National Repository of Grey Literature 16 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Optimisation of TSP-Based Tasks Using Collective Computational Intelligence
Franěk, Jaromír ; Jaroš, Jiří (referee) ; Bidlo, Michal (advisor)
The aim of this work is to compare collective computational intelligence algorithms for the optimization of large-scale instances of traveling salesman problem consisting of in several of thousands of cities. This work will be focused on optimization based on swarm behavior and optimization based on bee swarm behavior. I have compared individual algorithms from these two approaches with different parameters within a set of experiments. Based on these results, I proposed an improvement to the algorithms for solving the given problem. Then I proposed an improvement to the algorithms using diversity support methods, or local search for discrete versions of these algorithms. Finally, I compared results of proposed algorithms within a final set of experiments.
Swarm Intelligence
Winklerová, Zdenka ; Šaloun, Petr (referee) ; Škrinárová,, Jarmila (referee) ; Zbořil, František (advisor)
The intention of the dissertation is the applied research of the collective ( group ) ( swarm ) intelligence . To demonstrate the applicability of the collective intelligence, the Particle Swarm Optimization ( PSO ) algorithm has been studied in which the problem of the collective intelligence is transferred to mathematical optimization in which the particle swarm searches for a global optimum within the defined problem space, and the searching is controlled according to the pre-defined objective function which represents the solved problem. A new search strategy has been designed and experimentally tested in which the particles continuously adjust their behaviour according to the characteristics of the problem space, and it has been experimentally discovered how the impact of the objective function representing a solved problem manifests itself in the behaviour of the particles. The results of the experiments with the proposed search strategy have been compared to the results of the experiments with the reference version of the PSO algorithm. Experiments have shown that the classical reference solution, where the only condition is a stable trajectory along which the particle moves in the problem space, and where the influence of a control objective function is ultimately eliminated, may fail, and that the dynamic stability of the trajectory of the particle itself is not an indicator of the searching ability nor the convergence of the algorithm to the true global solution of the solved problem. A search strategy solution has been proposed in which the PSO algorithm regulates its stability by continuous adjustment of the particles behaviour to the characteristics of the problem space. The proposed algorithm influenced the evolution of the searching of the problem space, so that the probability of the successful problem solution increased.
Players View on Alternate Reality Games
Váňová, Anežka ; Švelch, Jaroslav (advisor) ; Fousek Krobová, Tereza (referee)
The thesis examines alternate reality games and their players. These games are distinguished by a specific form of narration called transmedia storytelling. This type of storytelling divides the game plot into many smaller pieces. Those reach players in the form of different media formats and through various media platforms. There are various puzzles and ciphers hidden within the snippets of the story. Players must solve them in hopes of getting along with the storyline. These tasks require a certain degree of cooperation between the participants, which commonly results in the formation of gaming communities. Players usually need only a smart device and an internet connection to be able to join the experience. The thesis aims to examine whether and how these games affect players in their daily lives, introduce the communities that arise during the games, and reveal the communication practices of its members. Finally, the thesis presents the roles that players take on themselves during the games and it shows the importance they see in the use of transmedia storytelling within alternate reality games. These games can have both positive and negative impacts on players' daily lives, although the represented positives outweigh the negatives. The gaming communities have two main functions, which are...
Comics Rychlé šípy in Mladý hlasatel and active audience
Mamulová, Martina ; Švelch, Jaroslav (advisor) ; Suk, Pavel (referee)
Diploma thesis "Readers of Rychlé šípy comics and Mladý hlasatel reader's clubs as an active audience" deals with a confrontation of modern theories of the active audience and reconstruction of active fans of comics Rychlé šípy which was published in th Mladý hlasatel magazine. Theoretical part of this paper characterize this magazine for children and its time context. I focused on a development of passive and active audience concepts. There are also introduced modern approaches to active audiences like produsage, collective intelligence and transmedia storytelling which are compared in the practical part of this work with the reconstructed activity of Mladý hlasatel readers. The target is to find the common features of this moderrn approaches in their activity. I also described the audience of the Mladý hlasatel in details and its types of activity. The very last part of this thesis is dedicated to Henry Jenkins' "fandom" as it was described in his piece Textual Poachers. I was able to find there many of the similar features of Jenkins' fan and fan of Rychlé šípy, although the Jenkins' book was published in 1992 and Mladý hlasatel in the thirties of twentieth century. My conclusion is that modern theories such as produsage, collective intelligence and transmedia stotelling do fit in many ways to...
Original and Assumed Sources on World Wide Web
Svatý, Michal ; Brejcha, Jan (advisor) ; Švantner, Martin (referee)
The thesis focuses on problem of authorship of the Internet content. It considers the question whether we can analyze the artwork purely as a closed structure of the symbols or whether it is necessary to take work as a broader structure. The first part of the thesis shows the Internet in general and its specifics it as a medium. The second part is devoted to the problem of authorship. It explains traditional view of Nelson Goodman, who examined the authenticity of artwork with regard to the internal arrangement of the elements structure of the object. The third part shows the later theories inconsistent with the views of Nelson Goodman, views of different contemporary authors who present the changes of authorship aspects in the environment which is under constant development, quickly sharing ideas and resources. New theories suggest to look beyond the authorship of the artwork domain, apply broader focous. The conclusion provides a synthesis of these views.
Civic journalism and community discourse on the example of website Slavistickenoviny.cz
Minařík, Miloš ; Kraus, Jiří (advisor) ; Křeček, Jan (referee)
This thesis attempts to contribute to the general recognition of the phenomenon known as active audience that is generated by technical possibilities of contemporary digitalized media world collectively known as the era of Web 2.0. In this respect, the thesis follows the specific aspects, which accompany the transition from traditional ways of communication and methods of spreading information in the new and constantly evolving world of cyberspace. The thesis is based on the current general principles and theories, which are applied and compared in a relevant form at the Fan community site Slavistickenoviny.cz. The thesis follows two main directions. The first one focuses on the Web site as a product of citizen journalism. It deals with a comparison of the efforts of its authors with professional media outcomes. It also observes the rules, that are taken from the media and on the contrary evaluates differences. At the same time, the thesis deals with professional media taking over the amateur content. The second main aim focuses on a virtual community formed around the web itself. With application of qualitative research and discourse analyses, the thesis focuses on the search of internal mechanisms and the principles of the virtual community functioning. It reveals its overt and covert manifestations and...
Civic journalism and community discourse on the example of website Slavistickenoviny.cz
Minařík, Miloš ; Kraus, Jiří (advisor) ; Křeček, Jan (referee)
This thesis attempts to contribute to the general recognition of the phenomenon known as active audience that is generated by technical possibilities of contemporary digitalized media world collectively known as the era of Web 2.0. In this respect, the thesis follows the specific aspects, which accompany the transition from traditional ways of communication and methods of spreading information in the new and constantly evolving world of cyberspace. The thesis is based on the current general principles and theories, which are applied and compared in a relevant form at the Fan community site Slavistickenoviny.cz. The thesis follows two main directions. The first one focuses on the Web site as a product of citizen journalism. It deals with a comparison of the efforts of its authors with professional media outcomes. It also observes the rules, that are taken from the media and on the contrary evaluates differences. At the same time, the thesis deals with professional media taking over the amateur content. The second main aim focuses on a virtual community formed around the web itself. With application of qualitative research and discourse analyses, the thesis focuses on the search of internal mechanisms and the principles of the virtual community functioning. It reveals its overt and covert manifestations and...
The idea of autorship in the 21st century and the relationshim between fans and autorproduced content based on the reception of the final episode of the mass effect videogame series
Michal, Petr ; Švelch, Jaroslav (advisor) ; Reifová, Irena (referee)
In this paper, we look at a media controversy that took effect at the release of the third game of the Mass Effect videogame series. The fans hated the ending of the game and demanded the publisher change it, which later happened. The fans have thus been given a certain amount of power and influence that wasn't too standard. The first part of the paper deals with videogame theory - we talk about the expressive power of videogames and how it can influence people. With the help of Henry Jenkins and Pierre Lévy we then showcase several media theories which attempt to explain the relationship between the fans, authors and content. Central to this paper is a qualitative research of chosen internet forum posts where we have attempted to learn the reasons for the fans' outrage. In the summary, we summarize what we have learned so far and attempt to put it all together.
Original and Assumed Sources on World Wide Web
Svatý, Michal ; Brejcha, Jan (advisor) ; Švantner, Martin (referee)
The thesis focuses on problem of authorship of the Internet content. It considers the question whether we can analyze the artwork purely as a closed structure of the symbols or whether it is necessary to take work as a broader structure. The first part of the thesis shows the Internet in general and its specifics it as a medium. The second part is devoted to the problem of authorship. It explains traditional view of Nelson Goodman, who examined the authenticity of artwork with regard to the internal arrangement of the elements structure of the object. The third part shows the later theories inconsistent with the views of Nelson Goodman, views of different contemporary authors who present the changes of authorship aspects in the environment which is under constant development, quickly sharing ideas and resources. New theories suggest to look beyond the authorship of the artwork domain, apply broader focous. The conclusion provides a synthesis of these views.

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