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    4053 research outputs found

    Web application for ordering food

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    Ovaj završni rad naglašava implementaciju web-baziranog sustava za narudžbe restorana i stvaranje prihoda. Ključno riješeno pitanje bilo je naručivanje hrane od strane krajnjih korisnika s lakoćom, a istodobno je pružatelju usluge omogućeno učinkovito upravljanje narudžbama. Problem je riješen korištenjem Django okruženja koji je omogućio brzinu razvoja, implementaciju sigurnosti poput zaštite od SQL injekcija, kao i integraciju Stripe sustava plaćanja. Dobiveni rezultati sastoje se od operativnog sustava vidljivog krajnjem korisniku koji uključuje mogućnost pretraživanja proizvoda, dodavanja proizvoda u košaricu, odabira načina plaćanja kao i dostave te omogućuje upravljanje narudžbama i jelovnicima.This final paper emphasizes the implementation of a web-based system for restaurant orders and revenue generation. The key issue addressed was enabling end-users to order food with ease, while simultaneously providing service providers with efficient order management capabilities. The problem was resolved by using the Django framework, which facilitated rapid development, implemented security measures such as SQL injection protection, and integrated the Stripe payment system. The achieved results consist of an operational system visible to the end-user, including the ability to browse products, add products to the cart, choose payment and delivery options, and allow management of orders and menus

    Training a mobile agent in simulation using reinforcement learning and application in real world

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    U ovom diplomskom radu provedeno je treniranje agenta koji upravlja četveronožnim mobilnim robotom pomoću metode podržanog učenja, odnosno još specifičnije, PPO algoritmom. Odabrani četveronožni robot je robot tvrtke Petoi zvani Nybble. Agent je u obliku neuronske mreže prebačen na mikroupravljač čime je agentu omogućeno upravljanje 3D ispisanom verzijom robota. Agent ima mogućnost upravljanja osam nožnih zglobova robota i treniranjem je naučeno da ih pomiče na način da se robot kreće unaprijed. Za treniranje agenta korišteni su alati Isaac Sim i Isaac Gym tvrtke Nvidia, dok je za prevođenje neuronske mreže na mikroupravljač korišteno razvojno okruženje STM32Cube IDE tvrtke STMicroelectronics koristeći dodatak X-CUBE-AI. Spomenuto razvojno okruženje korišteno je i za razvijanje programskog koda u svrhu prilagođavanja ulaza i izlaza neuronske mreže te za pisanje programskog koda za upravljanje servo motorima robota, napisano u C programskom jeziku. Zbog ograničenja hardvera agent ulazne podatke potrebne za inferenciju neuronske mreže ne skuplja iz stvarnog okoliša, već su ulazni podaci prikupljeni iz simulacijskog okruženja i pohranjeni unutar memorije mikroupravljača. Rezultatima je pokazano kako je prijenos naučenog iz simulacije u stvarni svijet moguć čak i s jeftinim hardverom te iako rezultati nisu optimalni velikim dijelom je to krivnja samog hardvera.This master's thesis addresses the problem of training an agent to control a quadruped robot using a machine learning method called reinforcement learning, and more specifically the PPO algorithm. The chosen quadruped robot model is Nybble by the Petoi company. After successful training, the agent was transferred onto a microcontroller in the form of a neural network to have the ability to control a 3D printed version of Nybble. The agent has the ability to control Nybble's eight leg joints and with training it learned how to move them in such a way to achieve forward movement. The agent was trained using the Isaac Sim and Isaac Gym tools by Nvidia, and the STM32Cube IDE by STMicroelectronics was used to translate the agent neural network to the microcontroller using the XCUBE- AI addon. The IDE was also used to develop the source code responsible for adapting the inputs and outputs of the neural network, as well as to write the drivers to control the Nybble's servo motors, all written in C programming language. Because of the hardware limitations, the agent doesn't collect actual environment data necessary for neural network inference while on the real-world model. The data has been previously collected in the simulation and stored into the microcontroller's internal memory. The results show that the simulation to reality transfer is possible even with cheap hardware, and even though the results aren't optimal, most of it can be blamed on the hardware itself

    Arduino game console with Nokia 5110 display

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    U ovom radu prikazana je detaljna izrada jednostavne Arduino igraće konzole s Nokia 5110 pokaznikom. Za realizaciju ovog projekta korištena je Arduino UNO pločica. Ukratko je opisana svaka komponenta igraće konzole, pokazano je kako je riješen problem dodavanjem PCB pločice. Na konzoli je testiran rad jedne igre čiji kȏd je prilagođen kako bi igra bila funkcionalnija. Konzola kao dodatnu mogućnost ima i testni način rada u koji konzola može ući prilikom resetiranja. Testni način rada omogućava testiranje funkcionalnosti tipki i joysticka.This bachelor's thesis presents a detailed construction of a simple DIY Arduino gaming console with a Nokia 5110 display. The Arduino UNO board was used for this project. Each component of the gaming console is briefly described, along with how the problem was solved by adding a PCB board. The operation of one game was tested on the console, with the code adjusted to make the game more functional. As an additional feature, the console also has a test mode that can be entered upon reset, allowing testing of the button and joystick functionality

    Energy Saving with the Application of Intelligent Street Lighting

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    Ovaj rad predstavio je jedan on načina implementacije pametne ulične rasvjete kroz primjenu senzora za detekciju. U radu se koristilo simulacijskim programom CupCarbon. Cilj je bio prikazati rezultate takve rasvjete u usporedbi s tradicionalnom. Analizirana je energetska učinkovitost takvih sustava.This paper presented one of the ways to implement smart street lighting through the application of detection sensors. The CupCarbon simulation program was used in the paper. The goal was to demonstrate the results of such lighting in comparison with traditional lighting. The energy efficiency of such system was analyzed

    Development of geothermal power plant technologies

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    Diplomski rad istražuje trenutni razvoj tehnologija geotermalnih elektrana, s posebnim naglaskom na važnost implementacije obnovljivih izvora energije poput geotermalne energije, zbog njezine neiscrpivosti. Rad se sastoji od tri glavna dijela: teorijskog, istraživačkog i proračunskog. U teorijskom dijelu opisana je geotermalna energija i geotermalne elektrane, uključujući različite tipove elektrana poput onih na suhu paru, sa separiranjem pare i s binarnim ciklusom. Analizirani su uvjeti potrebni za uspješnu izgradnju geotermalnih elektrana, rizici ulaganja te utjecaj na okoliš. Također je prikazano trenutno stanje instaliranih kapaciteta geotermalnih elektrana u svijetu i Hrvatskoj, uz razmatranje njihovih prednosti, nedostataka i troškova. Istraživački dio rada usredotočen je na suvremeno stanje tehnologija geotermalnih elektrana. Iskazane su razine tehnološke spremnosti (TRL) ključnih dijelova geotermalnih elektrana te su navedeni najvažniji proizvođači suvremene geotermalne opreme. Proučeni su vodeći proizvođači geotermalne opreme i njihove specifikacije, poseban naglasak je na odabiru materijala za optimalan rad geotermalne opreme u teškim radnim uvjetima. Proračunski dio diplomskog rada uključuje tehno-ekonomski i termodinamički proračun stupnja djelovanja prve Hrvatske geotermalne elektrane Velika 1 koja se nalazi u Cigleni, uz detaljan opis njezine tehničke konfiguracije i performansi.This thesis explores the current development of geothermal power plant technologies, with a particular emphasis on the importance of implementing renewable energy sources such as geothermal energy due to its inexhaustibility. The thesis is divided into three main parts: theoretical, research, and calculation. The theoretical part describes geothermal energy and geothermal power plants, including different types of plants such as dry steam, flash steam, and binary cycle power plants. It analyzes the conditions necessary for the successful construction of geothermal power plants, investment risks, and environmental impacts. The current state of installed geothermal power plant capacities worldwide and in Croatia is also presented, along with a consideration of their advantages, disadvantages, and costs. The research part focuses on the current state of geothermal power plant technologies. The technology readiness levels (TRL) of key components in geothermal power plants are presented, and the most important manufacturers of modern geothermal equipment are listed. The leading manufacturers of geothermal equipment and their specifications are examined, with a particular emphasis on the selection of materials for optimal operation of geothermal equipment in harsh working conditions. The calculation part of the thesis includes a techno-economic and thermodynamic efficiency calculation for Croatia's first geothermal power plant, Velika 1, located in Ciglena, along with a detailed description of its technical configuration and performance

    Use of MVVM architecture for IOS application development

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    Ovaj diplomski rad fokusira se na razvoj i implementaciju napredne mobilne iOS aplikacije, koja je koncipirana kao interaktivni turistički vodič za grad Đakovo. Aplikacija je osmišljena s ciljem da korisnicima pruži cjelovito i intuitivno iskustvo istraživanja gradskih znamenitosti, uključujući kulturne, povijesne i prirodne atrakcije. Glavni korisnički interface temelji se na interaktivnoj karti koja omogućuje jednostavno pretraživanje i filtriranje sadržaja prema individualnim interesima korisnika, čime se značajno olakšava pronalaženje relevantnih točaka interesa. Aplikacija koristi Model-View- ViewModel (MVVM) arhitekturu, koja omogućuje jasnu separaciju poslovne logike od korisničkog sučelja, čime se postiže bolje održavanje koda, veća skalabilnost, te lakša nadogradnja funkcionalnosti u budućnosti. Za razvoj korisničkog sučelja upotrijebljen je SwiftUI, moderna i moćna tehnologija za razvoj sučelja na iOS platformi, koja dodatno pridonosi responzivnosti i fluidnosti korisničkog iskustva. Podaci o znamenitostima pohranjuju se u Firebase bazu podataka, što omogućuje kontinuiranu ažuriranost i dinamičnost sadržaja unutar aplikacije. Također, aplikacija koristi lokacijske usluge kako bi pratila trenutnu poziciju korisnika, omogućujući precizno navođenje do odabrane destinacije putem različitih načina prijevoza, poput pješačenja, vožnje automobilom ili korištenja javnog prijevoza. Jedna od ključnih funkcionalnosti aplikacije je integracija Text-to-Speech (TTS) tehnologije, koja korisnicima omogućuje da slušaju informacije o znamenitostima umjesto da ih čitaju, čime se poboljšava pristupačnost aplikacije, posebice u situacijama gdje je vizualno praćenje zaslona otežano. U budućnosti, aplikacija nudi značajan prostor za daljnji razvoj i nadogradnju. Potencijalne nadogradnje uključuju integraciju proširene stvarnosti (AR), koja bi omogućila korisnicima interakciju sa stvarnim okolišem kroz digitalne dodatke, kao i uvođenje umjetne inteligencije (AI) za pružanje još personaliziranijih preporuka na temelju korisničkih preferencija i ponašanja. Ova prilagodljivost i mogućnost daljnjeg razvoja čine aplikaciju dugoročno održivim rješenjem koje može nastaviti rasti i evoluirati u skladu s tehnološkim napretkom i promjenama korisničkih potreba.This thesis focuses on the development and implementation of an advanced mobile iOS application, designed as an interactive tourist guide for the city of Đakovo. The application is intended to provide users with a comprehensive and intuitive experience in exploring the city's landmarks, including cultural, historical, and natural attractions. The main user interface is based on an interactive map that allows easy searching and filtering of content according to the individual interests of users, significantly facilitating the discovery of relevant points of interest. The application employs the Model-View- ViewModel (MVVM) architecture, which ensures a clear separation of business logic from the user interface, resulting in better code maintenance, greater scalability, and easier functionality upgrades in the future. SwiftUI, a modern and powerful technology for interface development on the iOS platform, was used for developing the user interface, further contributing to the responsiveness and fluidity of the user experience. Data on landmarks are stored in a Firebase database, allowing continuous updating and dynamic content within the application. Additionally, the application uses location services to track the user's current position, enabling precise navigation to the selected destination via different modes of transportation, such as walking, driving, or using public transport. One of the key features of the application is the integration of Text-to-Speech (TTS) technology, which allows users to listen to information about landmarks instead of reading it, thereby enhancing the application's accessibility, especially in situations where visual attention to the screen is challenging. In the future, the application offers significant potential for further development and enhancement. Potential upgrades include the integration of augmented reality (AR), which would allow users to interact with the real environment through digital overlays, as well as the introduction of artificial intelligence (AI) to provide even more personalized recommendations based on user preferences and behavior. This adaptability and potential for further development make the application a sustainable long-term solution that can continue to grow and evolve in line with technological advancements and changing user needs

    Android application for household budget tracking

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    U ovom radu prikazana je važnost praćenja osobnih financija putem mobilnih aplikacija koje pojednostavljuju upravljanje prihodima i rashodima. Za potrebe ovog diplomskog rada izrađena je mobilna aplikacija za Android platformu, osmišljena kako bi korisnicima omogućila jednostavno evidentiranje financijskih podataka. Aplikacija koristi napredne tehnologije poput OCR-a za automatsko prepoznavanje računa i QR kôdova, što omogućuje brz i točan unos podataka. Također, aplikacija podržava kategorizaciju troškova po različitim stavkama, čime korisnici dobivaju bolji uvid u svoju potrošnju. Aplikacija je razvijena u Kotlin programskom jeziku unutar Android Studio okruženja, a koristi se modularna arhitektura koja omogućuje skalabilnost, jednostavno održavanje i buduća proširenja.This paper presents the importance of tracking personal finances through mobile applications that simplify the management of income and expenses. For the purposes of this thesis, a mobile application for the Android platform was developed, designed to enable users to easily record financial data. The application uses advanced technologies such as OCR for automatic receipt recognition and QR codes, allowing for fast and accurate data entry. Additionally, the application supports the categorization of expenses into various categories, giving users better insight into their spending. The application was developed in the Kotlin programming language within the Android Studio environment, utilizing a modular architecture that allows for scalability, easy maintenance, and future upgrades

    Energy Management in Experimental Model of Prosumer with Electric Vehicle

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    SAŽETAK Opisani osnovni elementi, toplogije i način upravljanja energijom kao kupca s vlastitom proizvodnjom. Napravljen pregled trenutnog razvoja tržišta punionica električnih vozila za kupce s vlastitom proizvodnjom. Opis regulativa za kupca s vlastitom proizvodnjom u Republici Hrvatskoj. U laboratoriju testiran eksperimentalni model električnog vozila i različite strategije upravljanja energijom na eksperimentalnom modelu kupca s vlastitom proizvodnjom. Kroz daljnju analizu pet simulacija omogućeno je dublje razumijevanje različitih konfiguracija koje uključuju prisutnost FN sustava, BESS-a, EV-a i kritične potrošnje, utječu na dinamiku i performanse elektroenergetske mrže. Rezultati nam pružaju izravan uvid u optimalizaciju i bolje razumijevanje obnovljivih izvora energije i naprednih tehnologija skladištenja električne energije.SUMMARY The desrcibed basic elements, toplogies, and energy managment method for prosumers. An overview of the current develoment and market of elektric vehicle charging stations for prosumers. Descriptin of regulatin for prosumers in the Republic of Croatia. An experimental model od an electric vehicle was teasted in the laboratory, along with variouns energy managment straetiges on the experimenatal model of prosumers. Through a detailed analysis of five simulations, a deeper understanding of different configuratins involving the presence of a photovoltaic aystem (FN), battery energy storage (BESS), electic vehicles (EV), and critical consumption, influencing the dynamics and perfomanse of the elektrical powergrid, was enabled. The results provide us with direct insight into tehe optimization and better understatin of the implementation of renewable energy sources and advanced elektricital energy storage technogies. m

    Comparison of Flutter and native iOS applications

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    Ovaj diplomski rad bavi se analizom i usporedbom nativnog iOS i višeplatformskog Flutter pristupa razvoju mobilnih aplikacija. Cilj rada je pronaći i analizirati razlike u performansama oba pristupa i odrediti njihov utjecaj na korisničko iskustvo. Kako bi se postigla objektivna usporedba, razvijene su dvije aplikacije identičnih funkcionalnosti, od kojih je jedna razvijena nativnim iOS pristupom, a druga Flutter pristupom. Analiza se najviše temelji na usporedbi performansi obje platforme. Provedeni su brojni testovi kao što su: analiza opterećenja centralne procesorske jedinice, analiza zauzeća memorije i analiza potrošnje baterije. Ovaj rad pruža uvid u prednosti i nedostatke oba pristupa te može pomoći pri odabiru odgovarajuće tehnologije za razvoj mobilnih aplikacija.This thesis deals with the analysis and comparison of native iOS and cross-platform Flutter approaches to mobile application development. The goal of the paper is to find and analyze the differences in the performance of both approaches and determine their impact on the user experience. In order to achieve an objective comparison, two applications with identical functionalities were developed, one of which was developed with a native iOS approach, and the other with a Flutter approach. The analysis is mostly based on a comparison of the performance of both platforms. Numerous tests were carried out, such as: analysis of the load on the central processing unit, analysis of memory usage and analysis of battery consumption. This paper provides an insight into the advantages and disadvantages of both approaches and can help in choosing the appropriate technology for mobile application development

    Comparison of Flutter and native Android applications

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    Trenutno jedna od najrelevantnijih tema koja se provlači kroz polje mobilnih tehnologija u svijetu IT-a je koja tehnologija je najnaprednija i može donijeti najbolje poslovne rezultate. U ovom radu istraživane su mogućnosti i problemi višeplatformskog i nativnog razvoja mobilnih aplikacija, alati, te programska arhitektura i načina testiranja performansi aplikacija. Naglasak je na razvoju Android mobilne aplikacije koristeći Android native i njegov Jetpack Compose skupinu alata za korisničko sučelje te Flutter za višeplatformski razvoj. Nakon definiranja funkcionalnih i nefunkcionalnih zahtjeva aplikacije i implementacije, glavni cilj je testiranje performansi oba dva pristupa i njihov utjecaj na krajnjeg korisnika te subjektivni doživljaj programera tijekom razvoja. Nakon obavljenog testiranja performansi, ali i funkcionalnosti koristeći alate razvojnog okruženja, provedena je analiza dobivenih rezultata te zaključak o tome koji pristup je prikladniji za određeni projekt i tvrtku koja mora odlučiti koju tehnologiju će koristiti. Rezultati su pokazali da je najpogodnije koristiti nativni razvoj ako su potrebne visoke performanse i kompleksni korisnički zahtjevi, a Flutter ako nema puno raspoloživih resursa i potrebno je dijeljenje koda.Currently, one of the most relevant topics running through the field of mobile technologies in the world of IT is which technology is the most advanced and can bring the best business results. In this paper, the possibilities and problems of multi-platform and native mobile application development, tools, and program architecture and methods of application performance testing were investigated. Emphasis is on Android mobile application development using Android native and its Jetpack Compose suite of user interface tools and Flutter for cross-platform development. After defining the functional and non-functional requirements of the application and implementation, the main goal is to test the performance of both approaches and their impact on the end user and the subjective experience of developers during development. After performing performance and functionality testing using the tools of the development environment, an analysis of the obtained results was carried out and a conclusion was made as to which approach is more suitable for a specific project and company, which must decide which technology to use. The results showed that it is most suitable to use native development if high performance and complex user requirements are required, and Flutter if there are not many available resources and code sharing is required

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