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    Mobile Android application for energy efficiency analysis of high performance computer systems

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    Prilikom izrade ovog završnog rada programski je ostvarena mobilna Android aplikacija za računanje energetske učinkovitosti računalnih sustava visokih performansi U teorijskom dijelu rada opisana su načela zelenog računarstva te je objašnjena uloga velikih računalnih sustava u podatkovnim središtima. Također, pojašnjene su metrike PUE, DCE, TGI te DWPE koje se koriste kako bi se odredilo koliko je učinkovit neki računalni sustav. U aplikaciji je omogućena navigacija između različitih zaslona aplikacije, sažeti opis metrika, kao i njihovi izrazi, unos parametara za svaku pojedinu metriku, odnosno pregled rezultata spremljenih u bazu podataka uključujući i rezultate prethodnih izračuna. Programsko rješenje ostvareno je u razvojnoj okolini Visual Studio Code, korištenjem Dart programskog jezika i baze podataka Firebase. Rezultati ispitivanja pokazuju da....During the creation of this final paper, a mobile Android application was programmed to calculate the energy efficiency of high-performance computing systems. The principles of green computing are described in the theoretical part of the paper as well as the role of large computer systems in data centers. What is also described are the PUE, DCE, TGI and DWPE metrics which are used to determine how efficient a computer system. The application enables navigation between different application screens, a concise description of the metrics, as well as their expressions, input of parameters for each individual metric and. an overview of the results saved in the database, including the results of previous calculations. The software solution was created in the Visual Studio Code development environment, using the Dart programming language and the Firebase database. The test results show that...

    WS2812 LED 3D Cube

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    Izrada završnog rada 3D RGB kocke dimenzija 4x4x4, koristeći svijetleće diode WS2812D. U završnom radu su korištena 3 područja: PCB dizajn, 3D dizajn i programska podrška u Arduinu. Uz to sve korištene su još dodatne komponente kako bi kocka funkcionirala, kao što su vanjsko napajanje, otpornici, kondenzator itd. Svijetleće diode su povezane žicama na određen način i postavljeno je na isprintanu 3D konstrukciju. Zalemljena je tiskana pločica i sve je povezano te je izrađeno kučište kako bi se to sve uklopilo. Nakon sastavljenog projekta osmišljen je kod koji povezuje mikroupravljač na internet, ispisuje IP adresu, pokreće server te omogućuje kontrolu animacija kocke putem internet stranice. Završni rad je uspješno izrađen i kocka svijetli određenim animacijama.This project is made for purposes of the final paper. Project is based on Arduino platform and it's purpose is for fun and animation projections. 3D RGB LED cube's dimensions are 4x4x4 and uses WS2812 diodes. In project are used 3 areas: PCB design, 3D design and software support based on Arduino. Besides that additional components like resistors, capacitor, external power supply were used. Diodes were connected by wires in defined order and set up on 3D printed construction. PCB were soldered and case was built to place and attach all elements. The code was designed to connect microcontroller to internet, to show IP address, to start a server and to allow control of the cube through web page. Project was built successfully and works as intended

    Web Portal for Soccer News

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    Nogometne vijesti su jedna od glavnih kategorija vijesti današnjice. Vođenje web portala za nogometne vijesti velik je izazov jer zahtijeva što brže i točnije informacije o stvarnim nedavnim zbivanjima u nogometnom svijetu. Također je vrlo bitno da web portal izgleda privlačno i estetski kako bi se postigla veća posjećenost i prilagodba korisnika. Funkcionalnosti web portala objašnjene su korak po korak i prikazane putem slika.Football news are one of the main categories of news today. Running a web portal for football news is a big challenge because it requires fast and accurate information about real recent events in the football world. It is also very important that the web portal looks attractive and aesthetic in order to achieve greater traffic and user adaptation. The functionalities of the web portal are explained step by step and shown through images

    LED Based Memory Game

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    Tema ovog završnog rada je izrada igre pamćenja sa svijetlećom diodom na mikroupravljačkoj platformi Arduino. Korišten je specifično model Arduino Pro Micro, a funkcionalnost je isprogramirana u razvojnom okruženju Arduino IDE. Programski kôd se sastoji od četiri glavna dijela: inicijalizacije biblioteka i globalnih varijabli, korisnički definiranih funkcija, funkcije setup() i funkcije loop(). Na početku igre dioda svijetli žutom bojom, nakon čega pritiskom bilo kojeg tipkala igra započinje te se prikazuju tri nasumično izabrane boje. Pri točnom unosu tih boja istim redoslijedom krug završava, pri čemu se u niz dodaje nova nasumično izabrana boja te započinje novi krug. Igra traje dok jedna od boja ne bude nepravilno unesena ili dok veličina niza boja ne prijeđe 100 (u teoriji bi pravilnim unosom boja igra trebala trajati beskonačno dugo, ali zbog praktičnih razloga potrebno je imati unaprijed definiranu maksimalnu veličinu niza boja). Testiranjem igre utvrđeno je da nema pogrešaka u radu, što znači da je ostvareno potpuna funkcionalnost.The topic of this bachelor thesis is creating a memory game with a LED diode on the Arduino microcontroller platform. The model which was used is specifically Arduino Pro Micro, and the game was programmed and compiled in the Arduino IDE development environment. The code consists of four main parts: library inclusions and global variables, user defined functions, the setup() function and the loop() function. In the beginning the diode lights up yellow, after which pressing any button stars the game and shows the sequence of three randomly generated colours. The correct input of these colours ends the round and a new randomly generated colour is added to the sequence before the next round begins. The game ends once there is an incorrect input or the sequence size reaches 100 (theoretically, the game should be endless if inputs are correct, but for practical reasons there has to be a predefined maximum of the size of the sequence). Testing the game was successful and no bugs were detected, which means the full functionality was achieved

    Analytic geometry of 3D space in C# programming language

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    U ovom radu opisan je teorijski dio analitičke geometrije prostora te je napravljena aplikacija za rješavanje problema analitičke geometrije prostora. Aplikacija se sastoji od devet osnovnih algoritama koji su realizirani u obliku kalkulatora, gdje korisnici unose jednadžbe i koeficijente. U radu su objašnjene tehnologije koje su se koristile za izradu aplikacije. Objašnjeni su svi algoritmi problema koji su dani za rješavanje te je dan uz njih primjer rješavanja. Programski kodovi su objašnjeni redom i realizirani su po formulama analitičke geometrije prostora. Dano je i objašnjenje programskog koda za uljepšavanje teksta, zbog algoritama koji zahtijevaju ispis jednadžbe pravca i ravnine. U radu su objašnjene prednosti i nedostaci aplikacije. Za jednostavniju izradu i korištenje aplikacije korišten je programski jezik C# i implementirana je Windows Forms aplikacija s grafičkim sučeljem i četiri forme.In this paper, the theoretical part of the analytical geometry of space is described and an application for solving problems of analytical geometry of space is made. The application consists of nine basic algorithms that are realized in the form of a calculator, where users enter equations and coefficients. The paper explains the technologies that were used to create the application. All the problem algorithms that are given to be solved are explained and an example of their solution is given. The program codes are explained in order and are realized according to the formulas of the analytical geometry of space. There is also an explanation of the program code for beautifying the text, due to the algorithms that require the equation of the line and the plane to be printed. The paper explains the advantages and disadvantages of the application. For simpler creation and use of the application, the C# programming language was used and a Windows Forms application with a graphical interface and four forms was implemented

    Web system for monitoring therapy for the treatment of thyroid disease using statistical data analysis

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    U ovom završnom radu osmišljena je i izrađen je web sustav za praćenje terapije za liječenje bolesti štitnjače i razvoj preporuka. Pri izradi aplikacije korišteni su JavaScript, CSS te HTML jezik, za stvaranje korisničkog računa korišten je Firebase Authentication, dok za pohranu osobnih podataka korisnika, njegove simptome i ostale vrijednosti vezane za njegovo medicinsko stanje, korišten je Cloud Firestore. Omogućena je registracija i prijava korisnika s dvije razine ovlasti, te pristup različitim funkcionalnostima ovisno o ovlasti. Praćenje terapije omogućeno je prikazom unesenih simptoma, rezultatom ispitivanja, kreiranom preporukom te unesenim razinama hormona štitnjače. Za analizu podataka i izračun rezultata ispitivanja korištena je logistička regresija. Stvaranje preporuka temelji se na zasebnom razmatranju simptoma i razina hormona, a u obzir se uzimaju i prethodno uneseni rezultati te terapija. Ispitivanjem aplikacije na tri različita slučaja utvrđen je ispravan rad aplikacije u smislu praćenja terapije i stvaranja preporuka.In this final paper, a web system with a purpose of tracking therapy for the treatment of thyroid diseases and developing recommendations was designed and developed. The application was created using JavaScript, CSS, and HTML. Firebase Authentication was used to create a user account, while Cloud Firestore was used to store the user's personal data, symptoms, and other values related to their medical condition. Registration and login of users with two levels of authority is possible, as well as access to different functionalities depending on the authority. Therapy tracking is enabled by displaying the entered symptoms, test results, created recommendations and entered thyroid hormone levels. Logistic regression is used for data analysis and calculation of test results. The creation of recommendations is based on a separate assessment of symptoms and hormone levels. It also takes into account previously entered results and therapy. The application was tested on three different cases and the successful operation of the application was confirmed in terms of therapy tracking and the creation of recommendations

    Contactless fingerprint recognition system

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    U ovom diplomskom radu izrađen je beskontaktni sustav za prepoznavanje otisaka prstiju. Prije svega dan je pregled dosadašnjih rješenja koji se temelje na tri metode, metoda za izdvajanje detalja, dubokim učenjem te kombinacije tih dviju metoda. Zatim je opisano predloženo rješenje u ovom radu. Budući da nije pronađen odgovarajući skup podataka za učenje neuronske mreže, izrađen je vlastiti skup podataka koji je služio za treniranje i testiranje neuronske mreže. Sustav se temelji na sijamskoj neuronskoj mreži koja se sastoji od dvije neuronske mreže. Sijamska neuronska mreža na ulazu prima dvije RGB slike na kojima su prikazani otisci prstiju, slike se predaju neuronskoj mreži čiji su izlazi vektori značajki. Zatim se računa euklidska udaljenost između dobivenih vektora koja predstavlja mjeru sličnosti u intervalu između 0 i 1. Izlaz iz mreže će biti bliže 1 ukoliko su otisci prstiju različiti ili bliže 0 ukoliko su otisci prstiju sličniji. Istrenirani model je implementiran na NVIDIA Jetson Nano te je izrađeno fizičko okruženje s ugrađenom kamerom i LED trakom koja služi za slikanje otisaka prstiju. Izrađena sijamska neuronska mreža evaluirana je na skupu podataka za testiranje i iz rezultata testiranja je vidljivo kako ima mjesta za napredak.In this master thesis, a non-contact system for recognizing fingerprints was developed. Firstly, an overview of the previous solutions based on three methods, methods for extracting details, deep learning and a combination of these two methods is given. Then the solution proposed in this paper is described. Since no suitable data set was found for learning the neural network, an own data set was created that was used for training and testing the neural network. The system is based on a Siamese neural network consisting of two neural networks. Siamese neural network at the input receives two RGB images on which fingerprints are displayed, the images are given to the neural network whose outputs are feature vectors. Then the Euclidean distance between the obtained vectors is calculated, which represents a measure of similarity in the interval between 0 and 1. The output from the network will be closer to 1 if the fingerprints are different or closer to 0 if the fingerprints are more similar. The trained model was implemented on NVIDIA Jetson Nano and a physical environment was created with a built-in camera and an LED strip used for fingerprint imaging. The constructed Siamese neural network was evaluated on the test data set and the test results show that there is room for improvement

    Algorithm for turning on the alarm system when leaving the vehicle

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    U ovom diplomskom radu opisano je rješenje za uključivanje alarmnog sustava prilikom izlaska vozača iz vozila s ciljem povećanja sigurnosti vozača i sudionika prometa koji mu dolaze odostraga. Rješenje se sastoji od YOLOv7 algoritma za detekciju sudionika prometa u okviru video sekvence, algoritma za praćenje sudionika prometa te algoritma za procjenu udaljenosti koji je potreban za procjenu brzine i vremena do potencijalne kolizije s vozačevim vratima na temelju kojeg se uključuje alarmni sustav. Rješenje je implementirano na osobnom računalu i na Raspberry Pi 4 platformi. Osobno računalo ima jači procesor i grafičku karticu, što omogućuje brže izvršavanje rješenja. S druge strane, Raspberry Pi 4 platforma ima ograničenje u računalnoj snazi, što utječe na vrijeme izvršavanja rješenja i točnost rezultata. Na Raspberry Pi 4 platformi zbog ograničenih resursa detekcija je napravljena pomoću YOLOv7 Tiny modela. Rješenje je testirano na vlastitoj bazi od 34 video sekvence. Detekcijom je određen položaj sudionika prometa u video okviru pomoću istreniranog YOLOv7 modela koji klasificira pet klasa: automobil, kamion/autobus, pješak, biciklist i motociklist. Brža obrada omogućena je praćenjem detektiranog sudionika prometa između okvira pomoću DeepSort algoritma. Procjena brzine sudionika prometa se izvršava na temelju prijeđene udaljenosti između dvaju okvira video sekvenci. Na 34 testne video sekvence rezultati su pokazali da se postotna pogreška za udaljenost na osobnom računalu kreće se od -24% do +27%, dok na Raspberry Pi 4 platformi varira od -42% do +28%. Za brzinu, postotna pogreška na osobnom računalu kreće se od -39% do +52%, dok na Raspberry Pi 4 platformi iznosi od -48% do +69%. Važno je napomenuti da se postotne pogreške razlikuju ovisno o klasi sudionika prometa, udaljenosti i brzini na kojoj su testirane. Međutim, unatoč navedenim rezultatima, rješenje kao takvo ima prostora za doradu kako bi se povećala preciznost u procjenu udaljenosti, brzine i TTC-a.This thesis describes a solution for turning on the alarm system when the driver exits the vehicle, with the aim of enhancing the safety of both the driver and the traffic participants approaching from the rear. The solution consists of the YOLOv7 algorithm for detecting traffic participants in video sequences, a tracking algorithm for tracking traffic participants, and a distance estimation algorithm needed for calculating speed and time-to-collision with the driver's door, which triggers the alarm system. The solution is implemented on a personal computer and on the Raspberry Pi 4 platform. The personal computer has a more powerful processor and graphics card, enabling faster execution of the solution. On the other hand, the Raspberry Pi 4 platform has limited computational resources, affecting the execution time and accuracy of the results. On the Raspberry Pi 4 platform, detection is performed using the YOLOv7 Tiny model due to a lack of resources. The solution is tested on a custom dataset consisting of 34 video sequences. Detection determines the position of traffic participants in the video frame using the trained YOLOv7 model that classifies five classes: car, truck/bus, pedestrian, cyclist, and motorcyclist. Faster processing is achieved by tracking the detected traffic participant between frames using the DeepSort algorithm. Speed estimation of traffic participants is performed based on the distance traveled between two frames of the video sequence. Over the 34 test video sequences, the results showed that the percentage error for distance on the personal computer ranges from -24% to +27%, while on the Raspberry Pi 4 platform, it varies from -42% to +28%. For speed, the percentage error on the personal computer ranges from -39% to +52%, while on the Raspberry Pi 4 platform, it ranges from -48% to +69%. It is important to note that the error percentage varies depending on the class of traffic participant, distance, and speed at which they were tested. However, despite these results, the solution has room for improvement to increase the accuracy of distance, speed, and TTC (Time-to-Collision) estimation

    Android application for recording class attendance using a QR code

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    Ovaj završni rad pruža rješenje za efikasnije, urednije i praktičnije evidentiranje prisutnosti studenata od već postojećeg sustava evidencije na FERIT-u. Trentuačno se na većini kolegija prisutnost evidentira slanjem papira za potpis te unošenja u Excel tablicu. Studenti često nemaju pristup svojoj prisutnosti te ukoliko žele pratiti svoju prisutnost moraju samostalno voditi evidenciju. Ova aplikacija pruža rješenje za oba problema. Profesori mogu za kolegij koji vode kreirati aktivnost po želji te podijeliti QR kod kako bi se studenti mogli evidentirati. Studenti imaju mogućnost očitanja dobivenog QR koda i samim time evidentiranja na aktivnosti. Također, studenti mogu vrlo lako pristupiti i pregledati svoju prisutnost za svaki kolegij na koji su upisani. U prvom poglavlju opisan je zadatak završnog rada. U drugom poglavlju spomenuta su i opisana postojeća slična rješenja. U trećem poglavlju spomenute su i opisane tehnologije koje su korištene u ovom završnom radu. U četvrtom poglavlju opisan je razvoj aplikacije te struktura baze podataka. U petom poglavlju detaljno je razrađena i opisana struktura aplikacije. Naposljetku, u zaključku su opisani cilj i ograničenja aplikacije te način moguće primjene.This final thesis provides a solution for a more efficient, orderly and practical way of recording of students attendance than the already existing system of records at FERIT. Currently, in most subjects attendance is recorded by sending a paper for signature and entering it into an Excel table. Students offten don't have access to their attendance so if they want to monitor their attendance, they must keep records independently. This application provides a solution for both of these problems. Professors can create an activity of their choice for the subject they teach and share a QR code so the students could be registered. Students have the ability to scan the received QR code and thereby register for activity. Also, students can access and review their attendance for each subject they are enrolled in very easily. The first chapter describes the task and existing similar solutions. In the second chapter, the technologies used in this final work are mentioned and described. The third chapter describes the development of the application and the structure of the database. In the fourth chapter, the structure of the application is elaborated and desribed in detail. Finally, the goal and the limitations of the application and the method of possible application are described in the conclusion

    Starting of Single Phase Induction Motor in Matlab-SimPowerSystemu

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    U ovom završnom radu opisujemo rad i zalet asinkronog jednofaznog motora te simulaciju zaleta i odzive koje dobivamo kao izlaz simulacija. Opisivanjem karakteristika motora i zahtjevima koje motor ima u određenom okruženju provjera može skup i mukotrpan posao pogotovo kad je riječ o velikim snagama. Simuliranje nam omogućuje provjeru i promjenu parametara koji se mogu pojaviti ili koje želimo testirati bez da fizički pravimo i testiramo motor što je velika ušteda vremena i novca. Analize izlaza pokazuje nam kako uz promjene uvjeta u kojima se motor nalazi utječe na njegovo na ponašanje. Tako smo vidjeli da promjenom samo jednog parametara možemo poboljšati karakteristike motora pri zaletu i dinamički promijeniti parametre kako bi dobili željenu brzinu ili moment.This final paper describes work and windup of single phase asynchronous motor and simulation of windup and it's responses that are output of simulation. Describing the characteristics of the motor and demands it has in certain environment reviewing it can be expensive and hardworking job especially when its about high power demand. Simulating provides us opportunity to check and change parameters that can happen or we want to test without having physically build and test the engine which is big saving of time and money. Analyzing outputs can shows us how changes of environment in which motor is present can affect its work and behaviour. We saw that with just changing one parameter we can improve characteristics of the motor when it starts and then dynamically change parameters to get desired speed or momentum

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