152 research outputs found

    Juggling Patterns Visualization

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    Táto práca sa zaoberá možnosťami 3D vizualizácie žonglérskych vzorov. Sú v nej predstavené viaceré knižnice, ktoré sú pre daný problém použiteľné a tiež samotný koncept žonglérskych vzorov a ich zápisu. Nasleduje rozbor existujúceho softwaru zaoberajúceho sa žonglérskymi vzormi. Ďalej práca rozoberá návrh grafického používateľského rozhrania a jeho implementáciu. V ďalšej časti je popis návrhu vlastnej aplikácie s využitím XNA frameworku. Koniec práce je venovaný tvorbe online stránky prezentujúcej program vytvorenej pomocou technológie Microsoft Silverlight.This thesis deals with the known possibilities according to the 3D visualization of juggling patterns. It presents some of the libraries that may be used for this issue and the whole concept of juggling patterns and their notation. In the next part there is an analysis of existing software dealing with juggling patterns visualization. A chapter about designing and implementing graphical user interface follows. The next part contains a predesign of the applicatin itself using XNA framework. The last part of the thesis is aimed at creating an online page presenting the program using Microsoft Silverlight.

    Concept of software interface for BCI systems

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    Brain Computer Interface (BCI) technology is intended to control external system by brain activity. One of main part of such system is software interface, which carries about clear communication between brain and either computer or additional devices connected to computer. This paper is organized as follows. Firstly, current knowledge about human brain is briefly summarized to points out its complexity. Secondly, there is described a concept of BCI system, which is then used to build an architecture of proposed software interface. Finally, there are mentioned disadvantages of sensing technology discovered during sensing part of our research. © 2016 Author(s)

    Multi-criterial evaluation - General overview

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    The main aim of this paper is to provide basic knowledge background for further work. The basis is classification of available methods for multi-criterial evaluation. This classification will serve as a support of project (Comparison of methods of multi-criteria evaluation with user ratings of ITIL tools). In first part of this paper are described different approaches to multi-criterial evaluation and decision-making. Second part presents basics of methods of determining criteria strength and mainly their classification and division into categories. © 2016 Author(s)

    Features preferred in-identification system based on computer mouse movements

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    Biometric identification systems build features, which describe people, using various data. Usually it is not known which of features could be chosen, and a dedicated process called a feature selection is applied to resolve this uncertainty. The relevant features, that are selected with this process, then describe the people in the system as well as possible. It is likely that the relevancy of selected features also mean that these features describe the important things in the measured behavior and that they partly reveal how the behavior works. This paper uses this idea and evaluates results of many runs of feature selection runs in a system, that identifies people using their moving a computer mouse. It has been found that the most frequently selected features repeat between runs, and that these features describe the similar things of the movements. © 2016 Author(s)

    Concept of software interface for BCI systems

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    Brain Computer Interface (BCI) technology is intended to control external system by brain activity. One of main part of such system is software interface, which carries about clear communication between brain and either computer or additional devices connected to computer. This paper is organized as follows. Firstly, current knowledge about human brain is briefly summarized to points out its complexity. Secondly, there is described a concept of BCI system, which is then used to build an architecture of proposed software interface. Finally, there are mentioned disadvantages of sensing technology discovered during sensing part of our research. © 2016 Author(s)

    Capturing brain activity during driving automobile

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    The primary purpose of this article is to show which brain waves are activated while driving an automobile. The first part of this article deals with the theoretical information about brain waves and electroencephalogram (EEG). The activity of the brain is measured by EEG technology, which is represented by Emotiv System devices. The following section defines which devices have been selected. For measuring EEG was used headset Emotiv EPOC and for analysing measurements, the application Emotiv Brain Activity Map was used. The third part of this article focuses on the experimental section. The experimental part provides four various measurements. These measurements describe activated brain waves during different actions while driving. The last chapter of this paper is devoted to possible ways of using this technology. © 2019 The Authors. Published by Elsevier B.V.Internal Grant Agency of Tomas Bata University in Zlin [IGA/FAI/2019/005

    On the adaptivity and complexity embedded into differential evolution

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    This research deals with the comparison of the two modern approaches for evolutionary algorithms, which are the adaptivity and complex chaotic dynamics. This paper aims on the investigations on the chaos-driven Differential Evolution (DE) concept. This paper is aimed at the embedding of discrete dissipative chaotic systems in the form of chaotic pseudo random number generators for the DE and comparing the influence to the performance with the state of the art adaptive representative jDE. This research is focused mainly on the possible disadvantages and advantages of both compared approaches. Repeated simulations for Lozi map driving chaotic systems were performed on the simple benchmark functions set, which are more close to the real optimization problems. Obtained results are compared with the canonical not-chaotic and not adaptive DE. Results show that with used simple test functions, the performance of ChaosDE is better in the most cases than jDE and Canonical DE, furthermore due to the unique sequencing in CPRNG given by the hidden chaotic dynamics, thus better and faster selection of unique individuals from population, ChaosDE is faster. © 2016 Author(s)

    Multiplatform Game Development Using the Unity Engine

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    Tato práce se zabývá možnostmi herního vývoje pro víceré platformy pomocí enginu Unity 3D. Rozebírá různé aspekty multiplatformního vývoje na počítačích i mobilních zařízeních. Důraz je kladen na analýzu tvorby her současně pro více platforem a problémy spojené s tímhle přístupem. Práce poskytuje možnosti řešení problémů, které vyvstanou při použití tohohle postupu, pomocí nástrojů, které poskytuje Unity 3D. Analýza se zabývá zejména na zvyšování výkonu her za použití metod dostupných na všech platformách vybraných pro testování. Tyhle vylepšení zahrnují způsoby jak snížit práci ve scéně a naopak zvýšit počet vykreslení za sekundu při zachování stejné vizuální kvality. Práce také nabízí pohled do minulosti tohoto odvětví a předpoklady o jeho příštím směrování.This thesis deals with multiplatform game development using the Unity 3D engine. It approaches various tasks of development on both desktop and mobile devices. The focus of the thesis is to analyze the aspects of developing for more platforms at once and the challenges connected with this approach. It provides solutions of the stated issues using the tools provided by Unity 3D. The analysis focuses mainly on increasing the performance of games by means that are available on all of the platforms selected for testing. These improvements include the ways of decreasing the work within a scene and increasing the frame rate while keeping the same level of visual quality. The thesis also offers a look at this area and its historical and future development.

    Possibilities and testing of CPRNG in block cipher mode of operation PM-DC-LM

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    This paper discusses the chaotic pseudo-random number generator (CPRNG), which is used in block cipher mode of operation called PM-DC-LM. PM-DC-LM is one of possible subversions of general PM mode. In this paper is not discussed the design of PM-DC-LM, but only CPRNG as a part of it because designing is written in other papers. Possibilities, how to change or to improve CPRNG are mentioned. The final part is devoted for a little testing of CPRNG and some testing data are shown. © 2016 Author(s)

    Security deficiencies in the architecture and overview of Android and iOS mobile operating systems

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    Mobile operating systems provide a layer with which users exclusively interact. Despite the simplicity of the Graphical User Interface (GUI), the underlying architecture exhibits a high level of complexity, opening attack vectors for adversaries and necessitating security precautions comparable to desktop stations. Developers are aware of the extensive threat potential that small form-factor devices represent and safeguards are deployed to counter the emergence of malicious mobile software. This article details security architecture and proceeds and provides to an overview of the Android and iOS (IOUS) mobile operating systems from a security standpoint, selected on the basis of their opposing approaches to openness and any third-party customizations that users are allowed to perform. The first part provides a brief overview of both systems' system architectures, while the second part presents notable security and reverse engineering milestones. The third part provides recommendations on the safer use of mobile devices, which are extensively discussed. We argue that by practicing proper security hygiene, both existing and novel threats can be mitigated at the user level
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