National Repository of Grey Literature 15 records found  previous11 - 15  jump to record: Search took 0.01 seconds. 
Marketing of virtual reality: Case study of Oculus VR
Klouda, Filip ; Klabíková Rábová, Tereza (advisor) ; Klimeš, David (referee)
This thesis deals with the use of marketing communication for virtual reality devices from Oculus VR, which includes the Oculus Rift, Samsung Gear VR and Oculus Go. Main attention is drawn towards the Oculus Rift, which was the first commercially available VR device to render a fully 3D environment. The thesis analyzes various tools of marketing communication used in promoting the Rift and other Oculus products. The first part is devoted to theoretical concepts of virtual reality and the long history of this phenomenon, from the first stereoscope to modern head-mounted displays we know today. The following chapter examines the theories of marketing and public relations, as well as related concepts of digital marketing, event marketing and crisis communication. The second part presents the reader with an analysis of several forms of commercial communication used for promoting the Oculus Rift, including the crowdfunding campaign on Kickstarter, interacting with target audiences on social media and showcasing the Rift on various gaming and technology events. The closing part of the analysis provides the reader with an overview of the PR crisis the company faced in 2016 in relation to a political lobbying scandal of Oculus' founder Palmer Luckey.
Architectural visualization in virtual reality
Hložanka, Filip ; Rujbrová, Šárka (referee) ; Reich, Pavel (advisor)
Tato práce se zaměřuje na nynější podobu virtuální reality a její využití v průmyslovém designu a architektuře. Je rozdělená do dvou částí. V první částí je popsána historie virtuální reality včetně fází vývoje a nejpopulárnějších produktů. Dále jsou v ní porovnány současné produkty virtuální reality dostupné pro uživatele spolu s technologiemi pro sledování pohybu uživatele a jeho interakce s virtuálním prostředím. Jsou v ní také vysvětleny problémy při zavádění virtuální reality do pracovního prostředí, a nakonec je uvedeno několik příkladů využití virtuální reality v průmyslu. Druhá část se zaměřuje na jednu z těchto možností využití virtuální reality – architektonickou vizualizaci, přičemž je v ní popsána její evoluce, jsou v ní porovnány softwarové možnosti pro její tvorbu a zobrazování, a nakonec je ukázán příklad přenesení reálné místnosti do virtuální podoby. Závěr se zaměřuje na možnosti rozvoje virtuální reality, výsledky porovnání softwarů pro architektonickou vizualizaci a proces tvorby příkladu vizualizace.
Virtual Reality: Technology Demo Using Oculus Rift
Hladyuk, Yuriy ; Najman, Pavel (referee) ; Kobrtek, Jozef (advisor)
This thesis describes device Oculus Rift and how it can be integrated with OpenGL. It will present an introduction to virtual reality, head-mounted display, best practices and Oculus Rift SDK to the reader. The thesis describes design and implementation of application for Oculus Rift integrated with OpenGL. Additionally, measurements and performed tests will be discussed. The application was tested with 43 users.
Interaction Device for Augmented Reality
Pavlenko, Peter ; Kapinus, Michal (referee) ; Beran, Vítězslav (advisor)
This master thesis explores interactive augmented reality. The aim is to design, create andtest device, which allows interaction between user and augmented reality. First analyzesaugmented reality, devices for its displaying and necessary calibration methods. Then, onthe basis of acquired knowledge, shows design and construction of few prototypes of devicelike this. Finally it shows experiments to test correctness of the concept.
User Interface for Work with Computer in Virtual Reality
Pazdera, Michal ; Najman, Pavel (referee) ; Beran, Vítězslav (advisor)
This thesis explores various ways of controlling computer in virtual reality. The aim of this thesis is to create a user interface which would allow the user to control computer in virtual reality. First it explores the possibilities of detecting users actions using sensors and its usability for controls and various interaction techniques in virtual reality. Based on the information gathered about the described topics it focuses on various ways of interactions using hands as controllers. This thesis tackles the issue of selecting and manipulating virtual objects. It introduces the design of three interaction techniques, which are then tested and evaluated.

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