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    Animation film

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    Příběh sleduje životní cestu hlavní postavy "Oli", rozdělenou do tří klíčových etap: dětství, dospívání a mládí. Ola touží stát se olympijskou krasobruslařkou, ale její cesta je poznamenána složitými vztahy s trenéry, což jí přináší neštěstí. V dětství je Ola nucena trénovat násilím a bolestivým tlakem ze strany svého trenéra, který dokonce používá fyzické tresty. Tento zážitek způsobuje, že se Ola uzavírá a mění se v trojúhelník, což symbolizuje její utrpení. Navzdory tomu, že je trenér nejlepší v Rusku, Ola odmítá pokračovat v tréninku pod jeho vedením a odchází hledat nového trenéra. Ve druhé části se Ola setkává s úžasnou trenérkou, která se snaží Olu vymanit ze stavu trojúhelníku a inspiruje ji. Bohužel je trenérka odvolána kvůli administrativním problémům a Ola se ocitá opět sama. V poslední části přechází Ola k synchronizovanému bruslení, kde trenéři sice nepoužívají fyzické tresty, ale neustále dívky kritizují za jejich váhu. To vede Olu k užívání dopingu ke ztrátě váhy, což má za následek její vyloučení ze sportu. Ola nakonec reflexuje nad svými zkušenostmi a nachází pozitivní východisko z nepříznivé situace.ObhájenoThe story follows the life journey of the main character "Ola" divided into three key stages: childhood, adolescence, and youth. Ola dreams of becoming an Olympic figure skater, but her path is marked by complex relationships with coaches, leading to unhappiness. In childhood, Ola is forced to train through violence and painful pressure from her coach, who even resorts to physical punishment. This experience causes Ola to withdraw and become a triangle, symbolizing her suffering. Despite the coach being the best in Russia, Ola refuses to continue training under his guidance and seeks a new coach. In the second part, Ola encounters an amazing coach who tries to help her break free from the triangle state and inspires her. Unfortunately, the coach is dismissed due to administrative issues, leaving Ola alone again. In the final part, Ola switches to synchronized skating, where coaches criticize the girls for their weight instead of using physical punishment. This leads Ola to use doping to lose weight, resulting in her expulsion from the sport. Ultimately, Ola reflects on her experiences and finds a positive way out of the adversity

    MEDIA AND EXPERIMENT

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    Během svého průzkumu v oblasti audiovizuální tvorby jsem se poprvé setkal s 360° kamerou během natáčení videoklipu. Jako kameraman jsem neustále sledoval technologické inovace, které se v tomto odvětví objevují, a tento nový typ kamery mě zaujal. Po pozorování jejího využití v komerčních i nekomerčních projektech jsem se rozhodl tento technologický nástroj vyzkoušet sám. První zkušenost s touto kamerou mě nadchla, a objevování dalších možností využití mě motivovalo k další práci s ní. Přestože jsem se původně soustředil převážně na komerční tvorbu videoklipů a jiných zakázek, postupně jsem začal uvažovat o využití 360° kamery i v rámci své nezávislé tvorby. Pociťoval jsem, že audiovizuální experimenty, na které jsem se zaměřoval, by mohly získat nový rozměr díky kombinaci této nové technologie s klasickým výtvarným médiem. Mým cílem bylo spojit možnosti 360° kamery s dlouhodobou zkušeností v kreslení a tvorbě hudby. Po několika pokusech jsem si uvědomil, že moje předchozí přístupy ke kresbě a postprodukci nejsou optimální. Rozhodl jsem se tedy pro změnu konceptu, který by umožnil lépe využít potenciál 360° kamery. Pro finální realizaci své práce jsem se rozhodl vytvořit prostorovou koláž, ve které by linie kreseb na skle a na stěnách stanu vytvářely dynamický vizuální zážitek. Při přípravě prostředí jsem zvolil festivalový party stan, který poskytoval vhodnou konstrukci pro využití světel a materiál s dostatečnou propustností světla. Během natáčení jsem se zaměřil na spontánní kresbu, která reagovala na rytmus hudby a vytvářela nepravidelné linie, jež se postupně překrývaly a měnily směr. Tento proces jsem vnímal jako experimentální a nechal jsem se vést intuicí a náhodou. V postprodukci jsem pak pracoval s principem, že každá linie vytvořená na skle či na stěnách reprezentuje zvuk. Sledoval jsem harmonii mezi vizuálním a zvukovým prvkem a snažil se vytvořit organický celek, který by diváka vtáhl do prožitku prostoru a hudby. Celý proces vytváření mého díla byl o neustálém experimentování, adaptaci a hledání optimálního spojení mezi novou technologií, klasickým výtvarným médiem a hudbou. Byla to pro mě cesta objevování a hledání nových možností v audiovizuální tvorbě.ObhájenoDuring my exploration in the field of audiovisual production, I encountered a 360° camera for the first time while shooting a music video. As a cameraman, I continuously monitored the technological innovations emerging in this industry, and this new type of camera intrigued me. After observing its use in both commercial and non-commercial projects, I decided to try out this technological tool myself. The initial experience with this camera excited me, and exploring further possibilities motivated me to continue working with it. Although I initially focused mainly on commercial video production and other commissioned work, I gradually began considering the use of a 360° camera in my independent projects. I felt that the audiovisual experiments I was focusing on could gain a new dimension through the combination of this new technology with traditional artistic mediums. My goal was to integrate the capabilities of the 360° camera with my extensive experience in drawing and music composition. After several attempts, I realized that my previous approaches to drawing and post-production were not optimal. Therefore, I decided to change the concept to better utilize the potential of the 360° camera. For the final realization of my work, I decided to create a spatial collage in which the lines of drawings on glass and on the walls of the tent would create a dynamic visual experience. During the preparation of the environment, I chose a festival party tent that provided a suitable structure for the use of lights and materials with sufficient light permeability. During the shooting, I focused on spontaneous drawing that responded to the rhythm of music and created irregular lines that gradually overlapped and changed direction. I perceived this process as experimental and allowed myself to be guided by intuition and chance. In post-production, I worked with the principle that each line created on the glass or walls represented sound. I aimed to achieve harmony between the visual and sound elements and tried to create an organic whole that would immerse the viewer in the experience of space and music. The entire process of creating my work was about constant experimentation, adaptation, and seeking the optimal connection between new technology, traditional artistic mediums, and music. It was a journey of exploration and discovering new possibilities in audiovisual production for me

    Automatic construction of fractal structures with locally controlled lacunarity

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    Lacunar fractal structures reduce the material quantity and weight while improving some physics properties, such as heat transfers, and preserving good mechanical properties. Nowadays, it is possible to construct such shapes thanks to additive manufacturing. This paper focuses on automatically generating subdivision rules for fractal lacunar structures with local topology control. The first main difficulty is guaranteeing topological consistency while assembling different cells to build a complicated multi-lacuna structure. The second is the adaptation of such shapes to geometric constraints like imposed boundaries. We address these questions throughout the formalism of the Boundary Controlled Iterated Function System. Then, we analyze the lacunarity and complexity of these structures from various geometric, topologic, and fractal measure

    Beyond the Benchmark: Detecting Diverse Anomalies in Videos

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    Video Anomaly Detection (VAD) plays a crucial role in modern surveillance systems, aiming to identify various anomalies in real-world situations. However, current benchmark datasets predominantly emphasize simple, single frame anomalies such as novel object detection. This narrow focus restricts the advancement of VAD models. In this research, we advocate for an expansion of VAD investigations to encompass intricate anomalies that extend beyond conventional benchmark boundaries. To facilitate this, we introduce two datasets, HMDB-AD and HMDB Violence, to challenge models with diverse action-based anomalies. These datasets are derived from the HMDB51 action recognition dataset. We further present Multi-Frame Anomaly Detection (MFAD), a novel method built upon the AI-VAD framework. AI-VAD utilizes single-frame features such as pose estimation and deep image encoding, and two-frame features such as object velocity. They then apply a density estimation algorithm to com pute anomaly scores. To address complex multi-frame anomalies, we add deep video encoded features capturing long-range temporal dependencies, and logistic regression to enhance final score calculation. Experimental results confirm our assumptions, highlighting existing models limitations with new anomaly types. MFAD excels in both simple and complex anomaly detection scenarios

    Sharpness Measurement by Edge-related Frequency Components

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    In this paper, a novel no-reference image quality metric of sharpness is proposed. Our image quality metric is evaluated on two key attributes discerned during the assessment of image sharpness by the human visual system (HVS): 1. Image sharpness is principally contingent upon the salience of edges within the image. 2. With an increase in the decomposition level of the Discrete Wavelet Transform (DWT), the high-frequency coefficients correspond to higher spatial frequency information in an image. Experimental results show that in comparison to other state-of-the-art metrics, our method not only accurately assesses image sharpness in both defocus and motion blur scenarios but also showcases superior precision and broader applicability

    Měření teploty při technické výchově

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    V tomto pokusu budeme zkoumat šíření tepla při vrtání. Vyzkoušíme, jak se zahřívají ostré a tupé vrtáky při vrtání ocelové destičk

    Vascular segmentation in abdominal cavity, with focus on liver vascular system

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    Computational resources were provided by the e-INFRA CZ project (ID:90254), supported by the Ministry of Education, Youth and Sports of the Czech

    Traffic sign data augmentation using Stable Diffusion conditioned with ControlNet

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    The work has been supported by the grant of the University of West Bohemia, project No. SGS-2022-017. Computational resources were provided by the e-INFRA CZ project (ID:90254), supported by the Ministry of Education, Youth and Sports of the Czech Republic

    Wave dispersion analysis and evaluation of dynamic stress intensity factors using peridynamics approach

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    The objective of this paper is to evaluate the dynamic stress intensity factors (DSIFs) of a cracked body using the bond-based peridynamics (BBPD) formulation. The peridynamics theory offers advantages over the classical continuum theory for solving partial differential equations in fracture mechanics. Nevertheless, some problems remain, such as its dispersion characteristics and constant micromodulus used in the classical BBPD. In this study, a Gaussian function is used to define the non-constant micromodulus. A wave dispersion analysis for a 1D problem was carried out and the influence of the horizon, mesh size and the kernel function on the dispersion properties were analyzed. On the other hand, a new approach to evaluate the DSIFs of a cracked body using the BBPD coupled with the displacement extrapolation technique is presented. Parameters that reduced the wave dispersion were kept for the DSIFs estimation. The proposed method is applied to analyze some benchmark examples. The obtained results are compared with the exact ones and they showed that the proposed approach can be used as an alternative method to evaluate DSIFs

    An improved vibrating particles system method for many-criteria engineering design applications

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    Optimization is getting more and more important due to its application in real engineering problems. Recently, the vibrating particles system algorithm has been developed as an efficient method for mono-objective optimization. However, in multi- and many-objective design problems, the vibrating particles system method is unable to handle simultaneously the conflicting objectives. The second drawback of the vibrating particles system algorithm is the~variability of the obtained results at each independent test, due to its inability to balance exploitation and exploration capabilities. To address these issues, this paper proposes an enhanced vibrating particles system algorithm called the many-objective vibrating particles system algorithm. The proposed many-objective vibrating particles system algorithm uses the Pareto principle to store the non-dominated solutions of multiple conflicting functions. Moreover, the implementation of the particle position enhancement mechanism to boost this algorithm's exploitation and exploration capabilities is another distinctive aspect of the suggested method. A variety of high-dimensional test functions and engineering design problems are used to evaluate the efficiency of the many-objective vibrating particles system algorithm. The obtained results show that the proposed algorithm outperforms other popular methods in terms of convergence characteristics and global search ability

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