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Procedural Generation of Photorealistic Moon Surface Material
The goal of this thesis was to create a procedurally generated computer graphics material of the Moon in the Unreal Engine 5 game engine, which would give the most photorealistic result possible. This thesis introduces the ULYSSES project, examines the properties of the Moon surface and explains the basics of computer graphics materials. The result was a procedural material made in Unreal Engine 5 that met the established requirements and which was compared against the real Moon.Käesoleva lõputöö eesmärgiks oli luua protseduuriliselt genereeritud virtuaalne Kuu arvutigraafika materjal mängumootoris Unreal Engine 5, mis annaks võimalikult fotorealistliku tulemi. Lõputöö käigus tutvustati seostuvat ULYSSES projekti, uuriti Kuu pinnase omadusi ning räägiti materjali olemusest ja metoodikast. Tulemuseks saadi Unreal Engine 5 kaudu loodud protseduuriline Kuu materjal, mis täitis ettenähtud nõuded ning mida võrreldi tegeliku Kuuga
Lelle isetegevuslaste peo korraldamine
This thesis provides an overview of the organization process of an amateur performers' event in Lelle village on 11.04.2025. The author served as the main organizer of the event, being responsible for project management, scheduling, budget administration, marketing, and coomunicating with local performershttps://www.ester.ee/record=b575993
User Experience Design in Data Visualization: A Case Study of the Redesign of the TrajectoryViz Package
This thesis focuses on improving the user experience design of the TrajectoryViz package by identifying existing issues and proposing potential redesign, taking into account the specific characteristics of data visualization tools. As part of the research, one iteration of the design thinking framework design process was conducted, during which a prototype was developed and tested with users. Based on the results, suggestions are made for further development of the tool.Käesolev töö keskendub TrajectoryViz paketi kasutajakogemuse disaini uuendamisele, tuvastades olemasolevad probleemkohad ning pakkudes välja paketi ühe võimaliku disainiuuenduse, arvestades andmete visualiseerimise tööriistadele omaseid eripärasid. Töö raames viidi läbi üks disainmõtlemise raamistiku disainiprotsessi iteratsioon, mille käigus koostati prototüüp ja testiti seda kasutajatega. Tulemuste põhjal tehakse ettepanekuid tööriista edasiseks arendamiseks
Python Introductory Course Materials for Basic School
According to the Estonian national curriculum for basic schools, informatics is an elective subject, and its teaching depends on the decisions of each school. To support programming education and make it more accessible, age-appropriate and practical learning materials are needed. The bachelor’s thesis aims to create introductory Python materials for 6th- and 7th grade students to help them acquire the basic programming concepts and encourage an interest in IT. Based on Merrill’s model, the material consists of sixteen 60-minute lessons, which are accessible via the Courses online platform. The course was developed using the ADDIE model, with student feedback collected after each lesson to evaluate and improve the materials according to learners’ needs. The feedback showed that students viewed the course positively, and the created materials are suitable for teaching the basics of Python to younger learners.Eesti põhikooli riiklikku õppekava järgi on informaatika valikõppeaine, mistõttu sõltub selle õpetamine suuresti iga kooli otsusest. Selleks, et toetada programmeerimisõpet koolides ja muuta see kättesaadavamaks, on vaja vanusele ning praktilistele tundidele vastavaid õppematerjale. Bakalaureusetöö eesmärk on luua põhikooli 6.–7. klassi õpilastele mõeldud Pythoni algkursuse õppematerjalid, mis aitavad neil omandada programmeerimise põhialuseid ja tekitada huvi IT vastu. Merrilli mudeli põhjal loodud materjal koosneb kuueteistkümnest 60 minutilisest tunnist, mis on kättesaadav veebikeskkonnas Courses. Kursus arendati ADDIE mudeli põhjal, kus iga tunni lõpus koguti õpilastelt tagasisidet, et hinnata ning täiustada materjale vastavalt õppijate vajadustele. Tagasisidest selgus, et õpilased hindasid kursust kõrgelt ja loodud õppematerjalid on sobivad Pythoni põhialuste õpetamiseks põhikoolis
Tserebraalparalüüsi taastusravi Eestis aastatel 2010-2022
Aim: The aim of this study was to investigate the use of rehabilitation services by children with cerebral palsy (CP) within one year of diagnosis, focusing on physiotherapy (PT), speech therapy (ST), psychological therapy (PS) and occupational therapy (OT) use, temporal trends and the cost of treatment.
Methods: This population-based retrospective cohort study used population-wide health data acquired from the Estonian Health Insurance Fund. The study included patients aged 2-6 primarily diagnosed with CP between January 2010 and December 2021.
Results: The study included 573 patients. The median age was 2 (lower-upper quartile: 2-3) years. A total of 79% of patients received rehabilitation by a median of 10 (5-25) hours. The proportion of patients who received different rehabilitative therapies ranged from 28% to 77%. The median hours of therapies received ranged from 5 (5-8) to 10 (5-30) hours. The median start day of therapies ranged from 17th (1-58) to 65th (7-196) day and the median end day of therapies ranged from 202nd (110-273) to 273rd day (194-325) day after the diagnosis. A total of 123 patients (21%) received care in an inpatient and 221 patients (39%) in an outpatient rehabilitation setting. There were temporal changes in the median end day of PT which ended later. Of the total combined cost of treatment for these patients 39.1% was spent on rehabilitation. The median cost of treatment for one patient was 1050.6 (396.2-2973) €. The average cost of treatment per patient increased during the study period.
Conclusions: The study identified shortcomings in the rehabilitation of children with CP in Estonia. There was a considerable proportion of patients who did not receive rehabilitation and the amount of therapies received was relatively low. After the diagnosis rehabilitation started relatively late. There were no temporal changes in the rehabilitation use during the study period, apart from PT which ended later. Compared to other studies the expenditure on medical treatments was lower.
Keywords
Demonstrating rapid quench transformation - a novel quench detection and protection concept on a co-wound Nb-Ti:Cu magnet
Metüültransferaas N6AMT1 osalus U2OS rakkude proliferatsiooni ja vaikestaadiumi dünaamikas
Vähirakkude sisenemine vaikestaadiumi raskendab ravi ja seeläbi haiguse kulgu. Proliferatsiooni ja vaikestaadiumiga seotud mehhanismid on laialdaselt uurimata, eriti epigeneetilisel tasemel. N6AMT1 on DNA ja valk-spetsfiiline metüültransferaas, mille kõrget taset on täheldatud mitmetes vähivormides. Kirjeldatud on N6AMT1 valgu osalust proliferatsioonis, apoptoosis, rakutsükli regulatsioonis, embrüogeneesis kui ka raku metabolismis. Töös uuriti N6AMT1 deletsiooni mõju U2OS rakkude proliferatsioonile seerumnäljutamise tingimustes kui ka N6AMT1 osalust proliferatsiooni ja vaikestaadiumi dünaamikas, et paremini mõista N6AMT1 valgu rolli vähirakkudes
Tehisintellektil põhinevad prototüüpimise tööriistad kasutajakeskses disainis
Recent advancements in Artificial Intelligence (AI) and the rapid development of generative models have created opportunities to integrate AI into digital prototyping applications, thereby enhancing functionality and capabilities. This thesis examines the current landscape of AI-enabled prototyping tools and centers its investigation around three research questions: RQ 1: “What is the current landscape of AI-enabled prototyping tools?” RQ2: “How will users assess the quality and usability of an AI generated prototype?” RQ 3: “How can an AI-generated prototype be iteratively improved based on participant’s user feedback?” The findings indicate that the landscape of AI-supported prototyping tools remain in an early developmental phase, with only two applications—Visily and Uizard—demonstrating notable maturity in this domain. This suggests that these tools possess sufficient functionality and usability to be effectively employed in prototyping activities. An experiment was conducted using Visily to create a prototype of the Tartu Bike Sharing application. Participant evaluations revealed that, although the tool was capable of generating a functional and visually coherent prototype based upon prompts, it exhibited shortcomings in critical usability aspects (see section 5.3). Refinement efforts informed by user feedback highlighted limitations in the prototype’s editing functionality, as well as Visily’s insufficient ability to incorporate more complex elements, such as city maps. The primary contribution of this thesis lies in providing practical insights into the capabilities and limitations of AI in the context of digital prototyping. By identifying the scope of AI's potential, the required skill sets for their use in the design process can be further assessed, enabling opportunities to enhance efficiency and design quality. Given the rapid evolution of AI technologies, it is recommended that future research be conducted across different case studies.Viimased edusammud tehisintellekti (AI) vallas ning generatiivsete mudelite kiire areng on loonud uusi võimalusi, et integreerida AI digitaalsetesse prototüüpimise rakendustesse, parandades sellega nende funktsionaalsust ja võimekust. Käesolev magistritöö uurib AI-toega prototüüpimise tööriistade praegust olukorda ning keskendub kolmele uurimisküsimusele: UK1: „Milline on AI-toega prototüüpimise tööriistade hetkeseis?“ UK2: „Kuidas hindavad kasutajad AI-ga loodud prototüübi kvaliteeti ja kasutatavust?“ UK3: „Kuidas saab AI abil loodud prototüüpi iteratiivselt täiustada, tuginedes kasutajatelt saadud tagasisidele?“ Töö tulemused näitavad, et AI-toega prototüüpimise tööriistade areng on alles varajases faasis. Ainult kaks rakendust—Visily ja Uizard—on näidanud märkimisväärset küpsust selles valdkonnas. See viitab sellele, et neil tööriistadel on piisav funktsionaalsus ja kasutatavus, et neid tõhusalt prototüüpimise tegevustes kasutada. Uuringu käigus loodi Visily abil Tartu rattaringluse rakenduse prototüüp. Osalejate hinnangud näitasid, et kuigi tööriist suutis luua funktsionaalse ja visuaalselt kooskõlalise prototüübi etteantud sisendite põhjal, esines olulisi puudujääke kasutatavuse võtmeaspektides (vt lõik 5.3). Kasutajate tagasisidest lähtuvad täiustused tõid esile piirangud prototüübi redigeerimisfunktsionaalsuses ning Visily vähese suutlikkuse kaasata keerukamaid elemente, nagu linnakaardid. Töö peamine panus seisneb praktiliste teadmiste pakkumises AI võimalustest ja piirangutest digitaalse prototüüpimise kontekstis. AI potentsiaali ulatuse määratlemine võimaldab hinnata vajalikke oskusi nende kasutamiseks disainiprotsessis, luues eeldused efektiivsuse ja disainikvaliteedi parandamiseks. Arvestades AI-tehnoloogiate kiiret arengut, on soovitatav tulevikus läbi viia täiendavaid uuringuid erinevate juhtumianalüüside põhjal
Intercultural Communication and International Students’ Concerns at the University of Tartu
The UT attracts hundreds of international students each year, which means that they make up a significant portion of our student body. It is thus relevant to study what intercultural communication issues they face while studying in Tartu. The main section gives an overview of intercultural communication, intercultural competences, and intercultural communication competences. The paper will also look at the UT as an international environment and what systems exist so far to support international students. This background discussion provides the framework for the empirical study in which I will first analyse the
International Student Ambassadors’ blog page to see which type of content they provide and the extent to which it supports intercultural communication. To get the perspective of regular international students, a questionnaire was compiled to identify the challenges they are facing.
Keywords: intercultural communication, intercultural communication competence,
international student