KYPO (Kybernetický polygon in Czech, Cybernetic Proving Ground in English) Cyber Range is a cloud-based testbed platform designed especially for a network security management and simulation purposes. It provides the environment for modeling and running virtual network which serves as an isolated environment for controlled analysis of various cyber attacks as well as for cybersecurity training programs.
My participation: Software architect, head of a visualization team.
G.A.T.E. Graphics Accessible To Everyone
GATE project is aiming to achieve the following goals. First, the development of utilities deployed for easy picture annotation. Second, the provision of blind users with support for exploring (“viewing”) pictures. And finally, the development of a system utilized for generating images by means of dialogue and enabling the blind to create some limited form of computer graphics.
My participation: Theoretical research. Analysis and implementation of the server-side (JavaEE SOA with SVG, OWL and WWL services).
A web-based administrative system for IPPC. The system serves as a backend tool supporting administrative processes that are connected with the IPPC issues. This Spring MVC tool is available for authorized persons only and then it is “invisible” in the IPPC web portal.
My participation: External software designer, data analyst, and developer, 2010.
CAVER is a software tool for analysis and visualization of tunnels and channels in protein structures. Tunnels are void pathways leading from a cavity buried in a protein core to the surrounding solvent. Unlike tunnels, channels lead through the protein structure and their both endings are opened to the surrounding solvent. Studying these pathways is highly important for drug design and molecular enzymology.
My participation: Complete refactoring of this Java-based system using OO design principles and design patterns, 2011.
VRECKO: The Virtual Reality System
The VRECKO system is being developed in the HCI laboratory for several years. It is a component system capable of managing and displaying the virtual world using various devices, such as computer monitors, large stereo-projections or head mounted displays. It can also take use of data gloves, pinch gloves, PHANToM and ReachIn devices and others. A growing set of components is available, which means new applications can be prototyped rapidly. Plenty of components/extensions were done as students work during appropriate courses or as a part of their theses.
My participation: Implementation of fast collision detection algorithms, 2004-2006.
The main objective of the Generic Rendering Architecture is to propose and develop an OO system that is sufficiently general to treat a wide variety of rendering strategies, from local illumination to photorealistic algorithms. The rendering architecture can be particularized according to the common features of energy distribution techniques. We applied modern techniques of object-oriented design to the development process, including design patterns principles and UML. These C++ libraries and applications have been developed during my Ph.D. and post-doc research, as proof of theoretical concepts, and they are not maintained anymore.
My participation: Theoretical research and complete implementation, 2006-2008.