty. Tato klasifikace může být použita ke zjednodušení procesu analýzy řečových aktů v ostatních videohrách. Aby bylo možné takovou klasifikaci vytvořit, bylo nutné zaměřit se na vztah mezi hráčem a interagovatelným herním prvkem. Následně jsou představeny hlavní třídy interakcí ve videohrách, kde každá třída obsahuje specifické typy řečových aktů. Analýza řečových aktů v Life Is Strange a Call of Duty slouží primárně jako příklad toho, jak lze tuto klasifikaci použít a také představuje způsoby jak hra zprostředkovává informace hráči. Seznam interakcí ve videohrách není úplný, ale zahrnuje ty nejběžnější a nejuniverzálnější.
Pragmatic analysis of humorous air traffic control conversation exchanges
Doležal, Jakub ; Zmrzlá, Petra (oponent) ; Sučková, Magda (vedoucí práce)
The thesis studies the occurrence of humour in air traffic control (ATC) conversation exchanges and aims at answering the questions of its occurrence in such strictly professional discourse and finding patterns in it. This is done though pragmatic analysis for which theoretical background is provided in the first part of the thesis. Phenomenon of humour is discussed according to Attardo (1994), and its three main theories are presented: incongruity, superiority, and release (Raskin 1985). Division is established between different instances of humour: canned and conversational jokes (Attardo, 1994) and externally humorous situations. Grice’s (1975) Cooperative Principle (CP) and its Maxims is described in detail and is related to humour. Focus is on the transgressions of the CP: mainly violation, flouting and infringing. Attardo’s (1990) scheme of understanding a joke is adopted and modified for conversational humour. After introduction of ATC language, the analyses follow. Each consists of four parts: technical circumstances, humorous scheme, CP perspective, and theory of humour. The analysed conversations are divided into two groups: internally humorous and externally humorous. The first are further divided based on the use of a specific shared knowledge of the external world and the second based on the theory better explaining them: superiority or incongruity. With the focus on the internally humorous, the abilities and personality of the ‘humourist’ are proposed as crucial for the occurrence of humour with the main intention being to create more relaxed atmosphere (corresponding to the release theory of humour).
Dialects of English in computer games
Opanasiuk, Yevhenii ; Walek, Agata (oponent) ; Sučková, Magda (vedoucí práce)
This bachelor thesis deals with the analysis of the English dialects that appear in video games. Its aim is to analyze the use of different dialects in the Grand Theft Auto game series. The theoretical part is focused on providing the necessary concepts related to sociolinguistics, varieties of the language, dialects, accents, and game industry. The practical part is focused on the linguistic analysis of the English dialects that appear in the GTA game series. This analysis identifies game characters' dialects from a grammatical and phonological perspective and explains the reasons that led game developers to choose those dialects.
The Evolution of Space Telescopes
Bátorová, Silvia ; Sučková, Magda (oponent) ; Froehling, Kenneth (vedoucí práce)
This thesis focuses on the description of the history of the telescope, starting with the refracting and reflecting versions of the optical telescope and following with a brief outline of the history of the radio telescope and space telescopes in general. Then, basic features of space telescopes are specified and their positive and negative features are compared. Finally, the three most influential space telescopes are described and their contributions to science are discussed.
Social Distancing Technologies
Pařil, Michal ; Sučková, Magda (oponent) ; Šedrlová, Magdalena (vedoucí práce)
The global pandemic caused many social distancing restrictions. The purpose of this thesis was to evaluate a number of available technologies that enable social distancing. The chosen technologies were described in terms of how they work and their impact on the pandemic. Their advantages and disadvantages were evaluated as well. All of the chosen technologies proved to be useful and provide a sufficient solution to the various problems caused by pandemic restrictions.

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