National Repository of Grey Literature 289 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Game with Procedural Enemies
Teplan, Kristof ; Pečiva, Jan (referee) ; Milet, Tomáš (advisor)
Procedurálne generovanie obsahu si získalo veľkú popularitu, najmä v hernom priemysle. Oblasť procedurálneho generovania nepriateľov v hrách však zostáva relatívne nepreskúmaná. Táto práca sa zameriava na vývoj rogue-like 2D hry, kde hráč bojuje proti procedurálne generovaným robotom. Hra je implementovaná v Unity Engine, pričom sa využíva vlastný maticový L-systém na generovanie robotov z blokov s rôznymi funkciami. Umelá inteligencia robotov je poháňaná neurónovou sieťou, ktorá bola vycvičená pomocou posilovaného učenia s využitím nástroja Unity ML-Agents. Všetky systémy sú integrované do konečnej hry, ktorá zachytáva klasické vlastnosti rogue-like žánru.
Head-Mounted Display or Tablet? Device Usability in the Context of Programming Robotic Workplaces
Kníže, Josef ; Milet, Tomáš (referee) ; Bambušek, Daniel (advisor)
This thesis focuses on usability comparison of head-mounted display Microsoft HoloLens 2 and tablet in context of programming robotic workplace using augmented reality. The existing interfaces for these devices are analyzed, and a user experiment was designed and conducted to compare them, involving a total of 18 participants who tested and evaluated both devices in two iterations. Based on feedback from the first iteration, many changes were proposed and implemented in the HoloLens 2 interface. Key changes included porting the entire application to newest framework for mixed reality, programming through scene interaction, reworking robot placements, and adding parameter configuration and action placement through the robot. The new version of the interface was tested in the second iteration of experiments, revealing that users are 32,3 % faster when using HoloLens 2 and they rate usability and user experience better compared to tablet. Surprisingly, there was no significant difference measured in user mental or physical load between the devices.
Interaktivní manuál v rozšířené realitě
Přichystal, Filip ; Beran, Vítězslav (referee) ; Kapinus, Michal (advisor)
The goal of this thesis is to create mobile application, that provides interactive manuals in augmented reality. Users can create manuals by placing interactive objects in the space. These can further move, rotate and edit their information. The manual thus created is saved and user is able to view it in the application. The application was implemented in the Unity game engine. The thesis includes a description of the design of the application, the implementation procedure and its testing. Based on the testing, a possible direction for future development was made.
Top Down hra s prvky RPG
Heřmann, Pavel ; Bambušek, Daniel (referee) ; Milet, Tomáš (advisor)
The aim of the work is to create a 2D game with RPG elements using the Unity game engine. Collected powerups can be used to fulfill the RPG elements, modifying the character's behaviour. To enrich the game experience, several procedural generation methods are used to create game levels. This thesis describes the design and implementation explaining all three procedural generation methods namely: cellular automata, L-system generating building floor plans and grammar generating graph structure. Furthermore, several algorithms are used to generate the maps: the Bresenham algorithm, BFS, Kruskal algorithm to generate paths between rooms, dilation and random walk algorithm to generate the rooms of the map. Also discussed are other systems that take care of the proper functioning of the game, such as: a save system using JSON format, a combat system using Unity collision elements, boss design and implementation, character movement, and a system for upgrading the player character's abilities. The result is a fully functional game in which the player can visit three different types of maps, collect and then use various upgrades, fight enemies and save their progress.
Cognitive Game Battery: Assessing and Identifying Deficits in Memory, Attention, Problem-Solving, and Decision-Making Skills
Češka, Ondřej ; Malik, Aamir Saeed (referee) ; Hussain, Yasir (advisor)
Cílem této práce je neinvazivní posouzení vybraných kognitivních domén (pozornost, paměť, rozhodování) pomocí nové mobilní aplikace vyvinuté za tímto účelem. Posuzování kognitivních nedostatků je důležité pro prevenci neurokognitivních poruch. Byly analyzovány existující posuzovací úlohy a na jejich základě byla navržena a úspěšně implementována kognitivní herní baterii sestávající ze 3 mobilních her. Aplikace je určena pro platformu Android a byla vyvinuta v Unity engine. Byl vytvořen systém pro sběr a uchovávání herních dat a jejich následné zhodnocení za pomoci cloudové dostupnosti. Jeho spolehlivost byla posouzena na základě vlastního sběru dat a poznatků existujících studií. Vyvinutá aplikace přináší jiný pohled na posuzování kognitivních nedostatků, porovnává uživatelem dosažené skóre s ostatními hráči a poskytuje mu detailní zpětnou vazbu.
Tower-defense/attack game in Unity
Kratschmer, Tomáš ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
The aim of this thesis is to summarize the basic aspects of games and to introduce frequently used concepts, algorithms and mechanics (not only) in card games, and at the same time to demonstrate them on the computer game ByteWars. This thesis mainly focuses on artificial intelligence techniques, such as finding the best paths in a graph (map) according to different criteria and searching the state space using the method ExpectiMinimax for the possibility of playing the game by computer. Since every game must be somehow fun and must engage the player, this thesis also discusses game design concepts. In addition to the text, the result of this work is the game itself, which is freely available on itch.io. It is developed in the popular Unity game engine using the C# programming language.
Selecting Objects in Augmented Reality
Pribylina, Martin ; Materna, Zdeněk (referee) ; Kapinus, Michal (advisor)
This work proposes and tests methods for object selection in augmented reality. The work focuses on selecting objects that overlap with each other in densely populated clusters. The proposed selection methods are direct selection, cursor, and list. As part of the work, an application has been developed that allows testing of the three methods and measures accuracy, time, motion and other criteria for a thorough evaluation of their applicability. The application was implemented using Unity and ARCore. A user study with 16 respondents was conducted using the test application. The results of the work show the advantages and disadvantages of each selection.
On-orbit docking simulator
Červenka, Rostislav ; Kašpárek, Tomáš (referee) ; Chudý, Peter (advisor)
Tato práce se ponoří do rozmanité domény dokování na oběžné dráze. Cílem je navrhnout a implementovat dokovací simulátor na oběžné dráze pro Android zařízení. Simulátor bude založen na Clohessy-Wiltshireových rovnicích, které se používají k modelování relativního pohybu dvou kosmických lodí na oběžné dráze. Uživatel bude ovládat jednu z nich a jeho cílem je využít dostupné dotykové a pohybové vstupy a připojit se k druhé. Simulátor zapouzdřuje různé scénáře dokování na oběžné dráze a poskytuje pohlcující a vzdělávací zážitek pro uživatele se zájmem o vesmírné technologie.
Spatial Augmented Reality for Robotic Workplace
Štrof, Jakub ; Kapinus, Michal (referee) ; Materna, Zdeněk (advisor)
The focus of this work is to create projected user interface, which will complement AREditor, an application for robotic programming and also to calibrate Kinect and projector using existing calibration method. For calibration, I used the procam-calibration method, which uses projected Gray codes onto a chessboard to calculate calibration parameters. Thanks to it, virtual objects can be placed correctly into the real space. User interface was implemented using game engine Unity. By testing the interface, it was found that it helps the user to better grasp the relation between real and virtual space when placing virtual objects into the robotic workplace. It also raises user's awareness of the robot's movements when cooperating with it.
Game with Haptic Feedback
Prokofiev, Oleksandr ; Beran, Vítězslav (referee) ; Polášek, Tomáš (advisor)
Tato bakalářská práce podrobně popisuje tvorbu digitální hry s názvem "Cut the Red!" která integruje technologii haptické zpětné vazby. Hra je 3D logická hra vyvinutá pomocí Unity a jejím cílem je zneškodnit bombu vyřešením různých miniher. Práce obsahuje úvod do herního průmyslu a jeho historii, zkoumání moderních alternativních přístupů k uživatelskému rozhraní a jejich aplikaci v herních ovladačích. Kromě toho podrobně popisuje proces vytváření dokumentu o designu hry a vysvětluje implementaci různých herních prvků. Hra je poté testována v krátkém uživatelském studiu, aby se získala zpětná vazba ohledně herních mechanik a celkového zážitku hráče.

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