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Department of Graphical Systems
The Department prepares Bachelor鈥檚 and Master鈥檚 specialists in multimedia, computer design, and digital animation. It conducts research using CAD, GIS, artificial intelligence, virtual and augmented reality, and modern animation technologies.
Phone: +370 5 274 4848
Email: fmgs@vilniustech.lt
About the Department
Founded in 2001, the Department of Graphic Systems is led by Prof. Habil. Dr Romualdas Bau拧ys.
The Department鈥檚 History
Founded in 2001, the Department of Graphic Systems is led by Prof. Habil. Dr Romualdas Bau拧ys.
The Department aims to prepare specialists who are able to combine creative skills with advanced digital technologies and develop innovative visual solutions.
The Department鈥檚 Goal
The Department aims to prepare specialists who are able to combine creative skills with advanced digital technologies and develop innovative visual solutions.
The Department prepares experts in multimedia, design, and animation. It conducts research in digital design, artificial intelligence, image processing, virtual reality, and animation technologies.
Areas of activity
The Department prepares experts in multimedia, design, and animation. It conducts research in digital design, artificial intelligence, image processing, virtual reality, and animation technologies.
Partners
Department of Graphical Systems maintains active cooperation with social and business partners.
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Department Staff
The staff of the Department of Graphic Systems are highly qualified specialists in information technologies, computer graphics, multimedia, and visual systems. They conduct research, deliver study courses to students, and develop advanced solutions in the field of visual and interactive systems.
Administration
Administration
Research Staff
- Administration
- Research Staff
-
Prof. Dr Habil. Romualdas Bau拧ysHead
-
Ernestas 膶epulionisHead of Laboratory(ies)
-
Kristina Bra拧kuvien臈Administrator
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Thesis Abstracts
Years
Qualification
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Aist臈 Kazlauskait臈
— Assoc Prof Meda Norbutait臈
Green Events Visual Identity Guide Based on Sustainable Design Measures Analysis
The purpose of the project is to investigate sustainable design practices and create a visual identity guide for an event using sustainable design solutions. The first part of...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Green Events Visual Identity Guide Based on Sustainable Design Measures Analysis
Student:
Aist臈 Kazlauskait臈
Supervisor:
Assoc Prof Meda Norbutait臈
Department:
Department of Graphical Systems
Thesis abstract (LT)
Baigiamojo darbo tikslas - i拧tirti tvarias dizaino priemones ir sukurti vizualinio identiteto gid膮 renginiui, kuriame b奴t懦 naudojamos tvarios dizaino priemon臈s. Pirmoje darbo dalyje nagrin臈jama tvarumo samprata, tvarumo principai naudojami rengini懦 ir marketingo sektoriuose, 啪ali懦j懦 rengini懦 pavyzd啪iai. Taip pat atsi啪velgiama ir 寞 interneto stiliaus gido samprat膮 ir jo elementus. Antrojoje dalyje nagrin臈jamos programos ir 寞rankiai, skirti vizualiniam identitetui ir internetiniam puslapiui kurti. Tre膷iojoje dalyje sukurtas interneto stiliaus gidas, remiantis atlikta literat奴ros analize, naudojant "Adobe Illustrator", HTML, CSS, JavaScript. 艩is identiteto gidas sukurtas 啪ali膮jam renginiui ir paremtas tvarumo principais. Ketvirtoje dalyje aptariami darbo rezultatai, pateiktos rekomendacijos ir suformuluotos i拧vados.
Darbo apimtis - 54 p. be pried懦, 39 pav., 2 lentel臈s, 24 biografiniai 拧altiniai
Interneto stiliaus gidas
vizualinis identitetas
啪alieji renginiai
tvarumas
HTML
CSS
JavaScript.
Thesis abstract (EN)
The purpose of the project is to investigate sustainable design practices and create a visual identity guide for an event using sustainable design solutions. The first part of the thesis examines the concept of sustainability, sustainability principles applied in the event and marketing sectors, and examples of green events. It also discusses the concept of a web style guide and its key elements. The second part analyzes software and tools used for creating visual identities and websites. The third part presents the developed web style guide, which was created based on the conducted literature review using Adobe Illustrator, HTML, CSS, and JavaScript. This identity guide was designed for a green event and is based on sustainability principles. The fourth part discusses the results of the project, provides recommendations, and presents the conclusions.
Thesis scope: 54 pages excluding appendices, 39 figures, 2 tables, and 24 bibliographic sources.
Visual identity guide
green events
sustainability
HTML
CSS
JavaScript
Aist臈 Seniutait臈
— Dr Juozas Kamarauskas
Development of an Online Photo Editing System using Deep Learning Methods
The thesis examines the possibilities of applying deep learning methods in online photo editing systems. The aim of the work is to create an online system that allows...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Development of an Online Photo Editing System using Deep Learning Methods
Student:
Aist臈 Seniutait臈
Supervisor:
Dr Juozas Kamarauskas
Department:
Department of Graphical Systems
Thesis abstract (LT)
Baigiamajame darbe nagrin臈jamos gilaus mokymo metod懦 taikymo galimyb臈s internetin臈se nuotrauk懦 redagavimo sistemose. Darbo tikslas - sukurti internetin臋 sistem膮, leid啪ian膷i膮 automati拧kai gerinti nuotrauk懦 kokyb臋 naudojant dirbtinio intelekto modelius. Darbe atlikta ma拧ininio mokymosi, konvoliucini懦 neuronini懦 tinkl懦 bei vaizd懦 apdorojimo metod懦 teorin臈 analiz臈. Sistemos realizacijai buvo naudojamos 鈥濸ython鈥, 鈥濼ensorFlow鈥, 鈥濳eras鈥 ir 鈥濬lask鈥 technologijos. Sukurtoje sistemoje integruoti triuk拧mo 拧alinimo, nuotrauk懦 pa拧viesinimo bei rezoliucijos didinimo modeliai. Atliktas sistemos testavimas ir rezultat懦 vertinimas naudojant vidutin臈s kvadratin臈s paklaidos (MSE) metrik膮.
Gilusis mokymas
neuroniniai tinklai
vaizd懦 apdorojimas
nuotrauk懦 redagavimas.
Thesis abstract (EN)
The thesis examines the possibilities of applying deep learning methods in online photo editing systems. The aim of the work is to create an online system that allows automatically improving the quality of photos using artificial intelligence models. The work includes a theoretical analysis of machine learning, convolutional neural networks and image processing methods. The system was implemented using Python, TensorFlow, Keras and Flask technologies. The developed system integrates noise removal, photo brightening and resolution enhancement models. The system was tested and the results were evaluated using the mean square error (MSE) metric.
Deep learning
neural networks
image processing
photo editing.
Alina Pokosenko
— Prof Dr Habil Romualdas Bau拧ys
Animating Hand Gestures using AI Technologies
This bachelor thesis analyzes the use of artificial intelligence for gesture-based video-to-video animation. The aim of the research is to apply Stable Diffusion and ComfyUI for generating hand...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Animating Hand Gestures using AI Technologies
Student:
Alina Pokosenko
Supervisor:
Prof Dr Habil Romualdas Bau拧ys
Department:
Department of Graphical Systems
Thesis abstract (LT)
艩iame bakalauro darbe analizuojamas dirbtinio intelekto taikymas gestais pagr寞stai video-to-video animacijai kurti. Tyrimo tikslas - pritaikyti 鈥濻table Diffusion鈥 ir 鈥濩omfyUI鈥 sistemas rank懦 gest懦 animacijai generuoti bei 寞vertinti, kaip tiksliai sugeneruoti vaizdo 寞ra拧ai i拧saugo original懦 judes寞. Praktin臈je dalyje buvo 寞ra拧yti penki rank懦 gest懦 vaizdo 寞ra拧ai ir apdoroti naudojant 鈥濻table Diffusion鈥, 鈥濧nimateDiff鈥, 鈥濩ontrolNet鈥 ir 鈥濩omfyUI鈥 darbo eig膮. Buvo testuojami 寞vair奴s parametrai, tokie kaip sampleriai, CFG scale, 鈥濩ontrolNet鈥 stiprumas ir kiti, siekiant pagerinti gest懦 kokyb臋 bei judesio nuoseklum膮. Rezultatai parod臈, kad DI 寞rankiai gali s臈kmingai i拧saugoti pagrindin寞 gesto judes寞 ir sukurti vizualiai nuosekli膮 animacij膮. Paprastesni gestai buvo stabilesni, o dinami拧kesni kartais sukeldavo rank懦 i拧kraipymus ar mirg臈jim膮. Tyrimas parod臈, kad DI pagr寞sta animacija gali atkurti atpa啪寞stamus rank懦 gestus, ta膷iau realistini懦 rank懦 judesi懦 generavimas vis dar i拧lieka sud臈tinga u啪duotimi.
dirbtinis intelektas
DI animacija
Stable Diffusion
ComfyUI
AnimateDiff
ControlNet
video-to-video animacija
gest懦 animacija
rank懦 gest懦 animacija
neverbalin臈 komunikacija
啪mogaus judesys
judesio generavimas
judesio nuoseklumas
gest懦 atpa啪inimas
skaitmenin臈 animacija
DI generuotas vaizdo 寞ra拧as
generatyvinis DI
neuroniniai tinklai
judesio i拧saugojimas
veik臈jo animacija
kompiuterin臈 rega
kadr懦 nuoseklumas
rank懦 sekimas
animacijos darbo eiga
vizualinis nuoseklumas
Thesis abstract (EN)
This bachelor thesis analyzes the use of artificial intelligence for gesture-based video-to-video animation. The aim of the research is to apply Stable Diffusion and ComfyUI for generating hand gesture animations and evaluate how accurately the generated videos preserve the original movement. The practical part includes recording five hand gesture videos and processing them using Stable Diffusion, AnimateDiff, ControlNet and ComfyUI workflows. Different parameters, such as samplers, CFG scale, ControlNet strength and others, were tested to improve gesture quality and motion consistency. The results showed that AI tools can successfully preserve general gesture movement and create visually consistent animations. Simpler gestures produced more stable results, while dynamic gestures sometimes caused hand distortions and flickering. Overall, the research demonstrates that AI-based animation can reproduce recognizable hand gestures, although realistic hand motion generation still remains a challenging task.
artificial intelligence
AI animation
Stable Diffusion
ComfyUI
AnimateDiff
ControlNet
video-to-video animation
gesture animation
hand gesture animation
nonverbal communication
human motion
motion generation
motion consistency
gesture recognition
digital animation
AI-generated video
generative AI
neural networks
motion preservation
character animation
computer vision
frame consistency
hand tracking
animation workflow
visual consistency
Alina 艩vaikovskyt臈
— Gitana 膶echamirien臈
Development of an Online Wedding Planning System using Web Technologies
This bachelor鈥檚 thesis aims to develop an online wedding invitation management system using a PHP framework. The theoretical part of the thesis examines the purpose of digitizing wedding...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Development of an Online Wedding Planning System using Web Technologies
Student:
Alina 艩vaikovskyt臈
Supervisor:
Gitana 膶echamirien臈
Department:
Department of Graphical Systems
Thesis abstract (LT)
艩io baigiamojo bakalauro darbo tikslas 鈥 sukurti internetin臋 vestuvi懦 kvietim懦 valdymo sistem膮, taikant PHP karkas膮. Teorin臈je darbo dalyje nagrin臈jama vestuvi懦 kvietim懦 skaitmeninimo paskirtis, pana拧i懦 internetini懦 vestuvi懦 kvietim懦 sprendim懦 funkcionalumas, vartotojo s膮sajos ypatumai ir PHP karkas懦 taikymo galimyb臈s. I拧analizavus pana拧ius produktus ir technologinius sprendimus, pasirinktos sistemai 寞gyvendinti reikalingos technologijos: Laravel PHP karkasas, React biblioteka vartotojo s膮sajai kurti, MySQL duomen懦 baz臈, AWS S3 fail懦 saugykla. Praktin臈je darbo dalyje apra拧omas sistemos projektavimas, duomen懦 baz臈s modelis, vartotojo s膮sajos k奴rimas, pagrindini懦 funkcij懦 realizavimas ir sistemos testavimas. Sukurtoje sistemoje realizuotos sve膷io ir administratoriaus s膮sajos: sve膷io s膮saja skirta kvietimo informacijai per啪i奴r臈ti ir atsakymams pateikti, o administratoriaus s膮saja 鈥 sve膷i懦 ir sistemos duomenims valdyti. Darbo apimtis 鈥 75 puslapiai be pried懦, 54 paveiksl臈liai, 28 lentel臈s, 15 拧altini懦.
Internetin臈 sistema
PHP
Laravel
karkas懦 technologijos
autentifikacija
duomen懦 valdymas
vartotojo s膮saja.
Thesis abstract (EN)
This bachelor鈥檚 thesis aims to develop an online wedding invitation management system using a PHP framework. The theoretical part of the thesis examines the purpose of digitizing wedding invitations, the functionality of similar online wedding invitation solutions, the characteristics of user interfaces, and the possibilities for applying PHP frameworks. After analyzing similar products and technological solutions, the technologies required to implement the system were selected: the Laravel PHP framework, the React library for building the user interface, a MySQL database, and AWS S3 file storage. The practical part of the thesis describes the system design, the database model, the development of the user interface, the implementation of key features, and system testing. The developed system includes guest and administrator interfaces: the guest interface is designed for viewing invitation information and submitting responses, while the administrator interface is used to manage guest and system data. The thesis comprises 75 pages excluding appendices, 54 figures, 28 tables, and 15 references.
Web application
PHP
Laravel
framework technologies
authentication
data management
user interface.
Anastasia Stepanova
— Assoc Prof Dr Ruslan Pacevi膷
3D Visualization of Chemical Reactions using Three.js
The aim of this bachelor's thesis is to analyze learning styles, chemical visualization methods, and existing platforms to practically implement an educational, interactive 3D system that demonstrates the...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
3D Visualization of Chemical Reactions using Three.js
Student:
Anastasia Stepanova
Supervisor:
Assoc Prof Dr Ruslan Pacevi膷
Department:
Department of Graphical Systems
Thesis abstract (LT)
艩io bakalauro baigiamojo darbo tikslas 鈥 i拧analizuoti mokymosi stilius, chemijos vizualizacijos metodus ir esamas platformas mokomosios interaktyvios 3D sistemos, demonstruojan膷ios pagrindini懦 chemini懦 reakcij懦 eig膮, paremt膮 formul臈mis ir paai拧kinimais, 寞gyvendinimui. Literat奴ros analiz臈je ap啪velgiami pagrindinis chemijos mokymosi modelis, dvigubo kodavimo (angl. Dual Coding Theory) ir kognityvinio kr奴vio (angl. Cognitive Load Theory) teorij懦 principai bei skirtingi chemini懦 reprezentacij懦 modeliai. Darbe i拧analizuojamos technologijos, suteikian膷ios galimyb臋 patikimai ir naudojant ma啪膮 kompiuterini懦 i拧tekli懦 kiek寞 vizualizuoti chemines reakcijas 3D erdv臈je, ir pasirinktas 鈥淭hree.js鈥 寞rankis. Remiantis suprojektuota monolitine sistemos architekt奴ra, tinklalapio aplikacijos s膮saja 寞gyvendinta naudojant HTML, 鈥濧ngular鈥 ir CSS, o serverin臈 dalis 鈥 ASP.NET 鈥濿eb API鈥, 鈥濫F Core鈥 ir 鈥濸ostgreSQL鈥. Sukurta tinklalapio aplikacija yra pritaikoma (angl. responsive) ir veikia tiek stacionariuose, tiek mobiliuosiuose 寞renginiuose. Baigiam膮j寞 darb膮 sudaro 寞vadas, literat奴ros analiz臈, technologij懦 palyginimas ir parinkimas, serverin臈s ir kliento pus臈s realizacija, rezultat懦 pristatymas bei rekomendacijos tolesniam tobulinimui, i拧vados ir literat奴ros s膮ra拧as. Darbo apimtis 鈥 75 puslapiai teksto be pried懦, 58 paveikslai, 5 lentel臈s ir 51 bibliografinis 拧altinis.
Angular
Three.js
ASP.NET Web API
PostgreSQL
tinklalapio puslapis
chemini懦 reakcij懦 simuliavimas
3D vizualizavimas
Thesis abstract (EN)
The aim of this bachelor's thesis is to analyze learning styles, chemical visualization methods, and existing platforms to practically implement an educational, interactive 3D system that demonstrates the course of basic chemical reactions, supported by formulas and explanations. The literature analysis reviewed the fundamental model of learning chemistry, the principles of Dual Coding Theory and Cognitive Load Theory, and the different models of chemical representation. Technologies for low-cost and reliable 3D visualization were analyzed, and Three.js was selected. Based on the designed application鈥檚 monolithic architecture, the web application鈥檚 front-end was implemented in HTML, Angular, and CSS; the back-end was implemented in ASP.NET Web API, EF Core, and PostgreSQL. The resulting web application is responsive, functioning on both desktop and mobile. The final thesis consists of an introduction, literature analysis, technology comparison and selection, server-side and client-side realization, provision of results and post-development improvement recommendations, conclusions, and a list of references. The scope of the thesis is 75 pages of text without appendices, 58 figures, 5 tables, and 51 bibliographical sources.
Angular
Three.js
ASP.NET Web API
PostgreSQL
web application
chemical reaction simulation
3D visualization
Anastasija Chmelevska
— Ana U拧purien臈
Application of Howard Gardner鈥檚 Learning Model in the Development of an Educational Game Designed for Children Aged 8鈥10
The aim of the bachelor's thesis is to apply Howard Gardner鈥檚 theory of multiple intelligences in the development of an educational digital game for children aged 8鈥10, ensuring...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Application of Howard Gardner鈥檚 Learning Model in the Development of an Educational Game Designed for Children Aged 8鈥10
Student:
Anastasija Chmelevska
Supervisor:
Ana U拧purien臈
Department:
Department of Graphical Systems
Thesis abstract (LT)
Bakalauro baigiamojo darbo tikslas 鈥 pritaikyti Howardo Gardnerio daugialypio intelekto teorij膮 kuriant lavinam膮j寞 skaitmenin寞 啪aidim膮 8鈥10 met懦 vaikams, u啪tikrinant tiksling膮 skirting懦 intelekt懦 lavinim膮 per 啪aidimo strukt奴r膮 ir u啪duotis. Baigiamajame darbe nagrin臈jama H. Gardnerio daugialypio intelekto teorija ir jos taikymo galimyb臈s kuriant skaitmenin寞 啪aidim膮. Atlikta literat奴ros analiz臈, kurios metu i拧nagrin臈ti tikslin臈s auditorijos poreikiai ir nustatyti pagrindiniai 啪aidimo vertinimo kriterijai. Parinktos 啪aidimo k奴rimo technologijos, pagr寞stas j懦 pasirinkimas, suplanuota 啪aidimo k奴rimo eiga ir strukt奴ra. Remiantis teoriniu pagrindu, 啪aidimas realizuotas naudojant 鈥濽nity鈥 啪aidim懦 varikl寞, o grafiniai ir vartotojo s膮sajos elementai sukurti naudojant 鈥濬igma鈥. Sukurtas lavinamasis 2D 啪aidimas 鈥濾arliuko misija: gamtos pusiausvyra鈥, kur寞 sudaro septyni nuosekl奴s lygiai. Kiekvienas lygis realizuotas taikant skirtingus techninius sprendimus ir 寞gyvendinant mechanikas, skirtas skirting懦 intelekt懦 tip懦 lavinimui pagal H. Gardnerio daugialypio intelekto teorij膮.
Darb膮 sudaro 7 dalys: 寞vadas, literat奴ros analiz臈, technologij懦 parinkimas, lavinamojo 啪aidimo k奴rimas, 啪aidimo analiz臈 ir vertinimas, i拧vados ir rezultatai, literat奴ros s膮ra拧as.
Darbo apimtis 鈥 68 puslapiai teksto be pried懦, 31 paveiksl臈lis, 7 lentel臈s, 34 bibliografiniai 拧altiniai.
lavinamasis 啪aidimas
kompiuterinis 啪aidimas
daugialypio intelekto teorija
Unity
啪aidimo k奴rimas
Thesis abstract (EN)
The aim of the bachelor's thesis is to apply Howard Gardner鈥檚 theory of multiple intelligences in the development of an educational digital game for children aged 8鈥10, ensuring purposeful development of different types of intelligence through the game structure and tasks. The thesis examines H. Gardner鈥檚 theory of multiple intelligences and its application possibilities in the development of a digital game. A literature review was conducted to analyze the needs of the target audience and identify the main criteria for game evaluation. Appropriate game development technologies were selected, their choice was justified, and the game development process and structure were planned. Based on the theoretical foundation, the game was developed using the Unity game engine, while the graphical and user interface elements were created using Figma. An educational 2D game entitled 鈥淔rog鈥檚 Mission: Nature Balance鈥 was developed, consisting of seven sequential levels. Each level was implemented using different technical solutions and gameplay mechanics designed to foster different types of intelligence according to Gardner鈥檚 theory of multiple intelligences.
The thesis consists of 7 parts: introduction, literature review, technology selection, educational game development, game analysis and evaluation, conclusions and results, and references.
Thesis volume 鈥 68 pages of text excluding appendices, 31 figures, 7 tables, and 34 bibliographic sources.
educational game
computer game
theory of multiple intelligences
Unity
game development.
Andr臈ja Borisovait臈
— Assoc Prof Dr Ingrida Le拧膷auskien臈
Narrative Game Design with Implicit Guidance for AI-Powered Scam Awareness
The topic of this bachelor's thesis is "Narrative game design with implicit guidance for AI-powered scam awareness". The thesis aims to create a narrative-driven computer game that promotes...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Narrative Game Design with Implicit Guidance for AI-Powered Scam Awareness
Student:
Andr臈ja Borisovait臈
Supervisor:
Assoc Prof Dr Ingrida Le拧膷auskien臈
Department:
Department of Graphical Systems
Thesis abstract (LT)
Bakalauro darbo tema - "Naratyvini懦 啪aidim懦 dizainas su implicitiniu orientavimu 寞 di pagr寞st懦 suk膷iavimo schem懦 atpa啪inim膮 ". Darbo tikslas - taikant instrukta啪o sistemas, paremtas mentoriaus principu ir netiesiogin臈mis u啪uominomis, sukurti naratyvin寞 kompiuterin寞 啪aidim膮, skatinant寞 supratim膮 apie dirbtinio intelekto pagrindu veikian膷ias suk膷iavimo schemas. Darbe analizuojami dirbtinio intelekto pagrindu veikian膷ios suk膷iavimo schemos bei netiesiogini懦 u啪uomin懦 taikymai. "Unity" platformoje sukurtas naratyvinis kompiuterinis 啪aidimas, integruojantis mentoriaus sistem膮 ir netiesiogines u啪uominas DI suk膷iavimo schem懦 atpa啪inimui.
Naratyvinis edukacinis 啪aidimas
dirbtinio intelekto suk膷iavimo schemos
netiesiogin臈s u啪uominos
Thesis abstract (EN)
The topic of this bachelor's thesis is "Narrative game design with implicit guidance for AI-powered scam awareness". The thesis aims to create a narrative-driven computer game that promotes understanding of AI-based fraud schemes by employing instructional systems based on the mentor principle and implicit cues. This paper analyzes AI-based fraud schemes and the use of implicit cues. A narrative video game was developed on the Unity platform, integrating a mentoring system and implicit cues to detect AI-based fraud schemes.
Narrative-driven educational game
AI-based scams
implicit cues
Arnas Zagorskis
— Dr Art奴ras Kriukovas
Analysis of Solutions for Inside Nagivation in Buildings
This paper examines indoor navigation solutions in a university setting and their practical application in a mobile app. The relevance of this work is heightened by the growing...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Analysis of Solutions for Inside Nagivation in Buildings
Student:
Arnas Zagorskis
Supervisor:
Dr Art奴ras Kriukovas
Department:
Department of Graphical Systems
Thesis abstract (LT)
艩iame darbe nagrin臈jami vidaus patalp懦 navigacijos sprendimai universiteto aplinkoje bei j懦 praktinis pritaikymas mobiliojoje program臈l臈je. Darbo aktualum膮 didina augantis poreikis greitai orientuotis sud臈tingose vidaus erdv臈se, kuriose tradicin臈s sistemos, kaip GPS, negali u啪tikrinti pakankamai tikslaus vietos nustatymo. Darbe analizuojamos vidaus navigacijos technologijos, j懦 s膮veika tarpusavyje hibridin臈se sistemose, bei j懦 pritaikomumas universiteto infrastrukt奴rai. Darbo metu atlikta mokslin臈s literat奴ros ir egzistuojan膷i懦 navigacijos sprendim懦 analiz臈, 寞vertinti skirting懦 lokalizacijos metod懦 ir technologij懦 privalumai bei tr奴kumai. Nustatyta, kad efektyviausias sprendimas universiteto aplinkoje yra hibridin臈 navigacijos sistema mobilioje program臈l臈je, apjungianti QR kod懦 vizualin臋 lokalizacij膮, Wi-Fi RSSI atspaudavimo metod膮 bei INS pagrindu veikiant寞 vartotojo jud臈jimo sekim膮. Program臈l臈s realizacijai pasirinkta Android platforma d臈l pla膷ios prieigos prie 寞renginio jutikli懦 ir tinklo duomen懦. Darbo praktin臈je dalyje sukurta mobili program臈l臈, gebanti nustatyti vartotojo pozicij膮 vidaus patalpose naudojant K artimiausi懦 kaimyn懦 algoritm膮 bei apskai膷iuoti optimal懦 mar拧rut膮 tarp auditorij懦 naudojant A* kelio paie拧kos algoritm膮. Galiausiai, sudarytas program臈l臈s testavimo planas ir atlikta funkcionalumo analiz臈 realiomis universiteto aplinkos s膮lygomis. Atlikus testavim膮 nustatyta, kad hibridin臈s lokalizacijos sprendimas mobilioje program臈l臈je didina sistemos stabilum膮 ir pritaikomum膮 vidaus navigacijos scenarijuose. Darbo pabaigoje pateiktos galimos program臈l臈s tobulinimo kryptys, susijusios su papildom懦 lokalizacijos metod懦 integravimu, mar拧ruto paie拧kos optimizavimu bei hibridin臈s sistemos atsparumo aplinkos poky膷iams didinimu.
QR
Wi-Fi RSSI
mobili program臈l臈
Android
vidaus navigacija
A*
KNN
Thesis abstract (EN)
This paper examines indoor navigation solutions in a university setting and their practical application in a mobile app. The relevance of this work is heightened by the growing need to quickly orient oneself in complex indoor spaces where traditional systems, such as GPS, cannot provide sufficiently accurate positioning. The paper analyzes indoor navigation technologies, their interaction within hybrid systems, and their applicability to university infrastructure. The study involved an analysis of scientific literature and existing navigation solutions, evaluating the advantages and disadvantages of different localization methods and technologies. It was determined that the most effective solution in a university environment is a hybrid navigation system in a mobile app, combining visual localization via QR codes, Wi-Fi RSSI fingerprinting method, and an INS-based user motion tracking. The Android platform was chosen for the app鈥檚 implementation due to its broad access to device sensors and network data. In the practical part of the work, a mobile app was developed capable of determining the user鈥檚 position indoors using the K-nearest neighbors algorithm and calculating the optimal route between lecture halls using the A* pathfinding algorithm. Finally, a testing plan for the app was developed, and a functional analysis was conducted under real-world conditions at the university. The testing revealed that the hybrid localization solution in the mobile app enhances the system鈥檚 stability and adaptability in indoor navigation scenarios. At the end of the thesis, potential directions for improving the app are presented, related to the integration of additional localization methods, route search optimization, and increasing the hybrid system鈥檚 resilience to environmental changes.
QR
Wi-Fi RSSI
mobile app
Android
indoor navigation
A*
KNN
Danielius V臈bra
— Assoc Prof Dr 沤ivil臈 Elena Mi膷iulyt臈
Creation of an Interactive Educational Film on Editing Technologies
The aim of the bachelor鈥檚 thesis is to create an interactive educational film that helps beginner video editors learn and apply fundamental film editing principles in practice. The...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
Creation of an Interactive Educational Film on Editing Technologies
Student:
Danielius V臈bra
Supervisor:
Assoc Prof Dr 沤ivil臈 Elena Mi膷iulyt臈
Department:
Department of Graphical Systems
Thesis abstract (LT)
Bakalauro baigiamojo darbo tikslas - sukurti interaktyv懦 edukacin寞 film膮, kuris pad臈t懦 pradedantiesiems vaizdo monta啪o k奴r臈jams prakti拧kai susipa啪inti su pagrindiniais film懦 monta啪o principais ir juos taikyti. Teorin臈je darbo dalyje analizuojami interaktyv奴s ir edukaciniai filmai, j懦 k奴rimui naudojamos technologijos bei multimedijos mokymosi principai. Literat奴ros ap啪valgos dalyje taip pat nagrin臈jamos pagrindin臈s film懦 monta啪o taisykl臈s, tokios kaip Kule拧ovo efektas, 180 laipsni懦 taisykl臈, 30 laipsni懦 taisykl臈, 啪vilgsnio krypties atitikimas, per臈jimai. Remiantis teorin臈je dalyje atlikta analize, sukuriamas interaktyvus edukacinis filmas, naudojant vaizdo k奴rimo, postprodukcijos ir interneto technologijas, tokias kaip HTML, CSS ir JavaScript. Baigiamojoje darbo dalyje ap啪velgiamas sukurtas produktas, 寞vertinama jo edukacin臈 vert臈 ir aptariamos galimos tolesnio tobulinimo perspektyvos. Darb膮 sudaro 拧e拧ios pagrindin臈s dalys: 寞vadas, edukacini懦 ir interaktyvi懦 film懦 analiz臈, teorinis film懦 monta啪o pagrindimas, interaktyvaus edukacinio filmo k奴rimo procesas, sukurto produkto vertinimas ir ateities perspektyvos bei i拧vados.
Darbo apimtis - 57 psl. be pried懦, 16 iliustracij懦, 2 lentel臈s, 2 priedai, 26 literat奴ros 拧altiniai.
Interactive educational film
film editing
continuity editing
180-degree rule
30-degree rule
eyeline match
interactive video
multimedia learning
HTML
CSS
JavaScript.
Thesis abstract (EN)
The aim of the bachelor鈥檚 thesis is to create an interactive educational film that helps beginner video editors learn and apply fundamental film editing principles in practice. The theoretical part analyzes interactive and educational films, technologies used for their development, and multimedia learning principles. The literature review also examines the main film editing rules, including the Kuleshov effect, the 180-degree rule, the 30-degree rule, eyeline matching, transitions. Based on the theoretical analysis, an interactive educational film is developed using video production, post-production, and web technologies such as HTML, CSS, and JavaScript. The final part reviews the created product, evaluates its educational value, and discusses possible future improvements. The work consists of six main parts: introduction, analysis of educational and interactive films, theoretical background of film editing, development process of the interactive educational film, evaluation of the created product and future perspectives, and conclusions.
The thesis has a scope of 57 pages without appendices, 16 illustrations, 2 tables, 2 appendices, and 26 references.
Interactive educational film
film editing
continuity editing
180-degree rule
30-degree rule
eyeline match
interactive video
multimedia learning
HTML
CSS
JavaScript.
Darya Krautsova
— Prof Dr Arnas Ka膷eniauskas
AI-Enhanced Visualization and Analysis of Consumer Behaviour in Asset Markets
To address the high cognitive load of interpreting unstructured behavioral data in finance, this thesis develops an interactive visualisation system translating AI鈥恉erived behavioural sentiment into perceptually accessible representations...
2026
Bachelor's and Integrated Studies
- 2026
- Bachelor's and Integrated Studies
AI-Enhanced Visualization and Analysis of Consumer Behaviour in Asset Markets
Student:
Darya Krautsova
Supervisor:
Prof Dr Arnas Ka膷eniauskas
Department:
Department of Graphical Systems
Thesis abstract (LT)
Siekiant suma啪inti didel臋 kognityvin臋 apkrov膮, kylan膷i膮 interpretuojant nestrukt奴ruotus elgsenos duomenis finansuose, 拧iame bakalauro baigiamajame darbe sukurta interaktyvi vizualizavimo sistema. Ji paver膷ia dirbtinio intelekto (DI) generuojamus elgsenos nuotaik懦 (angl. sentiment) duomenis suvokimui lengvai prieinamomis reprezentacijomis, skirtomis turto rinkos analizei. Darbe naudoti 鈥濺eddit鈥 prane拧imai, FRED makroekonominiai rodikliai ir 鈥瀁ahoo Finance鈥 rinkos duomenys. Taip pat 寞vertinti Gauso 鈥濶aive Bayes鈥, sprendim懦 med啪i懦 (angl. Decision Tree), SVM ir 鈥濺andom Forest鈥 klasifikatoriai (pastarojo F1 寞vertis = 0,83). Papildomai taikyti 拧ie DI metodai: VADER, TF-IDF, 鈥濳-Means鈥, 鈥濬P-Growth鈥 ir LDA. Sukurta 鈥濵arketMind鈥 platforma, naudojant 鈥濸ython鈥, 鈥濻treamlit鈥 ir 鈥濸lotly鈥 technologijas, sujungia glasmorfin寞 (angl. glassmorphic) dizain膮 su anomalij懦 laiko juosta (Z 寞vertis 鈮 2). Naudojamumo testavimas (n=7) parod臈, kad spalvomis koduojamos anomalijos sutrumpino aptikimo laik膮 iki 4,2 s, navigacija tarp esmini懦 element懦 鈥 iki 11,2 s, o vizualinio ai拧kumo balas siek臈 4,8/5. Techninis vertinimas patvirtino 279 MB atminties sunaudojim膮 ir ma啪esn寞 nei 200 ms delsos laik膮. Ekonometrin臈 analiz臈 atskleid臈, kad vartotoj懦 nuotaikos yra v臈luojantis rodiklis. Dizainu gr寞stas vizualinis kodavimas daro 寞vairius DI rezultatus skaidrius ir suma啪ina kognityvin臋 apkrov膮 tiriamojoje finans懦 analiz臈je.
Darbo strukt奴ra: 寞vadas, literat奴ros ap啪valga apie dirbtiniu intelektu patobulint膮 vartotoj懦 elgsenos vizualizavim膮 ir analiz臋 turto rinkose, duomen懦 apdorojimo ir grafini懦 sistem懦 analiz臈, integruotos analitin臈s platformos diegimas, sukurtos integruotos analitin臈s sistemos analiz臈, i拧vados, literat奴ros s膮ra拧as.
Darbo apimtis: 75 p. teksto be pried懦, 28 paveikslai, 10 lenteli懦, 30 bibliografini懦 拧altini懦.
Nuotaikos analiz臈
interaktyvi vizualizacija
turto rinkos
vartotoj懦 elgsena
ma拧ininis mokymasis
atsitiktini懦 mi拧k懦 metodas (Random Forest)
anomalij懦 aptikimas
stiklo morfizmas (glassmorphism)
paai拧kinamasis dirbtinis intelektas (XAI)
Streamlit.
Thesis abstract (EN)
To address the high cognitive load of interpreting unstructured behavioral data in finance, this thesis develops an interactive visualisation system translating AI鈥恉erived behavioural sentiment into perceptually accessible representations for asset market analysis. Working with Reddit posts, FRED macroeconomic indicators, and Yahoo Finance market data, Gaussian Naive Bayes, Decision Tree, SVM, and Random Forest classifiers were evaluated (Random Forest F1=0.83). Additional AI methods included VADER, TF-IDF, K鈥怣eans, FP鈥怗rowth, and LDA. The MarketMind platform, built with Python, Streamlit, and Plotly, combines glassmorphic design with an anomaly timeline (Z鈥恠core 鈮2). Usability testing (n=7) showed colour鈥恈oded anomalies reduced detection time to 4.2 s, cross鈥恜illar navigation to 11.2 s, and visual clarity scored 4.8/5. Technical evaluation confirmed 279 MB memory and sub鈥200 ms latency. Econometric analysis indicated consumer sentiment as a lagging indicator. Design鈥恖ed visual encoding makes diverse AI outputs transparent and reduces cognitive load for exploratory financial analysis.
Structure: introduction, literature review on AI-enhanced visualisation and analysis of consumer behaviour in asset markets, analysis of data processing and graphical systems, implementation of the integrated analytical platform, analysis of the developed integrated analytical system, conclusions, references.
Thesis consists of: 75 p. text without appendixes, 28 pictures, 10 tables, 30 bibliographical entries.
Sentiment analysis
interactive visualisation
asset markets
consumer behaviour
machine learning
Random Forest
anomaly detection
glassmorphism
explainable AI (XAI)
Streamlit.
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